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Riska Putmala Sari; Imelda Dian Rahmawati

Jurnal Sistem Informasi dan Ilmu Komputer 2024 International Forum of Researchers and Lecturers

This study describes the results of innovations from the Android-based Hospital Santri Application (Hospital Queue SMS) at the Outpatient Installation of the Specialist Polyclinic and the Executive Polyclinic of Sidoarjo Hospital, which is an innovation that is very helpful in managing patient queues. Initially, Sidoarjo Hospital used the SMS Queue program to manage patient queues online. However, since September 2019, this program has changed to the Santri RS (Hospital Queue SMS) application which can be downloaded through the Google Play Store. This application aims to facilitate patient needs related to outpatient queues at Sidoarjo Hospital. Patients can register through the Santri RS application or manually with the same queue number. The Santri RS application is supported by a legal umbrella and SOP (Standard Operating Procedure). This ensures that the implementation of innovation runs well. This research highlights the factors that affect the innovation process, including innovation governance, sources of ideas, innovation culture, capabilities and tools, goals, outcomes, and barriers.

Alif Azhar Amsyari; Bayu Gunawan; Rizky Hamdani; Sri Panca Rani; Nita Syahputri

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research focuses on the design and implementation of the Caesar Cipher method to improve the security of an Android-based School Academic Information System. In this digital era, data security is a major concern, especially in school academic information systems that manage important data. The Caesar Cipher method, as a simple and easy to implement encryption technique, is used in this research. The research results show that the implementation of Caesar Cipher has succeeded in increasing data security in the system. While this method does not provide a very high level of security, it can be part of a more complex security approach. Overall, this research shows that the design and implementation of Caesar Cipher is an effective step in improving the security of Android-based school academic information systems.

Yunita Trimarsiah; Dian Sri Agustina; Taufik Sobri; Fatimah Kesuma Astuti; Satria Novari +1 more

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

Pendidikan TK memiliki peran yang sangat penting untuk mengembangkan kepribadian anak serta mempersiapkan mereka untuk memasuki jenjang pendidikan selanjutnya.Dengan kata lain, pendidikan anak usia dini khususnya TK sangat mengutamakan pendidikan yang berpusat pada anak. Dalam undang undang sistem Pendidikan Nasional (2003). Tugas utama TK adalah mempersiapkan anak dengan memperkenalkan berbagai pengetahuan,sikap/perilaku,keterampilan dan intelektual agar dapat melakukan adaptasi  dengan kegiatan  belajar dengan sesungguhnya di sekolah dasar. Tujuan dari kegiatan ini yaitu, Untuk mempermudah kemampuan menghafal abjad dengan tampilan yang menarik minat anak anak untuk belajar dalam pengembangan perangkat pembelajaran berbasis android yaitu aplikasi menghafal huruf abjad. Kegiatan ini dilakukan dengan beberapa tahapan yaitu, Memperkenalkan dan menampilkan Aplikasi “Mengenal Huruf Abjad”, menjelaskan keguanaan aplikasi ini dan mempraktekan cara penggunaan aplikasi ini. Dengan adanya kegiatan pelatihan dan pendampingan kepada guru dan orang tua dan  anak – anak dari  TK Cinta Bangsa dapat memberikan semangat dan mempermudah belajar menghafal huruf dengan tampilan yang menarik minat untuk belajar membaca.

Lestari, Rizki Amelia

Dinamik 2024 Universitas Stikubank

Sebagian masyarakat biasa melakukan kegiatan bertamu untuk mempererat tali silaturahim dengan orang lain. Namun saat tamu memasuki area rumah dan tiba di pintu masuk, terkadang penghuni rumah sedang tidak ada dirumah atau tidak mengetahui jika ada tamu yang sedang berkunjung. Selain itu jika penghuni rumah sedang beraktifitas di dalam rumah dan berada jauh dari pintu masuk rumah membuat suara tamu tidak terdengar. Untuk mengatasi permasalahan diatas maka di zaman sekarang ini dapat dimanfaatkan teknologi dalam bidang internet of things (IoT) yaitu untuk pembuatan  prototype bel rumah otomatis berbasis IoT dan face recognition dengan menggunakan modul ESP32-CAM serta aplikasi Android sebagai media notifikasi. Prototype bel rumah otomatis ini dibangun menggunakan komponen ESP32-CAM, sensor PIR, buzzer serta API face recognition sebagai database pengenalan wajah. Untuk pembangunan prototype aplikasi Android sebagai media notifikasi menggunakan software Android Studio dan Firebase sebagai basis datanya. Adapun metode yang digunakan yaitu metode prototyping. Berdasarkan hasil pengujian yang telah dilakukan, diketahui bahwa sensor PIR mampu mendeteksi tamu dengan jarak kurang lebih 200 meter dan ESP32-CAM dapat melakukan deteksi wajah dengan rentang jarak 40-80 cm. Sedangkan persentase error fungsional sebesar 16.6%. Hal ini menunjukkan bahwa hasil pengujian pada bel rumah otomatis bisa berjalan dengan baik.

