bluuebunny/crossref_metadata_2025_split huggingface dataset:
Pemodelan Perhitungan Cadangan Batubara Dengan Perangkat Lunak Pada PT. Mitra Abadi Mahakam Provinsi Kalimantan Selatan
Authors: Sari Avellyn Shinthya , Basuki Minto , Iriawan Satria Ambara 
Published: October 2022

This company needs reserves calculation before doing mining activities such as coal deposit model construction, coal reserves calculation. and Stripping Ratio (SR) value calculation. As a result, it obtains the number of coal reserves which will coal deposit model. This fact became the background of the study. The reserves calculation was carried out by Triangular Method supported by Minescape software. The coal reserves calculation and coal deposit model of Mitra Abadi Mahakam Ltd.. The research result was a coal model which can be seen from the pictures on map attached in this final project report. The coal reserve was 2,347,827.44 tons, while the overburden volume of mining activity site was 8,318,130.05 BCM" and the Striping Ratio was 3.5.Â Keywords: coal, model, reserve, overburden
Kontrol Jarak Jauh Sistem Irigasi Sawah Berbasis Internet Of Things (IoT)
Authors: Sugiono Sugiono , Indriyani Tutuk , Ruswiansari Maretha 
Published: October 2022

. IrrigationÂ systems in Indonesia are mostly carried out manually in which opening and closing of irrigation channel to rice field are done in traditional way. Internet of Things (IoT)-based control system on irrigation with Wemos D1 ESP8266is a device designed for assisting farmers to ease water irrigation to their rice fields from far away in the real-time. This device aims at improving the farmer effectiveness in working. It used servo motor as the hardware for portal functioning to obtain data from the water height by HC-SR04 ultrasonic sensor as well as serving the control centre by Wemos D1 ESP8266 microcontroller. The control system of irrigation portal was carried out by android application which connected to node controller trough apy key from web hosting. After the portal was opened, the data of water height from controller node was sent and displayed in application. The process of system controlling can be done wher ever and whenever as long as there is a real-time internet connection. The system testing used rice field prototype as the test parameter for the success of control and connectivity functionality. The test employed 3 different connectivity which yielded control delay average with different provider speeds i.e 5.819 seconds, 3.545 seconds, and 7.333 seconds after the controlling process from application.Keywords : android, apy key, Internet of Things, internet, Wemos D1 R2, control.
Penerapan Augmented Reality Pada Arcade Maze Game : A Way To Go Home
Authors: Ainul Yaqin Muchamad Septian 
Published: October 2022

Augmented Reality merupakan suatu upaya untuk menggabungkan dunia nyata dan dunia virtual yang dibuat melalui komputer sehingga batas antara keduanya menjadi sangat tipis. Augmented Reality atau yang biasa disebut dengan AR ini bukan merupakan sebuah teknologi baru, Teknologi ini telah ada yang mana sebelumnya diperkenalkan aplikasi Virtual Reality (VR) untuk pertama kalinya. Augmented Reality sendiri mengijinkan penggunanya untuk berinteraksi secara real-time dengan sistem. Game adalah salah satu implementasi dalam bidang komputer yang perkembangannya sangat pesat. Game juga merupakan sebuah sarana hiburan bagi semua orang apalagi pada saat pandemi ini semua pelajar – pelajar dari kalangan Sekolah Dasar (SD) hingga Sekolah Menengah Atas (SMA) melakukan kegiatan belajar dari rumah masing – masing secara online atau disebut juga daring sehingga dari pelajar – pelajar tersebut banyak yang merasa jenuh akibat dari sistem belajar secara online. Sehingga didapatkan hasil penelitian dari permasalahan tersebut, terbentuklah sebuah Arcade Maze Game yang berjudul A Way To Go Home yaitu game mobile yang sederhana berbentuk labirin kemudian dintegerasikan dengan teknologi Augmented Reality ditambahkan juga metode Markerless Augmented Reality yang berguna untuk menampilkan objek 3D tanpa mencetak marker. Selain mendapatkan hiburan dan juga secara tidak langsung pemain dapat melatih imajinasi dan ketangkasan karena game berbentuk board labirin, bagaimana caranya agar pemain bisa sampai pada tujuan dengan menemukan jalan yang tepat dan terdapat tingkat kesulitan yang telah di sediakan.Kata Kunci: Augmented Reality, Arcade Maze Game
Rancangan Bangun Aplikasi Point Of Sales (POS) Pada CV. Safira Telekomindo Berbasis Java Netbeans
Authors: Azmi Wifaqul , Fazrie Mohammad , Asma Fery Rahmawan 
Published: October 2022

