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Implementation Naive Bayes Algorithm in Sentiment Analysis for Netflix Reviews on Google Playstore Mahendra, Aldy; Wijaya, Anugerah Bagus; Arifudin, Dani
Building of Informatics, Technology and Science (BITS) Vol 6 No 4 (2025): March 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i4.6646

Abstract

Developing technology has had an impact in many ways such as watching a movie, in the past watching a movie had to be through television or cinema media. This resulted in difficulties due to inefficient broadcast schedules, as well as the inability to replay. But unlike the current era, watching movies can be done anywhere and anytime by utilizing a streaming application. One of the existing applications is Netflix, in this application there are many types of movies from all walks of life, not only that the monthly subscription system in this application is relatively cheap. The existing streaming applications are not only Netflix but there are still many other applications, therefore Netflix needs to pay attention to the reviews given by users so that this application continues to grow and is not defeated by other applications. Reviews given by users can be used as evaluation material, to see reviews cannot be seen at a glance but must be detailed. Because there are quite a lot of reviews that manual processes cannot be applied, it is necessary to use a sentiment analysis process and utilize existing algorithms such as data mining. This study aims to conduct sentiment analysis based on user reviews of the Netflix application on the google playstore. The review data of 1,000 was taken by the author and then obtained the results of the research that the reviews given by users tended to be negative and the naïve bayes algorithm got an accuracy level of 82%.
Implementation of Gamification in The Hotel Membership System for Repurchase Anwar, Toni; Wijaya, Anugerah Bagus; Paramita, Cayadewi; Fathoni, Muhamad Zidan
INTEK: Jurnal Penelitian Vol 8 No 2 (2021): October 2021
Publisher : Politeknik Negeri Ujung Pandang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31963/intek.v8i2.3357

Abstract

Javaheritage Hotel is a 4-star hotel located in the tourist city of Purwokerto. Java Heritage already has a membership system to increase consumers’ purchases back to the hotel. The current membership system allows consumers to purchase members who will get an active stay voucher for one year. Javaheritage requires increasing the number of repurchases by member and non-member consumers to Javaheritage hotels. Gamification applies scoring points, competition, and game rules to other activities or activities. This study aims to design a hotel membership system that implements gamification to increase repurchase at java heritage hotels. The output of this research is a research journal, and the TKT that will be achieved is at level 7. Namely, the Demonstration of a prototype system in a natural environment. The development method used is RAD (Rapid Application Development) and system design depiction using UML.
Analyzing User Interface on Adx International Website Using Heuristic Method and System Usability Scale (SUS) Djuniasih, Putry Erica; Wijaya, Anugerah Bagus; Prasetyo, Agung
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.38111

Abstract

Adx International is one of the international shipping services that has collaborated with various marketplaces. Along with the development of technology, Adx International chose a website as a promotional material as well as a system for the transaction process. This research will discuss problems with the UI/UX design of the website by distributing questionnaires to users. After that, several problems were found such as problems with navigation design (search filters), colors that are not aligned, excessive use of icons and there is no guidebook for using the Adx International website. Therefore, further user interface analysis is required. To evaluate the sustainability of this platform, a combination of Heuristic and System Usability Scale (SUS) methods are used in this research because the two methods have different but complementary focuses. Heuristic provides perspectives from experts or experts, while SUS provides perspectives from users. This research uses 10 heuristic aspects and 10 SUS questionnaire questions. The result of this study is to provide recommendations for improvement from both perspectives and identify aspects that need to be improved. The SUS score in this study for the Adx International website is 55. In addition, the results of this study present recommendations for design improvements from various aspects, therefore it can be concluded that this research is successful.
Front-End Development of Amikom Purwokerto University Finance Website Using Bootstrap Huberta, Bima; Rakhmawati, Desty; Wijaya, Anugerah Bagus
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.40658

Abstract

At Universitas Amikom Purwokerto, the Institute for Research and Community Service (LPPM) faces significant challenges in financial data processing. Currently, financial data is managed using Microsoft Excel, and there is no system in place to properly manage and store this data. This lack of an efficient system hinders effective financial management and data handling. To address these issues, the proposed solution is to develop a website for financial management that supports the tri dharma of higher education. Effective web application development necessitates adherence to standard front-end framework models. Therefore, this study focuses on creating a front-end for the LPPM financial website using Bootstrap, following the waterfall method due to its sequential, structured, and reliable properties. The result of this study is a website-based LPPM financial application front-end. Based on test results, the front-end of this website achieved an SUS (System Usability Scale) score of 80.5, which falls into grade B. This indicates that the application is expected to facilitate the process of managing financial data and enhance user interaction with the system, effectively resolving the identified issues. This research was successful because it had created a front-end system in accordance with the needs that had been complained about by the university.
Rancang Bangun Website Pembelajaran dengan Model Team Games Tournament Wardana, Aditia; Kuncoro, Adam Prayogo; Suliswaningsih, Suliswaningsih; Wijaya, Anugerah Bagus
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.40847