Fauzian, Muhammad Thoriq

Dinamik 2024 Universitas Stikubank

Setiap harinya hampir semua orang selalu melakukan aktivitas sehari – hari berada di luar ruangan maupun diluar rumah seperti: bekerja, bermain, berlibur, maupun berolahraga. Ruangan yang ditinggalkan dapat menyebabkan terjadinya kehilangan barang akibat pencurian maupun terjadinya kerusakan pada barang yang ada di dalam ruangan. Sistem pendeteksi gerakan dan penangkap gambar ini dimaksudkan untuk membantu pemilik ruangan melihat apakah ada pergerakan manusia yang terjadi di dalam ruangan saat pemilik tersebut berada di dalam maupun di dalam ruangan. Perancangan alat pendeteksi gerakan ini  menggunakan sensor Passive Infrared (PIR), microcontroller ESP32-CAM, Relay, Buzzer dan MB102 Breadboard Power Supply. Sistem ini berbasis Internet of Things (IoT) dan menggunakan backend as a services (BAAS) sebagai media penyimpanan menggunakan Supabase, data yang disimpan pun akan ditampilkan di aplikasi smartphone, aplikasi tersebut dibuat menggunakan flutter, pada aplikasi tersebut pemilik rumah dapat melihat gambar, dan kapan terjadinya pengambilan gambar tersebut. Sistem pendeteksi gerakan manusia ini bekerja sangat baik, selain membunyikan alarm saat sistem mendeteksi adanya pergerakan manusia, sistem ini mengambil gambar yang dikirim ke aplikasi android dan memberi notifikasi. Dengan adanya sistem ini diharapkan dapat mengurangi kehilangan barang dan kerusakan pada ruangan

Rakhmadi Rahman; Achmad Haikal Fikri; Kelsia Nelsia

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2024 Institut Teknologi dan Bisnis (ITB) Semarang

This study explores the integration of Artificial Intelligence (AI) into smart home systems using the Android operating system to enhance security, privacy, efficiency, and user comfort. Key security measures include data encryption, robust authentication methods, sandboxing, and AI integration, specifically leveraging Google Assistant for improved privacy controls. Maintenance strategies for smart homes emphasize energy management, device condition monitoring, and enhanced safety features. AI adaptation to user habits enhances productivity and situational awareness, while Android's role in connecting various IoT devices facilitates remote control and energy-efficient recommendations. Methods such as Eco Android, Greensource, byte-code transformations, and automated energy diagnosis tools aid in optimizing energy use. The comparison between smart and non-smart homes highlights the efficiency and convenience of smart homes despite higher installation costs and potential network issues. The development and deployment of an Android-based application, SafeHause, exemplifies practical implementation, emphasizing end-to-end testing, security updates, and user education. The findings affirm that AI integration with Android significantly improves the smart home experience by enhancing energy optimization, data security, and personalized user interaction. Furthermore, the study discusses future trends in smart home technology, such as the potential for more advanced AI algorithms and machine learning techniques to provide even greater personalization and automation. The importance of regular software updates and the role of user feedback in refining smart home systems are also highlighted, ensuring that these technologies continue to evolve and meet user needs effectively.  

