Claim Missing Document
Check
Articles

Found 18 Documents
Search

ANALISA KESUKSESAN PENERAPAN SISTEM PERHOTELAN DENGAN PENDEKATAN MODEL DELONE AND MCLEAN Anggia Anfina; Febi Nur Salisah; Inggih Permana
Jurnal Ilmiah Rekayasa dan Manajemen Sistem Informasi Vol 4, No 1 (2018): Februari
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/rmsi.v4i1.4964

Abstract

Hotel XYZ Pekanbaru memiliki sebuah sistem yang dirancang untuk melakukan pelayanan sirkulasi, seperti: meng-input data tamu, mengecek kamar yang kosong, melakukan transaksi administrasi dengan tamu hotel, rekap laporan, penyimpanan rekaman data tamu hotel, dan transaksi pelanggan restoran. Sistem tersebut telah digunakan selama enam tahun saat studi ini dilakukan. Tujuan dari studi ini adalah untuk mengetahui tingkat kesuksesan penerapan sistem perhotelan tersebut dan variabel mana yang paling mempengaruhi kepuasan pengguna. Studi ini menggunakan empat buah variabel dari metode Delone and Mclean, yaitu: kualitas sistem, kualitas informasi, kualitas layanan, dan kepuasan pengguna. Jumlah responden yang digunakan pada studi ini adalah 35 orang. Hasil studi ini menunjukkan bahwa tingkat kesuksesan dari penerapan tersebut adalah sebesar 31,1%, sehingga dapat ditarik kesimpulan bahwa sistem tersebut perlu diperbaiki. Pengguna menilai sistem tersebut kurang handal dan kurang memiliki kecepatan akses yang baik. Beberapa data dan informasi pada sistem tersebut ada yang kurang tepat dan kurang akurat. Variabel yang berpengaruh terhadap kepuasan penggunaan adalah variabel kualitas layanan.
Aplikasi Sistem Pakar Berbasis Android untuk Diagnosa Awal Penyakit Ginjal Manusia Menggunakan Metode Forward Chaining Winda Wahyuti; Inggih Permana; Febi Nur Salisah
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2018: SNTIKI 10
Publisher : UIN Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.247 KB)

Abstract

Penyakit ginjal manusia membutuhkan dokter spesialis untuk mendiagnosanya. Saat ini jumlah dokter spesialis ahli ginjal di Indonesia masih sedikit. Keterbatasan jumlah dokter di bidang ini menyulitkan masyarakat dalam mendiagnosa penyakit ginjal. Oleh sebab itu, paper ini membangun aplikasi sistem pakar untuk memudahkan masyarakat dalam melakukan diagnosa awal penyakit ginjal. Basis pengetahuan sistem pakar ini dibuat dalam bentuk if-then rule. Metode inferensi yang digunakan adalah forward chaining. Rule yang dihasilkan pada proses pembuatan basis pengetahuan berjumlah 18, terdiri dari 8 penyakit dan 49 gejala. Aplikasi sistem pakar ini dibuat berbasis Android agar bisa digunakan oleh masyarakat kapan saja dan dimana saja. Berdasarkan hasil unit test aplikasi yang dibuat telah berhasil melakukan inferensi secara forward chaining dengan benar. Berdasarkan uji black box fitur-fitur di aplikasi berjalan baik, dengan tingkat keberhasilan 100%. Berdasarkan hasil user acceptance test penerimaan aplikasi sistem pakar ini sangat baik, yaitu 83,8%.
An Nation: Aplikasi Pembelajaran Berbasis Android untuk TK Islam Fadil Rahmat Andini; Inggih Permana; Febi Nur Salisah
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2018: SNTIKI 10
Publisher : UIN Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (642.341 KB)

Abstract

Yayasan Taman Kanak-Kanak (TK) XYZ adalah lembaga pendidikan Islam untuk anak usia dini. Untuk mempermudah peserta didik dalam memahami materi pembelajaran, TK ini menggunakan berbagai macam media pembelajaran. Akan tetapi, jumlah media pembelajaran pada TK ini terbatas. Keterbatasan tersebut membuat tidak semua peserta didik dapat menggunakan media pembelajaran secara maksimal. Studi ini telah membangun aplikasi pembelajaran berbasis Android untuk mengatasi permasalahan tersebut. Aplikasi ini diberi nama An Nation. Pengembangan aplikasi ini menggunakan Metode Waterfall. Aplikasi yang sudah dibangun memiliki fitur pembelajaran tentang angka, huruf, objek anggota tubuh, hafalan doa pendek, dan surah sehari-hari. Masing-masing fitur memiliki tiga bahasa, yaitu Indonesia, Inggris, dan Arab. Berdasarkan hasil uji black box, fitur-fitur yang dibuat berjalan dengan tingkat keberhasilan 100%. Berdasarkan hasil user acceptance test, tingkat penerimaan Aplikasi An Nation sangat baik, yaitu 92,07%.
SISTEM PENDUKUNG KEPUTUSAN BERBASIS RULE UNTUK PEMILIHAN MODEL HIJAB Uci Indah Sari; Inggih Permana; Febi Nur Salisah
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2017: SNTIKI 9
Publisher : UIN Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (766.191 KB)

