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Analisis Fungsi Keamanan Terhadap Kinerja Router Pada Jaringan Berkecepatan Tinggi Kurniawan Dwi Irianto
Techno.Com Vol 16, No 1 (2017): Februari 2017
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (615.066 KB) | DOI: 10.33633/tc.v16i1.1317

Abstract

Router adalah sebuah perangkat pada jaringan komputer yang digunakan untuk meneruskan paket data. Karena fungsinya, router menjadi peran penting dalam mengukur kinerja jaringan komputer. Router perlu memproses paket data yang masuk dengan kecepatan tinggi dan delay sedikit mungkin. Oleh karena itu, router harus didukung dengan sistem keamanan yang baik juga. Aktivasi aplikasi keamanan dan enkripsi data pada router dan firewall dapat mengkonsumsi sumber daya CPU untuk komputasi tambahan dan hal ini dapat mempengaruhi penurunan kinerja router. Selain itu, mekanisme keamanan di router bisa membawa kemungkinan kemacetan di jaringan pada saat ON/OFF fungsi keamanan sehingga dapat mempengaruhi kinerja router dalam meneruskan paket data. Sebuah analisis kuantitatif didasarkan pada teori antrian dapat digunakan untuk mengukur dan memprediksi serta meningkatkan kinerja router. Dalam tulisan ini, beberapa skenario simulasi akan dilakukan untuk menganalisis pengaruh fungsi keamanan di router pada jaringan kecepatan tinggi. Skenario tersebut menggunakan distribusi Generalized Exponential (GE-type) untuk mencerminkan interarrival bursty dan waktu servis pada router. Hasil penelitian menunjukkan bahwa fungsi keamanan di router bisa membawa penurunan pada kinerjanya. Kata kunci— router, keamanan, kinerja, teori antrian, jaringan berkecepatan tinggi
Sistem Pemantauan Nutrisi Air Pada Tanaman Hidroponik Model Rakit Apung Fadhil Albar; Irving Vitra Paputungan; Kurniawan Dwi Irianto
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.043 KB) | DOI: 10.47065/josh.v3i4.1843

Abstract

Hydroponics is an alternative method of planting that replaces soil media with water. This planting model can optimize land use which is currently getting less and less because hydroponics does not require a large planting space. Hydroponics has one of the planting techniques, namely the floating raft hydroponic model. Floating raft hydroponic has a planting style with a flat plane so that water can pool under the plant. This model is not only cheap, but also easy to make for ordinary people. However, this model has a drawback, namely the owner must always pay extra attention to the plants because floating raft hydroponic uses stagnant water without circulating water or air, this can make the nutrient content in the water poison the plants themselves. In addition, water levels can cause fungus on the roots of these hydroponic plants. A system was created to monitor nutrient solution levels, water acidity levels, temperature values, humidity and light intensity. These parameters are monitored using several sensors, namely: Total Dissolved Solid (TDS) sensor, water pH sensor, water level sensor, light intensity sensor and temperature and humidity sensor controlled by a microcontroller with the ESP32 model. The results of the sensor recording are displayed on the blynk platform which can provide real time plant status. With this system the owner can monitor in real time and can increase awareness when caring for hydroponic plants with the floating raft hydroponic model.
Meteran Listrik Cerdas Berbasis IoT Home Automation Untuk Layanan Listrik Prabayar Adam Nurfaizi; Irving Vitra Paputungan; Kurniawan Dwi Irianto
AUTOMATA Vol. 3 No. 2 (2022)
Publisher : AUTOMATA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Internet of Things (IoT) merupakan solusi baru terkait permasalahan yang dimana teknologi dapat menghubungkan suatu alat dengan jaringan internet, penggunaan Internet of Things (IoT) dapat mempermudah berbagai bidang kebutuhan mulai dari kesehatan, transportasi, pertanian, keamanan dan lain lain. Dengan demikian Internet of Things (IoT) dapat diimplementasikan ke bidang yang diinginkan, khususnya untuk pemantauan arus listrik, dengan kata lain Internet of Things (IoT) dapat mempermudah pengguna dalam pemantauan penggunaan listrik. Pada artikel ini, penggunaan listrik menjadi masalah yang dimana banyaknya pengguna belum memahami bagaimana seharusnya menggunakan listrik untuk kehidupan sehari-hari, banyak dari pengguna yang mungkin akan mendapatkan tagihan tiap bulan yang diluar dugaan, masalah tersebut akan teratasi jika pengguna dapat mengetahui kebutuhan listrik dari alat-alat elektronik yang digunakan. Oleh karena itu Internet of Things (IoT) akan berperan dalam pembangunan meteran cerdas dengan basis sistem monitoring listrik yang dimana nanti akan memberikan hasil dalam bentuk informasi terkait penggunaan listrik sehari-hari, klasifikasi alat elektronik dan acuan penggunaan alat elektronik, sehingga pengguna akan lebih hati-hati dalam menggunakan alat elektronik yang belum diketahui kebutuhan arus listrik yang diperlukan, dengan demikian penggunaan listrik akan jauh lebih efisien, dengan adanya data penggunaan listrik tersebut akan mempermudah pengguna untuk menggunakan alat-alat elektronik dengan lebih bijak.
Aplikasi Android Untuk Pemantauan Listrik Prabayar Muhammad Aji Perdana; Irving Vitra Paputungan; Kurniawan Dwi Irianto
AUTOMATA Vol. 3 No. 2 (2022)
Publisher : AUTOMATA

