Articles
SISTEM PEMILIHAN DOSEN PEMBIMBING SKRIPSI DENGAN METODE TOPSIS (STUDI KASUS: PENDIDIKAN TEKNIK INFORMATIKA)
Tantri Hari Mukti;
Syaad Patmantara;
Aji Prasetya Wibawa
Jurnal Ilmiah Flash Vol 4 No 1 (2018)
Publisher : P3M- Politeknik Negeri Kupang
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DOI: 10.32511/flash.v4i1.211
Penunjukan pembimbing skripsi di Program Studi Pendidikan Teknik Informatika Universitas Negeri Malang ditangani oleh tim dosen KBK (Kelompok Bidang Keahlian) dan dosen Koordinator Program Studi (Korprodi). Tim KBK dan Korprodi harus menyesuaikan kriteria-kriteria calon dosen pembimbing yang sesuai dengan kondisi dan judul yang diajukan mahasiswa. Selain itu Tim KBK dan Korprodi membutuhkan waktu yang lama untuk menyelesaikan banyaknya antrian pengajuan dosen pembimbing. Dari permasalahan tersebut, dibuat sistem yang dapat memberikan rekomendasi dosen pembimbing dengan menggunakan metode TOPSIS. Sehingga sistem tersebut dapat mempermudah tugas dosen KBK dan Korprodi. Pemilihan metode TOPSIS (Technique For Others Reference by Similarity to Ideal Solution) dirasa lebih cocok dengan kasus ini karena terdapatnya pemecahan unsur kriteria dan pembobotan pada masing-masing kriteria. Berdasarkan hasil studi kasus sistem seleksi menunjukan bahwa hasil perhitungan menggunakan sistem sama dengan perhitungan manual. Sistem ini mampu memberikan rekomendasi pemilihan dosen pembimbing
Choosing an Instant Messaging App: Security or Convenience? Comparison between Whatsapp and Telegram
Azzhan Shahrul;
Aji Prasetya Wibawa
Buletin Ilmiah Sarjana Teknik Elektro Vol. 3 No. 2 (2021): Agustus
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/biste.v3i2.2784
An increase in Instant Messenger (IM) application users makes it easier for people to get connected through social media. Application developers regularly offer updates. However, those updates don’t always satisfy users expectations, instead confuse them. Even users are sometimes hesitant to update the app thus they switch to another messaging platform. This research discusses the analysis and comparison of two IM applications that reached 100 million downloads on Play Store; Whatsapp and Telegram. The analysis process is carried out from the features use in the Instant Messenger application. The data collection procedure are conducted by viewing the traffic. The data acquisition technique is done by using literacy and observation study methods to get full access to smartphones. The results of the analysis are in the form of a comparing table between both IM applications and expected to be future reference for further reseach.Peningkatan pengguna aplikasi Instant Messenger (IM) memudahkan masyarakat untuk terhubung melalui media sosial. Pengembang aplikasi secara teratur menawarkan pembaruan. Namun, pembaruan tersebut tidak selalu memenuhi harapan pengguna, malah membingungkan mereka. Bahkan pengguna terkadang ragu untuk memperbarui aplikasi sehingga mereka beralih ke platform perpesanan lain. Penelitian ini membahas tentang analisis dan perbandingan dua aplikasi IM yang mencapai 100 juta unduhan di Play Store; Whatsapp dan Telegram. Proses analisis dilakukan dari fitur-fitur yang digunakan pada aplikasi Instant Messenger. Prosedur pengumpulan data dilakukan dengan melihat lalu lintas. Teknik akuisisi data dilakukan dengan menggunakan metode studi literasi dan observasi untuk mendapatkan akses penuh ke smartphone. Hasil analisis berupa tabel perbandingan antara kedua aplikasi IM dan diharapkan dapat menjadi acuan untuk penelitian selanjutnya.
