Articles
PENDETEKSIAN KEMIRIPAN TEKS DESKRIPSI DIRI PADA E-RECRUITMENT KARYAWAN DENGAN METODE RABIN KARP DAN JARO WINKLER DISTANCE
Stephanie Stephanie;
Dali Santun Naga;
Viny Christanti Mawardi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 1 (2021): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v9i1.11593
E-recruitment is a web-based application that is used to recruit employees for several available companies. The e-recruitment system has a plagiarism checker feature. Plagiarism itself has the meaning of actions that are considered fraud by taking someone's idea or writing without mentioning a reference and claiming it as their own. So that the e-recruitment application requires a plagiarism detector which functions to make it easier for companies to assess the characteristics of their prospective employees. The plagiarism checker feature applies a string matching algorithm to a text to search for common words between texts. There are several algorithms used for string matching, two of which are the Rabin-Karp and Jaro-Winkler algorithms. The Rabin-Karp algorithm is one of the algorithms that is suitable for solving multi-string pattern problems, while the Jaro Winkler Distance algorithm has advantages in terms of accuracy. An e-recruitment application with a plagiarism detection feature is developed and tested on various types of text, namely in the form of a self-description text of the prospective employee. From the experimental results, it was found that the two algorithms can be used to detect plagiarism in the applicant's self-description text, but it still has shortcomings in checking it.
PEMBUATAN GAME SIMULASI LIVING WITHOUT MONEY MENGGUNAKAN UNITY
Dewi Triani;
viny Christanti Mawardi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 1 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v4i1.144
Simulation game "Living Without Money" is a series of life simulation game the theme story of a fictional essay. This game has a background story i.e. the player plays as the grandson of a grandmother who lived through the Bethany way, raising and barter with residents of the village of Verdon. Barter trading process is done with a pretty unique. The game is played using the Android mobile device. How to play this game fairly easily. The player can touch screen smartphone for redirecting a folder properly and start the game. Players simply run the mission stated on the menu quest to ascend the next level. This game is interesting enough to be played by all circles both children, teens and adults. Game testing is done through three phases namely blackbox testing, alpha testing and beta testing. Through the blackbox testing, all of the modules contained in the game works and runs fine. Alpha testing is testing a game that made according or not before given to the user. After going through the stage of beta testing, the game was summed up by the respondent related that argues the game is quite interesting and worthy played all ages.
EKSTRAKSI PAPER CITATION UNTUK PENDETEKSIAN SITASI PADA TULISAN KARYA ILMIAH BAHASA INDONESIA
Kevin Kevin;
Viny Christanti;
Prof. Dr. Ir. Dali S. Naga, MMSI
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 1 (2014): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v2i1.3173
The main focus of this study is to develop system to extract Indonesian paper citations with a good level of accuracy. The system based on ParsCit with feature adjustment and document training. In addition of ParsCit initial features, we add new features to match Indonesian environment along with new training data consist of Indonesian labeled headers and citations. We applied a probabilistic method Conditional Random Field (CRF) for labeling token in scientific paper reference string. CRF learns new characteristics of each entity using the new Indonesian data and build a model based on it. This model can be applied to unseen data and tested on Indonesian scientific papers. Test results shows that CRF can be applied well for Indonesian papers. System accurately labeled Indonesian paper citation with average accuracy of 98% for headers and 94% for citations. Key wordsConditional Random Field, Fakultas Teknologi Informasi Universitas Tarumanagara, Parsing Citation, Karya Ilmiah Bahasa Indonesia, Pengenalan Entitas, ParsCit
PERSONAL IDENTIFICATION BERBASIS WEB MENGGUNAKAN MULTINOMIAL NAÏVE BAYES
Andreas Khosasi;
Viny Christanti Mawardi;
Meiske Yunitree Suparman
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 2 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v4i2.83
Personality is a whole way an individual reacts and interacts with other individuals[1] In this personal identification using the basic theory of Hippocrates. The method used for classification is Multinomial Naïve Bayes. There are several stages of preprocessing such as casefolding, tokenizing with unigram and Bigram well as term frequency. The results of the classification is divided into four categories: sanguine, melancholic, plegmatis and choleric. Confusion matrix is used as evaluation with 85 % accuracy value of 160 training data and 40 testing data consist each category.
PLAGIARISME ABSTRAK MENGGUNAKAN ALGORITMA WINNOWING DAN SYNSETS
Julius Evan Harya Chandra;
Viny Christanti M;
Dali S Naga
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 2 (2018): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v6i2.2641
Plagiarism checker is a tool or media that useful to detect whether a document is a plagiarism or not. In most cases, plagiarism checker system only detect plagiarism between 2 documents tested. This would be a problem if you want to detect multiple documents at once. Abstract Plagiarism checker is designed to have ”one to one” feature that is checking only between 2 abstract documents and other feature is ”one to many” that is checking multiple abstract documents at once.This Plagiarism checker is used Winnowing algorithm to used to check the similarity of words in the document. For the result of the percentage of similarity between 2 documents, the system are used 2 methods that is Dice similarity and Jaccard similarity. The test result performed to determine the value of k-gram, base and window that are used in Winnowing algorithm. For the testing of the k-gram, base and window values,the results are 8, 13 and 6.In the system calculation test, the Jaccard method is closer to the real value by 5%. In the evaluation test, the abstract data used are 9 abstracts with Game interest. The 9 abstracts are obtained precision value 1, recall value 1, and the accuracy is 100%.
