Claim Missing Document
Check
Articles

Found 19 Documents
Search

IDENTIFYING AND FIXING UX-FRICTION EMPLOYEE DEVELOPMENT WEBSITE WITH MIXED APPROACH HEART FRAMEWORK AND USABILITY TESTING Rini W; Liptia Venica; Rizki Hikmawan
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 1 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i1.197

Abstract

The company website has an important role in the business processes that occur in the company, one of which is managing employee productivity. PT.XYZ utilizes the Kaizen website to improve the quality of its employees. Assessment of user experience while operating the website can be a form of evaluation between expectations and actual conditions related to website feasibility. In this study, the researcher intends to find out what indicators are obstacles in the operation of a web-based application called the Kaizen website at PT.XYZ so that there is inefficiency in its use. This research involved 54 respondents who were employees of PT.XYZ. The combination of HEART and Usability Testing methods is used to identify obstacles experienced by users and evaluate user experience when using the Kaizen website. The results of the analysis are then used to improve website performance in order to create a good user experience. The results showed that the HEART score increased by an average of 9% on each variable. Usability testing assessment also shows that the Kaizen website reaches the acceptable category with a score of 90.5 after improvements are made.
Unlocking Wellness: Pionering IoT Wearable Sensor with The Smart Ring for Body Fatigue Monitoring Hadi Putri, Dewi Indriati; Irawan, Elysa Nensy; Venica, Liptia; Pratama, Hafiyyan Putra
ULTIMA Computing Vol 17 No 2 (2025): Ultima Computing: Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/sk.v17i2.4172

Abstract

In this study, we present the development and implementation of a low-cost IoT wearable device, the Smart Ring, designed to monitor body fatigue levels. Fatigue, often resulting from energy-draining physical activities, can lead to serious health conditions such as heart attacks, strokes, and asthma. Current devices like smartwatches offer limited functionality in preventing fatigue by merely providing vital sign information. Our Smart Ring aims to bridge this gap by integrating advanced sensors (MAX30100 for heart rate, SpO2, and body temperature) and utilizing fuzzy logic for real-time fatigue level classification. The Smart Ring is paired with an Android application that not only tracks the user's physiological data but also issues alerts and notifications when fatigue thresholds are reached, ensuring timely intervention. The device is designed to be economical and accessible, promoting widespread adoption for better health monitoring in the Society 5.0 era. Preliminary testing with users has demonstrated the effectiveness of the Smart Ring in accurately detecting and categorizing fatigue levels during various activities, supporting its potential as a valuable tool in personal health management. Index Terms— Low-cost, IoT, wearable sensor, body fatigue, the smart ring
IoT with Firebase: Smart Ring Android App Using MAX30100 for Fatigue Detection Liptia Venica; Elysa Nensy Irawan; Dewi Indriati Hadi Putri
Journal of Electrical, Electronic, Information, and Communication Technology Vol 6, No 1 (2024): JOURNAL OF ELECTRICAL, ELECTRONIC, INFORMATION, AND COMMUNICATION TECHNOLOGY
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jeeict.6.1.81312

Abstract

IoT in healthcare enables real-time health monitoring & data evaluation of patient conditions. One of the benefits of IoT wearable devices is protecting a person from getting exhausted. Body fatigue is an indicator of the emergence of several problems such as sudden attacks of dangerous diseases, accidents, and so on. The large number of deaths from various diseases and accidents that are triggered by body fatigue makes monitoring the level of body fatigue important to minimize this. Through this research, we proposed the Smart Ring; a tool for monitoring and evaluating the level of body fatigue using a wearable sensor and based on the Internet of Things (IoT). In this article, we focus on developing the software component (Android application) and database management system of the Smart Ring IoT system. Age, heart rate, SpO2, and body temperature are used as indicators to determine user’s body condition categories. These data are collected through sensors on hardware part of Smart Ring System. The proposed database management system is able to store collected data inside NoSQL database in the form of documents. Smart Ring Android-based application is capable to monitor three user’s body condition and evaluate them to predict the user’s condition with classification accuracy of 100% within the defined categorization rules. It offers real-time user monitoring for exhaustion signs and triggering timely alerts with sub-2-second data processing under ideal conditions. The proposed Smart Ring system is expected to become an easy to develop, economical and portable medical device which help improve the welfare of society 5.0 in the health sector.
Adaptive System for Streetlights in the Shopping Center Area of Purwakarta Region using Fuzzy Logic Method Dewi Indriati Hadi Putri; Hafiyyan Putra Pratama; Liptia Venica; Vormes Gema Merdeka; Makna A'raaf Kautsar
Journal of Electrical, Electronic, Information, and Communication Technology Vol 5, No 2 (2023): JOURNAL OF ELECTRICAL, ELECTRONIC, INFORMATION, AND COMMUNICATION TECHNOLOGY
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jeeict.5.2.79675

