Projects


SafeDri: A mobile-based application for safety driving — Team: Hariandi Maulid, Wahyu Nurhidayat, Seto Jalu Priyono

We developed a mobile-based application that assists drivers to drive more safely. The apps will collect information during a stipulated journey and recognize speeding facts, harsh acceleration, heavy braking, and fuel consumption. While using this application, the drivers will learn how to drive safely, set goals and preferences, get alerts upon the over-limit violations, and receive feedback on their completed journeys. The results of a usability test on the application indicate that the app managed to identify misbehavior while driving and rate driver behavior based on journey history.


A Collaborative based system for Jum’a preacher scheduling — Team: Hariandi Maulid, Indra Azimi, Amir Hasanudin Fauzi, Parman Sukarno

Majlis Tabligh Muhammadiyyah of Bandung Regency of Indonesia is currently managing 21 Mosques in its area. With only 75 preachers, handling 1.092 slots for Jum’a preacher schedule every year is extremely difficult while it managed by the traditional mean. Other than collision, special requests and constraints proposed by Imam (preacher) or Mosque manager make the scheduling process worst. This project proposes a collaborative based system to address scheduling system with special requirements. Scheduling compilation will be divided into three stages. Then it uploaded into the system. As a result, Imam and Mosque managers are able to offer slots as their best choice, while Majlis tabligh administrator can easily manage Jum’a preacher scheduling.


BatuZoo-VR: The Interactive Zoo Application based on Virtual reality with Video Sphere and Voice Command — Team: Benny Christian, Cristianty, Sunan Sedayu, Hariandi Maulid, Fat’hah Noor Prawita

Batu zoo virtual reality is a VR- based application to introduce Batu Secret Zoo (which is located in Batu city, East Java) and animals with interesting methods. With this app, users can experience a real-world sensation in the virtual world. In addition to VR, this app uses a 3D sphere and voice command to create a more interactive environment.


Wcomvis: Water meter automatic detection — Team: Hariandi Maulid, Andika, Arifa Nur Hasanah, Indra Azimi, Tri Brotoharsono

Wcomvis is an application for water meter automatic detection which developed based on text recognition method to obtain the amount of water meter from the image taken by a mobile device camera.


Nurse Simulation: Virtual Simulation Guide for Patient Based on Virtual Reality — Team: M. Dimas Luthfiyanto, Mohtar Nurwahid, Thareq Ali Akbar, Hariandi Maulid, Amir Hasanudin Fauzi

Hospital admission flow is a procedure that must be met by the patient if you want to seek treatment at the hospital. The registration flow at Cicendo’s eye hospital has several stages that can be categorized from new patients and old patients, in which there are different places in each category. To avoid misplaced places, it is necessary information about the place of registration at the hospital. Virtual Reality technology can assist patients in fulfilling information related to the place of registration, then this application can help patients to know the place of registration in the hospital. This application provides features that can help the patient know the direction of the flow in the hospital registration by simulating virtual reality technology with the model of Cicendo hospital, this application is a desktop application combined with VR-Box with using Steam vr and Trinus vr desktop applications and android Trinus vr. Patients can follow directions on a mini-map that guides the patient from taking a serial number until the patient gets a medical handler. With the implementation of this application as one of the information centers of the registration, flow is expected patient can prepare the process of registration in the hospital.


LappyBot: An NLP-based Chatbot Application for Information on Selecting Laptop — Team: Hariandi Maulid, M. Poncut Ridho, Laras Nurhayatunnufus

Laptops are personal portable computers, which is each of the components is a single device and can be carried easily. Based on the survey results in the form of a questionnaire to 70 Telkom University students, as many as 81.2% found it difficult to choose a laptop to buy. Artificial Intelligence (AI) can help human work such as writing, responding, analyzing, and processing data. One branch of science from AI is Natural Language Processing which aims to make machines to be able to understand the meaning of human language and then be able to respond accordingly. To overcome this, a chatbot application was built as a place to find information about the selection of laptop specifications using the Natural Language Processing (NLP) method named LappyBot. LappyBot was built to assist users in finding a laptop according to user needs. There are three laptop search methods provided by LappyBot, they are laptop search by occupation, laptop category, and price. LappyBot also provides a compare laptop feature to compare two different laptops in terms of specifications. Based on the results of beta testing with an average score of 82.6% shows the user strongly agrees that the LappyBot can help users in finding a laptop as needed.


