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Peningkatan Fitur Aplikasi Mobile Nasabah dan Pengembangan Aplikasi Mobile Petugas Lapangan Bank Sampah DLHK Kota Pekanbaru Yuli Fitrisia; Mardhiah Fadhli; Yoanda Alim Syahbana
SATIN - Sains dan Teknologi Informasi Vol 9 No 1 (2023): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (830.288 KB) | DOI: 10.33372/stn.v9i1.964

Abstract

Dinas Lingkungan Hidup dan Kebersihan (DLHK) Kota Pekanbaru adalah dinas yang bertanggung jawab untuk mengurusi kebersihan. Dalam mengelola kebersihan, DLHK memiliki beberapa program dalam mengedukasi masyarakat salah satunya dengan menyediakan Bank Sampah. Bank Sampah DLHK Kota Pekanbaru telah memiliki aplikasi yang terdiri dari aplikasi web dan mobile. Pada aplikasi web petugas lapangan masih memiliki permasalahan yaitu petugas lapangan kesulitan dalam mencari lokasi penjemputan sampah karena tidak tersedia dalam bentuk Google Map. Selain itu petugas lapangan harus selalu memeriksa untuk request sampah yang masuk, karena tidak adanya notifikasi. Sedangkan permasalahan pada aplikasi mobile Android nasabah yaitu tidak memiliki fitur untuk set lokasi penjemputan sampah yang terhubung ke Google Map. Selain itu juga tidak ada notifikasi status penjemputan sampah sehingga nasabah harus memeriksa perubahan status tersebut secara berkala. Berdasarkan latar belakang tersebut maka diusulkan penelitian yang bertujuan untuk melakukan penambahan fitur aplikasi nasabah serta pengembangan aplikasi mobile Android untuk Petugas Lapangan. Adapun tahapan metode penelitian mengikuti tahapan pengembangan perangkat lunak Prototyping yaitu Identifikasi kebutuhan pengguna aplikasi, Perancangan dan Pembuatan Prototipe, Uji Coba Prototipe. Adapun hasil dari penelitian ini yaitu aplikasi Android nasabah telah memiliki fitur untuk set lokasi jemput sampah serta terdapat notifikasi untuk melihat update status penjualan sampah. Sedangkan aplikasi petugas lapangan telah memiliki fitur notifikasi jika ada request sampah yang masuk serta dapat melihat lokasi penjemputan sampah menggunakan Google Map pada aplikasi mobile. Berdasarkan hasil UAT diperoleh bahwa aplikasi mobile nasabah dan petugas lapangan telah sesuai dengan kebutuhan pengguna dan proses bisnis yang berjalan berdasarkan tiga kali iterasi prototyping.
Pendeteksi dini dan penjejak kendaraan yang datang dari jarak jauh dengan pendeteksi referensi titik hilang untuk lampu lalu lintas adaptif Yoanda Alim Syahbana; Dodi Zulherman; Yokota Yasunari
JURNAL INFOTEL Vol 15 No 2 (2023): May 2023
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v15i2.890

Abstract

Real-time traffic monitoring is essential for the operation of an adaptive traffic lighting system and plays a significant role in decision-making, particularly signaling in roadworks. When only one lane is accessible due to temporary road blockage, early detection of oncoming vehicles is crucial to minimize bottlenecks near the traffic light that could result in congestion and accidents. This research aimed to enhance the detection and tracking of traffic at a distance from the traffic light. We utilized the vanishing point as a reference for detection and calculated the region of interest. We implemented the proposed method on twelve traffic surveillance videos and evaluated the system performance based on how quickly it could detect incoming traffic compared with the R-CNN method. The proposed method detected target vehicles in an average of 17.75 frames, while the R-CNN method required an average of 63.36 frames. Moreover, the proposed method’s precision depends on the number of pixel orientations used to estimate the vanishing point and the definition of the region of interest. Therefore, the proposed method for enhancing the safety and reliability of an adaptive traffic light system is reliable.
Penerapan Computational Thinking Melalui Media Permainan Robot Untuk Melatih Kemampuan Critical Thinking Siswa SMK Taruna Persada Dumai Novayani, Wenda; Akbar, Memen; Fitrisia, Yuli; Nurmalasari, Dini; Syahbana, Yoanda Alim
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 1 No. 2 (2023): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.957 KB) | DOI: 10.35143/jiter-pm.v1i2.5997

