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Design Build a Spider Robot Detector Fire Arduino based Furqon, M. Hafizul; Wahyu Ciptadi, Prahenusa; Hardyanto, R. Hafid; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 1 No. 2 (2022): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.126 KB) | DOI: 10.31316/astro.v1i2.4644

Abstract

Fire is an event that is not desired by every human being. Fires can cause significant losses, both material and life losses. Every fire process always causes a fire in a place or room where a fire occurs. A fire that is still not too big can be detected using a robot. Detection of the source of the fire in the kitchen room is still difficult because it is not yet known by the occupants of the house who are in another room or outside the house. Residents of the house have difficulty finding hotspots that are still small, so a robot is needed that can detect the presence of these hotspots. One of the robots that can be applied in this situation is the spider robot. This study aims to implement fire sensor technology to detect fire using Arduino. Methods of data collection using literature study and observation. The application development phase includes analysis, system design, implementation, and testing. This program is implemented using ultrasonic sensors, wi-fi modules, servos, and fire sensors. Ultrasonic sensors as a protection system from robots and IR flame sensors as sensors to detect fire. The spider robot can detect fire and provide warnings through sound alarms and can provide notifications via messages in the WhatsApp application. The fire detection robot made can detect a fire by notifying WhatsApp messages and alarms when the robot detects fire. The test results show the tool can run well. This can be proven by the value of the test results that have been carried out
Production Process Monitoring System for RFID-Based SMEs and the Internet of Things Sipurba, Iguh; Widya Sari, Marti; Hardyanto, R. Hafid; Harry Pratisto, Eko
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (539.95 KB) | DOI: 10.31316/astro.v2i1.5045

Abstract

Micro, Small, and Medium Enterprises (UMKM ) illustrates business being run either by private, home households, as well as business entities size small. this venture's own role is important in the growth and industry of a country. In these global economic times, In this case, MSMEs are demanded to carry out replacement To use upgrade energy it's competitive. One aspect that means what you want to ensure energy MSME competitiveness is technology information ( IT ). Adana Sugar Ants " is one of the UMKM which is located in Penggung Hamlet, RT.70/RW.21, Hargorejo , Kokap , Kulon Progo , Yogyakarta. Problems faced by SMEs Adana Sugar Ants are many get quota excess orders for certain events like celebration day large and delivery of goods throughout Indonesia, namely the checking process goods still production done manually with record in the book so that needs a long time and thoroughness by personnel. The objective of the study This is designing tools that simplify the checking process of goods production. So that from study This produces A Production Process Monitoring System for RFID- Based SMEs and the Internet of Things.
System Information Management Sales of TB Prima Keloran Equipment and Goods with the Waterfall Method Dwi Baskara, Yusril; Wibawa; Putri, Puji Handayani; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 3 No. 2 (2024): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v3i2.7125

Abstract

In the digital era, many company switch to system information to improve efficiency and retrieval decision . However , Prima Keloran Building Store Still use method manual bookkeeping in management sales . This method face various weaknesses , such as risk error recording by employees , difficulties data access , and limitations in reporting as well as analysis sales . With growth business and increasing transaction volumes , the need will more system​ efficient become the more important . Implementation system information management sale with Waterfall method can become effective solution . This method follow step sequentially , starting from analysis need until implementation , so that allow developers to meet need specific shop in a way systematically . With system this , it is expected sales data management become more accurate and real-time, as well as analysis processes for planning strategic can made easier . Research This aims to design and implement capable system​ overcome constraint moment this and support development Prima Keloran Building Store business . With Thus , the implementation system This expected No only overcome existing problems , but also constructive ones a strong foundation for growth business in the future.
Design and User Analysis of a Learning Management System: Student Competency-Based Learning Pratisto, Eko Harry; Danoetirta, Daffa Raszya
Internet of Things and Artificial Intelligence Journal Vol. 5 No. 1 (2025): Volume 5 Issue 1, 2025 [February]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v5i1.883