QR-Code – based Intelligent Campus Information System — Hariandi Maulid, M. Taufiq Ramadhan, Meta Mahyarani

Connecting physical and virtual elements can present a system that allows users to attach information and functionality that can be accessed online by software, one of which uses QR Code technology. An Android-based application with QR Code for information Management by Linking Virtual and Physical Elements in a Campus Environment is developed to access and store information based on information categories without having to receive all the information that is spread through social media or posters on the wall magazine. The information obtained can later be in the form of physical or virtual information that is connected only by scanning the QR Code using the smartphone.


Elkas: An Interactive Android-based application for kindergarten student worksheets — Team: Hariandi Maulid, Abid Hanifussafli, Lintang Prayogo

Student Worksheets are printed teaching materials in the form of books containing material, summaries, and instructions for giving assignments and learning that must be done by students, both theories and practices that refer to core competencies and basic competencies that students must fulfill. Students worksheets generally have various themes. One of them is about everyday life. In the form of practical book, student worksheets include several activities such as matching words, drawing, counting, coloring, and learning English. This Student Worksheet has weaknesses include its use is relatively short, paid, and cannot be reused. To cope with this problem, we developed an Android-based application for kindergarten student worksheets. This application is aimed to assist kindergarten students in practicing cognitive and psychomotor during the learning process. The application managed to provide a more interactive learning environment, a longer-lasting worksheet to reuse, and a free to use app.


Zoological Park: An Interactive Virtual Zoo with Leap Motion for Quadriplegic People — Team: Ari Fajrianda Alfi, Ade Iriani Sapitri, Ari Yanto, Hariandi Maulid, AMir Hasanudin Fauzi

Quadriplegic limitations affect their ability to explore or get familiar with their surroundings. Lack of their exploration of the outside world and the environment makes them less likely to feel apathetic, shame, low self-esteem, sensitive, and sometimes even selfish attitude appear towards the environment. To develop their mindset in getting to know their surroundings, one method taken is to get them to be familiar with the environment of the zoo. The process is supported by oculus rift and Leap Motion devices since both software can support the process of zoo digitalization.
We proposed “Zoological Park: An interactive virtual zoo by using contactless Leap Motion device for quadriplegic”. This app simulates the zoo in virtual media that is presented using 3D objects in its visualization. The simulation model being created is supported by the interaction ability between users and applications via motion sensors to give a real impression of its use.


Maskendro: An RFID Based Attendance Management System with Near Field Communication (NFC) — Team: Hariandi Maulid, Johan Sutrisno, Sri Mulyani

Al-Azhar Bina Insani Foundation currently manages employment, administration data, payroll, and schedule management manually using written attendance. This manual administration raises a number of problems including the difficulty of applying working hours disciplines, and this system also allows employees to cheat by asking their colleagues to attend on behalf of others. To deal with the problems, we proposed an RFID Based Attendance Management System with Near Field Communication (NFC). The front-end application will be based on the Android smartphone supported by an NFC RFID reader. Each employee is equipped with an RFID-employee card. This card will be used to manage daily attendance, store attendance data to the back-end server, monitor attendance data, and create a payroll system.


SEMEN (Sundanese Instrument): An Augmented Reality App for introducing Sundanese Traditional Instruments — Team: Ilham Satrian, Laras Budiati, Shintya Nur Ayda, Hariandi Maulid, Amir Hasanudin Fauzi

Augmented Reality technology is a technique to put the object of the three-dimensional virtual into reality. Augmented reality is very interesting and also can be implemented for instructional media. We propose SEMEN (Sundanese Instrument), an Augmented Reality-based application for promoting Sundanese traditional instruments. This application introduces some Sundanese traditional musical instruments for the children based on Augmented Reality in which there are supporting images and equipped with sounds that can be conveyed from the musical instruments. The application is intended for children aged 9 – 12 years old since the children were in a brilliant state at the time where they could learn faster. There are five instruments covered with this application include Bonang, Saron, Kendang, Jenglong, and Gong. The elements of reality, three-dimensional animation, and sound are more prioritized so the children can feel the object is real. Hopefully, this application can assist the children to learn more about the Sundanese traditional musical instrument.


