Jurnal Teknik Elektro dan Komputer https://ejournal.unsrat.ac.id/v3/index.php/elekdankom <p>Journal of Electrical and Computer Engineering is a scientific electronic journal (e-journal) published by the Electrical Engineering Study Program, Department of Electrical Engineering, Faculty of Engineering, Sam Ratulangi University, Manado, North Sulawesi. This e-journal is a publication and information forum for papers, theses, research, planning, and design concepts, as well as analysis from students, lecturers, or other writers. This e-journal contains various studies on energy conversion, robotics, computer hardware and software, control systems, electronics, artificial intelligence, databases, computer security, multimedia, animation, internet, etc. related to Electrical and Computer Engineering.</p> <p>This paper or article can be written in English or Indonesian, and issued in April, August, and December.</p> <p><strong>This Journal is already indexed on </strong><a title="google scholar Ejournal JTEDK " href="https://scholar.google.com/citations?user=VQuHgYoAAAAJ&amp;hl=id" target="_blank" rel="noopener">google scholar</a> ; <a href="https://garuda.kemdikbud.go.id/journal/view/1028" target="_blank" rel="noopener">Garuda Kemdikbud;</a> <a href="https://journals.indexcopernicus.com/search/details?id=130323" target="_blank" rel="noopener">Index Copernicus International (ICI)</a></p> en-US <p><a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license"><img style="border-width: 0;" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" alt="Creative Commons License" /></a><br />Jurnal Teknik Elektro dan Komputer (JTEK) is licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license">Creative Commons Attribution-ShareAlike 4.0 International License</a>.</p> brave@unsrat.ac.id (Brave A. Sugiarso) brave@unsrat.ac.id (Brave A. Sugiarso) Mon, 26 Feb 2024 00:07:16 +0800 OJS 3.3.0.12 http://blogs.law.harvard.edu/tech/rss 60 Pemanfaatan Teknologi Informasi HEC-HMS Pada Potensi Penerapan Rainwater Harvesting Di Perumahan Bumi Kilu Permai Kota Manado https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/52884 <p><strong><em>Abstract - Flood disasters are a seasonal threat that always occurs, an increase in surface flow discharge which has the impact of flooding due to lost absorption capacity and drought in the dry season. Techniques or methods are needed to prevent this, such as the eco-drainage concept that can be applied, including Rainwater Harvesting (RWH). Community participation in maintenance is needed to maintain the success of the ecodrainage system.</em></strong></p> <p><strong><em>It is hoped that the people living in the Bumi Kilu Permai Housing Complex can set an example in environmental maintenance implemented in their respective homes in dealing with the possibility of flooding. This research evaluates the potential for implementing a rainwater harvesting system in managing environmentally sound drainage. The method used to calculate the capacity of rainwater harvesting facilities uses monthly storage simulations. Rain distribution uses the HEC-HMS application to determine flood discharge hydrographs, Log Pearson Type III frequency analysis method. Calculation of discharge in gutters and also calculation of rainwater harvesting.</em></strong></p> <p><strong><em>The application of rainwater harvesting in the Bumi Kilu Permai housing complex by applying HEC-HMS 4.2.1 software shows that the peak flow hydrograph is 390 mm/hour. The use of an open rectangular gutter of 15 cm x 15 cm is still safe for a return period of 2 to 100 years with discharge on the roof is 0.210 m3/s. The average rainfall calculated using HEC_HMS 4.2.1 software was 25,527.32 liters. The tower used for rainwater harvesting is 1000 liters in size. With the monthly amount of water that can be stored for 1 month, it is 186,000 liters, while the amount of water that can be stored in the tower is 180,440.73 liters. Implementing rainwater harvesting for 1 house can reduce 1000 liters of surface water runoff. If 300 can withstand 300,000 liters of surface water runoff or runoff. Of course, this can help minimize the probability of flooding in Paniki Satu Village, which is located in front of the Bumi Kilu Permai Housing Complex and is in the Paniki Watershed.