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PENERAPAN METODE SUPPORT VECTOR MACHINE DALAM CLASSIFIKASI ULASAN PENGGUNA APLIKASI MOBILE JKN Sugihartono, Tri; Putra, Rendy Rian Chrisna
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 2 (2024): Jurnal SKANIKA Juli 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i2.3193

Abstract

JKN Mobile application has become one of the main means for Indonesians to access health services provided by the National Health Insurance (JKN) program. In this context, sentiment analysis of user reviews of the JKN Mobile application is important to understand user perceptions and experiences. This research uses the SVM classification method to carry out in-depth sentiment analysis of user reviews of the JKN Mobile application. Research steps include collecting user review data, data preprocessing, feature extraction, data sharing, SVM model training, and model performance evaluation. User review data is collected and processed, then trained using an SVM model to classify review sentiment into positive, negative, or neutral. This research tested the level of accuracy by comparing the distribution of training data with testing data. The aim of this method is to explore various optimization techniques to increase the accuracy of the SVM model in classifying the sentiment of user reviews of the JKN Mobile application. This can include using optimization algorithms such as Particle Swarm Optimization (PSO) to find the best parameters for the SVM model. The research results show that the SVM accuracy level after implementing PSO or Grid Search experienced an increase in accuracy, initially the SVM accuracy level was 81%, after optimization, the accuracy level obtained a higher accuracy of 85%.
PENINGKATAN KEAHLIAN SISWA DALAM MEMBUAT POSTER BAGI SISWA KELAS XII MULTIMEDIA SMK BAKTI PANGKALPINANG DALAM MENGHADAPI UJI KOMPETENSI KEAHLIAN (UKK) TAHUN 2022/2023 Putra, Rendy Rian Chrisna
Jurnal Pengabdian Masyarakat Berbasis Teknologi Vol 4, No 2 (2023): Volume 4, Nomor 2, Oktober 2023
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/abdimastek.v4i2.1999

Abstract

Pada akhir masa belajar siswa SMK umumnya dilaksanakan Uji Kompetensi Keahlian (UKK) dalam rangka mengukur pencapaian kompetensi dari siswa tersebut. Aspek keahlian yang dinilai pada UKK di SMK Bakti Pangkalpinang meliputi keterampilan siswa dalam membuat poster. Tidak menutup kemungkinan terdapat beberapa siswa yang belum mampu mengoperasikan software graphic design secara baik. Untuk mengatasi masalah tersebut, akan dilakukan workshop untuk meningkatkan keterampilan siswa dalam menggunakan software graphic design satu minggu sebelum UKK. Berdasarkan hasil evaluasi, workshop yang telah dilaksanakan mampu meningkatkan keterampilan peserta dalam menggunakan software graphic design secara efektif, yaitu rata-rata sebesar 9,88%. Setelah mengikuti workshop, predikat kompetensi dari 34 peserta didominasi dengan kompeten sebanyak 53,34%, disusul sangat kompeten sebanyak 42,48%, dan cukup kompeten sebanyak 4,18%.
Komparasi Naive Bayess dengan Support Vector Machine dalam Analisis Sentimen Aplikasi MyPertamina Rendy Rian Chrisna Putra; Eza Budi Perkasa; Tri Sugihartono; Ahmad Pakih Alkayess; Irsad Dwi Sandro; Royhan Indallah
SATIN - Sains dan Teknologi Informasi Vol 9 No 2 (2023): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/stn.v9i2.1042

Abstract

PT Pertamina telah melakukan sosialisasi di berbagai media terkait pembelian BBM Subsidi yakni Pertalite dan Solar melalui situs MyPertamina. namun, masyarakat Indonesia masih memberian respons negatif terhadap kebijakan tersebut. Masyarakat banyak memberikan pendapat mereka masing-masing melalui media sosial, khususnya pada media sosial Twitter. Tujuan dari penelitian ini adalah membandingkan tingkat Akurasi klasifikasi dari metode Support Vector Machine dengan Naïve Bayes Classifier terhadap Sentimen Ulasan Twitter terkait kebijakan penggunaan aplikasi MyPertamina yang dibagi ke dalam tiga kelas yaitu, Negatif, Positif dan Netral. Dataset yang digunakan dalam penelitian ini menggunakan hasil crawling dari ulasan Twitter. Tool yang digunakan dalam penelitian in menggunakan Google Colab dengan menggunakan Bahasa pemrograman Phyton. Dataset yang digunakan sebanyak 1066 data berlabel positif, negatif, dan netral. Dengan pembagian data latih sebanyak 80% dan data uji sebanyak 20%. Penelitian ini menghasilkan bahwa metode klasifikasi Support Vector Machine (SVM) lebih unggul di bandingkan metode klasifikasi Naïve Bayes Classifier (NBC). Metode SVM menghasilkan accuracy sebesar 99.5% sedangkan Metode NBC menghasilkan accuracy sebesar 97.6%.
WORKSHOP MANAJEMEN USER DAN BANDWIDTH DENGAN ROUTER MIKROTIK UNTUK SISWA KELAS XII JURUSAN TKJ SMK N1 SUNGAILIAT Putra, Rendy Rian Chrisna; Dian Novianto; Wijaya, Benny; Setiawan Japriadi, Yohanes; Tommy, Lukas; Sujono; Brososaputro, Goenawan
Jurnal Pengabdian Masyarakat Berbasis Teknologi Vol 5 No 2 (2024): Volume 5, Nomor 2, Oktober 2024
Publisher : ISB Atma Luhur

