Background: Time of death estimation is crucial to help investigators to solve a case. In this study, Forensica application, version 4, an android-based mobile phone application was developed as a ...tool to educate and calculate the time of death estimation. This study aimed to compare the level of knowledge between medical students that studied using the application and textbook. Methods: Both groups had the same study duration and answered the same questions. Participants had then filled out a questionnaire about the Forensica. Results: Statistical analysis shows that gender differences do not result in significant differences. The mean of the post-test result shows significant improvement (P=0.00) in both groups when compared to the pre-test result. Conclusion: The result shows that generally, the respondents feel that learning with Forensica was easier, faster, more fun, more practical, and more exciting than learning compared with textbooks. Thus, Forensica application can be a better learning method alternative to textbooks that is easier, faster, more fun, more practical, and more exciting.
Students generally experience difficulties in learning human body anatomy due to constraints to visualize the body anatomy from 2D into 3D image. This research aims to develop a human anatomy ...learning system using augmented reality technology. By using this system, it is expected that students can easily understand the anatomy of the human body using a 3D image visualization. The method used in this system is augmented reality marker on mobile computing platform. The marker is captured by taking a picture. Then, the captured image is divided into pieces and the pattern is matched with images stored in the database. In this research, we use Floating Euphoria Framework and combine it with the SQLite database. Augmented reality anatomy system of the human body has features that can interactively display the whole body or parts of the human organs. To evaluate the usefulness of the application, we tested the augmented reality anatomy system with high school students and medical students for learning the anatomy of the human body. The results show that the human anatomy learning system with interactive augmented reality visualization helps students learn human anatomy more easily.
This research-and-development is motivated by the need for the use of culture-based learning media in the mathematics subject because, during learning, teachers often only focus on material without ...any integration with culture, and there is a lack of students’ knowledge of the culture that exists in Nganjuk Regency. The purpose of this research and development is to examine the ethnomathematics in the culture of Nganjuk and analyze the development and feasibility level of the ethnomathematics-based Amazing Nganjuk application for the plane shape material of grade IV in Islamic elementary schools. This study is of Research and Development (R&D) type that uses the Alessi and Trollip model of 3 stages, which include planning, design, and development. The product trial was carried out through the alpha test and beta test. The alpha test was conducted by media experts and material experts while the beta test was conducted by the fourth-grade students of Islamic Elementary School (IES) Khadijah Sukorejo Loceret Nganjuk. The result of this research and development was an ethnomathematics-based android application. The ethnomathematics elements found in this study were Jayastamba monument, wayang timplong, gamelan gender, and demung. The results of the media and material validation showed an average percentage of feasibility level of 96% and 93.75% with a very feasible category for use in the beta test. The beta test obtained an average percentage of 97% with the category indicating that the fourth-grade students strongly agreed with the use of the Amazing Nganjuk application to learn plane shapes. The application that the researchers have developed is deemed suitable for use as a learning medium, especially for the plane shape material.
A house consists of several rooms with electronic devices inside of it. Each device has a remote control or a button to control it. With technologies have been increasing rapidly, we can control home ...appliances easily with our Android smartphone. However, thiscan make user uncomfortable to control, if all the devices appear simultaneously in one screen. Therefore,this project aims to develop an automatic configuration remote control system which adapts to the situation of the room to be controlled. Using Bluetooth technology in smartphone for transfering data. Usually to connect to a Bluetooth device,usermanually chooses one of the Bluetooth devicenames from the list that appears from the scan results. Therefore, the focus of this project is to develop a wireless control system that is capable of performing automatic configurationsthat suit the situation of the room. This system usesa localization method that utilizes the signal strength that Bluetooth receives or RSSI Bluetooth.The testing result of the system are able to perform automatic configuration where the system is automatically connected to the nearest room without the need for prior settings and adjust the control menu according to the situation of the room.
The aims of this research are 1) to describe the process of developing interactive multimedia based on android on fairy tale material for grade 3 elementary school students based on the Rowntree ...development model; 2) knowing the validity of the product; 3) knowing the practicality of the product being developed. The type of research used was research and development. The development model used was the Rowntree model. This research produced interactive folklore based on android applications. The instruments used in this research were validation questionnaires and sheets for comments and suggestions from the validator. This research produced the interactive folklore based on android applications. The folklore presented was based on the local wisdom of East Java. The folklore application was equipped with games of language to improve the students' ability to understand folklore material. The folklore application was validated by multimedia experts and language learning experts with a product validity level of 85.5%. The results of the practicality questionnaire showed a combined average score of 93.3%. The advantages of the folklore application developed are that the material is packaged in a simple and attractive way, contains language games, and can be opened using a smartphone. However, the weakness of the product is that the command sentences in the quiz are less specific, and there is no discussion in the game. In addition, it can only be opened using a smartphone.
