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Journal of Engineering, Technology, and Applied Science (JETAS)
ISSN : 27217949     EISSN : 27218090     DOI : https://doi.org/10.36079/lamintang.jetas
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Engineering, Technology and Applied Science. Subject areas cover, but not limited to Physics, Chemistry, Biology, Environmental Sciences, Geology, Engineering, Agriculture, Biotechnology, Nanotechnology, Mathematics and Statistics, Computer Science, Architecture, Industrial and all other science and engineering disciplines.
Articles 78 Documents
Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media Sari, Linda
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.386

Abstract

Augmented Reality sesuai digunakan untuk membuat media pembelajaran yang menarik. Ada pun tujuan dari penelitian ini adalah membuat media pembelajaran Ilmu Tajwid bisa terbuat dengan menggunakan teknologi Augmented Reality yang diditerapkan ke dalam fitur mobile Android. Tujuan pembuatan media pembelajaran ini adalah untuk meningkatkan mutu ketaqwaan pada Allak SWT, mewujudkan tanggung jawab seseorang mukmin kepada Al-Quran, membawakan seseorang mukmin membaca Al-Quran dengan ber-Tajwid, menolong warga pemeluk mukmin berlatih Ilmu Tajwid tanpa wajib menghadiri kursus serta dapat berlatih dimanapun serta kapanpun. Kesimpulan dari penelitian ini adalah dengan memakainya aplikasi AR pengguna lebih menguasai Ilmu Tajwid tanpa terikat durasi waktu serta tempat, dan pengguna lebih atensi serta terpikat dalam berlatih Ilmu Tajwid. Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media Abstract: Augmented Reality is suitable to be used to create interesting learning media. The purpose of this research is to make Tajweed Science learning media can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of making this learning media is to improve the quality of piety to Allah SWT, realize the responsibility of a believer to the Al-Quran, bring a believer to read the Qur'an with Tajweed, help believers practice Tajweed without having to attend courses and can practice wherever and whenever. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed. Applying an Augmented Reality as an Android-Based Tajweed Science Introduction Media Abstract: The Tajweed Science upgrading tool can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of this research is to improve the quality of piety to Allah SWT, to realize the responsibility of a believer to the Qur'an, to bring a believer to read the Qur'an with Tajweed, to help believers practice Tajweed without having to attend courses and to be able to practice anywhere and anytime. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed.
Impact of New Digital Media on Conventional Media and Visual Communication in Jordan Mohammad Alzubi, Ahmad
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.383

Abstract

The purpose of the present research was to assess the impact of new digital media on conventional media and visual communication has been significant. Digital media has transformed how information is created, distributed, and consumed, and has profoundly affected traditional forms of media such as print newspapers, magazines, and television. One of the main ways that new digital media has affected traditional media is through the emergence of online platforms and social media. These platforms have allowed individuals and organizations to publish and share content with a global audience, often bypassing traditional gatekeepers such as editors and broadcasters. This has led to the democratization of media, as anyone with an internet connection can now potentially reach a large audience. Digital media has also led to the rise of new forms of visual communication, such as digital graphics, video, and animation. These forms of media allow for more interactive and immersive experiences and have become increasingly popular with audiences. In addition, digital media has also had an impact on the business models of traditional media organizations. Many have struggled to adapt to the shift towards digital advertising and subscriptions, leading to a decline in revenues and layoffs in some cases. It may be the case that the impact of new digital media on conventional media and visual communication has been significant and wide-reaching and will likely continue to shape the media landscape for years to come.
Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Mohd Ariffin, Nurul Afidah; Ariffin, Asma Hanee; Suhaimi, Suhazlan; Rosli, Ahmad Nurzid; Abd Wahab, Mohd Helmy
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.394

Abstract

Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.
Ergonomic Evaluation of Anthropometry Based Hydroponic Plants Watering Automation System Hanafie, Ahmad; Haslindah, Andi; Suradi; Bora, M. Ansyar; Baco, Syarifuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.463

