5 research outputs found
IMPLEMENTATION IOT APPLICATIONS FOR ELECTRICITY LOAD MONITORING AND CONTROL
Human activities are strongly dependent on the use of electricity, making it a daily requirement. The basic electricity rate is currently rising, making electricity conservation necessary. In order to solve this problem, a centralized power load monitoring and control system that can be handled remotely utilizing Internet of Things (IoT) technologies is suggested in this study. The research project involves creating and putting into use a prototype system. An Intel Core i3 laptop, 4 GB of RAM, Windows 7 64-bit, the Arduino IDE program, and a Tools Set were the tools used in the study. A Microcontroller NodeMCU E12 WiFi, Relay Driver, LED indication, and PIR Sensor made up the components employed. The research method was broken down into eight stages, including a review of the literature, the formulation of a problem and an objective, the collecting of data, the design and use of media, the implementation of the results, the drawing of conclusions, and the preparation of a report. The functionality of each system component was tested, and the overall system performance was assessed, in order to examine the research findings. The results show that input, process, and output are the three essential components of the IoT application architecture for monitoring and regulating electrical loads in rooms. Four PIR sensors in the input area indicate the presence of people in the space. Â A microcontroller integrated with the NodeMCU 12E WiFi device is used in the process step. LED indicator lights in the output portion show the amount of load present in the space. Hardware and software components make up the implementation of the IoT application for tracking and managing electrical loads in rooms. The NodeMCU 12E microcontroller and a PIR sensor make up the hardware component, while Cayenne, an IoT service, and the Arduino IDE serve as the software components. The IoT application has overall performed well and according to design in monitoring and regulating the room's electrical demands
APLIKASI EXPERT ADVISOR D3FX MENGGUNAKAN FRAME WORK META TRADER 4 DENGAN METODE SCALPING
Application Expert Advisor (EA) is used by traders to trade forex online, by utilizing Frame Work Meta Trader 4 (MT4) and programming languages Meta Quotes Language 4 (MQL4), which aims to produce a trading robot that generates enough profit optimal value . These applications can be connected to a wide variety of types of frame work broker which traders. By utilizing the expert advisor application is expected trader can obtain a type of trading robot that can generate enough profit optimal value, in order to make long term investments without involving a lot of people, it can be done anytime and anywhere that important applications such expert is always connected to the internet. This application is built using the programming Meta Quotes Language 4 Frame Work populous in the Meta Trader 4, then to the database directly connected to a server that is in the frame work of its Meta Trader 4. With the Application Expert Advisor there are some things that can be accomplished one of them as the trading activities with achieving optimal profit targets, with the setting on a working system functions such as changing the trading robot Take Profit, Stop Loss, Currency, Time Frame and others. Trader can trade using a PDA, PC, Laptop, and Note Book
Digital Innovation Design of Tourism Destination Marketing Website Using Design Thinking Method
This study aims to design a marketing website for special interest tourism destinations in North Banjar Resident. The method used is design thinking. The design thinking method has five stages: empathize, define, ideate, prototype, and test. At the empathize stage, the needs of system users are classified based on the characteristics of the user as a host or guest. In the define stage, the problem statement technique is used to define the problems and needs of users into four parts: lack of awareness and exposure, limited digital infrastructure, the limited availability of tourism-related infrastructure, and the lack of tourism-related data. At the ideation stage, the main problem identified related to the marketing of special interest tourist destinations is the lack of tourism-related data, so the idea to solve the problem is through the design of a website that accommodates all information about destinations and events, hotel accommodation services, resorts and cottages, vehicle rental services, and travel experiences to North Banjar which are shared in the form of articles to short videos. At the prototype stage, the database and interface design are designed according to the analysis results at the empathize, define, and ideate stages. Furthermore, at the testing stage, aspirations about prototypes are carried out through posters and short videos to gain insight into the subsequent development. Thus, marketing special interest tourist destinations becomes more effective and efficient using a website-based digital platform
Pengenalan komputasi matematika scilab kepada siswa sekolah menengah Kejuruan
Komputasi matematika akan menjadi kebutuhan utama dari setiap orang di masa depan. Seiring dengan kemajuan sains dan teknologi, begitu juga dengan penggunaan aplikasi yang berbasis komputer di tengah masyarakat diharapkan siswa di sekolah bisa memanfaatkannya sebagik mungkin. Penggunaan ini bisa dipraktekkan dari pembelajaran di lingkungan sekolah sehingga minat siswa dalam sains dan teknologi meningkat. Penelitian ini bertujuan untuk mengenalkan komputasi dengan bantuan aplikasi Scilab pada pelajaran matematika di SMK XYZ. Reseach and Development (R & D) adalah metode penelitian yang digunakan dalam peneltian kali ini dengan memodifikasi prosedur pengembangan Borg & Gall yang telah dimodifikasi menjadi tujuh tahap dalam penelitian ini. Hasil penelitian ini menunjukkan bahwa pengenalan komputasi siswa dengan media pembelajaran matematika respon yang positif di SMK XYZ. Dapat disimpulkan yang diperoleh dari penelitian ini bahwa suplemen bahan ajar komputasi matematika dengan aplikasi Scilab dikategorikan layak
Pengenalan komputasi matematika scilab kepada siswa sekolah menengah Kejuruan
Komputasi matematika akan menjadi kebutuhan utama dari setiap orang di masa depan. Seiring dengan kemajuan sains dan teknologi, begitu juga dengan penggunaan aplikasi yang berbasis komputer di tengah masyarakat diharapkan siswa di sekolah bisa memanfaatkannya sebagik mungkin. Penggunaan ini bisa dipraktekkan dari pembelajaran di lingkungan sekolah sehingga minat siswa dalam sains dan teknologi meningkat. Penelitian ini bertujuan untuk mengenalkan komputasi dengan bantuan aplikasi Scilab pada pelajaran matematika di SMK XYZ. Reseach and Development (R & D) adalah metode penelitian yang digunakan dalam peneltian kali ini dengan memodifikasi prosedur pengembangan Borg & Gall yang telah dimodifikasi menjadi tujuh tahap dalam penelitian ini. Hasil penelitian ini menunjukkan bahwa pengenalan komputasi siswa dengan media pembelajaran matematika respon yang positif di SMK XYZ. Dapat disimpulkan yang diperoleh dari penelitian ini bahwa suplemen bahan ajar komputasi matematika dengan aplikasi Scilab dikategorikan layak