Abstract

The rapid evolution of digital technology in education has highlighted the need for robust platforms that support student competency-based learning, wherein each learner progresses at an individualized pace and demonstrates mastery of specific competencies. Building on evidence that personalized instruction improves engagement and learning outcomes, this study aims to develop a Learning Management System (LMS) capable of enhancing both formative and summative assessments. The primary objectives are to facilitate the uploading of learning materials, manage user roles (teachers, students, administrators), and provide flexible assignment distribution—all while promoting self-directed, sustainable learning. An Agile methodology was adopted to ensure iterative development and close collaboration with stakeholders, allowing for quick adaptations to evolving requirements. System architecture was designed using UML, focusing on role-based workflows and clear user interfaces. Throughout the process, regular sprints were conducted, incorporating continuous testing and feedback loops to refine functionality. The LMS was then evaluated through usability testing using the System Usability Scale (SUS). Findings from 80 student participants yielded an average SUS score of 81.75, which falls into the “very good” category, suggesting high user acceptance and ease of use. These results affirm the system’s effectiveness in supporting competency-based learning, as students can monitor individual progress in real-time and receive timely feedback from teachers. Moreover, teachers benefit from streamlined assessment processes, enabling them to devote more attention to pedagogical improvements. Although this research was conducted in a single school environment and over a relatively short period, the encouraging results indicate strong potential for broader implementation. Future development may integrate features such as learning analytics, gamification, and personalized content recommendations, thereby further enhancing adaptive learning experiences across diverse educational contexts.
Pengembangan Aplikasi Augmented Reality sebagai Media Edukasi Pertanian Porang untuk Masyarakat Fendi Aji Purnomo; Eko Harry Pratisto; Yudho Yudhanto; Ovide Decroly Wisnu Ardhi; Taufiqurrakhman Nur Hidayat; Achmat Fajri
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90711

Abstract

Abstrak:Rendahnya kualitas program dan kurangnya sumber daya manusia ahli, yang dapat diatasi melalui integrasi teknologi AR untuk meningkatkan proses pembelajaran. Penelitian ini berfokus pada pengembangan aplikasi edukasi berbasis Augmented reality (AR) untuk meningkatkan pemahaman masyarakat, khususnya petani pemula, mengenai budidaya tanaman porang, yang merupakan komoditas pertanian berkelanjutan. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahap: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasil penelitian menunjukkan bahwa aplikasi AR yang dikembangkan berhasil diuji dengan metode black box, dan semua fungsinya berjalan dengan baik. Dari kuesioner yang diisi oleh 30 responden, diperoleh rata-rata presentase kepuasan untuk variabel desain sebesar 90%, kemudahan 90,5%, dan manfaat 86%, yang menunjukkan bahwa responden sangat setuju dengan penggunaan aplikasi ini sebagai alat edukasi dalam budidaya tanaman porang, sehingga dapat membantu meningkatkan pengetahuan dan keterampilan petani.================================================Abstract:The low quality of educational programs and the lack of skilled human resources can be addressed through the integration of Augmented reality (AR) technology to enhance the learning process. This study focuses on the development of an AR-based educational application aimed at improving the understanding of the community, particularly novice farmers, regarding the cultivation of porang, a sustainable agricultural commodity. The research methodology employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, production, testing, and distribution. The results of the study indicate that the developed AR application was successfully tested using the Black Box method, and all functionalities operated effectively. From the questionnaires completed by 30 respondents, the average satisfaction percentages for the design variable were 90%, ease of use 90.5%, and benefits 86%, indicating that respondents strongly agreed with the use of this application as an educational tool in porang cultivation, thereby helping to enhance farmers' knowledge and skills.
Pembuatan Aplikasi Media Pembelajaran Simulasi Alat Berat dengan Menggunakan Teknologi Virtual Reality Taufiqurrakhman Nur Hidayat; Fendi Aji Purnomo; Yudho Yudhanto; Eko Harry Pratisto
IJAI (Indonesian Journal of Applied Informatics) Vol 7, No 2 (2023)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v7i2.69108

