Claim Missing Document
Check
Articles

INOVASI TEKNOLOGI AI DI BIDANG ALAT BERAT INDONESIA Nuhgraha, Yoddy Agung; Anggreini, Novita Lestari; Rohmayani, Dini
Jurnal TEDC Vol 19 No 2 (2025): JURNAL TEDC
Publisher : UPPM Politeknik TEDC Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70428/tedc.v19i2.1259

Abstract

The increasing need for efficiency and productivity in the Indonesian heavy equipment sector requires technological innovation to improve performance and reduce operational costs. This article aims to develop and implement Artificial Intelligence (AI) technology in heavy equipment in Indonesia, so that it can improve efficiency and productivity. By using an AI system development approach consisting of several stages, namely data collection, model development, testing, and implementation and also conducting needs analysis and identification of the potential for implementing AI technology in heavy equipment in Indonesia. The results show that AI technology can improve the efficiency and productivity of heavy equipment in Indonesia by reducing operational time and maintenance costs. In addition, AI technology can also improve work safety and reduce the risk of accidents. The conclusion obtained is that AI technology innovation can be an effective solution to improve efficiency and productivity in the Indonesian heavy equipment sector. Therefore, it recommends the application of AI technology to heavy equipment in Indonesia to improve performance and reduce operational costs.
Pengembangan Aplikasi Manajemen Proyek Untuk Meningkatkan Efisiensi Kerja Berbasis Website Heriyadi, Iqbal; Rohmayani, Dini
Informatics and Digital Expert (INDEX) Vol. 7 No. 2 (2025): INDEX, November 2025
Publisher : LPPM Universitas Perjuangan Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36423/index.v7i2.2321

Abstract

Transformasi digital dalam industri arsitektur menuntut adanya sistem manajemen proyek yang lebih efektif dan efisien. CV Gilang Kencana Mulya masih menggunakan metode konvensional yang kerap menyebabkan keterlambatan, miskomunikasi, dan rendahnya produktivitas tim. Penelitian ini bertujuan untuk merancang dan membangun aplikasi manajemen proyek berbasis website guna meningkatkan koordinasi kerja dan mempermudah pemantauan proyek secara real-time. Metodologi yang digunakan adalah metode Waterfall, yang mencakup tahapan analisis kebutuhan, perancangan sistem menggunakan diagram UML dan antarmuka pengguna, implementasi, serta pengujian sistem. Pengumpulan data dilakukan melalui observasi, wawancara, dan studi literatur. Dari hasil uji sistem yang dilakukan dengan metode Blackbox Testing sudah berjalan dengan baik, serta User Acceptance Test (UAT) terhadap 8 pengguna untuk mengukur tingkat penerimaan sistem berdasarkan 3 parameter uji yaitu desain, fitur, dan kepuasan pengguna menunjukan bahwa hasil pengujian seluruh fitur utama login, penambahan proyek, penugasan, pembagian tugas, dan validasi proyek berjalan dengan baik tanpa kendala, dan aplikasi memperoleh tingkat penerimaan sebesar 85,63%.
Website Berbasis ChatPDF AI untuk Membantu Analisis Dokumen dan Pencarian Informasi (Studi Kasus Politeknik TEDC Bandung) Safrizal, Wahyu; Rohmayani, Dini
Informatics and Digital Expert (INDEX) Vol. 7 No. 2 (2025): INDEX, November 2025
Publisher : LPPM Universitas Perjuangan Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36423/index.v7i2.2401

Abstract

Hal yang melatarbelakangi penelitian ini yaitu banyaknya pengguna yang kesulitan dalam mengekstrak informasi yang relevan dari dokumen sehingga memerlukan waktu yang cukup lama untuk mendapatkan informasi yang dibutuhkan. Website berbasis ChatPDF AI dikembangkan untuk membantu dalam pengambilan informasi secara otomatis dari dokumen PDF terutama di dokumen peraturan akademik. Sistem ini dikembangkan dengan menggunakan Software Development Life Cycle (SDLC) dengan metode waterfall dengan tahapan analisis, desain, implementasi, dan pengujian. Teknologi yang digunakan meliputi PHP (Laravel) dan database MariaDB. Fitur-fitur utamanya meliputi login, unggah dokumen, pencarian berbasis chatbot AI pembaruan profil, dan riwayat pencarian. Hasil dari blackbox testing semua fitur telah berjalan 100% sesuai dengan fungsinya dan hasil dari User Acceptance Test (UAT) yang disebar kepada 14 responden dengan parameter uji berdasarkan desain, fitur dan kepuasan pengguna mendapatkan hasil sebesar 91,67%, yang menunjukkan bahwa sistem ini diterima dengan baik oleh pengguna.
Pengembangan Media Pembelajaran Virtual Reality untuk Meningkatkan Pemahaman Konsep Fisika pada Siswa SMA Dini Rohmayani; Castaka Agus Sugianto
Journal of New Trends in Sciences Vol. 2 No. 1 (2024): Februari: Journal of New Trends in Sciences
Publisher : CV. Aksara Global Akademia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59031/jnts.v2i1.783