Abstract

Pemilihan model hijab yang tepat tergantung pada bentuk wajah dan tempat pemakaian. Beragamnya model hijab menyebabkan muslimah kesulitan memilih model hijab yang tepat tersebut. Oleh sebab itu, studi ini membangun sistem pendukung keputusan (SPK) berbasis if-then rule untuk pemilihan model hijab berdasarkan bentuk wajah dan tempat pemakaian. SPK ini diimplementasikan pada aplikasi Android. Metode inferensi yang digunakan pada penelitian ini adalah forward chaining. Pada SPK ini terdapat 50 keputusan model hijab. Berdasarkan hasil analisa, SPK ini membutuhkan 19 kriteria dan 1970 rule. Hasil uji black box menunjukkan fitur-fitur pada aplikasi SPK berjalan 100%. Hasil user acceptance test yang dilakukan oleh 30 muslimah menunjukkan tingkat penerimaan aplikasi adalah 98.33%.
Evaluasi User Experience Pada Game Playerunknown’s Battlegrounds (Pubg) Mobile Menggunakan Metode Heuristic Evaluation Danil Risaldi; Megawati; Idria Maita; Febi Nur Salisah
The Indonesian Journal of Computer Science Vol. 13 No. 6 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i6.4468

Abstract

Pubg Mobile game is a game developer from "Tencent Games", Pubg Mobile was released on February 9, 2018. The genre of this game is Battle royale, where players can play with 100 people at once online. There are several negative reviews from Pubg Mobile game users, namely, character bugs often occur during the game, often force close on 3 GB RAM smartphones and loading into the game is very long so that users are very uncomfortable when using it. This study uses the Heuristic Evaluation method as a measurement of user experience. This study aims to evaluate the user experience in the Pubg Mobile game application using the Heuristic Evaluation method. The results of this study indicate that the Visibility Of System Status variable gets a total value of p1 75.6%, total p2 72.9%, total p3 75.6% with the status "Good", Match Between System and Real World gets a total value of p1 64.8%, total p2 75.6%, total p3 72.9% with the status "Good". User Control And Freedom gets a total value of p1 72.9%, total p2 75.6%, with the status of "Good", Consistency And Standards gets a total value of p1 51.3%, total p2 70.2% with the status of "Not Good", Error Prevention gets a total value of p1 70.2%, total p2 70.2%, with the status of "Good", Recognition Rather Than Recall gets a total value of p1 72.9%, total p2 72.9%, with the status of "Good", Flexibility And Efficiency Of Use gets a total value of p1 56.7%, with the status of "Quite Good", Aesthetic And Minimalist Design gets a total value of p1 78.3%, with the status of "Good", Help User Recognize, Diagnose And Recover From Errors gets a total value of p1 78.3%, with the status of "Good", and the last variable Help And Documentation gets a total p1 78.4%, with the status of "Good". It is necessary to make improvements or enhancements to the Consistency And Standards variables to get better values ​​than before.
Analisis Kepuasan Mahasiswa Pekanbaru Pada Aplikasi Flip dengan Metode End User Computing Satisfaction (EUCS) Anggi Widya Atma Nugraha; Inggih Permana; Febi Nur Salisah; Tengku Khairil Ahsyar; M. Afdal
Journal of Informatics, Electrical and Electronics Engineering Vol. 4 No. 4 (2025): June 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jieee.v4i4.2439

