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Diseminasi Teknik Klasifikasi Naïve Bayes pada Instrusion Detection System di Perusahaan Artajasa Teja Endra Eng Tju; Dolly Virgian Shaka Yudha Sakti; Muhammad Kamil Suryadewiansyah
Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol 2 No 2 (2022)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (366.651 KB) | DOI: 10.58466/literasi.v2i2.513

Abstract

Artajasa as a real-time online transaction service provider faces the challenge of monitoring transaction traffic and identifying transactions that are allowed or not. This community service activity aims to create a web-based application to help analyze alerts from the detection system that was previously carried out manually. The implementation of activities consists of interviews and observations, data collection and processing, application analysis and design, application testing and implementation. With the Naïve Bayes algorithm, the prediction results from the historical data obtained an accuracy of 0.88 and the results of the User Acceptance Test showed that all functions had been tried and worked well. With the application made, the work of artajasa's security team becomes effective and efficient because there is no need to check every alert data anymore, but simply focus on the results of the difference between the results of predictions and alerts.
Penananam Pohon Kopi Liberika di Kelompok Tani Kopi Citaman Lawang Taji Pandeglang Idris; Widi Wahyudi; Maruji Pakpahan; Teja Endra Eng Tju; Yuphi Handoko; Maulida Khiatuddin
Community : Jurnal Pengabdian Pada Masyarakat Vol 3 No 2 (2023): Juli : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/community.v3i2.349

Abstract

Program pengabdian kepada masyarakat ini bertujuan untuk melaksanakan kegiatan penanaman pohon kopi Liberika di kelompok tani Kopi Citaman, yang terletak di desa Lawang Taji, Pandeglang. Program ini bertujuan untuk meningkatkan pemahaman petani mengenai pentingnya penanaman pohon kopi Liberika serta memberikan manfaat ekonomi, lingkungan, dan sosial kepada kelompok tani dan masyarakat setempat..Metode pelaksanaan program meliputi penyuluhan, pelatihan, dan kegiatan lapangan. Melalui penyuluhan, petani diberikan informasi mengenai manfaat penanaman pohon kopi Liberika, teknik penanaman yang baik, serta praktik pengelolaan kebun yang berkelanjutan. Selanjutnya, pelatihan diberikan kepada petani untuk meningkatkan keterampilan dalam pemilihan varietas unggul, pemupukan, pengendalian hama dan penyakit, serta pengelolaan pasca-panen. Selain itu, kegiatan lapangan dilakukan untuk melakukan penanaman pohon kopi arabika secara langsung di kebun petani.Hasil dari program pengabdian ini menunjukkan adanya peningkatan pemahaman dan keterampilan petani dalam penanaman pohon kopi Liberika. Petani menjadi lebih sadar akan pentingnya konservasi lingkungan dan keberlanjutan budidaya kopi. Selain itu, program ini juga memberikan manfaat ekonomi kepada petani, dengan meningkatnya produksi kopi Liberika dan peningkatan nilai jual produk kopi. Dengan demikian, program penanaman pohon kopi Liberika di kelompok tani Kopi Citaman dapat dianggap berhasil dalam memberikan manfaat ekonomi, lingkungan, dan sosial kepada kelompok tani dan masyarakat setempat. Program ini diharapkan dapat menjadi model untuk pengembangan budidaya kopi Liberika yang berkelanjutan di daerah lain.
AHWALNOTE ISLAMIC APP UI/UX IMPROVEMENTS WITH JAKOB'S TEN USABILITY HEURISTICS AT INDI TECHNOLOGY Fadlan Amrullah; Jefri Yushendri; Teja Endra Eng Tju
Jurnal Sinergitas PKM & CSR Vol 7, No 2 (2023): OCTOBER
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/jspc.v7i2.6624