Abstract

Hydroponics is a technique of growing plants without soil. Until now, many people do it manually for moisture, content, nutrition, and continuous flow of water. The application of ergonomics aims to make the user healthy, comfortable, safe, productive. The purpose of evaluating anthropometry-based ergonomics, and testing the hydroponic plant watering automation system tool. The method used is collecting anthropometric data on the dimensions of the user's body for ergonomics, then designing an automatic hydroponic watering tool to make it easier to design hardware and software. The results of the ergonomics evaluation study, hand span size 175.3 cm, upright body height 167.4 cm, shoulder to head 32.23 cm, shoulder to base of foot 66.77 cm, base of foot to knee 48.89 cm, base of foot to knee 48.98 cm, elbow to elbow 41.81 cm, elbow to hand 34.45 cm. While the results of testing the condition of the charcoal are at the humidity threshold of 49% - 60% then the pump will be on, and if the pot has been on the humidity threshold of 65% - 99% then the pump will be off.
Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic of Covid 19 Puteri, Ida; Mokhtar, Elis Syuhaila; Mat Alim, Muliyati
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.465

Abstract

E-pembelajaran bagi Pendidikan Seni Visual (PSV) di sekolah luar bandar berhadapan dengan pelbagai isu pelaksanaan pembelajaran disamping kewujudan pelbagai inisiatif para pendidik. Justeru, kajian ini dijalankan bagi mengenalpasti isu pelaksanaan dan mengkaji inovasi e-pembelajaran di sekolah luar bandar ketika pandemik melanda negara. Instrumen temu bual berstruktur secara berkumpulan dibina bagi menjalankan pengumpulan data bersama 30 orang guru pelatih siswazah tahun akhir Ijazah Sarjana Muda Pendidikan (Seni) di Universiti Pendidikan Sultan Idris, Perak yang telah menjalani latihan praktikum di sekolah menengah. Dapatan kajian yang diperoleh bagi soalan kajian pertama adalah pembelajaran abad ke-21, manakala tema kedua adalah pembelajaran secara digital. Hasil dapatan kajian menunjukkan isu pelaksanaan e-pembelajaran PSV mendapati guru pelatih menggunakan teknologi telefon pintar, kaedah Pembelajaran Berasaskan Projek, Pembelajaran Teradun, menjalankan kuiz dalam talian, dan pengajaran melalui laman sosial. Inovasi e-pembelajaran yang dihasilkan adalah guru pelatih menghasilkan YouTube Channel dan modul digital dalam sesi e-pembelajaran. Oleh itu, guru pelatih juga perlu sentiasa mencari alternatif e-pembelajaran semasa menjalani praktikum dengan meningkatkan literasi teknologi mengikut keperluan murid di luar bandar agar sesi pembelajaran dan pembelajaran dapat dijalankan secara berterusan. Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic of Covid 19 Abstract: E-learning for Visual Arts Education (VAE) in rural schools faced with various learning implementation issues in addition to the existence of various initiatives by educators. Therefore, this study was conducted to identify implementation issues and examine the innovation of e-learning in rural schools during pandemic. A focus group structured interview instrument was built to conduct data collection with 30 graduate trainee teachers from final year of the Bachelor of Education (Arts) at Universiti Pendidikan Sultan Idris, Perak who had undergone practicum training in secondary schools. The research findings obtained for the first research question is 21st century learning, while the second theme is digital learning. The results of the study showed the issue of VAE e-learning implementation find that trainee teachers use smartphone technology, Project-Based Learning methods, Blended Learning, conducting online quizzes, and teaching through social media. The e-learning innovation produced by trainee teacher was YouTube Channel and a digital module in the e-learning session. Therefore, trainee teachers also need to constantly look for e-learning alternatives during the practicum by improving technology literacy according to the needs of students in rural areas so that learning and learning sessions can be carried out continuously. Keywords: E-Learning, Innovation, Rural Areas, Visual Art Education
MyTalent: Development of Web Based Talent Mapping System for Small and Medium Scale Industry among Graduated Students Ismail, Mohd Amirul Haziq; Hj Mansor, Marzita
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.466

