Jurnal ELTIKOM
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Tingkat Kesulitan Dinamis Menggunakan Logika Fuzzy Pada Game Musik Tradisional Jawa Tengah
ABSTRACT
The culture in Indonesia is very diverse, one of which is traditional songs. However, knowledge of traditional songs is still small. Digital Games can spread knowledge about traditional songs, one of which is Central Javanese traditional songs. However, the Game that is made still has static difficulties, so the Game cannot follow the player\u27s ability, resulting in the player feeling bored and not wanting to continue the Game. To generate dynamic difficulties, methods in artificial intelligence can be applied to Games, one of which is Fuzzy. So in this study proposed the application of dynamic difficulties using Fuzzy Logic in music Games / Rhythm Games. Fuzzy Logic is built based on mathematical values and represents uncertainty, where this logic imitates the human way of thinking. Fuzzy Logic can convert crisp input values into fuzzy sets by performing fuzzification. After the input value is converted, the input will be entered into the set of rules provided. Each rule produces a different output. After the process is complete, the output value will be converted back to the crisp output value. Based on the research conducted, it is found that Fuzzy Logic can be applied to music Games where the Game can follow the player\u27s ability based on the given rules
Access Control and Security System via Bluetooth Application on Android Smartphone
Smartphone technology can be applied not only to establish communication needs but also to support other purposes. One of them is related to personal safety and security functions. It is undeniable that criminal acts can occur anytime and anywhere. Even in a private or residential area, theft could happen. Smartphone and sensor technology can be used as a solution to encounter this problem. In this case, it can be utilized to improve the security control system of the gate or garage door at home. This research presents a prototype of a gate and garage door control and security system that operates through an application on an android smartphone. The application of HC-05 Bluetooth is used to send signals from the smartphone to the Arduino Uno microcontroller, while the micro servo acts as a locking mechanism on the gate itself. The buzzer function is presented to notify homeowners when the gate or garage door is open for more than 15 seconds. This prototype can control gates and garage doors with an average connection time of only about 5 seconds. Thus, this prototype is feasible to use as an alternative to control and improve housing security systems
PEMODELAN BATERAI AIR GARAM DAN PENGUJIAN SALINITAS ELEKTROLIT BERBASIS PLC
One of the technologies of this power source is a brine battery. In this study, testing the effect of electrolyte salinity levels on the performance of brine batteries with two different types of electrodes was carried out, namely using magnesium anodes and aluminum anodes. In its cathode part used inert metal or carbon. Variations are carried out on the electrolyte solution used in the form of brine containing Na and Cl ions as electron conductors as well as reductors. Because the reaction of the brine battery system is relatively complex, a study was conducted in this study to see the effect of electrolyte salinity levels (27, 37, and 47 ppt) on the dc voltage produced. The measured parameters include the value of the dc voltage and the resulting current as well as the change in the salinity level after operating for a certain period of time. Tests were performed on batteries to drain the 0.47Ω resistor load operating for 24 hours non-stop where the parameter measurement setup was performed automatically using a PLC. The values of such parameters are monitored and recorded during 24-hour operation. Based on the results of measurements, the average energy capacity that can be used in Mg electrode cells is 17.6% of the total energy generated from the reaction of battery cells, then the average usable battery capacity on the Al electrode cell is 2.6% of the total energy produced.Baterai adalah bagian dari elektrokimia yang sudah pada kehidupan masyarakat dunia. Isu kerusakan lingkungan merupakan dorongan untuk terus mengembangkan teknologi sumber tenaga yang komponen pendukungnya ramah lingkungan dan mudah didapatkan. Reaksi redoks pada sel yang berisi dua elektroda beda potensial, jika dihubungan dengan elektrolit dan beban sudah mampu membangkitkan tegangan dc. Pada pengujian ini kombinasi elektroda baterai menggunakan anoda logam magnesium dan logam aluminium, sedangkan katoda adalah logam inert atau carbon. Elektrolitnya adalah air garam yang mengandung ion Na dan Cl sebagai penghantar elektron sekaligus air sebagai reduktor. Yang menjadi fokus pengujian adalah tingkat salinitas elektrolitnya, dimana dibagi tiga tingkatan 27 ppt, 37 ppt dan 47 ppt. Parameter baterai adalah perubahan nilai tegangan, arus dan salinitas. Dilakukan masing-masing 3 kali pengujian terhadap masing-masing kombinasi elektroda. Hasilnya untuk elektroda magnesium, untuk salinitas 47 ppt terukur Voc=1,5 V dan Isc=1,52 A; sedangkan 37 ppt terukur Voc=1,454 V dan Isc=0,702 A; kemudian 27 ppt terukur Voc=1,433 V dan Isc = 0,625 A. Kemudian untuk elektroda aluminium untuk salinitas 47 ppt terukur Voc=0,898 V dan Isc=0,197 A; sedangkan 37 ppt terukur Voc=0,798 V dan Isc=0,184 A; kemudian 27 ppt terukur Voc=0,684 V dan Isc=0,125 A. Jadi hipotesa awal penelitian bahwa semakin tinggi tingkat salinitas elektrolit maka tegangan sel baterai ) semakin besar, untuk Voc dan Isc adalah benar. Untuk uji performa sel baterai air garam selama 24 jam dengan diberikan beban Resistor 0,47 Ω, dengan menganalisa perubahan nilai tegangan dan salinitas didapatkan bahwa hipotesa tidak benar
Retracted: Prakiraan Kebutuhan Energi Listrik Kota Parapat Tahun 2018 - 2022 Sebagai Kawasan Strategis Nasional Danau Toba
This article has been Retracted due to violations by the authors
Analisa Teknis Penetapan Kanal Frekuensi Radio Untuk Lembaga Penyiaran Radio Komunitas Wilayah Kabupaten Batang