Abstract. A retail store has difficulty calculating transactions quickly and accurately, less good management of goods, management of suppliers that are still manual, calculating profits and transactions in a long time and processing long transactions. To solve this problem, a Point of Sale application was made. Point of sale itself is a system that allows the holding of the transaction process. Starting with the system design stage includes making context diagrams, data flow diagrams, entity relationship diagrams and database design. This application was created using the Java Netbeans programming language and integrated with MySQL as a database for storing data. The application has features such as data processing of goods, supplier data processing, employee data management, view transaction data, conduct sales transactions, cancel sales items, calculate and print receipts. The purpose of this research is to create a neatly organized and good system so that can make it easier for users to complete their work. This application is expected to help the work of employees on the CV. Safira Telekomindo has become more thorough and effective.Keywords : Design and Build Point of Sales Application, Safira Telekomindo. Java, MySQL. Abstrak. Sebuah toko retail memiliki kesulitan untuk menghitung transaksi dengan cepat dan akurat, manajemen barang yang kurang bagus, manajemen supplier yang masih manual, menghitung laba dan transaksi dalam waktu yang lama dan pemrosesan transaksi yang lama. Untuk menyelesaikan permasalahan tersebut dibuatlah sebuah aplikasi Point of Sale. Point of sale sendiri merupakan sebuah sistem yang memungkinkan diadakannya proses transaksi Dimulai dengan tahap perancangan sistem meliputi pembuatan context diagram, data flow diagram, entity relationship diagram dan perancangan database. Aplikasi ini dibuat dengan menggunakan bahasa pemrograman Java Netbeans dan terintegrasi dengan MySQL sebagai database Untuk menyimpan data. Aplikasi tersebut mempunyai fitur seperti pengolahan data barang, pengolahan data supplier, pengelolaan data karyawan, melihat data transaksi, melakukan transaksi penjualan, pembatalan item penjualan, penghitungan dan pencetakan struk.Tujuan dari penelitian ini adalah untuk membuat sebuah sistem yang terorganisasi dengan rapih dan baik agar dapat memudahkan pengguna dalam menyelesaikan pekerjaanya. Aplikasi ini diharapkan dapat membantu pekerjaan karyawan pada CV. Safira Telekomindo menjadi lebih teliti dan efektif.Kata Kunci : Rancang Bangun Aplikasi Point Of Sales, Safira Telekomindo. Java, MySQL.
Rancang Bangun Mobile Game Adventure Of Studies Sebagai Media Pembelajaran
Authors: Ramadaniati Setta , Sani Dian Ahkam , Arif Mochammad Firman 
Published: October 2022

Dalam upaya meningkatkan efisiensi penyediaan aplikasi yang mengandung unsur pendidikan maka diperlukan berbagai alternatif dan inovasi baru dalam hal pemrograman untuk bisa diterapkan sebagai alat untuk mempermudah proses pembelajaran. Dengan adanya Rancang Bangun Mobile Game Adventure Of Studies sebagai Media Pembelajaran ini diharapkan untuk meningkatkan kemampuan berfikir anak dalam proses belajar, bahwa game ini sangat berguna di bidang pendidikan. Penyusun memilih anak-anak dan remaja sebagai target pemain, karena kesulitan proses pembelajaran secara teoritis yang di ajarkan pada anak-anak dan remaja, mengingat mereka lebih suka bermain. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan (Research and Development) yang menggunakan tahapan penelitian Analisis Kebutuhan, Desain dan Perancangan Game, Pengembangan Game, Implementasi atau Uji Kelayakan Game, Evaluasi Hasil. Pembuatan game dilakukan dengan menggunakan game engine Construct 2. Penerapan game media pembelajaran ini diharapkan dapat mengatasi masalah tersebut. Sehingga di saat anak memainkan game ini secara tidak langsung dapat belajar, dengan harapan semangat anak untuk belajar akan lebih terpacu dan meningkatkan kualitas belajar anak.
Rancang Bangun Monitoring Dan Penetralisir Kadar Asap Didalam Ruangan Menggunakan Sensor MQ-2 Berbasis Intenet Of Things (IoT)
Authors: Wirasanto Inang Fausi , Widodo Wahyu 
Published: October 2022