Abstract

Tujuan kajian ini adalah untuk membangunkan sistem pemetaan bakat berasaskan web untuk pelajar siswazah yang berminat dalam Industri Kecil dan Sederhana (IKS). Sistem ini dibangunkan sebagai tindak balas kepada kekurangan penyelidikan mengenai penciptaan profil pelajar yang mengambil kira bakat, pengetahuan, dan kemahiran graduan dalam pemilihan pekerjaan. Selain itu, ketiadaan aplikasi atau sistem pemetaan bakat yang boleh membantu pelajar siswazah dalam mengenal pasti kerjaya yang berdaya maju berdasarkan minat, pengetahuan dan kebolehan mereka dalam Industri Kecil dan Sederhana mendorong kajian ini. Metodologi kajian ini adalah berdasarkan Model Prototaip Evolusi (Evolutionary Prototyping Model) yang mempunyai lima fasa. Kajian tinjauan sistem MyTalent menggunakan soal selidik Usefulness, Satisfaction, and Ease (USE). Kaedah pemetaan bakat yang direka bentuk baru ini menjanjikan untuk menyediakan pelajar siswazah baharu dengan perspektif baharu dalam meneroka laluan kerjaya baharu dalam IKS berdasarkan bakal bakat mereka. MyTalent: Development of Web Based Talent Mapping System for Small and Medium Scale Industry among Graduated Students Abstract: The goal of this research is to create a web-based talent mapping system for graduate students interested in small and medium-sized businesses (SMIs). This system was created in response to a lack of research on the development of student profiles that consider graduates' talents, knowledge, and skills when it comes to job selection. Furthermore, the lack of applications or talent mapping systems that can assist graduate students in identifying viable careers in Small and Medium Scale Industries based on their interests, knowledge, and abilities motivates this research. The methodology of this study is based on the five-phase Evolutionary Prototyping Model. The Usefulness, Satisfaction, and Ease (USE) questionnaire was used in the survey study for the MyTalent system. This newly developed talent mapping method promises to give new graduate students a fresh perspective on exploring a new career path in SMIs based on their potential talents. Keywords: Evolutionary Prototyping Model, Talent Mapping System, Web Based.
Development of an Interactive Courseware “MyInterval” in the Topic of Intervals for Music Education Students at UPSI Sutopo, Zuhayril; Mat Zin, Harnani
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0501.484

Abstract

Perkembangan teknologi sentiasa berkait rapat dengan perkembangan sistem pendidikan. Pembangunan koswer MyInterval ini adalah bertujuan untuk membantu pelajar memahami topik dengan lebih mudah dan dapat memberikan pelajar merasai pengalaman pembelajaran yang menyeronokkan dengan gabungan elemen multimedia. Objektif utama dalam pembangunan koswer ini adalah untuk membangunkan koswer yang mengandungi elemen multimedia yang mampu membantu pelajar muzik dalam topik Interval bagi kursus Aural 1. Metodologi yang digunakan dalam pembangunan koswer ini adalah Model Hanifin dan Peck. Koswer yang telah lengkap dibangunkan, diuji kepada 21 responden yang terpilih. Responden kajian ini terdiri daripada seorang pensyarah dan 20 pelajar UPSI yang mengambil jurusan Pendidikan Muzik. Kajian ini dijalankan bagi mengetahui keberkesanan hasil akhir produk yang telah dibangunkan. Hasil kajian mencatatkan min keseluruhan bagi kebolehgunaan koswer adalah pada tahap yang sangat tinggi iaitu sebanyak 4.35. Maklum balas daripada responden adalah positif. Responden menyatakan pembangunan koswer adalah sangat menarik dan dapat membantu pelajar untuk kemahiran Aural dalam Muzik. Selain itu, Dari segi teks, pemilihan teks adalah bersesuaian dan pemilihan konsep permainan (interval games) juga adalah menarik. Hasil dapatan kajian menunjukkan bahawa koswer MyInterval yang dibangunkan dapat membantu pensyarah dan pelajar dalam memahami topik dengan lebih baik. Dapat disimpulkan bahawa koswer MyInterval ini telah mendapat respon yang baik dan positif dan sesuai untuk dijadikan sebagai alat bantu mengajar kerana kandungan dan elemen multimedia yang disediakan adalah menarik dan mudah untuk difahami. Development of an Interactive Courseware “MyInterval” in the Topic of Intervals for Music Education Students at UPSI Abstarct: The development of technology is always closely related to the development of the education system. The aim of developing MyInterval courseware is to help students to understand the topic easier as well as providing a fun learning experience with a combination of multimedia elements. The main objective developing this courseware is to develop a courseware that contains multimedia elements which can help music students in the interval topic for the Aural 1 course. The methodology used in the developing MyInterval course by using the Hanafin and Peck model. The completed courseware was tested on 21 selected respondents. The data were analysed with a sample of one lecturer and 20 UPSI students majoring in Music Education as the respondents. This study was conducted to investigate on the effectiveness of the final product of the courseware that has been developed. By the analysis, the overall mean of study conducted on the usability of the courseaware was at a very high level which is 4.35. The feedback from respondents was positive. Respondents stated that the courseware developed was interesting and helps students with the Aural skills in Music. In terms of text, simple text selection was appropriate. The game concept (interval games) was also interesting. The findings show the MyInterval courseware developed helps lecturers and students in understanding the topic much better. As per conclude, MyInterval courseware has received good and positive response and can be used as a teaching tool because the content and multimedia elements provided are interesting and easy to understand. Keywords: Courseware, Hanifin & Peck, Interactive Courseware.
Integrating Augmented Reality in Learning 2D and 3D Shapes Mohd Fadzil, Mohamad Zulfadzli; Mohd Noor, Noor Anida Zaria
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0501.500

