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PERANCANGAN APLIKASI CLICKOST BERBABIS WEB MENGGUNAKAN METODE HMVC (HIERARCHICAL MODEL VIEW CONTROLLER) SEBAGAI SISTEM PENCARIAN DAN PROMOSI INDEKOS DI KOTA PADANG Randi Proska Sandra; Ahmaddul Hadi; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8499

Abstract

Rent-house’s Searching and Promotion in Padang city using brochure or leaflet which sticked in public place. It could be ‘wild-advertising’ in the public spaces. The other problems of Rent-house in Padang city is lack on resident’s security and irrelevant information between promotion material and reality. Clickost web-based application is the means to force the Rent-house business in Padang city move to digital technology to expand the market and ease the potential resident. Clickost web-based application using HMVC (Hierarchical Model View Controller) architecture with OOP (object oriented programming) approach and UML’s model. Clickost using several language programming including PHP, CSS, HTML5, and Javascript, CodeIgniter as framework and MySQL as database. This Application will spend the time, cost and energy efficiently in handling Rent-house’s searching and promotion. Keywords : Clickost, Website, Rent-house, HMVC, Searching and promotion
The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli Zulfadli; Budi Sunaryo; Reihan Hanafi Wiyanatra; Randi Proska Sandra
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively
Enhancing Teachers' Proficiency in Implementing Augmented Reality Technology as Interactive Learning Media Lativa Mursyida; Fadhli Ranuharja; Ika Ika Parma Dewi; Agariadne Dwinggo Samala Agariadne Dwinggo Samala; Ryan Fikri Ryan Fikri; Randi Proska Sandra Randi Proska Sandra; Efrizon Efrizon
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.944

Abstract

Creativity is critical in education, especially for teachers in crafting instructional media that captivates and engages students' interest in comprehending the subject matter. Each student possesses distinct interests and enthusiasms towards the instructional press, allowing educators to innovate in devising captivating learning resources. One form of instructional media that offers a unique experience is augmented reality (AR) based media, which delivers individualized audio-visual interactions and experiences. In this research, we harness the Assemblr Edu platform, an AR and VR-based instructional media tool, within a community engagement workshop held at SMPN 3 Batusangkar, involving participation from educators of the Natural Sciences Teachers' Subject Study Group (MGMP IPA) in Tanah Datar Regency. The research aims to enhance the creative aptitude of educators in designing instructional media using the augmented reality technology of Assemblr Edu. Employing a quantitative approach, we gauge the extent of success among educators in crafting interactive instructional media using the Assemblr Edu platform, yielding augmented reality instructional media accessible through Android smartphones. The research findings underscore that Assemblr Edu, integrated with augmented reality technology, remarkably stimulates students' interest, amplifies their learning motivation, and assists them in comprehending subject matter while efficiently tackling assignments
The Implementation of the Gale-Shapley Algorithm in School Admission Preferences: An Analysis of Matching Efficiency and Allocation Equity Sandra, Randi Proska; Syamsi, Alkindi; Azmi, Arafil; Febriani, Natasya; Apriliyanti, Resti; Nerurkar, Pranav
International Journal of Multidisciplinary Research of Higher Education Vol 8 No 4 (2025): (October) Theme Education, Religion Studies, Social Sciences, STEM, Economic, Tou
Publisher : Islamic Studies and Development Center in Collaboration With Students' Research Center Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijmurhica.v8i4.409

Abstract

In today’s educational landscape, integrating algorithmic approaches into school admission systems is crucial to ensure fairness, transparency, and efficiency. This study investigates the application of the Gale-Shapley algorithm to address the challenges of student-school matching, which often result in mismatches and inequities. This study aims to explain how the Gale-Shapley algorithm can ensure stable student placement, where no pair of students prefers each other over the post-assignment. Employing a mixed-methods approach, we combined a literature review with a simulation-based implementation using Python. A test case involving four students and four schools was used to validate the algorithm’s performance. The preferences of both students and schools were modeled, and the Gale-Shapley algorithm was applied to generate stable matchings. Authors analysis focused on evaluating the stability, fairness, and efficiency of the outcomes. The results demonstrate that the algorithm consistently produces optimal and conflict-free placements aligned with participant preferences. These findings highlight the algorithm’s potential to enhance the equity and effectiveness of school admission processes, particularly when applied to real-world educational settings. The implications of the discussion show that it supports trust in the admission system, because the stability and transparency of the process increase legitimacy and acceptance by all parties, including students, schools, and educational authorities.
Comparison of Orthomosaic Accuracy Based on Unmanned Aerial Vehicle (UAV) Real Time Kinematic (RTK) Radio and RTK NTRIP in Padang City, West Sumatra Ismail, Muhammad; Wijayanto, Bayu; Sandra, Randi Proska; Prihantarto, Wikan Jaya; Maiyenti, Elisa; Sriharta, M; Fitrian, Rahmat; Putri, Mutiara Amelia
JURNAL GEOGRAFI Vol. 17 No. 2 (2025): JURNAL GEOGRAFI
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jg.v17i2.68287