Abstract

AhwalNote is an Islamic mobile app to help depressed people avoid suicide. There is a desire from INDI Technology to improve and add AhwalNote features so that it is assisted in the development of the application with Jakob's Ten Usability Heuristics method. The activity is divided into three stages: the Preparation Stage with observation and interview methods; the Socialization stage with presentation, question and answer, discussion, and practice methods; and the Evaluation Stage is the assessment stage of the development results using the Severity Ratings method. The results of these activities are measured by comparing the evaluation results between the old and the new version of AhwalNote shown with the Severity Ratings value. There are some improvements in the quality of AhwalNote's UI/UX or Usability as a result of the development team of INDI Technology. Furthermore, Jakob's Ten Usability Heuristics method can be applied at the time of development of an application so that the final result before it is released is not too far from the standard usability.
Smart System on Two-dimensional Shapes Recognition Application for Kindergarten Students Teja Endra Eng Tju; Elizabeth Nurmiyati Tamatjita
Scientific Journal of Informatics Vol 11, No 1 (2024): February 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v11i1.47494

Abstract

Abstract. Kindergarten-aged children are going through an important period of cognitive development, such as the ability to think concretely, including recognizing simple geometric shapes such as circles, triangles, and squares. However, many children find it difficult to understand the basic concepts of two-dimensional shapes.Purpose: It is necessary to develop prototype learning aids in the form of intelligent systems in two-dimensional shapes applications for kindergarten students, which utilize information technology and object visualization directly through cameras on smartphones. This is expected to increase children's learning motivation and help strengthen their understanding of two-dimensional shapes.Methods: The research combines Waterfall and Agile methodologies, tailoring them to four stages: plan and discovery, analysis and design, application development, and testing. Testing gathers accuracy with 120 smartphone-collected data points for square, triangle, circle, and pentagon shapes. Also, usability testing based on learnability, efficiency, memorability, error handling, and satisfaction, was obtained from six kindergarten teacher questionnaires and quantitatively processed.Results: The application achieves an accuracy rate of approximately 79%. Notably, accuracy decreases with fewer corners, mainly due to low resolution or lack of focus, resulting in simplified detected shapes. Regarding usability, it is evident that the application has received positive feedback from users, particularly kindergarten teachers, who have given it an average score of 78.83.Novelty: Distinguished from previous research, the novelty of this study resides in its ability to capture objects through a camera, eliminating the need for predefined shapes within the application, and innovating by creating an educational tool aligned with the kindergarten curriculum to recognize two-dimensional shapes. The research contribution is the creation of an innovative learning tool for kindergarteners, merging smartphone technology with real-world objects to teach two-dimensional shapes, thus integrating technology into early childhood education effectively, which has urgency in efforts to improve the quality of learning.
Pembangunan Fitur dalam Identifikasi Cerdas Hoaks dengan Naïve Bayes dan Klasifikasi Decision Tree Muhammad Umar Shalih; Teja Endra Eng Tju
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 13, No 1: April 2024
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v13i1.1731

