Publication Search

79,575 articles from 739 journals · 2,111 citations tracked

Showing 41-60 of 299

Analytics

Rifqi Arief Pamungkas; Isram Rasal

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The waste detection application is a solution to identify and classify waste. With the increasing waste problem, this application aims to assist in classifying waste into organic, inorganic, and unknown categories. This research implements a waste detection application that runs on smartphones with the Android operating system. The application is the result of a capstone project from the Bangkit program in the MSIB batch 6. The development of this application is divided into several parts, namely backend, frontend, and deployment. The author focuses on the deployment process of the application using Google Cloud Platform. The Google Cloud Platform infrastructure was chosen due to its scalability and flexibility. The services utilized include Google Compute Engine (GCE), Google Virtual Private Cloud (VPC), and Google Cloud Storage (GCS). The deployment process involves creating a new project in Google Cloud, configuring virtual machines, and setting up Google Cloud Storage. The server VM configuration includes the installation of SQL Server (MariaDB), deployment of the Machine Learning API, and Backend API. Testing was carried out on the Machine Learning API using Postman and the Backend API through a browser. The results show that Google Cloud Platform can be implemented as a cloud computing infrastructure for waste detection applications. The Machine Learning API is able to read objects in the form of images sent by users.

Asso, Agus; Kungkung, Ajenkris Yanto; Lahallo, Jim

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Bahasa Hubula merupakan salah satu bahasa daerah yang digunakan oleh masyarakat di Lembah Baliem, Papua. Seiring perkembangan zaman, penggunaan bahasa ini mengalami penurunan, khususnya di kalangan generasi muda. Minimnya dokumentasi serta belum tersedianya media digital yang mendukung menjadi tantangan dalam pelestarian bahasa tersebut. Tujuan dari penelitian ini adalah merancang dan membangun aplikasi kamus bahasa Hubula berbasis mobile sebagai media pembelajaran sekaligus upaya pelestarian bahasa daerah. Metode pengembangan sistem yang digunakan adalah metode Prototype, yang memungkinkan pengembangan dilakukan secara iteratif melalui pembuatan purwarupa, evaluasi, dan perbaikan berdasarkan umpan balik pengguna. Data kebutuhan dikumpulkan melalui wawancara dengan penutur asli, keluarga, dan masyarakat Kampung Sogasio yang berdomisili di Jayapura, serta melalui studi terhadap sumber kosakata yang tersedia. Hasil dari penelitian ini berupa aplikasi kamus dalam bentuk aplikasi Android dan sistem web admin. Aplikasi Android ditujukan bagi pengguna umum untuk mencari dan mengajukan kosakata, sedangkan sistem web digunakan untuk pengelolaan data oleh admin. Hasil pengujian dengan metode blackbox menunjukkan bahwa seluruh fitur telah berfungsi sesuai kebutuhan. Penelitian ini memberikan kontribusi terhadap pengembangan teknologi pelestarian bahasa daerah serta membuka peluang replikasi untuk bahasa-bahasa lokal lainnya di Indonesia yang juga terancam punah.

Mohamad Sofie; Andi Kurniawan; Arwanda Aries Ermawanto

International Journal of Health and Information Technology 2025 Sekolah Tinggi Ilmu Kesehatan Semarang

Vital Signs Devices function to detect vital signs from the human body, such as body temperature, blood pressure, heart rate, and blood oxygen levels. These vital signs provide us information whether our body is healthy or not. This vital sign monitoring device used Arduino Node MCU ESP32 as the data processor integrated with a Wi-Fi module, thus, supporting Internet of Things (IoT) application system. It is connected to an Android smartphone and can display measurement data in real-time. There are three sensors used, namely skin temperature sensor, Nellcor Saturation Partial Oxygen (SPO2) sensor and NIBP sensor that can display parameters such as SPO2, NIBP, heart rate, and body temperature in real-time. Vital Sign Simulator was used to test the SPO2, NIBP and heart rate parameters. Body temperature parameter was tested using warmed water medium in a water bath. The results of normal SPO2, NIBP, heart rate, and body temperature measurement showed fairly small differences.