</em></strong></p> <p><strong> </strong></p> <p><strong>Keywords: <em>Rainwater Harvesting, HEC-HMS, Manado</em></strong></p> <p><strong> </strong></p> <p><strong>Abstrak -</strong> <strong>Bencana banjir adalah ancaman musiman yang selalu terjadi, peningkatan debit aliran permukaan yang membawa dampak terjadinya banjir akibat kapasitas resapan hilang dan kekeringan di musim kemarau. Diperlukan teknik atau metode untuk mencegah hal tersebut, seperti konsep ekodrainase yang dapat diterapkan diantaranya adalah Rainwater Harvesting (RWH). Peran serta masyarakat dalam hal pemeliharaan sangat dibutuhkan untuk tetap menjaga keberhasilan sistem ekodrainase. </strong></p> Olivia Maria Tumurang Copyright (c) 2024 Olivia Maria Tumurang https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/52884 Fri, 23 Feb 2024 00:00:00 +0800 Pendidikan berlandaskan permainan : Beat the Trash https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/49224 <p><em>Abstract </em>— <em>Indonesia has many tourist destinations that are in great demand, especially in the beach sector. Malalayang Beachwalk is one of the tourist destinations in the city of Manado which was just inaugurated in 2022 and is very popular with local and foreign tourists. The large number of tourists certainly has an impact on increasing waste production. Even though the government has prepared cleaning staff, the beauty of a place's environment is also the responsibility of the local community and visitors. The very rapid development of technology and the increasing use of smartphones can be used as a medium to provide an understanding of waste. Teenagers can play a role, as potential agents of change. by creating an educational game it can be an interesting and interactive medium to provide an understanding of types of waste and its dangers, as well as fostering a sense of concern for the environment, so as to prevent environmental damage due to waste. The research used the Game Development Life Cycles method, with stages namely, Initiation Stage, Pre-Production Stage, Production Stage, Testing Stage, Beta Trial Stage, and Release Stage. In application testing carried out online in the form of a questionnaire with several user statements after playing the beat the trash game and getting positive results, from the results of the questionnaire distributed using Likert scale calculations, 86% answered that they could identify the type of waste well and 82% answered interested in visiting Malalayang Beachwalk.</em></p> <p> </p> <p><em> Keywords— Educational Game; Garbage; Gdlc; Malalayang Beachwalk;</em></p> <p> </p> <p><em>Abstrak </em>— Indonesia mempunyai banyak destinasi pariwasita yang banyak diminati terutama dibagian sektor pantai. malalayang beachwalk adalah salah satu destinasi wisata di kota manado yang baru diresmikan pada tahun 2022 dan sangat digemari wisatawan lokal maupun luar. Dengan banyaknya wisatawan tentunya berpengaruh dengan meningkatnya produksi sampah. Walaupun pemerintah telah menyiapkan petugas kebersihah, keindahan lingkungan suatu tempat juga merupakan tanggung jawab masyarakat sekitar maupun pengunjung. Perkembangan teknologi yang sangat cepat dan meningkatnya penggunaan <em>smarthphone</em> dapat dijadikan sebuah media untuk memberikan pemahaman tentang sampah. Remaja dapat berperan, sebagai agen perubahan potensial. dengan membuat sebuah <em>game</em> edukasi dapat menjadi media yang menarik dan interaktif untuk memberikan pemahaman tentang jenis sampah dan bahayanya, serta menumbuhkan rasa kepedulian terhadap lingkungan, sehingga dapat mencegah kerusakan lingkungan akibat sampah. Pada penelitian menggunakan metode <em>Game Development Life Cycles</em>, dengan tahap yaitu, Tahap Inisiasi, Tahap Pra-Produksi, Tahap Produksi, Tahap Pengujian, Tahap Uji Coba Beta, dan Tahap Rilis. Pada Pengujian aplikasi yang dilakukan secara online dalam bentuk kuisoner dengan beberapa pernyataan pengguna setelah bermain <em>game beat the trash</em> dan mendapatkan hasil yang positif, dari hasil kuisoner yang dibagikan dengan mengunakan perhitangan skala <em>likert</em> sebanyak 86% menjawab dapat mengidentifakasikan jenis sampah dengan baik dan 82% menjawab tertarik untuk mengunjungi malalayang <em>beachwalk</em>.</p> <p> </p> <p><em>Kata kunci </em>— <em>Game</em> Edukasi; <em>Gdlc</em>; Malalayang <em>Beachwalk</em>; Sampah;</p> Julian Maringka, Henry V.F. Kainde, Sumenge T.G. Kaunang Copyright (c) 2024 Julian Maringka, Henry V.F. Kainde, Sumenge T.G. Kaunang https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/49224 Tue, 27 Feb 2024 00:00:00 +0800 Analisa Umur Kerja Generator https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/51234 <p><strong><em>Abstract </em></strong><strong>— </strong><strong>Synchronous generators are one of the components that play an important role in power generation. If there is a failure in the generator, the operation stops and will result in the cessation of business and considerable losses. The main cause of failure in generators lies in the stator winding, especially in its insulation condition. Based on the factors that cause the quality of generator insulation to decrease, it will automatically affect the workability or life of the generator. The purpose of this study is to evaluate the performance of the generator during its working life and to analyze the condition of the generator based on insulation resistance testing and delta tangent testing. From the tests that have been carried out, the results of the insulation resistance test are obtained with a resistance value of more than 1 M</strong><strong>Ω</strong><strong>. So it can be stated that the insulation condition is still good because it has a resistance value of more than 1 M</strong><strong>Ω</strong><strong>.