Abstract

Identifying hoaxes poses significant complexity and challenges due to issues such as the diverse nature of hoaxes, rapid narrative changes, swift dissemination, sophisticated technological usage, verification difficulties, and scalability challenges. Recognizing the societal impact of hoaxes, the development of features for intelligent hoax identification research becomes imperative. The methodology adopted from CRISP-DM and SKKNI No. 299 of 2020, customized to research needs, encompasses five stages: data understanding, data preparation, modeling, evaluation, and deployment. Data from Mafindo comprises 9,756 instances divided into 7,804 training data and 1,952 test data. Six features source, capital, keyword, sentiment, fact-check, and classification are utilized as supervisory labels. Sentiment and fact-check features are constructed using the Multinomial Naïve Bayes method and modeled using the Decision Tree technique on the dataset. Modeling variations include dataset quantities of 2,000, 4,000, 6,000, and 8,000, along with addressing imbalance dataset issues. Utilizing the Confusion Matrix technique, modeling results indicate an accuracy of 93.5% and an F1 score of 0.935. It's observed that the imbalanced dataset minimally affects accuracy and F1 score but contributes to model stability concerning the quantity of data with specific labels.Keywords: Classification and Regression Trees; SMOTE; Confusion Matrix; Fact Check; Mafindo   AbstrakIdentifikasi hoaks cukup kompleks dan menantang dengan permasalahan seperti keanekaragaman hoaks, perubahan narasi yang cepat, kecepatan penyebaran yang luas, penggunaan teknologi canggih, kesulitan verifikasi, dan tantangan skala, yang dihadapi. Sebagai kepedulian dampak hoaks pada masyarakat, penelitain pembangunan fitur dalam identifikasi cerdas hoaks perlu dilakukan. Metodologi diadopsi dari CRISP-DM dan SKKNI No. 299 tahun 2020 yang disesuaikan dengan kebutuhan penelitian sehingga menjadi lima tahapan yaitu data understanding, data preparation, modeling, evaluation, dan deployement. Data diperoleh dari Mafindo dan digunakan sebanyak 9.756 data yang dibagi menjadi 7.804 data latih dan 1.952 data uji. Terdapat enam fitur yaitu sumber, kapital, keyword, sentimen, factcheck, dan klasifikasi sebagai label supervisi. Dua fitur sentimen dan factcheck dibangun dengan metode Multinomial Naïve Bayes, selanjutnya dilakukan pemodelan pada dataset dengan metode Decision Tree. Pemodelan dilakukan pula dengan variasi kuantitas dataset sebanyak 2.000, 4.000, 6.000, 8000, juga dengan perbandingan masalah imbalance dataset. Hasil pemodelan dengan teknik Confusion Matrix diperoleh akurasi 93,5% dan skor F1 0,935 dan diperoleh bahwa imbalance dataset tidak terlalu berpengaruh pada hasil akurasi dan skor F1 namun memberikan kestabilan model dalam hal kuantitas besarnya data dengan label tertentu. 
Penerapan Aplikasi UMKM Penjualan Berbasis Android pada Kedai Betawi Mpok Mimin Arby Sudewa; Nawindah Nawindah; Teja Endra Eng Tju
Jurnal Inovasi Masyarakat Vol. 3 No. 3 (2023): Jurnal Inovasi Masyarakat
Publisher : LP2M Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/jim.v3i3.1098

Abstract

Kegiatan UMKM pada kedai Mpok Mini dilakukan dengan menerapkan aplikasi penjualan berbasis Android. Masalah yang terjadi seringnya terjadi kesalahan dalam pencatatan transaksi terlebih pemesanan pada saat bersamaan sehingga diperlukan alat bantu berupa aplikasi yang digunakan untuk mempermudah pencatatan transaksi . Metode yang digunakan persiapan, survei, perancangan dan pembuatan aplikasi, pelatihan penggunaan aplikasi,  evaluasi dan pelaporan. Hasil dari kegiatan ini adalah tingkat pemahaman peserta 50% sudah paham, 30% sedikit paham dan 20% belum paham. Dengan adanya penerapan dan penggunaan aplikasi ini meminimalisir kesalahan yang sering terjadi.
Transformasi Digital: Pelatihan E-Commerce untuk Meningkatkan Wirausaha di Villa Mutiara Serpong Agus Sriyanto; Yugi Setyarko; Teja Endra Eng Tju; Rina Ayu Vildayanti; Astrid Dita Meirina Hakim; Aris Wahyu Kuncoro
Jurnal Nusantara Berbakti Vol. 2 No. 2 (2024): April : Jurnal Nusantara Berbakti
Publisher : Universitas Kristen Indonesia Toraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jnb.v2i2.360

Abstract

The Villa Mutiara Serpong Pondok Jagung Complex is a dynamic environment with various social activities involving all community groups. This Community Service Activity (PKM) aims to improve the entrepreneurial spirit of citizens through e-commerce training. The methods used include identifying needs, planning and implementing training programs, and evaluating results. The training carried out covers the basic principles of e-commerce, the implementation process, utilization of the marketplace, and use of social media for product promotion. The results show an increase in citizens' understanding and skills in e-commerce, which has the potential to improve local business development and community welfare.
Optimizing Shopping Experience by Integrating Augmented Reality and Payment Gateway in SME Storefronts Tju, Teja Endra Eng; Azaru, Nugraha Rama
MATICS: Jurnal Ilmu Komputer dan Teknologi Informasi (Journal of Computer Science and Information Technology) Vol 16, No 2 (2024): MATICS
Publisher : Department of Informatics Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/mat.v16i2.28695