Abstract

Computational thinking (CT) is the ability to think in formulating problems and solutions by thinking logically step by step to be able to determine an effective decision. CT can be embedded in all subjects, one of which is Science, Technology, Engineering, and Mathematics (STEM). Not all teachers are competent, and not all students are interested in it. This PkM applies computational thinking in STEM classes by providing realistic views of the STEM field to students through an educational robot game called Robot Edison. This workshop uses the pre-test and post-test methods to measure the increase in students' knowledge. Students do the pre-test questions, and after being given CT material and robot games, students work on the post-test questions. The number of students who took this test amounted to 16 people. Students experienced an increase in post-test scores for SMA-level questions by 66.7%. All students strongly agree (100%) that the material provided can improve their insights and abilities as vocational students. When playing with the Robot, the students looked enthusiastic and happy and were starting to think critically when making decisions on a problem effectively, and one group successfully completed the robot challenge in about 30 minutes
Pemanfaatan Media Digital Sebagai Penunjang Pembelajaran di SMA IT Al-Ittihad Pekanbaru Fitrisia, Yuli; Nurmalasari, Dini; Fadhli, Mardhiah; Novayani, Wenda; Alim Syahbana , Yoanda; Akbar, Memen; Purwantoro, Sugeng
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 1 No. 4 (2023): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jiter-pm.v1i4.6105

Abstract

Media pembelajaran adalah alat atau sarana yang digunakan untuk menyampaikan informasi untuk memfasilitasi proses pembelajaran. Adapun tujuan penggunaan media pembelajaran diharapkan dapat meningkatkan pemahaman dan meningkatkan kreatifitas siswa. Berdasarkan hasil wawancara yang telah dilakukan dengan calon Mitra yaitu SMA IT Al-Ittihad Pekanbaru, dalam proses belajar mengajar penggunaan media pembelajaran digital telah dilakukan seperti pembuatan slide interaktif, pembuatan video pembelajaran, penggunaan aplikasi quizizz dan sebagainya. Namun dalam pembuatan media digital tersebut, guru-guru masih mengalami kesulitan dalam hal penggunaan aplikasi khususnya untuk pembuatan video pembelajaran. Seluruh guru belum memiliki kompetensi yang sama, sehingga terdapat beberapa video pembelajaran yang dihasilkan kurang menarik, jarangnya dilaksanakan pelatihan yang mendukung dalam menerapkan media video pembelajaran, kurangnya waktu untuk belajar otodidak dalam membuat media video pembelajaran itu sendiri yang efektif dan menarik untuk diterapkan pada saat pembelajaran. Berdasarkan permasalahan tersebut, diusulkanlah Kegiatan Pengabdian kepada Masyarakat mengenai Pemanfaatan Media Digital sebagai Penunjang Pembelajaran di SMA IT Al-Ittihad Pekanbaru. Dengan dilaksanakan kegiatan ini, dapat membantu mitra memiliki pemahaman dasar dan keterampilan dalam menggunakan aplikasi pembuatan video pembelajaran interaktif. Selain itu dapat membantu mitra agar memiliki kompetensi yang sama, sehingga video pembelajaran yang dihasilkan menarik untuk digunakan pada saat pembelajaran.
Analisis Sentimen dari Perspektif Peserta Implementasi Computational Thinking Dengan Block-Based Programming Dan Permainan Robot Nurmalasari, Dini; Novayani, Wenda; Fadhli, Mardhiah; Fitrisia, Yuli; Akbar, Memen; Purwantoro, Sugeng; Syahbana, Yoanda Alim
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 2 No. 3 (2024): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jiter-pm.v2i2.6224

