IRPI Publisher Journals (Institute of Research and Publication Indonesia)
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    1012 research outputs found

    Internet of Things Based Air Quality Monitoring System with Automatic Notification

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    Internet of Things (IoT)-based air quality monitoring systems represent a significant advancement in urban environmental management. This research implements a system that integrates PM2.5, PM10, CO2, and NO2 sensors for real-time monitoring of pollutants. The results showed that the integration of IoT technology with cloud computing and machine learning algorithms successfully created a responsive and accurate monitoring system. The model achieved maximum accuracy during the training process, with promising predictive capabilities in real-world implementation. The main findings of the study confirmed that the Weighted Class (WC) approach significantly improved performance in the testing and prediction process by addressing class imbalance in the dataset, while the Data Augmentation (DA) technique did not show the expected improvement due to the intrinsic characteristics of air quality data. The automatic notification system successfully provides early warnings when air quality exceeds specified thresholds, enabling proactive responses from authorities and the public. The implementation of a web-based monitoring dashboard provides comprehensive visualization of data for long-term analysis. This research contributes to the development of smart cities by providing an effective framework for air quality management, supporting data-driven decision-making, and increasing public awareness of environmental conditions

    Penerapan Algoritma Klasifikasi pada Machine Learning untuk Deteksi Phishing: Application of Classification Algorithms in Machine Learning for Phishing Detection

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    Phishing merupakan salah satu bentuk kejahatan siber yang bertujuan mencuri informasi sensitif melalui metode penipuan, seperti situs web palsu yang menyerupai halaman resmi. Maka diperlukan sistem deteksi yang lebih akurat dan efisien untuk mengidentifikasi ancaman ini. Penelitian ini bertujuan untuk menganalisis penerapan algoritma klasifikasi dalam machine learning guna mendeteksi URL phishing. Algoritma yang digunakan dalam penelitian ini adalah Naïve Bayes, Random Forest, dan Decision Tree, yang diterapkan pada dataset yang dikumpulkan dari berbagai sumber. Dataset ini dianalisis menggunakan fitur berbasis Term Frequency - Inverse Document Frequency (TF-IDF) serta fitur numerik, seperti panjang URL, jumlah angka, karakter khusus, dan keberadaan kata kunci yang sering ditemukan dalam situs phishing. Evaluasi model dilakukan menggunakan metrik akurasi, precision, recall, dan F1-score untuk mengukur efektivitas sistem deteksi yang dikembangkan. Hasil eksperimen menunjukkan bahwa model Random Forest memiliki performa terbaik dengan akurasi mencapai 97,2%, diikuti oleh Decision Tree (96,3%), sementara Naïve Bayes memiliki akurasi lebih rendah (85,3%). Model Random Forest juga memiliki keseimbangan yang baik antara precision dan recall, sehingga lebih andal dalam mendeteksi URL phishing. Penggunaan algoritma Machine Learning terbukti dapat meningkatkan efektivitas deteksi phishing secara signifikan

    Implementasi Design Thinking pada UI/UX Game Edukasi 2D Hafalan Haditst Menggunakan System Usability Scale (SUS) dan User Experience Questionnaire (UEQ): Implementation of Design Thinking on UI/UX of 2D Educational Game of Haditst Memorization Using System Usability Scale (SUS) and User Experience Questionnaire (UEQ)

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    Perkembangan teknologi membawa perubahan besar di berbagai sektor, termasuk pendidikan. Transformasi ini meningkatkan keterlibatan siswa dalam belajar serta memungkinkan desain kelas yang lebih interaktif. Salah satu inovasi yang memanfaatkan teknologi adalah game edukasi. Penelitian ini mengembangkan game edukasi 2D untuk membantu meningkatkan hafalan hadits dengan pendekatan design thought. Proses pengembangan melalui lima tahapan utama: memahami kebutuhan pengguna (empati), merancang masalah, mengembangkan ide, membuat prototype, dan melakukan pengujian. Pengujian prototype dilakukan dengan metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Skor rata-rata SUS yang diperoleh dari pengujian adalah 76, yang artinya tingkat kegunaan prototype berada pada kategori sangat baik. Hasil UEQ menunjukkan nilai Excellent pada aspek Daya Tarik, Kejelasan, Ketepatan, Stimulasi, dan Kebaruan, serta Baik pada aspek Efisiensi. Temuan ini menegaskan bahwa pendekatan design thought efektif dalam menciptakan UI/UX yang inovatif, menarik, dan mudah digunakan. Oleh karena itu, desain game ini berkontribusi pada inovasi pembelajaran berbasis teknologi, khususnya dalam pendidikan agama, dengan membantu proses hafalan hadits secara lebih menyenangkan dan efektif

