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Implementasi Metode Analytical Hierarchy Process Dan Interpolasi Linier Dalam Penentuan Lokasi Wisata Di Kabupaten Karangasem Sudipa, I Gede Iwan; Wiguna, I Komang Arya Ganda; Putra, I Nyoman Tri Anindia; Hardiatama, Kadek
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.383

Abstract

Bali is known for its tourism sector, so it has always been one of the alternative tourist destinations for local and foreign tourists. Almost every district in Bali has interesting tourist attractions to visit for tourists. When traveling, tourists usually decide to visit interesting tourist destinations. The number of tourist destinations available, often makes tourists confused about choosing a destination according to their preferences. Therefore, this research is intended for tourists to be able to determine alternative priority tourist sites in Karangasem Regency. In this study, data were collected from 75 respondents to find out alternative tourist sites in Karangasem, and to determine the criteria to be considered for traveling. These criteria are rides provided at tourist sites (C1), price of admission to tourist sites (C2), distance from tourist sites to city center (C3) and facilities provided at tourist sites (C4). 4 alternative tourism data used in the calculation by producing alternative tourist sites at Taman Ujung as the best alternative. The method used is the Analytical Hierarchy Process (AHP) to produce the weighted criteria, scoring the ticket price and distance values using Linear Interpolation and calculating the final value using the Cost and Benefit normalization process. The results of this study can provide alternative tourist locations for domestic tourists who want to vacation in Karangasem Regency.
Analisis Sensitivitas Prioritas Kriteria Pada Metode Analytical Hierarchy Process (Kasus Penentuan Pemberian Kredit) Wiguna, I Komang Arya Ganda; Semadi, Ketut Ngurah; Sudipa, I Gede Iwan; Septiawan, I Kadek Jerry
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 1 (2022): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i1.420

Abstract

The criteria affect a priority decision to find out the most important criteria in the Analytical Hierarchy Process (AHP) seen from the priority weights generated by the calculation. However, the analysis of the importance of priorities is to find out how important changes in the weight of the criteria can change the order results of alternative rankings and how critical the alternative values on the criteria are in influencing the ranking results. This study uses an example of providing credit with six criteria, namely Collateral (C1), Business Status (C2), Total Dependents (C3), Loan Amount (C4), Ability to Pay (C5) and Loan Term (C6). The test results from the three processes of sensitivity analysis with changes in the weight of the criteria show criteria C2 with a sensitivity value of 1.13284, Criterion C1 with a sensitivity value of 0.34874 and Criterion C5 with a sensitivity value of 1.078735. The highest percentage of alternative changes shows criteria C2, C4 and C5 with a percentage of 16.67%
Innovative UI/UX Analysis of Cooperative Apps through Design Thinking Fanani, Rizki Dwi; Wiguna, I Komang Arya Ganda; Iskandar, Adi Panca Saputra; Parwita, Wayan Gede Suka
Jurnal Galaksi Vol. 1 No. 1 (2024): Galaksi - May 2024
Publisher : Yayasan Sraddha Panca Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/galaksi.v1i1.4

Abstract

Radha Krisna Savings and Loan Cooperative operates as an entity affiliated with Krisna Holding Company, more commonly referred to as Krisna Oleh-oleh. Although Radha Krisna Savings and Loan Cooperative has been in operation since 2010, it did not begin utilising a desktop application as its information system until 2014. This application has since been employed to facilitate a variety of transaction processes. The issue at the Radha Krisna Savings and Loan Cooperative is that the utilised application has begun to fail to support user requirements for transactions, as certain menus, features, user interface, and user experience continue to fall short of user expectations. In light of this issue, it is imperative to conduct an analysis of the collaborative application and construct a prototype that satisfies the diverse requirements of users, serving as a benchmark for the improvement of forthcoming applications. Utilising the Design Thinking method, prototype development consists of the following phases: Emphasise, Define, Ideate, Prototype, and Test. Figma is the instrument utilised for prototyping. A User Experience Questionnaire (UEQ) is administered to a sample of eight managers from the Radha Krisna Savings and Loan Cooperative as part of the testing phase. Based on the Benchmark Data, the average value for the attractiveness scale is 2.01 (Excellent), the average value for clarity is 2.31 (Excellent), the average value for efficiency is 1.91 (Excellent), the average value for accuracy is 1.81 (Excellent), the average value for stimulation is 2.06 (Excellent), and the average value for novelty is 1.94 (Excellent).
Sentiment Analysis of Twitter Comments (X) on the Cyanide Coffee Case Using Comparison of Naïve Bayes and K-NN Method Results Ulandari, I Gusti Agung Ayu Manik; Wiguna, I Komang Arya Ganda; Setiawan, I Made Dedy
TECHNOVATE: Journal of Information Technology and Strategic Innovation Management Vol. 2 No. 1 (2025): January 2025
Publisher : PT.KARYA GEMAH RIPAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52432/technovate.2.1.2025.59-69