Rakhmadi Rahman; Andi Aulia Safirah; Anita Septiani Mustamin; Fanilda Damayanti

Jurnal Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

This research examines the Android operating system in the context of Augmented Reality (AR) and Virtual Reality (VR) applications with a focus on the Moblo (AR) and Relax (VR) applications. Android, as the primary operating system in mobile devices, offers a powerful and flexible platform for AR and VR application development. Moblo is an AR application that allows users to design and visualize furniture in a real space, while Relax is a VR application that provides meditation and relaxation experiences in a virtual environment. This research aims to understand how the Android operating system supports the development and operationalization of AR and VR applications, as well as evaluating the performance and user experience of these two applications. The results show that Android provides significant support for AR and VR application development, with Moblo and Relax showing good performance and providing a satisfactory user experience. However, further optimization is needed to ensure consistent performance across Android devices.

Laras Ayu Lestari; Utin Desy Susiaty; Hartono Hartono

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to produce an Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material that reaches the level of validity, practicality and effectiveness. This research uses the Borg and Gall development design model with steps consisting of potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were class X students at SMK Negeri 7 Pontianak, consisting of 31 students. The data collection techniques used are indirect communication techniques and measurement techniques with the data collection tools being validation sheets, questionnaires and test questions. The first research result was validation of the calculator media, namely with an average score from the three experts of 87.27% with very valid criteria. Practicality value, seen from the questionnaire scores filled in by teachers and students which were accumulated to obtain a percentage of 96.76% with very practical criteria. Furthermore, effectiveness, seen from the results of students' posttest results, obtained a percentage of 80.64%, with reference to the school's KKM score, namely ≥75, so the average student test results have complete criteria and are classified as very effective. From the validation results, practicality and effectiveness, it can be concluded that the Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material is classified as effective to use.  

Elvi raziana

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Dita Ayu Wardani; Iwan Setiawan Muharif; Ari Tri Jurini

MALFINA : Maritime Logistics and Financial Journal 2024 Akademi Angkatan Laut

The success of the Navy's main tasks is greatly determined by the availability of materials, so it can be said that the Indonesian Navy is an army of heavy materials (heavy materials). Therefore, the materials of the Indonesian Navy are operational tools and equipment that also determine the success of an operation of a warship (KRI). To ensure that these materials are ready for use and maintenance throughout their lifespan, maintenance is necessary. Logistic support, which includes supply support, is an element that also determines the final outcome of each operation carried out. The PUT (Penerima Untuk Terima) procedure for requesting supplies can be easily implemented using an application built with hardware, software, and supporting components. The hardware serves as a crucial component for running software developers and *apk on devices. Software acts as a command in programming languages, executing various commands. The supporting component is physical warehouse data when requesting supplies, which gives software XAMPP commands within the hardware. Therefore, it is necessary to have sufficient supporting software that can be installed on a computer, requiring additional internet costs to open the warehouse management system application. Additionally, it is also necessary to have experts who understand online warehouse systems and job adjustments that were originally performed manually to be computerized. The research results show that the use of a computer-based lesson supply control system with Android technology as the medium for lesson supply requests is quite good and easy to manage in terms of distribution and management of each lesson supply request. With the lesson supply system, timely accuracy during PUT (Penerima Untuk Terima) is beneficial for Subdismatbek, warehouses, and Kadeplog in using lesson supplies. The application still requires constructive suggestions for improvement in the future.  

Catherine.S.Lorentz Sitorus; Devi Patricia Hutagalung; Yuliana Sari

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Currently we see how the development of mobile phones has greatly influenced games or video games. Now with Android-equipped phones that can load more data stored on the phone, "games that previously could only be played offline are being developed, such as games on the Internet that can be played online indefinitely"¹, in this case. , games are also developed with the term "online games" which use data in their work. This continuously developing game then influences the lives of teenagers. The number of mobile devices is also increasing, this also has the influence of mobile legends which also increase the needs of children during the Covid pandemic, so the number of mobile phones also increases. In this magazine we will tell you about the effects of the Mobile Legends game. This research explains the influence of the Mobile Legends game on teenage behavior. This game is now widely spread among teenagers and has an impact on their socially unhealthy development in society.    