Asap rokok mengandung ribuan bahan kimia beracun dan bahan-bahan yang dapat menimbulkan berbagai macam penyakit yang salah satu diantara zat beracun tersebut adalah Karbon Monoksida(CO). Salah_satu ruangan yang berpotensi mengalami masalah polusi udara karena asap yaitu ruang_karaoke, dikarenakan ruang karaoke identik dengan.orang-orang perokok dan ruang_karoke identik juga dengan ruangan kedap suara yang menyebabkan.ventilasi udara kurang baik. Untuk mengatasi permasalahan tesebut dibuat sebuah alat pemantauan secara real-time untuk mendapatkan data mengenai kadar asap. Dalam pembuatan alat tersebut dibutuhkan sebuah metode yang dapat memonitoring dan mengontrol kadar asap tersebut. Internet of Things (IOT) memungkinkan pengguna untuk mengelola dan mengatur barang elektronik dan perangkat listrik yang menggunakan internet. IOT dapat mengidentifikasi, melacak atau menemukan dan memonitor suatu objek serta memicu event terkait secara.otomatis dan real-time. Berdasarkan hal tersebut Internet Of Thing(IOT) dapat digunakan sebagai pengembangan alat kontrol agar asap didalam ruangan dapat dimonitoring dan dinetralisir menggunakan smartphone. Alat ini sudah diuji sebanyak 10 kali pengujian dengan nilai rata-rata value sensor asap yang tedeteksi 512, sedangkan rata-rata kadar asap 372,5637 PPM, dan waktu yang dibutuhkan untuk mengembalikan kadar asap normal 3,4 detik.
Sistem Monitoring Kecepatan Motor dan Tekanan pada Saluran Air Berbasis Internet of Things (IoT)
Authors: Rohiem Nasyith Hananur , Putra Novian Patria Uman 
Published: October 2022

Permasalahan yang sering terjadi sekarang ini adalah tekanan air yang menurun pada saluran air saat beberapa kran dibuka sehingga hal itu menyebabkan pengisian air yang cukup lama. Agar tekanan pada pipa konstan, maka solusi dari masalah ini yaitu diperlukan suatu sistem pompa air untuk mengatasi tekanan air yang menurun ketika jumlah keran yang dibuka bervariasi yang dapat dimonitoring dari jarak jauh pada sistem instalasi air. Pada Tugas Akhir ini dirancang sebuah sistem untuk mengatur tekanan pompa air pada saluran pipa air dengan menggunakan tiga valve berbasis Internet of Things (IoT). Parameter tekanan dibaca menggunakan sensor tekanan yang keluarannya diolah dan dikalibrasi menggunakan arduino uno. Hasil keluaran digunakan sebagai parameter untuk mengatur kecepatan pompa. Untuk memonitoring sistem ini menggunakan nodeMCU ESP8266 agar dapat mengirim data ke android. Data dari bagian sensor monitoring dan alat pengontrol akan diproses oleh nodeMCU ESP8266, kemudian data akan dipublikasikan sehingga dapat dipantau menggunakan android. Tampilan pada sistem monitoring ini dibuat pada mit app inventor. Sebelum menyalakan sistem maka diatur set point tekanan minimal, maksimal, dan batas kerja sensor. Ketika tekanan kurang dari set point yang ditentukan, maka kecepatan motor akan terus bertambah. Ketika tekanan tepat pada set point maka kecepatan motor tetap. Ketika tekanan lebih dari set point maka kecepatan motor akan berkurang, dan ketika tekanan melebihi batas kerja sensor maka motor akan mati. Dengan sistem ini maka tekanan pada pipa air minum bisa stabil sesuai kebutuhan. Kata Kunci: Pompa Air, Monitoring, Internet of Things (IoT), Sensor Pressure. Tekanan Stabil
Rancang Bangun Sistem Aplikasi Pembelajaran Pada Min Toweren
Authors: Gemasih Husna , Wahyunita Laili 
Published: October 2022

