Andre Kurniawan Pamudji
Soegijapranata Catholic University

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Internet of Things-Based Entrepreneurship Lockers Yulius Bisma Cahyaprawira; Andre Kurniawan Pamudji; Tecla Brenda Chandrawati; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 2, No 3: Desember 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i3.5709

Abstract

The development of the internet, which was originally only a medium of communication, is now more varied and sophisticated. An example of the development of the internet is Internet Of Things (IoT) , which in this study will discuss the implementation of IoT. As a form of pandemic recovery for IoT entrepreneurial activities, researchers developed lockers that can help entrepreneurial actors (especially on campus) to get up during the recovery period from the pandemic. The general concept of this locker is that the seller puts his merchandise into the locker and the buyer will pick it up by paying through QRIS. In other words, this locker provides convenience in transactions because it is done cashless. The design begins with making the work steps and logic flow of the locker which then makes the circuit scheme of the hardware. The hardware circuits used have their respective roles and support each other. This research hopes that with the IoT-based entrepreneurial lockers, it is expected not only to help partners / entrepreneurial actors on campus, but also attract new partners and encourage campus residents to dare to be entrepreneurs.
IoT and QRIS Payment System Integration in Entrepreneurship Lockers to Improve Culinary Business in Schools Andre Kurniawan Pamudji; Agus Cahyo Nugroho; Bernadinus Harnadi; T Brenda Chandrawati; Erdhi Widyarto Nugroho; FX Hendra Prasetya; Albertus Dwiyoga Widiantoro; Ridwan Sanjaya
Journal of Information System and Informatics Vol 5 No 1 (2023): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v5i1.448

Abstract

The Covid-19 pandemic has disrupted various activities, including the operation of school and campus canteens. In response, innovative solutions are needed to ensure the continuation of the culinary business while keeping all stakeholders safe during the pandemic. This study proposes the development of IoT-integrated entrepreneurial lockers that enable cashless payments through QRIS. These lockers can be used to revive the culinary business in school and campus canteens that had to close due to the pandemic. The results of the study show that the use of these lockers can reduce physical contact during transactions, thus minimizing the risk of virus transmission. Overall, this research offers a practical solution for sustaining the canteen business in the face of the pandemic.
Development of Electronic Documentation System for Final Project with Gamification to Improve the Effectiveness of Final Project Creation Andre Kurniawan Pamudji
Journal of Business and Technology Vol 3, No 1: April 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i1.8712

Abstract

The final project is very important for every student in their educational program. This is a final project that requires in-depth research and thought, helping students put into practice the knowledge they learn and apply it in the form of real work. In several educational programs, the results of the final assignment can also be used as a determining factor for a student's final grade. The process of preparing the final assignment involves several stages, including determining the topic, selecting a supervisor, conducting guidance, conducting a plagiarism test, final assignment exam, and uploading the results of the assignment. end to the existing system. However, in such a long process, if it is not supported by a good system, the process of compiling the Final Project can be a troublesome thing. Therefore, there is a need for a gamification process in the existing system to improve the quality of the system and re-encourage students in doing their final assignments. Gamification uses game design and has several important components such as feature points, badges, levels, leaderboards, challenges and prizes. The gamification process can increase student involvement and the achievements given.
IoT-driven Environmental Support System for Smart Cities Andre Kurniawan Pamudji
SISFORMA Vol 10, No 1: May 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i1.10209

Abstract

Smart city is a concept of urban development that integrates information and communication technology (ICT) to enhance efficiency, quality of life, and environmental sustainability. The implementation of smart city has become increasingly popular in the last five years, with many countries developing smart city initiatives, such as the "Smart City Pilot" program in China and the development of smart city applications and platforms in the United States. In Indonesia, several major cities have started developing various digital applications and platforms to improve public service efficiency and encourage economic growth. However, there are still some challenges that need to be addressed, such as inadequate ICT infrastructure, lack of supportive regulations and policies, and insufficient active participation from the community. The use of IoT in smart city plays an important role in collecting real-time data from various connected sensors and devices, allowing for more accurate and timely decision-making. In the long term, this can help improve the overall quality of life of the community. In Indonesia the smart city movement is being intensively implemented by the government with the aim of creating 100 smart cities, so there needs to be efforts made to increase the development of smart cities in Indonesia.