Claim Missing Document
Check
Articles

Found 16 Documents
Search

Analisis Sentimen Warga X (Twitter) Terhadap Ibu Kota Nusantara Indonesia Menggunakan Metode Support Vector Machine Eunice Evelyn Pramesty Utomo; Farindika Metandi; Subhan Hartanto
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 4 (2025): Agustus 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i4.9235

Abstract

Abstrak - Pemindahan Ibu Kota Negara (IKN) ke Kalimantan Timur memunculkan berbagai opini publik, terutama di media sosial X (Twitter). Namun, belum ada analisis yang mendalam terkait sentimen publik terhadap proyek ini, yang berpotensi memengaruhi persepsi dan keputusan strategis pemerintah. Penelitian ini bertujuan untuk mengklasifikasikan sentiment (positif, negatif, netral) pada tweet-tweet terkait IKN menggunakan metode Support Vector Machine (SVM). Data yang digunakan sebanyak 2.500 tweet yang diperoleh melalui proses crawling dan diolah melalui tahapan preprocessing. Model SVM dilatih menggunakan dataset yang telah dilabeli dan diuji performanya dengan metrik akurasi, precision, recall, dan f1-score. Hasil penelitian menunjukkan model mampu mengklasifikasikan sentiment dengan akurasi 88% dengan performa terbaik pada kelas negatif dan netral. Hal baru dari penelitian ini adalah pendekatan komprehensif dalam menganalisis persepsi publik terhadap IKN melalui media sosial dengan metode SVM, yang dapat menjadi acuan dalam pengambilan kebijakan berbasis data. Kata Kunci: Analisis Sentimen; IKN; Support Vector Machine; Media Sosial; X (Twitter); Abstract — The relocation of Indonesia's capital city (IKN) to East Kalimantan has sparked various public opinions, particularly on the social media platform X (Twitter). However, there has been no in-depth analysis of public sentiment toward this project, which could influence public perception and strategic government decisions. This study aims to classify sentiments (positive, negative, neutral) in tweets related to IKN using the Support Vector Machine (SVM) method. The dataset consists of 2,500 tweets collected through a crawling process and processed through preprocessing stages. The SVM model was trained using a labeled dataset and its performance was evaluated using accuracy, precision, recall, and f1-score metrics. The results indicate that the model can classify sentiments with an accuracy of 88%, showing the best performance in the negative and neutral classes. The novelty of this research lies in its comprehensive approach to analyzing public perceptions of IKN through social media using the SVM method, which can serve as a reference for data-driven policymaking.Keywords: Sentiment Analysis; IKN; Support Vector Machine; Social Media; X (Twitter);
Rancang Bangun Game Edukasi 2D Pengenalan Buah-Buahan Berbasis Android Menggunakan Metode Game Development Life Cycle (GDLC) Tito Surya; Tommy Bustomi; Farindika Metandi
Riau Jurnal Teknik Informatika Vol. 5 No. 2 (2026): Juli 2026
Publisher : Prodi Teknik Informatika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjti.v5i2.4662

Abstract

Technological developments have brought significant changes to the field of education, including early childhood education. However, there are still many learning methods that are less effective in attracting early childhood students’ interest in learning, especially in the digital era through fruit recognition game applications. Based on these issues, the problem formulation in this study is how to design and develop an engaging and interactive 2D educational game for fruit recognition aimed at early childhood learners. This study uses the Game Development Life Cycle (GDLC) method, which consists of six stages: initiation, pre-production, production, testing, beta, and release. The game was developed using Construct 2 and is intended for Android devices to make it easily accessible for early childhood users. The purpose of this study is to create an enjoyable and effective learning medium for early childhood children to learn fruit recognition while increasing learning interest through interactive digital media. The result of this study is the creation of an educational game that can be used as an alternative learning medium, helping early childhood children recognize various types of fruits in a fun, interactive, and more engaging way. Black box testing showed that all features functioned successfully, and beta testing involving teachers and the school principal obtained an average score of 89%, placing the game in the “very feasible” category as a fruit-recognition learning medium.
Pembuatan Film Pendek “Berbagi Asa” Dengan Menggunakan Teknik Color Grading dalam Editing Muhammad Maulana; Agusdi Syafrizal; Farindika Metandi
JURNAL VOKASI TEKNIK Vol 3 No 1 (2025): April Issue 2025 Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Technological developments in the digital era have made multimedia an important element in conveying information. One effective form of multimedia is short films, audio-visual media that are able to convey messages easily and are interesting to the public. The short film BERBAGI ASA was developed to promote the KIP-Kuliah Program and Samarinda State Polytechnic Campus, a tertiary institution that offers various study programs and educational scholarships. The process of making this film uses the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. This method was chosen because of its ability to ensure that each design step is carried out in a structured and efficient manner. Apart from that, color grading techniques are applied at the editing stage to improve visual quality, so that the final result is more attractive and professional. The short film BERBAGI ASA succeeded in meeting the target of 3000 views in three days, produced through this process and used as informative and inspirational promotional media, helping to increase public understanding of the benefits of the KIP-Kuliah Program and introducing the Samarinda State Polytechnic more widely.
Film   Pendek   “Kesalahan   dalam   Penyesalan”   Dengan   Menerapkan Teknik Type of Shot Veronika Yessy Marsita; Agusdi Syafrizal; Farindika Metandi
JURNAL VOKASI TEKNIK Vol 3 No 03 (2025): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the making of the short film entitled "Kesalahan dalam Penyesalan" aims to explore the use of shooting techniques in cinematography. In the short film, it tells the story of a student who is careless and irresponsible in his academy in order to play games. Through this film, the author applies various types of shooting, such as extreme long shot, medium shot, close-up, cut-in, medium close-up, medium long shot, extreme close-up, wide shot, over shoulder shot. To highlight the expression and atmosphere in the story. Using the Multimedia Development Live Cycle (MDLC) method, the development of this short film consists of 6 stages: concept, design, material collection, manufacturing, testing, and distribution. The test of this film was through a questionnaire with a total of 40 respondents. And it was watched as many as 2,500, liked as many as 480, commented 66 and subscribed 100.
IKLAN LAYANAN MASYARAKAT PENANAMAN NILAI NILAI ANTI-KORUPSI DIKALANGAN REMAJA MENGGUNAKAN TEKNIK SINEMATOGRAFI juswandi; M.Zainul Rohman; Farindika Metandi
Jurnal Informatika dan Teknik Elektro Terapan Vol. 14 No. 3 (2026)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v14i3.10244