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

Abstract

Dalam pengembangan dan peningkatan keterampilan dan kemampuan siswa yang ada di Indonesia terkhususnya di Bangka Belitung pada saat ini, dirasa perlu untuk melalukan pelatihan terhadap kemampuan kejuruan yang ada. Pada hal ini dikuhuskan pada jurusan Teknik Komputer dan Jaringan (TKJ). Dimana TKJ merupakan salah satu jurusan dengan minat yang tinggi pada Tingkat SMA. Diharapkan dengan adanya pelatihan ini dapat memberikan lebih banyak pilihan terhadap siswa Ketika lulus nanti. Selain itu kegiatan ini mererapkan metode ceramah dan diskusi serta pemecahan masalah yang ada yang didasari pada materi-materi pengembangan atau advance yang diperlukan. Hasil dari kegiatan ini adalag peningkatan kemampuan dan keterampilan siswa terhadap materi-materi yang ada pada TKJ. Kegiatan ini dilakukan selama 2 hari dan diikuti sekita 17 orang siswa. Dari hasil pemantauan terhadap kegiatan pengabdian masyarkat ini dapat ditarik Kesimpulan bahwa kegiatan seperti ini sangat diperlukan untuk kebutuhan terhadap menghadapi tantangan kedepannya
Enhancing Outdoor Equipment Marketing through Augmented Reality: A Case Study of Sekaben Camp Sugihartono, Tri; Putra, Rendy Rian Chrisna; Dwi Sandro, Irsad
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2243

Abstract

Augmented Reality (AR) has the potential to transform product marketing by creating immersive and interactive experiences. This study presents the development of an AR-based application to enhance the marketing of outdoor equipment at Sekaben Camp, a camper rental company in Pangkalpinang, Bangka Belitung. The application allows users to visualize and interact with three-dimensional (3D) models of rental gear on their Android smartphones, making the selection process more engaging and informative. Using a prototyping approach—an iterative process of building and refining a preliminary model—the research includes gathering requirements, developing a prototype, coding the system, testing, and final deployment. Key features such as AR scanning, equipment ordering, and a price listing interface were designed to enhance product visualization and user engagement. User testing revealed that 85% of participants found the application intuitive and reported a more realistic understanding of the gear's size and functionality, resulting in a 30% increase in customer satisfaction during the rental process.
RANCANGAN BANGUN APLIKASI PEMESANAN SEMBAKO PADA TOKO MM ACING BERBASIS ANDROID: M-Commerce, Online Shopping, Android Chrisna Putra, Rendy Rian; Setiawan Japriadi, Yohanes
JURNAL AKADEMIKA Vol 11 No 1 (2018): Jurnal Akademika
Publisher : LP2M Universitas Nurdin Hamzah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53564/akademika.v11i1.305

Abstract

One of the activities that everyone is always doing in order to meet their needs is shopping, especially shopping in everyday life. As technology grows, shopping now can be done anywhere and anytime. Various online shopping activities by visiting the shop's website that offers goods have been commonly found lately. However, for people who have a busy activity, always mobile, shopping into a troublesome activity. In this study, developed software on smart phones based on Android. The goal is to answer the need for technology that makes it easy to shop in a practical and mobile. This research is more specialized in the development of Android operating system, because it has the appropriate technology and is available in various types and brands of smartphones.
Enhancing Outdoor Equipment Marketing through Augmented Reality: A Case Study of Sekaben Camp Sugihartono, Tri; Putra, Rendy Rian Chrisna; Dwi Sandro, Irsad
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2243

Abstract

Augmented Reality (AR) has the potential to transform product marketing by creating immersive and interactive experiences. This study presents the development of an AR-based application to enhance the marketing of outdoor equipment at Sekaben Camp, a camper rental company in Pangkalpinang, Bangka Belitung. The application allows users to visualize and interact with three-dimensional (3D) models of rental gear on their Android smartphones, making the selection process more engaging and informative. Using a prototyping approach—an iterative process of building and refining a preliminary model—the research includes gathering requirements, developing a prototype, coding the system, testing, and final deployment. Key features such as AR scanning, equipment ordering, and a price listing interface were designed to enhance product visualization and user engagement. User testing revealed that 85% of participants found the application intuitive and reported a more realistic understanding of the gear's size and functionality, resulting in a 30% increase in customer satisfaction during the rental process.
Komparasi Naive Bayess dengan Support Vector Machine dalam Analisis Sentimen Aplikasi MyPertamina Rendy Rian Chrisna Putra; Eza Budi Perkasa; Tri Sugihartono; Ahmad Pakih Alkayess; Irsad Dwi Sandro; Royhan Indallah
SATIN - Sains dan Teknologi Informasi Vol 9 No 2 (2023): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/stn.v9i2.1042