Abstract

The learning of physics, particularly mechanics, poses significant challenges for high school students. Concepts such as Newton’s laws, energy, and three-dimensional vectors are often difficult to grasp using traditional teaching methods. Virtual Reality (VR) has emerged as a promising solution by providing an immersive and interactive learning environment. This study aims to evaluate the effectiveness of VR-based learning media in enhancing students’ understanding of physics concepts, with a specific focus on mechanics. An experimental design was employed, consisting of two groups: an experimental group using VR for learning and a control group receiving traditional instruction. Pre-test and post-test assessments were used to measure the improvement in students' conceptual understanding of physics. The findings indicate that students in the experimental group demonstrated a significant improvement in their understanding of complex physics concepts, such as projectile motion, force, and Newton’s laws, compared to the control group. Students in the experimental group also exhibited higher levels of engagement and motivation, with VR's immersive nature encouraging active participation in learning. The study concludes that VR is an effective tool for enhancing students’ comprehension of abstract and complex physics concepts, improving their visualization and problem-solving skills. Furthermore, VR-based learning provides students with opportunities to conduct virtual experiments and simulations that may not be possible in traditional classroom settings. The implications of this study suggest that VR should be integrated into the physics curriculum to improve learning outcomes, especially in schools with access to the necessary technology. Educators and curriculum developers are encouraged to explore VR’s potential in fostering a more engaging and effective physics education.
Analisis Big Data dalam Deteksi Dini Wabah Penyakit Menular untuk Mendukung Sistem Kesehatan Publik Ayu Hendrati Rahayu; Castaka Agus Sugianto; Dini Rohmayani
Journal of New Trends in Sciences Vol. 2 No. 1 (2024): Februari: Journal of New Trends in Sciences
Publisher : CV. Aksara Global Akademia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59031/jnts.v2i1.785

Abstract

The rapid spread of infectious diseases remains a major global health threat, and early detection is vital to minimize their impact. This research investigates the role of predictive modeling using big data in the early detection of infectious disease outbreaks. The primary objective of this study is to assess the effectiveness of big data systems in forecasting potential outbreaks and the implications of these forecasts for public health systems. The study employs machine learning-based predictive models to process large health datasets, including electronic health records, sensor data, and social media information. The results demonstrate that the predictive model achieved an accuracy rate of 87%, significantly surpassing traditional methods in terms of early detection. By integrating various data sources such as medical records, sensor networks, and real-time digital traces, the system is capable of providing more accurate, timely predictions, which can greatly improve the ability of public health authorities to respond effectively to emerging health threats. Furthermore, the application of big data in public health not only improves the speed of response but also enhances the allocation of resources, allowing for more targeted and efficient interventions. Despite these successes, challenges remain, particularly in relation to data quality, privacy, and regulatory issues, which could hinder the broader implementation of such systems. Thus, collaboration between government agencies, healthcare institutions, and technology developers is essential to overcome these obstacles and ensure the sustainable integration of big data into public health infrastructures. This research highlights the significant potential of big data to transform public health responses, offering valuable insights for future epidemic management strategies.
Game Pemilah Sampah Organik dan Anorganik berbasis Mobile (Studi Kasus SDN Ciranjang Girang 2) Alfadhlila, Rizky Alif; Rohmayani, Dini
Journal of Informatics and Electronics Engineering Vol 5 No 02 (2025): Desember 2025
Publisher : Unit Penelitian dan Pengabdian kepada Masyarakat Politeknik TEDC Bandung Jl. Pesantren Km 2 Cibabat Cimahi Utara – Cimahi 40513 Jawa Barat – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70428/jiee.v5i02.1406

