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Abstract — Information on the number of available parking slot capacity and trip routes to the destination
parking area, and motivation in choosing a parking area location are parameters that can help two-wheeled
vehicle users choose the right parking area location. The three parameters that determine the accuracy of
selecting a parking area location are implemented in an Internet of Things (IoT) based smart parking system.
This system can provide information about the maximum number of slot capacities and the number of available
slot capacities at the parking area. Two-wheeled riders are given information about which route to take to the
destination parking area by utilizing the Location-Based Service (LBS). These two features are then supported
by applying the gamification method to motivate two-wheeled riders to choose the right parking area. The smart
parking system is tested with considered Quality of Service (QoS) parameter and black box testing. The results
of testing the smart parking system produce QoS performance on the Line of Sight (LOS) test, with an average
delay is 71.66 ms, average jitter is 107.59 ms, and throughput is 23 kbps. Meanwhile, in the non-LOS test, the
average delay is 132.88 ms, the average jitter is 200.84 ms, and the throughput is 12 kbps. Overall system
performance obtained the percentage of reliability is 99.65 %, and availability is 99.65 %. In black-box testing,
LBS and gamification methods can implement according to application requirements specifications.
Keywords – Internet of Things (IoT), Smart Parking, Location-Based Service (LBS), Gamification, Android
Application
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
application of the gamification method not yet devices. This integrated device is then connected to
applicable in this research. internet connectivity to form an IoT [15].
The second research conducted by Ginanjar Wiro B. Location-Based Service (LBS)
Sasmito and Fuad Hadiansah has made an application
LBS is an information service with software
that has a feature to inform about tourist objects in the
orientation provided by mobile devices to perform
Tegal area, Central Java. This application utilizes the
Location Based Service (LBS) to implement the Tegal control operations using location-based data [16].
tourist attraction route which can provide information This information service can be accessed using a
on the location of tourist objects, coordinate points , mobile device via the internet network and can
and support information about tourist objects in Tegal display the geographic position of the mobile device
[10]. The drawback of this research is that this [10]. In this research, the implemented LBS service is
application cannot display the number of tourists in a information about the route taken by two-wheeled
tourist attraction in the Tegal area. riders to the parking area.
The third research was conducted by Kavisha C. Gamification
Duggal, Lovi Raj Gupta, Ph.D., and Sravani Ammu in Gamification is a method of applying game
a paper entitled "Gamification Leads to Smart techniques, game thinking, and game design to non-
Parking", a research was conducted on the application game activities. The purpose of this method is to
of smart parking using the gamification method to motivate someone to achieve their goals [7].
motivate motorists to park their vehicles in the right Gamification consists of 4 semantic components,
way. The gamification method used in this smart namely games, elements, design, and non-game
parking system utilizes the point acquisition system context. Games are systems in which players engage
obtained by the rider if it meets the criteria given. The in artificial conflicts, are determined by rules, and
criteria given are based on the location of the parking produce measurable results [8].
area, the accuracy of the parking position of the
vehicle in the available parking slot, and how much Gamification elements can be interpreted as
time it takes the rider to park his vehicle in the slot elements that are characteristic of games found in
provided [7]. The drawback of this research is that the many games and are significant to the meaning of
smart parking system is only implemented on four- games [8]. Gamification applies several elements in
wheeled drivers. the game: points, leaderboard, achievement, level,
story, clear goals, feedback, reward progress, and
Based on the existing problems, this research challenges [17]. This research applied the game
creates a smart parking system by utilizing Internet of elements are points and achievements. Point is a game
Things (IoT). That can be accessed through an element whose application occurs when the user
Android-based application used to provide completes certain activities in a game. Meanwhile, the
information about the maximum number of slot achievement is a game element whose application
capacities and slot capacities that are still available in a occurs when the user reaches a particular achievement
parking area. And can provide information about the in a game.
route taken by two-wheeled vehicle users to the
desired parking area. Data of the available capacity are Design is a component that distinguishes game
obtained from the RFID reader sensor. Meanwhile, design elements from game-based technology.
information on the route to the designated parking area Whereas technology in games includes technological
was obtained using LBS [11]. The two features in this aspects such as game engines or controllers, the
application are then supported by using the definition of gamification refers explicitly to the
gamification method, which functions to motivate deliberate design process [8].
two-wheeled riders to be more precise in choosing the The non-game context is an area where it is
desired parking area [12], [13]. The smart parking impossible to apply the game concept. This concept
system that was created measured concerning can be a potential opportunity to apply gamification to
parameter Quality of Service (QoS) such as delay, that area. The only context excluded by definition is
jitter, throughput, reliability, and availability to game design elements within the game itself or in the
determine network performance on the communication game design process [8].
