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ANIMASI DAMPAK DAN PENCEGAHAN CYBERBULLYING PADA TINGKAT REMAJA DI KOTA BATAM song, Meidianto; Pernando, Yonky
J-Com (Journal of Computer) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v%vi%i.3566

Abstract

Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth.Keywords: cyberbullying; animation; multimedia development life cycle Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja.Kata kunci: cyberbullying; animasi; multimedia developmet life cycle
FAKTOR DAN DAMPAK CYBERBULLYING PADA SISWA/I SMA NEGERI 15 BATAM Anggeliani, Cynthia; Pernando, Yonky
J-Com (Journal of Computer) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v4i3.3569

Abstract

Abstract: Cyberbullying has become an increasingly pressing issue among adolescents, which shifted many social interactions to digital platforms. This study investigates the factors contributing to cyberbullying and its long-term impacts on students at SMAN 15 Batam. Using a descriptive quantitative approach, data were collected through a survey administered to 52 students across different age groups and grade levels. The findings indicate that a majority of students have experienced significant negative effects from cyberbullying, impacting their mental health, academic performance, and social relationships. Key contributing factors include emotional instability, peer pressure, stress from remote learning, and limited social activities during the pandemic. The study highlights that the most common forms of cyberbullying involve verbal harassment, physical appearance mockery, and identity impersonation. Given the extensive impact on students' well-being, stronger intervention programs involving schools, families, and communities are essential to mitigate the harmful effects of cyberbullying and foster a safer digital environment for adolescent         Keywords: Impact; Factors; Cyber; SchoolAbstrak: Cyberbullying telah menjadi isu yang semakin mendesak di kalangan remaja, yang menggeser banyak interaksi sosial ke platform digital. Penelitian ini menyelidiki faktor-faktor yang berkontribusi terhadap cyberbullying dan dampak jangka panjangnya terhadap siswa di SMAN 15 Batam. Dengan menggunakan pendekatan deskriptif kuantitatif, data dikumpulkan melalui survei yang dilakukan terhadap 52 siswa dari berbagai kelompok umur dan tingkat kelas. Temuan menunjukkan bahwa sebagian besar siswa telah mengalami dampak negatif yang signifikan dari cyberbullying, yang berdampak pada kesehatan mental, kinerja akademik, dan hubungan sosial mereka. Faktor-faktor utama yang berkontribusi terhadap hal ini adalah ketidakstabilan emosi, tekanan teman sebaya, stres akibat pembelajaran jarak jauh, dan terbatasnya aktivitas sosial selama pandemi. Studi ini menyoroti bahwa bentuk-bentuk cyberbullying yang paling umum melibatkan pelecehan verbal, ejekan terhadap penampilan fisik, dan peniruan identitas. Mengingat besarnya dampak terhadap kesejahteraan siswa, program intervensi yang lebih kuat yang melibatkan sekolah, keluarga, dan komunitas sangat penting untuk mengurangi dampak berbahaya dari cyberbullying dan menciptakan lingkungan digital yang lebih aman bagi remaja.Kata kunci: Dampak; Faktor; Cyber; Sekolah
ANALISIS SENTIMEN ULASAN E-COMMERCE SHOPEE DENGAN MENGGUNAKAN ALGORITMA NAIVE BAYES angreyani, jeny; Pernando, Yonky
J-Com (Journal of Computer) Vol. 5 No. 1 (2025): MARET 2025
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v5i1.3570

Abstract

Abstract: In this study, an analysis of the use of the Naive Bayes algorithm for sentiment analysis of reviews from Shopee app users on the Google Play Store was conducted, with classification divided into three categories: positive, negative, and neutral. To improve data quality, a preprocessing process was carried out with stages of cleaning, case folding, normalization, stop word removal, stemming, and tokenizing. Next, the text is formatted using the TF-IDF method to facilitate classification. For this data, the Naive Bayes model is used, which has an accuracy rate of 87% in detecting sentiment. Positive and negative categories can be easily identified compared to neutral sentiments due to the smaller amount of neutral data. Overall, the Naive Bayes algorithm successfully analyzed user sentiments well. The research can be developed with other algorithm methods, such as SVM, K-NN, or Decision Tree, in order to compare the performance of various algorithms.Keywords: sentiment analysis; naive bayes; user reviews; e-commerce; shopee Abstrak: Dalam penelitian ini dilakukan analisis penggunaan algoritma Naive Bayes untuk analisis sentimen review dari pengguna aplikasi Shopee di Google Play Store, klasifikasi dibagai menjadi 3 kategori yaitu positif, negatif, dan netral. Untuk meningkatkan kualitas data, dilakukam proses preprocessing dengan tahap cleanimg, case folding, normalisasi, stopword removal, stemming, dan tekonezing. Selanjutnya, teks diformat menggunakan metode TF-IDF untuk memudahkan klasifikasi. Untuk data ini, model Naive Bayes digunakan, yang memiliki tingkat akurasi 87% dalam mendeteksi sentimen. Kategori positif dan negatif dapat dengan mudah diidentifikasi dibadingkan sentiemen netral karena jumlah data netral yang lebih sedikit. Secara keseluruhan, algoritma Naive Bayes berhasil menganalisis perasaan pengguna dengan baik. Penelitian dapat dikembangkan dengan algoritma metode lain, seperti SVM, K-NN, atau Decision Tree, guna membandingkan kinerja berbagai algoritma.Kata kunci: analisis sentiment; naive bayes; ulasan pengguna; e-commerce; shopee
Mango and Banana Ripeness Detection based on Lightweight YOLOv8 Saragih, Raymond Erz; Purnajaya, Akhmad Rezki; Syafrinal, Ilwan; Pernando, Yonky; Yodi
Jurnal Buana Informatika Vol. 15 No. 2 (2024): Jurnal Buana Informatika, Volume 15, Nomor 02, Oktober 2024
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Fruits like bananas and mangoes are harvested after reaching a specific ripeness stage. Traditionally, farmers rely on manual inspection to determine ripeness, a process that can be tedious, time-consuming, expensive, and subjective. This work proposes an automatic bananas and mangoes ripeness detector utilizing computer vision technology. The detected bananas and mangoes fall into two classes: ripe and unripe. The state-of-the-art YOLOv8 architecture serves as the core of the detector. Three YOLOv8 variants, YOLOv8n, YOLOv8s, and YOLOv8m, were investigated for their performance. Results show that YOLOv8s achieved the highest overall performance, 0.9991 recall, and a mean Average Precision (mAP) of 0.8897. While YOLOv8m achieved the highest precision of 0.9995, YOLOv8n is the most miniature model, making it suitable for deployment on devices with limited resources.
Perancangan Aplikasi Manajemen Proyek Pada PT. Sintech Berkah Abadi Berbasis Web Yuni Roza; Yonky Pernando; Raymond Erz Saragih; Kaharuddin Kaharuddin; Ihsan Verdian
J-INTECH ( Journal of Information and Technology) Vol 11 No 1 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i1.868

Abstract

Project management is the activity of organizing, leading, and controlling company resources to achieve desired goals. PT. Sintech Berkah Abadi greatly needs such a system to support and improve services for the satisfaction of both employees and customers in their company's project activities. As a company operating in the software provider industry in the global market, offering business solutions with advanced technology, they face various challenges in data processing. These challenges include data errors or losses occurring in various stages such as application creation, data processing, approval processes, and project reporting. Therefore, PT. Sintech Berkah Abadi requires a web-based project management system application. The data collection methods used in this research are observation, interviews, and literature review, while the analysis method used is SWOT. The implementation of this project management system application can provide a solution for the company, making work processes more effective and efficient.