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Perancangan Sistem Tata Kelola Keuangan Berbasis Anggaran Universitas Atma Jaya Makassar Gormantara, Alfredo
TEMATIKA, Journal of Informatics and Information Systems Vol 5, No 2 (2017)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

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

Abstract

This thesis focuses on the development of financial management system of budgeting and financing that is integrated and connected. To achieve these objectives, it is necessary to develop to integrate previously created systems into one large and integrated system part so that systems that can support the budgeting, financing and management processes of university finance that include the principles of SNPT are accountability and transparency. The authors hope the financial system of budgeting and financing can help to manage finance, budgeting and financing are integrated and comprehensive and provide transparency in financial management at Atma Jaya University of Makassar. Keywords: : Accountability, Finance, Management, Transparency, University.
Perancangan Sistem Tata Kelola Keuangan Berbasis Anggaran Universitas Atma Jaya Makassar Alfredo Gormantara
TEMATIKA: Jurnal Penelitian Teknik Informatika dan Sistem Informasi TEMATIKA Volume 5 Nomor 2 (September 2017)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

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

Abstract

This thesis focuses on the development of financial management system of budgeting and financing that is integrated and connected. To achieve these objectives, it is necessary to develop to integrate previously created systems into one large and integrated system part so that systems that can support the budgeting, financing and management processes of university finance that include the principles of SNPT are accountability and transparency. The authors hope the financial system of budgeting and financing can help to manage finance, budgeting and financing are integrated and comprehensive and provide transparency in financial management at Atma Jaya University of Makassar.
Klasifikasi Kategori Dan Pelabelan Berita Bahasa Indonesia Menggunakan Mutual Information Dan K-Nearest Neighbors Alfredo Gormantara; Dominikus Boli Watomakin
TEMATIKA: Jurnal Penelitian Teknik Informatika dan Sistem Informasi TEMATIKA Volume 8 Nomor 2 (September 2020)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35129/tematika.v8i2.109

Abstract

Along with the increasing development of the internet, the growth of textual information on the internet continues to increase. Increased dissemination of information causes the news released every day to increase. The large number of news, especially those in online media, raises problems in categorizing existing news topics. So we need a system that can categorize every news topic that is in online media and also labeling sentiment on a news. This aims to be able to monitor a situation such as political, social or economic from online news by utilizing classifications and also sentiment labeling so that it can predict steps that can be taken in the future. The method used in this research is feature selection and the KNN classification algorithm with Manhattan distance. In this study, there are two main functions of the system, namely news categorization and also news sentiment labeling. The research stages began with data collection, preprocessing, mutual information feature selection and classification. The results of this study show positive results because it can recognize news categorization and news sentiment labeling.
Visualization System For Sentiment Analysis Using Textblob On Twitter Alfredo Gormantara
TEMATIKA: Jurnal Penelitian Teknik Informatika dan Sistem Informasi TEMATIKA Volume 9 Nomor 1 (Maret 2021)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56963/tematika.v9i1.116

Abstract

Sentiment analysis is the classification of texts in several categories, usually positive, negative, happy or sad. In recent years, this technique has been used to analyze online product reviews, online news, general elections, disasters, stock markets, and social media, especially twitter. The results of the sentiment analysis can be used as one of the decisions making considerations. In helping to analyze the results of sentiments, visual analytics are used that can help to navigate data, compare various data sets, and explore data distribution. This research aims to analyze sentiment in Bahasa Indonesia using Tweepy and TextBlob as a python library to access and classify Tweets and with the help of visual analytics to explore and observe the distribution of Tweets based on geographical location, especially in provinces in Indonesia. In addition, this research also provides a comparison of the results of the validation of TextBlob using the Naïve Bayes and SVM algorithms with the results of each accuracy of 62.26% and 69.18% which are higher accuracy compared to SentiWordNet.
Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper Ridnaldy Yunior Carolus; A Gormantara
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 2 No. 2 (2022): Desember 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.554 KB) | DOI: 10.24002/konstelasi.v2i2.5369