Interactive Map for Acknowledging Cities in West Java based on Augmented Reality Technology — Team: M. Zein Irsyad, Muthia Virliani, Ika Puspita Dewi, Hariandi Maulid, Bambang Pudjoatmodjo

West Java is one of the provinces in Indonesia that has 17 regencies, 9 cities, and Bandung as the capital city. Each regency and city has an Icon, building, or object that identified the city and the regencies. Nowadays, a lot of children in west java are less familiar with the name, location, and the characteristic of their own city and regency. To help children easily get to know their city and regency in West Java, we made an Interactive Map for Acknowledging Cities in West Java based on Augmented Reality technology.

The purpose of this system is to: (1) helps users get to know where those city and regency located by using an interactive map, (2) help users get to know characteristic of cities and regencies with 3D object, (3) Gameplay to attract children’s interest for using this application.


Smart Watering: An IoT-based Watering Management App for Greenhouse Vegetable Plant — Team: M. Syahrial Rukmana, Nur Ilham Senjaya, Lisnawati Nuramanah, Hariandi Maulid, Rizza Indah Mega Mandasari

The greenhouse is an agricultural technology to protect plants from uncertain weather. It also able to maintain and distribute temperature, the sun, and air humidity evenly to the optimal level. Nevertheless, temperatures and humidity in the Greenhouse will always change because of uncertain weather. In order to optimize the growth of plants, there must be a mechanism for controlling temperature and soil watering at regular intervals. We proposed a Smart Watering Application based on Internet of Things technology to assist farmers in monitoring temperature and watering the plants at the Greenhouse.


DyD – An IoT – based App for Theft Prevention — Team: Irsan Mochamad Ramdan, Irfan Naufal Ridi, Alfian Candra Nilasari, Hariandi Maulid, Entik Insanudin

Theft cases at Telkom University that are spread in social media sometimes has a time lag between the incident with the lost news (source Lost N Found Telu). Stolen goods also various such as bags, laptops, helmets, and motorcycles. The thieves do their activities in public places such as the canteen, mosque, and parking lot. To lessen theft cases, it is required a tool that can monitor the existence of valuable goods. For example, IoT-based tools that can connect to a smartphone. The IoT device is created by humans to make it easy for many people to do various things, such as implementation in education, security, health, and much more. Given these problems, it is necessary to develop an IoT-based device to prevent theft in Telkom University called “DyD”. DyD is expected to keep valuable goods and can prevent theft action before it happens.


RealApps: Social Media-Based Applications on Android with Virtual Reality 360 — Team: Fahmi Nur Huda, Tasya Ikhsaniova, TS Permadi, Hariandi Maulid, Indra Azimi

Social media today has a significant influence on people’s lives. Social media that have a considerable impact on life, not only changes the way people communicate, but also changes people in business, changing government communication, health care, and disaster response, and banking. By 2018, an estimated number of social media users aged 11 years or younger will fall by 9.3 percent, ages 12 to 17 and 18 to 24 will fall by 5.6 percent and 5.8 percent, respectively. This is also justified by Facebook CEO Mark Zuckerberg. The decline is due to a decrease in the interest of users aged 24 years or younger to social media, who think social media outdated and not targeted to the younger generation. Users of that age will turn to applications that provide more trendy and popular features today. Over the past few years, observations have shown user interest in the experience of using Virtual Reality 360. This technology emerged as an innovative trend, which showed no signs of slowing down. Therefore it takes social media applications that use technology that is more trend for now. Real Apps Apps is a social media-based application on android that utilizes current trending technology, Virtual Reality 360, to communicate as well as to share photos and videos.


Guitar Guide (GG): Guitar Chord Learning Application Based on Augmented Reality — Team: Deden Nursyadid, Novian Nuraldi, Welly Pamungkas, Hariandi Maulid, Hetti Hidayati

Augmented Reality Technology is a technique that incorporates 3D virtual objects into the real environment. Augmented Reality is very interesting and can also be implemented for learning media. Currently, most of the guitar chord learning media still rely on media such as books or Internet tutorials by looking at images which is less interesting as the visualization is only in the form of two-dimensional (2D). This study aims to create a guitar chord learning application based on Augmented Reality that can display three-dimensional (3D) chord form along with an explanation of the finger placement on the guitar. This application was made using Unity 3D and Vuforia software.


