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Rahmidini, Annisa; Hartiningrum, Chanty Yunie

Jurnal Kesehatan Tropis Indonesia 2026 PT. LARPA JAYA PUBLISHER

Indonesia masih menghadapi tantangan demografi berupa jumlah penduduk yang besar dengan laju pertumbuhan yang terus meningkat. Berdasarkan hasil Survei Demografi dan Kesehatan Indonesia (SDKI) tahun 2012, jumlah penduduk Indonesia mencapai sekitar 257 juta jiwa. Di sisi lain, penggunaan smartphone telah menjadi bagian dari kehidupan masyarakat, ditandai dengan peningkatan pengguna yang terus terjadi setiap tahun. Data dari Statista menunjukkan bahwa pada Oktober 2017, sekitar 75% pengguna smartphone di Indonesia menggunakan perangkat berbasis Android. Berdasarkan data integrasi Sistem Informasi Administrasi Kependudukan (SIAK) dengan KTP elektronik Kabupaten Tasikmalaya per Juni 2019, Kecamatan Cigalontang merupakan kecamatan dengan jumlah penduduk terbesar kedua setelah Karangnunggal, yaitu sebanyak 74.140 jiwa atau 4,14% dari total penduduk Kabupaten Tasikmalaya yang berjumlah 1.791.881 jiwa. Jumlah tersebut terdiri atas 37.998 laki-laki (4,17%) dan 36.142 perempuan (4,10%). Dalam program Keluarga Berencana (KB), metode kontrasepsi yang paling banyak digunakan adalah suntik 300 PUS sebesar 41,10% dan suntik 150 PUS sebesar 20,55%, dengan jumlah peserta aktif mencapai 506 akseptor atau sekitar 69% dari total 730 akseptor KB. Hasil Focus Group Discussion (FGD) bersama bidan dan akseptor KB menunjukkan masih sering terjadi keterlambatan maupun kelalaian dalam konsumsi pil KB serta jadwal kunjungan ulang suntik, sehingga diperlukan media atau sistem pengingat yang dapat membantu meningkatkan kepatuhan akseptor.  Penelitian ini dilakukan untuk menilai efektivitas aplikasi mobile “e-KABE” sebagai sarana pendukung pelayanan Keluarga Berencana di Desa Cigalontang, Kabupaten Tasikmalaya, pada tahun 2021.

Agus Milani; Isdayani B.; Hasbi Hasbi

JURNAL PENELITIAN SISTEM INFORMASI 2026 Institut Teknologi dan Bisnis (ITB) Semarang

This research aims to develop an Android-based boarding house search application that can provide boarding house information quickly, accurately, and easily accessed by the public, especially students and migrant workers. The research employed a Research and Development (R&D) method, encompassing user needs analysis, system design, application development, implementation, and system testing. The application is designed with key features such as searching for boarding houses based on location, price, facilities, and room availability, making it easier for users to make choices based on their needs. Furthermore, the application also provides features for boarding house owners to manage and promote their properties digitally. The application development process was conducted using the Android Studio platform with an integrated database to support real-time information management. System testing was conducted using the Black Box Testing method to ensure all application functions run according to user needs. The results show that the developed application can improve the efficiency of the boarding house search process, accelerate information access, and facilitate boarding house owners in promoting and managing property data. Therefore, this application is expected to be an effective digital solution to support mobile-based housing search services.

Hidayah , Wandini Nurul; Abdul Haq, M Taufiq; Marsehan, Ahmad; Hidayah , Wandini Nurul; Abdul Haq, M Taufiq +1 more

JUISI : Jurnal Ilmiah Sistem Informasi 2026 LPPM Universitas Sains dan Teknologi Komputer

