35 research outputs found

    Gain Characteristics Of Avalanche Photodiodes Based On Carrier Pair Injected Positions

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    Mean gain characteristics based on carrier pair injected position in avalanche photodiodes (APDs) is investigated by mean of the Random Path Length (RPL) Model that incorporates the carrier history. The model creates a randomly carrier path length to impact ionize following the dead space distance. Dead space distance is a minimum distance required for a carrier to travel to get adequate energy to impact ionizes. Under consideration is an ideal structure that is assumed has a dimensionless multiplication length and a uniform electric field. The simulation will be carried out for double carrier multiplication APDs with various dead spaces distances. An electron-hole pair in various positions is injected into avalanche photodiodes. The mean gain is recorded based on these injected positions of the carriers

    Simulation and Modeling Time Response of Double Carrier Avalanche Photodiodes

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    Avalanche photodiodes (APDs) is a particularly sensitive semiconductor device that employs the photoelectric effect to convert light into electricity. APDs can be used in some typical applications, i.e. imaging, optical fiber communications, range finding, laser scanners and laser microscopy. In APDs, avalanche multiplication occurred due to impact ionization when the devices operating at high electric fields. Unfortunately, avalanche multiplication decreases the time response of APDs. The time response of an APD can be characterized by its current response which is represented by the mean current as a function of time. This paper discusses a method to estimate the time response of double-carrier multiplication avalanche photodiodes (APDs). The model, called The Random Path Length (RPL), generates random path length for a carrier to impact ionize and takes account of dead space distance into the calculation. Dead space distance is the minimum distance to travel by a carrier to gain the adequate energy to start first ionization. The RPL is applied into an ideal structure which is assumed has a dimensionless multiplication length, w = 1.0, with electrons and holes moving in constant speeds, ve = vh = v, for various dead spaces distances, d*. In this research, a computer code is generated to compute the mean impulse response, i(t), and the standard deviation, s(t), of APDs all as a function of time

    Penerapan Machine Learning Untuk Prediksi Masa Studi Mahasiswa di Perguruan Tinggi X

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    Universities play a role in producing quality resources from their graduate students, so that the quality and accreditation of tertiary institutions are things that need attention. One indicator of higher education accreditation is student graduation on time, so student graduation must be an important concern for tertiary institutions. Based on the results of the documentation, the percentage of students graduating on time is lower than students who are not completing their studies on time, therefore it is necessary to analyze the student's study period to overcome the study period that graduates are not on time using the machine learning method with the NaĂŻve Bayes Classifier algorithm to predict student study period. The research method uses the NaĂŻve Bayes Classifier algorithm method which is part of Artificial Intelligence (AI), which consists of preprocessing, input, process and output. because this method has high accuracy and can work better in real-world cases. The results of predicting the timeliness of student study time at college X with 3553 data using the NaĂŻve Bayes Classifier algorithm method, using WEKA tools succeeded in predicting student study time with 70% data taining and 30% as random testing data with the system. Using 11 attributes, namely study program, GPA, mother's occupation, mother's income, entry period, father's occupation, father's income, route of entry, gender, and school of origin, obtained a percentage of precision value of 54.545%, recall value of 67.220%, and the accuracy level reaches 79.925% which is categorized as good, using the ROC curve calculation to form almost close to (0.1) with an AUC value of 0.844 which is categorized as very good. Based on the results of the percentage accuracy rate, ROC curve and AUC value, the NaĂŻve Bayes Classifier predicts student graduation in the "Good" categor

    ANALYTICAL STUDY OF QoS (Quality of Service) IN THE IMPLEMENTATION OF VOICE COMMUNICATION APPLICATION VoIP (Voice over Internet Protocol) ON THE INTRANET NETWORK AT THE UNIVERSITY OF LAMPUNG

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    Decline in the quality of a network can be caused by increasing the number of network users. The same case happened on the Unila intranet, quality of intranet degradation will cause packets delayed or even lost. To determine the performance, measurement especially in the implementation voice application. Network performance will be seen from the measurement of QoS (Quality of Service) on the Unila intranet. Network measurement is performed by active measurement with direct measurement to a pre determined scenario and considered to the three parameters: throughput, delay, and jitter by using DITG software. Using UDPprotocol as a protocol for sending voice packets and using three different audio codec at each measurement scenario there are, G.711, G.723.1, and G.729. According to the theory, jitter will increase if delay value is higher. The resulting of jitter and delay value will affect the throughput value. If the jitter and delay value increase, the throughput value will decrease. Research results are not too different from the theory.Throughput value from measurement will be smaller if the jitter and delay value increase. On the Unila LAN,performance of G.711 codec is better than other codec because this codec produces smaller delay and jitter,and the result for throughput is higher than that of other codec

    Pengembangan Media Pembelajaran Informatika Melalui E-Learning untuk Meningkatkan Berpikir Kreatif Siswa

