Riyadhul Fajri
Universitas Almuslim

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Prototype Sistem Monitoring Suhu dan Kelembaban Otomatis pada Greenhouse Berbasis IoT Nisaul Fitri; Imam Muslem; Riyadhul Fajri
Jurnal Ilmu Komputer Aceh Vol 3 No 1 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

Greenhouse is a modern agricultural solution that creates optimal conditions for plant growth, especially amidst climate change and food crises. The purpose of this project is to build an IoT-based system that automatically controls temperature and humidity, using Telegram as the management platform. The system uses the DHT11 sensor for environmental monitoring, NodeMCU ESP8266 for Wi-Fi connectivity, ESP32 as the actuator controller, and a relay module to control a cooling fan. Environmental data is sent in real-time to Telegram, allowing users to monitor and control the greenhouse remotely. Testing results show the system responds automatically to temperature and humidity changes, sends notifications, and activates the cooling fan accurately. Integration with Telegram enhances remote management, energy efficiency, and microclimate stability within the greenhouse
Penggunaan Artificial Intelligence pada Pembuatan Desain Karakter Animasi Elsa Manyori; Riyadhul Fajri; T. Rafli Abdillah
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

The advancement of Artificial Intelligence (AI) technology has had a significant impact across various fields, including character design in animation. This study focuses on analyzing existing systems, such as leonardo Ai, which utilize a text-to-image method to automatically generate visual design based on textual descriptions. The objective of this research is to evaluate the quality, effectiveness, and limitations of the text-to-image method in Leonardo AI for creating animated character designs that meet creative requirements. The research employs a descriptive approach using qualitative methods, involving a series of text input tests ranging from simple to complex descriptions. These tests aim to observe image quality, accuracy in representing the input descriptions and processing speed. This study provides insights into the potential and limitations of AI-based systems in the devolopment of animated character design. The findings are expected to serve as a reference for AI technology devolopers in future animation applications.
Klasifikasi Nilai Nominal Uang Logam Indonesia Menggunakan Support Vector Machine Triee Salsabila; Riyadhul Fajri; Heri Gustami
Jurnal Ilmu Komputer Aceh Vol 3 No 1 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i1.39

Abstract

This study focuses on the classification of Indonesian Rupiah coin denominations using the Support Vector Machine (SVM) method based on digital image processing. The research objects consist of Rp100, Rp200, Rp500, and Rp1,000 coins issued from 2016 to the present. The pre-processing stage includes resizing the images to 128×128 pixels and converting them into grayscale to ensure data uniformity. Feature extraction is performed by combining shape features, Haralick texture, Local Binary Pattern (LBP), and HSV color features to represent the main characteristics of each coin. The classification model is developed using an SVM with a Radial Basis Function (RBF) kernel, with 80% of the data used for training and 20% for testing. The experimental results show an accuracy of 75%, indicating that the proposed approach is reasonably effective in distinguishing Indonesian coin denominations. However, further improvements can be achieved through parameter optimization and dataset expansion in future studies.
Penerapan Role-Based Access Control (RBAC) untuk Mengelola Hak Akses pada Sistem Informasi Sekolah Taman Kanak-Kanak Berbasis Multiuser: Implementasi Mekanisme Kontrol Akses Berbasis Peran pada Lingkungan Multiuser Sri Ramadhani; Dedy Armiady; Riyadhul Fajri
Jurnal Ilmu Komputer Aceh Vol 3 No 1 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

