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Rancang Bangun Aplikasi Kesehatan Mental Berbasis Android untuk Penyandang Disabilitas Della Fitria Lestari; Endah Sudarmilah
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4656

Abstract

Persons with disabilities often face significant challenges in accessing mental health services due to limited infrastructure and a lack of specialized professionals in Indonesia. This group is particularly vulnerable to mental health issues, with the primary barriers being the absence of inclusive services and difficulties in accessing information and professionals who understand their specific needs, especially in communication. This study focuses on designing and developing an Android-based mental health application tailored for persons with disabilities. The application aims to provide accessible mental health information and consultation services with psychologists, supported by Sign Language Interpreters (SLI) to enhance communication. Developed using the System Development Life Cycle (SDLC) with the waterfall method, the application seeks to address the accessibility gap in mental health services. By improving access to information and support, the application is expected to help persons with disabilities overcome barriers to obtaining essential mental health care and resources.
Pengaruh Variasi Jumlah Neuron dalam Hidden Layer Algoritma Pelatihan Levenberg-Marquardt Jaringan Backpropagation: A Systematic Literature Review Irianto, Ade Gilang Hendra; Sudarmilah, Endah
JURNAL Al-AZHAR INDONESIA SERI SAINS DAN TEKNOLOGI Vol 10, No 2 (2025): Mei 2025
Publisher : Universitas Al Azhar Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36722/sst.v10i2.3788

Abstract

This analysis is done to determine and is a consideration for future research related to different types of problem solving by using the training algorithm of Backpropagation network. This study uses 4 steps selections in filter articles that will be used in literary studies, namely 1) Identification 2) Screening 3) Eligibility and 4) Included. The number of items filtered in this study is 73 articles. The article was filtered through the identification phase with a total of 205 articles, then in the screening process by assimilating the title and summary, then the eligible process with many articles filtered by 132 articles did not meet the requirements to get the final results of 73 articles for the analysis process. The number of nerve cells indicates that there is no rules that are determined related to the exact quantity of nerve cells in the hidden layer depending on all research needs and parameters applied in research. Although in some articles, the accuracy value is not briefly mentioned that the Levenberg-Marquardt training algorithm is effective in solving problems, in 21 articles filtered that the Levenberg- Marquardt training algorithm has an accuracy rate of over 90%, indicating that this algorithm can be an alternative choice as a problem-solving tool due to its effectiveness and optimal accuracy of results.Keywords - Accuracy, Backpropagation, , Effectiveness, Hidden Layer, Levenberg-Marquardt Algorithm
Game Edukasi Dampak Pergaulan Bebas Darmanto, Budi; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 3, No 2 (2016): PRotek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v3i2.149

Abstract

Free wantonness is risky for children. It can be maintained a strategic distance from by instruction and supervision of a parent or educator who performed ideally. Numerous guardians who experience issues in instructing their kids with unforgiving strategies and ld-molded. Playing is the main thing that is most favored by kids. For that, we require another technique that consolidates recreations and instruction for early adolescence with a specific end goal to keep youngsters from the unfavorable impacts of free romiscuity. The present study will take a gander at how to join the diversion with training. Innovation is one instrument that is exceptionally strong to get this going in light of the fact that its nearness is as of now natural in filling individuals' every day lives. Here the analyst make a diversion that contains a presentation an awful effect of free wantonness through the game so youngsters take in more effortlessly about an awful effect of free indiscrimination. Scientists utilizing the System Development Life hover (SDLC) in the game advancement prepare all together that the study runs easily as per the phases that have been resolved. These Educational diversions have the session of the experiences of a kid who might contain learning material in each of the deterrents it faces. The consequences of this study is an application edugame a presentation of terrible effect of free wantonness that can go through a PC and contraption After testing, acquired results that 92% understudies like a level of this game.
Pengenalan Alat Musik Gamelan Secara 3D Berbasis Augmented Reality Bakhtiar, Doni Nuryanto; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 7, No 1 (2020): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v7i1.1236

