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Utilization of Virtual Reality Technology in Knowing the Symptoms of Acrophobia and Nyctophobia Aisyah Mutia Dawis; Ismail Setiawan
Journal of Applied Science and Technology Vol 2, No 02 (2022): Juli 2022
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/jast.2.02.36-42

Abstract

Acrophobia and Nyctophobia are the most common phobias suffered by people in this world. A phobia is an excessive anxiety or fear of something. Acrophobia is a phobia or fear of being at heights and nyctophobia is an extreme phobia or fear of the night or the dark that can trigger signs of excessive anxiety and hopelessness. This research attempts to know the level phobia a person on child while given exposure virtually. The hypothesis of this research is that there is a significant effect through the use of the new technology, namely virtual reality on changes in physiological responses and different heart rates before and before getting exposure / exposure virtually. The purpose of this research is to investigate a phobia early on in children with the help of vr 3d headset box. The result of this research obtained 4 of 5 children suffering from acrophobia and nyctophobia.
Penerapan Algoritma Decision Tree Untuk Memprediksi Kanker Payudara menggunakan Data Mining dan Machine Learning ismail setiawan; Erna Kumalasari Nurnawati
Jurnal Dinamika Informatika Vol 11 No 2 (2022): Jurnal Dinamika Informatika Vol.11 No.2
Publisher : Universitas PGRI Yogyakarta

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Abstract

Kanker payudara menjadi pembunuh nomor 1 dunia bahkan di Indonesia. Penangan penyakit ini umumnya dilakukan setelah penderita memasuki tahap kanker yang sudah lama bersemayam dalam tubuh. Penelitian ini mencoba untuk membuat model prediksi kanker payudara yang akurasinya diatas 99%. Harapannya adalah dengan model tersebut pendeteksian dini kanker payudara dapat dilakukan dengan diagosa yang sangat akurat. Sehingga membantu dokter atau fasilitas Kesehatan memberikan penangan sedini mungkian agar kanker payudara tidak berkembang. Model yang dikomparasikan adalah algoritma decision tree yaitu ID3, CART dan C4.5. Pengunaan pruning dan pre-pruning dilakukan untuk melihat akurasi model yang dibangun, hasilnya 98,25% didapat pada algoritma ID3 dan CART baik menggunakan atau tidak menggunakan pruning dan pre-pruning. Masih belum tercapai nilai akurasi 99%, kendala ini mungkin karena beberapa parameter yang belum ditemukan nilai yang pas.
PENINGKATAN KOMPETENSI GURU DALAM MEMNGEMBANGKAN MEDIA PEMBELAJARAN INTERAKTIG BERBASIS TATAP MUKA ONLINE MENGGUNAKAN CLASSPOINT DI SMA NEGERI 1 KARANGPANDAN KARANGNANYAR Ismail Setiawan; Sigit Setiyanto; Erna Kumalasari Nurnawati
Jurnal PkM Pemberdayaan Masyarakat Vol 4 No 1 (2023): Jurnal PkM Pemberdayaan Masyarakat
Publisher : LP3K Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnalpkm.v4i1.84

Abstract

During the new normal transition period, parents or guardians of students continue to be involved in deciding the desired learning system, whether participating in online learning or face-to-face learning. Teachers should avoid catching up on information at once in the beginning when PTM is still being implemented. According to him, teachers were urged to develop students' moral character and a love of learning at the start of the start of school so that they would be mentally prepared. They make sure that our kids follow health rules because they are psychologically driven by health. Due to the limited amount of study time—only four hours a day—when the kids are in school, it will be simpler to manage. Initially, 84.61% of teachers were unaware of the Classpoint Application. However, after this training was put into practice, every teacher was familiar with the program. In the beginning, all teachers lacked the knowledge necessary to use the program; nevertheless, following training, 7.69% of training teachers attained level 3 comprehension, 19.23% at level 4, and 73.08% at level 5 understanding. Initially, all teachers lacked knowledge of the application's features; however, following training, 15.38% of training teachers had knowledge of those features up to level 3, 34.62% had knowledge up to level 4, and the remaining 50% had knowledge up to level 5.
DATA SCIENCE: PENDEKATAN DAN LANGKAH PRAKTIS DENGAN EXCEL Ismail Setiawan; Aisyah Mutia Dawis
Journal of Innovation And Future Technology (IFTECH) Vol 5 No 1 (2023): Vol 5 No 1 (February 2023): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v5i1.2457

