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Annisa Sofia Mujahidah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

Learning Hajj rituals requires innovation to overcome the limitations of available media, one of which is through the utilization of the integration of the Android platform with Augmented Reality technology. The Muslim Sadiq application on smartphones displays 3D objects related to the practice of Hajj rituals. This study aims to explain the design of interactive media based on Augmented Reality as an innovation in learning Hajj rituals, expected to improve student understanding through a more visual, interactive, and contextual learning experience. This media design method adopts two stages of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), namely the needs analysis and media design stages. This study reveals that learning Hajj rituals requires interactive and applicable media to overcome the gap between theoretical understanding and the practice of Hajj worship in real life. The designed media utilizes AR technology to create a simulation of Hajj implementation and supports experience-based learning. Although the design has considered technical and pedagogical aspects, this media is still in the design stage and has not been tested or implemented directly. Therefore, further research is needed to assess the effectiveness of this media in learning Hajj rituals.

Rotua Elvina Pakpahan; Friska Sembiring; Winda Triwayuli Sinaga

Nursing Applied Journal 2025 LPPM STIKES KESETIAKAWANAN SOSIAL INDONESIA

Introduction: Elementary school children play a very important role in the development stages of children in their middle and final stages of childhood. Children's emotional mental health can also influence their own future, and have a big impact on family, friends, teachers and society, because Parents need to supervise their children when using smartphones. The duration of smartphone use for children aged 3-S years is 1 hour per day and for children aged 6-18 years is 2 hours per day. Method:The design of this research is a quantitative descriptive design using a cross sectional approach. The samples for this research are 71 students using a total sampling technique. The measuring tool for this research used the SDQ (Strength & Difficulties Questionnaire) questionnaire. There are 5 categories or aspects of behavior that are measured to detect emotional mental health, namely emotional problems, behavioral problems, hyperactivity, peer problems, and prosocial, each category has 3 divisions, Normal Borderline, Abnormal. Result:The research results obtain are Normal 4 (5.6%), Borderline 62 (87.4%). Abnormal are 5 (7.0%). Conclusion:It is hoped that this research will provide input for elementary school children so that they can adapt to their environment. Parents also play a very important role for children so that children do not become addicted to smartphones.  

Ugbotu, Eferhire Valentine; Emordi, Frances Uchechukwu; Ugboh, Emeke; Anazia, Kizito Eluemunor; Odiakaose, Christopher Chukwufunaya +13 more

Journal of Computing Theories and Applications 2025 Universitas Dian Nuswantoro

The daily exchange of informatics over the Internet has both eased the widespread proliferation of resources to ease accessibility, availability and interoperability of accompanying devices. In addition, the recent widespread proliferation of smartphones alongside other computing devices has continued to advance features such as miniaturization, portability, data access ease, mobility, and other merits. It has also birthed adversarial attacks targeted at network infrastructures and aimed at exploiting interconnected cum shared resources. These exploits seek to compromise an unsuspecting user device cum unit. Increased susceptibility and success rate of these attacks have been traced to user's personality traits and behaviours, which renders them repeatedly vulnerable to such exploits especially those rippled across spoofed websites as malicious contents. Our study posits a stacked, transfer learning approach that seeks to classify malicious contents as explored by adversaries over a spoofed, phishing websites. Our stacked approach explores 3-base classifiers namely Cultural Genetic Algorithm, Random Forest, and Korhonen Modular Neural Network – whose output is utilized as input for XGBoost meta-learner. A major challenge with learning scheme(s) is the flexibility with the selection of appropriate features for estimation, and the imbalanced nature of the explored dataset for which the target class often lags behind. Our study resolved dataset imbalance challenge using the SMOTE-Tomek mode; while, the selected predictors was resolved using the relief rank feature selection. Results shows that our hybrid yields F1 0.995, Accuracy 0.997, Recall 0.998, Precision 1.000, AUC-ROC 0.997, and Specificity 1.000 – to accurately classify all 2,764 cases of its held-out test dataset. Results affirm that it outperformed bench-mark ensembles. Result shows the proposed model explored UCI Phishing Website dataset, and effectively classified phishing (cues and lures) contents on websites.