Abstract

Augmented Reality (AR) adalah sebuah teknologi yang semakin berkembang dalam bidang pendidikan. Tujuan kajian ini adalah untuk dijalankan adalah untuk membangunkan sebuah aplikasi pembelajaran berasaskan Augmented Reality yang bertajuk “Mari Mengenal Bentuk”. Objektif pembangunan aplikasi pembelajaran ini adalah untuk membantu murid Tahun Satu dalam mata pelajaran STEM iaitu mata pelajaran Matematik dalam topik Bentuk. Metodologi yang digunakan dalam pembangunan aplikasi ini adalah model ADDIE yang melibatkan lima fasa. Fasa penilaian yang dijalankan untuk mendapatkan maklum balas yang diperoleh daripada 18 orang responden. Hasil dapatan kajian dikumpul dengan menggunakan kaedah kuantitatif melalui pautan Google Form. Dapatan kajian menunjukkan guru-guru memberikan pandangan yang positif terhadap aplikasi ini digunakan sebagai bahan pembelajaran. Guru juga bersetuju bahawa aplikasi ini sesuai digunakan oleh murid Tahun Satu dengan bimbingan daripada guru atau ibu bapa. Integrating Augmented Reality in Learning 2D and 3D Shapes Abstract: Augmented Reality (AR) is a growing technology in the field of education. The purpose of this study is to develop an Augmented Reality-based learning application titled "Mari Mengenal Bentuk". The objective of the development of this learning application is to help Year One students in STEM subjects that is Mathematics subject in the topic of “Bentuk”. The methodology used in the development of this application is the ADDIE model which involves five phases. Evaluation phase conducted to obtain feedback obtained from 18 respondents. The results of the study were collected using quantitative methods through the Google Form link. Findings of the study showed that teachers gave a positive view of this application used as a learning material. Teachers also agreed that this app is suitable for use by Year One pupils with guidance from teachers or parents. Keywords: 2D and 3D Shapes, ADDIE, Augmented Reality, Teaching and Learning Aids.
Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Salun, Rozella; Ahmad Zaki, Nadia Akma; Yani, Achmad; Iksan, Nur
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0501.502

