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ANALISIS SENTIMEN TOPIK VIRAL DESA PENARI PADA MEDIA SOSIAL TWITTER DENGAN METODE LEXICON BASED Rifiana Arief; Karel Imanuel
Jurnal Ilmiah Matrik Vol 21 No 3 (2019): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (919.706 KB) | DOI: 10.33557/jurnalmatrik.v21i3.727

Abstract

Abstract : The horror story of Dancer Village in Indonesia is a viral topic that has become a talk of citizens on Twitter social media. Various responses and public opinions emerged related to the truth of the story of supernatural experiences of students during a Real Work Lecture in an East Java region of Indonesia. This study conducted a sentiment analysis of community comments on Twitter social media on the viral topic using the Lexicon Based method. Sentiment classification is divided into 3 classes namely positive, negative and neutral. The research phase consists of data collection, pre-processing, processing (sentiment analysis) and visualization. Data collection uses Twitter Search API with 1000 Penari Desa keywords in Indonesian. The lexicon assessment results from 1000 tweets data obtained 33 positive, 767 neutral and 200 negative. The percentage of tweets containing positive comments by 3.3%, neutral 76.7% and negative by 20%
Improve Teacher Community Knowledge on Creating Instructional Video as Media Center based on Social-Network in SMPN 20 Jakarta Rifiana Arief; Widyo Nugroho; Erlina Solihin
Engagement: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2021): November 2021
Publisher : Asosiasi Dosen Pengembang Masyarajat (ADPEMAS) Forum Komunikasi Dosen Peneliti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/engagement.v5i2.652

Abstract

Due to Covid-19 pandemic, learning activities turn into online. Online learning requires a media that can maximize the delivery of material and thus students can understand independently. Teachers should improve their ability to use information technology and creativ to create a good learning video which is worth to upload and deserves copyright recognition. The method is to provide the mentorship. Mentorship purpose is to assist teachers to produce learning videos that are suitable being uploaded on YouTube and receive recognition of the copyrighted videos. As a result of these mentorships, the participants succeed in creating a learning video with a variety of material topics which can be uploaded in Youtube and receive recognition of copyright ownership. Thereafter, the school can manage independently and continue to enrich content of school's YouTube channel and increase the number of copyright for teacher's video works.
Analisis Pengembangan Arsitektur Enterprise PT Cottonink Duo Kreasindo Pasca Implementasi Sistem ERP SAP Business One dengan Pendekatan TOGAF Framework Hidayat, Muhammad Imam; Arief, Rifiana
Jurnal Sistem Informasi Bisnis Vol 15, No 1 (2025): Volume 15 Number 1 Year 2025
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/vol15iss1pp102-112

Abstract

PT Cottonink Duo Kreasindo utilizes SAP Business One technology to assist business operation used production, warehouse, MD Sales and operational as the moduls. In practice, deficiencies are still found that hamper work and operational productivity to improve information system support to improve and complete requirement. To ensure that PT Cottonink Duo Kreasindo require a system that able to facilitate users and run optimally, a paradigm requires function is to plan, design and develop the system; enterprise architecture. Enterprise architecture expectantly able to provide solutions for PT Cottonink Duo Kreasindo to increase the productivity and further align business strategy with the company's information systems. The TOGAF ADM method applied in this research. The blueprint resulting by enterprise architecture planning using the TOGAF ADM method includes detailed architectural designs, including business architecture, data architecture, application architecture, information system architecture, and technology architecture. There are two modules that need to be removed and six modules that need to be added to the business architecture; three modules that need to be removed and two modules that need to be added to the data architecture; as well as four modules that need to be added to application architecture and technology architecture.
Model Agile Scrum untuk Pengembangan Sistem Pencarian Dokumen Surat Digital Berbasis Konten Terklasifikasi dengan Ontologi Arief, Rifiana; Widodo, Suryarini; Kurniawan, Ary Bima; Hustinawaty, Hustinawaty; Arkan, Faisal
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 6: Desember 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2023106817

