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Perancangan Startup Aqibers Platform Penyedia Jasa Aqiqah Metode Lean Startup Fardian Anshori, Iedam; Sudjaja, Dinda Meilinda; Wibiksana, Haikal Andrean; Yahya , Taufik; Valentino, Dion Eko
MEANS (Media Informasi Analisa dan Sistem) Volume 9 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/means.v9i1.3296

Abstract

Startup Aqibers is a platform providing aqiqah services that uses the Lean Startup method in its design. This method is used to optimize innovation, efficiency and resource management. In the design phase, Startup Aqibers focuses on identifying market needs through in-depth research. StratupAqibers aims to simplify the aqiqah process by providing an online platform that makes it easier for users to choose an aqiqah package, confirm orders and make payments. Through the use of Lean Startup methods, Aqibers was able to identify the key features most desired by customers, improve user experience, and reduce product development risk. By leveraging continuous customer feedback, Aqibers was able to quickly iterate on its platform, ensuring that the solution they created offer in line with changing market needs. In this way, Aqibers is expected to achieve sustainable growth and provide significant added value for consumers who are looking for practical and reliable aqiqah services.
Perbandingan Algoritma Naïve Bayes dan Random Forest untuk Klasifikasi Intent Chatbot Layanan Pelanggan Meinita, Rizkia; Fardian Anshori, Iedam
Algoritme Jurnal Mahasiswa Teknik Informatika Vol 6 No 1 (2025): Oktober 2025 || Algoritme Jurnal Mahasiswa Teknik Informatika
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/algoritme.v5i3.12639

Abstract

In recent years, chatbots have become one of the key innovations in customer service due to their ability to provide fast, accurate, and consistent responses. However, selecting the most suitable machine learning algorithm to accurately classify customer inquiries remains a challenge. This study compares the Naïve Bayes and Random Forest algorithms in intent classification for an Indonesian language-based customer service chatbot. Using a dataset of 26,873 conversations processed through preprocessing stages and TF-IDF vectorization, the evaluation results show that Random Forest achieved an accuracy of 96%, compared to 95% for Naïve Bayes, although both yielded nearly similar precision, recall, and f1-score values. These findings highlight that both algorithms remain relevant, but Random Forest delivers more consistent performance in improving classification accuracy. Practically, this research provides a reference for selecting algorithms in developing customer service chatbots that are more efficient, accurate, and adaptive to user needs, thereby enhancing interaction quality and reducing the workload of human operators.
Analisis Sentimen Ulasan Aplikasi SAMBARA Menggunakan Pendekatan Natural Language Processing Athoilah, M. Fakhrizal Nur; Fardian Anshori, Iedam
Algoritme Jurnal Mahasiswa Teknik Informatika Vol 6 No 1 (2025): Oktober 2025 || Algoritme Jurnal Mahasiswa Teknik Informatika
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/algoritme.v5i3.12640

Abstract

SAMBARA is a digital service application developed by the West Java Provincial Government for motor vehicle tax payments, which has received a low rating of 2.4 from more than 39,000 reviews on the Google Play Store, making it a critical issue that undermines public trust in government digital services. This study analyzes 21,572 user reviews using a Natural Language Processing (NLP) approach with the Long Short-Term Memory (LSTM) algorithm through several preprocessing steps including cleaning, stopword removal, stemming, normalization, and Word2Vec numerical representation. The model was trained for 20 epochs with a batch size of 64 and evaluated using accuracy, precision, recall, and F1-score. The results show that negative reviews (46.8%) dominate over positive (45.9%) and neutral (7.3%) reviews, with the model achieving 81.1% accuracy and an F1-score of 0.81. Dominant negative words include “error” and “server”, while positive reviews highlight “tax” and “helpful”. These findings indicate that the main weakness of the application lies in technical aspects such as server stability, while its strength is in the core function of online tax payment. This study provides concrete recommendations for developers to improve system stability and offers methodological contributions for future research by adopting transformer-based models.
ANALISA APLIKASI CAKE BERDASARKAN PRINSIP DAN PARADIGMA INTERAKSI MANUSIA DAN KOMPUTER MENGGUNAKAN EVALUASI HEURISTIC Kaffah, Salsabila Ayuni; Anshori, Iedam Fardian
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 5 No. 2 (2021): Volume 5, Nomor 2, Juli 2021
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v5i2.566

Abstract

With the many mobile applications and websites that offer online courses and learning, learning English has never been easier. On the other hand, the field of study of Human and Computer Interaction (HCI) is an important aspect that must be considered in an application/website design. Cake application is an English learning application that uses mobile media. Cake has been downloaded by over 50 million users on the Google Play store and is regarded as a competitor to Duolingo, which is claimed as the best application for learning English. As a result, Nielsen and Molich's heuristic evaluation method was used to analyze the cake application. This Cake Application analysis seeks to ascertain the relationship between application functions using the principles and paradigms of Human and Computer Interaction (HCI). Human, Technology, Ergonomics, and Usability are the aspects that are evaluated, and they are thought to have been adequately represented by usability testing using the heuristic evaluation method. The analysis has revealed that most aspects of the application receive a severity rating scale of 0 (perfect scale), indicating that the Cake application meets the aspects of Human and Computer Interaction.
TINJAUAN MODEL GOMS APLIKASI MEGA DALAM INTERAKSI MANUSIA DAN KOMPUTER Nabil, Pratama Syahdan; Anshori, Iedam Fardian
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 2, No 2 (2021): JIPETIK : Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v2i2.8891

