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Early Mental Health Detection with Machine Learning : A Practical Approach to Model Development and Implementation Hermawan, Latius; Syakurah, Rizma Adlia; Meilinda, Meilinda; Stiawan, Deris; Negara, Edi Surya; Ramayanti, Indri; Fahmi, Muhammad; Rizqie, Muhammad Qurhanul; Hermanto, Dedy
Indonesian Journal of Electrical Engineering and Informatics (IJEEI) Vol 13, No 2: June 2025
Publisher : IAES Indonesian Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52549/ijeei.v13i2.6111

Abstract

Academic pressures, lifestyle changes, and socio-economic factors significantly impact mental health, a critical determinant of academic success and well-being. Early detection and intervention are crucial to mitigate severe outcomes like academic underperformance and suicidal tendencies. Leveraging tools like the DASS-42, this study examines mental health patterns using Support Vector Machine (SVM) models, achieving accuracies of 88% for depression, 71% for stress, and 57% for anxiety. While the model excels in identifying "Normal" cases, its performance for "Mild," "Moderate," and "Severe" cases highlights limitations due to class imbalance and feature representation. The findings reveal that anxiety is the most volatile and severe condition, with peaks in 2018 and 2022, while stress remains manageable and depression moderately stable. Gender and program-specific differences emphasize the need for tailored interventions. Addressing challenges related to data quality, algorithmic transparency, and ethical concerns is essential for real-world applications. This study highlights the potential of machine learning in early detection and intervention for mental health issues. Future research should explore advanced feature engineering techniques and develop more interpretable models to enhance clinical decision-making.
Aplikasi Pembelajaran English Grammar Berbasis Game Android Bellaniar Ismiati, Maria; Hermawan, Latius; Widiastuti R., Paskalina
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1703

Abstract

Learning English in class is often carried out in a conventional way such as explaining using a whiteboard, doing practice exercises with pen and paper, and memorizing material from a book / dictionary. Such conventional teaching and learning processes often make students bored and feel the material presented is difficult to understand. One way that can be used to overcome this problem is to create a tool that uses technology, such as games.Gra-Pe Warrior game which has an adventure game concept with penguins as the main character where each level of the player must answer questions about grammar.   Gra-Pe Warrior game has become a new learning that further increases motivation in learning. This is evidenced by the results of a descriptive questionnaire test which shows that> 90% of respondents are interested because learning in the form of games is more interesting because it is equipped with several questions about grammar at each door when leveling up.  
Pembelajaran Text Preprocessing berbasis Simulator Untuk Mata Kuliah Information Retrieval Hermawan, Latius; Bellaniar Ismiati, Maria
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1705

Abstract

Preprocessing is an important task and step in Information Retrieval. Information Retrieval (IR) is used to decide which documents in a collection must be taken to meet the user's information needs. The comparison is done in 4 steps in preprocessing, namely Case folding, Tokenizing, Filtering, Stemming.All stages of the preprocessing are done manually during the teaching-learning process. The lecturer explained by writing and explaining one by one the correct words at each stage and students also manually reviewed each stage. Simulator is needed to help solve existing problems. The simulator has been successfully created by displaying 6 menus. The simulator has succeeded in outputting each stage according to the manual theory. From the results of the testing questionnaire,> 90% of respondents thought that using this simulator made it easier to work on the four stages of text pre-processing so that the time needed also became efficient.
Malicious JavaScript Detection using Obfuscation Analysis and String Reconstruction Techniques Alamsyah, Alfin Gusti; Hermawan, Latius
Jurnal Buana Informatika Vol. 16 No. 01 (2025): Jurnal Buana Informatika, Volume 16, Nomor 01, April 2025
Publisher : Universitas Atma Jaya Yogyakarta