Convolutional Neural Network (CNN) to determine the character of wayang kulit
Aji Prasetya Wibawa;
Wahyu Arbianda Yudha Pratama;
Anik Nur Handayani;
Anusua Ghosh
International Journal of Visual and Performing Arts Vol 3, No 1 (2021)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)
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DOI: 10.31763/viperarts.v3i1.373
Indonesia is a country with diverse cultures. One of which is Wayang Kulit, which has been recognized by UNESCO. Wayang kulit has a variety of names and personalities, however most younger generations are not familiar with the characters of these shadow puppets. With today's rapid technological advancements, people could use this technology to detect objects using cameras. Convolutional Neural Network (CNN) is one method that can be used. CNN is a learning process that is included in the Deep Learning section and is used to find the best representation. The CNN is commonly used for object detection, would be used to classify good and bad characters. The data used consists of 100 black and white puppet images that were downloaded one at a time. The data was obtained through a training process that uses the CNN method and Google Colab to help speed up the training process. After that, a new model is created to test the puppet images. The result obtained a 92 percent accuracy rate, means that CNN can differentiate the Wayang Kulit character
Evolution strategies based coefficient of TSK fuzzy forecasting engine
Nadia Roosmalita Sari;
Wayan Firdaus Mahmudy;
Aji Prasetya Wibawa
International Journal of Advances in Intelligent Informatics Vol 7, No 1 (2021): March 2021
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/ijain.v7i1.376
Forecasting is a method of predicting past and current data, most often by pattern analysis. A Fuzzy Takagi Sugeno Kang (TSK) study can predict Indonesia's inflation rate, yet with too high error. This study proposes an accuracy improvement based on Evolution Strategies (ES), a specific evolutionary algorithm with good performance optimization problems. ES algorithm used to determine the best coefficient values on consequent fuzzy rules. This research uses Bank Indonesia time-series data as in the previous study. ES algorithm uses the popSize test to determine the number of initial chromosomes to produce the best optimal solution for this problem. The increase of popSize creates better fitness value due to the ES's broader search area. The RMSE of ES-TSK is 0.637, which outperforms the baseline approach. This research generally shows that ES may reduce repetitive experiment events due to Fuzzy coefficients' manual setting. The algorithm complexity may cost to the computing time, yet with higher performance.
The performance of text similarity algorithms
Didik Dwi Prasetya;
Aji Prasetya Wibawa;
Tsukasa Hirashima
International Journal of Advances in Intelligent Informatics Vol 4, No 1 (2018): March 2018
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/ijain.v4i1.152
Text similarity measurement compares text with available references to indicate the degree of similarity between those objects. There have been many studies of text similarity and resulting in various approaches and algorithms. This paper investigates four majors text similarity measurements which include String-based, Corpus-based, Knowledge-based, and Hybrid similarities. The results of the investigation showed that the semantic similarity approach is more rational in finding substantial relationship between texts.
Rayleigh quotient with bolzano booster for faster convergence of dominant eigenvalues
M Zainal Arifin;
Ahmad Naim Che Pee;
Sarni Suhaila Rahim;
Aji Prasetya Wibawa
International Journal of Advances in Intelligent Informatics Vol 8, No 1 (2022): March 2022
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/ijain.v8i1.718
Computation ranking algorithms are widely used in several informatics fields. One of them is the PageRank algorithm, recognized as the most popular search engine globally. Many researchers have improvised the ranking algorithm in order to get better results. Recent research using Rayleigh Quotient to speed up PageRank can guarantee the convergence of the dominant eigenvalues as a key value for stopping computation. Bolzano's method has a convergence character on a linear function by dividing an interval into two intervals for better convergence. This research aims to implant the Bolzano algorithm into Rayleigh for faster computation. This research produces an algorithm that has been tested and validated by mathematicians, which shows an optimization speed of a maximum 7.08% compared to the sole Rayleigh approach. Analysis of computation results using statistics software shows that the degree of the curve of the new algorithm, which is Rayleigh with Bolzano booster (RB), is positive and more significant than the original method. In other words, the linear function will always be faster in the subsequent computation than the previous method.
