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Andi Tanri Seno Widyawati; M. Zaky Zaim Muhtadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2026 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an Augmented Reality (AR)-based application for real-time data monitoring of an automatic weather station at PT. XYZ. The system was developed using a prototyping method, involving five key stages: sensor data acquisition via CBOX devices and the Modbus RTU protocol, data transmission through a Flask-based Web API, storage in a MySQL database, QR code-based target image creation using the Vuforia Engine, and a 3D visualization interface developed with Unity integrated with the Vuforia SDK on Android devices. The system successfully received and stored weather data—such as temperature, humidity, and wind speed—into the MySQL database. The AR application also displayed a stable 3D interface panel over QR code markers, providing real-time data updates through an HTTP-based mechanism. This research demonstrates the successful integration of SCADA, Flask, MySQL, and Unity, enhancing both the functionality and commercial appeal of PT. XYZ’s weather station products. Future research should focus on field testing, cloud network integration, and device compatibility.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology, particularly the use of smartphones, has changed human activity patterns and significantly impacted the education sector. The "one-stop-shop" concept reflects the use of mobile devices as centers for various activities, including learning. This situation drives the need for innovation in the development of adaptive and interactive learning media. One solution that can be developed is an Android-based mobile application using Flutter, which can increase the effectiveness and efficiency of the learning process. The Association of Multimedia and Information Technology Professionals (PPMultindo), an organization focused on technology, has developed an Android-based learning platform. This platform is designed to provide flexible access to materials, support interactivity, and facilitate collaboration between educators. Features such as learning analysis, material recommendations, and automatic evaluation are expected to improve the quality of the learning experience. However, the implementation of this technology still faces various challenges, including limited technological competence of educators, inadequate infrastructure, and adjustments to curriculum needs. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation in the digital era.

Solvila Debora Opa Ora; Stefanus D.I. Mau; Maria Wilda Malo

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Despite its cultural potential, Wetabar Village has not been supported by effective digital promotional media. Information access remains limited, and the lack of interactive promotional platforms has contributed to the low interest of tourists. Current promotional efforts rely heavily on conventional methods, resulting in decreased visitor numbers. The implementation of digital technologies such as Augmented Reality (AR) and Web-based 360° Virtual Reality Tours is considered an effective approach to increasing tourist engagement by offering immersive exploration experiences and interactive cultural content. This research aims to design and implement a web-based tourism promotion media that integrates local cultural content with AR and 360° virtual tour technologies. The development process follows the MDLC research method, utilizing the Lumi H5P platform and PHP for system implementation. The resulting system enables users to digitally explore Wetabar Village through panoramic views and interactive multimedia features. The findings show that the developed application runs smoothly on both Android devices and laptops and is capable of providing hotspot access to operate the virtual reality features. This innovation is expected to enhance tourist interest while supporting cultural preservation and promoting digital transformation within the tourism sector of West Sumba.

Annisa Laili Tanzila; Aldi Muhammad Reski

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

Android continues to innovate, and biometric systems particularly fingerprint sensors must operate with high efficiency. However, the main challenge lies in the communication between hardware and software, which often causes high latency, excessive power consumption, and protocol incompatibility between components. As a result, authentication speed decreases and system stability is compromised, especially on mid- to low-range devices. This study explores various implementations of Android-based fingerprint systems, focusing on how sensor modules interact with the microcontroller or Trusted Execution Environment (TEE) and the operating system through a hardware-software co-design approach to evaluate integration efficiency across all layers. The analysis reveals that conventional protocols such as Bluetooth or serial connections still cause delays, while improvements in drivers and the Hardware Abstraction Layer (HAL) can significantly reduce latency. As a solution, the researchers propose a co-design optimization approach that utilizes data flow normalization within the HAL and adopts lightweight communication protocols to accelerate the verification process. Based on the test results, this approach successfully improves efficiency—authentication time is reduced by up to 35% and power consumption decreases by approximately 15%. Therefore, the efficiency of communication between hardware and software becomes a key factor in enhancing the performance and reliability of fingerprint systems on Android devices.

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.

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. 

