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The Determination of Village Area in Semarang Regency Using The Circle Method Vikky Aprelia Windarni; Adi Setiawan
Jurnal Mercumatika : Jurnal Penelitian Matematika dan Pendidikan Matematika Vol 6, No 1 (2021)
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/jm.v6i1.1876

Abstract

This research conducted a calculation of all villages area (253 villages) which located in Semarang regency. The data obtained is based on the data from GADM and Google earth by using the coordinate points (latitude and longitude). The research stage used were (1) finding the coordinate of villages boundaries in Semarang regency based on the data from GADM and Google Earth, (2) calculating the village area using two methods (Karney polygon method and circle method) and (3) analyzing the comparison of villages area based on each district and the reference area from Central Statistics Agency (BPS). The purpose of this research is the researchers would like to find out whether or not the Karney polygon method can be used to calculate the area of 253 villages in Semarang regency. From this research, it obtains the percentage difference with the lowest and highest percentage based on the data from GADM and Google Earth. The lowest percentage uses the Karney polygon method (GADM) of 7.63% and the highest percentage is 66.5%. The lowest percentage uses the circle method (GADM) is 14.39% and the highest percentage is 74.79%. The lowest percentage uses the Karney polygon method (Google Earth) is 7.63% and the highest percentage is 66%. The lowest percentage uses the circle method (Google Earth) is 15.87% and the highest percentage is 234%. MdAPE results for the data based on GADM using the Karney polygon method has the percentage of 18.73% and 35.19% by using the circle method. Based on Google Earth using the Karney polygon method, it has the percentage of 18.48% and 33.93% by using the circle method. It can be concluded that the Karney polygon method can be used to calculate the area of 253 villages in 19 districts in Semarang regency based on the data from GADM and Google Earth
DETEKSI WEBSITE PHISHING MENGGUNAKAN TEKNIK FILTER PADA MODEL MACHINE LEARNING Vikky Aprelia Windarni; Anggit Ferdita Nugraha; Surya Tri Atmaja Ramadhani; Dewi Anisa Istiqomah; Fiyas Mahananing Puri; Adi Setiawan
Information System Journal Vol. 6 No. 01 (2023): Information System Journal (INFOS)
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/infosjournal.2023v6i01.1268

Abstract

Phishing merupakan bentuk serangan pada dunia maya yang cukup popular, dimana pengguna dibuat untukmengunjungi situs web yang tidak sah. Pengguna ditipu untuk mengungkapkan informasi pribadinya sepertiusername, password, informasi kartu kredit dan sebagainya. Maraknya phishing membuat kerugian dalam halprivacy, bahkan terjadi penyalahgunaan data yang menyebabkan kerugian finansial. Tujuan dari penelitian iniadalah peneliti ingin menggunakan machine learning dengan memanfaatkan fitur filter yang ada didalamnya yaitupearson correlation dan menerapkan 3 metode Naïve Bayes, Decision Tree dan Random Forest untuk menentukanmetode yang paling efektif dalam mendeteksi web phishing. Terdapat 4 alur penelitian yang digunakan olehpeneliti, yaitu (1) Tahap persiapan, (2) Metode yang digunakan, (3) Analisa, dan (4) Evaluasi. Dari hasil penelitianini didapatkan bahwa penerapan metode Naïve Bayes memiliki nilai akurasi sebesar 60,4%, metode Decision Treememiliki nilai akurasi 94,4% dan metode Random Forest memiliki akurasi sebesar 96,3%. Sehingga dapatdisimpulkan bahwa metode yang paling efektif untuk mendeteksi web phishing adalah menggunakan RandomForest karena memiliki tingkat akurasi sebesar 96.3%. Pada penelitian selanjutnya dapat dilakukan pada kasusyang sama dengan menggunakan algoritma yang berbeda.
PENGEMBANGAN GAME 2D PLATFORMER HACK AND SLASH GAME “SOUL GENESIS” Jimmy Christian; Vikky Aprelia Windarni; Surya Tri Atmaja Ramadhani; Dewi Anisa Istiqomah; Fiyas Mahananing Puri
Information System Journal Vol. 9 No. 01 (2026): Information System Journal (INFOS)
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/infosjournal.2026v9i01.2637

Abstract

ABSTRACT The development of the gaming industry has led to the emergence of various genres with increasingly diverse gameplay and narrative approaches, one of which is the 2D platformer game with hack and slash elements. This research aims to develop the game Soul Genesis, a 2D hack and slash platformer that combines fast-paced combat mechanics with a storytelling approach based on Javanese folklore. The development method used is the Game Development Life Cycle (GDLC), which includes the stages of initiation, pre-production, production, testing, beta, and release. The game was developed using Unity 2D with the C# programming language and applies a pixel art visual style to support the game's feel. The development results are a functional prototype consisting of several levels with a variety of enemies and challenges. Testing was carried out through alpha testing using the black box method and beta testing involving 30 respondents at the GKM 2024 Expo. The beta testing results showed a user satisfaction level of 82.08%, which is in the "very good" category, especially in the visual aspects, control response, balance of difficulty levels, and the overall gaming experience. Based on these results, it can be concluded that the GDLC method is effectively applied in the development of Unity-based indie games and is able to produce 2D hack and slash platformer games that are worth playing and developing further.
Analisis Rekomendasi Pembuatan Produk Menggunakan RStudio Dan Twitter (Studi Kasus : Git Solution) Fiyas Mahananing Puri; Surya Tri Atmaja Ramadhani; Dewi Anisa Istiqomah; Vikky Aprelia Windarni; Kardilah Rohmat Hidayat
JURNAL TECNOSCIENZA Vol. 9 No. 1 (2024): JURNAL TECNOSCIENZA
Publisher : JURNAL TECNOSCIENZA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51158/c9z0w740

Abstract

Dalam lanskap korporat kontemporer, internet telah muncul sebagai alat fundamental untuk meningkatkan penjualan dan layanan pelanggan, terutama melalui penerapan sistem rekomendasi yang banyak digunakan khususnya dalam e-commerce. Namun, banyak perusahaan, termasuk PT GIT Solution, masih belum sepenuhnya memanfaatkan potensi big data dalam analisis pasar, dan masih bergantung pada data historis serta metode konvensional seperti follow-up atau kunjungan langsung. Hal ini menyebabkan kurang optimalnya pemanfaatan data untuk menghasilkan rekomendasi yang relevan dan personal bagi pelanggan. Penelitian ini menggunakan pendekatan analisis data Twitter dengan algoritma pengelompokan K-Means untuk mengelompokkan data dan metode perangkingan Simple Additive Weighting (SAW) untuk memberikan rekomendasi produk yang disesuaikan dengan preferensi pelanggan. Data yang digunakan diperoleh melalui crawling data Twitter, dan dianalisis menggunakan RStudio untuk mengidentifikasi tren serta preferensi konsumen. Hasil penelitian menunjukkan bahwa metode yang digunakan memberikan hasil evaluasi yang memuaskan dengan Indeks Davies-Bouldin (DBI) sebesar 0,10%, yang menunjukkan kualitas pengelompokan yang baik. Implikasi dari hasil ini adalah perusahaan dapat memanfaatkan analisis big data dari media sosial untuk meningkatkan kualitas rekomendasi produk, yang pada akhirnya dapat meningkatkan kepuasan pelanggan dan efektivitas pemasaran.