The learning system is the most important role in education. MIN Toweren has problems in the thematic learning system in mathematics. Students have poor learning motivation in class. Analysis of the learning system at MIN Toweren was carried out to find its weaknesses. With the SDLC system development method, a digital learning system application was built. The test results using blackbox testing and whitebox testing methods show that the application of the learning system is able to run well and functionally. Keywords: SDLC, learning system, MIN Toweren
Aplikasi Mobile Based Test Berbasis Android Untuk Pelaksanaan Pembelajaran Taruna D3 Teknik Navigasi Udara Di Politeknik Penerbangan Surabaya
Authors: Suprapto Yuyun , Sukma Meita Maharani , Pambudiyatno Nyaris , Pratama Rionara Sendi 
Published: October 2022

Kemajuan Teknologi Informasi dan Komunikasi telah membawa banyak pengaruh dan perubahan dalam peradaban manusia. Semua bidang dan sektor kini sedang berlomba – lomba untuk berevolusi menuju era digital. Tak terkecuali dalam bidang pendidikan yang perlahan meninggalkan metode pembelajaran konvensional dan beralih ke metode Electronic learning untuk mendukung proses belajar yang lebih cepat, akurat, dan efisien. E-Learning adalah proses belajar secara efektif yang dihasilkan dengan cara menggabungkan penyampaian materi secara digital yang terdiri dari dukungan dan layanan belajar untuk mencapai tingkat pembelajaran yang tinggi.pada penelitian ini menggunakan platform pengembang Aplikasi berbasis PC sebagai alat untuk mendesain dan melakukan perancangan. Aplikasi Mobile Based Test menggabungkan 3 jenis tipe akun dengan peran yang berbeda - beda yaitu Administrator sebagai pengelola aplikasi, Dosen sebagai Tutor, dan Taruna sebagai siswa. Aplikasi ini akan dijalankan di Smartphone Android dan terintegrasi dengan Database sebagai pusat pangkalan data. Aplikasi Mobile Based Test nantinya dapat mendukung pelaksanaan pembelajaran yang meliputi suatu aktifitas akademik berupa kuis, ujian harian, ujian tengah semester, ujian akhir semester dan berbagai metode penilaian yang menggunakan teori di jurusan Teknik Navigasi Udara.
Rancang Bangun Aplikasi Administrasi Kerja Praktek di Program Studi Sistem Informasi ITATS Mengunakan Metode Prototyping
Authors: Uttungga Resa , Wilujeng AWKM , Azis MA 
Published: October 2022

Abstrak. Sistem administrasi pada Program Studi Sistem Informasi masih menggunakan cara konvensional yakni berkas berupa kertas yang diarsipkan sehingga rentan terjadi kesulitan dan kerusakan jika disimpan dalam jangka waktu yang lama. Pada penelitian ini, membangun sistem administrasi kerja praktek pada Program Studi Sistem Informasi di kampus ITATS dengan menggunakan metode Prototype. Aplikasi ini dibangun menggunakan Framework CodeIgniter yang bersifat Object Oriented Programming. Setelah sistem ini berjalan, dilakukan evaluasi terhadap kinerja sistem dengan menggunakan kerangka kerja Mccall, dengan hasil rata-rata kinerja sistem dinilai sangat baik dengan indeks 84% sehingga dapat disimpulkan bahwa Aplikasi Administrasi Kerja Praktek telah dibangun dan berjalan dengan sangat baik.Kata Kunci : Sistem administrasi, metode Prototype, CodeIgniter, Mccall.
Studying Higher Education within Armed Conflict Areas of Thailand: a Study of Post-Traumatic Stress Disorder
Authors: Jatchavala Chonnakarn , Vittayanont Arnont 
Published: October 2022