Abstract

Streetlight systems generally use time condition as the parameter, which set the lights to be always on during specified period. This way, the system has flaws in its inefficiency and ineffectiveness. The system designed in this research considers the intensity of surrounding lights and passing pedestrians as the parameters, and fuzzy logic to get fuzzier output of the luminosity level for the streetlight. From the results of testing and analysis, it can be concluded that the design in this research has been successfully built as the results obtained are in accordance with the previously set fuzzy logic universe of discourse. By implementing an adaptive street lighting system in this study can help streamline light energy, because the street lighting lights can adjust themselves depending on the presence or absence of pedestrians passing by using a PIR sensor and the level of light brightness in that place using an LDR sensor.
KutaBaca: Developing and Implementation of an Offline Digital Library System to Enhance Literacy in the Low-Connectivity Environment of Wiyata Tech Village Purwakarta Venica, Liptia; Sodikin, Reisa Aulia; Herlina, Nina; Elviani, Ulva; Zahron, Aulia Aufa; Kurniawan, Muhammad Randy; Nugraha, Ariel Dwika; Putri, Dewi Indriati Hadi
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 7, No 1 (2026): Reka Elkomika
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v7i1.60-69

Abstract

Achieving Quality Education (Sustainable Development Goals, or SDGs, Point 4) remains a significant challenge in rural areas characterized by low digital infrastructure. Specifically, Kutamanah Village in Purwakarta faces critical literacy issues, with its primary school's literacy rate tragically categorized as ‘red,’ compounded by a low regional Quality Education Index score of 46.70. This research aims to address this digital and literacy gap through the systematic development and implementation of KutaBaca, an Offline Digital Library system. Utilizing a Research and Development (R&D) methodology based on the Software Development Life Cycle (SDLC) model, the system was designed with a local server and an internal wireless network, allowing students and teachers to access a vast collection of e-books and learning modules without relying on an external internet connection. Evaluation focused on rigorous Functional Testing and a System Usability Scale (SUS) assessment involving 30 students and 7 teachers. The results demonstrate a 100% functional success rate and an overall average SUS score of 83.1 ('Excellent'). This confirms that KutaBaca is a reliable, user-friendly, and replicable technological innovation, effectively increasing access to information and serving as a sustainable solution to boost literacy and support SDGs 4, 10, and 17 in low-connectivity regions.
An evaluation of stereo vision for distance estimation using the SGBM algorithm in the CARLA simulator Sakti, Rizky Hamdani; Venica, Liptia; Putri, Dewi Indriati Hadi; Kosmaga, Shinta Rohmatika; Rijanto, Estiko
Journal of Mechatronics, Electrical Power, and Vehicular Technology Vol 16, No 2 (2025)
Publisher : National Research and Innovation Agency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/j.mev.2025.1284

Abstract

This paper presents an evaluation of stereo vision based on the semi-global block matching (SGBM) algorithm for distance estimation in an autonomous parking scenario using the CARLA simulator. Distance-disparity regression functions are explored to enhance distance estimation accuracy. The proposed distance estimation model was evaluated using the design science research methodology (DSRM) framework, with experimental validation conducted in CARLA’s promenade environment. The evaluation employed root mean square error (RMSE) and relative error metrics to assess performance. Experiments were performed within a range of 40-350 cm, which is relevant for autonomous parking applications. The experimental results show that the algorithm achieves an overall RMSE of 1.69 cm and an average relative error of 1.1 %. The findings contribute to the advancement of perception systems for autonomous vehicles, particularly in challenging environments.
Transformasi Pembelajaran di SD melalui Lokakarya Unplugged Coding Berbasis STEAM bagi Guru Nuraeni, Fitri; Hikmatunisa, Nenden Permas; Nurussama, Alfiana; Putri, Hafiziani Eka; Alindra, Afridha Laily; Venica, Liptia; Nurhajati, Ayu Rahayu
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 1 (2026): Edisi Maret 2026
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v7i1.586