Abstract

Pendidikan merupakan pondasi utama dalam meningkatkan kualitas sumber daya manusia (SDM), dengan meningkatnya SDM maka suatu negara dapat berkembang dan maju dengan didasari pendidikan baik secara formal ataupun non-formal. Gamifikasi merupakan alternatif dalam sebagai inovasi dalam pendidikan. Gamifikasi merupakan teknik desain permainan untuk menghasilkan hal yang dianggap sebagai hal yang membosankan menjadi menarik layaknya sebuah game. Mechanics Dynamics Aesthetics (MDA) merupakan model utama dalam menerapkan sebuah gamifikasi. MDA berfungsi untuk memetakan komponen-komponen agar menjadi sebuah kesatuan dalam merancang sebuah game, belajar merupakan salah satu bagian dalam pendidikan, untuk merancang sebuah gamifikasi pada pembelajaran maka diperlukan model gamifikasi yang tepat yaitu The Dynamical Model for Gamification Learning (DMGL) dan Attention Relevance Confidence Satisfaction (ARCS) kedua model gamifikasi ini menerapkan MDA sebagai dasar dalam gamifikasi dan menambahkan komponen yang dapat memotivasi siswa dalam belajar. Tujuan dari penelitian ini adalah memetakan literatur untuk lebih memahami penerapan model gamifikasi pada pendidikan secara formal dan juga non-formal
Implementasi Naive Bayes pada Analisis Sentimen Opini Masyarakat di Twitter Terhadap Kondisi New Normal di Indonesia Erick Alfons Lisangan; Alfredo Gormantara; Ridnaldy Yunior Carolus
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 2 No. 1 (2022): Juni 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.029 KB) | DOI: 10.24002/konstelasi.v2i1.5609

Abstract

Pandemi yang melanda dunia saat ini menyebabkan masyarakat perlu beradaptasi dalam melaksanakan aktivitas sehari-hari atau yang dikenal dengan istilah kondisi “New Normal”. Analisis sentimen dibutuhkan agar pemerintah dapat mengetahui respon masyarakat terhadap kebijakan yang dikeluarkan dalam menanggulangi penularan Covid-19. Pada penelitian ini akan diimplementasikan algoritma Naive Bayes dan dipadukan dengan metode stemming Sastrawi. Terdapat beberapa proses yang dilalui dimulai dari data crawling untuk mengumpulkan dataset. Setelah dataset terkumpul kemudian melalui proses data preprocessing, feature extraction, dan klasifikasi menggunakan Naive Bayes. Pengujian algoritma menggunakan confussion matrix dengan memperhatikan nilai akurasi, precision, dan recall. Hasil pengujian terhadap ratio data training dan testing diperoleh ratio terbaik 70% dan 30% dengan nilai accuracy, precision, dan recall secara berturut-turut sebesar 94.55%, 93.55%, dan 93.55%.
Pengembangan Sistem E-Learning Berbasis Moodle Alfredo Gormantara; Astrid Lestari Tungadi; Ridnaldy Y Carolus
JURIKOM (Jurnal Riset Komputer) Vol 10, No 1 (2023): Februari 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i1.5527

Abstract

Communication and information technology in the world of education is an effort made in creating a different teaching-learning atmosphere so that students can develop their potential. E-Learning is a learning process that utilizes computer technology, computer networks, and the Internet in the process of disseminating knowledge, thus enabling students to learn via computers anywhere without having to physically go to class/lectures. Atma Jaya Makassar University already has an E-Learning system but several obstacles occur starting from a less interactive display, limited functions, no integration with the academic system, and the unavailability of mobile-based E-Learning. Previously, e-learning used a claroline base which had problems in terms of appearance and functionality. This research uses the SDLC (Software Development Life Cycle) method in developing e-learning software. The waterfall method is a work method that emphasizes sequential and systematic phases. This method starts from identifying the problems that occur, the design, implementation, testing and verification stages. Moodle-based E-Learning products offer to enter the "digital classroom" to access learning materials with a more attractive appearance and easier access with the mobile application version. The advantages of Moodle include being able to create learning materials, quizzes, and online discussion forums in an E-Learning package. Therefore, this study aims to improve the quality of learning will develop a moodle-based E-Learning system at Atma Jaya University Makassar.
Evaluasi Kesuksesan Sistem Informasi Akademik (SIAMIK) dengan Model DeLone dan McLean Alfredo Gormantara; Elisabeth Elisabeth
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 2 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i2.666

