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Pelatihan Pembuatan Prototype Palang Parkir Otomatis Berbasis Internet of Things Purnamasari, Dewi; Jumrianto; Didin Herlinudinkhaji; Henny Prasetyani; Riffa Bella Wahyu
TEMATIK Vol. 5 No. 2 (2025): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/tematik.v5i2.12243

Abstract

SMA PGRI 1 Kendal menghadapi masalah rendahnya pemahaman siswa tentang Internet of Things (IoT), khususnya dalam membangun sistem palang parkir otomatis. Hal ini disebabkan belum adanya mata pelajaran khusus maupun modul pembelajaran IoT di sekolah. Untuk mengatasi hal tersebut, Tim Pengabdian UniversitasIvet melaksanakan pelatihan pembuatan palang parkir otomatis berbasis IoT menggunakan Arduino UNO dalam bentuk prototype. Kegiatan ini bertujuan memberikan simulasi pembelajaran IoT kepada siswa melalui metode ceramah, diskusi, bimbingan, dan praktik langsung. Hasil kegiatan meliputi penyampaian materi, perakitan perangkat sesuai modul, pemrograman Arduino, dan penyerahan produk ke sekolah. Evaluasi menunjukkan peningkatan pemahaman siswa sebesar 80% setelah pelatihan, meskipun terdapat satu kelompok yang gagal membuat prototype. Secara keseluruhan, kegiatan dinilai berhasil berkat dukungan peserta, guru, dan kepala sekolah dalam meningkatkan literasi dan keterampilan siswa di bidang teknologi IoT
Energy-Saving Handwasher Design Using Infrared Obstacle Sensor Based On Arduino Microcontroller Jumrianto Jumrianto; Dewi Purnamasari
Jurnal Inovasi Pendidikan dan Sains Vol 5 No 3 (2024): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v5i3.2292

Abstract

The Covid-19 pandemic is over, the good habit of washing hands with soap must be maintained, because it concerns a clean and healthy lifestyle. The unavailability of automatic hand washing devices on the IVET University Campus is a motivation to create an application tool, in its application it will use an infrared obstacle sensor by coding commands through Arduino software. Based on a review of previous research, no one has designed a hand washer device with an energy-efficient infrared obstacle sensor. Utilizing Arduino software and hardware with a current consumption of <0.050 amperes on standby. When operating, this device consumes a current of <0.5 amperes which opens and closes the water tap. The operating voltage of the microcontroller is 5 volts, so this device consumes 2.5 watts of electricity, and if it operates for 1000 hours or for ±41 days continuously without stopping, it only uses 2.5 KWh of electricity and when on standby for 1000 hours this device uses 0.25 KWh of electricity.
Rancang Bangun Sistem Informasi Survei Kepuasan Pelanggan Berbasis Web menggunakan Metode Prototype (Studi Kasus Pada Toko Audi Elektronik Semarang) Dinda Resti Octaviana; Dewi Purnamasari; Kurniawati Kurniawati
Joined Journal (Journal of Informatics Education) Vol 8 No 1 (2025): Volume 8 Nomor 1 (2025)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v8i1.3895

Abstract

Toko Audi Elektronik Semarang merupakan toko ritel yang bergerak di bidang penjualan barang elektronik belum memiliki sistem untuk mengumpulkan umpan balik pelanggan, baik melalui kotak saran maupun survei kepuasan pelanggan sehingga menyulitkan mengevaluasi kualitas layanan dan produk. Penelitian ini bertujuan untuk merancang dan membangun sistem informasi survei kepuasan pelanggan berbasis web bertujuan untuk mempermudah proses pengumpulan, penyimpanan, dan analisis data kepuasan pelanggan secara lebih sistematis dan terstruktur. Metode yang digunakan adalah metode prototype berdasarkan masukan pengguna. Pengujian sistem dilakukan dengan metode black box testing difokuskan pada aspek fungsionalitas. Hasil pengujian menunjukkan bahwa seluruh fungsi utama pada sistem, seperti pengisian survei, penyimpanan data, dan penampilan hasil survei, berjalan sesuai dengan skenario yang telah dirancang. Dengan demikian, sistem ini dinilai telah memenuhi aspek fungsional yang dibutuhkan dan siap digunakan sebagai sarana untuk mendukung evaluasi layanan dan pengambilan keputusan berdasarkan umpan balik pelanggan.
Deepfake Image Detection Using Transfer Learning Method Tsalatsatun Nur Rohmah; Dewi Purnamasari; Kurniawati Kurniawati; Didin Herlinudinkhaji; Yunifa Miftachul Arif; Santiago Criollo-C
International Journal of Electrical and Intelligent Engineering Vol 1, No 2 (2025)
Publisher : Department of Electrical Engineering Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ijeie.v1i2.40796