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

Abstract

Detecting malicious JavaScript remains a persistent challenge in cybersecurity, particularly as obfuscation techniques become more sophisticated. This study presents a dual-model detection framework that separates the analysis of obfuscation from malicious behavior to enhance precision. The first model detects obfuscated scripts using 20 features, including entropy, string ratios, and syntax. The second model classifies malicious code based on 92 features, incorporating outputs from the first model and semantically meaningful strings reconstructed using a novel technique called atomic search. Both models utilize the random forest algorithm and are trained on balanced datasets of labeled JavaScript samples. Experimental results demonstrate high performance, with the obfuscation model achieving 99.1% accuracy and the malicious detection model reaching 99.52%. The proposed approach provides a scalable and effective solution for detecting hidden threats in modern web environments by clearly addressing obfuscation and incorporating semantic reconstruction.
EARLY DETECTION OF ACADEMIC DEPRESSION USING SMARTPHONE-BASED MACHINE LEARNING MODELS Edi Surya Negara; Latius Hermawan; Hastari Mayrita; Desy Arisandy; Mohamad Farozi; Rahmat Ramadan; Sunda Ariana; Ria Andryani
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 3 (2025): Volume 9, Nomor 3, September 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i3.46375

Abstract

Mental health in developing countries is a common and complex problem. The problem continues to increase and is closely related to low self-confidence, negative interpersonal relationships, and academic depression. This can affect students' ability to complete academic assignments on a university scale. An AI-based early detection application can potentially improve mental health services related to treatment access. This system can help identify users who may be depressed based on the language used, especially for those who are reluctant to seek professional solutions due to the negative stigma of mental health. This study uses a qualitative descriptive method involving observation, in-depth analysis of group conversations, and early detection of academic depression by identifying conversation patterns between students and counselors as the basis for developing a smartphone-based application. This study produced a dataset of 395 depression-level data entries used as training data to develop a machine-learning model. A prototype of an academic depression detection application has been developed as a mobile-based application.
Pengembangan Aplikasi E-Learning Edu IT : Pembuatan Aplikasi Ujian Essay Online serta Upload Download Materi Kuliah Ismiati, Maria Bellaniar; Hermawan, Latius
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 5: Oktober 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021855463

Abstract

 Dunia pendidikan sekarang sudah banyak yang menggunakan kecanggihan teknologi dan berbasis internet, seperti proses belajar mengajar secara elektronik atau dikenal dengan e-learning. Salah satu fitur e-learning dalam proses belajar mengajar adalah dapat menampilkan materi, soal latihan, percakapan melalui text/video maupun video, kuis, dan ujian secara elektronik. Contoh di dunia Pendidikan yang menggunakan e-learning adalah Universitas Katolik Musi Charitas yang merupakan salah satu Perguruan Tinggi Swasta di Palembang. Selama ini di UKMC, ujian masih dilakukan secara konvensional yaitu menggunakan kertas yang nantinya akan memperbanyak tumpukan kertas yang sudah ada sebelumnya. Selain itu, distribusi materi kuliah masih sering dilakukan melalui flashdisk/e-mail. Tujuan penelitian ini adalah untuk membuat aplikasi ujian essay online serta upload download materi kuliah di satu aplikasi (pengembangan dari aplikasi portal tugas). Pembuatan aplikasi ini dapat membantu proses konvensional untuk berkembang dengan menggunakan teknologi dan secara real time. Proses pengerjaan penelitian ini dimulai dari Requirements Planning, User Design, Construction, dan Cutover hingga yang terakhir adalah pembuatan laporan akhir penelitian. Penelitian ini akan menampilkan suatu menu dropdown yaitu soal Essay dengan soal-soal yang perlu dijawab dengan lengkap dan detail. Selanjutnya akan tampil nilai untuk masing-masing mahasiswa. Selain itu pada aplikasi ini juga akan ditambahkan suatu menu untuk upload dan download materi kuliah sehingga nantinya akan menjadi suatu e-learning yang lengkap. Hasilnya adalah interaksi antara mahasiswa dan dosen tidak hanya dapat dilakukan secara konvensional, tetapi dapat pula dilakukan secara daring/online dan dapat mengurangi tumpukan kertas. AbstractThe world of education is now many who use technological sophistication and internet based, such as the process of teaching electronic learning/which is known as e-learning. One of the e-learning features in the teaching and learning process is that it can display materials, exercises, conversations through text/video or videos, quizzes, and exams electronically. During this time in UKMC, exams are still done in conventional way, namely using paper that will reproduce the papers that are not used anymore. In addition, the distribution of lecture materials is still often done through flash or e-mail. The purpose of this research is to make an online essay exam application as well as upload downloadable lecture material in one application which is a development of portal task application. This research will temporarily be tested to information and informatics systems students. The creation of this application can help the conventional process to evolve using technology and in real time. The process of this research is started from requirements Planning, User Design, Construction, and Cutover until the last is the generation of final research report. This research will show a drop down menu which is Essay about essay with questions in the form of essays that need to be answered with complete and detail. In addition to this application will also be added a menu to upload and download lecture materials so it will later become a complete e-learning. The result is that the interactions between students and lecturers are not conventionally and can reduce paperless. 
Pemanfaatan teknologi sudah dilakukan di banyak bidang kehidupan seperti sudah banyaknya aplikasi baik berbasis website ataupun android yang menjadi sahabat bagi semua lapisan masyarakat. Sebagian besar masyarakat hanya dapat menggunakan teknologi tersebu Maria Bellaniar; Andayani, Sri; Wijaya, Andri; Hermawan, Latius
Jurnal Abdimas Musi Charitas Vol. 5 No. 1 (2021): Jurnal Abdimas Musi Charitas Vol. 5 No. 1, Juni 2021
Publisher : Universitas katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.73 KB)