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    Abstrak: Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran melalui e-learning yang memudahkan siswa kelas x di SMAN 1 Pagelaran dalam memahami konsep algoritma dan pemrograman yang selama ini menjadi masalah bagi siswa karena metode pembelajaran yang belum tepat dan belum memanfaatkan sumber belajar yang ada. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) yang dikembangkan oleh Sugiyono, penelitian ini dilakukan hanya sampai pada 6 tahap yaitu: potensi dan masalah, pengumpulan data, desain  produk, validasi desain, perbaikan desain,  uji coba produk. Pada uji validasi ahli media mendapat nilai rata-rata 3,46  dengan keterangan media layak, dan pada hasil pengujian oleh ahli materi rata-rata 3,58 dikatakan bahwa materi layak untuk digunakan, pada uji kemenarikan elearning yang dilakukan kepada 10 responden terdiri dari siswa dan guru mendapat nilai rata-rata 88% menunjukkan klasifikasi bahwa media e-learning sangat menarik digunakan untuk meningkatkan berpikir kreatif siswa dalam mata pelajatan informatika pada  materi algoritma dan pemrograman.Abstract: The purpose of this research is to develop learning media through e-learning that makes it easy for students of class X at SMAN 1 Pagelaran to understand the concepts of algorithms and programming that have been a problem for students because of the learning methods that are not appropriate and do not utilize existing learning resources. The method used in this development is Research and Development (R&D) developed by Sugiyono, this research only reached 6 stages: potential and problems, data collection, product design, design validation, design improvement, product trials. In the media expert validation test the average value of 3.46 with media information is appropriate to use, and the results of testing by material experts on average 3.58 said that the material is suitable for use in the product interesting test conducted on 10 respondents consisting of students and teachers got an average value of 88% shows the classification e-learning media is very interesting to be used to improve students' creative thinking on informatics subjects on algorithmic and programming

    Rancang Bangun Sistem Informasi Laboratorium Teknik Elektro Terpadu Universitas Lampung Berbasis Web

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    Intisari — Teknologi Informasi semakin berkembang pesat dan telah menjadi salah satu kebutuhan di era digital sekarang ini. Pada Laboratorium Teknik Elektro Terpadu Universitas Lampung, informasi yang disimpan sangat menyita tempat dan pengelolaannya juga menyita waktu dalam hal pengarsipan. Oleh karena itu akan dibuat Sistem Informasi Laboratorium agar memudahkan pengguna maupun pengurus Laboratorium dalam pengolahan dan penyimpanan data Laboratorium. Sistem Informasi ini dibangun menggunakan metode rekayasa perangkat lunak “Modified Waterfall” dengan menggunakan bahasa pemrograman PHP, HTML5, CSS3, Jquery, dan PostgreSQL sebagai database. Sistem Informasi ini dibuat berdasarkan kebutuhan entitas-entitas yang ada di Laboratorium Teknik Elektro Terpadu Universitas Lampung. Sistem Informasi yang telah dibuat dapat memudahkan Kepala Laboratorium, Jurusan, dan Fakultas untuk dapat memonitori aktifitas yang ada pada masing-masing Laboratorium setiap saat serta mampu mengolah data yang ada pada Laboratorium, termasuk dalam hal inventarisasi, pendataan penelitian, daftar dosen yang ada pada masing-masing laboratorium, Standard Operation Procedure, pemberian surat bebas Laboratorium, pendataan praktikum, buku tamu, pengisian monitoring evaluasi, dan kebutuhan lainnya. Kata kunci — Sistem Informasi Laboratorium, Modified Waterfall, PHP, PostgreSQL, monitoring evaluasi. Abstract — Information technology is growing rapidly and has become one of the necessities in today's digital age. At the Laboratory of Integrated Electrical Engineering University of Lampung, consuming the stored information and management is also a time-consuming in terms of archiving. It will therefore be made in order to facilitate the Laboratory Information System users and administrators Laboratory in processing and data storage Laboratories. This information system is built using software engineering Modified Waterfall methods by using the programming language PHP, HTML5, CSS3, JQuery, and PostgreSQL as the database. This information system is based on the needs of the entities that exist in the Laboratory of Integrated Electrical Engineering University of Lampung. The information system has been created to facilitate the Head of Laboratory, Department, and Faculty to be able to monitor the activities that exist in each laboratory at all times and be able to process data in the laboratory, including the inventory, research data collection, a list of existing faculty in each laboratory, Standard Operation Procedure, granting free letter laboratory, practical data collection, guest book, monitoring and evaluation, and other needs. Keywords — Laboratory Information System, Modified Waterfall, PHP, PostgreSQL, monitoring and evaluation

    Pengembangan Bahan Ajar Matematika Berbasis Smart School Pada Kegiatan Praktek Kerja Lapangan di SMK

