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REKOMENDASI KASUS PENGGUNAAN BERDASARKAN SKENARIO NARATIF MENGGUNAKAN TEKNOLOGI SEMANTIK Fauzan, Reza; Siahaan, Daniel Oranova; Ariyani, Nurul Fajrin
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 11, No 1, Januari 2013
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1205.832 KB) | DOI: 10.12962/j24068535.v11i1.a19

Abstract

Pada saat ini diagram kasus penggunaan sering digunakan dalam pendefinisian kebutuhan sistem. Sebelum pembangunan diagram kasus penggunaan tersebut, seorang sistem analis membuat sebuah skenario agar konsumen lebih mengerti tentang sistem yang akan diberikan kepada mereka. Kemudian seorang analis melakukan analisa kembali pada kebutuhan sistem untuk membuat diagram kasus penggunaan . Makalah ini bertujuan untuk mengajuan metode baru yang bersifat penelitian awal dengan melakukan analisa secara manual dari setiap langkah yang diajukan. Makalah ini mengajukan suatu langkah kerja dalam melakukan generasi sebuah skenario bebas menjadi metadata-metadata yang memiliki potensi menjadi kasus penggunaan. Setelah dilakukan ekstraksi metadata dari skenario, metadata tersebut akan dicari kemiripannya dengan kasus penggunaan yang ada dalam repositori sehingga diharapkan dapat meningkatkan relevansi dari metadata yang telah digenerasi tersebut. Luaran yang dihasilkan adalah rekomendasi kasus penggunaan dari hasil ekstraksi pada skenario dan pencarian kesamaan dengan kasus penggunaan pada repositori. Dengan melakukan ekstraksi pada skenario bebas, sistem diharapkan dapat membantu dalam pemberian rekomendasi diagram kasus penggunaan dan dapat meningkatkan penggunaan ulang dari kasus penggunaan sebelumnya dengan menggunakan repositori.
SISTEM PEMBANGKIT ANOTASI PADA ARTIKEL BERGAMBAR DENGAN PENDEKATAN KONTEKSTUAL Purwitasari, Diana; Saputra, Dian; Yuniar, Esti; Yuhana, Umi Laili; Siahaan, Daniel
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 9, No 1, Januari 2011
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.833 KB) | DOI: 10.12962/j24068535.v9i1.a64

Abstract

Development of E-learning sites and their materials make it is necessary to help users finding the desired materials. Context-based search engine will help users for the finding task. However that kind of searching can only be done for learning materials that have been semantically signed or annotated. Annotation is given for the article’s content or the article’s image within. There are many constraints for manually providing annotations to the learning articles such that automatic metadata or annotation generating method is needed. This paper discusses about annotation generating system with two subsystems: annotation recommender for learning material using contextual analysis and image metadata generator. The methods for contextual analysis are Latent Semantic Analysis (LSA) and WordNet-lexical dictionary usage. Our experimental results showed that subsystems can be used to generate annotation for articles and images in the articles though we have not done combination of two subsystems.
PENGKOMBINASIAN POHON KEPUTUSAN DATA PENCILAN KELAS DAN POHON KEPUTUSAN DATA NORMAL UNTUK PENINGKATAN AKURASI PREDIKSI CACAT PERANGKAT LUNAK Pujianto, Utomo; Siahaan, Daniel Oranova
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 10, No 1, Januari 2012
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (322.235 KB) | DOI: 10.12962/j24068535.v10i1.a23

