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UNDIKSHA VIRTUAL ASSISTANT (SHAVIRA): INTEGRATION FREQUENCY ASKED QUESTION WITH RASA FRAMEWORK Resika Arthana, I Ketut; Dewi, Luh Joni Erawati; Seputra, Ketut Agus; Marti, Ni Wayan
JST (Jurnal Sains dan Teknologi) Vol. 10 No. 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1084.369 KB) | DOI: 10.23887/jstundiksha.v10i2.39863

Abstract

Nowadays, the implementation of chatbots in information systems is getting popular to increase user experience. In our previous research, we developed Undiksha Virtual Assistant (Shavira). Shavira is a knowledge management system (KMS) as Frequency Asked Question (FAQ) system to facilitate users to get an answer about their questions. The challenge on the existing Shavira system is that the users must open a website and type queries to get a list of answers. The text query must match with the keyword in systems. To address this problem and to avoid cognitive load, in this research we implemented a chatbot in Shavira. The purpose of the chatbot implementation in Shavira is to make information easier to be accessed and to increase user experience. The users can ask a question in natural language and get an answer immediately on their chat application such as: Telegram, Facebook, or Messenger. We used Rasa Framework as a chatbot engine in Shavira. Rasa Framework is an open-source virtual assistant engine based on artificial intelligence. The challenge in conducting this research is in integrating the existing FAQ system with Rasa Framework. This research consists of four phases, they are: adaptation data structure in the existing FAQ with data structure requested by Rasa framework, data integration and mapper, and evaluation. The result of this research is a new Shavira that is integrated with a chatbot and can be accessed from chat applications such as Telegram.  We evaluated the accuracy of Shavira powered by Rasa Framework with ten topics about academic information. The results showed that the accuracy of Shavira is 90%. We also evaluated the usability of Shavira with Software Usability Scale (SUS) Questionnaire. The usability evaluation showed that Shavira satisfied users with value  81 (threshold 68) and categorized Excellent, Acceptable and Prometer.
Model Classifer Judul Berita Pariwisata Indonesia Berdasarkan Sentimen Dewi, Ni Luh Putu Risma; Wijaya, I Nyoman Saputra Wahyu; Purnamawan, I Ketut; Marti, Ni Wayan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 1: Februari 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.20241117617

Abstract

Kemajuan teknologi dan platform digital telah menyebabkan perubahan penting dalam industri pariwisata, termasuk penyebaran berita pariwisata. Artikel-artikel berita yang kerap dipublikasikan melalui portal media online dapat berdampak besar pada persepsi positif maupun negatif bagi pembaca. Oleh sebab itu, penelitian ini bertujuan untuk mengembangkan sebuah classifier yang mampu melakukan klasifikasi terhadap judul berita pariwisata berdasarkan sentimen. Sebelumnya, penelitian serupa biasanya lebih berfokus pada klasifikasi berita pariwisata Indonesia dengan menggunakan data dari platform Twitter. Namun, dalam penelitian ini, penulis melakukan pendekatan yang berbeda dengan menggunakan data dari portal berita online, dengan hanya mengambil judul berita sebagai sumber datanya. Penelitian berfokus pada analisis dan klasifikasi sentimen atau sikap emosional yang terkandung dalam judul-judul berita pariwisata. Dalam penelitian ini, digunakan metode machine learning Support Vector Machine (SVM). Data dikumpulkan dari situs berita Detik.com dan diberi label secara manual sesuai dengan sentimen yang terkandung dalamnya. Proses preprocessing teks digunakan untuk mempersiapkan data judul berita pariwisata Indonesia sehingga fiturnya dapat diekstraksi dengan pendekatan Binary Term Presence. Data penelitian dibagi menjadi dua bagian, yaitu 90% untuk proses pelatihan (training proses) dan 10% untuk pengujian, menerapkan teknik K-Fold Cross Validation untuk membagi data dalam proses pelatihan. Hasil penelitian menunjukkan bahwa pendekatan Binary Term Presence berhasil mencapai akurasi sebesar 87,80% dengan kernel RBF. Penelitian ini memberikan kontribusi penting dalam memahami respon publik terhadap topik atau isu pariwisata yang dipublikasikan oleh media. Metode dan pendekatan yang dikembangkan diharapkan dapat menjadi panduan dalam menganalisis sentimen terkini terkait industri pariwisata dan berita yang terkait dengannya.
THE IMPACT OF USING INTERACTIVE MULTIMEDIA IN TEACHING BASIC BADMINTON TECHNIQUES TO IMPROVE COGNITIVE LEARNING OUTCOMES AND SELF-REGULATED LEARNING OF PHYSICAL EDUCATION STUDENTS Ariani, Luh Putu Tuti; Marti, Ni Wayan
Jurnal Edukasi Citra Olahraga Vol. 4 No. 3 (2024): Jurnal Edukasi Citra Olahraga
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jor.v4i3.5004

Abstract

The learning process demands high-quality human resources that evolve with the times. Technological development is essential for the learning process in the form of media. Interactive multimedia is a tool equipped with controls that can be operated by users as desired. This Interactive Media can facilitate learning, making it a stimulus to improve learning outcomes and self-regulated learning. The purpose of this study is to determine the effect of using interactive multimedia in teaching basic badminton techniques to improve cognitive learning outcomes and self-regulated learning among Physical Education students at FOK Undiksha. This research uses an experimental design with The Posttest-Only Control Group Design. The sample was selected using simple random sampling through a lottery method. The instruments for measuring learning outcomes involved a test of basic badminton skills and a questionnaire for assessing self-regulated learning. Data analysis for hypothesis testing required precondition tests, namely normality and homogeneity/F-tests. After conducting these precondition tests, hypothesis testing was carried out using a difference test. The results showed that the use of interactive media had a high impact on cognitive learning outcomes and self-regulated learning in basic badminton techniques. In conclusion, there is a significant difference in the learning outcomes of basic badminton techniques and self-regulated learning between Physical Education students at FOK Undiksha who were taught using interactive multimedia and those who were taught using conventional methods.