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Implementation of the Sugeno Fuzzy Method in a Firefighting Robot Prototype with an All-Wheel Drive System Sutarmin; Ajar Rohmanu; Endang
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i3.3217

Abstract

The purpose of this study is how to implement the Fuzzy Sugeno method to a fire-fighting robot prototype with all wheel drive system. Resculpts by transferring academic input to specific fields of knowledge, as many problems have become increasingly adaptable due to technology or the growth of AI, which is fast becoming the dominant productivity tool. Fuzzy method is a mathematical method used to overcome the problems of small uncertainties and imprecision. The first prototype of the fire-fighting robot which will be able to use all-wheel drive system is meant to mitigate the risk of large fire and to detect as soon as possible. Observational results verify that the Robot prototype follows its intended workflow as well as can complete its mission to both detect and eliminate fire hazards. The speed of the wheel is controlled on three levels slow (0 RPM), moderate (50 RPM), and fast (100 RPM) using Fuzzy Sugeno method. Also, in response time is set by using Fuzzy Sugeno method which is set to 1 second, 2 seconds, and 3 seconds
Rancang Bangun Chatbot Interaktif Sebagai Media Edukasi Kesehatan Mental Remaja Menggunakan Metode Rapid Application Development (RAD)  Di SMK Dewantara 2 Kabupaten Bekasi Shelvie Nuriska Rijayanti; Ajar Rohmanu; Endang
Jurnal Informatika SIMANTIK Vol 11 No 1 (2026): Jurnal Informatika SIMANTIK
Publisher : Fakultas Sains dan Teknologi Universitas Panca Sakti Bekasi

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Abstract

Penelitian ini bertujuan merancang dan membangun chatbot interaktif sebagai media edukasi kesehatan mental bagi siswa SMK Dewantara 2 Kabupaten Bekasi. Latar belakang penelitian berawal dari rendahnya kesadaran remaja terhadap pentingnya kesehatan mental serta keterbatasan media edukasi yang interaktif dan mudah diakses. Chatbot dikembangkan menggunakan metode Rapid Application Development (RAD) dengan tahapan perencanaan kebutuhan, desain sistem, pembuatan prototipe, pengujian, serta implementasi. Sistem berbasis web ini dibangun dengan bahasa pemrograman JavaScript dan Node.js, menyajikan materi seputar pengenalan gangguan psikologis, tips menjaga kesehatan mental, direktori layanan bantuan, dan simulasi percakapan interaktif. Pengujian Black Box menunjukkan seluruh fungsi berjalan sesuai rancangan. Validasi oleh pakar menghasilkan skor rata-rata 4,4 dari 5, sedangkan pengguna remaja memberi skor rata-rata 4,2, yang menandakan aplikasi layak digunakan. Hasil penelitian menunjukkan bahwa chatbot ini efektif sebagai sarana edukasi kesehatan mental remaja, responsif, dan sesuai dengan kebutuhan digital generasi muda. Penelitian merekomendasikan pengembangan lanjutan melalui penambahan variasi kata kunci dan pembaruan konten secara berkala.