Penelitian ini bertujuan mengembangkan aplikasi simulasi matematika dasar berbasis Android sebagai media pembelajaran interaktif bagi siswa sekolah dasar. Penelitian dilatarbelakangi oleh rendahnya keterlibatan siswa dan kesulitan siswa dalam memahami konsep aritmatika dasar melalui metode pembelajaran konvensional. Aplikasi dirancang dengan mengintegrasikan modul latihan, permainan edukatif dengan tingkat kesulitan bertahap, serta sistem penghargaan berbasis pencapaian untuk meningkatkan motivasi dan minat belajar siswa. Proses pengembangan menggunakan metode Waterfall yang meliputi tahapan analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan penerapan aplikasi. Pengembangan aplikasi dilakukan menggunakan Android Studio dan bahasa pemrograman Java, sedangkan SQLite digunakan sebagai media penyimpanan data lokal. Validasi fungsional dilakukan melalui Black Box Testing untuk memastikan seluruh fitur aplikasi berjalan sesuai kebutuhan sistem. Siswa sekolah dasar dilibatkan sebagai responden untuk mengevaluasi tingkat kegunaan dan kesesuaian aplikasi sebagai media pembelajaran. Hasil penelitian menunjukkan bahwa aplikasi dapat berfungsi dengan baik pada perangkat Android serta memberikan kontribusi positif dalam meningkatkan pemahaman aritmatika dan motivasi belajar siswa.

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.

Daurat Sinaga; Cahaya Jatmoko; Sindhu Rakasiwi; Feri Agustina; Heru Lestiawan +1 more

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

The rapid development of information technology has had a significant impact on the world of education, particularly in the use of mobile applications as learning media. Developing Android-based applications using Flutter is one innovation that can increase efficiency and provide a more personalized and adaptive learning experience. In this context, educators are required to continue innovating to meet the increasingly diverse and dynamic needs of students in the digital era. The Multimedia and Information Technology Professional Association (PPMultindo), an organization that brings together technology professionals, is taking advantage of this opportunity by developing an Android-based learning platform. This platform is designed to provide easier, more flexible, and more interactive access to learning materials, as well as support the process of designing more engaging materials. Features such as learning data analysis, material recommendations, and automatic evaluation are expected to increase the effectiveness and efficiency of the teaching and learning process, while also providing a means for collaboration between members. However, the implementation of this technology still faces various challenges, such as limited technological competence of educators, inadequate infrastructure, and the need for curriculum adjustments. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation.

Erenstina Ester Bana Lado; Adelbertus Umbu Janga; Paulus Mikku Ate

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the performance of Android-based attendance applications used at PT PLN ULP West Sumba by integrating two evaluation methods, namely WebQual 4.0 and Importance Performance Analysis (IPA). This attendance application functions to monitor employee attendance digitally so that it is expected to be able to improve the efficiency and accuracy of data recording. Evaluations are conducted to assess the extent to which the application meets the needs of users as well as the expected performance. WebQual 4.0 is used to measure the quality of user experience in terms of ease of access, interactivity, trust, and satisfaction, while IPA is used to compare the level of user interest with application performance based on four main attributes: system quality, information quality, service quality, and usage quality. The research data was collected through a survey with questionnaires compiled according to WebQual 4.0 and IPA indicators, involving application users at PT PLN ULP West Sumba. The results show that the majority of users are satisfied with the ease of use and performance of the application, but there are aspects that need to be improved, especially the speed of the system and a more user-friendly interface design. The science analysis emphasizes that the quality of systems and information is a crucial factor that must be a priority for development. This research provides strategic recommendations for PT PLN ULP West Sumba to improve the performance of the attendance application and support the company's operational needs in a sustainable manner.

Romadhona Chusna Tsani; Muhammad Wahyu Gunawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The aim of the research is to find out the process of developing knowledge learning media based on Android applications.Learning media is very much needed as a tool used in practical learning.Changes in educational progress require innovation in learning media to keep them up to dat and able to overcome new problems that arise. The research method used is the R & D research and development method with the 4D model. The stages of the 4D development model are 1) Definition; 2) Design; 3) Development; 4) Distribution. This research produces android-based textile knowledge learning media. The software used is iSpring Suite Toolkit Authoring based on Power Point; and Website 2 APK Builder.The iSpring Suit software is used in the design and development of learning media, while the Website 2 APK Builder software is used to change Android application programs. Based on the results of the learning media feasibility questionnaire, it can be seen that the textile knowledge learning media is very feasible to use, reaching 90%.