Julia Nurlita; Salwa Sabria Ramadhani; Wahyunengsih Wahyunengsih

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The purpose of this study was to develop and test a mathematics learning tool using Virtual Reality (VR) technology on the Android platform. The material focused on is flat-sided spatial objects for junior high school students. The development stages were carried out through various steps, from planning to testing on students. The findings showed that the media was considered appropriate by experts, easily accessible to students, and contributed to improving learning outcomes. In addition, students appeared more enthusiastic and excited during the learning process. A review of two other articles confirmed that VR and AR-based media were able to improve understanding and make learning more enjoyable. This tool could be an interesting alternative for teaching mathematics.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Een Juhriah; Dewi Leyla Rahmah; Bertha Meyke Waty Hutajulu; Reko Syarif Hidayatullah

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

Number recognition is a critical skill in early education, laying the foundation for digital literacy and mathematical understanding. However, traditional methods of teaching number recognition often lack the interactivity and engagement necessary for effective learning, particularly for young learners. This study proposes the development of a deep learning-based Android application aimed at enhancing the number recognition process by providing an interactive and visual learning experience. The application utilizes a Convolutional Neural Network (CNN), a type of deep learning model, to recognize handwritten numbers, offering users an innovative and engaging way to learn and practice number recognition.In the proposed application, users can draw numbers on their devices, and the system will immediately provide feedback regarding the accuracy of the drawn numbers. The CNN model will be trained on a comprehensive dataset of handwritten digits to ensure high accuracy in recognition. This real-time feedback loop is designed to help users learn the correct form of numbers while also introducing the foundational concepts of deep learning. The main objective of this application is to provide an accessible, interactive platform for learning number recognition, especially for novice learners who may be unfamiliar with basic concepts in machine learning and digital literacy. By integrating deep learning technology, the application not only supports the learning of number recognition but also serves as an introduction to artificial intelligence (AI) concepts in a practical, easy-to-understand format. Furthermore, the application is designed to be user-friendly, ensuring that it is suitable for a wide range of learners, including children and beginners. The application aims to combine the fundamental principles of deep learning with a practical, hands-on learning experience, fostering a deeper understanding of both number concepts and the potential of AI in everyday life.

Ade Dwi Chayono; Rezki Kurniati

Jurnal Sistem Informasi dan Ilmu Komputer 2025 International Forum of Researchers and Lecturers

This research aims to develop an Augmented Reality (AR) application as a navigation aid and facility introduction tool in the Informatics Engineering Building of Bengkalis State Polytechnic. This application is specifically designed to help new students and visitors understand and navigate the complex campus environment. By utilizing AR technology, the application provides an interactive guide that displays routes to various laboratories and presents detailed information about available facilities. The method used in developing this application is the Multimedia Development Life Cycle (MDLC), which consists of five stages: planning, design, development, testing, and launch. In the planning stage, a user needs analysis is conducted to ensure that the developed application meets the expectations and needs of end users. The design stage includes the creation of user interaction flows and visual interfaces, while the development stage involves the integration of AR technology with location data and campus facility information. Testing is conducted to ensure the functionality and accuracy of the navigation features and the quality of the user experience before the application is launched. The results of this study indicate that the AR application is able to provide a more interactive and informative experience than conventional media. New students and visitors can easily find laboratory locations and obtain a clear overview of campus facilities. In addition to improving navigation efficiency, this application also supports the adoption of digital technology in the campus environment. Thus, this research not only contributes in terms of ease of access to information, but also encourages the use of AR technology in the world of education, especially at Bengkalis State Polytechnic.

Maulana Mahessar; Isram Rasal

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This research focuses on the development of an Android-based vegetable detection application by utilizing digital image processing technology and data communication through Application Programming Interface (API). This application is designed to make it easier for users to visually recognize different types of vegetables using the device's camera. The detection process is carried out by sending the image to a cloud server, where the image analysis process is carried out to identify the type of vegetable, displaying its name, characteristics, and benefits. The app's implementation includes an intuitive and user-friendly user interface, with key features such as login, registration, and an interactive dashboard. The dashboard displays user information, location, ambient temperature, vegetable detection history, and direct access to the camera for real-time detection processes. The utilization of cloud computing technology not only keeps application performance lightweight and responsive, but also enables high processing efficiency and data scalability. This allows the application to continue to evolve according to the increasing number of users and incoming data. Image processing is done with machine learning algorithms that are trained to recognize the shape, color, and texture of different types of local vegetables. In addition, this system is also equipped with a periodic data update feature to be able to adjust to the development of new vegetable classifications. The test results show that the app is able to recognize different types of vegetables with a high level of accuracy, as well as provide additional relevant information quickly and accurately. Tests are carried out on a variety of lighting and background conditions to ensure the reliability of the system. The success of the development of this application reflects the integration of modern technology in supporting the digital agriculture sector.

