Claim Missing Document
Check
Articles

Found 14 Documents
Search

Ensemble Machine Learning to Detect Sarcasm in English on Twitter Social Media Rosid, Mochamad Alfan; Sambada, Muhammad Arginanta Kafi; Busono, Suhendro; Muharram, Fajar
Journal of INISTA Vol 6 No 1 (2023): November 2023
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i1.1073

Abstract

Detecting sarcasm in English tweets on social media platforms like Twitter is a complex task due to its subtle and ambiguous nature. This study explores the use of ensemble machine learning techniques, including Logistic Regression, Naive Bayes, Decision Tree, and Support Vector Machine (SVM), to effectively identify sarcasm. A dataset containing sarcastic and non-sarcastic English tweets was collected and preprocessed. Features representing lexical, syntactic, and semantic information were extracted to train and evaluate the ensemble models. The Support Vector Machine method demonstrated the highest performance among the techniques employed, achieving an accuracy of 80% and an F1-score of 80% for sarcasm detection. This highlights the efficacy of Support Vector Machines in capturing complex patterns and differentiating between sarcastic and non-sarcastic tweets. By leveraging the strengths of multiple machine learning algorithms, the ensemble approach enhances the overall performance of the sarcasm detection system. It provides a more robust and accurate detection of sarcasm, thereby improving the understanding of user sentiments and opinions in online conversations. This research contributes to sentiment analysis and natural language processing, offering valuable insights into sarcasm detection in social media. The findings have practical implications for interpreting user-generated content on platforms like Twitter, enabling a better understanding of user sentiments and facilitating more meaningful interactions.
Systematic RPG Development Maximizes Player Engagement in Global Context: Pengembangan RPG yang Sistematis Memaksimalkan Keterlibatan Pemain dalam Konteks Global Hidayatullah, Vika Tanjung; Astutik, Ika Ratna Indra; Ariyanti, Novia; Busono, Suhendro
Indonesian Journal of Innovation Studies Vol. 25 No. 3 (2024): July
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i3.1155

Abstract

This study presents the systematic development of an Adventure RPG game titled "Tomorrow Will Come" using the ADDIE method, aiming to enhance understanding of RPG game development. Leveraging the Godot Engine and GDscript programming language, the research follows the Analysis, Design, Development, Implementation, and Evaluation phases. Feedback from beta testers highlights positive gameplay experiences but suggests room for improvement, particularly in gameplay difficulty. The findings underscore the significance of iterative design and player feedback in refining game mechanics. Overall, this research contributes to advancing RPG game development methodologies and emphasizes the importance of innovation and user-centric design in creating compelling gaming experiences. Highlight: 1. ADDIE method enhances structured RPG game development. 2. Player feedback refines mechanics, enhancing overall quality. 3. Godot Engine innovates technical aspects, prioritizing user-centric design. Keyword: RPG game development, ADDIE method, Godot Engine, Player feedback, Iterative design
Pengembangan Game 2D “Cat Collection Coin” Berbasis Single Player Menggunakan Metode Finite State Machine untuk Manajemen State Karakter Awalludin, Krisna; Busono, Suhendro; Indahyanti, Uce; Rahmawati, Yunianita
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2424

Abstract

Penelitian ini bertujuan untuk mengembangkan game 2D berjudul "Cat Collection Coin" berbasis single player dengan mengimplementasikan metode Finite State Machine (FSM) untuk mengelola perilaku karakter secara sistematis. FSM memungkinkan setiap karakter dalam game memiliki transisi keadaan yang terstruktur, seperti diam, berjalan, melompat, dan menyerang, berdasarkan input pemain dan kondisi permainan. Game ini dikembangkan menggunakan Godot Engine, yang menyediakan dukungan optimal untuk pengembangan game 2D. Penelitian ini juga membahas bagaimana FSM diterapkan pada berbagai level permainan untuk menciptakan alur permainan yang responsif dan menantang. Hasil perancangan menunjukkan bahwa penggunaan FSM mampu meningkatkan modularitas logika permainan serta memberikan pengalaman bermain yang lebih dinamis. Implementasi ini menjadi solusi efektif dalam mengelola kompleksitas perilaku karakter pada game 2D berbasis single player.
Pelatihan Media Pembelajaran Digital untuk Tenaga Pendidik Di Masa Pandemi Di SMP Muhammadiyah 4 Porong Sidoarjo Busono, Suhendro; Rosid, Moch Alfan; Rahmawati, Yunianita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 5 No 1 (2021): Volume 5 Nomor 1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v5i1.15387

Abstract

In 2020 Indonesia goverment got the big disaster from God, It is namely Corona Virus. In education sector such as school,university and other formal education can’t do teaching learning activity directly.Teacher and student can’t do face to face activity because they are limited by goverment policy about social distancing.Education Ministry can solve the limitation of internet access bandwith by using free internet access or big bandwith, unfortunetly the big problem that can’t be solved by Indonesia Goverment is teacher have no knowladge about digital learning. Abdimas Team of Sidoarjo Muhammadiyah University try to aim this big problem. Abdimas Team of Sidoarjo Muhammadiyah University held training of digital learning for SMP Muhammadiyah 4 Porong Sidoarjo. Platform of this digital learning uses EDMODO. The result of this training is teacher and student can do teaching and learning activity periodically using internet media. The conclusion of this article is digital learning is necessary in revolution 4.0 because growth of information technology raise significantly