Abstract

Pembelajaran materi pemilahan sampah pada awalnya hanya sebatas pemberian materi dari buku yang disampaikan oleh guru kepada muridnya secara langsung pada awal nya, namun dikarenakan minat dan ketertarikan dari siswa kelas 2 SDN Ciranjang Girang membuat kurang efektif nya pemahaman murid di sekolah tersebut. Tujuan dari penelitian ini adalah membuat media alternatif berbasis Game Mobile dengan topik bahasan materi pemilahan sampah untuk kelas 2 Sd yang diuji pada studi kasus SDN Ciranjang girang. Game yang akan dibuat semenarik mungkin disertai animasi yang menggambarkan nya. Metodologi yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 (Enam) tahapan mencakup pengonsepan, perancangan, pengumpulan materi, pembuatan, pengujian dan pendistribusian. Aplikasi mencakup materi yang diperagakan dengan animasi serta gambar sampah dan tempat pembuangan nya sesuai dengan jenis sampahnya disertai dengan quiz yang dan game untuk menguji pemahamannya, Teknik pengujian menggunakan User Acceptance Test (UAT) dengan kuisioner, hasil uji menunjukkan aplikasi mendapat nilai rata-rata 4,5 atau 90,6% yang berarti aplikasi dapat diterima oleh user dengan nilai bagus/sesuai/jelas.
Aplikasi Cargiver Berbasis Mobile Renol Burjulius; Dini Rohmayani; Sonty Lena; Lutfi Samsul Ma’arif
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 7, No 6 (2024): Desember 2024
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v7i6.8419

Abstract

Abstrak - Perawatan jangka panjang (PJP) bagi lansia sangat dibutuhkan untuk mempertahankan tingkat kemandirian, mengurangi ketergantungan, dan mencegah komplikasi penyakit. Untuk mencari perawat lansia tidak bisa sembarangan dan harus sesuai dengan kriteria. Pemesanan perawat yang dilakukan secara manual tanpa adanya aplikasi belum sesuai dengan yang diinginkan dimana terdapat beberapa permasalahan yaitu  pengguna jasa harus menggambarkan kriteria Cargiver yang diinginkan kemudian admin harus mengirimkan informasi Cargiver sesuai kriteria kepada pengguna jasa,  serta admin mengalami  kesulitan dalam melakukan pengecekan perawat yang tersedia jika permintaan Cargiver sedang banyak. Dari permasalahan tersebut penulis membuat aplikasi Cargiver berbasis Mobile yang dapat memudahkan calon Cargiver untuk melamar pekerjaan, pengguna jasa dalam pemesanan perawat serta membantu admin Yayasan dalam pengelolaannya. Dalam penelitian ini penulis menggunakan metode Software Development Life Cycle (SDLC) dengan model Waterfall.Tahapan Waterfall yang terdiri dari 4 (empat) tahap yaitu requirement analysis, design, implementation dan testing. Sistem ini dibangun menggunakan framework flutter serta menggunakan library CSS dan PHP versi 7.2 serta basis data MySQL. Dari hasil pengujian Black Box testing untuk 3 (tiga) hak akses yaitu, User, pelamar dan admin setiap menu telah sesuai dan berhasil dengan persentasi 100%. Hasil pengujian User Acceptance Test (UAT) menunjukkan nilai rata-rata sebesar 88,61%, nilai tersebut diperoleh dari nilai rata-rata desain (88.42%), Fitur (89.82%), dan Kepuasan (90.88%).Kata kunci: Android Studio, Cargiver, Waterfall, Flutter, MySQL. Abstract - Long-term care (LTC) for the elderly is very much needed to maintain the level of independence, reduce dependency, and prevent complications of the disease. Finding an elderly nurse cannot be arbitrary and must be in accordance with the criteria. Ordering a nurse manually without an application is not in accordance with what is desired where the problem is that the service user must describe the desired Cargiver criteria then the admin must send Cargiver information according to the criteria to the service user, and the admin has difficulty in checking the available nurses if the Cargiver request is high. From these problems, the author created a Mobile-based Cargiver application that can make it easier for prospective Cargivers to apply for jobs, service users in ordering nurses and assisting the Foundation admin in managing it. In this study, the author used the Software Development Life Cycle (SDLC) method with the Waterfall model. The Waterfall stages consist of 4 (four) stages, namely requirement analysis, design, implementation and testing. This sistem is built using the flutter framework and uses the CSS and PHP libraries version 7.2 and the MySQL database. From the results of the Black Box testing for 3 (three) access rights, namely, User, applicant and admin, each menu has been appropriate and successful with a percentage of 100%. The results of the User Acceptance Test (UAT) showed an average value of 88.61%, the value was obtained from the average value of design (88.42%), Features (89.82%), and Satisfaction (90.88%).Keywords: Android Studio, Cargiver, Waterfall, Flutter, MySQL.
Interpretable Deep Learning Model for Grape Leaf Disease Classification Based on EfficientNet with Grad-CAM Visualization Castaka Agus Sugianto; Dini Rohmayani; Jhoanne Fredricka; Mohamed Doheir
Journal of Innovation Information Technology and Application (JINITA) Vol 7 No 1 (2025): JINITA, June 2025
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v7i1.2745