Abstract

Keberadaan pencilan dalam set data prediksi cacat perangkat lunak memunculkan dua pilihan penanganan, yaitu apakah tetap digunakan dengan mengabaikan keberadaannya sebagai pencilan, ataukah dihapuskan dari set data uji coba. Pengabaian keberadaan pencilan dalam set data uji menghasilkan akurasi hasil prediksi yang secara signifikan lebih rendah dibandingkan dengan jika pencilan tersebut dihapuskan dari set data uji coba. Dalam paper ini diusulkan utilisasi pencilan kelas dalam set data prediksi cacat perang kat lunak untuk meningkatkan kinerja sistem prediksi cacat perangkat lunak. Metode yang diusulkan terdiri dari proses prediksi pencilan kontekstual dari set data uji, menggunakan model prediksi berbasis pohon keputusan tunggal. Selanjutnya dilakukan dengan proses prediksi label kelas cacat perangkat lunak menggunakan dua buah model prediksi berbasis pohon keputusan tunggal, yang masing-masing berfungsi untuk melakukan prediksi cacat perangkat lunak terhadap subset data normal dan subset data pencilan. Hasil pengujian terhadap lima set data NASA dari repository PROMISE menunjukkan bahwa metode yang diusulkan memiliki kinerja akurasi yang lebih baik dibandingkan penggunaan algoritma J48 yang mengabaikan keberadaan pencilan, maupun yang menghapuskan pencilan dari set data sampel pengujian.
TRANSFORMATION FROM SEMANTIC DATA MODEL TO RDF Siahaan, Daniel Oranova
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 3, No 2 Juli 2004
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.987 KB) | DOI: 10.12962/j24068535.v3i2.a263

Abstract

There have been several efforts to use relational model and database to store and manipulate Resource Description Framework (RDF). They have one general disadvantage, i.e. one is forced to map the model of semantics of RDF into relational model, which will end up in constraints and additional properties, such as, validating each assertion against the RDF schema which also stored as a triplets table. In this paper, we introduce Semantic Data Model as a proposed data model language to store and manipulate Resource Description Framework. This study also tries to prescribe the procedure on transforming a semantic data model into a RDF data model. Keyworsd: Semantic Data Model, Resource Description Framework.
Building a Spatio-Temporal Ontology for Artifacts Knowledge Management Daniel Oranova Siahaan, Nurul Fajrin Ariyanti,
PROCEEDING IC-ITECHS 2014 PROCEEDING IC-ITECHS 2014
Publisher : PROCEEDING IC-ITECHS 2014

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The knowledge that embedded in a historical artifact can have multidimensional information,such as time (temporal) and place (spatial) dimension. The temporal dimension indicates when the artifact had been used in the past, while spatial dimension points the location of people who had been using it at the time. Both of these information provide a general overview of the civilization conditions at the artifacts time.  In most cases, the spatio-temporal information that attached to an artifact can be used to furnish the missing information of the other artifacts. If the  museum  managers  are  able  to  connect  artifacts  based  on  their  spatio-temporal information, presenting artifacts historical value to visitors will be more continuous and complete. However, this kind of management needs could not be facilitated by any existing conventional database systems today. The author proposed an ontology approach for storing artifacts’ spatio-temporal information in digital form. This ontology is equipped with rules to perform reasoning thus spatio-temporal information among artifacts could be connected automatically. The result shows that the spatio-temporal ontology can be implemented in order to complete information linkage among the artifacts.
Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment Atmaja, Pratama Wirya; Siahaan, Daniel Oranova; Kuswardayan, Imam
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 2, No 2 (2016): Juli-Desember
Publisher : Prodi Sistem Informasi - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (403.088 KB) | DOI: 10.26594/register.v2i2.551

