Claim Missing Document
Check
Articles

Found 6 Documents
Search

Pembuatan alat deteksi suhu tubuh untuk jamaah masjid sebagai pencegahan penyebaran COVID-19 di rumah ibadah Agung Kridoyono; Aris Sudaryanto; Dimas Sasongko; Muhammad Wali; Budi Yanto; Novica Ogidia Bella
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 5, No 3 (2022): In progress (November)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v5i3.15031

Abstract

ESPCam Control Using Telegram on ESP32 Microcontroller-Based Security Camera Systems Aris Sudaryanto; Dimas Sasongko; Agung Kridoyono; Rizqi Putri Nourma Budiarti; Savilla Tifania Mahadewi; Feby Ade Arvianto
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 5 No 2 (2022): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v5i2.3760

Abstract

A security camera must be easy to control, because users need to be able to monitor and control it even when they are in another place. To accommodate this need, security cameras are generally controlled by a computer, then the data is sent to a web server that can be accessed by users. However, the system is quite complicated because it still requires a computer, as well as the additional cost of renting a website server. In this study, computer functions were replaced with the ESP32 microcontroller, and the website server as well as the application interface was replaced with the Telegram BOT. The ESP32 microcontroller was chosen because its function is almost the same as a computer, while the Telegram BOT can be used free of charge. This study focuses on testing the success rate of the system in responding to commands given via the Telegram BOT, with the type of command connecting the Telegram BOT with ESPCam, turning on or off the LED flash, taking pictures, and the combination. Based on the tests that have been carried out for all existing command combinations, with each test being repeated 25 times, it was found that the success rate of the system reached 84.67%.
Pembuatan alat deteksi suhu tubuh untuk jamaah masjid sebagai pencegahan penyebaran COVID-19 di rumah ibadah Agung Kridoyono; Aris Sudaryanto; Dimas Sasongko; Muhammad Wali; Budi Yanto; Novica Ogidia Bella
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 5 No 3 (2022): Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v5i3.15031

Abstract

Pandemi mengakibatkan dampak yang luar biasa terhadap berbagai sektor kehidupan, sektor ekonomi pariwisata, perdagangan dan investasi, bahkan sektor keagamaan juga terdampak. Selama pandemi, kegiatan ibadah menjadi sangat terbatas seperti halnya kegiatan masyarakat yang lain. Hal ini menjadi kondisi yang dilematis, disatu sisi masyarakat ingin kegiatan ibadah kembali semarak, tapi disisi lain juga harus taat terhadap protokol kesehatan. Dalam rangka mengatasi permasalahan tersebut, pengabdi berinisiatif melakukan kegiatan pengabdian yang berfokus pada pembuatan alat pengukur suhu tubuh tanpa sentuh untuk jamaah masjid ini. Pendekatan yang dilakukan pada kegiatan ini adalah Participatory Action Research (PAR) dengan objek utama adalah jamaah Masjid At Thoharoh Desa Tumpang Kabupaten Malang. Diharapkan hal tersebut dapat menjadi solusi agar aktivitas ibadah tetap dijalankan serta mematuhi protokol kesehatan untuk mencegah penyebaran COVID-19. Adapun fungsional alat telah diuji dan dapat bekerja 100%, sedangkan hasil pengukuran suhu pada alat hanya selisih 0.32% dengan pengukuran suhu menggunakan thermogun. Artinya alat yang dibuat telah dapat bekerja sebagaimana mestinya dengan tingkat akurasi yang baik.
Development of a Shooter Game Control System on a Desktop-Based Interface Using Arduino Uno and IMU Sensors: Pengembangan Sistem Kendali Game Shooter Pada Interface Berbasis Desktop Menggunakan Arduino Uno dan Sensor IMU Aris Sudaryanto; Bunga Adinda; Hafazah Kano Sukamto; Kezia Vallerie Hartono; Sevtian Bintang Yoda; Tiara Satyawira Pratiwi
Journal of Multidisciplinary Science Vol. 2 No. 1 (2023): January-February
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Institut Studi Islam Sunan Doe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58330/prevenire.v2i1.65

Abstract

Currently there are various control systems available that can be used for games that can increase user interaction with the game being played. The use of this control system utilizes interface technology to facilitate user interaction. With a control system and an easy-to-use interface, the games that are presented will be more interesting and fun to play. The research was conducted with the aim of developing an interactive control system for shooter games on a desktop interface using Arduino Uno and IMU sensors. The research was developed using the Arduino Uno hardware connected to the IMU sensor and then integrated with the Arduino IDE as the main control for camera rotation and the user's point of view in the game interface. After conducting several experiments on users, the research concluded that the Arduino Uno device is easy to use as a control system with appropriate camera rotation and a clearly visible game interface.
Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten Aris Sudaryanto; Achmad Basuki; Artiarini Kusuma Nurindiyani; Farhan Muhammad; Halimatus Sa’dyah; Zulhaydar Fairozal Akbar; Fony Revindasari; Marvel Natanael Suhardiman; Ryan Ramadhan Lazuardy; Ahmad Fauzan Ash Shidiq
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 6, No 4 (2023): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v6i4.1681

Abstract

Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.
Pengenalan Teknik Robotika untuk Anak Sekolah Dasar SDN Margorejo 1 Surabaya Agung Kridoyono; Mochamad Sidqon; Anton Breva Yunanda; Istantyo Yuwono; Aris Sudaryanto
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2024): Mei 2024
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v4i2.410

Abstract

Pengabdian masyarakat ini bertujuan untuk memperkenalkan konsep dasar robotika dengan jenis model robot mobile berupa line follower kepada anak-anak Sekolah Dasar Margorejo 1 Surabaya. Kegiatan ini dianggap mendesak mengingat pentingnya penguasaan keterampilan teknologi dan pengenalan dini terhadap bidang STEM (Science, Technology, Engineering, and Mathematics) yang semakin relevan dalam era digital saat ini. Metode pelaksanaan meliputi serangkaian kegiatan seperti workshop, demo, dan sesi praktik yang mencakup materi dasar-dasar robotika, konsep line follower, pengenalan komponen robotika, serta pemrograman logika menggunakan platform yang ramah anak. Hasil evaluasi dan umpan balik dari peserta diukur menggunakan System Usability Scale (SUS), yang akan menjadi dasar untuk penyempurnaan kegiatan selanjutnya. Dengan demikian, pengabdian ini diharapkan dapat memberikan kontribusi positif dalam upaya memperluas wawasan teknologi pada anak dan meningkatkan minat mereka terhadap bidang STEM.