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Adaptive Contents Distribution Based on Traffic Congestion on Digital Signage System Alifudin, Ridhwan; Rakhmatsyah, Andrian; Yasirandi, Rahmat
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 3, August 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.289 KB) | DOI: 10.22219/kinetik.v4i3.810


Current technological developments have been very rapid. One of them is the many choices of technology and media to deliver information to the public. Digital Signage is one of the most popular information delivery systems today, displays on digital or electronic media, and it can convey new details. The information usually showed in the form of advertising content in the format of images or videos. Ad content displayed is static, meaning that the ad content will be display in the order specified. This system usually placed next to a broad road. A place that is considered to have a broad audience and requires a significant amount of money to display ad content. However, this causes ad content owners who do not have enough costs not to be able to show the ad content in a particular place. Therefore, this research makes the content management system adaptive to road congestion situations which represented as audience quantities so that the costs can be adjusted. Data is obtained from the Google Maps API and analyzed the traffic congestion by conducting experiments. The compatibility between density and content after testing the results in 100% accuracy.
Hopscotch Game to Support Stimulus in Children’s Gross Motor Skill using IoT Jati, Riyan Kuncoro; Suwastika, Novian Anggis; Yasirandi, Rahmat
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 5, No. 4, November 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v5i4.1090


Every movement that has connection to stability and coordination between each body part were accounted as the gross motor skill system. If gross motor skill development were interrupted especially for 3-5 years old, their activities would be negatively affected. Foot-based games such as jumping and stepping can be used to train a child's motor balance. One example of a famous traditional game is hopscotch. Hopscotch is a game that demand high flexibility of foot movement a coordination skills thus proved scientifically can train children gross motor skill system. Various types of hopscotch games have the potential to improve children's dynamic balance. But in traditional hopscotch games it is difficult to see how the mechanism of improving children's dynamic balance is established. The development of a child's dynamic balance cannot be constantly tracked by teachers or parents. Therefore, we design and create hopscotch with an automated system that can overcome these limitations with digital records, data stored safely, system requirements easily duplicated, and more accurate. In the Hopscotch game, there are features, namely levels 1–3, and memory test, where the memory test serves to train children's memory. The hopscotch game using Footstep based capacitive sensor and LED feedback, the improved gameplay used for training and measuring child’s gross motor skill system by their time completion and true/false footstep ratio. As the result the IoT based Hopscotch game with randomized lane are successfully mimic hopscotch gameplay with its added gameplay feature, the player subject performance has increased adaptability performance through each level the capacitive sensor-based footprint system has shown 100% accuracy, the system fully response to the footstep with average 456 milliseconds reading time per step, the system interface can fully control the gameplay level and can show players performance.
IoT architecture that supports the stimulation of gross motor development in children aged 5-6 years using drop box game Wajdi, Halim; Suwastika, Novian Anggis; Yasirandi, Rahmat
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 2 (2020): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i2.1958


Gross motor development in children influences the development of self-confidence and the concept of self-formation as they mature. Many people assume that gross motor development is often ruled out compared to other aspects of child development because the perception of gross motor development will automatically increase with age, when in fact the gross motor development must continue to be stimulated so that it develops perfectly. The activity used in this research is the game of putting balls into a hole by moving the game box (Drop Box). This research aims to build a device that has been designed and assess the ability/performance of the system based on the parameters of functionality, the accuracy of values , and reading speed. In this research, the Drop Box game implements Internet of Things (IoT) to support recording activities and processing data obtained from recording children's activities. In this research also proposed a suitable IoT architecture and has been applied in the development of the Drop Box game device. We carry out functional system testing and system performance testing based on accuracy parameters and speed-reading parameters. The test results show that the functionality of the system runs with an average of 100%. For system performance, the result is 86.59% for 20 ms as the optimal delay in testing accuracy and 79 ms for reading speed.
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 4 No 2 (2021)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v4i2.343


The use of online platforms in cultural exchange is something new, so everyone has a different level of readiness. Therefore, a review is needed to determine a person's level of readiness to accept technology. In line with the existing problems, this study was made to measure the level of readiness to adopt technology. This study selects a case study of online platform technology in cultural exchange. The measurement method used in this study uses the Technology Readiness Index (TRI) model. This study used 8 official staff of the Indonesian Embassy in Quito as the sample. Research data collection is done by distributing questionnaires. After the data is collected, data analysis is carried out using the TRI value test. From the TRI test, the value is 3.49, where the value is categorized at the Medium Technology Readiness level. In the TRI model, the level of readiness is categorized as Medium Technology Readiness if the TRI value is between 2.90 to 3.51. From the results obtained, it can be concluded that the official staff of the Indonesian Embassy in Quito are ready to implement cultural exchange with an online platform, because the level of readiness is in the Medium Technology Readiness category.