Muhammad Iqbal Wicaksono; Eva Yumami; Niky Hardinata

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.

Erlangga, Mohammad Erlangga Syahri Ramadhan; Misbah, Misbah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Mental health is a crucial aspect of modern life, with stress and anxiety being among the most common and impactful psychological disorders. This research proposes a stress and anxiety monitoring system based on the Internet of Things (IoT), integrating biometric sensors and Deep Neural Networks (DNN) for early detection and in-depth analysis. The system is designed using MAX30102 (heart rate and SpO₂), GSR (Galvanic Skin Response), and DS18B20 (body temperature) sensors, managed by an ESP32 microcontroller and communicating through the MQTT protocol. Physiological data is collected in real-time, formatted in JSON, and transmitted to both Android and web-based applications for visualization. The DNN model is developed using the TensorFlow framework with a layered architecture and ReLU activation functions to classify four mental states: relaxed, calm, anxious, and highly stressed. The training dataset comprises both primary and secondary data, including the WESAD dataset. Model performance is evaluated through k-fold cross-validation, showing high accuracy and strong generalization capabilities. The results indicate that the integration of sensor technology and deep learning significantly improves the effectiveness of stress and anxiety detection compared to traditional methods. This system demonstrates great potential for the development of AI-based wearable devices for autonomous, real-time, and adaptive mental health monitoring. 

sitorus, yunita; sitorus, yunita; Teguh Khristianto

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Kemajuan teknologi telah menciptakan peluang baru dalam bidang pendidikan, terutama bagi anak usia dini. Penelitian ini mengembangkan sebuah game edukatif berbasis Android yang ditujukan untuk anak berusia 4 hingga 6 tahun, dengan materi pengenalan huruf, angka, buah, dan hewan. Pengembangan aplikasi ini menggunakan model Waterfall yang mencakup analisis kebutuhan, perancangan, implementasi, pengujian, serta pemeliharaan. Game dirancang menggunakan Flutter dan bahasa Dart untuk menghasilkan tampilan yang interaktif dan responsif, serta dilengkapi dengan fitur audio-visual yang menarik. Berdasarkan hasil pengujian Blackbox dan User Acceptance Testing (UAT), sebanyak 87% anak menunjukkan ketertarikan terhadap game ini, dan 82% mampu mengingat materi yang disampaikan. Para guru juga memberikan respon positif, menilai permainan ini efektif sebagai media pembelajaran. Meski demikian, masih diperlukan penambahan variasi soal serta peningkatan kinerja aplikasi guna meningkatkan pengalaman pengguna secara keseluruhan.

Nurhanif, Nurhanif; Nurhanif Nurhanif; Yanti, Yeni; Baihaqi, Baihaqi; Maghfirah, Geubrina

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Proses budidaya jamur tiram sangat tergantung dengan kestabilan pada kondisi lingkungan, terutama suhu ruangan dan kelembapan yang harus di perhatikan oleh para petani.  Hal ini menjadi permasalahan ketika proses pemantauan dan pengendalian lingkungan secara manual dilakukan, membutuhkan tenaga yang kuat dan waktu yang cukup besar. Penelitian ini bertujuan Mendesain rancangan sistem monitoring dan kendali suhu ruangan budidaya jamur tiram secara otomatis dan jarak jauh berbasis teknologi Internet of Things (IoT) untuk para petani. Dalam proses sistem ini penelitian ini memanfaatkan sensor suhu dan kelembapan DHT11 sebagai input, mikrokontroler Arduino Uno sebagai pemroses data, dan modul ESP8266 sebagai pengirim data nirkabel ke aplikasi Android berbasis Blynk.  Adapun metode dalam penelitia ini digunakan pengembangan yang digunakan adalah Software Development Life Cycle (SDLC) model waterfall, dan menganalisis kebutuhan, perancangan sistem, implementasi, pengujian, hingga pemeliharaan. Hasil pengujian menunjukkan bahwa sistem mampu membaca suhu dan mengaktifkan blower (kipas) secara otomatis ketika suhu melebihi ambang batas, serta menampilkan data suhu dan status kipas secara real-time melalui aplikasi Blynk. Dengan adanya sistem ini, pemantauan dan pengendalian lingkungan budidaya jamur dapat dilakukan lebih efisien dan fleksibel dan mendukung produktivitas budidaya secara optimal.

