cover
Contact Name
Ari Zulsafar
Contact Email
zulsapar@telkomuniversity.ac.id
Phone
+6282262130800
Journal Mail Official
jurnalcepat@telkomuniversity.ac.id
Editorial Address
Program Studi S1 Teknik Komputer Fakultas Teknik Elektro, Gedung Deli Lt. 2 Jl. Telekomunikasi Terusan Buah Batu Bandung, Jawa Barat, 40257 Indonesia
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Computer Engineering: Progress, Application and Technology
Published by Universitas Telkom
ISSN : -     EISSN : 29636728     DOI : https://doi.org/10.25124/cepat.v2i01
Core Subject : Science,
CEPAT is a peer-reviewed journal that is published quarterly (every three months) in February, May, August and November. CEPAT is published by the Department of Computer Engineering, School of Electrical Engineering, Telkom University, and was first published in May 2022. CEPAT aims to encourage developments in computer technology which covers various topics related to Computer Engineering, including its research Progress, Application, and Technology. This journal scopes are including but not limited to Computer Engineering, Computer System, Computer Application, Computer Technology, Multimedia Application, Mobile Computing & Applications, Internet of Things, UI/UX, Information Systems and Technologies, E-Learning & Distance Learning, Infrastructure Systems and Services, E-Government, E-Business & E-Commerce, Artificial Intelligence, Embedded System, Network & Data Communication, Databases, Big Data, Data Mining, Software Engineering, Computer Network, Computer Architecture, Computer Security, Soft Computing and Intelligent System, Computer Apps in Electrical/Telecommunication Engineering, Data Science & Analysis, Applied Science, Data Processing in Remote Sensing Technology, Ionospheric Monitoring Data, Computer and Information Engineering.
Articles 6 Documents
Search results for , issue "Vol 2 No 01 (2023): February 2023" : 6 Documents clear
Design of Rubbish as Pickup Object in The Maze Game Using Cellular Automata Hanatar Adi Naluri; Purba Daru Kusuma
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5780

Abstract

This educational game is perfect for children. So many kids nowadays actually play games that should be for adults. This is quite concerning because the age children should be the age of forming morals and in this study, the authors developed a maze game with the theme of manners or morals. In this game, the writer designed the pickup behavior of garbage objects using the cellular automata method. The results to be achieved in this study are to ensure the game can run smoothly without errors and pickup objects in the form of trash according to what was designed. In addition, with this maze game it is hoped that it can educate children so that morals or character are formed within them.
Wall Object Design in Maze Game Using Cellular Automata Algorithm Furqan Malem
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5781

Abstract

Games can be an excellent learning tool for kindergarten students considering that children are happy to play at that age. For this reason, this research tries to create a maze-type educational game with the theme "Environmental Cleanliness," which teaches children to clean up garbage and trains them in awareness of the importance of environmental cleanliness. The maze game uses the Cellular Automata Algorithm for designing wall objects so that the difficulty level of the maze can be increased at each level. The maze will change if it meets certain conditions, creating a more exciting and fun educational game for children. This implemented algorithm aims to provide challenges, improve strategy skills, and train directional and spatial awareness by knowing the spaces and paths that must be passed, pointing their location in the maze game. The result of this research is that all features in the game design developed have been successfully implemented and functioned properly. Especially ensuring the algorithm used to generate the maze wall can work according to the design.
Long Term Evolution Network Planning Using The Backhaul Microwave Link in The Village Wangunharja Lembang District Zikri Kurniawan Zakaria
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5810