    Pengaruh Variasi Bahan Baku Terhadap Rasio C/N dari Potensi Biogas Campuran Kotoran ayam dan Eceng Gondok : Pengaruh Variasi Bahan Baku Terhadap Rasio C/N dari Potensi Biogas Campuran Kotoran ayam dan Eceng Gondok

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    This study aims to determine the optimal C/N (carbon/nitrogen) ratio of a mixture of chicken manure and water hyacinth in the anaerobic fermentation process, as well as to evaluate the potential for biogas and electricity production with and without the use of a starter. In this experiment, a mixture of 300 kg of chicken manure and 200 kg of water hyacinth, with an additional 75 kg of starter, was used to achieve a more ideal C/N ratio. The fermentation process was carried out in two scenarios: one with a starter and one without a starter, to compare the results. The analysis results show that the use of a starter significantly increased the volume of biogas produced, which was 89.06 m³, compared to 70 m³ produced without a starter. In addition, the potential for electricity generation also increased significantly, from 329 kWh without a starter to 418 kWh with a starter. The biogas production increased by 27.23% with the use of a starter. These findings suggest that the use of a starter not only increases the volume of biogas but also improves energy conversion efficiency, making it an effective method to enhance anaerobic fermentation outcomes and achieve a more ideal C/N ratio, which in turn can optimize renewable energy production from organic materials.Penelitian ini bertujuan untuk menentukan rasio C/N (karbon/nitrogen) optimal dari campuran kotoran ayam dan eceng gondok dalam proses fermentasi anaerob, serta untuk mengevaluasi potensi produksi biogas dan energi listrik baik dengan penggunaan stater maupun tanpa stater. Dalam eksperimen ini, digunakan campuran 300 kg kotoran ayam dan 200 kg eceng gondok, dengan tambahan 75 kg stater, untuk mencapai rasio C/N yang lebih ideal. Proses fermentasi dilakukan dalam dua skenario: satu dengan stater dan satu tanpa stater, untuk membandingkan hasilnya. Hasil analisis menunjukkan bahwa penggunaan stater secara signifikan meningkatkan volume biogas yang dihasilkan, yaitu sebesar 89,06 m³, dibandingkan dengan 70 m³ yang dihasilkan tanpa stater. Selain itu, potensi energi listrik yang dihasilkan juga meningkat secara signifikan dari 329 kWh tanpa stater menjadi 418 kWh dengan stater. Peningkatan produksi biogas mencapai 27,23% dengan penggunaan stater. Temuan ini menunjukkan bahwa penggunaan stater tidak hanya meningkatkan volume biogas, tetapi juga efisiensi konversi energi, menjadikannya metode yang efektif untuk meningkatkan hasil fermentasi anaerob dan mencapai rasio C/N yang lebih ideal, yang pada gilirannya dapat mengoptimalkan produksi energi terbarukan dari bahan organik

    Analisis Sentimen pada Ulasan Aplikasi iPusnas di Google Play Store Menggunakan Naive Bayes Classifier : Sentiment Analysis On Ipusnas Application Reviews In Google Play Store Using Naive Bayes Classifier

