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Implementation of AHP Algorithm for Design and Development Halal Food Recommendation System at Cirebon Regional Geneva, Erick Abraham; kusnadi, adhi; Tobing, Fenina Adline Twince
IJNMT (International Journal of New Media Technology) Vol 10 No 2 (2023): IJNMT
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v10i2.3491

Abstract

Cirebon is one of the cities in Indonesia that has a variety of unique culinary delights. One of the most famous Cirebonese halal culinary delights is nasi jamblang. However, the many choices of halal Cirebonese food can make tourists struggle to choose food that suits their taste and preferences. This research aims to design and build a halal Cirebonese food recommendation system using the Analytical Hierarchy Process (AHP) method. The AHP method is used to determine the weights of the factors that influence the selection of halal Cirebonese food. This recommendation system is built using PHP and JavaScript programming languages, as well as Laravel, React, and MySQL frameworks. This recommendation system has been tested by distributing questionnaires using End User Computing Satisfaction method with google form to 35 respondents The test results show that this recommendation system produces a user satisfaction value of 87.92%. This value indicates that this recommendation system has met user expectations.
Implementation of Support Vector Machine Method for Twitter Sentiment Analysis Related to Cancellation of u-20 World Cup in Indonesia Armanda, Muhammad; Tobing, Fenina Adline Twince
IJNMT (International Journal of New Media Technology) Vol 11 No 1 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i1.3673

Abstract

The cancellation of the U-20 world cup in Indonesia in 2023 has become a hot debate among the Indonesian people because the reasons for the cancellation are still unclear. The number of pro and con opinions uploaded by the Indonesian people on twitter social media makes these opinions can be used as data to assess opinions which are divided into three categories, namely positive, negative and neutral. After being divided into three categories, sentiment analysis will then be carried out using the SVM method and comparing linear, polynomial and rbf kernels to get the best performance of existing kernels in the support vector machine method. By using confusion matrix to measure the performance of the classification, accuracy, precision, recall and f1-score can be assessed. It was found that the 80:20 data ratio had the highest accuracy of the linear, polynomial, rbf kernel and the rbf kernel had better results than the linear and polynomial kernels, namely Accuracy 78.15%, F1-Score, 76.30%, Precision 77.37% and Recall 75.58%. In addition, the data obtained also succeeded in analyzing Indonesian texts that were input externally and categorized into positive, neutral and negative. From the results that have been obtained, the support vector machine method has been successfully implemented in sentiment analysis of the U-20 world cup cancellation in Indonesia in 2023 on twitter social media
IMPLEMENTATION OF HEURISTIC EVALUATION METHOD FOR EVALUATION AND RECOMMENDATIONS UI/UX DESIGN IMPROVEMENTS ON THE CINEPOLIS WEBSITE Aristawati, Cindy; Tobing, Fenina Adline Twince; Surbakti, Eunike Endariahna; Peranginangin, Jimmy; Pinem, Anjar
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.3736

Abstract

UI/UX is one of the most important elements of a website. One of the tasks of UI/UX is to make it easier to achieve a goal that the user wants. Cinépolis is a cinema that has been established in Indonesia since 2014. Cinépolis then launched its own website to make it easier for users to view movie information and order tickets. Based on the questionnaires that have been distributed and calculated using the System Usability Scale or SUS method, the Cinépolis website gets a score of 54.03 and is below the SUS standard of 68. The predicate obtained from the Cinépolis website is grade D with the predicate Poor. Heuristics are methods for finding interface problems to improve usability and user experience. The joint evaluation of 2 evaluators showed that there were 20 problems on the Cinépolis website based on 10 heuristic principles, while the evaluation of the Cinépolis website improvement prototype with 1 other evaluator found 5 problem findings based on 10 heuristic principles on the Figma prototype. The prototype that has been implemented gets a final score of 88.01 using the SUS calculation based on the questionnaire data that has been distributed. The final predicate obtained from the Cinépolis repair website is grade A with the predicate of Excellent.
Implementation of Scrum Method for Designing Website-Based E-commerce Application (Case Study: Putra Prabu Workshop) Wijaya, William; Tobing, Fenina Adline Twince
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3487

Abstract

The internet is a technology that has now become a major necessity in the world. There are many applications designed using the internet to meet daily needs, such as educational, commercial and other applications. according to DataIndonesia.id the number of motorized vehicles in Indonesia, which according to vehicles in Indonesia reached 141.99 million units in 2021. Bengkel Putra Prabu is a workshop that operates in the city of Prabumulih, Putra Prabu has several problems, such as lack of intensive advertising. Scrum is a software engineering method using agile principles that relies on team collaboration, incremental products and an iteration process to realize the final result. The results show user acceptance of the system system was 76.06% for the Perceived Ease Of Use category, 73.51% for the Perceived Usefulness category, 71.53% for the Atitude Toward Using category, and 71.89% for the Behavioral Intentional category. The conclusion of this research the system that has been created is well received by users.
Implementation of SAW Method for Design and Development Apartment Recommendation System in Tangerang Using Mobile-Based Nugraha, Achmad Ilyasa; Kusnadi, Adhi; Tobing, Fenina Adline Twince
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3492