Abstract

UAVs with RTK technology offer high-accuracy aerial mapping, with RTK Radio and RTK NTRIP as two correction methods affecting orthomosaic precision. While previous studies compared these methods in terrestrial surveys, their impact on UAV-based orthomosaics remains underexplored. This research evaluates and compares the accuracy of UAV-derived orthomosaics using RTK Radio and RTK NTRIP to provide practical guidance for optimal mapping applications. This research combined UAV RTK photogrammetry and GIS to produce high-precision aerial maps in two areas of Padang City with different topographies. Data were collected using DJI Mavic 3 Enterprise RTK with RTK Radio and RTK NTRIP techniques, supported by GCPs, BMs, and satellite imagery, then processed into orthomosaics for analysis. Accuracy was assessed using ICPs and statistical measures like RMSE to compare the spatial precision of both correction methods under varying terrain conditions. The results show a difference in mapping accuracy between RTK Radio and RTK NTRIP aerial photographs, with RTK Radio achieving 0.683 accuracy and 0.450 RMSE, while RTK NTRIP reached 0.563 accuracy and 0.371 RMSE. RTK Radio is more suitable for areas lacking CORS access but still requires GCP verification. RTK NTRIP performs better in urban areas with strong CORS networks. Combining both methods with adequate GCPs provides an effective solution for mapping in varied or densely vegetated terrains.
The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli, Zulfadli; Sunaryo, Budi; Wiyanatra, Reihan Hanafi; Sandra, Randi Proska
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively
Workflow Automation in Digital Medication Reminder Systems to Enhance Patient Adherence Salsabila Intania Bestari; Syafrijon; Randi Proska Sandra; Ahmaddul Hadi
Jurnal Teknologi Informasi dan Pendidikan Vol. 19 No. 1 (2026): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v19i1.1096

Abstract

Pharmacotherapy is a form of treatment that utilizes pharmaceutical products as a medium for healing. The effectiveness of this therapy largely depends on patient adherence and consistency in taking medication as prescribed by physicians. Unfortunately, in practice, many cases of non-adherence occur, leading to medication errors and reduced treatment outcomes. This study proposes a solution by employing workflow automation technology combined with several API integrations, such as WhatsApp API and Google Calendar API, to provide a broader and more accessible user experience. The proposed system is a web-based platform connected to n8n, a workflow automation tool that supports integration with third-party applications like WhatsApp and Google Calendar. First-party users, such as doctors and hospital operators, can input patients’ medication schedules into the system. The system then sends reminders and confirmations to second-party users (patients) via WhatsApp, while also synchronizing schedules through Google Calendar. WhatsApp was selected due to its popularity and accessibility in Indonesia, while Google Calendar was chosen as one of the most widely used calendar applications worldwide. This research is expected to contribute to pharmacotherapy support by providing a simple yet practical technological approach to improve medication adherence.
Rancang Bangun Online Travel Ticket dengan Algoritma First-In First-Out (FIFO) dan Mekanisme Seat Locking Real-Time Karina, Lani Dwi; Syafrijon; Huda, Yasdinul; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/hb06te81