Abstract

Abstrak Inovasi Media Pembelajaran Simulasi Alat Berat dengan menggunakan teknologi VR, dapat menjadi solusi untuk pemecahan permasalahan tingginya harga unit dan kesempatan penggunaan alat berat sebagai media pembelajaran dan simulasi baik bagi calon operator alat berat maupun Siswa SMK dan Mahasiswa Teknik Mesin dan Teknik Alat Berat. Inovasi ini memungkinkan pengguna memiliki pengalaman menjelajahi dan berinteraksi dengan Alat Berat secara virtual dengan menggunakan headset realitas maya dan alat kemudi. Aplikasi dibangun dengan menggunakan perangkat lunak Unity dan bahasa pemrograman C#.  Berdasarkan Pengujian Aktivitas Pengguna yang dilakukan oleh sebuah perusahaan yang bergerak dibidang jasa konsultasi Teknologi Informatika dan pengembang perangkat lunak didapatkan rerata nilai 7,375 dari skala nilai 10. Sedangkan dari hasil Pengujian Basis Pengalaman Pengguna kepada calon pengguna aplikasi mendapat respon positif terhadap fungsional aplikasi, perlu adanya validitas market lebih komprehensif, dan Aplikasi merupakan solusi teknologi tepat guna.==================================================AbstractInnovation of Heavy Equipment Simulation Learning Media using VR technology can be a solution to solving the problem of high unit prices and the opportunity to use heavy equipment as a learning and simulation medium for both prospective heavy equipment operators and SMK students and students of Mechanical Engineering and Heavy Equipment Engineering. This innovation allows the user to have the experience of exploring and interacting with the Machine virtually by using a virtual reality headset and steering gear. The application is built using Unity software and the C# programming language. Based on User Activity Testing carried out by a company engaged in Information Technology consulting services and software developers, an average value of 7.375 is obtained from a value scale of 10. Meanwhile, from the results of the User Experience Base Test to prospective application users, they receive a positive response to the functional application, validity is needed more comprehensive market, and the Application is an appropriate technology solution.
Optimalisasi Sistem PLTS Berbasis Internet of Things (IoT) untuk Meningkatkan Efisiensi dan Keberlanjutan Instalasi Air Minum dan Sanitasi Berbasis Masyarakat Nanang Maulana Yoeseph; Rudi Hartono; Fiddin Yusfida A’la; Eko Harry Pratisto; Fendi Aji Purnomo
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90859

Abstract

Abstrak:Akses air minum dan sanitasi yang layak masih menjadi tantangan di daerah terpencil. Penelitian ini mengkaji optimalisasi Pembangkit Listrik Tenaga Surya (PLTS) berbasis Internet of Things (IoT) dalam Program Instalasi Air Minum dan Sanitasi Berbasis Masyarakat (PAMSIMAS) untuk mengatasi masalah tersebut. Penelitian ini berfokus pada peningkatan efisiensi energi, keandalan sistem, dan keberlanjutan operasional PAMSIMAS melalui pemantauan dan pengendalian jarak jauh secara real-time. Metode penelitian mencakup perencanaan sistem, pemilihan komponen optimal, instalasi profesional, dan pemeliharaan rutin. Data kinerja sistem dikumpulkan dan dianalisis menggunakan platform IoT. Hasil penelitian menunjukkan peningkatan efisiensi energi, pengurangan biaya operasional, dan peningkatan keandalan sistem. Pemantauan jarak jauh memungkinkan deteksi dini masalah, sehingga tindakan pencegahan dapat dilakukan sebelum kerusakan terjadi. Optimalisasi PLTS berbasis IoT terbukti efektif dalam meningkatkan kualitas layanan penyediaan air minum dan sanitasi bagi masyarakat. Selain itu, penelitian ini juga menyoroti peran penting teknologi IoT dalam memberdayakan masyarakat untuk mengelola sumber daya energi dan air secara mandiri, sehingga berkontribusi pada pencapaian Tujuan Pembangunan Berkelanjutan=============================================Abstract:Access to clean water and sanitation remains a challenge in remote areas. This research examines the optimization of Solar Power Plants based on the Internet of Things (IoT) in Community-Based Water Supply and Sanitation Installations to address this issue. The research focuses on improving energy efficiency, system reliability, and operational sustainability of Community-Based Water Supply and Sanitation Installations through real-time remote monitoring and control. The research methods include comprehensive system planning, selection of optimal components, professional installation, and routine maintenance. System performance data is collected and analyzed using an IoT platform. The results show improvements in energy efficiency, reduction of operational costs, and increased system reliability. Remote monitoring allows for early detection of problems, enabling preventive action before damage occurs. Optimization of IoT-based Solar Power Plants proves to be effective in improving the quality of water and sanitation services for the community. Furthermore, this research also highlights the important role of IoT technology in empowering communities to manage energy and water resources independently, thus contributing to the achievement of Sustainable Development Goals.
Design Build a Spider Robot Detector Fire Arduino based Furqon, M. Hafizul; Wahyu Ciptadi, Prahenusa; Hardyanto, R. Hafid; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 1 No. 2 (2022): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v1i2.4644

