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FAHMI SYUHADA
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Blok E No 16 Bagu, Kecamatan Pringgarata, Kabupaten Lombok Tengah, Nusa Tenggara Barat Kodepos: 83562
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INDONESIA
Breakthroughs in Informatics, Networking, Algorithms, Research, and Yield (BINARY)
ISSN : 31095003     EISSN : -     DOI : -
Core Subject :
Breakthroughs in Informatics, Networking, Algorithms, Research, and Yield (BINARY) is a peer-reviewed academic journal committed to the dissemination of high-quality original research articles and comprehensive review papers in the domains of computer science and informatics. The journal serves as a prominent platform for the publication of pioneering breakthroughs in informatics, network technologies, algorithmic design, and applied research that collectively contribute to advancing both theoretical foundations and practical applications in the field of computer science. By fostering scholarly exchange and interdisciplinary collaboration, BINARY aims to shape the future of computing through rigorous research and innovation. Focus and Scope Breakthroughs in Informatics, Networking, Algorithms, Research, and Yield (BINARY) BINARY aims to foster interdisciplinary collaboration by welcoming contributions that bridge theoretical foundations and practical applications. It covers a broad spectrum of topics including, but not limited to: Computer Networks and Communication Systems Algorithms and Data Structures Artificial Intelligence and Machine Learning Cybersecurity and Information Assurance Distributed and Cloud Computing Software Engineering and Development Data Mining and Big Data Analytics Human-Computer Interaction Internet of Things (IoT) Computational Theory and Formal Methods Bioinformatics and Computational Biology Embedded Systems and Real-Time Computing
Arjuna Subject : -
Articles 15 Documents
Design and Implementation of an Automatic Fish Feeding System Based on Internet of Things (IoT)} Sopiandi Atmaja
Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY) Vol. 2 No. 1 (2026): Advances in Intelligent Systems and Data-Driven Technologies
Publisher : Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY)

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Abstract

Manual feeding of ornamental fish often encounters obstacles such as delays, inaccurate portions, and dependence on human presence, which can affect fish health and water quality. To overcome these problems, this study designed an automatic fish feeder system based on the Internet of Things (IoT) using a prototype method with Arduino as the main controller, RTC as the scheduler, an ultrasonic sensor to monitor feed availability, a DHT11 sensor to measure temperature and humidity around the aquarium, a servo motor as the feed dispenser actuator, and a relay as an additional switch. The test results showed that the system was able to feed automatically three times a day according to the schedule, accurately detect feed availability, but still faced limitations in displaying temperature and humidity conditions. This system proved to improve maintenance efficiency, reduce feed waste, and help maintain the health of ornamental fish.
Mobile-Based Pottery Ordering Application UI/UX Design for Banyumulek Village Handicraft Using Design Thinking Method Taufik Muhammad; Nuraqilla Waidha Bintang Grendis; Joni Saputra
Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY) Vol. 2 No. 1 (2026): Advances in Intelligent Systems and Data-Driven Technologies
Publisher : Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY)

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Abstract

Banyumulek Village, known as a center for traditional pottery crafts in WestNusa Tenggara, faces challenges in digital product marketing. This study aims to designa mobile-based pottery ordering application using a UI/UX approach through the DesignThinking method. The Design Thinking methodology is applied through stages includingempathize, define, ideate, prototype, and testing, involving end users directly in the designprocess. Data were collected through observations, interviews, and questionnaires withartisans and potential consumers. The result is a prototype application featuring a digitalcatalog, online payment methods, order tracking, and an intuitive and responsive user in-terface. Evaluation was conducted through usability testing and UX questionnaires, withsuccess rate reaching 97.12% based on cognitive walkthrough analysis. The Post-StudySystem Usability Questionnaire (PSSUQ) results showed SysUse score of 1.55, InfoQualof 1.43, InterQual of 1.59, and Overall of 1.58, all within the ”very good” category. Thisresearch contributes to the development of locally-based digital solutions for empoweringthe creative economy in rural communities
User Interface & User Experience Design of the BangSatria Joki Website Using the Design Thinking Method} Rio Fawwaz Helmi
Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY) Vol. 2 No. 1 (2026): Advances in Intelligent Systems and Data-Driven Technologies
Publisher : Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY)