Oguntuase, Rianat Abimbola; Gabriel, Arome Junior; Ojokoh, Bolanle Adefowoke

Journal of Computing Theories and Applications 2025 Universitas Dian Nuswantoro

This research presents a personalized, context-aware recommender system to suggest Places of Interest (POIs) using a hybrid approach combining Bayesian inference and collaborative filtering. The system explicitly addresses the cold-start problem that new users face and improves recommendation accuracy by considering contextual variables such as user mood, budget, companion, and location. The system collects real-time contextual inputs for new users with no historical data and applies Bayesian inference to generate relevant POI suggestions. As users begin to interact and provide ratings, the system progressively shifts to a collaborative filtering mechanism, leveraging cosine similarity to identify similar users within comparable contexts. The recommender system focuses on three categories of POIs: restaurants, hotels, and landmarks. These locations are retrieved through the Google Maps API, and only mapped locations are considered. The system was implemented on Android devices and evaluated through a user study involving 25 participants from diverse backgrounds, including software developers, IT students, and general users. Evaluation metrics such as normalized Discounted Cumulative Gain (nDCG) and classification accuracy were used to assess recommendation quality. Results demonstrate that the system performs better than traditional methods, with nDCG improvements reaching up to 83 percent. Users reported high satisfaction regarding the recommendations' accuracy, ease of use, and contextual relevance. While the system offers significant improvements, it also has certain limitations. Its dependency on Google Maps data may restrict its scope, and using only four contextual factors limits the system’s adaptability to more complex user preferences. Future enhancements could include additional dynamic contexts such as weather, POI popularity, and time-related trends, as well as integrating more advanced models to increase personalization and flexibility in real-world applications.

Dafa Arta Anggara; Rahmat Aji Prasetyo; Ghois Abdullah Akmal; Ito Setiawan

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

This study aims to develop a Learning Management System (LMS) for kepalangmerahan management education in the Indonesian Red Cross Youth at SMK Wiworotomo Purwokerto The methodology employed is the Knowledge Management System Life Cycle (KMSLC) with the Meyer and Zack cycle approach, along with the spiral knowledge model by Nonaka and Takeuchi. Network infrastructure involves the internet, wireless access points, and private internet networks. Hardware and software include android devices with browser applications. Resource and data identification is carried out through discussions, interviews, and data entry, utilizing sources from PMR trainers, the Indonesian Red Cross website, and scholarly literature. The Knowledge Management (KM) team consists of PMR trainers, LMS developers, administrators, and PMR members. The system is implemented using WordPress and the TutorLMS plugin, with verification and validation testing conducted through black box testing. The research results demonstrate the successful development of the kepalangmerahan management education LMS in PMR SMK Wiworotomo Purwokerto, with a specific focus on disaster management education materials. This study contributes to improving effective learning access within PMR.

John John; Ria Eka Sari; Joko Rahmat

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.

Yohana Niasty Berutu; Ordekoria Saragih

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this study was to determine the strategy of teacher Pak in implementing modern-based learning at the junior high school level. With a qualitative descriptive research method with a literature study approach or library research. Christian Religious Education (PAK) plays a very important role in shaping the character, nature, and behavior of students, and the most important thing is the growth of their faith. Currently, in the twenty-first century, when internet technology is widely used to process information, this has significant consequences for the world of education, with both positive and negative consequences. Digital learning is an effort to improve the quality of learning and not just utilizing digital tools in the classroom. Therefore, digital learning cannot be a trend to use digital tools but a responsibility to improve the quality of learning. By mastering digital competencies and the availability of facilities that support the implementation of digital-based learning, it can be applied maximally and teachers can pour out their creativity to create a new innovation in learning. The limited devices owned by students as a supporter of the learning process are one of the obstacles in implementing technology in the digital transformation era besides signals that we cannot control because not all students are able and come from families with upper economies who at least have android or laptop facilities.

Raisa Mutia Thahir; Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wien Kuntari

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This research explores the integration of Augmented Reality (AR) technology into custom gift products by Tricksy.co to create a more interactive and personalized gift-giving experience. By utilizing EyeJack Creator, a platform for creating AR photo markers, the system allows customers to design gifts that display personalized videos when scanned. The process includes generating AR markers, integrating QR codes, and ensuring compatibility with both iOS and Android devices. System testing confirmed that the AR markers successfully displayed the videos as intended, with smooth functionality across different platforms. However, slow internet connections impacted the speed of AR content downloading. This study highlights the potential of AR to revolutionize the gift industry by adding a unique digital layer to physical gifts, offering both emotional and interactive value.

Muh. Nasrul; Agus Dwi Santoso; Teguh Pribadi

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

The shipping industry is closely related to economic growth in various countries. This transportation is very dependent on export and import activities. As the country's economy improves, especially in Asia, the maritime transportation business in Indonesia will also develop. The pattern of sending goods via sea transportation has changed, especially in terms of bulk transportation. which demands modern technology such as automation and intelligent control systems. This research aims to design and develop Android-based spreader control using Arduino Mega 2560 on a floating ship. This project is designed to increase efficiency and ease of operation in the loading and unloading process on ships, which previously still used manual control with a remote control or joystick which had limitations such as limited visibility. In this research, the spreader control system is connected to an Arduino Mega 2560 microcontroller via the HC-05 Bluetooth module, allowing the operator to control the spreader via an Android device. Test results show that data is obtained at a distance of 1 to 13 meters, the Android-based spreader control system shows a response time ranging from 1 to 9 seconds, which shows that the system is functioning properly. At a distance of 14 to 19 meters, the response time increases to 18 seconds, indicating quite good system performance. This shows that there is quite significant latency in data transmission. However, the system still managed to carry out spreader control well. At 20 meters, the system failed to respond to the spreader control. This shows that the effective range of this Bluetooth module is below 15 meters. This research makes a significant contribution to the development of automatic control technology in the shipping industry, especially in the use of intelligent control systems integrated with mobile devices.