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    Perkembangan teknologi informasi telah membawa perubahan signifikan dalam akses dan literasi informasi, terutama melalui perpustakaan digital. Di Indonesia, iPusnas, aplikasi perpustakaan digital yang dikelola oleh Perpustakaan Nasional Republik Indonesia, menjadi salah satu platform populer yang menawarkan akses gratis ke berbagai buku digital. Penelitian ini bertujuan menganalisis sentimen ulasan pengguna iPusnas di Google Play Store menggunakan algoritma Naive Bayes. Penelitian ini menggunakan 700 ulasan pengguna yang dikumpulkan, diproses, dan diberi label sentimen berdasarkan rating ulasan. Setelah melalui tahap pre-processing, termasuk case folding, tokenization, dan stemming, data dibagi menjadi set data latih dan uji dengan rasio 80:20. Hasil analisis menunjukkan bahwa 75,1% ulasan bersentimen positif, mengindikasikan tingkat kepuasan pengguna yang tinggi. Algoritma Naive Bayes menunjukkan akurasi 58%, dengan nilai precision 69%, recall 81%, dan f1-score 75%. Temuan ini konsisten dengan penelitian sebelumnya yang juga menunjukkan kualitas layanan dan kepuasan pengguna yang tinggi terhadap iPusnas. Hasil penelitian ini dapat digunakan oleh pengembang iPusnas untuk meningkatkan kualitas layanan berdasarkan umpan balik pengguna. Penggunaan analisis sentimen yang lebih canggih dan integrasi teknologi lainnya dapat lebih meningkatkan evaluasi sentimen dan kualitas layanan di masa depa

    Evaluation of the Effectiveness of MGMP Activities in Improving the Ability of Teachers to Write Scientific Papers in MAN 2 Tidore Islands City: Evaluasi Efektivitas Kegiatan MGMP dalam Meningkatkan Kemampuan Guru Menulis Karya Ilmiah di MAN 2 Kota Tidore Kepulauan

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    The Subject Teacher Consultation (MGMP) program plays a crucial role in enhancing teachers' professionalism, particularly in scientific writing. This study evaluates the effectiveness of MGMP activities at MAN 2 Tidore Islands City in improving teachers' scientific writing skills. Using a Community-Based Research (CBR) approach, this study actively involved teachers in training and mentoring sessions. Survey results indicate that most participants found the training relevant to their needs, showing a significant improvement in their writing skills. The evaluation method, using online surveys, enabled quick and accurate analysis. The key factors contributing to the program's success were the community-based approach, mentoring support, and the relevance of the training materials to teachers' needs. In conclusion, the pre-test dan post-testMGMP program effectively enhances teachers' scientific writing skills. The study recommends further training with more intensive mentoring sessions to help teachers publish their research in relevant academic journals

    Optimizing Cultural Events for Destination Branding and Community Empowerment in Tenganan Dauh Tukad

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    This community service project aims to empower the local community of Tenganan Dauh Tukad by enhancing their capacity to promote cultural tourism through digital platforms. Framed around the theme of Tenganan as The Living Culture Destination, the project was implemented in three phases: documentation, content development, and community training. In the first phase, local youth were involved in capturing high-quality photo and video content during the traditional Perang Pisang event. In the second phase, the materials were edited into Instagram-optimized formats using a custom visual identity that reflects the village’s values—Asli (Authentic), Sakral (Sacred), Teguh Tradisi (Tradition-bound), Edukatif (Educational), and Elegan (Elegant). The third phase focused on training participants in managing Instagram, creating content calendars, and applying preset filters through the Lightroom mobile app. The outcome includes the rebranding of the village’s Instagram account to @tengananexperience and the development of a content strategy based on the pillars: Be Promotional, Be Human, and Be Entertaining. This initiative not only improved the digital skills of the community but also strengthened their cultural pride and established a sustainable model for cultural tourism promotion. Keywords: community service, digital empowerment, cultural tourism, Instagram branding, Tenganan Dauh Tukad, sustainable tourism

    Enhancing Community Awareness to Avoid Maisir Elements in Transactions: Meningkatkan Kesadaran Masyarakat untuk Menghindari Unsur Maisir dalam Bertransaksi

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    The main issues in this study are the lack of understanding among residents of Perumahan Ikopin regarding the concept of maisir (gambling/speculative elements) in daily transactions, as well as the prevalence of non-transparent transactional practices that may contain maisir. The absence of education and socialization about the dangers of maisir, coupled with traditional cultural influences, exacerbate the problem. Proposed solutions include seminars, workshops, and discussion groups to raise public awareness. The method used is Participatory Action Research (PAR) with three stages: problem survey, socialization, and evaluation. Results show high participant enthusiasm during discussions, improved understanding of maisir, and no residents involved in online gambling. This activity proves the effectiveness of participatory approaches in transforming transactional behavio

