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Development of Smart Charity Box Monitoring Robot in Mosque with Internet of Things and Firebase using Raspberry Pi Anggraini, Nenny; Zulkifli, Zulkifli; Hakiem, Nashrul
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 1 (2024)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i1.4209

Abstract

Mosques are the center of Muslim communities’ spiritual and communal life, thus requiring effective financial management. The purpose of this study was to develop a smart donation box robot that utilizes Internet of Things technology to address efficiency and increase transparency in managing donations. The methodology in this study used a prototyping method consisting of Rapid Planning, Rapid Modeling, Construction, and Evaluation stages, which aimed to develop a functional prototype quickly. The results showed that the smart donation box robot detected and counted banknote denominations with varying degrees of success, achieving a detection success rate of 100% for all tested denominations at an optimal sensor distance of 1 cm. However, the detection rate dropped to 42.86% at 0.5 cm and 28.57% at 1.5 cm, highlighting the significant impact of sensor placement on performance. Coin detection was performed accurately, correctly identifying and sorting denominations without error. This enabled real-time financial monitoring via the Telegram application, significantly increasing transparency for mosque administrators and congregants. The conclusion of this study confirms that IoT technology can substantially improve mosque donation management by automating the collection process and providing real-time
Pengembangan Aplikasi Web Perancangan Agenda Perjalanan Wisata Menggunakan Metode User Experience Lifecycle Wardhana, Ariq Cahya; Anggraini, Nenny; Rozy, Nurul Faizah
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021822548

Abstract

Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang itinerary. Itinerary merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi itinerary perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan itinerary sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk itinerary berbasis web. Metode User Experience (UX) Lifecycle berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner online dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, storyboard, skenario dan wireframe. Hasil desain diimplementasikan dalam bentuk prototipe high fidelity berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan dalam merencanakan perjalannnya. AbstractTraveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey. 
Simulasi Pembelajaran Interaktif pada Praktikum Embedded System Berbasis Web Anggraini, Nenny
MULTINETICS Vol. 3 No. 1 (2017): MULTINETICS Mei (2017)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v3i1.1072

Abstract

Simulasi adalah suatu proses peniruan dari sesuatu yang nyata beserta keadaan sekelilingnya (state of affairs). Aksi melakukan simulasi ini secara umum menggambarkan sifat-sifat karakteristik kunci dari kelakuan sistem fisik atau sistem yang abstrak tertentu. Metode yang dipakai adalah Monte Carlo sebagai alur perancangan simulasi. Simulasi ini mendukung proses pembelajaran mata kuliah embedded system yang ada di Program Studi Teknik Informatika Fakultas Sains dan Teknologi. Simulasi pembelajaran ini menggunakan multimedia interaktif sebagai alat pengontrol yang dapat dioperasikan oleh pengguna melalui web, sehingga pengguna dapat memilih apa yang dikehendaki untuk proses selanjutnya. Dalam mata kuliah embedded system, dengan simulasi seperti ini pengguna dapat melakukan praktikum seperti di laboratorium menggunakan mikroprosesor secara digital. Tujuannya adalah agar pembelajaran tidak terbatas pada waktu, tempat dan ketersediaan alat di laboratorium. Simulasi laboratorium ini berbasis web sehingga dapat dijadikan sebagai cetak biru electronic laboratory.
A Comparative Analysis of Random Forest, XGBoost, and LightGBM Algorithms for Emotion Classification in Reddit Comments Anggraini, Nenny; Putra, Syopiansyah Jaya; Wardhani, Luh Kesuma; Arif, Farid Dhiya Ul; Hakiem, Nashrul; Shofi, Imam Marzuki
JURNAL TEKNIK INFORMATIKA Vol. 17 No. 1: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v17i1.38651

Abstract

This research aims to compare the performance of three classification algorithms, namely Random Forest, XGBoost, and LightGBM, in classifying emotions in Reddit comments. Emotion classification in Reddit comments is a complex classification problem due to its numerous variations and ambiguities. This research utilizes the GoEmotions Fine-Grained dataset, filtered down to 7,325 Reddit comments with 5 different basic emotion labels. In this study, data preprocessing steps, feature extraction using CountVectorizer and TF-IDF, and hyperparameter tuning using GridSearchCV for each algorithm are conducted. Subsequently, model evaluation is performed using Cross-Validation and confusion matrix. The results of the study indicate that Random Forest outperforms the XGBoost and LightGBM algorithm with an accuracy of 75.38% compared to XGBoost with 69.05% accuracy and LightGBM with 66.63% accuracy.
Nearest Neighbor Interpolation and AES Encryption for Enhanced Least Significant Bit (LSB) Steganography Anggraini, Nenny; Wardhani, Luh Kesuma; Assyahid, Muhammad Hudzaifah; Hakiem, Nashrul; Yusuf, Muhammad; Setyawan, Okky Bagus
Building of Informatics, Technology and Science (BITS) Vol 6 No 4 (2025): March 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i4.7079

Abstract

The increasing use of digital communication raises concerns about data security, especially when transmitting sensitive information. Steganography conceals messages within digital media to prevent detection. However, conventional methods face storage limitations, leading to message truncation or distortion, making hidden messages more detectable. This study proposes a combination of Nearest Neighbor Interpolation (NNI) and Least Significant Bit (LSB) steganography to dynamically expand the cover image, allowing larger encrypted messages to be embedded while maintaining image integrity. NNI was chosen over other interpolation techniques such as Bilinear and Bicubic due to its lower computational complexity and preservation of sharp edges, which minimizes blurring artifacts that could make steganographic alterations more noticeable. AES-128 encryption ensures message confidentiality before embedding. The system was developed as a web-based application to improve usability. The research followed the Waterfall Software Development Life Cycle (SDLC), and Black Box Testing validated system functionality. Testing results showed that the method successfully embedded and extracted messages without data loss, maintaining PSNR values above 40 dB, ensuring minimal perceptual distortion. However, the maximum interpolation limit was 5310 × 5310 pixels, beyond which system constraints caused failures. The stego-images retained original aspect ratios, reducing suspicion. Despite its success, the system remains vulnerable to modifications such as color changes, cropping, rotation, and compression, which can disrupt the message.