Objectives: To compare the prevalence of post-traumatic stress disorder (PTSD) symptoms and examine the associated factors between students who studied at campuses located within the areas affected by Southern Thailand’s insurgency, and those in a nearby province.Material and Methods: This study was of a cross-sectional designed, conducted by self-administered questionnaires; using the Thai version of the PTSD checklist. The subject groups were Prince of Songkla University students who studied at the Pattani Campuses, which are located within the restive areas of Southern Thailand’s insurgency, and Hat Yai Campus, which is in a nearby province. Results: Of all 897 university students, 454 university students studied in Pattani. The prevalence of PTSD symptoms was 30.8%; which is statistically significant, compared with 17.6% of those who studied in Hat Yai (p-value<0.001). The associated factors, in both groups, were perception of stress from the violence due to the insurgency. Moreover, domicile and intention to resign were significantly associated with PTSD symptoms in the Pattani Campus group. However, gender, religion and satisfaction of university teaching were associated factors among university students at the Hat Yai Campus. Conclusion: Difference of PTSD symptoms among university students, who studied at the campus located in restive areas and a nearby province, was statistically significant. Both groups reported that perception of stress from the violence due to the insurgency was associated with their PTSD symptoms.
Different Doses of Intrathecal Morphine on Postoperative Analgesia and Pruritus after Cesarean Section: a Prospective Randomized Triple-Blinded Trial
Authors: Karnjanawanichkul Orarat , Pakpirom Jatuporn , Pueaksuwan Thitiporn , Nimmaanrat Sasikaan , Siripunt Niranuch , Keawsridam Sukanya 
Published: October 2022

Objective: Intrathecal morphine (ITM) is an effective postoperative analgesia provided after Cesarean section. However, pruritus is an undesirable side effect that disrupts maternal breast feeding. This study aimed to evaluate the effects of three different doses of ITM added to spinal bupivacaine on postoperative analgesia and opioid-related side effects in Cesarean section. Material and Methods: This prospective randomized, triple-blinded trial was conducted in 321 patients undergoing Cesarean section. They were allocated to receive either; one intervention group; intrathecal morphine 50 mcg (IT50 group, N=98), 100 mcg (IT100 group, N=100), or 200 mcg (IT200 group, N=101), added to spinal bupivacaine for Cesarean section. The primary outcome was the incidence of pruritus in the recovery room, and then every 4 hours for 24 hours. The secondary outcomes were the pain scores at rest and during activities, time to the first analgesia, 24 hours of morphine consumption and the incidence of postoperative nausea and vomiting (PONV). Results: Patient characteristics between the three groups were comparable. Both of the IT50 and IT100 groups had a lower incidence of pruritus, when compared with the IT200 group at all-time points, with the exception of at 24 hours; wherein, there were no differences between the three groups. Pain scores during activities were not different between the three groups. However, at rest the IT50 group had a higher pain score than those in the IT100 and IT200 groups; at 4, 8, and 16 hours. Time to the first analgesic requirement was shorter in the IT50 group (2 hours) than in the IT100 (2.4 hours) and IT200 (2.6 hours) groups (p-value=0.03). Moreover, the median [IQR] of morphine consumption in 24 hours was higher in the IT50 group [17 mg (9, 29.8)] than those in the IT100 [13 mg (5, 23.2)] and IT200 [12 mg (4, 17)] groups (p-value<0.001). However, the incidence of PONV was lower in the IT50 group compared to other groups. Conclusion: This study demonstrates that reducing the dose of ITM to 100 mcg added to spinal bupivacaine is effective to maintain postoperative analgesic effects. Additionally, it reduces the incidence of postoperative pruritus compared to ITM at 200 mcg.
Blindness among Patients with Type II Diabetes Mellitus Presenting to the Outpatient Department of Ophthalmology of a Tertiary Care Centre: A Descriptive Cross-sectional Study
Authors: Shrestha Pooja , Kaiti Raju , Shyangbo Ranjila 
Published: October 2022

