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Pemanfaatan IoT untuk Mendeteksi Dini Kelembaban Kamar Hotel Dedy Irawan, Joseph; Primaswara Prasetya, Renaldi; Limpraptono, Yudi
Jurnal Teknologi dan Manajemen Informatika Vol. 8 No. 1 (2022): Juni 2022
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jtmi.v8i1.6770

Abstract

The pandemic period has greatly affected various business sectors which also resulted in the decreasing income of most people. This is coupled with the implementation of PPKM (Enforcement of Restrictions on Community Activities) in several areas, so that community activities are very limited. One of the impacts of this pandemic is being felt in the hotel business, where many hotels and inns are not selling well and this business has to go out of business. Hotels and inns that can still survive are forced to reduce the number of employees and reduce operational costs, one of which is the cost of room maintenance. Along with the number of vacant rooms due to lack of customers and reduced number of employees, resulting in vacant rooms are rarely opened which will become damp and stuffy. If this is left for a long time will result in the growth of mold in the hotel room, so a process of monitoring temperature and humidity is needed. These problems can be solved by utilizing the Internet of Things (IoT). From the results of testing the temperature and humidity sensor readings using DHT11, the results are quite accurate with an error rate of 1.30% for measuring temperature and 3.79% for measuring humidity. Making an IoT system using Blynk can be done very easily because it does not require programming skills in its manufacture.
PENERAPAN DATA MINING MENGGUNAKAN K-MEANS CLUSTERING UNTUK PENGELOMPOKKAN STATUS KEMISKINAN DI PAPUA Salsabil Haq, Mustaqdimin; Rudhistiar, Deddy; Primaswara Prasetya, Renaldi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 2 (2025): JATI Vol. 9 No. 2
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i2.13337

Abstract

Kemiskinan merupakan masalah serius di banyak wilayah Indonesia, termasuk di Provinsi Papua. Berdasarkan data BPS pada Maret 2024, jumlah penduduk miskin di Provinsi Papua mencapai 152,91 ribu orang dengan persentase 17,26%. Masalah kemiskinan di Papua berhubungan erat dengan faktor-faktor sosial, ekonomi, dan geografis yang kompleks, sehingga memerlukan pendekatan yang tepat dalam upaya penanggulangan. Analisis klaster merupakan salah satu pendekatan yang dapat diterapkan, yang memungkinkan pengelompokan wilayah berdasarkan karakteristik kemiskinan yang serupa. Penelitian ini menggunakan metode algoritma K-Means Clustering untuk mengidentifikasi kelompok variabel yang memengaruhi tingkat kemiskinan di Provinsi Papua. Dari hasil analisis terhadap 29 data, ditemukan tiga cluster: Cluster 1 (tinggi) terdiri dari 15 daerah, Cluster 2 (sedang) terdiri dari 6 daerah, dan Cluster 3 (rendah) terdiri dari 8 daerah. Hasil ini memberikan wawasan mengenai distribusi kemiskinan yang dapat menjadi acuan bagi pemerintah daerah dalam merumuskan kebijakan yang lebih efektif. Selain itu, penelitian ini juga melakukan pengujian sistem (blackbox) yang menunjukkan bahwa sistem pengelolaan data telah berfungsi dengan baik. Berdasarkan hasil pengujian terhadap 29 data, sistem yang menggunakan metode K-Means Clustering menunjukkan akurasi 100%, dengan semua data yang diuji sesuai. Penelitian ini diharapkan dapat memberikan kontribusi dalam upaya pengurangan kemiskinan di Papua melalui penerapan teknologi analisis data yang tepat
Implementasi Game Tebak Gambar Binatang Berbasis Android Sebagai Media Pembelajaran Anak Usia Dini Prasetya, Renaldi Primaswara; Wahyuni, Febriana Santi; Rudhistiar, Deddy
Journal Of Computer Science Contributions (JUCOSCO) Vol. 4 No. 1 (2024): Januari 2024
Publisher : Lembaga Penelitian, Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/w7pdmm55

Abstract

The increasingly rapid development of technology, especially mobile phone devices has targeted all groups, including young children aged 3 to 5 years, so like it or not,parents have to supervise their children. But in reality, technology cannot be avoided. As a parent, the most important thing right now is how to ensure that the mobile devices playing with children can be handled well and have a positive impact on their children, although supervision is still needed. Supervision of children who are already at school cannot be carried out continuously. At school, parents can only expect for the teachers as their second parents. Teachers as educators must be able to provide understanding to Kindergarten children, thus the use of cellphones can be used for positive things, one of which is by providing mobile game-based learning media. The problem is that there are only a few mobile applications in the form of games that provide simple learning media for Kindergarten children. Through this service, an Android-based educational game of animal picture guessing will be designed and developed as a learning medium for children aged 3-5 years. To determine the impact of implementing the application, implementation and testing were carried out, where the average System Usability Scale (SUS) score from 15 respondents was 88.33, and when referring to the usability scale value range it can be concluded that the animal picture guessing game that has been developed falls into the category acceptable or well accepted with a fairly significant impact category. Meanwhile the functionality also meets the needs of its users.