</strong><strong> As for the tan delta test carried out on each phase (U,V,W) from the tests results it can be concluded that the condition is in good condition because the smaller the tangent delta value, the better the generator insulation condition.</strong></p> <p><em>Keywords </em>— Delta Tangent; Generator; ; Insulation Resistance; Lifetime</p> <p><em> </em></p> <p><strong><em>Abstrak </em></strong><strong>—</strong> <strong>Generator sinkron merupakan salah satu komponen yang berperan penting dalam pembangkitan tenaga listrik. Jika terjadi kegagalan pada generator, operasi terhenti dan akan mengakibatkan terhentinya bisnis dan kerugian yang cukup besar</strong><strong>.</strong><strong> Penyebab utama kegagalan pada generator terletak pada belitan stator, terutama pada kondisi isolasinya. Berdasarkan faktor yang menyebabkan kualitas isolasi generator menurun, maka secara otomatis akan mempengaruhi kemampuan kerja atau umur pada generator. Tujuan dari penelitian ini yaitu untuk mengevaluasi kinerja generator selama umur kerjanya serta untuk menganalisa kondisi generator berdasarkan pengujian tahanan isolasi dan pengujian tangen delta. Dari pengujian yang telah dilakukan di PLTP Lahendong, didapatkan hasil pengujian tahanan isolasi dengan nilai tahanan lebih dari 1 M</strong><strong>Ω</strong><strong>. Sehingga dapat dinyatakan kondisi isolasinya masih baik karena memiliki nilai tahanan lebih dari 1 M</strong><strong>Ω</strong><strong>. Adapun pengujian tan delta yang dilakukan pada masing-masing phase (U, V, W) dari hasil pengujian bisa disimpulkan keadaannya dalam kondisi baik karena semakin kecil nilai tangen delta maka semakin baik kondisi isolasi generatornya,</strong></p> <p><em>Kata kunci</em> — Generator; Umur Kerja; Tahanan Isolasi; Tangen Delta</p> Devi Wawoh, Glanny Mangindaan, Lily Patras Copyright (c) 2024 Devi Wawoh, Glanny Mangindaan, Lily Patras https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/51234 Wed, 20 Mar 2024 00:00:00 +0800 Aplikasi Pengenalan Rumah Adat Minahasa Menggunakan Teknologi Augmented Reality https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/48530 <p><em>Abstract </em><em>—</em> <em>Minahasa Traditional House is a building that is used as a residence and meeting place for the Minahasa people and has its own characteristics which symbolize the culture of the Minahasa tribe. However, nowadays people </em><em>do not know the Minahasa Traditional House because with the times, many house buildings have been replaced with more modern ones and abandoned the Minahasa Traditional House, and it is difficult to find realistic information. With the existence of Augmented Reality technology, technology that combines the real world and computer generated content</em><em>, that it can help in the field of culture to reintroduce and provide information about the Minahasa Traditional House to the public without having to go see it in person. In this</em><em> study, the Multimedia Development Life Cycle (MDLC) method was used to build applications, and applications can also be run on Android smartphones. R</em><em>esults of this study are the application that has been made can run well in accordance with what has been designed and there is an increase in public insight about the Minahasa Traditional House. </em></p> <p> </p> <p><em>Key words</em>— <em>Augmented Reality, Multimedia Life Cycle, Android, Minahasa Traditional House.</em></p> <p><em> </em></p> <p><em>Abstrak </em>— Rumah Adat Minahasa adalah bangunan yang biasanya digunakan oleh orang-orang minahasa untuk menjadi tempat tinggal atau tempat pertemuan dan mempunyai ciri khas tersendiri yang melambangkan kebudayaan suku Minahasa. Namun pada masa kini banyak masyarakat sudah tidak mengenal dan tidak mengetahui Rumah Adat Minahasa karena dengan adanya perkembangan zaman, bangunan rumah banyak yang telah diganti dengan yang lebih modern dan meninggalkan Rumah Adat Minahasa, serta sulitnya ditemukan informasi yang realistis. Dengan adanya teknologi <em>Augmented Reality </em>yaitu teknologi dimana objek dari dunia maya digabungkan ke dunia nyata, dapat membantu di bidang kebudayaan untuk memperkenalkan kembali serta memberikan informasi mengenai Rumah Adat Minahasa kepada masyarakat tanpa harus pergi melihat langsung. Metode yang dipakai dalam penelitian ini yaitu metode <em>Multimedia Development Life Cycle</em> (MDLC) untuk membangun aplikasi, dan juga aplikasi bisa dijalankan di smartphone android. Hasil dari penelitian yang dilakukan ini yaitu yang pertama aplikasi yang sudah dibuat bisa berjalan dengan baik sesuai dengan apa yang telah dirancangkan dan kedua terjadi peningkatan wawasan masyarakat mengenai Rumah Adat Minahasa</p> <p> </p> <p><em>Kata kunci </em>— Augmented Reality, Multimedia Life Cycle, Android, Rumah Adat Minahasa</p> Vania Wenur, Virginia Tulenan Copyright (c) 2024 Vania Wenur, Virginia Tulenan https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/48530 Fri, 26 Apr 2024 00:00:00 +0800