Abstract

A Flip is a Financial Technology (fintech) company providing admin fee-free money transfer services that has been used by more than 10 million users. Along with technological developments in the financial sector, Flip must be able to compete and survive against similar service providers. Efforts that can be made to compete include measuring satisfaction levels in using Flip. The purpose of this study is to assess the level of satisfaction of Flip users so that the results of this research can be used to provide recommendations for evaluating the Flip information system. In conducting satisfaction level analysis, the End User Computing Satisfaction (EUCS) approach can be applied. EUCS is able to evaluate usage satisfaction in using information systems in the areas of content, accuracy, format, ease of use, and timeliness based on information system usage experience. The research was conducted with sample data from university student users of the Flip application in Pekanbaru City. Based on the test results, the highest result with a percentage value of 80% in the Very Satisfied category was observed in the Ease of Use variable from the Likert scale results. The average satisfaction level of Flip application users was 77% in the Satisfied category. The Classical Assumption Test results showed that in the normality test, the testing was normal, and in the multicollinearity testing, it was found that multicollinearity did not occur in the test results. In the Multiple Linear Regression Test, the variable equation result obtained was Y = 0.158 + 0.114X1 + 0.031X2 + 0.054X3 + 0.111X4 + 0.001X5. Based on the Coefficient of Determination Test results, it was found that the content variable, accuracy variable, format variable, ease of use variable, and timeliness variable were able to explain their relationship to the dependent variable and showed an influence of 53%.
Pengukuran Retensi Pelanggan Insyira Oleh-Oleh Berdasarkan Analisis Sentimen Pengguna Instagram Fiki; Inggih Permana; Febi Nur Salisah; Eki Saputra; Arif Marsal
Journal of Informatics, Electrical and Electronics Engineering Vol. 4 No. 4 (2025): June 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jieee.v4i4.2473

Abstract

Instagram as a social media platform has opened new opportunities for businesses to market their products creatively and efficiently. Through interactive features such as the comments section, users can express their opinions about the products or services offered. These comments contain sentiments that can be analyzed to understand customer perceptions. This study aims to measure customer retention using sentiment analysis of Instagram user comments. The comment data was collected using web scraping techniques from the Instagram page, followed by labeling using a lexicon-based approach and sentiment classification into positive, negative, and neutral categories through sentiment analysis. This analysis is linked to the concept of customer retention, which is an important strategy for maintaining long-term relationships with consumers. Furthermore, the results of customer retention analysis in this study show that positive sentiment has a retention rate of 53.4% (303 out of 567 comments), neutral sentiment 6.9% (45 out of 650 comments), and negative sentiment 15.1% (22 out of 146 comments). Overall, 370 out of 1,363 comments, or 27.1%, were categorized as contributing to retention. In terms of the proportion of sentiment contributing to total retention, positive comments dominate with 81.9% (303 out of 370). These findings suggest that although neutral comments are the most frequent, positive sentiment contributes the most to customer retention. This indicates that positive sentiment is a strong predictor of customer loyalty, highlighting the importance for companies to foster positive experiences through quality products, reliable services, and active engagement on social media. Insyira is capable of maintaining customer retention, especially from those who express positive sentiment, which reflects satisfaction with its products, services, and interactions on social media
Evaluating the Impact of Data Balancing Techniques on the k-Nearest Neighbors Algorithm for Microarray Data Classification Febi Nur Salisah; Inggih Permana; Sanusi; Shir Li Wang
Jurnal Inotera Vol. 10 No. 2 (2025): July - December 2025
Publisher : LPPM Politeknik Aceh Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31572/inotera.Vol10.Iss2.2025.ID497

Abstract

Microarray data classification poses significant challenges in bioinformatics due to the nature of the data, which has a very high number of features but a limited number of samples, and an unbalanced class distribution. This condition can cause a decrease in the performance of classification models, including k-Nearest Neighbor (kNN). This study aims to evaluate the performance of the kNN algorithm in classifying unbalanced and balanced data. The balancing techniques used are Random Undersampling (RUS), Random Oversampling (ROS), and Synthetic Minority Over-sampling Technique (SMOTE). The datasets used in this study are three leukemia datasets with different class structures, namely two, three, and four classes. The experimental results show that the ROS and SMOTE techniques consistently improve the performance of kNN, with the best accuracy reaching more than 97%. In the two-class dataset, ROS gave the best performance (99.4%), while in the three-class dataset, SMOTE showed the most optimal results (98.5%). In the four-class dataset, the performance improvement due to balancing was very significant; SMOTE and ROS were able to improve the accuracy from 89.7% (without balancing) to 99.0% and 98.8%, respectively. Although RUS recorded perfect accuracy of 100%, the results were anomalous and inconsistent. RUS showed less stable performance and was often lower than the condition without balancing, especially on datasets with four classes. Overall, the SMOTE technique proved to be the most stable and effective for various class structures. This study shows the importance of balancing strategies in the classification of complex and imbalanced microarray data.