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Journal : applied technology and computing science journal

ESPCam Control Using Telegram on ESP32 Microcontroller-Based Security Camera Systems Aris Sudaryanto; Dimas Sasongko; Agung Kridoyono; Rizqi Putri Nourma Budiarti; Savilla Tifania Mahadewi; Feby Ade Arvianto
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 5 No 2 (2022): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v5i2.3760

Abstract

A security camera must be easy to control, because users need to be able to monitor and control it even when they are in another place. To accommodate this need, security cameras are generally controlled by a computer, then the data is sent to a web server that can be accessed by users. However, the system is quite complicated because it still requires a computer, as well as the additional cost of renting a website server. In this study, computer functions were replaced with the ESP32 microcontroller, and the website server as well as the application interface was replaced with the Telegram BOT. The ESP32 microcontroller was chosen because its function is almost the same as a computer, while the Telegram BOT can be used free of charge. This study focuses on testing the success rate of the system in responding to commands given via the Telegram BOT, with the type of command connecting the Telegram BOT with ESPCam, turning on or off the LED flash, taking pictures, and the combination. Based on the tests that have been carried out for all existing command combinations, with each test being repeated 25 times, it was found that the success rate of the system reached 84.67%.
UI/UX Design and Evaluation of Shrouded Buana Game Using Design Thinking and Cognitive Walkthrough Aris Sudaryanto; Amsyar Raftan Oskash Ivaldy; Mohamad Safrodin; Adi Wijaya
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 8 No 2 (2025): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v8i2.8598

Abstract

The rapid growth of mobile gaming, which accounts for a significant portion of the global gaming market, necessitates optimal UI/UX design to maintain competitive advantage and player retention. One of the most popular games in Indonesia is Genshin Impact, which recorded 6,857,493 downloads on the Indonesian Playstore and Appstore as of September 2022. Research concerning UI/UX in games like Genshin Impact has become increasingly vital due to the growing emphasis on user engagement and accessibility within the gaming industry. The specific challenges of effectively designing UI/UX for complex open-world games, such as Genshin Impact, present significant opportunities for further exploration. Shrouded Buana is a game developed with Genshin Impact as its primary reference. This research focuses on avoiding various UI/UX-related issues in Genshin Impact. The Design Thinking framework is employed as the methodology for developing the UI/UX of Shrouded Buana. The usability level of the Shrouded Buana UI/UX is measured using the Cognitive Walkthrough (CW) method. the Cognitive Walkthrough is conducted through playtesting, where 30 users are presented with specific scenarios of tasks to complete. The Shrouded Buana's average task completion time (TCT) across all scenarios is 96,71%. The Average of Shrouded Buana's Task Completion Time is 5,15 s. Its mean Shouded Buanas's UI UX are very good so can support respondents to finish all scenarios quickly.