PEMBUATAN GAME 3D SURVIVAL HORROR “HOUSE OF MAZE” DENGAN FITUR VIRTUAL REALITY
Ferry Ruben Yudistira;
Viny Christanti M;
Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 2 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v3i2.3308
“House of Maze” is a survival horror video game. The game is created with the purpose of providing a game that can create a sense of fear and shocking. Where the player also think looking for a way out the maze with various challenges, provide new experiences maze with three-dimensional view and the new feature virtual reality with Oculus Rift. Users positioned as a player who got stuck in a maze with a dog house and ghosts in it. Player must find a way out but can only walk and needed a candle as illumination. This Game created by game engine Unity with C# as programming language. Key wordsSurvival Horror Game, Maze, Unity, C#, Virtual Reality, Game 3D, House of Maze
PERANCANGAN APLIKASI PEMENGGALAN KATA MENGGUNAKAN FINITE STATE AUTOMATA DAN PEMOTONGAN IMBUHAN MENGGUNAKAN ALGORITMA JELITA ASIAN
Erikson T;
Viny Christanti;
Tony Tony
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 2 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v1i2.3127
Bahasa Indonesia adalah varian bahasa Melayu, sebuah bahasa Austronesia dari cabang bahasa-bahasa Sunda-Sulawesi, yang digunakan sebagai lingua franca di Nusantara kemungkinan sejak abad-abad awal penanggalan modern.Aksara pertama dalam bahasa Melayu atau Jawi ditemukan di pesisir tenggara Pulau Sumatera, mengindikasikan bahwa bahasa ini menyebar ke berbagai tempat di Nusantara dari wilayah ini, berkat penggunaannya oleh Kerajaan Sriwijaya yang menguasai jalur perdagangan. Dalam penelitian ini Finite State Automata dan Stemming digunakan untuk melakukan pemenggalan kata dan pemotongan imbuhan menggunakan Bahasa Indonesia agar mendapatkan hasi yang optimal. Kata KunciBahasa Indonesia, Finite State Automata, Jelita Asian Stemming
PENGGUNAAN APRIORI PADA REKOMENDASI PAKET MENU DAN DILENGKAPI FITUR CHATBOT
Yosua Pandapotan Sianipar;
Viny Christanti Mawardi;
Tri Sutrisno
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v10i1.17821
The growth of the food and beverage industry is the pillar of national and manufacturing economic growth. At present the food and beverage sector continues to be excellent, especially in the tourism industry sector which develops culinary tourism. In the sale of food and beverages in the world of tourism, it is made to attract the attention of consumers by making promotional packages. This promotional package aims to attract buyers to want to buy products from a restaurant. One way to make a promotion is by using association rules. Association rules are the results that will issue a combination of numbers from each transaction data. This was done to help increase the sales of Ling Ling Restaurant. To find the results of association rules whose combinations are used for promotion, here we use the Apriori method. The results that come out will be in the form of a food or drink menu that has been combined into two, three, or more according to the number of association rules that came out by going through the Apriori method. The results of the association rules that come out later will be displayed on the chatbot display contained in the program. The chatbot here will display the results of the association rules obtained using the Apriori method and also display several question options using questions that have been created in the chatbot.
PERANCANGAN PERINGKAS BERITA OTOMATIS DENGAN MEMPERHATIKAN SINONIM MENGGUNAKAN METODE WEIGHT OF FEATURE
Ardianto Ardianto;
Jeanny Pragantha;
Viny Christanti M.
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 1 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v1i1.3063
This application is designed for automatic news summarization by using Weight of Feature method combined with NER, sentence position, finding similarities between title and sentences, and Synonyms. When there word are 2 sentences which have synonymous, 2 word those sentences are considered to have a closer relationship than 2 sentences that have no synonyms. This application works with extraction system and uses single document. Summarization results with Q&A evaluation result of 25% successfully answered questions with 56.24%, while 50% successfully answered questions with 83.84%, and 75% % successfully answered questions with 96.02%
ANALISIS EMOSI PADA TEKS BAHASA INDONESIA DENGAN METODE NEIGHBOUR-WEIGHTED K-NEAREST NEIGHBOUR
Kevin Kurniawan H.;
Viny Christanti Mawardi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 2 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v4i2.115
Currently, the electronic media in the form of text became one of the primary of communication, so communication indirectly be a form of communication that is often used. Communication with text can not deliver emotions directly and can be misunderstood because of the perception of words so it needs application to help determine emotions in text communication. Analysis of emotions using Neighbour-Weighted K-Nearest Neighbour to classify the uneven distribution of data. The accuracy of emotion analysis system in the Indonesian language text by using Neighbour-Weighted K-Nearest Neighbour is about 76%.