Abstract

Evaluation of information systems is needed to determine the quality of system use. Therefore, it is necessary to measure the success of an information system, one of which is the DeLone and McLean model, which consists of six factors measuring the success of an information system. SIAMIK is an academic information system designed to meet the minimum requirements needed in processing academic information. This research is divided into several stages to test the 10 initial hypotheses. The data collected were 1560 correspondents from questionnaires distributed to students as SIAMIK users. Furthermore, the results of the validity and reliability tests were continued with SEM analysis for hypothesis testing. The evaluation results were obtained for the 10 hypotheses that have been formed. there are 3 accepted hypotheses and 7 rejected hypotheses. Therefore, it can be concluded that the use of SIAMIK within the scope of Atma Jaya Makassar University has not been successful.
PEMBUATAN DAN PELATIHAN SISTEM INFORMASI SEBAGAI UPAYA PENINGKATAN KINERJA DC MALL BATAM Gormantara, Alfredo; Carolus, Ridnaldy Yunior; Sumarta, Sean Coonery
Jurnal AbdiMas Nusa Mandiri Vol. 6 No. 1 (2024): Periode April 2024
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/abdimas.v6i1.5369

Abstract

Digital transformation in Industry 5.0 has become a driving force in moving companies to improve the quality of services provided to customers and ease of work. The company's needs in carrying out strategic work and policies cannot be separated from the use of systems to help manage company data. DC Mall rents out its locations to parties such as shopping centers, supermarkets, exhibition corridors, restaurants and electronics stores. One of the routine tasks in managing DC Mall is paying utilities and rent for each unit. Payments are made to the mall management every month. Efforts to develop an information system that can cover all parts of mall management, including finance, customer service, marketing and others. The aim of this activity is to implement an information system at DC Mall that is beneficial for employee and company performance. The new system is designed to cover the weaknesses of the previous system. This service activity, which includes observation, data collection, design, implementation and evaluation, was carried out for approximately three months, starting from November 10 to January 19 2024. Each member is responsible for making observations, surveying locations, collecting data, helping create information systems and training employees, and compiling service reports. Based on the results of the service, it can be concluded that the creation of the new DC Mall information system has been successful based on feedback from employees in operating and carrying out their duties.
APPLICATION OF GPU-CUDA PARALLEL COMPUTING TO THE SMITH-WATERMAN ALGORITHM TO DETECT MUSIC PLAGIARISM Gormantara, Alfredo; Tangdililing, Ferdianto; Sumarta, Sean Coonery
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 19 No 3 (2025): BAREKENG: Journal of Mathematics and Its Application
Publisher : PATTIMURA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/barekengvol19iss3pp1725-1736

Abstract

This study introduces the Smith-Waterman algorithm because the advantage of this algorithm is that it can determine the similarity from any position that corresponds to music plagiarism, considering that song similarities can occur in any part of a song. Plagiarism detection can be done by comparing the melody notes of 2 songs to determine whether or not there are similarities. Songs that are identified as plagiarism have similar melodies of 8 bars. However, the Smith-Waterman algorithm has a weakness, namely that the speed of this algorithm is relatively slow, so parallel computing is required to speed up the detection process. Parallel computing relies on the capabilities of multi-core GPUs that can be programmed using CUDA. Therefore, the innovation raised in this study is to speed up the computing process in detecting music plagiarism by applying parallel computing to the Smith-Waterman algorithm. The methodology stages begin with melody extraction, namely taking the song melody from the MIDI file along with the melody's tempo in the MIDI file and then transposing it to the basic tone of C. The study's results showed that using the GPU can speed up the execution time by up to 5.7 times compared to using the CPU. In addition, validation was carried out with real music plagiarism cases and validation of the results using the MIPPIA website. This shows that parallel computing has been successfully applied to the Smith-Waterman algorithm in detecting music plagiarism.