Abstract

Perkembangan teknologi digital saat ini memberikan pengaruh signifikan terhadap sektor layanan transportasi, namun PT. MIA Travel masih menghadapi kendala dalam pengelolaan pemesanan tiket yang bersifat konvensional. Sistem manual melalui telepon atau loket berisiko menimbulkan kesalahan pencatatan data, kehilangan catatan pemesanan, hingga terjadinya double booking atau race condition akibat tidak adanya sistem pemantauan kursi secara real-time. Penelitian ini bertujuan untuk merancang dan membangun sistem Online Travel Ticket yang mengintegrasikan algoritma First-In First-Out (FIFO) dan mekanisme Seat Locking Real-Time Concurrency Control. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan sistem prototipe. Algoritma FIFO diterapkan untuk memastikan keadilan dalam antrean pemesanan, di mana transaksi yang masuk lebih awal akan diproses terlebih dahulu berdasarkan urutan waktu. Sementara itu, mekanisme seat locking berfungsi untuk mengunci kursi yang telah dipilih oleh pelanggan selama periode waktu tertentu guna mencegah pengguna lain memesan kursi yang sama secara bersamaan. Sistem ini dibangun menggunakan bahasa pemrograman PHP dengan framework Laravel dan basis data MySQL. Hasil pengujian menggunakan metode Black Box Testing menunjukkan bahwa 23 dari 23 skenario pengujian berhasil dijalankan sesuai dengan fungsi yang diharapkan. Pengujian User Acceptance Testing (UAT) yang melibatkan 15 responden memperoleh nilai kepuasan sebesar 88,6% dengan kategori sangat baik. Rata-rata waktu transaksi dari pencarian jadwal hingga booking berhasil tercatat 2,8 menit, lebih cepat dibandingkan dengan proses manual sebelumnya yang memerlukan 15–20 menit. Pada uji konflik kursi sebanyak 30 simulasi, sistem mampu menolak pemesanan ganda dengan tingkat keberhasilan 100%, sedangkan fitur seat locking menerapkan durasi penguncian selama 10 menit sebelum kursi dilepas secara otomatis apabila pembayaran tidak diselesaikan. Dengan implementasi sistem ini, PT. MIA Travel berpotensi meningkatkan efisiensi operasional dan kualitas pelayanan kepada pelanggan secara lebih terstruktur dan transparan. The rapid development of digital technology has had a significant impact on the transportation service sector; however, PT. MIA Travel still faces challenges in managing ticket reservations through conventional methods. Manual systems via telephone or ticket counters are prone to data-entry errors, loss of booking records, and double-booking or race conditions due to the absence of real-time seat monitoring. This study aims to design and develop an Online Travel Ticket system that integrates the First-In First-Out (FIFO) algorithm and a Real-Time Concurrency Control Seat Locking mechanism. The research method employed is Research and Development (R&D) using a prototype system development model. The FIFO algorithm is implemented to ensure fairness in the booking queue, where transactions that enter earlier are processed first based on their timestamps. Meanwhile, the seat-locking mechanism temporarily reserves seats selected by customers for a specified period, preventing other users from booking the same seat at the same time. The system was developed using PHP with the Laravel framework and a MySQL database. The results of Black Box Testing showed that 23 out of 23 test scenarios were successfully executed according to the expected functions. User Acceptance Testing (UAT), involving 15 respondents, obtained a satisfaction score of 88.6%, categorized as very good. The average transaction time from schedule search to successful booking was recorded at 2.8 minutes, faster than the previous manual process which required 15–20 minutes. In 30 seat conflict simulations, the system successfully prevented double booking with a 100% success rate, while the seat locking feature applied a 10-minute lock duration before the seat was automatically released if payment was not completed. With the implementation of this system, PT. MIA Travel has the potential to improve operational efficiency and service quality in a more structured and transparent manner.
Implementasi Yolov8 Dalam Sistem Deteksi Safety Helmets dan Safety Vests Berbasis Citra Digital di Area Konstruksi Rahmawati, Chindy; Huda, Yasdinul; Syafrijon; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/ttzpab07