Abstract

Twitter is a social media platform that is often used by the general public to communicate and gather information. Through this social media, users can express various opinions or comments about a particular issue such as the cyanide coffee case. The methods used in this research are Naïve Bayes and K-NN methods and the purpose of this research is to compare the two methods in sentiment analysis of the cyanide coffee case. In testing this sentiment analysis using 3 stages of scenarios, where the 60:40 ratio is used for scenario number 1, the 70:30 ratio is used for scenario 2 and the 80:20 ratio is used for scenario 3. From the test results that have been carried out, it can be seen that testing the Naïve Bayes method in scenario 3 is superior to other scenarios with 87.76% accuracy, 92.80% precision and 67.09% recall. Meanwhile, the K-NN method in scenario 3 is superior to other scenarios with an accuracy of 80.60%, precision of 89.87% and recall of 61.72%.
PENINGKATAN KUALITAS DAN EKONOMI NELAYAN MELALUI PELATIHAN PENGGUNAAN ALAT PENGERING IKAN (DRYFITECH) MENGGUNAKAN TEKNOLOGI IOT Desnanjaya, I Gusti Made Ngurah; Wiguna, I Komang Arya Ganda; Putra, I Dewa Putu Gede Wiyata; Nugraha, I Made Aditya
JMM (Jurnal Masyarakat Mandiri) Vol 8, No 5 (2024): Oktober
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v8i5.26445

Abstract

Abstrak: Desa Sukadana, Kecamatan Kubu, Kabupaten Karangasem, Bali, adalah komunitas nelayan yang sangat bergantung pada hasil tangkapan laut. Namun, metode pengeringan ikan yang tradisional menghadapi berbagai tantangan, termasuk penurunan kualitas produk dan kerugian ekonomi. Untuk mengatasi masalah ini, program pelatihan penggunaan alat pengering ikan berbasis IoT, yang dikenal sebagai DryFiTech, telah diimplementasikan. Alat ini dirancang untuk meningkatkan efisiensi dan kebersihan proses pengeringan ikan dengan memanfaatkan tenaga surya dan sistem pemantauan berbasis cloud. Pelatihan ini bertujuan untuk membekali 38 nelayan atau mitra di Desa Sukadana, dengan keterampilan operasional dan pemeliharaan alat DryFiTech. Evaluasi dilakukan melalui observasi langsung dan wawancara untuk menilai keterampilan dan tingkat kepercayaan diri peserta. Hasilnya menunjukkan bahwa 80% peserta merasa percaya diri dalam menggunakan alat, 75% mampu mengatur suhu dan kelembapan, serta 70% dapat menjelaskan fungsi komponen alat. Program ini menunjukkan peningkatan keterampilan mitra secara keseluruhan, yang diharapkan dapat meningkatkan kesejahteraan nelayan, mendukung perekonomian lokal, dan memberikan dampak positif yang berkelanjutan terhadap lingkungan pesisir.Abstract: Sukadana Village, Kubu Sub-district, Karangasem Regency, Bali, is a fishing community that relies heavily on marine catches. However, traditional fish drying methods face various challenges, including reduced product quality and economic losses. To address these issues, a training program on the use of an IoT-based fish dryer, known as DryFiTech, was implemented. The device is designed to improve the efficiency and hygiene of the fish drying process by utilizing solar power and a cloud-based monitoring system. The training aims to equip 38 fishermen or partners in Sukadana Village, with the operational and maintenance skills of the DryFiTech device. Evaluation was conducted through direct observation and interviews to assess participants' skills and confidence levels. The results showed that 80% of participants felt confident in using the equipment, 75% were able to regulate temperature and humidity, and 70% could explain the function of the equipment components. The program showed an overall improvement in partners' skills, which is expected to improve fishermen's welfare, support the local economy, and have a sustainable positive impact on the coastal environment.
Optimalisasi Penggunaan Media Sosial untuk Pemasaran Digital UMKM Ukiran Khas Bali Melalui Aplikasi dan Platform Berbasis Teknologi Informasi Wiguna, I Komang Arya Ganda; Artha, I Putu Mahesa Kama; Aripurnama, I Kadek Ade; Sudipa, I Gede Iwan; Darmika, Kadek Jaya
Jurnal KOMET Vol 2 No 1 (2025): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 2 Nomor 1, Juni 2
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/komet.v2i1.58