Adam Majid Bahrudin

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Digital books are a transformation from printed books into digital media that can be accessed through devices such as computers, tablets, or smartphones. Digital books not only display text but can also contain multimedia elements such as images, audio, video, animations, and interactive quizzes. This makes the learning process more engaging and less monotonous. In the context of learning Hajj and Umrah material, digital books can display simulations of Hajj rituals, videos of worship in the Holy Land, and maps of Hajj and Umrah journeys, all of which can strengthen students' understanding. This study aims to explore the use of digital books as a learning medium for Islamic Religious Education (PAI) on Hajj and Umrah material at the Junior High School (SMP) level. Digital books are considered capable of overcoming the limitations of conventional learning media, which are static and less interactive. By utilizing multimedia elements such as manasik simulations, videos, prayer audio, interactive maps, and educational quizzes and games, digital books provide a more contextual, visual, and enjoyable learning experience. In addition, advantages in terms of accessibility, portability, and the ability to be adapted to students' learning styles make digital books relevant to the demands of 21st-century learning. The implementation of digital textbooks in learning was carried out through online, face-to-face, and blended learning models. Effectiveness evaluations included improvements in students' conceptual understanding, learning motivation, and digital skills. The study results indicate that digital textbooks play a significant role in improving the quality of Islamic Religious Education (PAI) learning, particularly on the topics of Hajj and Umrah, and supporting digital transformation in education.

Sri Hindriyastuti; Herlina Wietya Anggraeni; Gardha Rias Arsy; Vera Fitriana

International Journal of Medicine and Health 2025 Lembaga Pengembangan Kinerja Dosen

Background: One form of current technological development is the smartphone. Initially, smartphones were only used by adults, but in this modern era, many teenagers use smartphones. One of the positive impacts of smartphones for school-age youth is being able to find learning materials easily and being able to communicate remotely with teachers, while the excessive use of smartphones has a negative impact, both physically and psychologically. Another bad impact is nomophobia. Nomophobia or commonly known by the abbreviation "No Mobile Phone Phobia" or the disease can not be far from a mobile phone. Nomophobia is also defined as a feeling of anxiety when kept away from a sartphone. Objective: To find out the experience of nomophobia in adolescents at SMP 1 Gebog Kudus. Method: The type of research used is qualitative research using a phenomenological approach. The selection of participants was carried out using a purposive sampling method. The participants in this study were 5 teenagers at SMP N 1 Gebog Kudus. Data collection techniques in this study were observation, interviews and documentation, with 14 open-ended questions. Data analysis techniques used in this study include: 1)Reading and Re-reading; 2)Initial Notes; 3)Developing Emergent Themes; 4)Searching for Connections a Cross Emergent Themes; 5)Moving the Next Cases; 6)Looking for Patterns Across Cases; and 7)Taking Interpretations to Deeper Levels. Research results: Based on the research analysis, there are 4 main themes, namely: (1)Dominant activities in spare time, (2)The emergence of emotional disturbances, (3)As entertainment when lonely, and (4)Being an important part of life. Conclusion: Smartphone is a very important communication tool for teenagers.

Helina Helmy; Adam Irwansyah Fauzi; Enro Sujiton

Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2025 STIKES Columbia Asia Medan

Mycobacterium tuberculosis is characterized by a thick, mycolic acid–rich cell wall that confers hydrophobicity, chemical resistance, and environmental stability, making cell wall biosynthesis inhibitors a major therapeutic target. Tuberculosis is not only a medical condition but also a social disease linked to high population density, malnutrition, and limited healthcare access. In 2023, Kedaton District was identified as the most densely populated area in Bandar Lampung, increasing the likelihood of pulmonary TB smear-positive (TB.Paru BTA+) transmission. Aerosol spread is highly distance-dependent: direct exposure within 0–1 meter poses very high risk, and WHO reports indicate that exposure <1 meter for ≥15 minutes in enclosed spaces significantly elevates infection risk, extending up to 5–10 meters without ventilation. This study employed spatial analysis to measure inter-household distances among 75 TB.Paru BTA(+) patients using Euclidean distance and smartphone-based field surveys. The method proved suitable for small-scale studies with high data accuracy, though resource-intensive for larger populations. Findings revealed some households only 3 meters apart, but this observation was not yet statistically significant to confirm transmission dynamics.