Daniel Timothy Imannuel Silalahi; Intan Meutia Sari; Tiya Noviyanti

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

In today's digital era, advances in technology and science are growing very rapidly. Of course, advances in technology and science affect various things. One of them android-based gadgets is utilization to make it easier to find information or knowledge that can be easily accessed. This research aims to design and create an application for the introduction of endemic animals in Indonesia. Endemic animals are species that only exist in certain places and are not found in other places, such as islands, countries, or other geographic areas. Android is an operating system that has an open source nature that allows it to make it easier to recognize and access information about Endemic Animals in Indonesia. The research method for designing and making applications uses the Software Development Life Cycle (SDLC) method. The method begins with planning, analysis, design, implementation and testing. The final result of this research is an application for the introduction of endemic animals in Indonesia based on android. This application was successfully made with appropriate material and quiz features. Function testing on each feature is done with the black box method to ensure the material runs well to display images and material and the function on the quiz feature can function properly. Tests were also conducted with 3 android devices with different versions, namely versions 10, 12, and 13.

Rusito; Rusito Rusito; Muhammad Naufal Ra’if

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

Most dairy farmers in our country still rely on human labor to monitor the condition of their farm areas. The current problem is the manual security system for barns, meaning that the barns need to be constantly checked around the area at all times. This is especially risky at night, when livestock theft is more likely to occur. This research implements PIR sensor technology to monitor movements around the barn, MC-38 magnetic sensors for gate security, and utilizes Android smartphones as devices to display barn data processing results, allowing real-time monitoring of barn security. The research is conducted using the Research and Development (R&D) method by Borg & Gall, encompassing only six steps. The results of the system evaluation by experts show a score of 3, falling between 2.1 – 3.0, categorized as Valid. User validation results show a score of 27.2, also falling between 2.1 – 3.0, categorized as Effective.

Tri Putra Aditya; Aisyah Aisyah; Rakhmadi Rahman

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

In the context of rapidly evolving mobile technology, memory management has become an important aspect that determines the efficiency and effectiveness of Android operating systems, particularly on mid- range smartphones. The objective of this research is to identify, analyze and develop memory management strategies that can improve the performance of the Android operating system on resource-constrained devices. Using an experimental approach, this study evaluates various memory management techniques, including the use of optimized caches, memory compression, and page replacement algorithms, to determine the most effective combination to improve system responsiveness and performance. The results show that the implementation of appropriate memory management strategies can significantly improve operating system performance and user experience while extending battery life. These findings provide valuable information for application developers and device manufacturers to optimize their products for mid-range smartphone competition.

Bertha Meyke Waty Hutajulu

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The application "Android-Based World State Flag Recognition" aims to provide users with information about the flags of countries around the world. The app is designed with a great interface and uses image recognition technology to identify flags. Users can explore flags, get brief historical information, and improve their knowledge of the visual aspects of the country's identity. The app uses up-to-date online resources to ensure the accuracy and relevance of flag information. The search feature allows users to quickly find the flag of a particular country. In addition, the app provides an exam mode to test the user's knowledge with a short quiz about flags. With the integration of Android technology, users can access this application easily on various mobile devices. The main goal is to provide an interactive and fun learning experience around the visual identity of the countries of the world.

Rakhmadi Rahman; Muhammad Syawal; Saylandra Aulia Ramadhani

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

Technological developments in the digital world have now begun to increase the use of operating systems such as Android which are often used on electronic devices such as smartphones and tablets, penetrating various fields of human life. The use of these devices is essential in facilitating various tasks, especially digital ordering and transactions. This integration provides better transaction protection, more effective usage, and benefits and convenience. Cloud computing makes it easy and efficient to integrate digital ordering applications into payment systems. Observations show that these integrations provide user convenience and purchase trends, assist marketing strategies, and generate more accurate business decisions. If carefully developed and implemented, this integration has great potential to change the way business is done in the digital age.    

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.    

Muhammad Fiqri Abdul Thoriq; Taukhid Mubarok

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to understand the impact of gadget use on  childhood as well as implement  solutions on the impact of gadget use on  childhood. This gadget is a medium  used as a  modern communication tool. Gadgets make human communication easier. Today, communication has become more advanced with the advent of gadgets. Among them, 4,444 are smartphones such as iPhones, Androids and laptops. In preschool psychology, development refers to children from 0 to 6 years old. The research method used is literary research. Results show that amenities impact  social development in young children. Excessive use of gadgets harms children's social and emotional development. Harmful effects of electronic device use on children include isolation, sleep disturbances, loneliness, violent behavior, reduced creativity and threats of cyberbullying. Solution to device use in  childhood by limiting device use, supervising children's screen time with parents who play a crucial role, and providing a schedule timely  when children play with devices, so that devices do not hinder young children's social development.