of RFID system device to Firebase. And also, the
tested carry out with black-box testing to testing the D. Internet of Things (IoT)
functionality of parking slot capacity information, IoT is a node with intelligence and interoperability
LBS, and gamification on the android application. that is interconnected in a dynamic global network
infrastructure. IoT applies any concept of connectivity
II. RESEARCH METHODS from anywhere and anytime. Simply put, IoT is the
A. Smart Parking ability to make everything around us intelligently
connected to the internet and take into account the
Smart parking is one of the many technologies
existence of a type of autonomy and privacy [18].
implemented in a smart city concept [14]. All devices
Something or object referred to in this discussion is a
in the parking area are integrated with electronic
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
F. Hardware Design
Figure 4 is the overall view from the hardware of
the RFID system device that carries out in parking
areas A and B. Figure 5 describes the device user
Fig.1. IoT technical Overview [19].
needs to be connected to a power source to activate
the components on the device. The device also
Figure 1 device integrated with a physical object requires an internet connection to transmit data to
can communicate with each other either through a Firebase. The RFID tag is used to enter input data in
gateway or without going through a gateway. In this the form of a User Identification (UID) read by the
research, IoT implementation can be done in an RFID reader. The data read on the RFID reader is
application that informs the maximum slot capacity continued to the microcontroller. In the
and available slot capacity in the parking area based microcontroller, coding has been done to identify
on the number of two-wheeler riders who enter and which UID users are allowed to enter the parking area
leave using the RFID system. and which are not allowed.
E. System Design
Figure 2 explained this research is implemented in
two different parking area locations, so two RFID
system devices are placed at each parking area
location. Each RFID system device is placed at the
entrance gate and exit gate of the parking area
location. The four RFID system devices are connected
in realtime to the Firebase realtime database via the
internet network.
Fig.4. RFID System Device.
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
f) Pop up window
The Pop-up window is implemented as an
achievement to the user. This pop-up window
appears three times depending on the achievement
of the points earned by the user. Figure 14
describes user that has reached 1000 points can
earn achievement with 1 star. The user that has
reached 2000 points can earn achievement with
Fig.11. The User Interface of The Sign-Up Activity. two stars describes in Fig.15. Figure 16 describes
user that has reached 3000 points can earn
d) Main activity achievement with three stars.
Figure 12 describes the user interface of the
main activity that functions to select the location g) The Google Maps application
of the parking area. As information for the route, Figure 17 describes the Google Maps
the user takes to the destination parking area. The application that functions to provide voice
route for this activity is informed in the form of a direction services. This application is
polyline direction. The number of available implemented by utilizing the Intent class in the
parking slot capacities and the maximum parking Parking Points application to call the Google
slot capacities are displayed in this activity. The Maps application when voice direction services
amount of capacity can display by clicking on the are needed. The Google Maps application in
marker, which is the location of the parking area. Fig.17 is implemented using Bahasa Indonesia.
The marker color can also change according to the
number of available parking slot capacities.
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
Uptime (3)
Availability = × 100 %.
(Uptime + Downtime)
In (2) and (3), there are two variables determining
the value of availability and reliability, namely uptime
and downtime. Uptime is the total time the system
Fig.17. The Google Maps Application.
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
Table 6. Testing the Detection Distance of the RFID Tag Table 9. Testing of Polyline and Voice Direction.
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
Input
Output
A B Expected Output
Produced
(slot) (slot)
On the list item "Parking
Area B" is worth 50
< 30 ≥ 30 points and on the list Appropriate
item "Parking Area A" is
worth 0 points
Input
Expected Output
Distance Parking Output Produced
(m) Area
The user can
≤ 10 A Appropriate
confirm the point
The user can
≤ 10 B Appropriate
confirm the point
The user cannot
> 10 A Appropriate
confirm the point
The user cannot
> 10 B Appropriate
confirm the point
Output
Input Expected Output
Produced
Fig.19. Jitter Testing.
The point is The star image in the pop-up
Appropriate
1000 points window is one
c) Throughput Testing
The point is The star image in the pop-up
2000 points window is two
Appropriate Figure 20 describes tests in the LOS test that
resulted in a higher throughput value than the non-
The point is The star image in the pop-up
3000 points window is three
Appropriate LOS test.
d) Testing of Reliability and Availability
In Table 13, if referring to equations 2 and 3,
E. Quality of Service (QoS) Testing
the percentages for reliability and availability of
The tested QoS parameters consist of delay, jitter, the whole system are 99.65% and 99.65%.
throughput, reliability, and availability. Parameters of
delay, jitter, and throughput were tested using the Table 13. Testing of Reliability and Availability.
Wireshark application by observing packet traffic
Uptime
filtered based on source and destination IP addresses (s)
Downtime (s) Reliability Availability
with port 443 on communication between RFID
86400 300 99.65 % 99.65 %
system device to Firebase and vice versa. Meanwhile,
testing reliability and availability were tested by
measuring uptime and downtime using a stopwatch.
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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Jurnal Infotel Vol.13 No.2 May 2021
https://doi.org/10.20895/infotel.v13i2.654
ISSN : 2085-3688; e-ISSN : 2460-0997
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based on Internet of Things
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