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 84 Documents
Design of Rubbish as Pickup Object in The Maze Game Using Cellular Automata Naluri, Hanatar Adi; Kusuma, Purba Daru
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): November 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 Malem, Furqan
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): November 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 Zakaria, Zikri Kurniawan
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): November 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%.
Wearable Antenna Dual Band with EBG Structure for Health Applications Ash-Shiddiq, Haniifah Arif; Ryanu, Harfan Hian; Nur, Levy Olivia
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 02 (2023): November 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.
Automated Feeding System for Aquariums based on the Internet of Things Setiawan, Irfan; Kusuma, Purba Daru; Maharawati, Ashridini
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 01 (2024): May 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i02.6089

Abstract

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.: Development of Spider Queen non-playable character in Miner Quest game using finite state machine. Gumelar, Raja Ilham Maulidani; Kusuma, Purba Daru; Dinimaharawati, Ashri
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 01 (2024): May 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i02.6247

Abstract

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
Artificial Intelligence Development on “Golem” Non-Playable Character in Miner Quest Games With Finite State Machine Method Zikri, Afdhal
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 01 (2024): May 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i02.6249

Abstract

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 Lumban Tobing, Gerin Sonia Yuki; Kusuma, Purba Daru
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 01 (2024): May 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i02.6262

Abstract

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 Fathiraihan, Muhammad Alif; Kusuma, Purba Daru
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 01 (2024): May 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i02.6263

Abstract

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.
Mobile application development of IoT-based broiler chicken feeding system Laksono, Muhammad Agung; Kusuma, Purba Daru; Saputra, Randy Erfa
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 3 No 02 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v2i03.6264

Abstract

In this research, an Android application was developed using the React Native framework, integrated with Firebase, and the Arduino Mega 2560 microcontroller with built-in Wi-Fi to control and monitor the automated, scheduled, and real-time feeding and cleaning processes for chicken waste. This setup allows the utilization of an ultrasonic sensor to detect feed capacity and real-time scheduling. Additionally, a servo motor is used to automate the feeding system. The application enables farmers to monitor the feeding schedule adherence. Therefore, features such as feed system monitoring, alarm system, automatic cleaning system, and system status monitoring are included in this application. The test results demonstrate that this Android application functions well and provides accurate information to farmers. Users can remotely control the system, monitor the system's condition, and efficiently manage the feeding schedule. With the implementation of this application, it is expected that farmers can enhance productivity and efficiency in broiler chicken farming.