Introduction: Diabetic retinopathy is a major microvascular complication of diabetes, and may progress to sight-threatening stages causing blindness with a consequent decrease in their quality of life. This study aimed to find out the prevalence of blindness among patients with type II diabetes mellitus attending the Outpatient Department of Ophthalmology of a tertiary care hospital.
Methods: A descriptive cross-sectional study was conducted among patients with type II diabetes mellitus presenting to the Outpatient Department of Ophthalmology of a tertiary care centre from 2 August 2021 to 30 June 2022 after receiving ethical approval from the Institutional Review Committee (Reference number: 74/2021). Diabetic patients underwent detailed eye examination including vision, slit lamp biomicroscopy examination, and fundus evaluation with full pupil dilation. Convenience sampling method was used. Point estimate and 95% Confidence Interval were calculated.
Results: Among 449 type II diabetic patients, blindness was seen in 17 (3.79%) (2.02-5.56, 95% Confidence Interval) patients. Among them, 1 (5.88%) had severe non-proliferative diabetic retinopathy, 3 (17.65%) had proliferative diabetic retinopathy and 8 (47.06%) had severe diabetic macular oedema.
Conclusions: The prevalence of blindness among patients with type II diabetes mellitus was less than in other studies conducted in similar settings. Screening and timely management of diabetic retinopathy could reduce the prevalence of blindness due to diabetic retinopathy.
Attribution of Use Characteristics to Electronic Cigarette Brands in the National Youth Tobacco Survey
Authors: Foxon Floe , Shiffman Saul 
Published: October 2022

_Background _This manuscript responds to a study published in the journal Drug and Alcohol Dependence (DAD). This re-analysis was submitted to DAD and received peer-review comments that were critical because the paper referred to the original authors by name and reviewers were concerned about conflict due to the sponsorship by JUUL Labs; no fundamental concerns were raised about the paper’s methods or findings. Following an appeal letter to DAD (see Supplemental Materials), which did not reverse the refusal to publish, the manuscript was transferred to the companion journal DAD Reports, where it was rejected, again without methodological concerns being raised.

_Introduction_ A previous publication, using NYTS data, reported higher electronic nicotine delivery system (ENDS) use frequency and tobacco cravings among adolescents using JUUL-brand ENDS vs other ENDS brands. Re-analysis explores the effect of methodological decisions the original study employed that confound brand attributions: (1) imputing non-JUUL use to those reporting they “don’t know” what brand they used (“DKs”); and (2) counting as JUUL users those with _any_ JUUL use, even if they _usually_ used another ENDS brand.

_Methods_ Analyses of the same data examined the effects of assigning DKs to the ‘other brands’ group vs. coding DKs as missing, and re-examined the effects reported for JUUL when brand assignment was based on _usual_ and _exclusive_ brand use, respectively.

_Results_ DKs used ENDS significantly less frequently and were significantly less likely to report craving than other ENDS users; assigning DKs to the “other-brand” group, as in the original analysis, resulted in every ENDS brand, when considered in turn, appearing to be used more frequently and eliciting greater craving, than all comparison brands. When DKs were coded as missing, there was no association between JUUL use and these outcomes. When assignment was based on _usual_ or _exclusive_ use, JUUL users were significantly _less_ likely to be frequent users, compared to non-JUUL users (Usual: Relative Risk Ratio (RRR): 0.45 (0.28–0.75); Exclusive: RRR: 0.31 (0.18–0.55)), and non-significantly less likely to report cravings.

_Conclusions_ Previous findings are attributable to methodological confounds in brand usage definitions. Re-analysis illustrates the impact of such methodological decisions.