Abstract

 Permainan video adalah perangkat lunak hiburan, sehingga kepuasan pemainnya adalah tolok ukur utama kualitasnya. Satu elemen penting dari kepuasan pemain adalah tingkat kesulitan yang tepat, yang tidak terlalu mudah maupun sukar. Dewasa ini, cara termutakhir untuk menerapkan tingkat kesulitan yang tepat adalah Pengaturan Kesulitan Dinamis (PKD), yang dapat memodifikasi tingkat kesulitan permainan pada saat run-time. Tipe PKD yang paling populer pada saat ini adalah PKD pasif. Di sisi lain, Dokumen Desain Permainan (DDP) adalah artefak penting dalam pengembangan perangkat lunak permainan video, dan belum ditemukan format DDP yang mendukung perancangan mekanisme PKD pasif. Tujuan penelitian ini adalah menemukan format DDP baru yang mendukung perancangan tersebut. Kami memodifikasi sebuah format DDP yang bersifat umum dengan menambahkan bagian-bagian baru untuk perancangan mekanisme PKD pasif. Format hasil modifikasi tersebut diuji dalam proses pengujian yang melibatkan sejumlah pengembang dan sejumlah pemain. Para pengembang mengembangkan sejumlah permainan video menggunakan format DDP yang dimodifikasi dan format yang umum. Proses pengembangan yang mereka jalani diamati dan dinilai kelancarannya. Permainan-permainan video yang dihasilkan dengan kedua format DDP dimainkan oleh para pemain untuk menguji kualitas mekanisme PKD pasifnya. Hasil pengujian oleh para pengembang menyatakan bahwa format DDP yang dimodifikasi lebih baik dari format yang umum. Hasil pengujian oleh para pemain menunjukkan keunggulan permainan-permainan video yang dihasilkan dengan format DDP yang dimodifikasi, walau keunggulan itu tidak signifikan. Berdasarkan hasil tersebut, kami menyatakan bahwa format DDP yang dimodifikasi berhasil mencapai tujuannya.Kata kunci: permainan video, rekayasa kebutuhan, Pengaturan Kesulitan Dinamis, dokumen desain permainan, pengembangan perangkat lunak.  Video game is a type of entertainment software, and therefore the satisfaction of its players is the primary mean to measure its quality. One important element of player’s satisfaction is a proper difficulty level, which is neither too easy nor too hard. The current state-of-the-art way to implement it is with Dynamic Difficulty Adjustment (DDA), which allows the difficulty level of a video game to be adjusted at run-time. Currently, the most popular type of DDA is the passive one. Meanwhile, Game Design Document (GDD) is an important artefact in the development process of a video game software, and there is still no GDD format that supports the design of passive DDA mechanism. The aim of this research was to find a new GDD format that supports the mechanism. We modified a general purpose GDD format by adding new parts for designing passive DDA mechanism. We tested the usefulness of the modified format in a testing process involving developers and players. The developers developed video games using the modified GDD format and the general purpose one. Their development processes were observed and evaluated to know if there were any difficulties. The resulting video games were played by the players to find which are better in terms of passive DDA mechanism. The result of developer testing showed that the modified format is better than the general purpose one. The result of player testing showed that the video games made with the modified format are better than their counterparts, albeit by an insignificant margin. Based on the results, we declare that the modified GDD format is successful.Keywords: Video game, requirement engineering, game design document, dynamic difficulty adjustment, software development.
Perbaikan Metode Rekomendasi Diskusi Pemrograman dengan Normalisasi Identifier Menggunakan Lingua::IdSplitter Rozi, Nanang Fakhrur; Siahaan, Daniel Oranova; Baskoro, Fajar
Jurnal IPTEK Vol 20, No 2 (2016)
Publisher : LPPM Institut Teknologi Adhi Tama Surabaya (ITATS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.255 KB) | DOI: 10.31284/j.iptek.2016.v20i2.42

Abstract

Situs tanya-jawab Stack Overflow telah sering digunakan sebagai acuan oleh programmer. Informasi atau solusi dalam proses pengembangan perangkat lunak dapat dicari dengan bantuan mesin pencari pada situs. Namun, perbedaan dalam gaya penulisan, terutama pada penulisan identifier program, sering menyebabkan rekomendasi (pencarian) menjadi tidak sesuai dengan kebutuhan programmer. Beberapa programmer menulis identifier dalam bentuk singkatan sementara yang lain tidak sehingga menurunkan kinerja rekomendasi. Penelitian ini mengadopsi Lingua::IdSplitter untuk menormalkan identifier pada data diskusi Stack Overflow. Proses normalisasi dilakukan dengan memisahkan identifier yang terdiri atas komposisi term serta memperluas singkatan yang ada pada identifier ke bentuk penuh. Hasil penelitian menunjukkan bahwa normalisasi identifier menggunakan Lingua::IdSplitter hanya mampu meningkatkan performa sistem rekomendasi ketika identifier dengan unsur singkatan mendominasi pada data diskusi.
Generating Requirement Dependency Graph Based on Class Dependency Samosir, Hernawati; Siahaan, Daniel
IPTEK The Journal for Technology and Science Vol 29, No 2 (2018)
Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.958 KB) | DOI: 10.12962/j20882033.v29i2.4990