Abstract

Industri konstruksi memiliki tingkat risiko kecelakaan kerja yang tinggi, dengan salah satu penyebab utamanya adalah kelalaian penggunaan Alat Pelindung Diri (APD) seperti helm dan rompi keselamatan. Penelitian ini bertujuan mengimplementasikan sistem deteksi otomatis penggunaan safety helmet dan safety vest menggunakan algoritma YOLOv8 yang diintegrasikan dengan framework Flask berbasis web. Metode pengembangan yang digunakan adalah CRISP-DM, mencakup pemahaman data, persiapan data, pemodelan, evaluasi, dan deployment. Dataset terdiri dari 1.756 citra dengan dua kelas (helmet dan vest), dibagi menjadi data latih (80%) dan validasi (20%). Model dilatih selama 50 epoch dengan YOLOv8n. Evaluasi kelayakan sistem dilakukan melalui tiga aspek: (1) uji validitas oleh 2 orang ahli media dan 2 orang ahli materi menggunakan instrumen Likert, (2) uji praktikalitas oleh 10 responden (pengawas proyek dan pekerja konstruksi) melalui angket respons pengguna, serta (3) uji efektivitas dengan membandingkan waktu deteksi dan akurasi antara sistem otomatis versus pengawasan manual selama 5 hari uji coba. Hasil pengujian model menunjukkan performa sangat baik dengan nilai precision 0,911, recall 0,918, mAP50 0,951, dan mAP50-95 0,755. Hasil evaluasi kelayakan menunjukkan bahwa sistem dinyatakan valid (skor rata-rata 4,5 dari 5), praktis (skor 86,5%), dan efektif (peningkatan efisiensi deteksi sebesar 73% dibandingkan metode manual). Dengan demikian, aplikasi berbasis web ini layak digunakan sebagai alat bantu pengawasan keselamatan kerja di lingkungan konstruksi.
Platform Adaptive Learning Berbasis NLP untuk Pembelajaran Literasi Siswa Disleksia Sekolah Dasar Cakranata, Raden Galuh Garhadi; Syafrijon, Syafrijon; Farell, Geovanne; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/j27kax12

Abstract

Penelitian ini bertujuan mengembangkan platform pembelajaran berbasis web yang mengintegrasikan Adaptive Learning dan Natural Language Processing (NLP) untuk mendukung pembelajaran membaca dan menulis siswa sekolah dasar dengan gangguan disleksia. Permasalahan utama yang melatarbelakangi penelitian ini adalah terbatasnya platform pembelajaran digital yang mampu menyesuaikan materi, latihan, dan rekomendasi pembelajaran berdasarkan respons teks siswa disleksia. Penelitian ini menggunakan metode pengembangan perangkat lunak model Waterfall yang meliputi analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan pemeliharaan. Sistem dikembangkan dengan antarmuka web AdaptLearn, backend berbasis Gin Framework, frontend berbasis Next.js, basis data PostgreSQL, cache Redis, serta keamanan autentikasi menggunakan bcrypt. Modul NLP digunakan untuk menganalisis jawaban teks siswa dan mengklasifikasikan tingkat pemahaman ke dalam kategori Paham, Cukup Paham, dan Belum Paham. Hasil pengujian menunjukkan bahwa seluruh fitur utama sistem berjalan sesuai skenario black-box testing. Evaluasi model NLP menghasilkan accuracy sebesar 0,99 dengan nilai precision, recall, dan F1-score yang tinggi pada seluruh kategori. Hasil usability testing menggunakan System Usability Scale memperoleh skor rata-rata 73,33 yang termasuk kategori baik dan acceptable. Dengan demikian, platform yang dikembangkan layak digunakan sebagai alternatif media pembelajaran literasi dasar yang lebih personal, adaptif, dan inklusif bagi siswa disleksia. This study aimed to develop a web-based learning platform integrating Adaptive Learning and Natural Language Processing (NLP) to support reading and writing instruction for elementary school students with dyslexia. The study was motivated by the limited availability of digital learning platforms that can adjust learning materials, exercises, and recommendations based on dyslexic students’ text responses. This research used the Waterfall software development model, consisting of requirements analysis, system design, implementation, testing, and maintenance. The system was implemented as the AdaptLearn web platform using a Next.js frontend, Gin Framework backend, PostgreSQL database, Redis cache, and bcrypt-based authentication security. The NLP module was designed to analyze students’ written responses and classify their understanding into three categories: Understanding, Partially Understanding, and Not Yet Understanding. The Adaptive Learning mechanism then used the NLP results and learning interactions to recommend remedial or advanced learning materials. The results showed that all major system functions performed as expected in black-box testing. NLP model evaluation produced an accuracy of 0.99, with high precision, recall, and F1-score across all categories. Usability testing using the System Usability Scale obtained an average score of 73.33, indicating good and acceptable usability. Therefore, the developed platform is feasible as an alternative digital learning medium that supports more personalized, adaptive, and inclusive literacy learning for students with dyslexia.