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Abstract

Masyarakat masih awam mengenai penggunaan listrik mereka sendiri. Hal ini diakibatkan oleh cara pengecekan penggunaan listrik yang tidak praktis. Mereka harus menghampiri meteran listrik secara fisik untuk mengecek saldo yang tersisa. Meteran listrik pada umumnya juga tidak menampilkan data tegangan, arus, dan daya listrik padahal data tersebut berguna untuk pemantauan lebih terperinci. Oleh karena itu, dibutuhkan sebuah sistem untuk memudahkan masyarakat dalam pengecekan penggunaan listrik mereka. Aplikasi Android Untuk Pemantauan Listrik Prabayar dibuat agar masyarakat dapat dengan mudah mengecek penggunaan listrik. Hanya dengan membuka aplikasi pada smartphone android, pengguna dapat melihat data terperinci tentang penggunaan listrik mereka. Data yang disajikan oleh aplikasi berupa sisa saldo kWh, total penggunaan kWh, tegangan (Volt), arus (Ampere), daya(Watt), dan total harga dari jumlah kWh yang telah digunakan. Aplikasi ini juga dapat mengingatkan pengguna dengan cara mengirimkan push notification ketika saldo kWh hampir habis serta mereset saldo kWh secara otomatis saat saldo telah habis.
Performance Evaluation of LoRa in Farm Irrigation System with Internet of Things Kurniawan Dwi Irianto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 7, No. 4, November 2022
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v7i4.1551

Abstract

Long Range (LoRa) Communication is one of the emerging Internet of Things (IoT) technologies and has been widely discussed by researchers. LoRa is also part of the Low Power Wide Area Networks (LPWAN) technology where this technology focuses on communication systems on energy efficiency, wide coverage, low data rates, and long battery life. LoRa uses industrial, scientific, and medical (ISM) radio frequencies. These frequencies can be used for free without paying for a license. Theoretically and under ideal conditions, the LoRa range can reach < 3 km in urban areas and > 3 km in rural areas. However, only a few studies discuss the evaluation and analysis of LoRa performance, which is implemented in the real world with particular case studies. This article aims to evaluate and analyze the performance of LoRa, which is applied to a case study of an IoT-based agricultural irrigation system. Several parameters will be assessed and analyzed, including distance, received signal strength indication (RSSI), spreading factor, coding rate, power transmission, and packet delivery ratio (PDR). Experimental and measurement results show that LoRa can transmit data packets up to a distance of 2.5 km but with a very low PDR rate of around 5-7%. The results also show that LoRa can work optimally if the distance is > 1 km with a PDR rate of about 70-100%.
English: Bahasa Indonesia Muhammad Hidayat Arga Wicaksana; Kurniawan Dwi Irianto
Simtek : jurnal sistem informasi dan teknik komputer Vol. 11 No. 1 (2026): April 2026
Publisher : STMIK Catur Sakti Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51876/simtek.v11i1.1738