Abstract

A set of software requirements is an important element in software development. Engineers realize that requirements are interrelated. The interconnections between requirements indicate interdependences between requirements. This interdependence is crucial in decision-making processes of requirement engineering, such as a change management requirement, a version launch plan, and a requirement management. Researchers have been focused on visualizing dependency between requirements, analyzing the impact of changes in software by using changes to UML class diagrams, and predicting bug occurrences based on dependencies between requirements. Previous studies assumed that the requirements dependency information was pre-build by requirements engineer during the previous development process. This paper introduces a method that builds a requirements dependency model. The model was built based on realization associations between requirements and classes in the system design as well as dependencies between classes. The modeling process used semantic similarities between the requirements and the classes. A class is said to have a realization association with a requirement if and only if the semantic similarity is higher than a certain threshold. The output obtained from the dependent software development method was compared with the output produced by annotators. The method reliability was measured by the level of agreement between the method and the annotator using kappa statistical index. The preliminary result shows that the method was fair agreement (0.37) reliable as an annotator when generating requirements dependency graph.
Natural Language Processing for Detecting Forward Reference in a Document Siahaan, Daniel; Umami, Izzatul
IPTEK The Journal for Technology and Science Vol 23, No 4 (2012)
Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (767.025 KB) | DOI: 10.12962/j20882033.v23i4.99

Abstract

Meyer’s seven sins have been recognized as types of mistakes that a requirements specialist are often fallen to when specifying requirements. Such mistakes play a significant role in plunging a project into failure. Many researchers were focusing in ambiguity and contradiction type of mistakes. Other types of mistakes have been given less attentions. Those mistakes often happened in reality and may equally costly as the first two mistakes. This paper introduces an approach to detect forward reference. It traverses through a requirements document, extracts, and processes each statement. During the statement extraction, any terms that may reside in the statement is also extracted. Based on certain rules which utilize POS patterns, the statement is classified as a term definition or not. For each term definition, a term is added to a list of defined terms. At the same time, every time a new term is found in a statement, it is check against the list of defined terms. If it is not found, then the requirements statement is classified as statement with forward reference. The experimentation on 30 requirements documents from various domains of software project shows that the approach has considerably almost perfect agreement with domain expert in detecting forward reference, given 0.83 kappa index value.
PENERAPAN KONSEP KONSTRUKTIFISME PADA SISTEM E-LEARNING YANG MENGGUNAKAN PEMBELAJARAN KOLABORATIF Tjahyanti, Luh Putu Ary Sri; Siahaan, Daniel Oranova; Sarwosri, Sarwosri
Rekayasa Vol 4, No 2: Oktober 2011
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.694 KB) | DOI: 10.21107/rekayasa.v4i2.2334