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    Penelitian ini bertujuan untuk menghasilkan bahan ajar matematika berbasis smart school untuk meningkatkan efektivitas pembelajaran pada kegiatan siswa Praktek Kerja Lapangan (PKL).  Penelitian ini  merupakan penelitian pengembangan, dengan desain penelitian yang digunakan adalah Reserch and Development (R&D) dengan model ADDIE (Analyze, Desaign, Development, Implementation, Evaluation) yang terdiri dari lima tahap yaitu tahap analisis, tahap perancangan, tahap pengembangan, tahap implementasi dan tahap evaluasi. Kevalidan produk dilihat dari hasil validasi ahli dengan mencapai kriteria valid untuk bahan ajar. Keefektifan produk dilihat dari hasil posttest yang dilaukan pada saat uji coba lapangan dengan hasil lebih dari 75% siswa mencapai Kriteria Ketuntasan Minumum (KKM). Hasil Penelitian berdasarkan penilaian ahli materi penilaian persentase rata-rata 92,65 % kategori sangat layak, penilaian ahli media persentase rata-rata 96,43 % kategori sangat layak dan persantese rata-rata penilaian ahli desain 89,28 % dengan kriteria sangat layak, penilaian peserta didik pada uji terbatas 26 siswa persentase rata-rata 76,61 % dan penilaian lima orang teman sejawat persentase rata-rata 92,78 %.  Berdasarkan penilaian ahli materi, ahli media, ahli desain, respon peserta didik dan teman sejawat maka dapat disimpulkan bahwa bahan ajar matematika materi statistika berbasis smart school layak digunakan untuk meningkatkan efektivitas pembelajaran pada saat kegiatan siswa Praktek Kerja Lapanga

    PERANGKAP TIKUS DENGAN FASILITAS SHORT MESSAGE SERVICE ( SMS ) MENGGUNAKAN MIKROKONTROLLER ATmega8535

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    Abstrak- Perangkap tikus pada penelitian ini memiliki fasilitas short message service (sms) yang bertujuan untuk memberikan informasi secepatnya bahwa ada seekor tikus yang terperangkap. Hal ini berguna untuk mengurangi resiko penyebaran penyakit akibat kematian tikus. Fitur lain yang ada pada perangkap ini yaitu perangkap ini akan mengirim sms setiap satu jam secara berulang sampai pengguna perangkap ini mematikannya dengan cara melakukan panggilan telepon pada nomor telepon yang ada pada perankap tikus ini. Setelah melakukan semua rangkaian kegiatan penelitian didapatkan bahwa perangkap tikus ini dapat mengirimkan sms dalam waktu rata-rata 27,68 detik dan dapat mengulangi pengiriman sms selama 1 jam dengan waktu toleransi 7 detik. Abstact- In this research mousetrap have short massage service facility that aims to give information quickly when rat is caught. This is useful for reducing the risk of death due to disease mouse. To know the rats are caught by using sensors photodiode that detects the presence of rats when infrared light direct to the photodiode blocked by mouse. Sending sms relay itself was controlled by microcontroller ATmega 8535 to move the keypad on the phone. Another features available on these traps are this trap will send sms repeated every one hour until this trap users deadly with a way to make phone calls on phone number that appears on this mousetrap.After a series of research found that this mousetrap can send sms in average time 27.68 seconds and can be repeated sms 1 hour delivery time 7 seconds tolerance. Keyword : Short message service (sms), sensor, rela

    Pengembangan Multimedia Pembelajaran Hari Raya Agama Buddha di Sekolah Minggu Buddhis Bodhisattva

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    Tujuan penelitian ini untuk mengembangkan  multimedia materi hari raya agama buddha kelas VI Sekolah minggu buddhis. Pengembangan nultimedia dilatar belakangi oleh kebutuhan peserta didik dalam meningkatkan kualitas pembelajaran. Jenis kajian ini adalah penelitian dan pengembangan (research and development/R&D). Tahapan utama dalam penelitian dan pengembangan ini adalah (1) pengumpulan informasi dan penelitian pendahuluan; (2) perencanaan; (3) pengembangan produk; (4) pengujian terbatas, dan (5) revisi produk akhir. Populasi dalam penelitian ini adalah pendidik kelas VI Sekolah minggu buddhis Bodhisattva Bandar Lampung. Teknik pengambilan sampel yang digunakan adalah purposive sampling. Sampel penelitian adalah 5 (lima) guru dan 5 (lima) peserta didik kelas VI SMB Bodhisattva Bandar Lampung. Teknik pengumpulan data menggunakan observasi dan angket. Data dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif. Berdasarkan hasil penelitian dan pembahasan dapat disimpulkan bahwa pengembangan materi multimedia materi hari raya Agama Buddha di Sekolah minggu buddhis bodhisattva layak untuk digunakan dalam pembelajaran. Hal tersebut berdasarkan hasil validasi ahli materi sebesar 78,10%, hasil validasi ahli desain sebesar 80,00%, hasil validasi ahli media sebesar 79,50%, hasil tanggapan kepada guru sebesar 83,71% dan hasil tanggapan peserta didik sebesar 84,28
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