Abstract

The development of Artificial Intelligence (AI) technologies, particularly deep learning has led to the emergence of innovative applications such as deepfake technology, which enables the realistic manipulation of digital images and videos. While this technology offers positive applications in fields such as entertainment and education, it also poses significant risks of misuse, particularly in the dissemination of false information and violations of privacy. Therefore, deepfake detection has become a crucial aspect in preserving the authenticity of digital content. This study aims to analyze the effectiveness of transfer learning methods in detecting deepfake images using VGG16, VGG19, and ResNet50 architectures. The research employs a dataset of deepfake and real images sourced from Kaggle, comprising 10,826 facial images with a resolution of 256 × 256 pixels, evenly balanced between authentic and manipulated content. The data are split in an 80:20 ratio for training and testing purposes. Each model is trained using identical parameter configurations. The performance evaluation of the models was conducted using confusion matrix metrics, including accuracy, precision, recall, and F1-score. The results indicate that the VGG16 model achieved the best performance, with an accuracy of 76%, followed by VGG19 at 72%, and ResNet50 at 58%. VGG16 also outperformed the other models in terms of precision, recall, and F1-score, demonstrating more effective performance in identifying visual manipulation patterns. In contrast, ResNet50 exhibited the lowest performance, which may be attributed to its architectural complexity not being optimally aligned with the characteristics of the dataset. It can be concluded that the transfer learning approach using the VGG16 model is more effective in detecting deepfake images on this dataset. This study also highlights the importance of selecting appropriate architectures and fine-tuning models to the characteristics of the data.
EDUKASI MIKTIGASI BANJIR BERBASIS AUGMENTED REALITY UNTUK KOMUNITAS BERKELANJUTAN Dewi Purnamasari; Soraya Rosna Samta; Rizal Ichsan Syah Putra; Nelly Zulfa; Ahmad Riki Andreas
Abdi Masya Vol 7 No 1
Publisher : Pusat Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52561/abdimasya.v7i1.605

Abstract

Community education on flood disaster mitigation often faces challenges because conventional methods are less interactive. This community service program aims to enhance disaster literacy and preparedness within community groups through innovative, technology-based educational media. The method employed was participatory training, with lectures, interactive discussions, and a primary focus on demonstrating and using an Augmented Reality (AR) application specifically designed for flood-mitigation simulation. The activity was attended by 30 members of a women's community empowerment group. The results indicated a significant increase in participants' understanding, as measured by pre- and post-tests, with the average score rising from 52.5 to 87.8. Qualitative feedback also revealed high enthusiasm, with 95% of participants stating that the AR-based learning method was more engaging and easier to understand than traditional counseling. The conclusion of this program is that AR technology is highly effective as a medium for participatory education in improving community preparedness for flood disasters. This innovative approach is recommended.
Analisis Kebutuhan dan Perancangan Awal Aplikasi Rekap Absensi Berbasis Mobile menggunakan Appsheet di SMA Ky Ageng Giri Setiyawan Jordi; Dewi Purnamasari; Jumrianto Jumrianto
Journal of System, Information Technology and Electronics Engineering Vol 5 No 2 (2025): DESEMBER 2025
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/jsitee.v5i2.4350