Abstract

Computational Thinking (CT) is the ability to solve complex problems by analyzing, understanding issues, and logically developing appropriate solutions. Possessing CT skills enables individuals to think in a structured manner when faced with complex problems, making it easier to adapt and compete in the future. This ability is highly valuable for anyone, including students from elementary to high school. Enrichment material on logical thinking skills for high school students is currently provided as an extracurricular activity integrated into Information and Computer Technology (ICT) subjects. The ICT curriculum includes office administration, graphic design, and programming. However, programming material often cannot be effectively delivered to students due to the limited expertise of teachers in this field. Unfortunately, this situation is regrettable because programming is not solely about technical programming skills but primarily about CT and problem-solving abilities. In this Community Service activity, workshops will be conducted on the implementation of CT for high school students and several High School (SMA) teachers, utilizing two approaches: block-based programming and robot gaming. Block-based programming involves implementing CT using blocks of code arranged to produce a function. On the other hand, the CT approach using robot gaming will involve utilizing Edison robots, which can be implemented in Science, Technology, Engineering, and Mathematics (STEM) subjects. Results from satisfaction surveys conducted among participants in the implementation activities of block-based programming and robot gaming indicate that they perceived significant benefits in enhancing computational thinking among high school students, thus preparing them better for global competition in the future. Meanwhile, from the processed feedback data using sentiment analysis, it was found that 83.3% provided positive feedback, 16.7% were neutral, and there were no negative comments.
Object Detection and Monitor System for Building Security Based on Internet of Things (IoT) Using Illumination Invariant Face Recognition Chatisa, Ivan; Syahbana, Yoanda Alim; Wibowo, Agus Urip Ari
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 1, February 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i1.1622

Abstract

Theft and intrusion are crimes that often occur in neighborhoods when there is opportunity or negligence by owners and security personnel. Many studies have been carried out to improve environmental security by applying cameras as a surveillance medium. However, the camera is not optimal in detecting objects when the lighting conditions are lacking. Therefore, in this study, a monitoring and object detection system was built by applying the Illumination Invariant model. This model is used to improve the appearance of the image from light and shadow reflections. The process of detecting and identifying objects is done by using human facial features (face detection) captured by the camera. The camera used is a Logitec C270 Webcam 720p which is connected via a USB port on the Raspberry Pi 4. The Raspberry Pi 4 processes human face image data and sends the processing results to a MySQL database using the HTTP protocol. Data transmission is done using the Python Flask web framework. The system was successfully run 100% by using black box testing of all functional requirements. Tests on the object detection feature were carried out based on different lighting conditions 15 times by comparing the original image and the results of the Illumination Invariant implementation. Based on the test results obtained object detection accuracy of 86.7%.
Integration of MQTT and Node-RED for IoT-Based Server Room Temperature Monitoring System Syahbana, Yoanda Alim; Jati, Aditya
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

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

Abstract

The absence of temperature monitoring in the server room of PT PLN (Persero) Unit Induk Distribusi Riauand Kepulauan Riau (UID RKR) poses a high risk to the stability of business processes at UID RKR. Without reliabletemperature monitoring, servers can experience overheating, potentially causing equipment damage and data loss. Thiswould result in disruptions to the electricity services provided by UID RKR. Based on these potential issues, this researchimplements an IoT device consisting of an ESP32 and a DHT22 temperature sensor connected to the Telegramapplication. The IoT device monitors the server room temperature in real-time and sends notification messages throughthe Telegram chatbot API if there is a drastic temperature change in the server room. The Information TechnologySystems Division (DSTI) of UID RKR can also send commands to the chatbot to obtain device status. Communicationbetween the IoT device and the chatbot is facilitated through the MQTT protocol. The integration of IoT devices, API,and the visual display of the monitoring system is developed using Node-RED, which strongly supports real-time dataprocessing. The monitoring system has been tested, including initial connection tests, temperature monitoringfunctionality, Telegram API message delivery, and system reliability. The test results show that the system has worked100% effectively and can reliably monitor the server room temperature 24/7 in real-time. Validation with DSTI has alsobeen conducted, and DSTI acknowledges the benefits provided by the monitoring system.
Implementasi dan Workshop Penggunaan Aplikasi Penerimaan Peserta Dididk Baru (PPDB) Sekolah bagi Guru dan Operator fadhli, mardhiah; Nurmalasari, Dini; Fitrisia, Yuli; Novayani, Wenda; Akbar, Memen; Purwantoro, Sugeng; Alim Syahbana , Yoanda
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 2 No. 4 (2024): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jiter-pm.v2i4.6233

