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SENTIMEN ANALISIS TIM SEPAK BOLA DI PIALA ASIA 2023 BERDASARKAN PENGGUNA TWITTER (X) MENGGUNAKAN ALGORITMA MULTINOMIAL NAÏVE BAYES Naufal, Muhammad; Arifitama, Budi; Permana, Silvester Dian Handy
Kurawal - Jurnal Teknologi, Informasi dan Industri Vol 7 No 2 (2024): Jurnal Kurawal Volume 7, Nomor 2, October 2024
Publisher : Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/kurawal.v7i2.1098

Abstract

Perkembangan media sosial mengubah cara kita berkomunikasi dan berinteraksi, Dimana media sosial telah menyediakan sumber data yang kaya akan opini dan persepsi dari berbagai pengguna. Dalam konteks Olahraga, sentimen analisis terhadap Tim Sepak Bola Nasional Indonesia dapat memberikan wawasan yang baik tentang dukungan persepsi publik terhadap Tim Sepak Bola Nasional Indonesia dan juga menjadi bahan evaluasi tim nasional indonesia di masa yang akan datang. Studi ini akan menghasilkan opini publik positif dan negatif pada saat kondisi tim nasional indonesia mengalami kekalahan, kemenangan dan keseluruhan selama mengikuti ajang turnamen piala asia 2023, studi ini menggunakan pendekatan algoritma Multinomial Naïve Bayes Classification (MNB) untuk mengklasifikasikan dan training data, menggunakan library Valence Aware Dictionary and sEntiment Reasoner (VADER) untuk melakukan pelabelan otomatis pada data dan Term Frequency-Inverse Document Frequency (TF-IDF) untuk mengekstraksi fitur terhadap data tim sepak bola nasional Indonesia dalam turnamen Piala Asia 2023. Algoritma MNB digunakan untuk mengklasifikasikan teks yang sudah dilabeli secara otomatis menggunakan VADER . Data untuk studi ini diperoleh melalui proses pengambilan data dari sosial media X dengan kata kunci "timnas Indonesia Piala Asia 2023" dalam rentang tanggal pada saat turnamen piala asia 2023 yaitu 12 Januari 2024 hingga 10 Februari 2024. Hasil dari studi yang dilakukan oleh penulis pada studi berjudul “Sentimen Analisis Tim Sepak Bola di Piala Asia 2023 Berdasarkan Pengguna Twitter(X) Menggunakan Algoritma Multinomial Naïve Bayes” menghasilkan akurasi yang cukup baik yaitu 81%, 79% dan 79% pada kategori Keseluruhan, Kekalahan dan Kemenangan dengan menggunakan metode evaluasi Confussion Matrix.
Pengembangan Sistem Pendukung Keputusan Pemilihan Karyawan Terbaik Menggunakan Metode AHP pada Evaluasi Kinerja 360 Degree Feedback Muhammad Sulthan Rafli Maajid; Silvester Dian Handy Permana; Yaddarabullah Yaddarabullah
Jurnal Teknologi Terpadu Vol 11 No 2 (2025): Desember, 2025
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v11i2.2532

Abstract

PT. X is a health technology company that provides a cloud-based Management Information System for healthcare facilities. So far, the selection of the best employees has been based solely on supervisors' observations, without a systematic, objective evaluation system. This has led to decreased employee performance and motivation due to the lack of a structured, objective decision-making system. This study aims to develop a performance evaluation system based on the Analytical Hierarchy Process (AHP) method, integrated with the 360 Degree Feedback approach, to provide an objective, structured assessment. The evaluation is conducted based on clear, measurable criteria such as professionalism, performance, attitude, initiative, and teamwork, involving assessments from supervisors, colleagues, subordinates, and self-evaluation, thereby ensuring a more comprehensive assessment and reducing the bias commonly found in single-source evaluations. The results of the study show that the best employees based on this system are Samuel Steven (1.00), Muhammad Sulthan Rafli Maajid (0.947675), and Muhammad Insan Kamil (0.920534). This system is expected to improve evaluation quality and employee motivation by enabling more comprehensive, objective assessments.
Implementasi Augmented Reality Sebagai Media Inovatif Dalam Pemasaran Properti Rumah Wibisono, Haryo Kunto; Syahputra, Ade; Permana, Silvester Dian Handy
Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi) Vol 10, No 1 (2026): SEMNAS RISTEK 2026
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/semnasristek.v10i1.8876

Abstract

Pemanfaatan Augmented Reality Sebagai Media Interaktif untuk Meningkatkan Minat Belajar Siswa SDIT Al-Fatih Al Ghifari, Jayyid Baldan; Syahputra, Ade; Permana, Silvester Dian Handy
Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi) Vol 10, No 1 (2026): SEMNAS RISTEK 2026
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/semnasristek.v10i1.8877

Abstract

Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Loka, Gede Andika; Permana, Silvester Dian Handy; Bintoro, Ketut Bayu Yogha
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network
The Implementation of Augmented Reality Hairstyles at Beauty Salons Using the Viola-Jones Method (Case Study: Eka Salon) Gustira Putri, Graha Virgian; Syahputra, Ade; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.847

Abstract

Augmented reality is the technology that superimposes a computer-generated digital content on a user's view of the real world in a real time so users can experience the real virtual objects. The use of augmented reality has spread into various industries, for an example in the fashion industry. One of fashion industry type is hairstyle industry. Eka Salon is a beauty salon that provides beauty treatments for women's hair care. This salon has a problem that customer are not satisfacted with the results of their new haircut because that doesnt match with their expectations. This can be seen from the results of observations at Eka Salon is resulted that 8 out of 15 interviewed customers were not satisfied with their new haircuts because it did not match the appearance in the catalog. In this research, an augmented reality hairstyles will be made that can visualize how the shape of the selected hairstyle by the customer without having to cut their hair first. The Viola-Jones method was chosen as the method used in this study because it has a high accuracy of 90% in face detection. The result of this research is that the Viola-Jones method can detect facial surfaces and generate a 3D hairstyle model distance to 100cm properly. The test of the acceptance level of this application is carried out by Eka Salon customers with an average percentage of 84.3%.
Modification of Ant Colony Optimization Algorithm to Solve the Traveling Salesman Problem Anindya, Alda Larasati; Bintoro, Ketut Bayu Yogha; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.704

Abstract

Traveling salesman problem (TSP) is an optimization problem in determining the optimal route of a number of nodes that will only be passed once with the initial node as the final destination. One method for solving TSP is the Ant Colony Optimization (ACO) Algorithm. ACO is inspired by ant behaviour in searching for food, where ants produce pheromones to find food sources and make a route from the colony to food that will be followed by other ants. However ACO has not been considered as the optimal method for resolving TSP. This is because ACO has several shortcomings in the computational process. Comparisons between pheromones are not yet clear, and slow computing time causes the results of ACO to be not optimal. To correct these deficiencies, modifications will be made to the ACO. Modifications are made by changing some values in the ACO, such as adjusting the number of ants by the node automatically, changing the value in the pheromone renewal, and adding value to the construction of the solution. The outcome of this research is the modification of ACO did not provide shorter computing time with a more accurate final value, thus did not provide an optimal solution. The test results in this study found that the average computation time for the last iteration of each test was 0.54 second, and for the 10 iteration computation time obtained an average of 5.54 second for four tests. The amount of memory used in four tests in this study was 440.11 mb for 10 iterations.
Proses Clipping pada Map Game Online RPG menggunakan Algoritma Cohen-Sutherland permana, silvester dian handy
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.301

Abstract

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.