Abstract

Sistem absensi manual di SMA Ky Ageng Giri masih dilakukan melalui pencatatan di buku kehadiran, lalu direkap oleh staf administrasi setiap harinya pagi dan siang. Proses ini memakan waktu kurang lebih satu jam dan rentan kesalahan input maupun kehilangan data fisik. Penelitian ini bertujuan untuk menganalisis kebutuhan pengguna dan merancang awal aplikasi rekap dan absensi berbasis mobile menggunakan AppSheet. Metode yang digunakan adalah prototyping, dimulai dari tahap komunikasi kebutuhan pengguna, perancangan cepat, hingga pembuatan desain awal. Hasil analisis menunjukkan bahwa pengguna utama aplikasi terdiri dari guru dan staff administrasi yang membutuhkan sistem absensi real-time, otomatis, serta mudah digunakan tanpa perlu pemrograman. Perancangan awal aplikasi mencakup flowchart proses absensi, Entity Relationship Diagram (ERD) untuk struktur basis data, serta User Interface (UI) yang sederhana berbasis tampilan mobile. Dengan rancangan ini, aplikasi diharapkan mampu mempercepat rekap data kehadiran, mengurangi human error, dan mendukung efisiensi administrasi sekolah
Perancangan User Interface dan User Experience Website PKMB Ky Ageng Giri menggunakan Metode Design Thinking Nia Fatikasari; Dewi Purnamasari; Jumrianto Jumrianto
Journal of System, Information Technology and Electronics Engineering Vol 5 No 2 (2025): DESEMBER 2025
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/jsitee.v5i2.4351

Abstract

Perkembangan teknologi informasi menuntut lembaga pendidikan untuk beradaptasi dalam mengelola dan menyebarkan informasi secara efektif. PKBM Ky Ageng Giri merupakan lembaga pendidikan nonformal di Kabupaten Demak yang bergerak di bidang pendidikan kesetaraan. Namun, proses pengelolaan informasi dan publikasi kegiatan masih dilakukan secara manual, sehingga penyampaian informasi belum optimal. Penelitian ini bertujuan untuk merancang user interface (UI) dan pengalaman pengguna atau user experience (UX) website PKBM Ky Ageng Giri menggunakan metode Design Thinking, yang meliputi tahapan empathize, define, ideate, prototype, dan test. Perancangan dilakukan dengan alat bantu Canva, berfokus pada kemudahan penggunaan (usability), keterbacaan, dan estetika tampilan. Evaluasi dilakukan melalui uji usability terhadap lima responden yang menilai delapan halaman utama website. Hasil pengujian menunjukkan tingkat kepuasan pengguna dengan nilai rata-rata 4,2–5,0, yang termasuk kategori puas hingga sangat puas. Dengan demikian, desain website PKBM Ky Ageng Giri dinilai informatif, responsif, dan sesuai dengan kebutuhan pengguna, serta dapat mendukung digitalisasi layanan pendidikan nonformal.
Program Mengajar ASTRA (Advanced Skills Training for Rising Achievers)  di SMK Sultan Trenggono Handini Arga Damar Rani Handini; Dewi Purnamasari; Kurniawati; ⁠Lingga Kurnia Ramadhani; Ahmad Imtiyaz Najih
TEMATIK Vol. 6 No. 2 (2026): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/tematik.v6i2.15281