Ahmad Faidlon; Aida Nahar; Anna Widiastuti; Haris Fujiari; Riyan Agus Prasetiyo

International Journal of Computer Technology and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Milkfish farming in coastal ponds of Ujung Watu Village, Jepara, is highly influenced by the stability of water salinity levels. Significant fluctuations in salinity can interfere with the growth and health of fish, so an adaptive control system is needed. Research methods include field data collection, hardware and software design, and system testing in an active pond for 14 days (23-hour sampling), where data is extracted for 23 hours. The system uses a salinity sensor to detect water conditions, PLC to automatically control the brackish water pump, while wireless remote control uses IoT, in addition to controliing, IoT to send data to the Android-based monitoring platform. The test results show that this machine is able to maintain salinity levels within the optimal range of 10000-30000 ppm, and provide remote monitoring convenience to pond farmers. The monitoring system serves as a predictive for manual wireless control of electric pumps (IoT), while automatic control is controlled by PLC.

Mhd. Raihan Rizqullah; Rahmat Surkhalid Nasution; Sabda Abdillah Lubis; Muhammad Ichsan Parinduri; Limrogate Immanuel

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has provided convenience in various aspects of life, but also presents new challenges in the form of cybercrime. One of the increasingly widespread modes in Indonesia is the spread of APK (Android Package Kit)-based malware via short messages offering fake job vacancies or fictitious package notifications. When the victim downloads and installs the application, the perpetrator gains access to personal data and banking accounts, which are then used for criminal acts. This phenomenon causes great financial and emotional losses for the community and tests the effectiveness of criminal law in dealing with technology-based cybercrime. This study uses a normative juridical approach with an analysis of laws and regulations, scientific literature, and actual case studies. The results of the study show that the perpetrators can be charged with Articles 30, 32, and 35 of the ITE Law, as well as provisions in the new Criminal Code. However, the implementation of law enforcement still faces challenges, such as digital evidence, limited investigator capacity, and minimal cross-country cooperation. Therefore, cyber law policy reform, increasing digital literacy in the community, and strengthening coordination between law enforcement agencies are needed.

Ginkha Aryana, Arsyad; Al Rasyid, Machmud; Wijianto, Wijianto

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

This study aims to (1) Develop learning media using Articulate Storyline 3 based on android on the elements of the Unitary State of the Republic of Indonesia in phase E of SMA Negeri 1 Sukoharjo; (2) Measure the feasibility of the product of the development of learning media using Articulate Storyline 3 based on android on the elements of the Unitary State of the Republic of Indonesia in phase E of SMA Negeri 1 Sukoharjo. The results of this study are (1) the development of learning media based on android on the elements of the Unitary State of the Republic of Indonesia in the form of an application containing learning materials, learning videos and evaluations (multiple choice tests). (2) The development product was validated by experts with the results of the feasibility test based on the validation of material experts of 76.25%, and the validation of media experts of 82%. Furthermore, a limited trial was conducted with a score of 90.1% and the results of the extensive trial obtained a score of 89.2%. The results of the effectiveness test using N-gain on class X E8 students obtained a score of 0.76 and on class X.E11 students obtained a score of 0.75. Keywords: Learning Media, DBR, Articulate Storyline 3, Pancasila Education

Resa Falentino; Rizki Priya Pratama

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Electric Vehicles Require A Reliable Monitoring System To Maintain Their Efficiency And Safety. This Study Designs A Monitoring System For Battery Condition And Vehicle Location Based On The Esp32 Microcontroller And The Mit App Inventor Application. The System Uses The Pzem 017 Sensor To Monitor Voltage, Current, Power, Energy, As Well As Battery Capacity And Health, And The Neo-7m Gps Module For Location Tracking. Data Is Displayed In Real Time Through An Android Application. Test Results Show That The System Provides Accurate Information, With Minimal And Statistically Insignificant Measurement Errors According To The Paired T-Test. The System Also Remains Stable At Various Vehicle Speeds (Anova), And The Location Tracking Demonstrates An Average Accuracy Of 4.77 Meters In Open Areas. In Enclosed Areas, The Error Increases To An Average Of 10.26 Meters. The System Is Also Capable Of Automatically Calculating Battery Capacity And Health. Overall, The Developed System Proves To Be Effective, Efficient, And Flexible In Supporting The Reliability And Safety Of Electric Vehicles.