Abstract

Gamelan adalah salah satu jenis permainan orkestra musik tradisional asli Indonesia. Generasi muda sekarang cenderung lebih suka mempelajari musik modern dibanding musik daerahnya sendiri. Salah satu penyebabnya adalah kurang atraktifnya media pembelajaran alat musik gamelan saat ini. Untuk itu, perlu adanya media pembelajaran yang menarik agar generasi muda tertarik untuk mengenal dan mempelajari alat musik gamelan, salah satunya yaitu menggunakan teknologi Augmented Reality. Dalam penelitian ini, peneliti menerapkan teknologi Augmented Reality pada aplikasi yang berbasis mobile android sebagai pengenalan alat musik gamelan sehingga generasi muda tertarik untuk mempelajari alat musik gamelan. Dan dalam aplikasi ini disertakan juga buku yang berisi marker dan informasi dari masing-masing alat musik gamelan.Pembuatan aplikasi menggunakan software Unity3D dan Vuforia SDK dalam membangun Augmented Reality, dan software Blender dalam pembuatan objek 3 dimensinya. Dalam aplikasi ini juga disertakan kuis guna menambah pemahaman pengguna dalam mengenal alat musik gamelan.Berdasarkan hasil penelitian yang telah dilakukan menyatakan bahwa 89% responden menyatakan aplikasi mudah dioperasikan atau dimainkan, 79% responden menyatakan Tata letak tampilan aplikasi menarik, 95% responden menyatakan materi pada aplikasi mudah dipelajari, 82% responden menyatakan aplikasi dapat membantu belajar dalam mengenal alat musik gamelan, 90% responden menyatakan Objek 3D yang dibuat menarik, dan 93% responden menyatakan Aplikasi dapat meningkatkan keinginan untuk mempelajari alat musik gamelan. Dengan demikian tujuan dari penilian ini tercapai.
Game Edukasi Mitigasi Bencana Kebakaran Berbasis Android Martatiani Muyasaroh, Siti; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 6, No 1 (2019): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v6i1.1029

Abstract

Kebakaran sering terjadi karena merupakan peristiwa yang terjadi akibat api yang membesar, penyebabnya bisa karna faktor manusia, teknis atau bencana alam sebagai warga Indonesia harus mampu mengurangi resiko terjadinya bencana. Salah satunya yaitu dari pendidikan dasar yang dimulai dari anak-anak bisa menjadi contoh yang baik untuk menanggulangi bencana. Tujuan dari penulis adalah membangun game edukasi mitigasi kebakaran berbasis android yang memenuhi syarat dalam edukasi pada anak usia dini untuk mengurangi resiko terjadinya kebakaran. Metode yang digunakan penulis yaitu menggunakan metode System Development life Cycle atau SDLC yang menggunakan model Waterfall. Edugame mitigasi bencana kebakaran yang berbasis android dengan nama Boim Sang Penakluk Api yang dibuat dengan Construct 2 dapat menambah pengetahuan tentang mitigasi bencana kebakaran. Serta berdasarkan dengan pengujian dengan menggunakan SUS (System Usability Scale) aplikasi berjalan tanpa ada kesalahan.
EduGame Sejarah Islam Masuk Indonesia Nurrahim, Dian Imam; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 3, No 2 (2016): PRotek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v3i2.153

Abstract

A game is a fun diversion, not a couple of children who are dependent on the game. With the presence of a few hypotheses about the happening to Islam to Indonesia, among others, Gujarat hypothesis, the hypothesis of Makkah, and after that, to the Persian hypothesis, the creator will make an instructive game based multiplatform utilize application build 2 with prizes that clarify these speculations. The reason for this study to draw the consideration of primary school understudies to help study material Islamic entered Indonesia history. This study utilizes SDLC (frameworks improvement life cycle) containing the means of requirement, designing, coding and implementation. The consequences of this study are the games with the material history of Islam entered Indonesia that can be played on desktop and smartphone. 
Game Edukasi Mitigasi Bencana Gunung Meletus “Petualangan Guntur” Makrifah, Fahmawati Nur; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 6, No 1 (2019): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v6i1.1034

