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AHWALNOTE ISLAMIC APP UI/UX IMPROVEMENTS WITH JAKOB'S TEN USABILITY HEURISTICS AT INDI TECHNOLOGY Amrullah, Fadlan; Yushendri, Jefri; Tju, Teja Endra Eng
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.
Pemberdayaan Ekonomi Berbasis Lingkungan: Budidaya Maggot di Desa Langensari, Saketi, Pandeglang Said, Said; Ipmawan, Hasan; Pakpahan, Maruji; Kristanto, Dwi; Naryoto, Pambuko; Hakim, Astrid Dita Meirina; Kuncoro, Aris Wahyu; Tju, Teja Endra Eng
Journal Of Human And Education (JAHE) Vol. 5 No. 1 (2025): Journal of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v5i1.2212

Abstract

Desa Langensari, Kecamatan Saketi, Kabupaten Pandeglang, memiliki potensi besar untuk mengembangkan pemberdayaan ekonomi berbasis lingkungan melalui budidaya maggot (larva Black Soldier Fly). Program Pengabdian kepada Masyarakat ini bertujuan untuk mengurangi limbah organik, meningkatkan kebersihan lingkungan, serta menyediakan pakan ternak berprotein tinggi sebagai solusi ekonomi berkelanjutan. Penelitian ini dilakukan dengan metode pengabdian kepada masyarakat, yang melibatkan sosialisasi, pelatihan teknis, dan pendampingan bagi masyarakat desa. Hasil program menunjukkan bahwa budidaya maggot secara signifikan mengurangi limbah organik, meningkatkan produksi pakan ternak, serta memberikan manfaat ekonomi melalui peningkatan pendapatan masyarakat. Tantangan yang dihadapi meliputi stigma masyarakat terhadap maggot serta pengelolaan limbah organik yang masih memerlukan pelatihan lebih lanjut. Dukungan berkelanjutan dari pemerintah, akademisi, dan masyarakat sangat penting untuk memastikan keberlanjutan program ini. Dengan pengelolaan yang baik, budidaya maggot dapat menjadi model pemberdayaan ekonomi berbasis lingkungan yang berkelanjutan.
OPTIMALISASI RUANG PUBLIK TERPADU RAMAH ANAK (RPTRA) MERUYA UTARA MELALUI PKM EDUKASI DAN LINGKUNGAN Wahyudi, Widi; Wibowo, Imam Tri; Marsin, Marsin; Hakim, Astrid Dita Meirina; Syah, Muhammad Jusman; Naryoto, Pambuko; Ipmawan, Hasan; Kuncoro, Aris Wahyu; Tju, Teja Endra Eng
Multidisiplin Pengabdian Kepada Masyarakat Vol. 4 No. 02 (2025): Multidisiplin Pengabdian Kepada Masyarakat, July-Oktober 2025
Publisher : Sean Institute

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

Abstract

Program Pengabdian kepada Masyarakat (PKM) ini dilaksanakan dengan tujuan untuk mengoptimalkan fungsi Ruang Publik Terpadu Ramah Anak (RPTRA) Meruya Utara sebagai sarana edukasi lingkungan berbasis komunitas. RPTRA yang selama ini hanya berfungsi sebagai ruang bermain, diarahkan agar juga menjadi pusat pembelajaran dan pemberdayaan masyarakat dalam bidang kebersihan, pengelolaan sampah, dan pelestarian ruang hijau. Kegiatan yang dilakukan mencakup penyuluhan interaktif, workshop daur ulang, penanaman tanaman hias, pembuatan pojok edukasi hijau, dan kampanye sosial bertema lingkungan. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan peserta, keterlibatan aktif masyarakat dalam merawat RPTRA, serta munculnya inisiatif warga untuk menjaga keberlanjutan program. Selain memberikan dampak ekologis, program ini juga memperkuat ikatan sosial antarwarga dan memfungsikan RPTRA sebagai ruang publik yang lebih edukatif, partisipatif, dan berkelanjutan. PKM ini diharapkan menjadi model pemberdayaan masyarakat berbasis ruang publik yang dapat direplikasi di wilayah urban lainnya.
Naïve Bayes dan Confusion Matrix untuk Efisiensi Analisa Intrusion Detection System Alert Suryadewiansyah, Muhammad Kamil; Tju, Teja Endra Eng
Jurnal Nasional Teknologi dan Sistem Informasi Vol 8 No 2 (2022): Agustus 2022
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v8i2.2022.81-88

Abstract

Banyaknya malware menyebabkan IDS (Intrusion Detection System) dituntut menyesuaikan diri semakin kompleks sehingga mahal dan membebani perusahaan yang menggunakannya. Sistem yang berbasis teknologi Host-based IDS dan Signatured-based IDS sudah banyak digunakan namun hanya mampu mendeteksi serangan yang sudah diketahui sebelumnya, untuk memperbaiki kinerjanya perlu dilakukan analisa pada data log berdasarkan alert yang diberikan. Teknik klasifikasi Naïve Bayes digunakan untuk membantu meningkatkan efisisensi dan efektifitas analisa tersebut. Penelitian ini dilakukan dengan mengambil empat langkah bagian dari metodologi SKKNI (Standar Kompetensi Kerja Nasional Indonesia) No.299 tahun 2020, Artificial Intelligence, sub bidang Data Science, yaitu data understanding, data preparation, modeling, dan model evaluation. Dataset dari penyedia layanan IDS sebanyak 575 data yang dibagi menjadi 515 data latih dan 60 data uji. Hasil evaluasi data uji dengan confusion matrix diperoleh pengukuran metrik accuracy 0,87, recall 0,89, precision 0,83, dan F-Measure 0,86. Adanya FP (False Positive) dan FN (False Negatif), keduanya sangat penting bagi penguna IDS untuk meningkatkan kualitas layanan kepada pelanggan dan mengurangi resiko akibat adanya intrusi. FP dan FN menjadi fokus dalam melakukan analisa log alert dari IDS sehingga tidak perlu menganalisa keseluruhan data, berdampak memberikan hasil 85% lebih efektif dan berkontribusi pada efisiensi tenaga dan waktu bagi tim keamanan suatu peruasahaan pengguna IDS. Selain itu didapat bahwa sekitar 50% data IDS adalah intrusi atau pengganggu lainnya.
Pembangunan Fitur dalam Identifikasi Cerdas Hoaks dengan Naïve Bayes dan Klasifikasi Decision Tree Shalih, Muhammad Umar; Tju, Teja Endra Eng
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. 
Hand Sign Interpretation through Virtual Reality Data Processing Tju, Teja Endra Eng; Shalih, Muhammad Umar
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.
Smart System on Two-dimensional Shapes Recognition Application for Kindergarten Students Tju, Teja Endra Eng; Tamatjita, Elizabeth Nurmiyati
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.