Abstract

Grape leaf diseases pose a significant threat to agricultural productivity, especially in regions with fluctuating climatic conditions that create favorable environments for pathogen growth. Early and accurate disease detection is essential for preventing severe crop losses. Traditional manual inspection methods are inefficient and prone to human error, highlighting the need for an automated approach. This study proposes a computer vision-based solution using Convolutional Neural Networks (CNN) improved by EfficientNetB0 to classify grape leaf diseases. The model was trained on a publicly available dataset from Kaggle, which consists of 9,027 images in four classes: ESCA, Leaf Blight, Black Rot, and Healthy. Each image has a resolution of 300 × 300 pixels with a 24-bit color depth, ensuring sufficient detail for analysis. To enhance model performance, data augmentation and hyperparameter tuning were applied. The EfficientNetB0 model was employed due to its strong feature extraction capabilities and computational efficiency. The proposed model achieved 99.36% accuracy, with evaluation metrics including precision (99%), recall (99%), and F1-score (99%), demonstrating its reliability in distinguishing disease categories. Further analysis using a confusion matrix and Grad-CAM visualization provided insights into the model’s decision-making process. The results indicate that this deep learning-based approach is highly effective for grape leaf disease classification. Future research can explore real-time field data collection, attention mechanisms, and self-supervised learning to further improve classification accuracy and model generalization for large-scale agricultural applications.
Edukasi Microsoft Word dalam Membuat Karya Ilmiah di SMP Negeri 10 Cimahi Ayu Hendrati Rahayu; Firdhani Faujiyah; Castaka Agus Sugianto; Gerinata Ginting; Dini Rohmayani; Ari Sudrajat; Taufik Fajar Mustafa
JPPkM: Jurnal Pengabdian dan Pemberdayaan kepada Masyarakat Vol. 1 No. 2 (2025): JPPkM:Juli
Publisher : Yayasan Pemimpin Inovasi Science

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

Abstract

This Community Service Program (PKM) aims to improve the skills of students at SMP Negeri 10 Cimahi in using Microsoft Word for academic writing purposes. According to reports from the school, many students face difficulties in understanding the functions and usage of word processing software, particularly in composing scientific papers. The activity was conducted over three days through hands-on practical sessions in the school’s computer laboratory, utilizing pre-prepared academic writing templates. The results showed significant improvement in students' technical abilities, although several challenges were encountered, such as lack of basic knowledge about computer hardware and the use of outdated versions of Microsoft Word. The program not only enhanced students' practical skills but also fostered their interest in technology and boosted their confidence in completing academic assignments. It is hoped that similar programs can be implemented more widely to support technology-based learning at the basic education level. 
Pelatihan Pemanfaatan Smartphone untuk Digital Marketing di SMK Negeri 3 Cimahi Dini Rohmayani; Arya Aditya; Castaka Agus Sugianto; Ayu Hendrati Rahayu; Aris Haris Rismayana
JPPkM: Jurnal Pengabdian dan Pemberdayaan kepada Masyarakat Vol. 2 No. 1 (2026): JPPkM:Januari
Publisher : Yayasan Pemimpin Inovasi Science

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

Abstract

This community service activity aims to provide training on utilizing smartphones for digital marketing to 70 students of SMK Negeri 3 Cimahi through introducing basic concepts, Shopee features, and practical sessions on creating online stores. The training was conducted on August 23, 2022, using methods of counseling, demonstration, and hands-on practice with participants' smartphones. Results showed high enthusiasm among participants, who successfully understood the material and created their own Shopee stores, thereby enhancing digital entrepreneurship skills in the industry 4.0 era.