Abstract

Kajian ini adalah mengenai satu Aplikasi Augmented Realiti, dimana ia menjurus kepada memperkenalkan nama-nama haiwan dalam subjek Bahasa Kadazandusun untuk murid Tahun. Selain itu, aplikasi ini dibangunkan sebagai BBM bagi subjek BKD di sekolah rendah, dimana subjek ini masih baru diperkenalkan dan memerlukan BBM yang berbentuk teknologi dalam PDP untuk memastikan pembelajaran lebih bermakna. Objektif utama pembangunan projek ini adalah untuk membangunkan satu aplikasi yang membolehkan murid mengenali nama-nama haiwan dalam Bahasa Kadazandusun secara nyata melalui aplikasi Augmented Realiti. Keadah yang saya gunakan untuk membangunkan aplikasi ini adalah, kaedah ADDIE yang terdiri daripada fasa analisis, fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Aplikasi ini dibangunkan dengan menggunakan beberapa perisian iaitu, perisian unity 3D, perisian JSK, dan perisian SDK. Pengkaji menggunakan borang soal selidik sebagai instrumen utama kajian untuk mendapatkan maklumat penting daripada respondon untuk dianalisis. Kesimpulannya, aplikasi Augmented Realiti adalah salah satu alat bantu mengajar kepada para guru agar pembelajaran di dalam kelas lebih menarik perhatian murid. Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Abstract: This research is about Augmented Reality application, where it leads to introducing animal names in Kadazandusun language subject in primary school year 1. More than that, the application was develop as teaching aids in primary school, where the Kadazandusun language subject newly introduced and need teaching more meaningful. The main objective to this application development is allows students to recognize the Kadazandusun language in real time through Augmented Reality application. The method that I was used to develop the application is, ADDIE method which consists of analysis phase, design phase, development phase, implementation phase and assessment phase. The application was develop using some software, unity 3D software, JSK software and SDK software. The researcher used a questionnaire as the main instrument of the study to option important information from respondents for analysis. In conclusion, Augmented Reality application is one of the teaching aids for teachers so that learning in the classroom is more attractive to students. Keywords: ADDIE, Augmented Reality, Teaching and Learning Aids.
Home Monitoring System Design Using Wireless Sensor Networks and Smart Cameras Shamsuddin, Muhammad Asyraaf Adha; Ibrahim, Abu Bakar; Abdul Kadir, Akmanisah
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0501.507

Abstract

Rangkaian Penderia wayarles ialah rangkaian wayarles yang memudahkan antara muka yang menyediakan sambungan antara pelbagai nod dan sistem berwayar sedia ada. WSN digunakan dalam banyak isi rumah masa nyata, bidang industri dan penyelidikan untuk pemantauan dan kawalan. Kertas kerja ini dijalankan untuk mengkaji pemantauan rumah menggunakan WSN dan kamera pintar. Objektif kajian adalah Untuk meningkatkan keselamatan kediaman dengan sistem pemantauan rumah menggunakan WSN dan kamera pintar, untuk membangunkan sistem yang boleh memantau dan mengawal peralatan rumah dari jauh serta membantu mengurangkan kadar jenayah di kawasan perumahan. Penggunaa Penderia Tanpa Wayar semakin meningkat, dan konsep serta aplikasi baharu sedang ditunjukkan, beberapa isu asas masih tidak dapat diselesaikan. Walaupun banyak isu ini tidak perlu diselesaikan untuk bukti reka bentuk konsep, ia adalah isu penting yang perlu ditangani apabila merujuk kepada operasi jangka panjang sistem ini. Salah satu isu ini ialah jangka hayat sistem, yang berkaitan dengan jangka hayat nod, di mana sistem itu disusun. Berdasarkan output soal selidik yang diedarkan kepada 100 responden didapati bahawa nilai min 0.56 bagi pengetahuan dan kesedaran tentang pemantauan rumah menggunakan WSN dan kamera pintar. Home Monitoring System Design Using Wireless Sensor Networks and Smart Cameras Abstract: A wireless Sensor Network is a wireless network that facilitates an interface that provides connectivity between various nodes and existing wired systems. WSNs are used in many real-time household, industrial and research fields for monitoring and control. This paper is conducted to study home monitoring using WSN and smart cameras. The objective of the study is to improve home security with a home monitoring system using WSN and smart cameras, to develop a system that can remotely monitor and control home appliances and help reduce crime rates in residential areas. The use of Wireless Sensors is increasing, and new concepts and applications are being demonstrated, some fundamental issues remain unresolved. Although many of these issues do not need to be resolved for proof of concept designs, they are important issues to address when referring to the long-term operation of these systems. One of these issues is the lifetime of the system, which is related to the lifetime of the nodes, on which the system is composed. Based on the output of the questionnaire distributed to 100 respondents, it was found that the mean value was 0.56 for knowledge and awareness about home monitoring using WSN and smart cameras. Keywords: Intelligent Cameras, IOT, Wireless Sensor Network