The five daily prayers are an obligation of worship for Muslims in the world. Prayers have a predetermined time schedule according to the teachings of the Prophet Muhammad SAW and have different ...schedules according to each region. As Muslims, it is obligatory to pray five times a day. However, there are a lot of start-up company which forgot about the employee need such as praying. One of them is called byPulsa Start-up company which wants anticipates delays in praying. Because of this reason, the Ceo at byPulsa need an application to remind the employee about praying. So, this company wants to improve the additional feature into its application and develop its application more less interaction and efficient. So, this research aims to develop the previous application into an application that can remind employees to pray. In this research, Kiss Principle Method and User Centered Design were used to this application to make it more efficient and usable for user. The results show that the user feels more satisfied with the application because it has prayer schedule feature based on user's position. The CSAT score from evaluation has score 80% which higher than previous application. This application can help and guide users in exploring their religion by following online studies and using features such as prayer beads, Islamic book recommendations, even Islamic podcasts. As well as the Kiss principle method used here, it functions to make it easier for users to interact with the application.
Following the global pandemic of COVID-19, in August 2021, Indonesia achieved a total of 3.930.300 cases, the highest in Southeast Asia. However, the government is keen on promoting the new normal ...phase and planning to open schools and permit face-to-face learning, from elementary up to universities. This means that public facilities and infrastructures will be used and can be the medium for virus transmission, as it will require 48 to 72 hours for the virus to be inactive on those surfaces. This will make people reluctant to touch surfaces, especially when it comes to public facilities that can provide for their needs. One of the most important is the need for hydration which is often overlooked. About 25% of college students were found dehydrated, and 37,5% showed signs of it. Dehydration could prove a serious threat to health had it been overlooked and could affect physical and cognitive performance, having more effects on students and lectures, requiring both in their activities. To support the needs of hydration amidst the pandemic, this research developed a touchless water dispenser system using the waterfall model, utilizing a cloud database with ESP32, controlled by users through an android application. The design is easy and cheap to install, even on regular dispensers, making it an effective and efficient alternative public facility providing hydration service to support the new normal phase.
We present DNADroid, a tool that detects Android application copying, or “cloning”, by robustly computing the similarity between two applications. DNADroid achieves this by comparing program ...dependency graphs between methods in candidate applications. Using DNADroid, we found at least 141 applications that have been the victims of cloning, some as many as seven times. DNADroid has a very low false positive rate — we manually confirmed that all the applications detected are indeed clones by either visual or behavioral similarity. We present several case studies that give insight into why applications are cloned, including localization and redirecting ad revenue. We describe a case of malware being added to an application and show how DNADroid was able to detect two variants of the same malware. Lastly, we offer examples of an open source cracking tool being used in the wild.
In the era of Industry 4.0, remote monitoring and controlling appliance/equipment at home, institute, or industry from a long distance with low power consumption remains challenging. At present, some ...smart phones are being actively used to control appliances at home or institute using Internet of Things (IoT) systems. This paper presents a novel smart automation system using long range (LoRa) technology. The proposed LoRa based system consists of wireless communication system and different types of sensors, operated by a smart phone application and powered by a low-power battery, with an operating range of 3–12 km distance. The system established a connection between an android phone and a microprocessor (ESP32) through Wi-Fi at the sender end. The ESP32 module was connected to a LoRa module. At the receiver end, an ESP32 module and LoRa module without Wi-Fi was employed. Wide Area Network (WAN) communication protocol was used on the LoRa module to provide switching functionality of the targeted area. The performance of the system was evaluated by three real-life case studies through measuring environmental temperature and humidity, detecting fire, and controlling the switching functionality of appliances. Obtaining correct environmental data, fire detection with 90% accuracy, and switching functionality with 92.33% accuracy at a distance up to 12 km demonstrated the high performance of the system. The proposed smart system with modular design proved to be highly effective in controlling and monitoring home appliances from a longer distance with relatively lower power consumption.