This study aims to design and implement a multiuser information system based on Role-Based Access Control (RBAC) in a kindergarten (TK) environment to manage user access rights in a structured and secure manner. In multiuser-based school information systems, improper access control can lead to unauthorized data access, role conflicts, and security vulnerabilities. To address this issue, this research applies RBAC as the main authorization mechanism, where access rights are granted based on predefined user roles. The system is developed using a software engineering approach with a descriptive methodology, following stages of requirements analysis, system design, implementation, and testing. Three primary roles are defined in the system: Super Admin, School Admin, and Operator, each with different access privileges. The system is implemented using PHP with the CodeIgniter framework and MySQL as the database management system. To enhance responsiveness and accuracy in access control enforcement, a real-time mechanism using Pusher.js is integrated to synchronize access right changes without requiring manual page refresh. System testing is conducted using black-box testing to verify access restrictions, menu visibility, and data isolation between schools. The results show that the RBAC mechanism functions effectively in restricting access according to user roles, preventing unauthorized actions, and ensuring data separation across institutions. This research demonstrates that RBAC can be reliably applied as a foundational access control model for multiuser school information systems, particularly in early childhood education environments, and can be further developed for real-world implementation.
Implementasi Game Edukasi 3D dalam Pembelajaran Bahasa Jepang pada Mahasiswa Universitas Almuslim dengan Unity Engine Menggunakan Metode Multimedia Development Life Cycle (MDLC) Sarah Nadia; Riyadhul Fajri; Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.49

Abstract

This study aims to develop a 3D educational game as an interactive learning medium for Japanese language learning at Universitas Almuslim using the Multimedia Development Life Cycle (MDLC) method and Unity Engine. The research employs six MDLC stages: concept, design, material collecting, assembly, testing, and distribution. The game, entitled "Nihongo Quest," presents N5-level Japanese vocabulary and characters (Hiragana and Katakana) within an interactive 3D environment. The development utilized Blender for 3D asset modeling, Visual Studio Code for C# scripting, and Universal Render Pipeline (URP) for visual optimization. System testing was conducted using black box testing across 10 functional features. The results show that all tested features passed successfully, demonstrating that the game functions as intended. The game provides an interactive and engaging learning experience, making it a viable alternative learning medium for students who struggle with traditional Japanese language instruction.  
Pemodelan Aset 3D Interior Kamar Tidur Minimalis Dengan Penerapan Texturing PBR Untuk Meningkatkan Visualisasi Realistis Sultan Alam Khalil; Riyadhul Fajri; Zulkifli Zulkifli
Jurnal Ilmu Komputer Aceh Vol 3 No 1 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i1.50

Abstract

Visualization quality is an important aspect in presenting interior design concepts realistically. Conventional texturing methods often produce flat and unrealistic appearances due to inaccurate light interaction. This study aims to implement Physically Based Rendering (PBR) techniques in modeling a minimalist bedroom interior using Blender software to improve visual realism. The development process follows the Multimedia Development Life Cycle (MDLC) method, which includes concept, design, material collecting, assembly, testing, and distribution stages. PBR materials are created by combining texture maps such as Albedo, Roughness, Metallic, and Normal through the Principled BSDF shader. The Cycles render engine is used to generate realistic lighting and shadows. The results show that PBR implementation significantly improves surface detail, light reflection accuracy, and overall realism compared to conventional texturing methods. This research proves that PBR-based texturing is effective for producing realistic interior visualizations for design presentation
Sistem Penentuan Titik Pengambilan Sampah Berdasarkan Status Berlangganan Menggunakan Peta Digital Vianaza; Imam Muslem; Riyadhul Fajri
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.60

Abstract

This study aims to design and develop a digital map-based system for determining waste collection points based on the subscription status of customers. Waste collection services in many areas are still managed manually, making it difficult to monitor customer locations, payment status, and complaint handling efficiently. To address this problem, a web-based information system is proposed to integrate customer data, payment status, complaint management, and waste collection point visualization through digital mapping technology. The system was developed using web technologies with a database to store user data, customer locations, payment records, and service complaints. Customers are able to register, save their home location using digital maps, make service payments according to their subscription category, and submit complaints related to waste collection services. Meanwhile, administrators can manage customer data, assign collection officers, monitor payment status, and view the distribution of customer locations through a digital map interface. Waste collection officers are provided with access to view the map of customers assigned to them and respond to complaints submitted by customers. The system automatically updates customer status based on subscription and payment information stored in the database. As a result, the map visualization can dynamically display the status of each customer location using different indicators. The implementation of this system is expected to improve efficiency in monitoring waste collection services, assist officers in determining collection routes, and enhance the quality of waste management services in the community
Penerapan Metode Agile Development dalam Perancangan Sistem Informasi Pemesanan Tiket Travel Daring pada PT. Bahtera Atakana Putri Mauliza; Riyadhul Fajri; Dedy Armiady
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.71

