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Smart Trash Can Berbasis IOT Dan Mikrokontroler: Solusi Cerdas Untuk Pengelolaan Sampah Setiawan, Aldi; Pernando, Yonky; Verdian, Ihsan
Journal of Digital Ecosystem for Natural Sustainability Vol 5 No 1 (2025): Juli 2025
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v5i1.295

Abstract

Efficient and effective waste management is crucial for maintaining cleanliness and environmental health, especially in school environments. This research aims to develop and implement a Smart Trash Can system based on the Internet of Things (IoT) and microcontroller as an intelligent solution for waste management at Building B of the Maitreyawira Foundation in Batam. The system is designed to detect the fill level of trash bins in real-time and send notifications to the management center via the IoT network. The Smart Trash Can utilizes ultrasonic sensors to measure the volume of waste and an ESP32 microcontroller to process the data. Information regarding the fill status of the trash bins is transmitted through wireless communication modules to a central server integrated with a web-based application, allowing the building management to monitor and manage waste more efficiently. Test results based on blackbox testing tables show that this prototype functions well, with a detection accuracy rate of 95%. The system can provide accurate information about the fill level of the trash bins and reduce manual checking frequency by up to 80%, thus enhancing the operational efficiency of waste management at Building B of the Maitreyawira Foundation. With the implementation of this technology, it is expected to improve environmental cleanliness and make a positive contribution to better waste management in urban areas.
Implementasi Web 3D untuk Pembelajaran Basic Life Support CPR dengan Teknik Gamifikasi Verdian, Ihsan
Journal of Digital Ecosystem for Natural Sustainability Vol 4 No 1 (2024): Juli 2024
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v4i1.239

Abstract

The focus of this research is on designing an alternative interactive 3D learning media specifically for basic life support CPR for students. The goal is to provide an interactive learning media option on basic life support CPR at School. The basic life support CPR material is combined with 3D interactive media using Gamification and Game Development Life Cycle (GDLC) methods. This learning media integrates basic life support CPR content, game scenarios, and interactive elements to create an engaging and realistic learning experience. The expected outcome of this research is an engaging learning media for students to learn basic life support CPR and to facilitate educators in delivering this material effectively. Application testing will be conducted through game testing, public beta, and questionnaires.
Media Pembelajaran Interaktif 2D untuk Mata Pelajaran Matematika Bangun Ruang Verdian, Ihsan
Journal of Digital Ecosystem for Natural Sustainability Vol 4 No 2 (2024): Desember 2024
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v4i2.266

Abstract

The focus of this research is on designing an alternative interactive 2D learning media specifically for plane geometry for students. The goal is to provide an interactive learning media option on geometry at school. The plane geometry material is combined with 2D interactive media using interactive learning media and Game Development Life Cycle (GDLC) methods. This learning media integrates plane geometry content, game scenarios, and interactive elements to create an engaging and realistic learning experience. The expected outcome of this research is an engaging learning media for students to learn plane geometry and to facilitate educators in delivering this material effectively.
Ragam Hias Konsep Arsitektur Bangunan Atap Tionghoa Memanfaatkan Teknologi Augmented Reality KH, Musliadi; Kaharuddin; Verdian, Ihsan
JURNAL FASILKOM Vol. 13 No. 3 (2023): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v13i3.6171

Abstract

Batam merupakan salah satu wilayah di Indonesia yang termasuk kota heterogen dan multietnik dimana sebagaian masyarakatnya adalah etnis Tionghoa. Etnis tersebut memiliki budaya dengan keunikan arsitektur bangunannya, terutama pada bagian atapnya. Karena keunikannya, konsep arsitekturnya menjadi salah satu daya tarik untuk diketahui dan bahkan menjadi objek wisata. Untuk mempelajari konsep arsitektur tersebut, diperlukan instruktur yang paham dengan budaya tersebut. Apa lagi jika ingin menyebar luaskan serta mempromosikannya, tentu memerlukan media sebagai alat bantu. Untuk memenuhi kebutuhan tersebut, maka diperlukan perangcangan aplikasi memanfaatkan teknologi Augmented Reality (AR) yang berfungsi sebagai media pembelajaran dan promosi. Konsep perancangan yang digunakan menerapkan pendekatan konsep Game Development Life Cycle (GDLC) yang dimodifikasi menjadi tiga bagian utama, yakni: persiapan, pengembangan dan pengujian. Hasil pembuatan aplikasi dan evaluasi yang dilakukan, diperoleh responden sebanyak 43 orang yang terdiri dari laki-laki sebanyak 18 atau 42% dan perempuan sebanyak 25 orang atau 58%. Penyebaran aplikasi mendapatkan respon baik di masyarakat dengan memperoleh persentasee sebesar 79,88% atau tergolong kuat. Hasil penelitian menunjukkan bawah aplikasi ini sangat diperlukan dan berfungsi sebagaimana yang diinginkan.
Perancangan Aplikasi Manajemen Proyek Pada PT. Sintech Berkah Abadi Berbasis Web Yuni Roza; Yonky Pernando; Raymond Erz Saragih; Kaharuddin Kaharuddin; Ihsan Verdian
J-INTECH ( Journal of Information and Technology) Vol 11 No 1 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i1.868