VIKOR multi-criteria decision making with AHP reliable weighting for article acceptance recommendation
Aji Prasetya Wibawa;
Juwita Annisa Fauzi;
Seno Isbiyantoro;
Rahmat Irsyada;
Dhaniyar Dhaniyar;
Leonel Hernandez
International Journal of Advances in Intelligent Informatics Vol 5, No 2 (2019): July 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/ijain.v5i2.172
DSS is built to support the solution recommendation of a problem. AHP and VIKOR are examples of DSS method. Due to VIKOR’s subjective weighting, this study combines the AHP and VIKOR approach to create a better and more reliable decision support system. The DSS is used to recommend article acceptance using five criteria: originality, quality, clarity, significance, and relevance. The results showed that AHP-VIKOR outperforms the performance of VIKOR. AHP weighting reliably replaces the subjective VIKOR’s initial weighting. The AHP-VIKOR result is more accurate and steadier than VIKOR. Thus, AHP-VIKOR can be presented as a proposed approach for creating a recommendation of scientific article acceptance.
DOTA 2, League of Legends, dan Paladins: Popularitas Game MOBA di Indonesia
Akrom Tegar Khomeiny;
Aji Prasetya Wibawa
Buletin Sistem Informasi dan Teknologi Islam (BUSITI) Vol 1, No 3 (2020)
Publisher : Universitas Muslim Indonesia
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DOI: 10.33096/busiti.v1i3.838
Perkembangan dunia game sangatlah pesat. Game bahkan sudah menjadi bagian yang tidak terpisahkan dari kebudayaan dan melahirkan banyak kompetisi. Berbagai genre game semakin banyak dikembangkan. Genre Multiplayer online battle arena (MOBA) menjadi salah satu genre yang paling digemari, hal ini tak luput dari sistem informasi yang diberikan oleh pengembang terhadap pemain. DotA 2, League of Legends, dan Paladins adalah tiga dari sekian banyaknya game MOBA yang diminati oleh pemain Indonesia. Pada penelitian ini dilakukan analisis berdasarkan kenyamanan pemain yang didapatkan dari hasil analisis user interface dengan menggunakan 6 aspek pada prinsip Usability, yaitu: Visual clarity, Consistency, Informative feedback, Explicitness, Appropriate functionality, dan flexibilty and control. Hasil penelitian bisa digunakan sebagai acuan untuk mengetahui game mana yang paling populer dan agar pengembang selanjutnya dapat mengembangkan game yang lebih baik. Hasil dari penelitian ini menunjukkan bahwa DotA 2 mendapatkan skor yang paling tinggi dan merupakan game MOBA yang paling populer di Indonesia.
Damerau Levenshtein Distance for Indonesian Spelling Correction
Puji Santoso;
Pundhi Yuliawati;
Ridwan Shalahuddin;
Aji Prasetya Wibawa
Jurnal Informatika Vol 13, No 2 (2019): July 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/jifo.v13i2.a15698
Word correction used to find an incorrect word in writing. Levenshtein distance is one of algorithm to correcting typing error. It is an algorithm that calculates a difference between two strings. The operations that used to the calculation are insert, delete, and substitution. However, this algorithm has a disadvantage that it cannot overcome two switched letters in the same word. The algorithm that can solve those issues is a damerau Levenshtein. This research aims to analyse a damerau Levenshtein algorithm that used to correcting Indonesian spelling. The dataset in this research consists of two fairy tale stories with a total of 1266 words and 100 typing errors. From these two algorithms, the accuracy is up to 73% on Levenshtein distance and 75% on damerau Levenshtein.
Stemming javanese affix words using nazief and adriani modifications
Aji Prasetya Wibawa;
Felix Andika Dwiyanto;
Ilham Ari Elbaith Zaeni;
Rizal Kholif Nurrohman;
AN Afandi
Jurnal Informatika Vol 14, No 1 (2020): January 2020
Publisher : Universitas Ahmad Dahlan
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DOI: 10.26555/jifo.v14i1.a17106
Stemming is the process of finding a basic word with several stages of affix removal. The main reason for stemming is to check spelling and machine translation and to support the effectiveness of the retrieval process. This study uses the Nazief and Adriani algorithm for stemming Javanese-influenced words. The first step taken is data collection and making a basic word dictionary. Then do the stemming process. Before stemming, modifications are made to the rules. The rules of the Nazief and Adriani algorithm, which are based on the morphology rules of the Indonesian language, are modified to suit the morphological rules of the Javanese language. Of the 366 words that were tested, it produced 351 correct basic words and 15 basic words that experienced errors. The results show that this algorithm can be used for stemming Javanese with an accuracy value of 95.9%.