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Sistem Pendukung Keputusan untuk Pemilihan Rumah Kos Terbaik di Kecamatan Mlati, Kabupaten Sleman Kartikadyota Kusumaningtyas; Ayu Dewi Nurullatifah; Natalia Dwi Cahyani
Jurnal Dinamika Informatika Vol 9 No 1 (2020): Jurnal Dinamika Informatika
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1001.398 KB)

Abstract

In line with the large number of newcomers in Special Region of Yogyakarta, there have been many requests for boarding houses around the campus area. One sub-district that is geographically close to several universities is Mlati Subdistrict, Sleman Regency. Types of boarding houses are various, ranging from location, rental prices, and others. There are many types of boarding houses, ranging from locations, rental prices, and others. If someone feels uncomfortable with his/her boarding house, then he/she will often move around. Some of the reasons are: the more expensive rental rates, facilities, looking for other boarding houses that are closer to campus, and safety factor. Therefore, we developed a decision support system that can give an information about the best boarding house according to someone's need. It was created by applying the Simple Additive Weighting (SAW) method. The SAW method will generate a preference value. The alternative which has the greatest preference value will be chosen as the best alternative. The test results show that there is a correspondence between the value produced by the system and the value generated by manual calculations. Thus, the decision support system has successfully implemented SAW method and is able to function as its functions.
Penerapan dan pendampingan pengelolaan website sekolah di SMP Negeri 4 Jombang Kartikadyota Kusumaningtyas; Eko Dwi Nugroho; Adri Priadana
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 4, No 2 (2021): Juli
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v4i2.870

Abstract

Internet telah menjadi salah satu media untuk tujuan pemasaran. Salah satu upaya dalam pemanfaatan media internet adalah untuk proses identitas merek atau sering disebut branding digital. Branding digital juga menjadi salah satu cara untuk menjaga eksistensi suatu lembaga pendidikan. SMP Negeri 4 Jombang merupakan salah satu sekolah tingkat menengah pertama yang terletak di Kabupaten Jombang, Jawa Timur. Permasalahan utama yang dihadapi oleh SMP Negeri 4 Jombang adalah terkait promosi melalui media digital yang belum maksimal dan banyaknya informasi yang ingin disampaikan, baik kepada siswa, orang tua, alumni, maupun kepada masyarakat masih belum dapat disampaikan secara maksimal. Mengarah pada permasalahan-permasalahan tersebut, maka diperlukan adanya sebuah website sekolah. Selain itu, diperlukan juga pendampingan pengelolaan website sekolah agar pihak sekolah dapat mengelola website-nya dengan optimal, baik dalam mengisikan konten profil sekolah, maupun dalam mengisikan konten kegiatan atau berita terkait SMP Negeri 4 Jombang. Tahapan pelaksanaan kegiatan ini terdiri dari tiga tahap, yaitu identifikasi masalah, instalasi web sekolah, serta pelatihan dan pendampingan. Hasil dari kegiatan ini adalah peserta dapat melakukan pengelolaan website sekolah dengan baik. Selain itu, dengan adanya website sekolah, maka dapat membantu promosi SMP Negeri 4 Jombang dan juga sebagai sarana penyampaian informasi ke siswa, orang tua, alumni, maupun kepada masyarakat luas.
Customer Experience Analysis Skincare Products Through Social Media Data Using Topic Modeling and Sentiment Analysis Muhammad Habibi; Kartikadyota Kusumaningtyas
JOURNAL OF SCIENCE AND APPLIED ENGINEERING Vol 6, No 1 (2023): JSAE
Publisher : Widyagama University of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31328/jsae.v6i1.4169

Abstract

Currently, skin care products (skincare) are popular among the public. Both men and women are interested in buying skin care products. Moreover, there are many brands of skin care products that are divided into several types of facial and body care, such as moisturizers, toners, cleansers, and masks. Therefore, many consumers take the time to find information, for example, in terms of price, quality, and brand for decision-making. A lot of useful information is in the form of Twitter messages known as tweets which are sent from people who use skin care products because Twitter is one of the online social media where users can share their opinions and experiences. However, consumers still have to spend a lot of time searching, reading, and understanding the comprehensive collection of tweets before buying skin care products.The purpose of this study is to analyze customer experience, analyzing automated tweets about skin care products. Tweets about skin care products will be subjected to a topic modeling process to find out what topics are being discussed. In addition, the topics that have been obtained will be subject to sentiment analysis in the form of positive and negative messages for skin care products. Consumers who are app users don’t waste time reading and analyzing large amounts of data manually and they can decide to buy skin care products more easily.The results of this study obtained 14 topics of discussion related to skincare. Meanwhile, the sentiment analysis results of 14 topics resulted in more positive sentiment class tweets overall. It related the category topic that has the number of tweets to the importance of skincare. In addition, categories related to ingredients for skincare products from nature, namely fruits and spices, are the topics that have the second highest number of tweets. The results of the analysis of tweets related to user experience on Twitter, it was found that users prefer skincare products that use ingredients from nature.
A User Recommendation Model for Answering Questions on Brainly Platform Puji Winar Cahyo; Kartikadyota Kusumaningtyas; Ulfi Saidata Aesyi
JURNAL INFOTEL Vol 13 No 1 (2021): February 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i1.548