Abstract

Fire is an event that is not desired by every human being. Fires can cause significant losses, both material and life losses. Every fire process always causes a fire in a place or room where a fire occurs. A fire that is still not too big can be detected using a robot. Detection of the source of the fire in the kitchen room is still difficult because it is not yet known by the occupants of the house who are in another room or outside the house. Residents of the house have difficulty finding hotspots that are still small, so a robot is needed that can detect the presence of these hotspots. One of the robots that can be applied in this situation is the spider robot. This study aims to implement fire sensor technology to detect fire using Arduino. Methods of data collection using literature study and observation. The application development phase includes analysis, system design, implementation, and testing. This program is implemented using ultrasonic sensors, wi-fi modules, servos, and fire sensors. Ultrasonic sensors as a protection system from robots and IR flame sensors as sensors to detect fire. The spider robot can detect fire and provide warnings through sound alarms and can provide notifications via messages in the WhatsApp application. The fire detection robot made can detect a fire by notifying WhatsApp messages and alarms when the robot detects fire. The test results show the tool can run well. This can be proven by the value of the test results that have been carried out
Production Process Monitoring System for RFID-Based SMEs and the Internet of Things Sipurba, Iguh; Widya Sari, Marti; Hardyanto, R. Hafid; Harry Pratisto, Eko
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i1.5045

Abstract

Micro, Small, and Medium Enterprises (UMKM ) illustrates business being run either by private, home households, as well as business entities size small. this venture's own role is important in the growth and industry of a country. In these global economic times, In this case, MSMEs are demanded to carry out replacement To use upgrade energy it's competitive. One aspect that means what you want to ensure energy MSME competitiveness is technology information ( IT ). Adana Sugar Ants " is one of the UMKM which is located in Penggung Hamlet, RT.70/RW.21, Hargorejo , Kokap , Kulon Progo , Yogyakarta. Problems faced by SMEs Adana Sugar Ants are many get quota excess orders for certain events like celebration day large and delivery of goods throughout Indonesia, namely the checking process goods still production done manually with record in the book so that needs a long time and thoroughness by personnel. The objective of the study This is designing tools that simplify the checking process of goods production. So that from study This produces A Production Process Monitoring System for RFID- Based SMEs and the Internet of Things.
Multi-Layer Perceptron Model for Dota 2 Game Results from UCI Using MLP Classifier Yudhistira, Galih; Aliya Widiastuti, Pika; Rahyuni, Rahyuni; Hastono, Tri; Harry Pratisto, Eko
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 2 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i2.5797

Abstract

Dota 2 is a genre game Moba in the PC (Personal Computer) system battle arena game online (online) with multiplayer ( bringing together 2 players in 1 machine ). Game Dota 2 consists of 2 opposing teams To get the victory, every team has 5 players who can choose hero 1 from 121 different heroes. Study This discusses the use of the Multi-Layer Perceptron (MLP) model to predict the results Dota 2 game. The author uses the UCI dataset containing historical data of Dota 2 matches, processed and trained with the MLP model using MLPClassifier from the scikit learn Python library. The data preprocessing process includes normalization features and handling of missing data. Training involves hyperparameter selection and validation cross To prevent overfitting. Although the MLP model is successful in predicting results with accuracy high, the author takes notes room For improvement, like additional features or the use of more models complex. In research, This obtained results with Accuracy Train results: 68.06%, Accuracy Test: 58.00%, Accuracy Precision: 58.53%, Accuracy Recall: 73.50%, Accuracy f1: 63.39%.