Abstract

Wangunharja village has an area of 832 ha and a population of 8256. In this village, 4G LTE network coverage still does not reach the entire region. Therefore, LTE network planning is needed to expand coverage in the area. This study was carried out by analyzing and planning LTE networks use microwave backhaul in Wangunharja Village. The first step is to check the quality of the signal along the main line of the village. Then, plan for capacity and LTE network coverage to determine the number of sites needed. Next, microwave backhaul planning is carried out with work frequency based on the distance of the backhaul link. Based on the LTE network planning the calculations show that two sites are required to cover the Wangunharja Village area. Furthermore, planning simulations are carried out using simulation software, and the values of the three parameters measured have met the operator's KPI standards. With a microwave link distance of 2.87 km, the operating frequency of the microwave antenna operates at 11 GHz.The results of microwave link calculations and simulations for the value of the received power level are -18.95 dBm, with a gain antenna of 45.8 dBi obtained fading margin of 49.04 dBm so that the availability value or level of availability in one year is 99.999%.
IoT-Based Banknotes Saving Automation System Anggunmeka Luhur Prasasti; Reza Rendian Septiawan; Muhammad Haekal Alfarisi
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5499

Abstract

Many problems occur with traditional savings, such as users not knowing the nominal amount that has been saved later, and the authenticity of the money saved. To overcome this problem, the "Savings Storage Automation System with IoT-Based Banknotes" tool was created, this tool aims to help users save money easily and safely. The system design is based on Arduino Mega. The inputs on the Arduino Mega consist of a GY-33 TCS34725 as a color sensor and a keypad to perform functions. The output produced is in the form of nominal data of banknotes that can be seen by the user through an LCD and sent to a database, checking the authenticity of the money is done manually by using ultraviolet. The method used to identify the nominal banknotes is based on the reading of each RGB value and color temperature on each nominal banknote. The average accuracy of reading currency values on real banknotes reaches 88%, while in testing counterfeit banknotes it is 14%. Testing execution time when entering money into savings is 3.57 seconds and data to the database is 6.57 seconds.
WEARABLE ANTENNA DUAL BAND WITH ELECTROMAGNETIC BAND GAP (EBG) STRUCTURE FOR HEALTH APPLICATIONS Haniifah Arif Ash-Shiddiq; Harfan Hian Ryanu; Levy Olivia Nur
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5811

Abstract

Telemedicine can solve several issues in the healthcare system. The wearable antenna works with the Industrial, Scientific, and Medical (ISM) band for wireless body area network (WBAN) communications. Wearable antennas are lightweight, easy to make, and so on. This antenna application's bandwidth is limited by the thin substrate. This research will create a wearable planar monopole antenna with a circular patch that can operate at 2,4 and 5,8 GHz. Antenna without the UC-EBG structure and antenna with the UC-EBG structure were tested. The simulation results without UC-EBG show that the return loss is -14.629 dB and -28,639 dB, the VSWR is 1,456 and 1,077, the bandwidth is 4988 MHz, and the gain is 2,517 dBi and 4,270 dBi. The simulation results with the addition of UC-EBG show that the return loss is -13,835 dB and -17,46 dB, the VSWR is 1,511 and 1,309, the bandwidth is 1480 MHz and 2320 MHz, and the gain is 2,869 dBi and 5,208 dBi. The measurement results with UC-EBG show that the return loss is -13,134 dB and -18,421 dB, the VSWR is 1,566 and 1,273, the bandwidth is 1080 MHz and 960 MHz, and the gain is 2,198 dBi and 4,98 dBi.
Design an Enemy Non-Player Character in Maze Game Using Finite State Machine Algorithm Irfan Ainul Afif Refnaldi
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i01.5779

Abstract

Educational games are very suitable for learning for children because the gameplay is not so heavy and is based on the same conditions as everyday life, which certainly does not contain bad elements that are inappropriate for children. The output of educational games that will be used for learning must really be considered because the age of kindergarten children is the age at which children's character and manners are formed. In this research, the writer will develop a game with a labyrinth concept which carries the theme "Caring for the Environment". The author adds the Non-Player Character (NPC) feature in the game which requires behavior design using the Finite State Machine algorithm with three working principles State, Event (happening), Action. The result of this research is that all the features in the developed game design have been implemented and function properly, especially the finite state machine method which is applied to NPC behavior. The Maze Game Educational Game that was developed succeeded in attracting the interest of the children who played it and the "Care for the Environment" content in this game was easy for children to understand.

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