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Monitoring leakage in water pipe installation using a water flow sensor Prima, Delta Ardy; Atthariq, Atthariq; Parenreng, Jumadi Mabe
Internet of Things and Artificial Intelligence Journal Vol. 4 No. 4 (2024): Volume 4 Issue 4, 2024 [November]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v4i4.861

Abstract

The need for water for humans is the main thing and cannot be replaced with anything else. Water will always be needed every time for consumption and daily activities. Therefore, the need for water is always considered in the distribution process so that every community can meet its water needs. Especially residential areas where water needs are important. However, there are obstacles to pipe leaks that cause this water distribution to be hampered. The development of the Internet of Things is the main solution in terms of monitoring water flow and water pressure in pipes. This makes it easier for pipe repair parties to increase the effectiveness of their supervision of the condition of their housing pipes. Based on the results of trials and evaluations that have been carried out, it gives the conclusion that the existence of this system can help pipe repair parties in knowing the state of water flow in pipe installations in their residential areas. This system is also supported by using the calculation of physical formulas such as the Bernoulli equation and the principle of continuity where the formula P = 1/2ρV² has been used in the calculation of calibration on the water flow sensor and to test the validation of the results issued by the water flow sensor, the Absolute Relative Error calculation is also used where the formula used is Absolute Relative Error = | (estimated - actual) / actual | * 100. Through the calculation processes carried out, it can increase the chances of reading data that is more accurate than usual and the results will be maximized in detecting any anomalies that occur during monitoring. Therefore, the opportunity to implement a residential pipe monitoring system is a convincing thing to do in improving services that are more responsive to residents in the housing complex.
Game Virtual Reality Sorgum Untuk Ketahanan Pangan Prima, Delta Ardy; Khosasih, Mikhael Ming
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.2049

Abstract

Sorghum is a vital staple food crop widely consumed in Asia and Africa, ranking among the top five food crops globally after wheat, corn, rice, and barley. It is rich in carbohydrates and low in sugar, making it a suitable dietary option for individuals with diabetes. Sorghum can be cultivated on marginal or unproductive land; however, improper cultivation techniques may lead to sub-optimal yields or even crop failure. Survey findings indicate that public awareness and knowledge about sorghum cultivation in Indonesia remain limited, contributing to difficulties in effective planting and crop management. To address this issue, a simulation game utilizing virtual reality (VR) technology was developed to provide an interactive and immersive learning experience for sorghum cultivation. The Unity game engine was employed in the development process, incorporating freely available assets from various sources. The application was validated through expert interviews and user testing within the community. Post-testing results demonstrated a 31% increase in user knowledge regarding sorghum cultivation. These findings suggest that the VR-based game effectively enhances public understanding of the procedures involved in planting and maintaining sorghum crops.
ANALISIS PENGARUH GAMIFIKASI PADA SISTEM EDUKASI FINANSIAL UNTUK GEN Z Ferdiyan, Achmad Rifando; Hairunnas, Hairunnas; Prima, Delta Ardy
ASKARA: Jurnal Seni dan Desain Vol 4 No 1 (2025): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v4i1.1671

Abstract

Keuangan menjadi komponen yang utama seorang individu bisa melakukan kehidupannya setiap hari, dari pembayaran, hingga perencanaan masa depan adalah tergantung keputusan seorang individu memahami finansial dalam kehidupannya. Jika perencanaannya salah akan sangat berdampak pada kehidupan seorang individu dan itu tidak dialami pada orang dewasa saja namun penting untuk memperhatikan kelompok umur remaja menuju dewasa 18-22 tahun yang tergolong pada kelompok umur Gen z yang mulai memiliki tanggung jawab akan keuangannya dan juga berpotensi salahnya rencana finansial. Pesatnya industri finansial seperti fintech sayangnya pada Gen z cenderung lebih dimanfaatkan untuk kegiatan pembayaran disaat kemampuan literasi keuangan juga tergolong masih dalam kategori rendah. Penelitian ini bertujuan untuk 1) menganalisis finansial edukatif pada Gen z; dan 2) mengidentifikasi pendekatan gamifikasi interaktif pada Gen z. Metode yang akan digunakan yaitu literature review, dan kualitatif. Melalui literature review penulis menganalisis kecenderungan gen z dalam finansial khususnya fintech yang perkembangannya sangatlah pesat. Selain itu literature review juga dilakukan untuk membandingkan 5 metode gamifikasi yang sesuai dan efektif untuk digunakan mengelola finansial. Dalam kualitatif penulis menggunakan in depth interview pada 1 pakar finansial dan 5 anak yang aktif dalam 3 bulan terakhir menggunakan aplikasi yang berbasis gamifikasi, untuk menemukan strategi dalam memiliki finansial yang baik serta juga mengetahui kekurangan dan kebutuhan pengguna terkait aplikasi gamifikasi dan pandangannya terhadap fintech yang menggunakan gamifikasi.