Abstract

The use of technology has been carried out in many areas of life as has been the number of applications based on both websites or android that are friends to all society. Most of the people can only use this technology and a small part of others not only can use but also can make this technology with the help of a programming tool. Self-programming can made with a native concept or the concept of OOP (Object Oriented Programming). Lots of programmers can program with native concepts but not many programmerswho can create programs with the OOP concept. Apart from programmers, there are many students who do not understand the concept of OOP let alone to make it in form a website. Like it or not, these students have to take part in the workshop training on OOP so that knowledge in the IT field can improve. Based on the problem That is, the lecturer service team held a service on Object Training Oriented Programming in Today's Website Development. OOP is a Object-based programming that implements class and object methods as supporters. The dedication carried out is not only a theoretical explanation but also practically so that students can immediately practice what they have explained by the tutor. The result of this activity is that students can make a websites created using OOP and their knowledge and insights about programming can increase.  
Penerapan Algoritma PRNG Dalam Permainan Snack and Ladders Berbasis Digital Hermawan, Latius; Malla, Maria; Ismiati, Maria Bellaniar
Jurnal Informatika UPGRIS Vol 8, No 2: Desember 2022
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v8i2.13512

Abstract

Abstrak—Seperti halnya suatu hiburan yang diciptakan dalam bentuk game, game sendiri banyak jenisnya sebagai contoh versi mobile dimana game akan memberikan pengalaman yang tidak terlupakan saat dimainkan.  Pada saat ini oaring-orang telah mengenal bahkan menggunakan teknologi dalam bermain. Banyak sekali game tradisional yang ada di Indonesia serta cukup digemari, misalnya permainan berbasis papan. Permainan tersebut masih banyak dimainkan oleh masyarakat dari anak-anak sampai orang dewasa karena cara bermainnya mudah dimengerti. Tetapi, permainan tradisional yang berbasis papan mulai ditinggalkan karena tergantikan dengan smartphone, konsol game dan computer. Game ular tangga merupakan permainan tradisonal  yang dapat dikembangkan dengan menggunakan teknologi. Game ini akan ditanamkan kecerdasan buatan menggunakan algoritma PRNG untuk melakukan pengacakan dadu secara acak untuk pemain dan NPC agar permainan menjadi lebih menarik. Hasil yang didapat yaitu pembuatan permaian ular tangga untuk pembelajaran  berhitung berbasis smartphone Android telah berhasil dilakukan dengan menerapkan algoritma didalamnya. Pengguna dapat menggunakannya sebagai media permainan digital yang pelestarian permainan tradisional  dimana saja mereka berada. Kata Kunci—ular, tangga, android, game, prng