Abstract

In the rapidly evolving digital era, leveraging advanced technologies to enhance the online shopping experience has become crucial, especially for small and medium-sized enterprises (SMEs) aiming to compete in the global market. This research focuses on optimizing the shopping experience by integrating Augmented Reality (AR) and Payment Gateway technologies into a storefront platform specifically designed for women's clothing SMEs. The study begins with a comprehensive analysis of market trends, customer behavior, and the challenges faced by SMEs in adopting these technologies. A detailed literature review provides the foundation for developing a robust conceptual framework. The prototype development phase involves designing 3D models using CLO | 3D Fashion Design Software, converting these models into AR experiences with Meta Spark Studio, and integrating the Midtrans Payment Gateway using Laravel. The AR feature enables users to virtually try on clothes via Instagram, while the Payment Gateway ensures quick and secure transactions. The final phase involves rigorous functional and substantive testing, focusing on user experience, transaction efficiency, and overall system performance. Results demonstrate that the integrated prototype significantly enhances the shopping experience, providing seamless AR interactions and efficient payment processing. Users reported high satisfaction levels with the system's usability and security. The study concludes that integrating AR and Payment Gateway technologies into SME storefronts can substantially improve their competitiveness in the digital market, offering practical insights and guidelines for future implementations in the e-commerce sector.
Hand Sign Virtual Reality Data Processing Using Padding Technique Tju, Teja Endra Eng; Anggraini, Julaiha Probo; Shalih, Muhammad Umar
Intelligent System and Computation Vol 6 No 2 (2024): INSYST: Journal of Intelligent System and Computation
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52985/insyst.v6i2.395

Abstract

This study focuses on addressing the challenges of processing hand sign data in Virtual Reality environments, particularly the variability in data length during gesture recording. To optimize machine learning models for gesture recognition, various padding techniques were implemented. The data was gathered using the Meta Quest 2 device, consisting of 1,000 samples representing 10 American Sign Language hand sign movements. The research applied different padding techniques, including pre- and post-zero padding as well as replication padding, to standardize sequence lengths. Long Short-Term Memory networks were utilized for modeling, with the data split into 80% for training and 20% for validation. An additional 100 unseen samples were used for testing. Among the techniques, pre-replication padding produced the best results in terms of accuracy, precision, recall, and F1 score on the test dataset. Both pre- and post-zero padding also demonstrated strong performance but were outperformed by replication padding. This study highlights the importance of padding techniques in optimizing the accuracy and generalizability of machine learning models for hand sign recognition in Virtual Reality. The findings offer valuable insights for developing more robust and efficient gesture recognition systems in interactive Virtual Reality environments, enhancing user experiences and system reliability. Future work could explore extending these techniques to other Virtual Reality interactions.
Hand Sign Interpretation through Virtual Reality Data Processing Teja Endra Eng Tju; Muhammad Umar Shalih
Jurnal Ilmu Komputer dan Informasi Vol. 17 No. 2 (2024): Jurnal Ilmu Komputer dan Informasi (Journal of Computer Science and Informatio
Publisher : Faculty of Computer Science - Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21609/jiki.v17i2.1280

Abstract

The research lays the groundwork for further advancements in VR technology, aiming to develop devices capable of interpreting sign language into speech via intelligent systems. The uniqueness of this study lies in utilizing the Meta Quest 2 VR device to gather primary hand sign data, subsequently classified using Machine Learning techniques to evaluate the device's proficiency in interpreting hand signs. The initial stages emphasized collecting hand sign data from VR devices and processing the data to comprehend sign patterns and characteristics effectively. 1021 data points, comprising ten distinct hand sign gestures, were collected using a simple application developed with Unity Editor. Each data contained 14 parameters from both hands, ensuring alignment with the headset to prevent hand movements from affecting body rotation and accurately reflecting the user's facing direction. The data processing involved padding techniques to standardize varied data lengths resulting from diverse recording periods. The Interpretation Algorithm Development involved Recurrent Neural Networks tailored to data characteristics. Evaluation metrics encompassed Accuracy, Validation Accuracy, Loss, Validation Loss, and Confusion Matrix. Over 15 epochs, validation accuracy notably stabilized at 0.9951, showcasing consistent performance on unseen data. The implications of this research serve as a foundation for further studies in the development of VR devices or other wearable gadgets that can function as sign language interpreters.