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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.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

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

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

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.

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.

Adi Kusuma; Jasmir Jasmir; Willy Riyadi; Ahmad Ahmad

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Indramayu mango is a seasonal fruit that is highly favored due to its delicious taste and high nutritional content. However, high mango production is often not supported by adequate post-harvest facilities, particularly in terms of fruit ripeness classification. Currently, mango ripeness classification is still performed manually, which tends to be subjective and inconsistent. To address this issue, this study proposes a ripeness detection system for Indramayu mangoes by integrating the TGS2602 gas sensor and the YOLOv11 algorithm based on image processing. The TGS2602 sensor is used to detect ethylene gas emitted by ripe mangoes, while YOLOv11 is employed for visual image analysis of the fruit. This study aims to evaluate the system’s performance in classifying ripe and unripe mangoes, as well as analyze the integration between the gas sensor and the object detection model. The test results show that the TGS2602 sensor can detect increased ethylene gas concentration in ripe mangoes, while YOLOv11 demonstrates high accuracy in detecting mangoes based on visual images, with precision and recall close to 1.0. The system was also tested under various lighting conditions, including dark environments, and still performed well, although with a slight decrease in accuracy under low-light conditions.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

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%.

Susiaty, Utin Desy; Chandra Lesmana

International Journal of Applied Mathematics and Computing 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study addresses the problem of how the implementation of HOTS-based Android gamification influences the higher-order thinking skills of students with ADHD, a group that often faces challenges in traditional learning environments. A quantitative experimental research design was applied, involving 26 students with ADHD from four special needs schools (SLBs) in West Kalimantan. The intervention included HOTS-oriented Android gamified learning, and students' performance was measured using pre-tests and post-tests based on HOTS-level questions. The average pre-test score was 23.72, while the post-test score increased to 53.21. A paired sample t-test showed a significant improvement (t = 8.688 > t_table = 1.708, at a 5% significance level). However, only 57.69% of students met the minimum mastery criteria (KKM = 67), indicating that 15 out of 26 students achieved the expected learning standard. The implementation of HOTS-based Android gamification significantly improved the higher-order thinking skills of students with ADHD. Nonetheless, the overall results, based on average scores and classical completeness, indicate that many students still did not reach the expected level of mastery. Further enhancements in instructional design may be necessary to optimize outcomes for this group of learners.

Masari, Maryam Sufiyanu; Danladi, Maiauduga Abdullahi; Onyinye, Ilori Loretta; Tohomdet, Loreta Katok

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

This study presents a comprehensive comparative analysis of four traditional machine learning algorithms Decision Tree, Random Forest, K-Nearest Neighbors, and Support Vector Machine for Android malware detection using the preprocessed TUANDROMD dataset comprising 4,465 instances and 241 features representing both static and dynamic application characteristics. Motivated by the limitations of conventional signature-based and hybrid detection methods, especially in managing imbalanced datasets and detecting emerging malware variants, the study employed SMOTE to ensure balanced training data and fair model evaluation. The dataset was divided into 80% training and 20% testing subsets, and models were assessed using key performance metrics including accuracy, precision, recall, F1-score, and ROC AUC. The findings revealed that the proposed Random Forest model outperformed the other classifiers, achieving an accuracy of 0.993, precision of 0.992, recall of 1.000, F1-score of 0.996, and a near-perfect ROC AUC of 0.9998 surpassing state-of-the-art approaches. These results affirm the superior predictive capability, consistency, and robustness of the Random Forest algorithm in Android malware detection. The study concludes that base models, when integrated with class-balancing techniques, provide reliable and efficient malware detection across imbalanced datasets. For future research, the study recommends exploring advanced hybrid or ensemble frameworks that integrate Random Forest with deep learning architectures or other meta-heuristic optimization techniques to further enhance detection accuracy, adaptability, and resilience against rapidly evolving Android malware threats.

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.

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.

Yoel Adeputra; Muhaen Maya Wulandari; Dwi Imroatus Sholikah

Presidensial : Jurnal Hukum, Administrasi Negara, dan Kebijakan Publik 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The patent dispute between Apple Inc. and Samsung Electronics Co. Ltd. is one of the largest Intellectual Property Rights (IPR) conflicts in the modern technology industry. This case began in 2007, when Apple launched the first-generation iPhone, revolutionizing the smartphone market with its minimalist design, full-touch screen, and intuitive interface. The success of the iPhone opened new markets and positioned Apple as an innovation leader. Samsung, as the largest electronics manufacturer in Asia, then produced the Android-based Samsung Galaxy smartphone, which quickly became the iPhone's main competitor. This business competition then turned into a legal dispute when Apple considered Samsung's products too similar to its products. This case involves claims of infringement of design patents and utility patents filed in various jurisdictions such as the United States, South Korea, Japan, Germany, and the United Kingdom. This article uses a normative juridical method with a statutory and case approach. The analysis shows that the patent dispute between Apple and Samsung cannot be resolved through a single international forum due to the territorial nature of the patent system. Therefore, litigation takes place in several countries and results in varying decisions.