Tuhumena, Arthur; Lahallo, Jim; Hassan, Patmawati; Tuhumena, Arthur; Lahallo, Jim +1 more

JUISI : Jurnal Ilmiah Sistem Informasi 2026 LPPM Universitas Sains dan Teknologi Komputer

The increasing popularity of futsal in Jayapura City has created a growing demand for efficient access to information regarding available sports facilities. However, the lack of an integrated digital platform leads to inefficiencies in locating and booking futsal fields, often forcing users to rely on manual communication or generic navigation services that lack real-time data. This study aims to develop an Android-based application that optimizes the search for the nearest futsal field using the Greedy Algorithm (GA). The system integrates the Google Maps API, the Firebase Realtime Database, and Kotlin/Java to provide real-time field availability, route visualization, and online booking features. The research employed the Waterfall development model, with data collected through observation, interviews, and a literature review, involving 19 futsal fields in Jayapura City. System testing was conducted using Black-Box Testing and User Acceptance Testing (UAT). The results show that implementing the Greedy Algorithm increased route efficiency by 22%, reduced search time by 55%, and achieved 93.2% user satisfaction. All core functions passed functionality testing without errors. This study contributes both practically and theoretically by demonstrating the potential of heuristic-based optimization in sports facility management and promoting smart-city digitalization in urban sports infrastructure.

Ariz Aprindo Putra; Ali Sadikin; Ahmad Asyhadi

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid development of information technology encourages the use of digital media as an educational tool in the health sector, particularly for pregnant women. One of the problems faced by Klinik Bidan Rima Pondok Meja is the limited use of conventional educational media, such as books and posters, which are considered less attractive and difficult to understand. This study aims to design and develop an Android-based Augmented Reality (AR) application as an educational medium for nutrition and fetal development for pregnant women. The application presents three-dimensional (3D) visualizations of fetal development from week to week, along with information on nutritional needs during pregnancy. The system development method used in this research is the Prototype model, while the Augmented Reality technology applies marker-based tracking. The development tools used include Unity, and Blender 3D. The result of this study is an Android-based AR application prototype that provides interactive and easily understandable information about fetal development and maternal nutrition. This application is expected to increase learning interest and understanding of pregnant women in maintaining a healthy pregnancy at Klinik Bidan Rima Pondok Meja.

Laurentinus, Laurentinus; Widianto, Adi

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The advancement of information technology has had a significant impact across various sectors, including healthcare. The digitalization of healthcare services has become a solution to improve efficiency, effectiveness, and accessibility for the public. Puskesmas Selindung still uses a manual patient registration system, which leads to several issues such as long queues, extended waiting times, and the risk of lost or damaged patient records. Based on visit data, the number of patients coming to Puskesmas Selindung has increased each year. Therefore, a digital queue system is needed to optimize the patient registration process. This research aims to analyze and design an Android-based patient registration queue application to improve service efficiency at Puskesmas Selindung. The research methods include system requirements analysis, user interface design, and the development of core features to support the online patient registration process. The implementation of this application is expected to reduce long queues, speed up administrative processes, and make it easier for patients to access healthcare services more effectively and accurately. With this Android-based system, the quality of healthcare services at Puskesmas Selindung is expected to improve significantly.

Wae, Ricardo Roicandra; Mude, Anastasia; Togo, Rosalin; Wae, Ricardo Roicandra; Mude, Anastasia +1 more

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

Bahasa daerah ende mempunyai peran penting dalam menjaga identitas budaya serta memperkaya keberagaman linguistik Indonesia. tetapi, penggunaan bahasa daerah ende mengalami penurunan, terutama di kalangan generasi muda. Penelitian ini bertujuan untuk mengembangkan aplikasi penerjemah Bahasa Indonesia ke Bahasa daerah Ende berbasis mobile dengan pendekatan metode Agile. aplikasi ini dirancang untuk mempermudah pengguna dalam memahami dan mempelajari Bahasa Ende secara mudah melalui perangkat Android. Pengembangan dilakukan secara iteratif melalui tahapan perencanaan, perancangan, pengembangan, pengujian, sampai peluncuran. hasil dari penelitian ini menunjukkan bahwa aplikasi mampu membantu pelestarian bahasa daerah, mempermudah akses warga terhadap kosakata lokal, dan meningkatkan minat belajar bahasa Ende pada kalangan pengguna muda. Uji coba dilakukan dengan melibatkan penutur asli dan masyarakat Kabupaten Ende, yang memberikan umpan balik positif terhadap akurasi serta kemudahan penggunaan aplikasi

Nurdin, Nur Halillah; Sara, Kristina; Mando, L. B. Finansius; Nurdin, Nur Halillah; Sara, Kristina +1 more