Tasya Salsabilla; Jemadi Jemadi

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to analyze the influence of Brand Image and Product Innovation on Consumer Loyalty toward iPhone smartphones, with the research focused on university students in sleman regency. The increasing use of iPhones among students who are known to be critical and selective in choosing technology products forms the basis of this research. A quantitative approach was employed using a survey method, where questionnaires were distributed to 100 respondents who are iPhone users among university students in sleman regency. Data were analyzed using multiple linear regression with the assistance of SPSS version 26.

Sernide Zebua; Agus Sriyanto

Jurnal Riset dan Inovasi Manajemen 2025 International Forum of Researchers and Lecturers

This study aims to determine the effect of brand association, brand awareness, and brand loyalty on brand equity. The background of this research is the increasing competition in the smartphone industry, where leading brands are competing to capture consumer attention, particularly Generation Z, who have unique characteristics in using technology. Generation Z is a group that is highly engaged with digital development, quick in accessing information, and critical in making brand choices. Therefore, understanding the factors that influence brand equity among this generation is essential, especially for Samsung as the research object. This research is categorized as quantitative with a descriptive-verificative approach. The population in this study consisted of Samsung smartphone consumers from Generation Z in Nias City. Data were collected using questionnaires designed to measure the independent variables, namely brand association, brand awareness, and brand loyalty, as well as the dependent variable, brand equity. The sampling technique applied was non-probability sampling with a purposive sampling approach, where respondents were selected based on specific criteria. The total sample obtained was 100 respondents. The collected data were analyzed using SPSS version 22. The analysis was conducted to examine the partial effect of each independent variable on the dependent variable. The findings indicate that brand association, brand awareness, and brand loyalty each have a significant partial effect on brand equity. These results suggest that the stronger the brand associations held by consumers, the higher their awareness of Samsung as a brand, and the greater their loyalty, the stronger the brand equity will be among Generation Z. The implications of this study highlight the importance for companies to strengthen brand-based marketing strategies by emphasizing emotional value, enhancing brand exposure, and maintaining consumer loyalty. Such efforts will enable Samsung to sustain its competitive position in the increasingly dynamic smartphone market.

Bayu Septa Nurwijaya; Syukriadi Syukriadi; Mansuriza Mansuriza

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2025 International Forum of Researchers and Lecturers

Dependence on smartphones, characterized by excessive anxiety when unable to access them, known as Nomophobia, has become a common problem among students aged 18 to 24 years. One significant consequence of this condition is a decline in sleep quality. This study aimed to examine the correlation between the level of Nomophobia and the degree of sleep quality among third-year students of the Diploma Three Nursing Study Program at Abulyatama University. The research employed a correlative descriptive design with a cross-sectional survey method. Out of 177 third-year students, 64 participants were selected as samples using proportional random sampling. The Nomophobia Questionnaire (NMP-Q) was used to assess the level of Nomophobia, while the Pittsburgh Sleep Quality Index (PSQI) was utilized to measure sleep quality. Data collection occurred at the Diploma Three Nursing Study Program, Faculty of Health Sciences, Abulyatama University, from May 7 to 30, 2025. The bivariate analysis, performed using the chi-square method, showed a statistically significant relationship between Nomophobia and sleep quality, with a p-value of 0.048 (p < 0.05). The results revealed that 71.9% of respondents had a high level of Nomophobia, and 90.6% experienced sleep quality problems. These findings highlight the urgency of managing healthy smartphone use among students to ensure good sleep quality and reduce the risk of physical and psychological disorders.

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.