Abstract

The steps in conducting data science activities consist of several stages, namely problem identification, understanding the current business, data collection, data processing, and making decisions based on insights. Researchers who engage in data science activities are often referred to as data scientists. In their process, data scientists use applications to facilitate their data science activities. One application that can be used by data scientists is Excel. Excel has features that can handle a certain amount of data. However, for the initial steps towards becoming a data scientist, Excel is a good application with features that make it easier for researchers to conduct data science activities. Data that can be managed by Excel is not more than 1 million rows, as Excel only has a maximum of 1,048,576 rows and 16,384 columns. Nevertheless, the features in Excel are already powerful, such as error detection, removing duplicate data, correcting error values, detecting outliers, handling missing data, and validating data. This study discusses the functions of these features in an effort to promote data science for beginner data scientists.
EXPLORING COMPLEX DECISION TREES: UNVEILING DATA PATTERNS AND OPTIMAL PREDICTIVE POWER Ismail Setiawan; Renata Fina Antika Cahyani; Irfan Sadida
Journal of Innovation And Future Technology (IFTECH) Vol 5 No 2 (2023): Vol 5 No 2 (August 2023): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v5i2.2829

Abstract

This research investigates the development and analysis of decision tree models in the context of classification tasks. Decision tree models were developed without employing pruning or pre-pruning techniques and were tested on relevant datasets. The research findings demonstrate that complex models without pruning achieved the highest level of accuracy in classifying data. This study was inspired by the potential issue of students facing the risk of not completing their studies (dropout), which could lead to a decline in the college's accreditation rating. Therefore, this model was devised to assist in identifying factors that could influence this outcome as a preventative measure. Additionally, we successfully generated clear visualizations of the decision trees, enhancing the understanding of the model's decision-making process. This research provides insights into the adaptability of decision tree models within this specific case and showcases their potential for enhancing decision-making across various contexts. These findings encourage further discussions on the benefits of pruning methods within this specific context and the broader application potential of decision tree models.
PANDANGAN MAHASISWA TERHADAP PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF CLASSPOINT PADA MATA KULIAH PENDIDIKAN AGAMA Sigit Setiyanto; Ismail Setiawan
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1071

Abstract

Interactive Learning is a learning method or technique that can be applied with a two-way communication system characterized by interactions between lecturers and students, students and students, and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application from the company Inknoe that can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase engagement between students and the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach method using a questionnaire. A total of 75 first-semester students in 3 faculties at the University of 'Aisyiyah Surakarta who took the Religious Education course were given a questionnaire containing 16 statements that represented aspects of motivation, usefulness, and cognitive and psychomotor aspects. The student data collected were presented using the percentage of perception questionnaire score criteria. The results showed that the students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or the response percentage ranging from 86,40% to 94,67%. The positive response given to Classpoint media is due to the presence of several interesting features that support the Classpoint function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in the classroom, specifically in increasing students' motivation and activeness in learning.
PENINGKATAN KEMAMPUAN CODING ANAK USIA REMAJA DENGAN METODE CRUD GENERATOR BERBASIS WEB DENGAN ANALISA DATABASE ismail setiawan; Fuad Dwi Artha; Rifa'i Wahid Ahmad Iktisom
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 1 No. 2 (2023): JULI 2023
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

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Abstract

Pengabdian ini bertujuan untuk meningkatkan kemampuan coding anak usia remaja melalui penerapan metode CRUD (Create, Read, Update, Delete) generator berbasis web dengan analisa database. Metode ini bertujuan untuk memberikan pendekatan pembelajaran yang interaktif dan praktis sehingga dapat meningkatkan minat serta keterampilan coding pada kelompok usia remaja. Penelitian ini akan menggunakan pendekatan penelitian tindakan, dengan melibatkan kelompok anak usia remaja sebagai subjek penelitian. Pada tahap awal, akan dilakukan analisa kebutuhan dan pemahaman tentang tingkat pengetahuan coding yang dimiliki oleh peserta. Selanjutnya, sebuah aplikasi CRUD generator berbasis web akan dikembangkan dengan antarmuka yang user-friendly dan intuitif. Aplikasi ini akan dirancang sedemikian rupa sehingga para peserta dapat membangun dan mengelola database serta menghasilkan kode-kode dasar untuk operasi CRUD dengan mudah. Proses analisa database akan memberikan pemahaman tentang struktur dan hubungan antara tabel dalam basis data, sehingga peserta akan lebih terampil dalam merancang dan mengimplementasikan solusi perangkat lunak. Melalui sesi pelatihan dan penggunaan aplikasi CRUD generator ini, diharapkan peserta akan dapat meningkatkan pemahaman tentang konsep-konsep dasar coding, bahasa pemrograman, dan logika pemrograman. Selain itu, mereka akan menjadi lebih percaya diri dalam mengembangkan solusi perangkat lunak berbasis web dan mampu mengimplementasikan operasi CRUD dengan efisien. Hasil dari pengabdian ini akan dinilai melalui tes kemampuan coding sebelum dan setelah pelatihan, serta umpan balik dari peserta mengenai pengalaman dan peningkatan pemahaman mereka selama proses pelatihan. Diharapkan pengabdian ini akan memberikan manfaat positif bagi peserta, memberikan kontribusi positif bagi pendidikan di bidang teknologi informasi, dan membantu meningkatkan keterampilan coding generasi muda dalam menghadapi tantangan era digital yang terus berkembang.
PANDANGAN MAHASISWA TERHADAP PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF CLASSPOINT PADA MATA KULIAH PENDIDIKAN AGAMA Setiyanto, Sigit; Setiawan, Ismail
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1071