Widyaningtyas, Santika; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Penelitian ini bertujuan untuk melakukan pengembangan aplikasi monitoring grooming berbasis Android. Aplikasi ini dirancang dengan tujuan meningkatkan efisiensi dalam pemesanan dan pencatatan pesanan grooming serta mempermudah manajemen jadwal dan layanan bagi petgroomer. Metode yang digunakan dalam penelitian ini adalah metode prototyping. Terdiri dari tiga tahap yaitu komunikasi dengan klien, pengembangan sistem, dan pengujian sistem. Setelah melakukan komunikasi dengan klien untuk mengetahui kebutuhan sistem, selanjutnya yang dilakukan adalah melakukan pengembangan sistem. Setelah mengetahui kebutuhan dari sistem, selanjutnya disusun  Unified Modeling Language (UML) dengan tujuan untuk meningkatkan efisiensi pengembangan sistem. Beberapa diagram UML yang dipakai, seperti use case, diagram alir, dan diagram activity. Kemudian, sistem diimplementasikan dengan menggunakan REST API melalui Retrofit dan bahasa pemrograman Java, menggunakan tools Android Studio. Langkah yang terakhir adalah melakukan pengujian terhadap sistem. Aplikasi ini dapat memberikan solusi yang efektif bagi industri grooming hewan peliharaan dengan meningkatkan efisiensi operasional dan memberikan pengalaman yang lebih baik bagi pemilik hewan peliharaan dan groomer. 

Ahmad Satriadi; Supriyatna Supriyatna

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research presents the development of an e-commerce application aimed at enhancing the operational efficiency of Khadijah Konveksi, a small and medium-sized enterprise (SME) in the garment industry. The application, developed using Android, Java, and Kotlin, provides features for order management, real-time tracking, and online payment, significantly improving customer experience and operational workflow. Initial feedback indicates a high level of customer satisfaction and a notable increase in operational efficiency. The project also highlights the collaborative efforts between students, faculty, and industry professionals, demonstrating the impact of academic-industry partnerships in driving technological advancements for SMEs  

Latifa Hannum Siregar; Vira Farisa Risman; Rizki Syafril

Jurnal Relasi Publik 2024 International Forum of Researchers and Lecturers

The aim of this research is to find out and describe RRI's reporting approach so that listeners remain interested in the era of digital broadcasting. Qualitative descriptive methodology is used in this research methodology. This research aims to discuss RRI's reporting strategy regarding Human Resources, Broadcast Hours, Target Audience, and Content. Data collection methods include documentation, library research, interviews, and observation. Based on research, RRI uses the following tactics to maintain listener interest: (1) developing listener-involving programs where listeners can convey and share information with the public, which is sometimes known as citizen journalism. (2), RRI broadcasts all day, every day. (3) RRI and Pusdiklat work together to produce featured reporter and presenter programs, as well as holding regular conversations with reporters and presenters in the field. The aim of this exercise is to improve the quality of reporters and presenters, whose job is to involve the audience directly. Apart from that, technology will also enter the digital era. (4) RRI developed three programs RRI Play, Be Young, and RRI 30 Seconds which are available for download from the Google Store and Appstore. This application is based on the Android and iOS operating systems.  

Iwan Setiadi; Santi Widianti; Athaullah Afra Afratofani

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Japan is a country in Asia that has a quite unique culture. There is an influence of Japanese culture on various countries, one of which is Indonesia, such as Anime (Japanese videos and animation), Manga or Japanese comics, and typical Japanese food such as sushi, ramen and takoyaki. This makes many Indonesian people interested in learning Japanese. This Android-based application for recognizing Japanese Hiragana and Katakana letters called "Nihon" can meet the needs of Indonesian people who want to learn the basic Japanese language, namely hiragana and katakana. This application provides explanations in the form of words, vocabulary and sounds for each hiragana and katakana letter, and numbers and punctuation marks in Japanese. This application was made using the Kodular web. The results of the Android-based application for recognizing Japanese hiragana and katakana letters can help Indonesian people to know Japanese hiragana and katakana letters, numbers in Japanese, and punctuation in Japanese.