Abstract

Korupsi yang terjadi di indonesia sudah menjadi budaya hidup Sebagian masyarakat yang sulit di berantas. Korupsi merupakan masalah yang sangatlah serius yang berdampak luas terhadap aspek kehidupan masyarakat. Dan karena itu upaya penanaman anti-korupsi sejak dini, terutama dikalangan remaja saat ini, menjadi sangat penting. Salah satu media yang efektif untuk menyampaikan pesan sosial adalah iklan layanan masyarakat (ILM). Iklan layanan masyarakat merupakan bagian dari upaya menyampaikan pesan-pesan moral yang baik. Dalam produksi ILM tentang anti-korupsi ini juga di perlukan strategi khusus agar pesan yang di sampaikan mudah di terima target audiens. Salah satunya metode yang lazim dalam pendekatan kreatif dalam strategi periklanan. Untuk memudahkan produksi ada tahapan-tahapan yang harus di lalui, yaitu dengan penyajian produksi dibuat urut dari pra-produksi, produksi hingga pasca-produksi. Metode produksi dengan teknik sinematografi dan colorgrading menjadi acuan untuk hasil akhirnya. Sinematografi pada umumnya berperan untuk menentukan komposisi visual, pencahayaan, dan pergerakan kamera. Tujuan dalam penelitian ini untuk mengetahui penggunaan beberapa Type Of Shot dalam pembuatan “Iklan Layanan Masyarakat Penanaman Nilai Nilai Anti-Korupsi Dikalangan Remaja Menggunakan Teknik Sinematografi”. Iklan Layanan Masyarakat ini berdurasi 5 menit 12 detik yang diunggah di platform YouTube dengan jumlah 4.000 penonton, 60 yang menyukai dan 23 komentar. Adapun metode yang menjadi referensi dalam penelitian yaitu Multimedia Development Life Cycle (MDLC). Hasil dari penelitian ini diharapkan dapat menyampaikan pesan dengan jelas, menarik, dan efektif mengenai bentuk korupsi di kalangan remaja dan solusinya, maupun lebih memperhatikan teknik sinematografi khususnya pada penggunaan beberapa Type Of Shot agar visual yang dihasilkan lebih variatif dan dramatik dalam Iklan Layanan Masyarakan (ILM).
Rancang Bangun Multimedia Interaktif Edukasi Pengelolaan Sampah dengan Teknologi Augmented Reality untuk Siswa Sekolah Dasar Berbasis Android Muhammad Rizal Asri; Farindika Metandi; Muchamad Zainul Rohman
Jurnal Informatika dan Teknik Elektro Terapan Vol. 14 No. 3 (2026)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v14i3.10731

Abstract

Permasalahan sampah di Indonesia masih kompleks karena 67,8% sampah nasional belum terkelola dengan baik (SIPSN, 2024). Rendahnya literasi sejak dini dan kurangnya media edukasi interaktif di Sekolah Dasar (SD) menjadi penyebab utama. Penelitian ini bertujuan merancang aplikasi edukasi Android "EcoEtam Pilah" berbasis Augmented Reality (AR) untuk mengenalkan konsep 3R (Reduce, Reuse, Recycle). Pengembangan menerapkan metode Multimedia Development Life Cycle (MDLC) dengan Unity 3D dan Vuforia Engine. Pengujian meliputi black box testing oleh 8 mahasiswa, validasi ahli oleh guru, dan uji perceived ease of use pada 27 siswa SD. Hasilnya, fungsi aplikasi berjalan tanpa kendala. Validasi materi memperoleh skor 84%, validasi bahasa 90%, dan kemudahan penggunaan mencapai 91,48%. Semuanya berkategori sangat layak. Disimpulkan bahwa aplikasi EcoEtam Pilah sangat efektif sebagai media pembelajaran alternatif yang imersif dan interaktif bagi siswa SD