The radio frequency spectrum constitutes a limited and strategic natural resource with high economic value, so it must be managed effectively and efficiently to obtain optimal benefits by observing national and international legal principles. Radio Community Broadcasting Institution uses limited frequency allocation in three channels, namely, in the frequency channels 202 (107.7 MHz), 203 (107.8 MHz), and 204 (107.9 MHz), with limited transmit power and area coverage. The problem in this research is the frequency overlap with other community radios in an area. The issue raised is whether it is possible to establish a new community radio in the Batang Regency area by paying attention to existing radios that have licenses in districts/cities that are in the area directly adjacent to Batang Regency by considering the limited allocation of radio frequency channels community, without the occurrence of radio frequency interference with other community radios. The purpose of this research is to solve these problems. It is necessary to have a policy in determining radio frequency users to get good quality radio broadcast reception. The method used is to analyze the frequency determination technique based on the interference analysis on other community broadcasters. By using the Radio Mobile Software for frequency repetition simulation, in this research, the results show that Batang FM Community Radio does not allow to get frequency channels for community radio operations. After all, it interferes with the Service Area of ​​Soneta FM Radio in Pekalongan City because it does not meet the requirements for determining the frequency channel = Eu> NF, namely the Nuisance Field (NF) value of 109.7 dB is greater than the Minimum Usable Field strength (Eu) of 66 dB. In comparison, Limpung FM Radio gets radio frequency on channel 203 (frequency 107.8 MHz) because it meets the requirements for determining the frequency channel = Eu> NF, namely the Minimum Usable Field strength (Eu) 66 dB greater than the Nuisance Field (NF) of 55.7 dB
Pengujian Optimization dan Non-Optimization Query Metode Topsis untuk Menentukan Tingkat Kerusakan Sektor Bencana Alam
The huge volume of data from the Disaster Management Planning and Control (P3B) surveyor team creates wide and varied problems that can consume system resources and processing time that is relatively long. There-fore, this study proposes a solution by performing query optimization on the TOPSIS method which is implemented in a decision support system to determine the level of post-disaster damage. Based on 3 trials with different amounts of data, the 1st trial used 114 data, the 2nd trial used 228 data and the 3rd trial used 334 data. In addition, for each trial, the response time measurement was repeated 3 times, so that the average response time of each step of the TOPSIS method was obtained. It was found that the results of the ranking stage using query optimization were 0.00076 faster than the non-optimization query. So, it can be concluded that the response time obtained by query optimization at each step of the TOPSIS method in the post-natural disaster sector damage decision support system is smaller than the response time in non-optimization queries
Rancang Bangun Kios Minuman dengan Konsep Container Booth Bertenaga Surya
Energy access is still limited to several areas with the criteria of being remote, underdeveloped, outermost (3T). In addition, limitations still occur in areas considered less economical if an electrical system or network is built. Therefore, there is a need to implement solar panel technology that can improve the economy of the people in areas with these limitations. The objectives of this study are threefold. First, to design a beverage kiosk with a container booth concept where its energy needs are met using solar panels. Second, to analyze the energy con-sumption ratio between direct current (DC) and alternating current (AC) electricity systems when used to meet the needs of the container booth. Third, to analyze the potential for reducing carbon emissions through the use of solar-powered container booths. This research was conducted by analyzing the initial energy requirements through a survey on existing container booth users. The system design is carried out and tests the energy produced by solar panels and the energy consumed for beverage processing. The total energy produced and the potentials for emission reduction were analyzed from each system\u27s test data (DC and AC). The AC system has an efficiency of 21.11%, while the DC system has 19.08%. In terms of battery usage for one day of use, the AC system will reduce 12.03% of the battery while the DC system is 14.34%. The analysis shows that this solar-powered beverage kiosk can meet operational energy needs for two days and reduce emissions equivalent to 34.82 to 58.84 kg of CO2. This concept is expected to be an alternative for society
Pengenalan Jamur yang Dapat Dikonsumsi Menggunakan Metode Transfer Learning pada Convolutional Neural Network
Not all mushrooms are edible because some are poisonous. The edible or poisonous mushrooms can be identified by paying attention to the morphological characteristics of mushrooms, such as shape, color, and texture. There is an issue: some poisonous mushrooms have morphological features that are very similar to edible mushrooms. It can lead to the misidentification of mushrooms. This work aims to recognize edible or poisonous mushrooms using a Deep Learning approach, typically Convolutional Neural Networks. Because the training process will take a long time, Transfer Learning was applied to accelerate the learning process. Transfer learning uses an existing model as a base model in our neural network by transferring information from the related domain. There are Four base models are used, namely MobileNets, MobileNetV2, ResNet50, and VGG19. Each base model will be subjected to several experimental scenarios, such as setting the different learning rate values for pre-training and fine-tuning. The results show that the Convolutional Neural Network with transfer learning method can recognize edible or poisonous mushrooms with more than 86% accuracy. Moreover, the best accuracy result is 92.19% obtained from the base model of MobileNetsV2 with a learning rate of 0,00001 at the pre-training stage and 0,0001 at the fine-tuning stage