Popy Vitria Eviolina; Yudi Kristyawan; Edi prihartono

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Liquid Petroleum Gas, commonly known as LPG, is widely used in household activities, especially for cooking. However, its flammable nature makes this gas very hazardous if a leak occurs, which can result in an explosion that damages buildings, endangers the safety of those living there, and causes financial losses. Recently, the improper or unsafe use of LPG gas has led to numerous accidents and fires. This raises serious concerns for the people who use it. LPG gas leaks are often difficult to detect due to various factors, such as the absence of the gas's distinctive odor or the absence of people around the leak location. This study aims to detect gas leaks to minimize or prevent fires and LPG gas explosions. The methods in the research that will be carried out include identification, literature study, data collection, design, implementation, system testing, and conclusions. In this study, the design and implementation of an LPG gas leak detection system based on Arduino will be carried out to minimize this risk. The system will use MQ-2 to determine the concentration of LPG gas in the air. When a leak is detected, the Arduino microcontroller will process the input and automatically close the solenoid and activate the buzzer as an alarm. The implementation and testing results concluded that the system can detect LPG leaks above 600 ppm and respond effectively by cutting off the gas supply and providing an audible warning. This system is expected to improve household safety by providing early warning of gas leaks. Future developments may include integration with an Android app for smartphones, enabling more practical remote monitoring.

Hasyim Asy’ari; Dewi Rosita

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to develop and validate the feasibility of android-based learning media using smart apps creator on computer hardware material for high school students in grade X. Conventional learning processes are often less interesting and not optimal in conveying hardware concepts that tend to be abstract. Therefore, the development of this interactive media is expected to be an alternative in learning media in class and outside the classroom. This study uses the Research and Development (R&D) method with the PPE model consisting of three stages, namely Planning, Production and Evaluation. The research stages include defining student needs and curriculum, media design, developing smart apps creator learning media products, and distributing and evaluating feasibility. The validation results were tested and assessed by 3 media validation experts, 1 material validation expert. The assessment results from media experts obtained an average value of 64.3 so that it is included in the "Very Eligible" category. The assessment results from material experts obtained an average value of 56 so that it is included in "Very Eligible". The overall assessment results by media experts, material experts obtained an average value of 60.15 with the "Very Eligible" category., Android-based interactive learning media using this smart apps creator is declared very feasible to use in the learning process.

Lisa Anggraini; Nurfarhanah Nurfarhanah; Zadrian Ardi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Interest and aptitude tests help in recognizing children's potential early on, so that parents and educators can plan education that is more suitable and supports the optimal development of children's potential. The purpose of this study is to help individuals know that interest and aptitude test instrumentation has a major impact in directing individuals in developing themselves, both in academics and careers. Children who study and work according to their interests tend to be more motivated, happy and accomplished. With a clear understanding of interests and aptitudes, children can make better decisions regarding future education, major and career choices. In this study we used the Literature Review method by collecting several sources. The results and discussion of the literature review discussion regarding interest tests, interest inventories, and Android-based psychological test applications in guidance and counseling in schools show that these tools are very important to help students determine educational and career paths according to their interests and talents. Interest tests help reduce uncertainty in career decision-making, improve the fit between individuals and jobs or study programs, and expand understanding of the psychological tendencies underlying their choices.

Frumentius Ngene Ngaji; Elta Sonalitha; Wahyu Dirgantara

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of technology in the field of fisheries is very rapid along with facilitating human work in the field. Human work can be done by tools such as feeding catfish in ponds automatically. This job is easy to do, but problems will arise when catfish are not fed at night or are fed too late, then the catfish will eat smaller catfish so that it can be detrimental to catfish farming owners. With this background, the author created a "Catfish Feeding Control System Based on the Internet of Things (IoT) Using the Fuzzy Sugeno Method". This testing and discussion was carried out by functionally testing each component, testing the program using simulation and testing it as a whole. The results of testing the tool and taking data are expected to obtain valid data and the tool works according to its function and purpose as expected. From the results of the analysis and discussion of the research entitled "Internet Of Things (IoT) Based Catfish Feeding Control System Using the Fuzzy Sugeno Method" it can be concluded as a process of automatic fish feeding using the RTC module as a reference for catfish time three times a day with good results and the process of calculating the amount of fish feed 3 to 8% with fish weight from LOW to HIGH using Fuzzy Sugeno has worked well compared to the results of the BLYNK application.