Nurul Faiqotuz Zakyyah; Masrurotus Sa’adah; Sekar Farah Firdausi; Nurul Fitria; Alfian Nur Shidiq +4 more

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

This community service activity aims to improve the literacy of residents in Penambangan Village through the implementation of a QR Code-based digital library at the Educational Center. The background of this program lies in the low level of literacy in rural areas, which is strongly influenced by the limited access to reading materials and the absence of library facilities. In the current digital era, the need for fast, easy, and affordable access to information has become increasingly important. Therefore, the application of simple technology such as QR Codes is considered an innovative solution to bridge the literacy gap between rural and urban communities. The method used in this activity was Participatory Action Research (PAR), which emphasizes active involvement of the community. The stages of the program consisted of initial observation to identify literacy needs, collaborative planning with local residents, implementation of the QR Code-based digital library, and reflection to evaluate achievements and challenges. This method ensured that the community was not only an object but also an active subject in the process of improving literacy. The results show an increase in reading interest and access to digital literacy, especially among young people. QR Codes installed at several strategic points enabled residents to access various digital reading resources using smartphones. Nevertheless, some obstacles were identified, including limited internet infrastructure and low digital literacy among the older population. Despite these challenges, the program successfully demonstrated that simple, technology-based approaches can significantly enhance literacy in rural areas. In conclusion, the implementation of a QR Code-based digital library supported by a PAR approach can serve as an effective alternative to increase literacy in rural communities. The success of the program strongly depends on collaboration among local residents, academics, and stakeholders to ensure its sustainability in the long term.

Zakiyatul Fikriyah; Anna Noordia; Awang Firmansyah; Anindya Mar’atus Sholikhah

Jurnal Riset Rumpun Ilmu Kesehatan 2025 Pusat riset dan Inovasi Nasional

The development of information technology that is booming in Indonesia makes a lot of people interested in using gadgets, especially among school-age children. The existence of positive and negative impacts caused by the use of gadgets becomes a warning to always be vigilant in using gadgets. The study was motivated by a desire to find out whether gadget exposure in elementary school students has a relationship with diet, whether gadget exposure in elementary school students has a relationship with memory, and whether gadget exposure in elementary school students has a relationship with their physical activity. By using a quantitative correlation approach that seeks to ascertain the degree of relationship between variables. Random sample selection with the number of samples used as many as 62 fifth graders from SDN Kludan were selected to participate in this study. The data were collected using smartphone addiction index-short version (SAS-SV), semiquantitative food frequency questionnaire (SQ-FFQ), Digit span test, and Physical activity questionnaire for older children (PAQ-C).  The results of the study explain that there is a significant relationship between exposure to gadgets with diet evidenced by the significant value of 0.000<0.05, and there is no significant relationship between exposure to gadgets with memory and physical activity with significant values of 0.124>0.05 and 0.157>0.05.

Qonita Rohima; Zulian Fikry

Jurnal Riset Rumpun Ilmu Kesehatan 2025 Pusat riset dan Inovasi Nasional

This study aims to determine the level of problematic smartphone use (PSU) and revenge sleep procrastination (RBP) among MTs/SMP students in District X, while also examining the relationship between the two variables. The problem of excessive smartphone use among adolescents is increasingly important to study because it can impact sleep quality, learning concentration, and mental health. This research approach uses a quantitative correlational method with data collection through a bold questionnaire (Google Form). The research sample consisted of 103 MTs/SMP students in District X who were selected using an incidental sampling technique. The RBP variable measurement scale was developed by the researcher with reference to aspects proposed by Kroese et al. (2014). Meanwhile, the PSU Scale was developed based on dimensions formulated by Foerster et al. (2015), including withdrawal, desire, loss of control, dependence on peers, and negative life consequences. The results of the correlation analysis showed that PSU had a very strong positive relationship with RBP (r = 0.833) and was statistically significant (p < 0.000). This means that the higher a person's tendency to experience problematic smartphone use, the greater the likelihood of revenge bedtime delay. Among the dimensions of PSU, withdrawal showed the highest correlation with RBP (r = 0.831). This was followed by negative life consequences (r = 0.778), craving (r = 0.577), loss of control (r = 0.489), and dependence on peers (r = 0.333). Overall, this study concludes that PSU plays a significant role in increasing RBP trends among students. These findings highlight the urgent need for awareness and intervention programs to reduce excessive smartphone use among adolescents. Therefore, the results of this study are expected to serve as a reference for schools and parents in designing strategies to prevent the negative impacts of smartphone use on adolescents.