Abstract

Kementerian Pendidikan dan Kebudayaan mendorong pengenalan coding dan berpikir komputasi di sekolah dasar. Namun banyak guru yang belum memiliki pengalaman dalam mengajarkan coding dan masih menganggap bahwa coding hanya relevan untuk mata pelajaran informatika atau teknologi, padahal coding dapat diterapkan secara lintas mata pelajaran dengan pendekatan Science, Technology, Engineering, Arts & Mathematics (STEAM) yang lebih kontekstual. Di sisi lain, keterbatasan infrastruktur digital, khususnya di sekolah-sekolah negeri di Kabupaten Purwakarta menjadi kendala utama dalam pelaksanaan pembelajaran coding. Sebagai solusinya, diselenggarakan lokakarya unplugged coding berbasis STEAM yang memungkinkan guru mengeksplorasi strategi pembelajaran berpikir komputasi tanpa bergantung pada perangkat elektronik. Metode pelaksanaan mencakup tahap persiapan, pelaksanaan, dan evaluasi dengan peserta guru sekolah dasar di Kabupaten Purwakarta. Hasil evaluasi menunjukkan peningkatan teaching efficacy guru dalam mengajarkan coding melalui pembelajaran STEAM. Lokakarya ini diharapkan dapat memperkuat kompetensi profesional guru dalam menerapkan pembelajaran abad ke-21.
Perancangan Antarmuka Aplikasi Edukasi Bisnis dengan Pendekatan Design Thinking Humaira Fauziah, Myeisha; Andrian, Rian; Venica, Liptia
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3737

Abstract

Di era digital sekarang teknologi sangat berperan aktif dalam hampir semua kegiatan manusia. Termasuk kegiatan bisnis, sekarang seorang pengusaha dituntut untuk bisa memanfaatkan teknologi untuk mempertahankan bisnisnya. Salah satu tipe usaha yang paling membutuhkan perubahan digitalisasi adalah UMKM (Usaha Mikro Kecil dan Menengah). Karena masih banyak UMKM tidak bisa beralih ke digitalisasi, salah satu cara untuk membantu meningkatkan perubahan UMKM ke dunia digital adalah dengan mendorong pelaku UMKM untuk mengikuti pelatihan bisnis atau kelas bisnis agar mereka mendapatkan pengetahuan untuk mengembangkan bisnisnya ke arah dunia digital. Maka dari itu dirancanglah antarmuka aplikasi edukasi bisnis Entrevo untuk memahami lebih baik permasalahan dan kebutuhan pengguna. Penelitian ini menggunakan metode design thinking dan Single Ease Question (SEQ) didapatkan hasil akhir yaitu 9 (dari 10 poin) yang menunjukkan bahwa desain aplikasi sudah baik dan user-friendly.
Peningkatan Literasi Melalui Workshop Pemanfaatan Perpustakaan Digital Offline di SDN 1 Kutamanah Purwakarta Putri, Dewi Indriati Hadi; Venica, Liptia; Herlina, Nina; Sodikin, Reisa Aulia; Elviani, Ulva; Zahron, Aulia Aufa; Kurniawan, Muhammad Randy; Nugraha, Ariel Dwika
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 2 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v7i2.16275

Abstract

Keterbatasan infrastruktur digital masih menjadi kendala utama pemerataan akses pendidikan di daerah pedesaan Indonesia. Salah satunya dialami oleh Desa Kutamanah, Kecamatan Sukasari, Kabupaten Purwakarta, yang memiliki skor Indeks SDGs Desa pada aspek Pendidikan Berkualitas (SDGs 4) di bawah 50. Kondisi minimnya konektivitas internet menjadi salah satu penyebab rendahnya literasi membaca dan kemampuan pemanfaatan teknologi, khususnya di lingkungan sekolah dasar. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital serta keterampilan teknologi melalui implementasi Workshop Pemanfaatan Teknologi Perpustakaan Digital Offline KutaBaca. Metode yang digunakan adalah pendekatan Participatory Action Research dengan melibatkan guru dan siswa secara aktif dalam tahapan perencanaan, pelatihan, observasi, dan evaluasi dengan instrumen pre-test dan post. Sebanyak 21 peserta mengikuti kegiatan ini. Hasil evaluasi menunjukkan peningkatan signifikan pada pemahaman konsep perpustakaan digital, dari skor rata-rata 2,6 (rendah) pada pre-test menjadi 4,7 (sangat baik) pada post-test. Selain itu, tingkat keterampilan digital meningkat dari skala 2-3 menjadi 4-5, sedangkan tingkat kepuasan peserta mencapai 4,62 (kategori sangat puas). Implementasi sistem perpustakaan digital offline KutaBaca terbukti efektif mendukung proses pembelajaran dan memperkuat budaya literasi digital di sekolah pedesaan. Kegiatan ini menghasilkan model pengabdian berbasis teknologi yang berkelanjutan dan dapat direplikasi di daerah lain dengan keterbatasan akses internet.