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.

Ratih Adinda Destari

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The exchange of information in the digital era has become a general need for society. However, the information sent often has a public or confidential nature. Therefore, security is needed so that confidential information remains safe. Cryptography is a field of knowledge used to secure information using encryption and decryption processes. One of the cryptographic methods used is the permutation method, which changes the layout, sequence, or structure of data into a form that is difficult to understand without knowledge of the exact key. Implementing cryptography using the permutation method in Android-based applications can increase the security and privacy of user data, as well as protect sensitive information from unauthorized access. This research aims to implement permutation method cryptography in Android-based applications to protect the confidentiality or privacy of user data. By using the permutation method, the sequence of bits or characters in the data is scrambled so that it is difficult for unauthorized parties to understand. The research results show that the implementation of permutation method cryptography in Android applications can provide a higher level of security in maintaining data confidentiality. However, it is worth considering that simple permutation methods may not be secure enough to deal with more sophisticated attacks. Therefore, choosing a stronger cryptographic method needs to be considered to achieve a higher level of security. In conclusion, implementing cryptography using the permutation method in Android-based applications can increase the security and privacy of user data. The permutation method is able to randomize the sequence of bits or characters in the data so that it is difficult for unauthorized parties to understand. However, for a higher level of security, it is necessary to consider stronger cryptographic methods.

Ojokoh, Promise; Agbolade, Olaide

Journal of Computing Theories and Applications 2025 Universitas Dian Nuswantoro

Power transformer theft, a pervasive issue disrupting critical infrastructure, necessitates the development of cost-effective and energy-autonomous security solutions. This paper presents the design and implementation of a detection-focused anti-theft framework that integrates a Raspberry Pi Zero W, camera module, and passive infrared (PIR) motion sensors powered by a solar system for continuous monitoring. The system is designed for remote, off-grid deployment, utilizing a headless Raspberry Pi powered by a 5V solar panel and power bank to ensure energy autonomy. Upon motion detection, captured images are processed on the edge device using OpenCV’s Haar Cascade classifier, optimized for upper-body detection to minimize false positives and verify human presence. Captured images are processed locally on the edge device using OpenCV’s Haar Cascade classifier to confirm human presence before an alert is sent to the mobile application, emphasizing real-time operation and low latency. Once an intrusion is confirmed, the images are saved locally and uploaded via the Secure File Transfer Protocol to a custom-developed Android application. The app provides a dedicated remote monitoring interface, enabling secure file transfer and system access, while providing users with immediate notifications and image management capabilities. The system emphasizes low power consumption, real-time operation, and low deployment cost. Tests over 200 triggered events under varied environmental conditions achieved 90% detection accuracy with an average latency of 4.5 s. Solar autonomy was maintained for approximately 24 h under normal operation. It is concluded that the integration of solar power, edge computing of images, and mobile monitoring provides a feasible, scalable, and financially viable framework for securing transformers, especially in resource-constrained environments.

Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.

Annisa Sofia Mujahidah

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

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

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.

Ghaniyah Latifa Putri; Rasya Mulki Putra; Harits Rahadi

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

The synchronization of mutex and semaphore mechanisms is an important technique in operating systems for managing concurrent resource access in multi-threaded environments. In the Android operating system, which relies on thread-based programming to maintain performance and responsiveness, these two mechanisms play a vital role in preventing race conditions and ensuring data integrity. A mutex is a locking object that ensures that only one thread can access a specific resource at a time, while a semaphore controls access to a limited number of resources by counting the number of threads that can access them simultaneously. In Android, these mechanisms are implemented using the Lock class for mutexes and the Semaphore class for semaphores, both of which can be used to control synchronization between threads in Android applications. This paper will discuss the application of these two mechanisms in the context of shared resource management, as well as a comparison of their performance and advantages in dealing with complex multi-threading scenarios on Android. Emphasis will also be placed on the challenges faced in using these two mechanisms in Android applications, as well as how proper programming can avoid deadlocks and improve application efficiency.