Journal of Computer Engineering: Progress, Application and Technology
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.
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Artificial Intelligence Development on “Golem” Non-Playable Character in Miner Quest Games With Finite State Machine Method
Afdhal Zikri
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): August 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i02.6249
Digital educative game is an example of technology currently often used by kindergarten teachers to make topics or subjects easier for students to understand. By using the function of digital educational games, researchers plan to develop a "mining tour" game, with the objective that this game can convey knowledge or information about mining materials to early childhood. This game has obstacles that must be overcome or defeated, has a strong boss or monster at the end of each level and focuses on training to get mining results. This game was developed using the finite state machine method for non-playable characters (NPC). This method focuses on the player's choices when completing each mission in the game. In general, the appearance of this game uses references from Mario Bros. 2 game, and the quest to get many mining products (coal and nickel). The results of this study aim to determine how effective the "Miner" game is for kindergarten. Through live testing, we can evaluate the success of the "mining" game using the mined materials and develop the NPC system generated through the finite machine method.
Development of IoT-based Scheduled and Efficient Feeding System For Broiler Chicken
Gerin Sonia Yuki Lumban Tobing;
Purba Daru Kusuma
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): August 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i02.6262
This research aims to develop a scheduled, efficient, and optimal Internet of Things (IoT)-based feeding system for broiler chickens. In an effort to improve efficiency and sustainability in poultry farming, a technology-based approach becomes crucial. Currently, the use of farm monitoring systems is generally conventional or manual, and human labor involvement incurs significant costs. In the era of Society 5.0, innovative solutions that leverage cutting-edge technology are needed to enhance productivity and sustainability in farming. This study adopts a prototype development method with sorting algorithms to develop an efficient and scheduled feeding system for broiler chickens. The system consists of automation devices capable of regulating chicken feed volumes and implementing regular scheduling. Furthermore, the system utilizes Internet of Things (IoT) technology, enabling remote control and real-time monitoring through an Android application. With this system in place, farmers can efficiently monitor and regulate chicken feeding without the need to be physically present at the farm location. Additionally, the use of sorting algorithms allows for the even distribution of feed, reducing waste and maximizing feed utilization. The development of this IoT-based feeding system for broiler chickens is expected to enhance efficiency and sustainability in poultry farming while making a positive contribution to meeting the future high demand for chicken meat.
Automatic Cleaning System of Chicken Coop
Muhammad Alif Fathiraihan;
Purba Daru Kusuma
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): August 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i02.6263
A This study aims to develop an automated cleaning system for chicken coops using Internet of Things (IoT) technology. The system utilizes IoT technology to monitor and control the condition of the coop in real-time and provide notifications to the farmer through a mobile application. The main specifications of the system include scheduled feeding, system status monitoring, alarm notifications, and database communication. The system utilizes Arduino Mega 2560 + Wi-Fi built in Esp8266 as the microcontroller, in case of any discrepancies in the system status, such as low food or water capacity, the system triggers alarms or sends notifications to the mobile application. Additionally, the system operates continuously for 24 hours and maintains communication with the database to ensure up-to-date information. It also features an automated cleaning function that can schedule regular cleaning of the coop using water. The farmer can control the cleaning process through buttons located near the coop. During the system verification, the scheduled Cleaning, status alert feature, system uptime, communication between the system and the database, and automated cleaning functionality were tested and verified according to the specified requirements. This research provides a practical and efficient solution for managing broiler chicken coops. The system allows real-time monitoring of coop conditions, improves cleaning efficiency, and enhances coop cleanliness. Implementing this system can boost farm productivity and facilitate overall coop management.
Automated Feeding System for Aquariums based on the Internet of Things
Irfan Setiawan;
Purba Daru Kusuma;
Ashridini Maharawati
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): August 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i02.6089
Feeding is influential for the survival of fish in the aquarium environment. Until now, most people do manual feeding. With manual feeding, the aquarium owner often forgets to feed the fish in the aquarium, whether it's too little or too much, both in terms of scale or timing of the feeding. In addition, if the aquarium owner is doing activities outside the home, the fish will not get food. This study adopts descriptive and casual methods. The first one is used to describe the system concept and the system design plan used. This fish-feeding system with NodeMCU ESP8266 based on the Internet of Things (IoT) can be implemented to control the feeding of fish in an aquarium environment. The purpose of this automatic feeding system is to ensure that the feed given to the fish in the aquarium is evenly distributed. Feeding the fish unevenly will cause the aquarium water to become cloudy. Turbid water can cause the ornamental fish in it to die besides being unpleasant to look at. Based on the results of testing the accuracy of the distance between the ruler and the ultrasonic sensor 5 times, an average error of 1.795% was found. In other words, the success of the ultrasonic sensor in detecting the distance of objects (fish) is 98.205%.
Development of Spider Queen non-playable character in Miner Quest game using finite state machine.
Raja Ilham Maulidani Gumelar;
Purba Daru Kusuma;
Ashri Dinimaharawati
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): August 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i02.6247
Digital technology has rapidly developed, opening new opportunities for educational games for young children. These games serve as alternative learning media due to children’s high interest in playing games. Miner Quest is a game designed using game maker language or GML and using gamemaker studio platform. It incorporates a finite state machine method for non-playable characters (NPC). The game focuses on completing missions, inspired by Super Mario Bros 2, where players collect mining materials such as coal and nickel. This study aims to assess the effectiveness of Miner Quest in educating young children implementing finite state machine systems for NPCs