    Kreatif Tanpa Gadget: Pelatihan Kerajinan Tangan dari Barang Bekas

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    Industry 4.0 marks a significant transformation in production processes through the use of digital technologies such as the Internet of Things (IoT) and big data analysis, which enables high efficiency and communication between devices. However, this progress also affects Generation Z, who is very connected to digital technology, presenting challenges in the form of dependence on gadgets. To overcome this problem, it is important to create activities that divert attention from technology, while encouraging creativity. One of the proposed solutions is training in handicrafts from used goods. Through a program carried out at the Darul Ma'arif Al-Karimiyah Orphanage, Padang, this training aims to increase children's creativity by recycling inorganic waste into valuable products. The 3R (Reduce, Reuse, Recycle) approach is used to teach environmentally sound waste management. As a result, children are expected to be able to produce useful work and improve the quality of life without relying on digital technology. The methods used are observation, outreach and practical training, with material covering the dangers of gadget addiction and waste recycling techniques. The results of the training showed an increase in children's creativity, who were able to produce products such as tissue holders, wall hangings and photo frames. The results of the feedback given to orphanage children showed that 90% of respondents stated that they strongly agreed with the training activities that had been carried out.Industri 4.0 menandai transformasi signifikan dalam proses produksi melalui pemanfaatan teknologi digital seperti Internet of Things (IoT) dan analisis big data, yang memungkinkan efisiensi tinggi dan komunikasi antar perangkat. Namun, kemajuan ini juga mempengaruhi Generasi Z, yang sangat terhubung dengan teknologi digital, menghadirkan tantangan berupa ketergantungan pada gadget. Untuk mengatasi masalah tersebut, penting menciptakan kegiatan yang mengalihkan perhatian dari teknologi, sekaligus mendorong kreativitas. Salah satu solusi yang diusulkan adalah pelatihan kerajinan tangan dari barang bekas. Melalui program yang dilakukan di Panti Asuhan Darul Ma'arif Al-Karimiyah, Padang, pelatihan ini bertujuan untuk meningkatkan kreativitas anak-anak dengan mendaur ulang sampah anorganik menjadi produk bernilai. Pendekatan Reduce, Reuse, Recycle (3R) digunakan untuk mengajarkan pengelolaan sampah berwawasan lingkungan. Hasilnya, anak-anak diharapkan mampu menghasilkan karya yang bermanfaat dan meningkatkan kualitas hidup tanpa bergantung pada teknologi digital. Metode yang digunakan adalah observasi, sosialisasi, dan pelatihan praktis, dengan materi yang meliputi bahaya kecanduan gadget serta teknik daur ulang sampah. Hasil pelatihan menunjukkan peningkatan kreativitas anak-anak, yang mampu menghasilkan produk seperti tempat tisu, hiasan dinding, dan bingkai foto. Untuk hasil umpan balik yang diberikan pada anak-anak panti asuhan menunjukkan bahwa bahwa 90% responden menyatakan Sangat Setuju dengan kegiatan pelatihan yang telah dilakukan

    Deep Learning for Pneumonia Detection in Chest X-Rays using Different Algorithms and Transfer Learning Architectures

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    Pneumonia is one of the lung conditions brought on by bacterial infections. An accurate diagnosis is necessary for successful treatment. A radiologist can typically diagnose the condition based on images from a chest X-ray. The diagnosis may be arbitrary for a variety of reasons, such as the indistinctness of certain diseases on chest X-ray pictures or the possibility of the illness being mistaken for another. Consequently, clinicians require guidance from computer-aided diagnosis tools. We diagnosed pneumonia using two algorithms CNN and GAN, as well as two architectures ResNet50V2 and InceptionV3. The test results show that the ResNet50V2 architecture is superior to the InceptionV3 architecture on the CNN algorithm with an accuracy of 94% versus 93%. In addition, the test results on the GANs algorithm show that the ResNet50V2 architecture is superior to the InceptionV3 architecture with an accuracy of 96%, while the InceptionV3 architecture achieves an accuracy of 92%

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