Abstract

Penerimaan Peserta Didik Baru (PPDB) merupakan kegiatan rutin sekolah setiap tahunnya yang dilakukan untuk mendapatkan calon peserta didik baru. Sekolah memerlukan media promosi dan informasi yang tepat agar informasi penerimaan calon peserta didik baru dapat di terima oleh masyarakat banyak. Salah satu bentuk teknologi informasi yang banyak digunakan untuk berbagi informasi adalah aplikasi berbasis website. Proses penerimaan peserta didik baru (PPDB) yang dilakukan MI Muhammadiyah 01 Pekanbaru saat ini masih dilakukan secara manual, masih menggunakan formulir sehingga sering terjadi berbagai masalah dari penginputan data yang lambat, berkas pendaftaran yang tidak tersusun rapih, antrian pendaftaran dan calon peserta didik terkadang kesulitan mendapatkan informasi tentang sekolah tersebut dan proses pendaftarannya. Untuk itu perlu dibangun aplikasi PPDB Online yang mampu mengelola pelaksanaan penerimaan peserta didik baru dengan lebih efektif dan efisien. Aplikasi PPDB sudah selesai dibangun dan dilakukan sosialisasi penggunaan aplikasi dalam bentuk kegiatan workshop. Dalam kegiatan ini dihadiri oleh 6 orang peserta yang terdiri dari kepala sekolah, panitia PPDB dan bendahara sekolah. Hasil evaluasi kegiatan menyatakan 98,67% dari peserta merasakan bahwa kegiatan ini sangat bermanfaat dan sangat sesuai dengan harapan mereka
Implementasi Algoritma Deep Q-Network (DQN) pada Lampu Lalu Lintas Adaptif Berdasarkan Waktu Tunggu dan Arus Kendaraan Putra, Ridho Amanda; Syahbana, Yoanda Alim; Ananda
The Indonesian Journal of Computer Science Vol. 13 No. 5 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i5.4372

Abstract

Traffic congestion often occurs due to the alternating road closure system during repairs on one side of the road, forcing vehicles to take turns passing the unrepaired side. The use of temporary traffic lights with fixed timing is often ineffective because it does not account for the imbalance in traffic flow from both sides of the road. To address this issue, this study implements the Deep Q-Network (DQN) algorithm to optimize traffic light duration based on vehicle wait times and traffic flow. Testing was conducted using the SUMO simulator, focusing on the parameters of epoch, exploration rate, and discount factor that affect the performance of the DQN agent. The results show that DQN achieves optimal performance when configured with an exploration rate of 1 and a discount factor of 0.9, after training for 50 epochs and testing for 10 epochs. In this configuration, DQN proves to be more adaptive in managing traffic lights compared to conventional methods that use fixed timing for green and red lights. Although the fairness value of DQN is lower, it successfully reduces congestion and improves overall traffic efficiency.
Design and Implementation of Intelligent Traffic Lights for One-Way Open and Close Roads Based on Reinforcement Learning Yoanda Alim Syahbana; Sugeng Purwantoro E.S.G.S; Muhammad Wahyudi; Muhammad Imam Akbar; Ibnu Zachri Baihaqi
Journal of Innovation Information Technology and Application (JINITA) Vol 7 No 2 (2025): JINITA, December 2025
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v7i2.2691

Abstract

This study aims to design and implement an intelligent traffic light system for one-way open and close road conditions, commonly encountered during road repair projects. These situations often cause congestion due to alternating vehicle flow in a single lane. To address this issue, the system utilizes a Reinforcement Learning (RL) algorithm to dynamically adjust the traffic light timing based on real-time traffic conditions. The research was conducted in three main stages: (1) designing the network topology and IoT devices using Raspberry Pi, ESP modules, and Access Points (APs), (2) implementing the intelligent traffic light system, and (3) conducting a functional evaluation. A key performance metric evaluated was the response time of the system. Experimental results showed that the traffic light system achieved an average response time of 0.51 seconds, indicating that it is responsive and suitable for real-time operation. The successful integration of RL and MQTT-based communication also demonstrates the feasibility of deploying this system in dynamic traffic environments. Further research is recommended for field testing with additional sensor integration and advanced RL models to enhance system accuracy and efficiency