Riang Santi Darni Zai; Yugi Setyarko

Jurnal Manajemen Bisnis Era Digital 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to determine the role of brand awareness, brand image, and brand trust in building brand loyalty among users of Samsung smartphones. The data source used in this study is primary data collected through questionnaires. The research population consists of consumers who use Samsung smartphones in West Nias Regency. A survey method was employed, with a sample size of 100 respondents who are Samsung users. The sampling technique applied was non-probability sampling, specifically using purposive sampling, and the sample size was determined using the Lameshow formula, with 100 respondents selected. The data analysis was conducted using SPSS version 22 software. The results of this study indicate that brand awareness, brand image, and brand trust all have a positive and significant impact on brand loyalty. Among these factors, brand trust emerged as the most influential element in fostering brand loyalty. This highlights the importance of trust in maintaining long-term customer relationships and ensuring that consumers remain committed to the Samsung brand. Brand trust can be built through consistent product quality, transparent communication, and delivering on promises made to customers. Additionally, brand awareness and brand image are also critical in influencing consumer perception and encouraging repurchase behavior. High brand awareness ensures that consumers recognize the brand, while a strong brand image fosters positive associations with the brand. Companies should focus on enhancing these three aspects in order to build stronger customer loyalty. The results of this study can serve as valuable insights for businesses, particularly in the smartphone industry, to improve their customer retention strategies by strengthening brand loyalty through effective brand management practices.  

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.

Dina Kamelia; Ayu Asari; Kristina Shinta P; Iefant Prasetya Nugroho

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program is designed to improve the competitiveness and marketing effectiveness of YAIKI's Shoe Business Partners, located in Karangdieng Village, Mojokerto Regency. This improvement effort is carried out through the creation of a digital product catalog integrated with QR codes as a modern promotional medium. The digital product catalog is systematically structured, interactive, and easily accessible, containing comprehensive information on the types, designs, sizes, prices, and advantages of the shoes produced. The catalog's attractive appearance is designed using design software and online platforms, thus conveying a professional impression and increasing consumer appeal. Furthermore, QR codes are created and placed on each product and promotional materials such as brochures, packaging, and posters. By scanning the QR code with a smartphone, consumers can directly connect to the digital catalog without having to manually search for information, thus making the marketing process more efficient and responsive to market needs. The program implementation method includes training in digital catalog creation using free or low-cost graphic design software and online platforms, the creation of QR codes that directly link to the catalog, and technical assistance for partners in implementing this technology into their marketing strategies. The program evaluation demonstrated increased partner understanding of digital technology, ease of product information delivery, and the potential for increased sales and broader market reach. Through this innovation, local shoe businesses in Karangdieng Village have a greater opportunity to compete in the modern market. The implementation of digital catalogs and QR codes is expected to be a practical and sustainable solution to support business growth, strengthen brand image, and encourage economic independence for the local community.

Nunung Andriani; Ismunandar Ismunandar; Ovryadin Ovryadin

Jurnal Bisnis Kreatif dan Inovatif 2025 Asosiasi Riset Ilmu Manajemen dan Bisnis Indonesia

