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Analisis Spam Komentar Instagram menggunakan Support Vector Machine dengan Variasi Hyperparameter Haqimi, Nur Azizul; Roshinta, Trisna Ari
Jurnal Informatika: Jurnal Pengembangan IT Vol 9, No 3 (2024)
Publisher : Politeknik Harapan Bersama

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

Abstract

Instagram (IG) is a web and mobile-based social media application where users can share photos or videos with the available features. These features include captions, tagging, adding locations where photos or videos were taken, editing and filtering photos or videos before they are uploaded from the smartphone application and certain tags so that the photos can be seen by many people. Instagram as social media is not only a medium for communication but also for developing brands and selling products. Spam that often appears in spam comments is a barrier to getting appropriate information. When identifying spam and non-spam comments, a challenging problem is that the number of spam comments is less than non-spam comments, thus causing an imbalanced dataset problem. Imbalanced data sets can affect the performance of classification algorithms. Support Vector Machine (SVM) to classify comments between two classes (spam or nonspam) which is the maximum distance between the hyperplane and the closest item from both classes. Analysis of related research that has been carried out with feature variations states that the addition of 90 different features to the data used to increase classification accuracy on imbalanced data.  Other related research discusses Complementary Naïve Bayes which can be used to balance dataset classes. This research describes the selection of Support Vector Machine hyperparameters, especially for unbalanced data where the level of similarity is almost the same, so hyperparameter experiments are needed for the best accuracy
Timeline reminder system bot and telegram assistant chatbot for a university student and lecturer Haqimi, Nur Azizul; Kusuma, Rendra Tri
Journal of Soft Computing Exploration Vol. 4 No. 4 (2023): December 2023
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v4i4.221

Abstract

This research relates to the development of a chatbot application to help lecturers and students in the D3 Informatics Engineering study program remember schedules of activities and answer questions related to the study program. The background of this research is due to the difficulties of lecturers in managing activity schedules and answering questions that come from D3 Informatics Engineering study program students effectively and efficiently. This shows that having chatbot reminder and assistant applications will be very useful for study programs. The purpose of this research is to develop a bot and chatbot application that can help lecturers and students at Diploma 3 Informatics Engineering in managing activity schedules and answering questions related to study programs. The research method used is the Waterfall system development method, which is a type of System Development Life Cycle (SDLC). This method follows the sequential stages of system development starting from requirements analysis, system design, implementation, testing and maintenance. In this study, the chatbot application was developed using the Golang programming language, Codeigniter4 as the dashboard platform.
Literature Review: Virtual Reality Sebagai Media Imersif Dalam Terapi Kognitif Untuk Penanganan Stress dan Depresi Khoirunisa, Rifa; Sani, Ahmad Faisal; Masbahah, Masbahah; Rachman, Yusuf Fadlila; Haqimi, Nur Azizul
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i10.62104