Abstract

Project management is the activity of organizing, leading, and controlling company resources to achieve desired goals. PT. Sintech Berkah Abadi greatly needs such a system to support and improve services for the satisfaction of both employees and customers in their company's project activities. As a company operating in the software provider industry in the global market, offering business solutions with advanced technology, they face various challenges in data processing. These challenges include data errors or losses occurring in various stages such as application creation, data processing, approval processes, and project reporting. Therefore, PT. Sintech Berkah Abadi requires a web-based project management system application. The data collection methods used in this research are observation, interviews, and literature review, while the analysis method used is SWOT. The implementation of this project management system application can provide a solution for the company, making work processes more effective and efficient.
Perancangan dan Evaluasi NUMORi sebagai Media Pembelajaran Numerasi Montessori Berbasis Cetak 3D untuk Anak Usia Dini Verdian, Ihsan; Primadasa, Yogi
Journal of Digital Ecosystem for Natural Sustainability Vol 5 No 2 (2025): Desember 2025
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v5i2.328

Abstract

The long-term objective of this research is to develop an applied scientific design model in the field of multimedia engineering for producing 3D-based educational products aligned with the Montessori learning philosophy. This study aims to contribute to the establishment of a standardized design framework for early childhood numeracy learning media that integrates scientific rigor, aesthetic value, and functional effectiveness. The specific target of this research is the development of a physical prototype called NUMORi (Numerical Montessori 3D Model), an interactive learning aid produced using 3D printing technology and designed through a scientific design approach, along with the acquisition of intellectual property rights (IPR) for the educational product and the development of an implementation guidebook for kindergarten learning environments. The research employs a scientific design methodology consisting of needs observation, design problem formulation, 3D model design hypothesis development, experimentation through modeling and 3D printing, and evaluation through trials in Montessori schools in Batam City. Data are collected through observations, teacher interviews, and expert assessments. The findings are expected to provide both theoretical and practical contributions to the development of scientific design methods in interactive multimedia and education.
Lightweight CNNs for Eggplant Leaf Disease Classification on a Balanced Dataset: A Comparative Study of MobileNetV3 and EfficientNetV2-B2 Masparudin Masparudin; Yonky Pernando; Ihsan Verdian; Fazlul Rahman
Bulletin of Informatics and Data Science Vol 5, No 1 (2026): May 2026
Publisher : PDSI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61944/bids.v5i1.166

Abstract

Eggplant (Solanum melongena) is a vital agricultural commodity, but its yield is highly vulnerable to foliar diseases. Early and accurate detection using deep learning is essential for effective crop management. However, deploying automated detection in real-world agricultural settings faces two primary challenges: (1) severe classification bias caused by complex background noise and data imbalance, and (2) extreme computational constraints that hinder the deployment of conventional deep learning models on farmers' edge devices. This study presents a robust methodology for classifying four conditions of eggplant leaves (Healthy, Leaf Spot, Mosaic Virus, and Insect Pest) by implementing an automated background removal technique and targeted data augmentation, resulting in a perfectly balanced dataset of 1,400 images. Furthermore, this research conducts a comparative analysis between two distinct categories of lightweight Convolutional Neural Networks (CNNs): MobileNetV3-Large (representing ultra-lightweight architectures with 224x224 input resolution) and EfficientNetV2-B2 (representing medium-lightweight architectures with 260x260 input resolution). The models were evaluated based on their accuracy, loss convergence, and computational efficiency using an 80:20 data split and early stopping callbacks to prevent overfitting. Experimental results demonstrate that both models achieved exceptional performance. EfficientNetV2-B2 exhibited superior stability and precision, achieving a peak validation accuracy of 97.50% and a validation loss of 0.073. Meanwhile, MobileNetV3-Large reached a validation accuracy of 96.07% with significantly faster training iterations. These findings indicate that while EfficientNetV2-B2 is highly recommended for precision-critical agricultural diagnostics, MobileNetV3-Large remains a formidable alternative for deployment on edge devices with extreme computational constraints
Development of a Machine Learning-Based Clean Water Demand Forecasting Model for Decision Support at the Lubuklinggau City Water Utility yogi primadasa; Ihsan Verdian; Yufitri Yanto
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 10 No. 2 (2026): Sisfo: Jurnal Ilmiah Sistem Informasi, Oktober 2026 (In Press)
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v10i2.28748