Abstract

Program Mengajar ASTRA (Advanced Skills Training for Rising Achievers) merupakan kegiatan pengabdian kepada masyarakat yang dilaksanakan di SMK Sultan Trenggono Semarang untuk memperkuat kesiapan digital siswa melalui pengenalan dasar framework Laravel 12. Kegiatan ini dilatarbelakangi oleh kebutuhan peningkatan keterampilan komputasi, pemahaman alur kerja pengembangan aplikasi web, dan motivasi belajar teknologi pada siswa SMK. Metode kegiatan meliputi observasi kebutuhan, penyusunan materi, sosialisasi, demonstrasi, praktik terbimbing di laboratorium komputer, diskusi, dan refleksi. Hasil kegiatan menunjukkan peserta terlibat aktif dalam memahami konsep dasar web, struktur proyek, rute, controller, tampilan, serta manfaat framework dalam pembuatan aplikasi. Program ini memberi nilai tambah berupa pengalaman belajar praktis, kolaboratif, dan relevan dengan kebutuhan dunia kerja digital. Kegiatan lanjutan diperlukan untuk pendampingan proyek sederhana dan evaluasi kompetensi secara lebih terukur.
Pelatihan Penggunaan Alat Deteksi Dini Banjir Berbasis IOT Terintegrasi Telegram pada Kelurahan Wonosari Dewi Purnamasari; Nelly Zulfa; Soraya Rosna Samta; Rizal Ichsan Syah Putra; Ahmad Riki Andreas
TEMATIK Vol. 6 No. 2 (2026): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/tematik.v6i2.15292

Abstract

Banjir merupakan salah satu permasalahan yang sering terjadi di wilayah Kelurahan Wonosari dan dapat menimbulkan kerugian bagi masyarakat. Kegiatan pengabdian ini bertujuan untuk meningkatkan pemahaman dan kesiapsiagaan masyarakat melalui pelatihan penggunaan alat deteksi dini banjir berbasis Internet of Things (IoT) yang terintegrasi dengan Telegram. Metode kegiatan dilakukan melalui tahapan sosialisasi, pelatihan penggunaan alat, praktik langsung, pendampingan dan diskusi, serta evaluasi. Alat ini bekerja dengan membaca ketinggian air menggunakan sensor, kemudian mengirimkan notifikasi peringatan secara otomatis melalui Telegram ketika air mencapai batas tertentu. Hasil evaluasi menunjukkan adanya peningkatan pemahaman peserta berdasarkan hasil pre-test dan post-test, yaitu dari rata-rata 60% menjadi 88,75%. Peserta juga mampu memahami fungsi alat, komponen IoT, cara membaca notifikasi Telegram, serta tindakan awal yang perlu dilakukan saat menerima peringatan banjir. Dengan demikian, pelatihan ini dinilai efektif dalam meningkatkan pengetahuan dan kesiapsiagaan masyarakat terhadap potensi bencana banjir.
Design and Usability Evaluation of the SkinPal Facial Skin Type Detection Application Prototype Using Figma and Modified SUS Ika Jihan Pratiwi; Dewi Purnamasari
Jurnal Pseudocode Vol 13 No 2 (2026): Volume 13 Nomor 2 September 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.2.117-123

Abstract

The development of digital applications in the beauty and healthcare fields requires a user interface that is not only visually attractive but also easy to use and comfortable for users. This study aims to design and evaluate the user interface of the SkinPal facial skin type detection application using Figma. The research stages consisted of literature review, requirement analysis, interface design using Figma, prototype development, usability testing, data analysis, and conclusion. The interface was designed based on user needs to support facial skin type detection and assist users in selecting appropriate skincare digitally. The data analysis results showed that the mean score for the indicator display is easy to understand and informative was 3.85, icons are easy to understand was 4.05, display consistency was 4.10, and overall user experience was 3.90. These results indicate that respondents gave positive assessments of the SkinPal interface. Usability testing was conducted involving 20 respondents using a Likert-scale questionnaire. Since all questionnaire items were positive statements, the data were analyzed using the Modified System Usability Scale (SUS) method. The results showed that the SkinPal prototype obtained an average SUS score of 73.25, with a minimum score of 30.00, a maximum score of 100.00, and a standard deviation of 18.16. The average score indicates that the SkinPal user interface is categorized as Acceptable and classified as Good. These findings show that the proposed interface is feasible to use, easy to understand, and suitable for supporting facial skin type detection. However, improvements are still needed in navigation clarity, instruction readability, button visibility, and visual consistency. Future research is recommended to develop the prototype into a functional mobile application integrated with automatic facial skin type detection.Bottom of Form Keywords: user interface, Figma, usability testing, System Usability Scale, facial skin type detection, SkinPal.