Abstract

UMKM memiliki kontribusi signifikan terhadap perekonomian lokal, termasuk sektor seni dan kerajinan tradisional. KS Ukiran Bali, yang berlokasi di Banjar Selat Kaja Kauh, Kabupaten Bangli, merupakan pelaku UMKM yang bergerak di bidang ukiran khas Bali. Meskipun telah lama berdiri, usaha ini menghadapi tantangan dalam pemasaran digital akibat keterbatasan pemahaman dalam memanfaatkan media sosial. Program pengabdian ini bertujuan untuk mendampingi KS Ukiran Bali dalam mengoptimalkan penggunaan media sosial, khususnya Instagram, dengan pendekatan teknologi informasi melalui pelatihan, demonstrasi, dan praktik langsung. Fokus kegiatan mencakup pelatihan pemanfaatan fitur Instagram Insights, strategi konten visual, serta penggunaan aplikasi manajemen media sosial. Hasil kegiatan menunjukkan peningkatan kemampuan mitra dalam mengelola akun Instagram bisnis, mengembangkan konten visual, dan memahami analitik untuk mendukung strategi pemasaran. Program ini diharapkan dapat memperluas jangkauan pasar KS Ukiran Bali dan menjadi model bagi UMKM serupa dalam memanfaatkan teknologi digital untuk pertumbuhan usaha.
Pemanfaatan Media Sosial Instagram untuk Meningkatkan Brand Awareness dan Penjualan Produk UMKM Souvernir Bali Kherismawati, Ni Putu Eka; Wiguna, I Komang Arya Ganda; Mahardika , Dewa Gede Candra; Sudipa, I Gede Iwan; Noris, I Kadek
Jurnal KOMET Vol 2 No 1 (2025): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 2 Nomor 1, Juni 2
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/komet.v2i1.59

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kemampuan mitra dalam menggunakan Instagram sebagai sarana promosi melalui pelatihan dan pendampingan yang terstruktur. Metode yang digunakan adalah transfer knowledge melalui pelatihan teknis, pengelolaan akun bisnis, pembuatan konten visual, dan pemanfaatan fitur Instagram Insights, Stories, serta Instagram Shopping. Hasil kegiatan menunjukkan peningkatan signifikan dalam kualitas konten yang diunggah, pengelolaan akun Instagram yang lebih profesional, serta peningkatan interaksi dan jumlah pengikut. Pelatihan juga menghasilkan peningkatan kompetensi karyawan dalam memproduksi dan mengelola konten digital secara mandiri. Dampak kegiatan ini terlihat dari peningkatan visibilitas akun, keterlibatan pelanggan baru, serta peningkatan brand awareness UMKM Souvenir Bali. Pendekatan digital ini diharapkan menjadi solusi berkelanjutan dalam meningkatkan daya saing dan perluasan pasar produk kerajinan lokal Bali melalui media sosial.
Application of Interactive Games on Tourism Objects Based on Augmented Reality Gamification Aristana, Made Dona Wahyu; Sanusi, Rikcy; Sudipa, I Gede Iwan; Aditama, Putu Wirayudi; Wiguna, I Komang Arya Ganda
Journal of Computer Networks, Architecture and High Performance Computing Vol. 6 No. 3 (2024): Articles Research Volume 6 Issue 3, July 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v6i3.4403