Abstract

Brainly is a Community Question Answer (CQA) application that allows students or parents to ask questions related to their homework. The current mechanism is that users ask questions, then other users who are in the same subject interest can see and answer it. As a reward for answering questions, Brainly gives points. The number of points varies by question. The greater of total points users have, Brainly will automatically display them in the smartest user leaderboard on the site's front page. But sometimes, some users do not have good activity in answering questions. Thus, it is possible to have an urgent question that has not been answered by anyone. This study implements Fuzzy C-Means cluster method to improve Brainly's feature regarding the speed and accuracy of answers. The idea is to create student clusters by utilizing the smartest students' leaderboard, subjects interest, and answering activities. The stages applied in this research started with Data Extraction, Preprocessing, Cluster Process, and User Recommender. The optimal number of clusters in the answerer recommendation in the Brainly platform is 2 clusters. The value of the fuzzy partition coefficient for two clusters reached 0.97 for Mathematics and 0.93 for Indonesian. Meanwhile, the results of the recommendations were influenced by answer ratings. Many numbers of the answer are not given rating because the possibility of the answers are not appropriate or user's insensitivity in giving ratings.
Perancangan Survival Horror Game Out Of Sight Menggunakan Unity 3D Engine Septian Mahendra Dewantoro; Kartikadyota Kusumaningtyas; Andika Bayu Saputra; Nurul Fatimah
Jurnal Teknomatika Vol 15 No 2 (2022): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v15i2.1122

Abstract

A game is the result of the creative expression of a game maker that has an element of entertainment, can be played and has an end goal. In horror games, it is still divided into several more types of games, one of which is a survival horror game that requires players to live against enemy attacks that come their way. This game was created to enrich horror-themed domestically made games. Designing games using the unity 3D engine with the process of applying the MDLC (Media Develpoment Life Cycle) model. A method suitable for game design, starting with the preparation, design, collection of materials, testing and distribution. Out Of Sight game has gameplay with a first-person perspective combined with the survival horror genre. Made with the C# programming language this game is able to run perfectly with various features. There is also a unique feature, namely slowmotion which serves to slow down time to make it easier for players to shoot enemies. This survival horror game has been successfully created and completed. This game conducts testing using black box testing where all features function normally except for the key that serves to open the door. Based on respondents 18.5% said that the door lock had a bug. This game was created to enrich horror-themed domestically made games.
Tweet Analysis of Mental Illness Using K-Means Clustering and Support Vector Machine Kartikadyota Kusumaningtyas; Muhammad Habibi; Irmma Dwijayanti; Retno Sumiyarini
Telematika Vol 20, No 3 (2023): Edisi Oktober 2023
Publisher : Jurusan Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v20i3.9820

Abstract

Purpose: Social media, particularly Twitter, provides a venue for individuals to share their thoughts. The public's perception of mental illnesses is often debated on Twitter. So yet, no evaluation of community tweets connected to data on mental health conditions has been performed. The purpose of this study is to examine tweets linked to mental illnesses in Indonesia in order to identify the themes of conversation and the polarity trends of these tweets.Design/methodology/approach: To address this issue, the K-Means Clustering algorithm is utilized to aggregate tweet data that is used to find themes of conversation. The emotion polarity value of each cluster result was then determined using the Support Vector Machine (SVM) approach.Findings/results: This study generated five topic clusters based on tweets about mental illness. While sentiment analysis revealed that all clusters had more negative sentiment classes than positive. Cluster 4 and Cluster 5 had the highest number of negative sentiment values. These clusters emphasize the necessity of consulting with psychiatrists and psychologists if people have mental health disorders, as well as financing for mental health disorder treatment through BPJS Kesehatan services.Originality/value/state of the art: The analysis was done in two stages: data grouping to find themes of conversation using K-Means clustering and SVM to look for positive and negative polarity values associated to twitter data about mental illness.
CParts Platform Analisis Harga Komponen Komputer pada Marketplace Anas Sufi Hasan Manahingati; Puji Winar Cahyo; Kartikadyota Kusumaningtyas; Alfun Roehatul Jannah
Jurnal Teknomatika Vol 16 No 2 (2023): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v16i2.1251