Abstract

Since the advent of modern communication and information technologies, the field of education and learning has seen profound transformations. Websites that can access different kinds of data online are one example of this. Some schools still haven't figured out how to make the most of the internet, despite the fact that it has revolutionized many parts of life, including education. Colleges and universities must adapt to the changing times by implementing new methods of learning that raise the bar for student achievement. Unfortunately, many teachers still rely on the ineffective lecture format, which results for dull and unengaging classroom discussions. Hence, new approaches to education are required. Learning using the TGT (Team Games Tournament) concept is something to think about. By combining aspects of teamwork and competition, this approach creates engaging and motivating games that promote the application of learning principles. Technology, particularly websites, plays an important role in implementing the TGT paradigm in learning. Applications that facilitate the use of the TGT learning paradigm are the focus of this study. We used the waterfall approach for this study. This allows for the implementation of innovative learning strategies, which in turn boost student engagement and the quality of their learning. By using information technology, this TGT model-based application aims to improve the learning process and address the drawbacks of conventional learning approaches.
PERANCANGAN CHATBOT WEBSITE PROGRAM STUDI INFORMATIKA MENGGUNAKAN FRAMEWORK CODEIGNITER Huberta, Bima; Wijaya, Anugerah Bagus
Jurnal Informatika dan Teknik Elektro Terapan Vol. 11 No. 3 (2023)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v11i3.3225

Abstract

Abstrak.Pesatnya perkembangan teknologi saat kini membawa banyak perubahan dalam kehidupan manusia. Dimana informasi dapat dipertukarkan dengan mudah dan cepat meski dalam jarak yang jauh. Teknologi yang biasa di jumpai pada masa kini yaitu asisten virtual. Salah satu bentuk dari asisten virtual di bidang informasi dan komunikasi ialah chatbot. Chatbot adalah sebuah sistem chatting yang biasa digunakan oleh manusia untuk membantu pekerjaannya di bidang pelayanan informasi. Pada penelitian ini dikembangkan asisten virtual chatbot pada Universitas Amikom Purwokerto untuk memudahkan akses mahasiswa terhadap informasi perkuliahan. Sistem ini terintegrasi ke dalam website universitas. Teknologi chatbot ini dibutuhkan karena dapat juga digunakan sebagai sistem yang memudahkan kerja perguruan tinggi untuk dapat menjawab pertanyaan mahasiswa selama 24 jam penuh,sehingga dapat menjawab pertanyaan siswa lebih cepat. Metodologi yang digunakan kali ini waterfall yang terbagi menjadi lima fase. Saat merancang aplikasi, chatbot dibangun menggunakan Framework Codeigniter, yang menawarkan pengkodean MVC yang sangat baik. Sehingga hasil akhir dari penelitian ini adalah fungsi chatbot yang terintegrasi dengan pengelolaan database chat, sehingga informasi yang diterima oleh pengguna selalu update dengan perkembangan mata kuliah ilmu komputer.
PENGGUNAAN TEKNIK FLUID GRIDS TERHADAP KETERLIHATAN KONTEN PADA WEBSITE PRODI INFORMATIKA al afghani, muhammad akbar; wijaya, anugerah bagus
Jurnal Informatika dan Teknik Elektro Terapan Vol. 11 No. 3 (2023)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v11i3.3228

Abstract

Tujuan dari penelitian ini adalah mengimplementasikan fluid grid pada website prodi informatika dengan pendekatan user centered design dan untuk mengukur kepuasan pengguna menggunakan kuesioner yang dihitung dengan skala Likert. Metode UCD digunakan untuk memastikan bahwa pengunjung berada di jantung desain dan pengembangan situs web. Langkah-langkah UCD meliputi pengumpulan kebutuhan pengguna, analisis pengguna, desain prototyping, pengujian dan evaluasi berkelanjutan. dan teknologi fluid grid digunakan untuk membuat desain website yang responsif. Selain itu, survei menggunakan skala Likert digunakan untuk mengukur kepuasan pengguna terhadap desain website. Skala Likert adalah alat umum untuk mengukur tingkat persetujuan atau ketidaksetujuan dengan pernyataan tertentu. Responden diminta untuk menanggapi pada skala Likert mulai dari 'sangat tidak setuju' hingga 'sangat setuju'. Hasil  penelitian ini diharapkan dapat meningkatkan pengalaman pengguna saat mengakses informasi pada website program studi informatika. Selain itu, diharapkan penelitian ini juga akan memberikan pemahaman tentang penggunaan teknologi fluid grid yang baik dalam desain web responsif dan efektivitas penggunaan teknik UCD dalam desain dan pengembangan situs web.
K-Means Clustering with Elbow Method for Stunting Risk Detection in Toddlers Using Anthropometric and Nutritional Data Darmayanti, Irma; Saputra, Dhanar Intan Surya; Wijaya, Anugerah Bagus; Wijanarko, Andik; Fortuna, Dewi; Putranto, Aldrian Firmansyah
Journal of Information System and Informatics Vol 7 No 4 (2025): December
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v7i4.1337

Abstract

Stunting remains a critical public health challenge in Indonesia, primarily due to inadequate nutrition and recurrent infections in early childhood. This study aimed to identify patterns of stunting risk by integrating anthropometric and dietary data, specifically sugar consumption, using an unsupervised machine learning approach. A total of 20 toddlers aged 12-59 months from Purwokerto Selatan participated. Anthropometric data (age, weight, height) and dietary intake (sugar consumption, snack frequency) were collected via a caregiver questionnaire. K-Means clustering was applied, with the optimal number of clusters determined using the Elbow Method (K=2). Two clusters were identified: Cluster 0, with a lower risk of stunting, and Cluster 1, with a higher proportion of toddlers at risk. Cross-tabulation with stunting status validated this, showing that Cluster 1 contained more children with "Potential" stunting. Internal validation using the Silhouette score (0.252) and PCA visualization confirmed the clustering's robustness. This study demonstrates the potential of combining anthropometric and dietary data for stunting risk profiling, suggesting a complementary approach for growth monitoring programs and targeted interventions.