Abstract

The development of information technology is always growing rapidly, especially in the field of android smartphones. Android smartphones can now be obtained at a fairly affordable price. With rapid development, there are so many innovations that can be developed by the smartphone itself, even the tourism sector such as The Sila's Agroutourism can get the impact of several innovations that exist along with the times such as Augmented Reality. In this research, the author uses two augmented reality methods, namely Marker Based Tracker and also Markerless. Where Marker based tracker is a method that uses image illustrations in the form of QR codes or special logos to identify an object in the Augmented Reality application. While Markerless is a method that does not require a marker or image to display the object. So that this research produces an augmanted reality game using the marker-based tracker method and also markerless which takes the GPS tracker method as its markerless method. This test uses 3 tests, namely Blackbox testing, Response Time testing and also User Experience Questioner (UEQ). Where the UEQ results filled in by 35 respondents get results above average (Excelent). So that it shows that this game is good and as expected.
Sentiment Analysis of YouTube Comments on the Closure of TikTok Shop Using Naïve Bayes and Decision Tree Method Comparison Armaeni, Putu Pebri; Wiguna, I Komang Arya Ganda; Parwita, Wayan Gede Suka
Jurnal Galaksi Vol. 1 No. 2 (2024): Galaksi - August 2024
Publisher : Yayasan Sraddha Panca Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/galaksi.v1i2.15

Abstract

As technology advances, YouTube has become a social media platform that allows users to watch, broadcast, and share videos. One of the videos that has garnered a lot of comments from the public is about the closure of TikTok Shop. This research uses two methods: Decision Tree and Naïve Bayes. The aim of this study is to compare the Naïve Bayes and Decision Tree methods in analyzing public sentiment regarding the closure of TikTok Shop. The test results for both methods are not significantly different. Each method is divided into three research scenarios. In Scenario 1, with an 80:20 data split, the Decision Tree method achieved an accuracy of 74.71%, a precision of 57%, a recall of 57%, and an F1-score of 57%, while Naïve Bayes had an accuracy of 73.96%, a precision of 58%, a recall of 34%, and an F1-score of 29%. In Scenario 2, with a 70:30 data split, the Decision Tree method achieved an accuracy of 73.27%, while Naïve Bayes achieved an accuracy of 73.99%. In Scenario 3, with a 60:40 data split, the Decision Tree method achieved an accuracy of 71.78%, while Naïve Bayes achieved an accuracy of 74.02%. The evaluation results indicate that the Decision Tree method using an 80:20 data split has superior accuracy compared to the Naïve Bayes method.
Pelatihan dan Pendampingan Media Sosial dalam Mendukung Promosi dan Penjualan Produk UMKM Ukiran Kayu Wiguna, I Komang Arya Ganda; Semadi, Ketut Ngurah; Asana, I Made Dwi Putra; Putra, Putu Satria Udyana; Radhitya, Made Leo
Jurnal KOMET Vol 1 No 1 (2024): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 1 Nomor 1, Juni 2
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/komet.v1i1.8

Abstract

Promosi dan Penjualan digital menjadi suatu proses bisnis yang harus dapat diterapkan pada setiap usaha, tidak terkecuali pada Usaha Mikro, Kecil, dan Menengah (UMKM). Perkembangan UMKM saat ini telah mengantarkan pada UMKM Goes Digital, sehingga adopsi teknologi dan pemanfaatan media promosi dan penjualan digital menjadi kebutuhan. Namun pada realitanya tentunya pemerataan dari pemanfaatan promosi dan penjualan digital disesuaikan dengan kemampuan dari setiap pemilik UMKM. Contohnya pada UMKM Kasari Ukir, Gianyar, bali yang memiliki permasalahan utama yang dihadapi dalam upaya mereka untuk bisa aktif di media sosial untuk menjalankan strategi promosi. Permasalah dalam pemasaran digital yang dialami pada usaha kasari ukir ini adalah belum mampu memanfaatkan sosial media untuk melakukan promosi serta pemasaran produk ukiran pada usaha kasari ukir.  Sehingga pada kegiatan Pengabdian Kepada Masyarakat (PKM) ini memfokuskan pada tranfer knowledge terkait pemanfaatan media sosial bagi pengelola UMKM dalam mendukung promosi dan penjualan.  Hasil kegiatan pelatihan dan pendampingan berupa pendampingan pembuatan konten Instagram, foto produk UMKM dalam mengasah keterampilan dalam bidang sosial media berupa Instagram, selain melatih cara copywriting dan teknik foto produk kegiatan ini diharapkan dapat mengasah keterampilan soft skill dan hard skill dalam usaha kasari ukir dalam bentuk pengaplikasian di era digital.