Abstract

Clean water demand forecasting is essential for supporting production planning and distribution management in municipal water utilities. This study developed an integrated machine learning and rule-based Decision Support System (DSS) for forecasting clean water demand at the Lubuklinggau Municipal Water Utility. The study used 60 monthly observations from 2021–2025, which resulted in 58 observations after preprocessing and feature engineering. Random Forest Regression (RFR) was evaluated using five-fold TimeSeriesSplit and compared with Support Vector Regression (SVR) using the same temporal validation framework. The results showed that RFR outperformed SVR, achieving an overall out-of-fold R² of 0.7153, with lower prediction errors than the comparative model. Feature importance analysis indicated that water production, lagged demand, population, and Non-Revenue Water were among the most influential predictors. The final RFR model was subsequently retrained using all 58 observations to generate a baseline forecast for January–December 2026, with monthly clean water demand ranging from 675,563.98 to 691,313.64 m³. The forecast outputs were integrated into a rule-based DSS to classify demand conditions and generate corresponding operational recommendations. The proposed framework demonstrates the integration of temporally validated machine learning forecasting with interpretable rule-based decision support. However, the DSS remains a prototype and requires expert validation, user acceptance testing, and operational evaluation before implementation.
PEMBUATAN GAME PAMERAN VIRTUAL MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) BERBASIS ANDROID Kaharuddin Kaharuddin; Yonky Pernando; Raymond Erz Saragih; Ihsan Verdian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 6 No. 2 (2023): June 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i2.1309

Abstract

Abstract: The COVID-19 pandemic has more or less changed the process of socializing people in the world, one of which is the increasingly widespread use of technology to be able to communicate remotely, the same thing is felt in the Universal University environment when it is about to hold an exhibition of student works, because this research aims to make a game virtual exhibition so that these activities can be carried out. The creation of this virtual exhibition game uses the Game Development Life Cycle (GDLC) method and this research can help Universal University carry out exhibitions of existing digital works. The use of virtual exhibition games can accommodate exhibitions of student works and the use of the Game Development Life Cycle (GDLC) method for developing virtual exhibition games is quite appropriate because these games can be completed properly and can meet functionality requirements. Keywords: Game; Virtual; Exhibition; GDLC; Android. Abstrak: Pandemi COVID-19 sedikit banyaknya mengubah proses bersosialisasi masyarakat didunia, salah satunya adalah semakin maraknya pemanfaatan teknologi untuk dapat berkomunikasi jarak jauh, hal yang sama dirasakan dilingkungan Universitas Universal ketika akan melakukan pameran karya-karya mahasiswa, oleh karena penelitian ini bertujuan untuk membuat sebuah game pameran virtual agar kegiatan tersebut dapat tetap terlaksanakan. Pembuatan game pameran virtual ini menggunakan metode Game Development Life Cycle (GDLC) dan penelitian ini dapat membantu Universitas Universal melaksanakan pameran karya-karya digital yang ada. Penggunaan game pameran virtual dapat mengakomodir penyelenggaraan pameran karya-karya mahasiswa dan penggunaan metode  Game Development Life Cycle (GDLC) untuk pengembangan game pameran virtual ini cukup tepat dikarenakan game ini dapat terselesaikan dengan baik dan dapat memenuhi kebutuhan-kebutuhan fungsionalitas. Kata kunci: Game; Virtual; Pameran; GDLC; Android.