Abstract

Human Computer Interaction (Human Computer Interaction) is a discipline that teaches and studies communication or interaction between users and systems. In human computer interaction, there are several models, one of which is the GOMS model. The GOMS model itself is an original approach to an evaluation-based model in the field of computer user interfaces. in this study, we conducted a review of an application called Mega. Mega application is a cloud storage application and file hosting service offered by Mega company. Our review aims to see and find out what the GoMS model is and see what impact it has on applications that use it. From this research, we know that the GOMS model provides convenience and effectiveness in the application 
RANCANG BANGUN APLIKASI MANAJEMEN REGISTRASI DAN GATE CHECK BERBASIS WEB Ilham, Muhammad; Anshori, Iedam Fardian
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 8 (2024): STIMA 8.0 : Menuju Kesinambungan : Inovasi dan Adaptasi Teknologi untuk Pembangunan Be
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/stima.v8i0.1258

Abstract

In the digital era, organizing large-scale events requires maximum efficiency and effectiveness. This research focuses on designing and implementing a web-based registration and gate check management application to support these processes. Utilizing the Laravel framework, this application aims to enhance administrative efficiency and participant experience. A holistic approach, considering both technical aspects and user experience, is applied to optimize the application's workflow. A structured development methodology and rigorous testing are employed to ensure optimal application performance. It is hoped that this application will significantly contribute to the organization of large-scale events. By streamlining the registration and gate check processes, the application aims to reduce administrative burdens and improve participant satisfaction. With careful attention to technical and user aspects, this application aims to provide a smooth and efficient experience for event organizers and participants alike.
GEMBANGAN GAME SCI-FI BERBASIS NOVEL DENGAN GAYA PIXEL ART Perdana, Firmanda Adi; Anshori, Iedam Fardian
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 8 (2024): STIMA 8.0 : Menuju Kesinambungan : Inovasi dan Adaptasi Teknologi untuk Pembangunan Be
Publisher : Universitas Majalengka

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

Abstract

This research focuses on the development of a science fiction game based on the novel "Distorsi" written by the researcher. Unreal Engine is used as the primary platform, with pixel art style as the main visual element. The research aims to bring the novel's story into an interactive gaming experience. The use of Unreal Engine enables in-depth development. The pixel art style was chosen to create a unique retro touch. The research encompasses character design, environment creation, and the implementation of narrative elements within Unreal Engine. The result is a game that combines the novel's story with engaging gameplay challenges, all within the pixel art aesthetic. Throughout the research, obstacles and lessons encountered are discussed, as well as the impact of art and story on the player's experience
OPTIMALISASI ALGORITMA TERJEMAHAN BAHASA DENGAN MODEL TRANSFORMER: PENDEKATAN STATISTICAL MACHINE LEARNING Muhamad Shidiq Maksum; Toni Arifin; Rifki Rohidin; Muhamad Azril Budi Prasetya; Iedam Fardian Anshori
INFOTECH journal Vol. 10 No. 2 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v10i2.11132

Abstract

Di era globalisasi ini perkembangan teknologi sangat pesat, berbagai macam bentuk teknologi hadir untuk memudahkan pekerjaan manusia. Diantara sekian banyak teknologi yang ada, salah satu teknologi yang banyak digunakan adalah Aplikasi Penerjemah. Aplikasi Penerjemah memudahkan penggunanya dalam berkomunikasi antar negara, maupun antar wilayah di suatu negara, salah satunya Indonesia. Indonesia merupakan negara yang kaya akan keberagaman, termasuk bahasa. Indonesia mempunyai 700 bahasa daerah. Penelitian ini bertujuan untuk mengoptimalkan algoritma aplikasi penerjemah bahasa daerah di Indonesia. Metode yang digunakan dalam penelitian ini adalah pengumpulan data, pra-pemrosesan data, pembagian data, pembuatan model, dan pelatihan model. Hasil yang diharapkan dari optimalisasi aplikasi ini adalah aplikasi ini dapat berfungsi membantu masyarakat Indonesia berkomunikasi satu sama lain dengan baik. Juga membuat masyarakat semakin mencintai bahasa Indonesia.
Pengembangan Game Edukasi Kebersihan Lingkungan Pesisir Pantai Menggunakan Algoritma Fisher-Yates Shuffle Khanaya Adjie Akbar; Iedam Fardian Anshori
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.8578

Abstract

The increasing volume of waste in coastal areas, particularly in the Anambas region, poses a serious threat to marine ecosystems and public health. This study aims to develop an educational game themed on coastal cleanliness for elementary school students, utilizing the Fisher-Yates Shuffle algorithm and the Game Development Life Cycle (GDLC) method. The research employs a descriptive-qualitative approach with software engineering, involving 20 participants (5 teachers and 15 students) from SDN 001 Payalaman as the sample. Data were collected through observation, interviews, and Likert-scale questionnaires, and analyzed using qualitative-descriptive techniques with triangulation. The results show that the game is well-received, increases student engagement, and enhances understanding of environmental issues. The findings indicate that the game effectively delivers interactive educational content and motivates students to care for the coastal environment. In conclusion, the game is suitable as a thematic learning medium in coastal schools, though future research should expand the sample and explore additional features for broader impact.