Abstract

Indonesia memiliki kekayaan alam meliputi perairan dan daratan. Di daratan Indonesia, gunung memiliki banyak manfaat bagi keberlangsungan hidup manusia. Namun gunung juga memiliki permasalahan tersendiri. Ketika gunung mengalami erupsi, maka akan berdampak pada penduduk yang tinggal di sekitar gunung tersebut. Bencana memiliki dampak berupa kerusakan lingkungan, sehingga diperlukan penanggulangan bencana untuk menyelesaikan permasalahan lingkungan yang diakibatkan oleh bencana tersebut. Oleh karena itu diperlukan suatu upaya untuk menyelesaikan permasalahan-permasalahan tersebut yaitu dengan memberikan edukasi mengenai mitigasi. Mitigasi bencana sebaiknya dilakukan kepada semua orang yang bermukim di sekitar gunung dan juga masyarakat yang berpotensi menjadi korban bencana baik pada anak maupun pada orang dewasa Penulis ingin membuat sebuah gambaran mengenai mitigasi bencana melalui game edukasi tentang pengetahuan mengenai penanggulangan bencana gunung api secara dini (untuk anak usia 10-11 tahun) berbasis android. Penelitian ini menggunakan metode SDLC dengan model waterfall. Hasil penelitian ini ini berupa sebuah game edukasi mitigasi bencana gunung meletus, yang didalamnya terdapat berbagai fitur untuk dimainkan oleh siswa dibangun menggunakan construct 2 yang dapat dimainkan di mobile smartphone berbasis android dengan file berekstensi .apk. Game ini telah diuji menggunakan System Usability Scale (SUS) dan game dapat berjalan tanpa adanya kendala.
RANCANG BANGUN SISTEM INFORMASI PENGOLAHAN DATA ADMINISTRASI KEPENDUDUKAN BERBASIS WEB Melani, Tyas; Sudarmilah, Endah
Ainet : Jurnal Informatika Vol 6, No 2 (2024): September (2024)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/ainet.v6i2.19220

Abstract

The population administration information system is an important part of a government agency where an order and arrangement is needed in the publication of a document and population data through civil registration, population registration services, management of population administration systems, utilization of results for services to the community. In the current era of technology, Jatiroto Village is still implementing a manual system of bookkeeping, this arrangement has an impact on the inefficiency and accuracy of population information. The purpose of this research is based on the main problems found in Jatiroto Village, namely to design a population administration data processing information system in which the system facilitates the management and archiving of documents so as to minimize paper usage. The method used for this research is the waterfall method where system development starts from requirements analysis, system design, implementation, integration and testing, maintenance. The system is expected to be able to meet the needs of Jatiroto Village in terms of data management and document reporting.
Non-fungible token modeling: the enthusiasm of music fans for the digital-collectible revolution Zahra Nurbana, Khadijah; Sudarmilah, Endah
Bulletin of Electrical Engineering and Informatics Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i4.9269

Abstract

Blockchain technology has become a major focus in data security and reliability. A foundation for innovations such as non-fungible token (NFT), which opens up new opportunities in managing ownership of digital assets. We investigate NFTs in the form of voice, which is digital audio communication. During the COVID-19 pandemic, podcasts have been rampant, creating new business opportunities in digital media such as NFTs, which have explored and evolved in various markets; voice content has gained significant space in sales, promotion, and dissemination/innovation. This research presents a comprehensive analysis of NFTs from 2019 to 2022, focusing on the variable association consisting of the NFT category, the price of each of those NFT categories, NFT editions, and NFT marketplace. We used structural equation modeling (SEM) to clarify the relationship in partial least squares structural equation modeling (PLS-SEM). This study’s findings suggest that music enthusiasts seek NFTs based on the NFT category. Therefore, it is crucial for NFT creators, who are musicians too, to exercise caution when choosing the NFT category that is most popular among music enthusiasts. We suggest that the musicians creating NFTs should consider establishing appealing NFT categories to attract music fans and other collectors.
RANCANG BANGUN OTOMASI PENGUNCIAN PINTU RUMAH DAN SAKLAR LAMPU DENGAN ANDROID BERBASIS ARDUINO UNO Septiawan, Fadli Dana; Sudarmilah, Endah
Ainet : Jurnal Informatika Vol. 1 No. 2 (2019): September (2019)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/ainet.v1i2.2660