Abstract

The advancement of information technology has encouraged transportation service companies to adopt digital-based operational systems. PT. Bahtera Atakana, an intercity travel service company operating in Bireuen, Aceh, still relies on a manual ticket booking system that is prone to recording errors, service delays, and limited access to customer information. This study aims to design and implement an online ticket booking information system using the Agile Development method, with the goal of producing a flexible, responsive system aligned with actual user needs. This research employs a descriptive qualitative approach, with data collected through observation, interviews, and documentation. System development is carried out using the Agile Development method with an iterative approach through sprint planning, development, testing, and evaluation phases. The system is developed as a web-based application using PHP 8 with the CodeIgniter 3 framework, MySQL database, and supported by JavaScript and AJAX. The results show that the developed system effectively enables customers to search schedules, book tickets, process payments, and obtain e-tickets independently. The system reduces transaction time by up to 70% compared to the manual process. Black box testing ensures that all main functions operate according to user requirements. The implementation of the Agile Development method has proven effective in producing an adaptive, efficient, and user-centered information system.
Pengembangan Sistem Pemesanan e-Ticket pada Transportasi Umum di Provinsi Aceh Naila Ilmi; Iskandar Zulkarnaini; Riyadhul Fajri
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.74

Abstract

The rapid development of information technology has encouraged digital transformation in transportation services, including ticket reservation systems. In Aceh, land transportation ticket booking is still frequently handled manually, causing inefficiency in schedule distribution, seat management, transaction recording, and ticket validation. This study aims to develop a web-based e-ticket booking system for public transportation in Aceh with Sultan Loket Matang as the case study. The system is designed to support direct booking by passengers as well as booking through registered agents, especially for users with limited access to official ticket counters. The study applies a Research and Development approach with the Waterfall model, consisting of requirements analysis, system design, implementation, and testing. The developed system provides user registration, login, schedule and route search, seat selection, simulated digital payment, electronic ticket generation, and QR Code-based validation. The results indicate that the system can improve booking efficiency, facilitate integrated transportation data management, and reduce the possibility of ticket duplication through digital verification. Therefore, the proposed system can serve as an alternative solution for improving public transportation services in Aceh
Klasifikasi Varietas Biji Kopi Arabika Gayo Berbasis Deteksi Objek Menggunakan Algoritma Yolov5 Randa Mah Bengi; Iqbal; Riyadhul Fajri
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.81

Abstract

Gayo Arabica coffee is one of Indonesia’s leading agricultural commodities with high economic value, especially in the export market. However, the process of classifying coffee bean varieties is still mostly performed manually, which can lead to misidentification and inconsistency in quality control. This study aims to develop an automatic classification system for Gayo Arabica coffee bean varieties using a deep learning approach based on the You Only Look Once version 5 (YOLOv5) model. The dataset consisted of 1,500 images of three main varieties: Tim-tim (Gayo 1), Bor-bor (Gayo 2), and Ateng Super (Gayo 3), with 500 images per class. The images were collected through direct observation and documentation in Aceh Tengah and labeled using LabelImg. The model was trained using the Python programming language with the Ultralytics YOLOv5 library based on PyTorch. Model performance was evaluated using precision, recall, and mean Average Precision (mAP) metrics, as well as a confusion matrix. The final model achieved an accuracy of 96% with an mAP50–95 value of 0.99, indicating that the YOLOv5-based system can effectively and consistently classify coffee bean varieties in real-time. The results of this study are expected to assist farmers and coffee industry stakeholders in improving the efficiency and accuracy of post-harvest quality control