Abstract

This study investigates the development of a detection and repellent system for Lonchura birds in paddy fields by assigning object detection inference to the sensor level (in-sensor computing) using a Sony IMX500 intelligent camera module combined with a Raspberry Pi 5 and a motorized pan-tilt mechanism. The applied methodologies include picture dataset compilation and augmentation, transfer learning utilizing an object identification architecture, actuator control implementation, and quantitative evaluation of model performance alongside specimen behavioral response testing. The results demonstrate a precision improvement to 86.4% and a mean Average Precision (mAP) of 87.6% at 0.50; the inference rate is recorded at 25 to 30 frames per second; automatic detection is effective up to 200 cm, along with a response to auditory stimuli for avoidance. The conclusion says that the integrated architecture significantly reduces false detections and delays, hence improving the effectiveness of non-lethal insect management.
Pengembangan Gim Edukasi Bahasa Inggris Untuk Siswa SD Berbasis Desktop Menggunakan ADDIE Sekar Kinasih; Kurniawan Dwi Irianto
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 18 No 2 (2026): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/jupiter.v18i2.12053

Abstract

Penelitian ini bertujuan mengembangkan gim edukasi Bahasa Inggris berbasis desktop sebagai media bantu pembelajaran bagi siswa kelas 4 sekolah dasar. Pengembangan media berbasis gim dipilih karena pembelajaran berbasis permainan dapat meningkatkan keterlibatan siswa dan banyak digunakan untuk mendukung pembelajaran Bahasa Inggris bagi anak-anak, khususnya pada aspek kosakata. Penelitian ini menggunakan model ADDIE yang terdiri dari tahap analysis, design, development, implementation, dan evaluation, karena model tersebut banyak digunakan untuk pengembangan media pembelajaran secara sistematis. Gim dikembangkan menggunakan Unity dengan bahasa pemrograman C# dan dapat dijalankan secara offline melalui komputer laboratorium sekolah. Materi dan soal disusun berdasarkan modul ajar Bahasa Inggris kelas 4 Kurikulum Merdeka, sedangkan buku ‘My Next Words Grade 4’ digunakan sebagai sumber belajar pendukung. Gim terdiri dari 12 level dan 120 soal dengan model multiple choice, true/false, arrange the sentence, dan find incorrect word. Evaluasi produk dilakukan melalui validasi guru, Black Box Testing, dan User Acceptance Test dengan melibatkan 28 siswa kelas 4 SD N 2 Ngemplak, Sleman, Yogyakarta sebagai partisipan. Hasil User Acceptance Test memperoleh persentase sebesar 83,93% dan termasuk dalam kategori sangat baik.
Pengembangan Aplikasi Berbasis Android untuk Sistem Irigasi pada Sistem Pertanian Cerdas Menggunakan Flutter Wahyu Nur Laeli Septi Ningrum; Kurniawan Dwi Irianto
TIN: Terapan Informatika Nusantara Vol 7 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i2.10336