Abstract

The house is no longer the sole type of residence available while looking for a place to live. Apartments are a solution for those who need a place to live in locations with limited land, such as Tangerang, in today's period. However, criteria are needed to choose an apartment based on a person's needs, thus in this project, we will develop and create an apartment recommendation system in Tangerang using the SAW approach to make it easy for people to choose the best apartment. The user's choice will be determined by the recommendation system based on their interests, activity, and other data. To put the recommendation system into action, the FMADM method must be employed. A Simple Additive Weighing (SAW) approach is required to complete this FMADM, which is a mechanism for computing the number of performance appraisals for each alternative based on all criteria. This recommendation system is called APARTKU, and it was created with HTML5, CSS, and AngularJS, as well as the Ionic Framework and the Firebase Database. The system was then put to the test by administering questionnaires to 32 respondents using the DeLone and McLean methodologies, and the results were tallied using the Likert Scale method, yielding a score of 90.64 percent, based on the interval on the Likert Scale technique, these results imply that the application has been constructed and designed very well.
Sentiment Analysis of IMDB Movie Reviews Using Recurrent Neural Network Algorithm Saputra, Aryasuta; Tobing, Fenina Adline Twince
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3610

Abstract

IMDb is a well-known platform that provides user reviews and ratings of various movies. The number of reviews found on IMDb is quite large, reaching thousands of reviews. Although a movie can have a high overall rating, it is still possible to receive negative reviews from some viewers. Therefore, the purpose of this sentiment classification system is to provide a benchmark for the level of sentiment contained in the movie, and hope that filmmakers can use this information as a reference in the development of their next movie. In this research, reviews from IMDb users are classified into two types, namely positive reviews and negative reviews. The program was created using the Python language with the LSTM (Long Short-Term Memory) classification model of the RNN (Recurrent Neural Network) algorithm. The purpose of using this algorithm is to measure the level of prediction accuracy in the classification process. The results of three test ratios, namely 60:40, 70:30, and 80:20, show that in the scenario of 80% data training and 20% data testing has better performance with the results accuracy of 96%, precision of 97%, recall of 98%, f1-score of 97%.
Implementation of Gamification Method and Fisher-Yates Shuffle Algorithm for Design and Development Django Learning Application Kiswara, Ade; Tobing, Fenina Adline Twince; Hassolthine, Cian Ramadhona; Saputra, Muhammad Ikhwani
ULTIMATICS Vol 16 No 2 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i2.3874

Abstract

The web framework emerges as a solution to enhance web development efficiency. Django, an open-source web framework written in the Python programming language, is one of the popular frameworks. Currently, there are not many programming learning platforms that provide specific programming learning materials for Django, implementing a method to boost user interest in using the platform. This research aims to design and build a web-based Django learning application using gamification methods designed based on the octalysis framework to enhance user learning interest. It also incorporates the Fisher-Yates shuffle algorithm to randomize questions for more variety. The application was tested by several users by filling out a questionnaire prepared using the Hedonic Motivation System Adoption Model (HMSAM). The evaluation results of the application obtained an average percentage of 84,15% in the aspect of behavioral intention to use, which means users strongly agree that the djangoing application generates a desire to use it again in the future. Furthermore, the results in the aspect of immersion were 81,44%, which means users agree that the djangoing application creates an immersive learning experience for the Django framework.
Design and Evaluation of an AI-Driven Gamified Intelligent Tutoring System for Fundamental Programming Using the Octalysis Framework Dzaky Fatur Rahman; Tobing, Fenina Adline Twince; Hassolthine, Cian Ramadhona
ULTIMATICS Vol 17 No 2 (2025): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v17i2.4514

Abstract

This research aims to address the challenges of student motivation and engagement in fundamental programming education by implementing the Octalysis Gamification Framework within an Intelligent Learning System. Traditional learning methods often fail to visualize abstract concepts or provide personalized feedback, leading to student demotivation. To overcome this, a platform named "Starcoder" was designed and built, integrating two conceptual pillars: the eight core drives of the Octalysis Framework and an AI-supported Intelligent Tutoring System (ITS). The system employs the Next.js framework and integrates the Gemini AI API (M.E.C.H.A.) to provide real-time, adaptive feedback and remedial learning paths. The effectiveness of the platform was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) with 54 respondents, comparing the gamified platform against traditional classroom methods. Evaluation results demonstrate that the platform significantly outperforms traditional methods, achieving an 86.44% score in Perceived Usefulness and an 85.56% score in Curiosity. Notably, Behavioral Intention to Use increased by 15.56% compared to the baseline. These findings demonstrate that the comprehensive integration of gamification frameworks with generative AI agents effectively enhances student motivation and immersion in technical education. Future work should focus on expanding the AI's capability to dynamically adjust gamification elements in real-time based on student performance.