Abstract

Perkembangan teknologi yang sangat pesat di era sekarang membuat banyak orang menggunakannya untuk mempermudah pekerjaannya. Seiring berjalannya waktu, keamanan dan saklar lampu otomatis menjadi kebutuhan yang efisien untuk diterapkan pada era saat ini. Untuk keamanan itu sendiri dibutuhkan karena kejahatan atau kriminalitas sudah menjadi permasalahan sosial yang membuat semua warga menjadi resah, karena tingkat kriminalitas yang terus meningkat setiap tahunnya. Kejahatan yang banyak terjadi adalah kasus pencurian dirumah. Sedangkan untuk saklar lampu dibutuhkan  untuk mempermudah menyalakan lampu tanpa harus berinteraksi langsung dengan saklar. Sistem yang biasa digunakan untuk permasalahan tersebut masih menggunakan manual. Penilitian ini bertujuan untuk membuat sistem keamanan dan saklar lampu ini berbasis Arduino. Perancangan system keamanan dan saklar lampu otomatis ini menggunakan metode eksperimental yaitu penelitian yang pengumpulan datanya berdasarkan pencatatan lansung. Hasil yang didapat dari sistem ini adalah keamanan tambahan dan keefektifan penggunaan saklar lampu. Pengujian menggunakan  Arduino  sebagai pengendali jarak jauh dan diterima oleh Arduino  melalui Bluetooth HC-05. Sistem keamanan dan saklar lampu otomatis ini berintegrasi antara Smartphone dengan Arduino.
Co-Authors Agus Purwohartono Ainayah Syifa Hendri Al Faruqi, Muhammad Haidar Alfi Dimar Pradana Anggara, Ariski Try Anggita Puspaningrum Ardhiyatama Nur Saputra Ari Gunanto Astari, Fitria Widya Aziz Mufa’adhi Bakhtiar, Doni Nuryanto Budi Darmanto Budi Darmanto, Budi Darsono, Ruswa Della Fitria Lestari Deniar Risma Putri Diah Priyawati Dian Imam Nurrahim Dian Imam Nurrahim, Dian Imam Dita Aluf Mawsally Diva Rahmaningtyas Citra Ayu Pradani Doni Nuryanto Bakhtiar Dzaky Anwar Zein Emy Nurchasanah Endah Tri Rahayu Fadli Dana Septiawan Fahmawati Nur Makrifah Fatah Yasin Al Irsyadi Fitria Widya Astari gunanto, ari Gunawan Ariyanto Haikal Ahkam Purliano Hanifa Salsabila Harsanto, Malika Heru Supriyono Ikhwan Caesar Amri Pradana Ikhwan Muhsinin, Yahya Imam Mujahid Irianto, Ade Gilang Hendra Istiqomah Khoirun Nisa Lawton, Megan Mahendra, Farhan Ihza Makrifah, Fahmawati Nur Martatiani Muyasaroh, Siti Mawsally, Dita Aluf Melani, Tyas Minsih Mufa’adhi, Aziz Muhammad Vicky Al Hasri Mulyana, Afrizal Meka Nuqisari, Rina Nurchasanah, Emy Nurgiyatna Pasha Bhimasty Pradana, Alfi Dimar Pramesti, Regita Cahya Pungky Ary Wibowo Purliano, Haikal Ahkam Rafiqa Maharani Putri Siregar Regita Cahya Pramesti Rina Nuqisari Ruswa Darsono Saifur Robbi, Royan Sam'an Alghozy Sang Aji Indutoro Saputra, Ardhiyatama Nur Sari, Anggun Yunita Sarnila Sari Saputri Septiawan, Fadli Dana Siti Laila Sholihah Siti Martatiani Muyasaroh Sutrisno, Iwan Umi Fadlilah Ustia, Nurul Wibowo, Pungky Ary Windi Saputri Y. A. Hafiz Yanuarta, Azis Bisma Yoga Yogatama Dwi Prasetya Zahra Nurbana, Khadijah Zaki Satria Prayoga