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Abstract

The rapid growth of the online gaming industry has created various new economic opportunities, one of which is game boosting services. However, many platforms offering such services have not yet optimized their user interface (UI) and user experience (UX) design, resulting in poor user comfort and trust. This study aims to design the UI and UX of the BangSatria Joki website as a platform for game boosting services by applying the Design Thinking method. The Design Thinking approach consists of five stages: Empathize, Define, Ideate, Prototype, and Testing. The initial stages involved observing competitor websites and conducting interviews with potential users to identify their needs and challenges. The analysis results were then translated into user personas, brainstorming, mind mapping, and wireframe designs. A high-fidelity prototype was then developed using Figma. In the testing phase, the System Usability Scale (SUS) was used to evaluate user satisfaction with the design. Based on tests conducted with 57 student respondents, the website prototype received a SUS score of 78.9, indicating an "acceptable" category and overall positive reception. Therefore, the UI/UX design developed using the Design Thinking approach has proven to meet user needs and improve the overall experience of using an online game boosting service.
Design of a Digital Illustration-Based Storybook Using the R\&D Method in Civics Education for Grade V Students Pandi Mukarram
Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY) Vol. 2 No. 1 (2026): Advances in Intelligent Systems and Data-Driven Technologies
Publisher : Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY)

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Abstract

This study aims to develop a learning media in the form of a digital illustration-based storybook that contains the values of diversity for use in Civics Education (PPKn) for fifth-grade students at SDN 4 Bajur. The development is motivated by the lack of engaging and relevant learning media, impacting low student interest and participation. This research uses the R\&D method with the ADDIE development model consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. Validation results from three experts indicate the developed digital storybook is in the "highly feasible" category. Material experts gave an average score of 100\%, language experts 87.5\%, and design experts 91.6%. A trial with 26 fifth-grade students showed that 91.5% of students stated the media is highly feasible, and the post-usage test scored 89.5%. Thus, this digital storybook is suitable as an alternative learning media to enhance students' understanding and interest in learning diversity values in Civics Education.
Implementation Of Natural Language-Based Chatbot Processing On The LPPMB Web at UNIQHBA Muhammad Hamzani Wahid
Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY) Vol. 2 No. 1 (2026): Advances in Intelligent Systems and Data-Driven Technologies
Publisher : Breakthroughs In Informatics, Networking, Algorithms, Research, And Yield (BINARY)

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Abstract

The development of artificial intelligence technology, particularly Natural Language Processing (NLP), has provided significant opportunities to improve the quality of information services in various sectors, including higher education. In the new student admissions (PMB) process, providing fast, accurate, and easily accessible information is a crucial requirement for prospective students. However, limited customer service often leads to delays in information delivery. This study aims to implement an NLP-based chatbot on the LPPMB website of Qamarul Huda Badaruddin University (UNIQHBA) to improve the efficiency of PMB information services. The research method is descriptive and quantitative, and the system development uses the Agile method. Data were collected through observation, interviews, and documentation. The chatbot system was developed by utilising the n8n platform for workflow automation and an NLP-based AI model for natural language processing. System testing was carried out through chatbot response testing and measuring user satisfaction using the Customer Satisfaction Score (CSAT). The results showed that the chatbot provided real-time, relevant responses to user questions about PMB. In addition, the user satisfaction rate reached 85%, indicating that the system effectively met information needs. Thus, the implementation of an NLP-based chatbot has been proven to improve the quality of information services and reduce the workload of customer service personnel. This research is expected to serve as a reference for developing chatbot systems in educational settings.

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