Claim Missing Document
Check
Articles

Found 14 Documents
Search

Twitter Social Media Conversion Topic Trending Analysis Using Latent Dirichlet Allocation Algorithm Musliadi K H; Hazriani Zainuddin; Yuyun Wabula
Journal of Applied Engineering and Technological Science (JAETS) Vol. 4 No. 1 (2022): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v4i1.1143

Abstract

In Indonesia, Twitter is one of the most widely used social media platforms. Because of the diverse and frequently shifting message patterns on this social media, it is extremely challenging and time-consuming to manually identify topics from a collection of messages. Topic modeling is one method for obtaining information from social media. The model and visualization of the results of modeling topics that are discussed on social media by the Makassar community are the goals of this study. The Latent Dirichlet Allocation (LDA) algorithm is used to model and display the results of this study. The modeling results indicate that the eighth topic is the most frequently used word in a conversation. In the meantime, the 7th and 6th topics emerged as the conversation's core based on the spread of the words with the highest term frequency. The study's findings led the researchers to the conclusion that in the Makassar community's social media discussions, capitalization and visualization using the LDA method produced the words with the highest trend and the topic with the highest term frequency.
Generating game immersion features for immersive game selection Najirah Umar; Yuyun Yuyun; Hamdan Gani
ILKOM Jurnal Ilmiah Vol 14, No 3 (2022)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v14i3.1224.264-274

Abstract

The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersive or not. There is no knowledge regarding how to evaluate their game, whether immersive or not, and this process requires expert knowledge. Second, currently, the game designers are relied on speculative interpretation to evaluate their game because there is no method to examine whether the game is immersive or not. Therefore, this study aims to propose a method  that enable to evaluate if the game is immersive or not. This method is emerged as knowledge and recommendation that quickly be able to assist the game designers, game developers, and gamers evaluating whether a game is immersive or not. First, this research conducts a literature review to categorize the game immersion features. Second, this study proposes an effective method that can analyse and recommends whether a game is immersive or not. Finally, this study reveals that the finding could be used as a recommendation for the other immersive technology platforms.
A Comparison of the Smoothing Constant Values Among Exponential Smoothing Methods in Commodity Prices Forecasting Hazriani Hazriani; Yuyun; Mashur Razak
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 6 No 6 (2022): Desember 2022
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v6i6.4478

Abstract

Commodity prices forecasting is one of the business functions to estimate future demand based on past data trend. This study aims to implement a trial and error technique of the constant (alpha α) value in the exponential smoothing method. Dealing with confusion that often researchers find in selecting an alpha (α) value among exponential smoothing families, which suits characteristics of the investigated case. As selection of the constant value precisely contributes to reduce the forecasting deviation. This paper used the alpha (α) value in the range 0,1 to 0,9 and utilized the mean absolute percentage error (MAPE) and Mean Absolute Error (MAE) as the parameter to know the grade of prediction. In data training, the authors used Single Exponential Smoothing (SES) and Brown’s Double Exponential Smoothing (B-DES) as methods to compare the results of prediction. It is addressed that forecasting with alpha (α) 0,1 is the most optimal values for Single Exponential Smoothing (SES) in this case with margin error 0,00036 of MAPE and 16,84 of MAE.
PENINGKATAN KOMPETENSI GURU MELALUI PELATIHAN PEMBUATAN MODUL PEMBELAJARAN MENGGUNAKAN APLIKASI GOOGLE SITES PADA GURU MAN 3 MAKASSAR Najirah Umar; Yuyun Yuyun
-
Publisher : UNIVERSITAS KHAIRUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/pengamas.v6i1.4220

Abstract

ABSTRAKKegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk memberikan Pelatihan pemanfaatan Google Site dalam mendukung proses pembelajaran di MAN 3 Makassar. Materi yang disampaikan yaitu Pemanfaatan Google Site dalam membuat Modul pembelajaran. Lokasi pelatihan Aula MAN 3 Makassar, dengan jumlah peserta sebanyak 40 orang dan telah dilaksanakan pada tanggal 27 sampai 28 Januari 2022. Metode yang digunakan adalah dengan ceramah, praktek, tanya jawab dan diskusi. Hasil kuesioner yang diberikan ke peserta menunjukkan bahwa 88% peserta memberikan tanggapan sangat baik terhadap kegiatan PkM serta menyarankan agar kedepannya melaksanakan kegiatan yang serupa oleh Dosen STMIK Handayani. Di MAN 3 Makassar belum semua guru dapat membuat Modul pembelajaran berbasis Teknologi Informasi, lebih banyak masih menggunakan Modul konvensional, sehingga dengan kegiatan PkM ini, guru mampu aplikasi Google Site dalam membuat Modul pembelajaran. Sasaran dalam program pengabdian ini adalah meningkatkan kemampuan dan kompetensi guru dalam membuat Modul pembelajaran. Berdasarkan hasil pengamatan dan evaluasi terlihat guru dalam  mengikuti pelatihan dengan sangat antusias. Peserta yang mengikuti program pelatihan ini memiliki disiplin ilmu dan latar belakang Pendidikan  yang berbeda-beda. Setelah pelatihan dilakukan evaluasi terhadap kemampuan guru mengaupload modul pembelajaran pada google site yaitu 60% telah mampu mengapuload sendiri dan 40% masih butuh pendampingan. Kata Kunci : Pelatihan, Google Site, Modul, Teknologi, Guru ABSTRAKThis Community Service (PkM) activity aims to provide training on how to use Google Sites to support the learning process at MAN 3 Makassar. The material presented is the use of Google sites in the creation of learning modules. The location of the training is the hall of MAN 3 Makassar with a total of 40 participants and took place from January 27th to 28th, 2022. The method used is lecture, exercise, question and answer, and discussion. The results of the questionnaire to the participants showed that 88% of the participants answered the PkM activities very well and suggested that the STMIK lecturer Handayani would conduct similar activities in the future. In MAN 3 Makassar, not all teachers can create information technology based learning modules, even more use traditional modules, so this PkM activity allows teachers to use Google Site in creating learning modules. The aim of this service program is to improve the ability and competence of teachers in the creation of learning modules. The observation and evaluation results showed that the teacher participated in the training with great enthusiasm. Participants who take part in this training program come from a variety of disciplines and educational backgrounds. After the training, an assessment was made of the teacher's ability to upload learning modules to the Google website, namely 60% were able to upload themselves and 40% still needed assistance.Keywords: Training, Google Site, Module, Technology, Teacher