This study aims to examine whether there is a correlation between the hedonistic lifestyle of STIE Bima students and their aspiration to purchase an iPhone. The hedonistic lifestyle, which focuses on the pursuit of pleasure and instant gratification, often drives individuals to acquire luxury and prestigious items such as the iPhone. However, issues related to the product, such as fast battery drainage, poor performance, and blocked IMEI, have been documented by users. These problems can affect the brand image and purchasing intentions. Furthermore, the temporary nature of hedonistic pleasure causes consumers to continually seek new products to fulfill their emotional desires, which could influence their purchasing decisions. Additionally, negative perceptions of a product’s value, price, or quality may lead consumers to hesitate in making a purchase. Therefore, it is essential to understand how the hedonistic factor interacts with the intention to buy a specific product, particularly among students who are often the primary consumers of electronic products like the iPhone. This study uses a quantitative method with an associative research strategy to explain the relationship between a hedonistic lifestyle and purchase intention. A total of 96 STIE Bima students were selected as the sample, using the Lemeshow algorithm. Data were collected through questionnaires, direct observation, and literature review. Data analysis was performed using various statistical methods, including validity and reliability tests, classical assumption tests (such as normality, multicollinearity, heteroscedasticity, and autocorrelation), as well as multiple linear regression analysis. t-tests (both partial and simultaneous) were used to test the impact of each variable on purchase intention. Correlation coefficients were used to measure the strength of relationships between the variables studied. The results of this study are expected to provide insights into how a hedonistic lifestyle influences iPhone purchasing decisions among students.

Aji Mutakin; Aji Mutakin; Yudi Barnadi; Ase Suryana

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Due to the busy activities outside the home, some people do not have time or forget to water their plants, so when they return home they find that the plants have died from drought. Therefore, to overcome this problem by conducting research using Internet of Things technology. The aim of this research is to design an automatic watering tool to overcome manual watering and support learning. This prototype uses a NodeMCU ESP8266 as the main controller, a soil moisture sensor is used to read soil moisture.  Soil moisture sensors are used to detect soil moisture. If the soil humidity is below the minimum limit, the watering process will be active and the watering process will be active if the NodeMCU ESP8266 receives commands from the smartphone.

Vu, Thang C.; Nguyen, Trung H.; Nguyen, Mui D.; Nguyen, Dung T.; Nguyen, Tao V. +2 more

Journal of Computing Theories and Applications 2025 Universitas Dian Nuswantoro

Indoor positioning technology based on smartphones plays an important role in the current technological development context. Especially in applications such as warehouses, supermarkets, hospitals, or buildings. While the global positioning system (GNSS) is popular and effective outdoors, it has several limitations when operating in enclosed spaces, such as indoors, due to the complexity of these environments. Smartphones have many built-in sensors (such as light sensors, sound sensors, gyroscopes, accelerometers, and magnetic sensors) and support the connection of various types of wireless communication technologies such as Wi-Fi and Bluetooth. However, such sensors were not initially developed for positioning applications. This study addresses the positioning problem using the MUSIC technique in conjunction with the Time of Arrival (ToA) method. The effectiveness of the positioning solution is evaluated through the signal-to-noise ratio (SNR) index. The absolute error and squared error indices are evaluated through the cumulative distribution function (CDF) to indicate the effectiveness of the proposed solution. Additionally, we propose a Pedestrian Dead Reckoning method to determine a person's position in indoor environments continuously. Based on the segmentation of the moving process by turns, the direction measurements in each segment are processed using a Kalman filter, which is designed to enhance the results achieved by the system. We also discuss the challenges and some future research directions in the field of smartphone-based indoor positioning.

Eireine Maria Pandoh; Zefanya Pagayang; Aurelya Kairupan; Christy Legi; Imel Koraag +1 more

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

The development of digital technology has significantly changed students’ lives, especially in learning and entertainment activities. However, the high intensity of using electronic devices such as smartphones, tablets, and computers has increased the amount of time spent in front of screens (screen time). Excessive screen time has adverse effects on eye health (e.g., dry and tired eyes), disrupts sleep patterns due to blue light exposure, and reduces students' concentration in learning. This community service program aimed to raise students' awareness and knowledge regarding the negative impact of prolonged screen time and provide education on mitigation strategies, such as the 20-20-20 rule, screen time limitations, and healthy sleep routines. The program was conducted through educational outreach and interactive discussions involving 88 students from grades X and XI at SMA Negeri 1 Tomohon in May 2025. Evaluation was carried out using pre-tests and post-tests along with feedback questionnaires. The results showed a significant improvement in students’ understanding of screen time risks and how to manage it. Participants also demonstrated high enthusiasm, as reflected in active involvement during Q&A sessions and their adoption of the tips provided. This program is expected to be the first step in fostering healthy digital habits among students.