Abstract

PT Pertamina telah melakukan sosialisasi di berbagai media terkait pembelian BBM Subsidi yakni Pertalite dan Solar melalui situs MyPertamina. namun, masyarakat Indonesia masih memberian respons negatif terhadap kebijakan tersebut. Masyarakat banyak memberikan pendapat mereka masing-masing melalui media sosial, khususnya pada media sosial Twitter. Tujuan dari penelitian ini adalah membandingkan tingkat Akurasi klasifikasi dari metode Support Vector Machine dengan Naïve Bayes Classifier terhadap Sentimen Ulasan Twitter terkait kebijakan penggunaan aplikasi MyPertamina yang dibagi ke dalam tiga kelas yaitu, Negatif, Positif dan Netral. Dataset yang digunakan dalam penelitian ini menggunakan hasil crawling dari ulasan Twitter. Tool yang digunakan dalam penelitian in menggunakan Google Colab dengan menggunakan Bahasa pemrograman Phyton. Dataset yang digunakan sebanyak 1066 data berlabel positif, negatif, dan netral. Dengan pembagian data latih sebanyak 80% dan data uji sebanyak 20%. Penelitian ini menghasilkan bahwa metode klasifikasi Support Vector Machine (SVM) lebih unggul di bandingkan metode klasifikasi Naïve Bayes Classifier (NBC). Metode SVM menghasilkan accuracy sebesar 99.5% sedangkan Metode NBC menghasilkan accuracy sebesar 97.6%.
PELATIHAN DAN PENGEMBANGAN KEMAMPUAN GURU TERHADAP MANAGEMENT KONTEN EDUKASI BERBASIS DIGITAL BAGI GURU SDN 52 PANGKALPINANG Sugihartono, Tri; Putra, Rendy Rian Chrisna; Perkasa, Eza Budi; Sandro, Irsad Dwi; Indallah, Royhan; Alkayess, Ahmad Faqih
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 8, No 1 (2024): June
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v8i1.1875

Abstract

Di era digital yang cepat, masyarakat Indonesia bertransisi dari konvensional ke masyarakat informasi, mengubah siklus budaya sehari-hari akibat informasi dari berbagai media. Dalam pendidikan dasar, anak-anak (siswa SD) kini kecanduan teknologi informasi, terutama bermain game di ponsel Android. Ini menjadi masalah di sekolah karena siswa lebih tertarik pada teknologi daripada metode pengajaran klasik. SDN 52 Pangkalpinang menghadapi tantangan untuk meningkatkan keterampilan teknologi guru agar dapat mengubah metode pengajaran menjadi lebih menarik berbasis teknologi, seperti multimedia pembelajaran. Setelah pelatihan dan workshop tentang konten edukasi digital, guru SDN 52 Pangkalpinang mampu mengaplikasikan pembelajaran ke dalam media berbasis teknologi. Peningkatan kemampuan dan pengetahuan guru dalam pembuatan konten edukasi digital mencapai 75%. Diharapkan konten digital ini membuat siswa lebih semangat dan tertarik menyimak informasi pengetahuan. Abstract. In this fast-paced digital era, Indonesian society is transitioning from conventional to information society, changing daily cultural cycles due to information from various media channels. In primary education, young children (elementary students) are now addicted to information technology, particularly playing games on Android phones. This issue in schools results in students being more interested in technology than classical teaching methods. SDN 52 Pangkalpinang faces the challenge of enhancing teachers' technology skills to transform teaching methods into more engaging technology-based approaches, such as multimedia learning. After training and workshops on digital educational content, teachers at SDN 52 Pangkalpinang can implement technology-based learning media. The increase in teachers' ability and knowledge in creating digital educational content is 75%. Digital content is expected to make students more enthusiastic and interested in the knowledge provided.
Implementasi Aplikasi Monitoring Nilai dan Kegiatan Siswa Berbasis Android dengan Metode Prototype Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Rian Chrisna Putra, Rendy; Sulaiman, Rahmat
Jurnal Komtika (Komputasi dan Informatika) Vol 5 No 1 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v5i1.5119

Abstract

The number of smartphone and internet users in Indonesia is currently very large. This is become the basis for the use and development of mobile-based applications for the advantage of education. However, not all High Schools in Indonesia have a mobile-based system. Another problem is that most of them still use conventional methods in implementing teaching and learning activities, and reporting learning outcomes to parents. This is also still the case at SMA Negeri 1 Pangkalanbaru, Bangka Tengah. This problem is what we want to raise and solve by developing applications that can solve these problems. The research was developed using the Prototype method which consists of stages of Data Collection, Rapid Planning, Prototype Design, and Prototype Testing. By using the UML tool, results are obtained in the form of parents who can monitor grades, school information, and school announcements. In addition, students can take attendance online, register for extracurricular activities, and view announcements. From the testing results it is known that the system performance is running well as it should.