Abstract

Berbagai lembaga pemerintah di Indonesia memodernisasi dokumen persuratan secara digital. Pada sistem pencarian yang ada saat ini, pengarsipan dengan melakukan pengunggahan dokumen hasil pindaian surat, pengklasifikasian surat dan penamaan file surat/pembuatan anotasi masih dilakukan secara manual oleh operator, pencarian masih berdasar nama file/anotasi surat belum berdasar isi konten sehingga sulit menemukan surat sesuai konten teks yang diinginkan. Hasil pencarian juga tidak dapat langsung memperlihatkan informasi spesifik tentang kriteria klasifikasi dari dokumen surat yang diketemukan sehingga membutuhkan penelusuran lebih lama untuk betul-betul menemukan dokumen yang diinginkan. Tujuan penelitian ini adalah mengembangkan sistem pencarian surat berbasis konten terklasifikasi dengan ontologi guna meningkatkan kualitas hasil pencarian surat digital secara lebih efisien (spesifik, akurat dan cepat). Metode pengembangan sistem menggunakan model Agile Scrum. Mencakup pre-game (mengumpulkan user stories, product backlog, sprint backlog), game (pengembangan (5 sprint)), post-game (implementasi, penerimaan pengguna dan dokumentasi). Hasil uji coba sistem terhadap dokumen surat Biro Umum Kemdikbud menunjukkan bahwa dalam pengarsipan surat, sistem ini berhasil mengklasifikasikan surat (jenis, asal dan subjek surat) menurut prosedur persuratan yang valid, secara otomatis dengan bantuan kecerdasan artifisial, dan dalam proses pencarian surat, sistem ini berhasil menemukan dokumen surat dengan berdasarkan nama file, konten, kriteria klasifikasi dan menampilkan informasi ontologis rinci yang ditemukan. Kedepannya, sistem ini juga dapat dikembangkan untuk digunakan oleh institusi lain dengan mengubah klasifikasi sesuai dengan prosedur persuratan yang berlaku.   Abstract Various government institutions in Indonesia have modernized digital correspondence documents. Archiving is done by uploading scanned letters, classifying letters, and naming mail files/annotations by the operator, searches are not based on content, so it is difficult to find letters that have the desired content, search results also cannot immediately show information of classification criteria of the found mailing documents, so it requires a longer search actually to find the desired document. Research objectives develop a classified content-based mail search system with ontology to improve the quality of electronic correspondence search results more efficiently. The system development method uses the Agile Scrum model. Includes pre-game (collecting user stories, product backlog, sprint backlog), game (development (5 sprints)), and post-game (implementation, user acceptance and documentation).The results of the system trial on the Ministry of Education and Culture's General Bureau of Letter Documents show that during the archiving of the letter, this system succeeded in classifying the letter (type, origin and subject of the letter) according to valid comprehension procedures, automatically with the assistance of artificial intelligence, and in the process of searching for letters, the system This managed to find a letter document based on the file name, content, classification criteria and display detailed ontological information found. In the future, this system can also be developed for use by other institutions by changing the classification in accordance with the comprehension procedures.
Analisis Tingkat Kepuasan Nasabah Fitur Sukha Pada Aplikasi Livin’ by Mandiri Menggunakan Metode PIECES Wibisono, Evan Albernan; Agustina, Fenni; Arief, Rifiana; Marleen, Onny
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 2 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i2.5373

Abstract

Mobile banking merupakan sebuah layanan yang disediakan oleh suatu bank, untuk memudahkan nasabah melakukan transaksi secara online yang salah satunya adalah Livin’by Mandiri. Pada Livin’ by Mandiri menghadirkan ekosistem digital melalui fitur Livin’ Sukha. Sukha merupakan layanan yang dapat memenuhi kebutuhan lifestyle nasabah. Pada fitur Sukha dapat melakukan transaksi tanpa harus registrasi atau login, memberikan promo pembayaran, nominal pembayaran yang secara otomatis tergenerate untuk menghindari kesalahan pembayaran, bekerja sama dengan mitra yang sudah terakurasi serta melayani event - event nasional yang sudah dan akan diselenggarakan ke depannya.