ISoTU: iCampus Mobile Social Network Application for Supporting Social Interaction in a Campus Environment — Team: Hariandi Maulid, Rahmad Satria Kurniawan, Danah Miftafarid,

The Intelligent Campus consists of iSocial, iGreen, iHealth, iManagement, iLearning, and iGovernance. Telkom University has implemented the Intelligent Campus system on the igracias website where this website has provided iManagement, iLearning, and iGovernance where as iSocial is not yet available to support the social interaction process in campus environment between students, teaching staff, and other campus entities. ISoTU is a mobile-based application that can help students and staff in social interactions such as find friends who have the same hobbies and from the same area of origin for those who want to make new friends, communicate with other students, find events that on campus, and share daily activities.


ARmart: An Augmented Reality based Application for Product Search in Minimarket — Hariandi Maulid, Reza Pratidinata Harefa, Elisabeth Meisah

Minimarket is a facility of business that sells daily necessities in retail directly to the consumers. By a large number of products, minimarkets will always arrange their products on shelves of food and beverage places. This makes many consumers feel confused to find the location of the product or item they want to buy.
To tackle these problems, a product-searching application based on Augmented Reality technology was developed to ease the customers in locating goods or products. The app was complemented with maps and directions toward the shelves position of the desired product.


AIBI: SIGN LANGUAGE TRANSLATOR APPLICATION BASED ON ANDROID USING MYO ARMBAND — Team: Musthofa Kemal Fasya, M. Arfandi Usemahu, Anjas Tri Yuwono, Hariandi Maulid, Fat’hah Noor Prawita

People with speech and deaf are important to note because it is difficult to communicate with others. Speeches and hearing impaired usually communicate with Sign language they learn, but not everyone can understand and speak Sign language. We proposed AIBI, an Android Application Translator Sign language that used as a tool for communication between normal people and deaf/speech impairment people. AIBI is equipped with a muscle sensor (MYO Armband) to read hand movements and send data to an Android smartphone connected via Bluetooth, then the smartphone will output in the form of writing and sound in accordance with the meaning of the sign.


Mo-Machine : An IoT- based Application to Monitor the Packaging Machine’s Operation — Team: Eki Pratama Wahyu Saputra, Hanif Zahra Dhiah, Taufik Suyanto, Hariandi Maulid, Anang Sularsa

Mo-Machine is a mobile application equipped with IoT sensors to detect the presence of stocks of food along with the existing plastics in the packaging machine. The app will provide notification to the machine operator through a smartphone when the stocks of food and plastic are running out. Furthermore, the app also has a feature to turn the machine off when needed.


LINDAR: An Augmented Reality App for Introducing Landmarks of Indonesian Province — Team: Heka Bagasakara, M Novrizal Faros, Andini Putri, Hariandi Maulid, Cahyana

Lindar is an application for introducing landmarks of Indonesian province based on Augmented Reality which requires a marker as an intermediary to display 3D objects in the application. There are two types of markers: landmark markers and historical markers. The landmark marker will display the object of a landmark in 3D form, while the historical marker will only work if it is scanned along with the landmark marker since the historical marker is a trigger that can affect the landmark marker. Scanning a combination of markers at the same time will display a 3D object of history as well as audio that explains the short history of the landmark.


Keyless Door System — Team: Aldika Arofi Utomo, Iqbal Muhammad Fauzan, Restu Kusuma, Hariandi Maulid, Rahmadi Wijaya

Negligence is an unconscionable act of risks. One of the effects of this negligence is home theft. With the development of today’s technology, we proposed an IoT-based app called “Keyless Door System” to reduce the impact of negligence in locking doors. Keyless Door System is a home key device that can be controlled through a smartphone. Residents can open or lock closed doors with this tool. In addition to locking the door of the house using a smartphone, Keyless Door System also features history to trace who coming in or out through the house.


Find Your Way — Team: Fauzi Fathurrahman, Ghifari Husnul Khuluk, Aditya Setiawan, Erda Guslinar P., Hariandi Maulid

Find your way is an Android-based game for people with left-right discrimination.