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

Perkembangan teknologi informasi di era globalisasi telah mendorong berbagai inovasi dalam pelestarian budaya, termasuk dalam bentuk media digital untuk pembelajaran bahasa daerah. Salah satu bahasa daerah yang mengalami penurunan penutur adalah Bahasa Keo, yang digunakan di wilayah selatan Kabupaten Nagekeo, khususnya di Desa Lokalaba. Penggunaan bahasa ini di kalangan generasi muda semakin berkurang karena kurangnya media pembelajaran yang mendukung. Di sisi lain, wisatawan yang datang ke wilayah ini menunjukkan ketertarikan terhadap budaya dan bahasa lokal, namun keterbatasan akses terhadap materi pembelajaran menjadi kendala utama. Penelitian ini bertujuan untuk merancang dan membangun aplikasi kamus bahasa Keo berbasis Android dengan menggunakan platform MIT App Inventor. Aplikasi ini dirancang sebagai alat bantu belajar yang sederhana dan interaktif, berisi kosakata dasar dalam dua bahasa, yaitu Bahasa Indonesia dan Bahasa Keo. Fitur utama meliputi pencarian kata, pilihan arah terjemahan dua arah (Indonesia–Keo dan Keo–Indonesia), serta halaman informasi mengenai bahasa Keo dan aplikasi itu sendiri. Seluruh data kosakata dimasukkan secara statis tanpa menggunakan server atau basis data online. Dengan hadirnya aplikasi ini, diharapkan masyarakat lokal, khususnya generasi muda, dapat belajar Bahasa Keo secara mandiri dan menyenangkan. Selain itu, aplikasi ini dapat membantu wisatawan dalam berkomunikasi dan memahami budaya lokal. Penelitian ini merupakan bentuk kontribusi nyata dalam pelestarian bahasa daerah melalui pemanfaatan teknologi digital yang  tepat.

Muslim, Muh. Syahdan; Subagio, Ridho Taufik; Nursetyo, Arif

Teknik: Jurnal Ilmu Teknik dan Informatika 2025 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Penelitian ini bertujuan untuk merancang dan membuat interface komunikasi data antara Electronic Control Unit (ECU) sepeda motor dengan sistem Android. Masalah yang dihadapi oleh bengkel rumahan seperti Ngoprek Garage Motoshop adalah keterbatasan alat untuk mendeteksi kerusakan ECU secara otomatis. Penelitian ini menggunakan mikrokontroler ESP32 sebagai penghubung antara ECU dan aplikasi Android, yang dirancang menggunakan MIT App Inventor. Sistem ini mampu membaca data kesalahan (Diagnostic Trouble Code/DTC) dari ECU dan menampilkannya secara langsung pada aplikasi Android. Metode penelitian yang digunakan mencakup perancangan perangkat keras dan perangkat lunak, serta pengujian sistem terhadap sepeda motor Honda. Hasil menunjukkan bahwa sistem ini mampu membaca dan menampilkan kode DTC dengan akurasi yang cukup tinggi, meskipun terdapat keterbatasan pada pembacaan parameter data secara real-time. Sistem ini diharapkan menjadi solusi alternatif bagi bengkel kecil dalam melakukan diagnosa awal terhadap kerusakan ECU.  

Faiz Wahyu Perdana Rangkuti; Muhammad Alda

Teknik: Jurnal Ilmu Teknik dan Informatika 2025 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

This research stems from the problem of manual book lending management in libraries, which often leads to obstacles such as delays in recording, data errors, and difficulties in monitoring collections. The main objective of this research is to design and develop a web-based library information system that can facilitate member data management, borrowing, and returning, as well as providing real-time book availability information. The method used is software development with a structured approach, through the stages of needs analysis, design, implementation, and testing with black box testing. The results of the study indicate that the system built is able to meet user needs, as evidenced by the successful testing that carried out all main functions without errors. The implications of this research are increased efficiency in library management and ease for students in borrowing and checking book availability. However, this research still has limitations in advanced features such as integration with the attendance system or automatic fine payments, so that these can be developed in future research.

Rifqi Arief Pamungkas; Isram Rasal

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

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

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

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

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

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.

Maulana Mahessar; Isram Rasal

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

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

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

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

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