Abstract

Amidst the fluctuations in computercomponent prices brought about by the Covid-19pandemic, a comprehensive analysis platform hasbeen developed to address this challenge. Thisinnovative platform harnesses historical datasourced from prominent e-commerce platforms suchas Shopee, Blibli, and Tokopedia, presenting userswith insightful average price graphs categorized bycomponent series and types. The researchmethodology adopted follows a prototype approach,encompassing meticulous phases ranging fromneeds analysis, application design, prototyping,testing, evaluation, prototype refinement, through toimplementation and ongoing maintenance. Thesuccessful implementation of this system, powered bythe Python programming language, features robustfunctionalities including product search anddynamic graphical representations derived fromhistorical data. The data retrieval process, utilizingthe Scraping method, occurs at regular intervals ona weekly basis. Upon meticulous analysis ofhistorical data spanning from January to July 2022,a noteworthy trend emerged, highlighting thatShopee and Tokopedia consistently offer computercomponents at relatively more affordable pricescompared to Blibli. The conclusive findings of thisresearch underscore the platform's efficacy inproviding an essential tool for users navigating thecomplex landscape of computer component pricedynamics, particularly in the unprecedented contextof the ongoing pandemic. This platform not onlyfacilitates monitoring but also empowers users withvaluable insights crucial for informed purchasingdecisions based on stable and budget-friendly pricingstructures.
Tweets Classification of Mental Health Disorder in Indonesia Using LDA and Cosine Similarity Dwijayanti, Irmma; Habibi, Muhammad; Kusumaningtyas, Kartikadyota; Riyadi, Sujono
Telematika Vol 21, No 1 (2024): Edisi Februari 2024
Publisher : Jurusan Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v21i1.10725

Abstract

Purpose: Twitter related to mental health has great potential as a medium to provide important information to the public and health organizations on a large scale, but an evaluation of tweet data related to mental health disorders has not been carried out. This study aims to classify tweet data to determine the most common mental health disorders in Indonesia based on the symptoms experienced.Methodology: The classification process is carried out using cosine similarity calculations between tweets data and keywords which are compiled based on theoretical studies and optimization of the LDA topic modeling results.Findings/result:The classification results show that the most discussed issues on Twitter are depression, bipolar, schizophrenia, dementia, and PTSD. Based on these results it can be interpreted that the level of prevalence and public attention to depressive diorders is quite high compared to other disorders. From the results of the classification, it is also possible to identify the most discussed symptoms throughthe emergence of keywords from each category.Originality: Classification is calculated based on the cosine similarity between tweets and keywords compiled from human judgement and enriched using the results of LDA topic modeling to improve classification performance
Implementasi Metode Waterfall Pada Perancangan Website Seminar Nasional KOMA Wulandari, Irma Rofni; Darma, Firman Diatullah Guna; Subektiningsih, Subektiningsih; Kusumaningtyas, Kartikadyota; Hartanti, Ninik Tri
Intechno Journal : Information Technology Journal Vol. 6 No. 1 (2024): July
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/intechnojournal.2024v6i1.1696

Abstract

Teknologi informasi telah menjadi bagian yang tak terpisahkan dari berbagai aspek kehidupan manusia. Kegiatan seperti seminar nasional tidak lepas dari pengaruh teknologi informasi dalam penyelenggarannya. Seminar Nasional KOMA telah menggunakan Google Form sebagai platform untuk pendaftaran dan penyampaian informasi umum. Penggunaan google form memiliki kelemahan yaitu panitia harus menyesuaikan alur pendaftaran dengan sistem yang ada pada google form. Salah satu cara untuk meningkatkan efektivitas penyelenggaraan seminar nasional adalah dengan memanfaatkan teknologi, khususnya pengembangan website. Salah satu metode pengembangan perangkat lunak yaitu metode waterfall. Metode ini melibatkan serangkaian tahapan yang meliputi analisis kebutuhan, perancangan, pengembangan, pengujian, dan implementasi. Dalam konteks pengembangan website untuk seminar nasional KOMA, penggunaan metode waterfall dapat memberikan kerangka kerja yang terstruktur dan jelas untuk merencanakan serta mengembangkan solusi yang tepat sesuai dengan kebutuhan yang ada. Penelitian ini berhasil mengimplementasikan metode waterfall dalam perancangan website seminar nasional "KOMA" yang dapat mengakomodasi kebutuhan informasi seminar proses pendaftaran dan pengelolaan administrasi. Pengujian Black Box Testing hasil black box telah sesuai dengan hasil yang diharapkan. Berdasarkan pengujian yang dilakukan menggunakan System Usability Scale (SUS) diperoleh nilai 83 yang termasuk ke dalam kategori acceptable dengan grade B.
Perancangan Survival Horror Game Out Of Sight Menggunakan Unity 3D Engine Mahendra Dewantoro, Septian; Kusumaningtyas, Kartikadyota; Bayu Saputra, Andika; Fatimah, Nurul
Jurnal Teknomatika Vol 15 No 2 (2022): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v15i2.1122

Abstract

A game is the result of the creative expression of a game maker that has an element of entertainment, can be played and has an end goal. In horror games, it is still divided into several more types of games, one of which is a survival horror game that requires players to live against enemy attacks that come their way. This game was created to enrich horror-themed domestically made games. Designing games using the unity 3D engine with the process of applying the MDLC (Media Develpoment Life Cycle) model. A method suitable for game design, starting with the preparation, design, collection of materials, testing and distribution. Out Of Sight game has gameplay with a first-person perspective combined with the survival horror genre. Made with the C# programming language this game is able to run perfectly with various features. There is also a unique feature, namely slowmotion which serves to slow down time to make it easier for players to shoot enemies. This survival horror game has been successfully created and completed. This game conducts testing using black box testing where all features function normally except for the key that serves to open the door. Based on respondents 18.5% said that the door lock had a bug. This game was created to enrich horror-themed domestically made games.