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Extracting Knowledge for the Success Factors of Digital Games from the Customer Review of E-Commerce Hamdan Gani
JEAT : Journal of Electrical Automation Technology Vol. 2 No. 1 (2023): JEAT : Journal of Electrical and Automation Technology
Publisher : UPPM Poltek ATI Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61844/jeat.v2i1.473

Abstract

Permainan digital telah menjadi salah satu kegiatan paling populer pada user berbagai usia. Meskipun game digital telah diperkenalkan lebih dari 40 tahun yang lalu, tetapi masih sangat sedikit yang diketahui faktor-faktor apa saja yang menyebabkan sebuah game menjadi sukses di pasaran. Dalam hal ini, penelitian ini menyajikan metode baru dan implementasi praktis untuk menggali pengetahuan tentang faktor-faktor yang membuat game digital sukses di pasaran. Pengetahuan yang diperoleh dari penelitian ini dapat digunakan sebagai rekomendasi bagi perusahaan game dan desainer game dalam strategi pemasaran mereka. Pertama, penelitian ini mengembangkan metode untuk menemukan faktor-faktor yang menyebabkan sebuah game sukses dari review pelanggan e-commerce. Kedua, berdasarkan analisis temuan, penelitian ini menyajikan pengetahuan sebagai rekomendasi strategi pemasaran produk game. Hasil review user terhadap e-commerce digunakan sebagai sumber data untuk dianalisis dalam studi eksperimental. Akhirnya, hasil penelitian ini mengungkapkan bahwa metode yang diusulkan dapat memperoleh rekomendasi pengetahuan.
A Bibliometric Analysis of Augmented Reality and Virtual Reality During 1993–2022 Hamdan Gani; Muhammad Ibrar Aprianto
JEAT : Journal of Electrical Automation Technology Vol. 2 No. 2 (2023): JEAT : Journal of Electrical and Automation Technology
Publisher : UPPM Poltek ATI Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61844/jeat.v2i2.680

Abstract

Augmented reality (AR) and virtual reality (VR) have received much attention recently as innovative and valuable technology. With the growth of AR and VR research, a comprehensive examination is required. From the standpoint of bibliometrics, this study conducts a comprehensive analysis of AR and VR papers from 1993 to 2022. A total of 6,785 publications are obtained from the Web of Science (WoS) database and loaded into the professional science mapping tools VOSviewer and Cite Space through preprocessing. The publishing structures are examined using annual publications and the publications of the most productive countries/regions, institutions, and authors. Afterward, the co-citation networks of countries/regions, institutions, authors, and articles are visualized using VOSviewer. Their citation structure and the most influential examples are investigated further. Finally, VOSviewer depicts the collaboration networks of countries/regions, institutions, and writers. Cite Space utilizes timeline analysis and keyword citation burst detection to identify hotspots and research trends. Finally, this study explains a basic understanding of AR and VR for scholars and a detailed examination of AR and VR for future research in this area.
Assessing the Influence of Mobility Behavior on the Covid-19 Transmission: A Case in the Most Affected City of Indonesia Umar, Najirah; Gani, Hamdan; Zuhriyah, Sitti; Gani, Helmy; Zhipeng, Feng
ILKOM Jurnal Ilmiah Vol 14, No 1 (2022)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v14i1.1043.17-24

Abstract

An emerging outbreak of Covid-19 has now been detected across the globe. Given this pandemic condition, the robust estimation reports are urgently needed. Therefore, this study aims to analyze the impacts of community mobility (before, during, and after the lockdown period) on the spread of the Covid-19 in Jakarta, Indonesia. The secondary data was derived from surveillance data for Covid-19 daily cases from the Health Office of DKI Jakarta Province and the Ministry of Health. The community mobility indicators were retrieved from the Google website. Our results showed that in the pre-lockdown period, the Covid-19 daily cases rapidly increased, while community mobility significantly dropped. The increasing number of Covid-19 daily cases was significantly affected by the number of Covid-19 tests per day rather than community mobility. During the restriction period, the number of Covid-19 tests per day, and community mobility statistically affected the decreasing number of Covid-19 daily cases. Meanwhile, after the lockdown period, the number of Covid-19 daily cases rapidly increased, which significantly has a direct relationship with the increasing level of community mobility. Overall, community mobility and the number of tests per day are the essential variables that explain the number of Covid-19 daily cases in Jakarta, Indonesia. Additionally, this study did not observe any impact of average air temperature and air pollution on the spread of Covid-19. This study figures out that community mobility could potentially explain the progression of Covid-19.
ANALISIS KETERKAITAN DATA TRANSAKSI PENJUALAN BUKU MENGGUNAKAN ALGORITMA APRIORI DAN ALGORITMA CENTROID LINKAGE HIERARCHICAL METHOD (CLHM) Nurani, Nurani; Gani, Hamdan
ILKOM Jurnal Ilmiah Vol 9, No 1 (2017)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v9i1.111.62-69