Abstract

The agricultural sector plays a crucial role in supporting national food security. However, irrigation management that is still carried out manually often gives rise to various problems, such as water wastage, suboptimal watering, and the high time and labor demands on farmers in monitoring field conditions. Based on field observations, the watering process is still conducted manually, frequently resulting in delayed watering and uncontrolled water usage. The advancement of Internet of Things (IoT) technology provides opportunities to improve irrigation management efficiency through automated monitoring and control systems. This study aims to develop an Android-based smart irrigation system application for agriculture that can assist farmers in monitoring field conditions and controlling the irrigation system remotely. The development method employed is the Prototype model, which is a system development approach consisting of communication, quick planning, design, prototype construction, and testing phases. The application was developed using Flutter and Firebase Realtime Database and integrated with IoT devices to display soil moisture data, control irrigation pumps, display watering history, and provide real-time weather information. System testing was conducted using Black Box Testing to evaluate application functionality and the System Usability Scale (SUS) involving 10 respondents to assess the application's usability level. The Black Box Testing results demonstrated that all application functions operated with a 100% success rate, while the System Usability Scale (SUS) testing yielded an average score of 83, which falls into the Excellent category and Grade A. The findings indicate that the application was successfully developed and is capable of connecting with the IoT system in real-time, thereby facilitating more effective and efficient land monitoring and irrigation management. The contribution of this research is the development of an Android-based smart irrigation system application that integrates soil moisture monitoring, automatic and manual pump control, watering scheduling, notifications, watering history, and real-time weather information within a single platform connected to the Internet of Things (IoT).
Pengembangan Gim Edukasi Pengenalan Kosakata Multibahasa Berbasis Web untuk Anak Usia Dini Menggunakan Metode Multimedia Development Life Cycle (MDLC) M. Fachri Aji Bintang Prasetyo; Kurniawan Dwi Irianto
TIN: Terapan Informatika Nusantara Vol 7 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i2.10415

Abstract

Language development is a fundamental aspect of early childhood growth, particularly for children aged 4–6 years, a period widely recognized as the golden age. However, multilingual vocabulary learning in Early Childhood Education (ECE) institutions still faces several challenges, including the predominance of conventional learning methods, limited interactivity, and insufficient ability to maintain children's motivation and engagement throughout the learning process. As a result, vocabulary acquisition across multiple languages has not been optimally achieved. This study aims to develop a web-based multilingual vocabulary learning game for early childhood using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The game was developed using the Next.js framework with TypeScript and features five game modes: Matching Pairs, Treasure Box, Quiz Time, Word Builder, and Audio Match, supporting three languages: Indonesian, English, and Arabic. The study was conducted at PG-TK Islam Al-Azhar Cairo Yogyakarta, involving 14 six-year-old children as observation participants and two teachers as respondents for the System Usability Scale (SUS) evaluation. Functional testing using Black Box Testing across 21 test scenarios showed that all system functions operated successfully. The usability evaluation resulted in an average SUS score of 81.25, which falls into the Good and Acceptable categories. Furthermore, observations indicated an average game usage achievement of 93.57% and an average vocabulary recognition achievement of 92.86%, both classified as Very Good. These findings demonstrate that the developed game is feasible as a multilingual vocabulary learning medium for early childhood education in terms of functionality, usability, children's engagement, and effectiveness in supporting vocabulary acquisition.
Pengembangan Aplikasi Web Smart Waste Management Berbasis IoT dan Dashboard Spasial Untuk Optimasi Rute Pengangkutan Sampah Muhammad Ammar Fariz Baihaqi; Kurniawan Dwi Irianto
Journal of Information System Research (JOSH) Vol 7 No 4 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v7i4.10425

Abstract

Increasing urban waste creates logistical hurdles for the Sleman Waste Services (UPTD). Static collection schedules without actual capacity data lead to operational inefficiencies. This study designs an Internet of Things (IoT)-based Smart Waste Management system integrated with a spatial dashboard to optimize collection efficiency. System development adopted the Waterfall method, encompassing hardware (ESP32 and HC-SR04) and web interfaces. Telemetry transmission utilizes a REST API for real-time visualization. Test results indicated a sensor accuracy of 97.2% with an average network latency of 7.46 seconds. User Acceptance Test (UAT) and black-box tests recorded success rates exceeding 95%. Operationally, the smart routing implementation successfully reduced the daily fleet travel distance from 25 km to 12 km (52% fuel efficiency). The main contribution is twofold. Scientifically, it proposes an integrated architecture combining IoT telemetry and spatial smart routing within a single platform. Practically, the system is proven to reduce fleet travel distance and achieve 52% fuel savings, providing an effective solution to prevent waste overload and realize efficient urban sanitation logistics.