Icha Mayrani Purwanti; Niken Purwidiani; Lucia Tri Pangesthi; Sri Handajani

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

This study aims to determine: the results of the development of Android-based learning media through Flip PDF Professional on the material of Traditional Indonesian Cake Processing in class XI; the feasibility of Android-based teaching materials through Flip PDF Professional; the feasibility of Android-based learning media through Flip PDF Professional; and user responses to Android-based learning through Flip PDF Professional on the material of Traditional Indonesian Cake Processing. The research method used is development research with the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. This research was only carried out up to the third stage, namely development, due to limited time and funds. Validation of the Android-based Flip PDF Professional involved one material expert and two media experts. Data collection was done through a questionnaire that included material validation, media, and Flip PDF user responses. The data analysis technique was quantitatively descriptive. The results showed: The results of the development of Flip PDF Professional are in the form of online links that include Traditional Indonesian Cake Processing material in the form of Flip PDF Professional; the feasibility of Traditional Indonesian Cake Processing material in the form of Flip PDF Professional is rated very feasible with an average of 81%; the feasibility of Traditional Indonesian Cake Processing media in the form of Flip PDF Professional is rated feasible with an average score of 74%; and user response, namely grade XI students of SMKN 8 Surabaya (majoring in culinary expertise) obtained an average score of 92% with very good interpretation. This shows that the development of Android-based multimedia through Flip PDF on Indonesian Traditional Cake Processing material can be used for learning traditional cake material.    

Dwi Setiawan; Mufadol

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly contributed to the robotics industry, yet mobility remains a challenge that can be addressed with mobile robots. In education, it is crucial to understand the basic principles of robotics and the use of related software and hardware. This research focuses on using a 4WD mobile robot as a learning tool. This robot offers flexibility and is easily controlled via a smartphone with built-in sensors. A smartphone application was developed using App Inventor, an open-source web-based development platform. The HC-05 Bluetooth module was used to connect the smartphone application with the 4WD robot. The goal of this research is to design innovative learning media to aid in understanding the concepts and control of the 4WD robot, as well as to increase students' interest and motivation in learning robotic systems. The results of the research demonstrated success in creating a 4WD robot prototype controllable via an Android smartphone. The distance between the Arduino and smartphone did not significantly affect the robot's movement, although communication was disrupted if the distance exceeded 10 meters. Directional control was achieved through the rotation of the right and left wheels, and sufficient power supply was needed to drive all wheels. Programming with C/C++ and Bluetooth communication functioned as planned. This innovative learning media is expected to help students understand and operate the 4WD mobile robot more effectively

Deden Rosid Waltam; Wawan Budiarto

JURNAL KABAR MASYARAKAT 2024 Institut Teknologi dan Bisnis Semarang

Presence recognition training using QR codes based on Android devices could be one of the trainings that can be developed by students because the competency gain from this training is quite promising. If students/santri after becoming alumni can later develop these competencies, it can be very profitable. If in the Islamic boarding school environment the alumni spread across their regions and try in various fields, of course knowledge of using the QR code scanner digital application on Android devices will be very useful, especially for the administration system. Partners in this PKM activity are teachers/administrative staff/students of Assaadah Puri Serpong Islamic High School within the Assaadah Puri Serpong Islamic Boarding School environment. The training on introducing attendance using QR codes based on Android devices was carried out with the stages of introduction, counseling and assistance in the practice of using it. Based on the results of observations and discussions with partners, there are several problems faced, especially related to the student attendance review system which still uses a manual/paper-based system, resulting in difficulties in organizing, processing and controlling student attendance data both at the teaching staff level and in the school administration. The lack of technical knowledge regarding the use of digital applications on Android devices, such as a QR code scanner application which can actually be used for student attendance applications, is one of the obstacles for school equipment to be able to manage a more efficient attendance administration system. The solutions carried out in this PKM activity related to existing problems are: 1. Technical aspect: this aspect includes things you need to know about a simple presence attendance application using a QR code based on an Android device. The PKM team helps with the above matters through counseling and training so that a good understanding of this aspect is obtained so that they are technically able to practice it. 2. Management Aspect: this aspect is related to the management of the presence data obtained. So far, data management is still carried out manually without the use of a good application system. For this reason, the PKM team helps to solve problems in the management aspect with training methods on how to manage student attendance percentage data that is more practical, accurate, effective and efficient.  

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Tertia, Farhan Adhimukti; Hetty Rohayani; Helmina Helmina; Dani, Rian

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

CV Buana Utama is a company that distributes frozen sea fish. The employee attendance system at CV Buana Utama, which includes information about entry times, picket schedules and attendance reports, is still done manually. So, during the recording process, errors may occur, or reports may be less accurate, and it may take longer to find the required data. This research utilizes the waterfall method. This Android-based application will make the employee attendance system better than the manual system so that employees are more time disciplined and work runs more efficiently. Apart from that, the best solution is to use an Android system that can solve company problems and achieve company goals.