Abstract

Stres dan depresi merupakan masalah kesehatan mental yang semakin meningkat secara global, terutama pada kelompok usia produktif, dan berdampak signifikan terhadap kualitas hidup individu. Penelitian ini bertujuan untuk meninjau secara sistematis penerapan Virtual Reality (VR) sebagai media imersif dalam terapi kognitif untuk penanganan stres dan depresi. Terapi kognitif, meskipun telah terbukti efektif dalam mengurangi gejala maladaptif, seringkali menghadapi kendala dalam hal aksesibilitas, motivasi pasien, dan tingkat keterlibatan dalam proses terapi. VR muncul sebagai inovasi yang menawarkan pengalaman interaktif dan lingkungan aman yang dapat meningkatkan efektivitas terapi. Metode penelitian menggunakan Systematic Literature Review (SLR) terhadap 118 artikel terindeks Scopus dengan rentang publikasi 2022–2025. Hasil analisis menunjukkan bahwa 10 artikel mendukung efektivitas VR dalam menurunkan gejala stres dan depresi, sedangkan 8 artikel menekankan pengalaman subjektif pasien yang cenderung positif. Keunggulan utama VR adalah sifatnya yang imersif, fleksibilitas personalisasi, serta kemampuan meningkatkan keterlibatan pasien. Namun, tantangan yang ditemukan meliputi keterbatasan teknologi, biaya implementasi, dan isu kenyamanan pengguna. Faktor penentu keberhasilan penerapan meliputi kualitas perangkat, kesiapan tenaga profesional, serta motivasi dan karakteristik pasien. Implikasi penelitian ini menunjukkan bahwa VR berpotensi besar menjadi media pendukung terapi kognitif yang menjanjikan dalam praktik klinis, meskipun penelitian lebih lanjut diperlukan untuk mengkaji dampak jangka panjang dan pengalaman pengguna secara lebih mendalam.
IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY DALAM MENDUKUNG TRANSFORMASI DIGITAL DAN PEMBERDAYAAN PEDAGANG DI PASAR WISATA KULINER TRADISIONAL Khoirunisa, Rifa; Riatma, Darmawan Lahru; Masbahah, Masbahah; Rachman, Yusuf Fadlila; Sani, Ahmad Faisal; Haqimi, Nur Azizul; Roshinta, Trisna Ari
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 6 (2025): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i6.35570

Abstract

Abstrak: Pariwisata merupakan sektor strategis yang berperan penting dalam penguatan ekonomi kreatif berbasis budaya lokal. Kegiatan pengabdian masyarakat yang dilakukan ini bertujuan untuk mendukung transformasi digital dan pemberdayaan pedagang melalui penerapan teknologi Virtual Reality (VR). Permasalahan utama mitra meliputi keterbatasan media promosi konvensional serta rendahnya literasi digital pelaku pasar. Kegiatan dilaksanakan menggunakan metode pelatihan teknis dan pendampingan penggunaan perangkat VR. Mitra dalam kegiatan ini terdiri dari Dinas Pariwisata, Pemuda, dan Olahraga Kabupaten Madiun, pedagang pasar pundensari dan anggota pokdarwis. Sebelum pelaksanaan, digunakan beberapa metode evaluasi untuk mengukur peningkatan kemampuan mitra, yaitu Pre post Assessment, Observasi langsung, Wawancara, dan Kuisoner Kepuasan. Hasil kegiatan menunjukkan tingkat kepuasan pengguna sebesar 91% terhadap tampilan visual dan interaksi, peningkatan literasi digital pedagang dari 41% menjadi 82%, serta kenaikan 35% kunjungan laman promosi desa wisata pasca diseminasi. Program ini terbukti efektif dalam meningkatkan eksposur digital, memperkuat branding destinasi wisata, serta mendorong kolaborasi antara perguruan tinggi, pemerintah daerah, dan masyarakat. Implementasi teknologi VR di pasar tradisional menjadi model transformasi digital yang replikatif dan berkelanjutan bagi pengembangan pariwisata berbasis budaya lokal.Abstract: Tourism is a strategic sector that plays a vital role in strengthening the local culture-based creative economy. This community service activity aims to support digital transformation and empowerment of traders at the Pundensari Culinary Tourism Market, Gunungsari Tourism Village, Madiun Regency through the application of Virtual Reality (VR) technology. The main problems faced by partners include the limited availability of conventional promotional media and the low digital literacy of market players. The activity was carried out in four stages, namely: (1) coordination and consolidation with the Tourism Office and Pokdarwis, (2) installation and testing of the Unity 3D-based VR application on the Meta Quest device, (3) public dissemination through VR demos and social media publications, and (4) evaluation of the results and impact of the activity. The results showed a 91% user satisfaction level with the visual display and interaction, an increase in traders' digital literacy from 41% to 82%, and a 35% increase in visits to the tourism village promotion page after dissemination. This program has proven effective in increasing digital exposure, strengthening tourism destination branding, and encouraging collaboration between universities, local governments, and the community. The implementation of VR technology in traditional markets is a replicable and sustainable digital transformation model for the development of local culture-based tourism.