Abstract

Pengambilan keputusan merupakan faktor yang menentukan didalam sebuah perusahaan. Kenyataannya pemanfaatan big data dalam sebuah pengambilan keputusan masih kurang efektif, salah satu contohnya adalah pemanfaatan big data perilaku belanja konsumen untuk menjadi sebuah pengetahuan yang mendukung pengambilan keputusan. Salah satu implementasi big data ini adalah pengambilan keputusan dalam penempatan barang pada rak toko buku. Berdasarkan permasalahan tersebut penelitian ini bertujuan mencari keterkaitan antara satu buku dengan buku yang lain didalam suatu set data dengan menggunakan teknik data mining, Penelitian ini memanfaatkan dua teknik data mining yaitu implementasi algoritma Apriori yang berfungsi untuk mendapatkan pola-pola item yang saling berkaitan kemudian algoritma CLHM (Centroid Linkage Hierarchical Method) untuk klasterisasi data. Penelitian ini menggunakan sampel data 15 kategori item dari data belanja konsumen pada toko buku tahun 2014 selama 3 bulan. Hasil akhir penelitian adalah sebuah pengetahuan baru yang dapat dijadikan rekomendasi pengambilan keputusan dalam sebuah toko buku
Generating game immersion features for immersive game selection Umar, Najirah; Yuyun, Yuyun; Gani, Hamdan
ILKOM Jurnal Ilmiah Vol 14, No 3 (2022)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v14i3.1224.264-274

Abstract

The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersive or not. There is no knowledge regarding how to evaluate their game, whether immersive or not, and this process requires expert knowledge. Second, currently, the game designers are relied on speculative interpretation to evaluate their game because there is no method to examine whether the game is immersive or not. Therefore, this study aims to propose a method  that enable to evaluate if the game is immersive or not. This method is emerged as knowledge and recommendation that quickly be able to assist the game designers, game developers, and gamers evaluating whether a game is immersive or not. First, this research conducts a literature review to categorize the game immersion features. Second, this study proposes an effective method that can analyse and recommends whether a game is immersive or not. Finally, this study reveals that the finding could be used as a recommendation for the other immersive technology platforms.
Design And Construction of An Automatic Cracker Sieve Machine with A Swing Mechanism Based on Arduino Amhar Nasir, Muhammad; Sidehabi, Sitti Wetenriajeng; Gani, Hamdan
JEAT : Journal of Electrical Automation Technology Vol. 4 No. 2 (2025): JEAT : Journal of Electrical and Automation Technology
Publisher : UPPM Poltek ATI Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61844/jeat.v4i2.1365

Abstract

Kerupuk merupakan salah satu makanan olahan yang banyak diminati di Indonesia. Dalam proses produksinya, tahap penyortiran menjadi hal krusial untuk memastikan kualitas produk akhir, khususnya dalam memisahkan kerupuk utuh dari serbuk atau pecahan hasil proses pencetakan. Proses pemisahan yang masih dilakukan secara manual, dengan kemampuan rata-rata 5 kg/menit, cenderung memerlukan waktu lama, tenaga kerja lebih, serta menghasilkan kualitas penyortiran yang kurang konsisten. Penelitian ini berhasil merancang dan membangun mesin ayakan kerupuk dengan mekanisme gerakan ayun (Swing) yang mampu mengayak hingga 9 kg/menit, sehingga pemisahan kerupuk dari serbuk berlangsung lebih efektif. Sistem ini dikendalikan oleh mikrokontroler Arduino Uno sebagai pusat pengendali logika, yang menerima masukan dari sensor proximity kapasitif untuk mendeteksi keberadaan kerupuk di atas ayakan. Saat terdeteksi, motor penggerak diaktifkan melalui rangkaian Relay dan kontaktor, sehingga proses ayakan berjalan otomatis.