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Perbandingan Kinerja Algoritma Support Vector Machine dan Random Forest dalam Analisis Sentimen Ulasan Hotel di Kota Palembang pada Google Maps Ari wiyanto; Shinta Puspasari; Lastri Widya Astuti
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 2 (2025): Agustus: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i2.5802

Abstract

The growth of the tourism sector in Palembang City has encouraged an increase in the need for quality hospitality services. In the digital age, user reviews on the Google Maps platform are an important source of data to assess customer satisfaction. This study aims to analyze and compare the effectiveness of two sentiment classification algorithms, namely Support Vector Machine (SVM) and Random Forest, in processing hotel reviews in Indonesian. A total of 1000 review data was used and processed through the stages of text cleanup, letter normalization, tokenization, stopword removal, and stemming. The evaluation was carried out with two approaches: 80:20 data sharing and cross-validation using the K-Fold technique. On data sharing, Random Forest showed 88% accuracy and 100% recall, while SVM recorded 87% accuracy and 99% recall, with equivalent precision and F1-score. However, cross-validation showed that the SVM was more stable and consistent, with 92% accuracy, 94% accuracy, 98% recall, and 96% F1-score, outpacing Random Forest's 91% accuracy and 95% F1-score. These results show that the SVM algorithm is superior in analyzing hotel review sentiment on Google Maps. These findings provide recommendations for tourism information system developers to adopt an SVM-based approach to review data processing to support more accurate and responsive decision-making.
Pengembangan Aplikasi Augmented Reality Berbasis Android dalam Pembelajaran Geometri Bangun Ruang di Sekolah Dasar Putri Shabira Pratiwi; Shinta Puspasari; Mustafa Ramadhan
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 2 (2025): Agustus: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i2.5853

Abstract

This research aims to develop an Augmented Reality (AR) application for Android devices to support the teaching of three-dimensional geometry in primary education. The development process employed the Multimedia Development Life Cycle (MDLC) model, which consists of six stages: concept, design, material gathering, assembly, testing, and distribution. The application is designed to display three-dimensional representations of basic geometric figures such as cubes, cuboids, prisms, pyramids, cylinders, cones, and spheres. In addition to visual models, the application also provides related mathematical equations and explanatory commentary to strengthen students’ conceptual understanding. The testing phase demonstrated that the AR application is capable of presenting 3D objects with clarity and stability when viewed from a distance of 10–30 cm and within an angle range of 45° to 135°. These conditions ensure that the objects remain easily recognizable and interactive in classroom learning environments. User feedback from both teachers and students highlighted the engaging nature of the application, particularly in fostering motivation, improving visualization skills, and encouraging interactive learning experiences. Overall, the findings suggest that this AR-based application can serve as an effective educational tool for primary school students, bridging the gap between abstract geometry concepts and practical visualization. By integrating modern technology into mathematics instruction, the application has the potential to enhance both comprehension and interest in learning geometry while supporting innovative digital learning practices in the classroom.