Abstract

Interactive Learning is a learning method or technique that can be applied with a two-way communication system characterized by interactions between lecturers and students, students and students, and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application from the company Inknoe that can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase engagement between students and the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach method using a questionnaire. A total of 75 first-semester students in 3 faculties at the University of 'Aisyiyah Surakarta who took the Religious Education course were given a questionnaire containing 16 statements that represented aspects of motivation, usefulness, and cognitive and psychomotor aspects. The student data collected were presented using the percentage of perception questionnaire score criteria. The results showed that the students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or the response percentage ranging from 86,40% to 94,67%. The positive response given to Classpoint media is due to the presence of several interesting features that support the Classpoint function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in the classroom, specifically in increasing students' motivation and activeness in learning.
Optimisasi Kesuksesan Akademis: Studi Sistem Deteksi Dini untuk Mengidentifikasi Potensi Dropout Mahasiswa Tingkat Akhir dengan Protokol Intervensi Cepat pada Perguruan Tinggi Setiawan, Ismail; Wibowo, Kresno Ario Tri
Jurnal Riset Sistem dan Teknologi Informasi Vol. 2 No. 1 (2024): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 2 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v2i1.1424

Abstract

Penelitian ini bertujuan mengoptimalkan kesuksesan akademis dengan mengembangkan sistem deteksi dini guna mengidentifikasi potensi mahasiswa tingkat akhir yang berisiko dropout. Penelitian berfokus pada perancangan sistem yang mampu memberikan peringatan kepada pembimbing akademik atau bagian akademik kampus untuk segera melakukan mitigasi pencegahan, dengan tujuan mengurangi potensi mahasiswa drop out lebih banyak.  Metodologi penelitian dimulai dengan analisis faktor dropout melibatkan tinjauan literatur, wawancara, dan studi kasus. Selanjutnya, model prediktif dikembangkan menggunakan metode machine learning, seperti regresi logistik, dengan memanfaatkan data akademik dan perilaku studi mahasiswa. Implementasi sistem deteksi dilakukan dengan menyusun antarmuka pengguna yang user-friendly dan integrasi yang baik dengan sistem informasi kampus.  Hasil penelitian ini menunjukkan bahwa model prediktif yang dikembangkan mampu mengidentifikasi mahasiswa tingkat akhir yang berpotensi dropout dengan akurasi yang tinggi. Sistem deteksi memberikan peringatan dini kepada pembimbing akademik atau bagian akademik kampus, memungkinkan mereka untuk mengambil langkah-langkah pencegahan dan memberikan bantuan tepat waktu. Evaluasi kinerja sistem menunjukkan efektivitasnya dalam meningkatkan kesadaran dan respon terhadap potensi mahasiswa drop out, dengan harapan dapat memberikan kontribusi positif terhadap peningkatan tingkat kelulusan dan kualitas pendidikan tinggi secara keseluruhan.
Pengolah Citra Dengan Metode Thresholding Dengan Matlab R2014A Setiawan, Ismail; Dewanta, Wika; Nugroho, Hanung Adi; Supriyono, Heru
Jurnal Media Infotama Vol 15 No 2 (2019)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.031 KB) | DOI: 10.37676/jmi.v15i2.868

Abstract

The development of science related to image processing is increasingly popular these days. The availability of technology to capture images well is now not difficult to find. Digital cameras have developed better with the increase in pixel value that can be produced from the camera's capture. Thresholding is an algorithm proposed in this paper to segment digital images which will then be read as the resulting segmented image. The thresholding method works with several steps, namely converting the RGB image color space to Grayscale, segmenting the image using the thresholding method, carrying out complement operations so that the object has a value of 1 (white), while the background has a value of 0 (black) and performing morphological operations to perfect it. the shape of the object in the binary image resulting from segmentation. The morphological operations carried out are in the form of filling holes, area opening, and erosion. This research uses MATLAB r2014a in developing the model.