Abstract

Pembelajaran kolaboratif dengan sistem eLearning disebut juga pembelajaran kolaboratif berbantuan komputer atau Computer-Supported Collaborative Learning (CSCL). Sistem ini bertujuan sebagai wadah untuk mendukung suatu kelompok pelajar dalam belajar bersama secara efektif dengan cara berbagi informasi dan mendiskusikan masalah yang diberikan. Konsep konstruktifisme dapat diterapkan dalam sistem ini dengan memberikan perlakuan (treatment) topik yang sesuai kemudian dilakukan Pre test untuk mengukur pengetahuan awal (prior knowledge) pelajar dan Post test untuk mengukur tingkat pencapaian hasil belajar. Pengujian dilakukan di Jurusan Teknik Informatika AMIKOM Mataram untuk topik Software Requirement pada perkuliahan Rekayasa Perangkat Lunak. Hasil pengujian pada 30 mahasiswa didapatkan nilai rata-rata Pre test sebesar 4,68 dan nilai rata-rata Post test sebesar 8,12. Hasil evaluasi sistem dengan Kuesioner Pemakaian (Usability Questionnaire) menyatakan sebagian besar pengguna SCK setuju adanya sistem ini dengan rata-rata yang setuju sebesar 84,42%. Dan hasil uji reliabilitas instrumen Kuesioner Pemakaian didapatkan koefisien reliabilitas (Cronbach) sebesar 0,57. Kata kunci: pembelajaran kolaboratif, konstruktifisme, CSCL, eLearning, usability questionnaire, cronbach. AbstractCollaborative learning with eLearning system called as Computer-Supported Collaborative Learning (CSCL). The system is intended as a forum to support a group of students in learning together effectively by sharing information and discussing the problems given. The concept of constructivism can be applied in these systems by providing treatment appropriate topic then performed Pre test to measure prior knowledge of the students and Post test to measure student achievement of learning outcomes levels. Tests conducted at Department of Informatics Engineering, AMIKOM Mataram to the topic Software Requirements on Software Engineering lectures. The results of testing on 30 students obtained an average value of Pretest 4.68 and average value of post test 8.12. The results of the evaluation system with the use of questionnaires (Usability Questionnaire) said most users agree of the use of SCK systems with the agreed average 84.42%. And reliability test results obtained on Usage Questionnaire instrument reliability coefficient (Cronbach) of 0.57. Key words: Collaborative learning, constructivism, CSCL, eLearning, usability questionnaire, cronbach.
Co-Authors Aang Kisnu Darmawan Abd. Rasyid Syamsuri Achmad An'im Fahmi Achmad, Fariz Adi Kurniawan Aditya Eka Bagaskara Ahmad Saikhu Ahmadiyah, Adhatus Solichah Akbar, Rizky Januar Albert Bungaran Manik Amalia, Rosa Amien Widodo Andi Besse Firdausiah Andini Prastiwi Andrias Meisyal Yuwantoko Ansyah, Adi Surya Suwardi Anwari Anwari Anwari, Anwari Arif Djunaidy Arif Susanto Arif Wibisono Asyrofi, Raka Baskoro, Fajar Bawamenewi, Yuliaman Busro Umam Cahya Bagus Sanjaya Chastine Fatichah Dady Khairul Imam Damanik, Juli Yanti Darnoto, Brian Depandi Enda Desepta Isna Ulumi Dian Saputra Diana Purwitasari Divi Galih Prasetyo Putri Dzhalila, Dzhillan Eko Prasetyo Esti Yuniar Evi Triandini F.X. Arunanto Fachrul Pralienka Bani Muhamad Fachrul Pralienka Bani Muhamad Fajar Baskoro Fajar Baskoro Fatimatus Zulfa Ferdika Bagus Permana FX Arunanto Ghipari, Maulana Halawa, Enggi Hamidi, Mohammad Zaenuddin Hoiriyah Hoiriyah Hoiriyah, Hoiriyah I Gede Suardika I Made Mika Parwita Imam Kuswardayan Indra Kharisma Raharjana Irfandianto, Taqarra Rayhan Irsyad Arif Mashudi Istighfar, Muhammad Bagus Ivan Agung Pandapotan izqi Paradisiaca , Brian R Joko Prasetyo Karimi, Muhammad Ihsan Karolita, Devi Kusuma, Selvia Ferdiana Luh Putu Ary Sri Tjahyanti Manek, Patricia Gertrudis Mauladani, Furqon Maulida, Ainatul Mirotus Solekhah Mohammad Nazir Arifin Muhamad, Fachrul Pralienka Bani Muhammad Dery Rahma Muhammad Ihsan Karimi Mutia Rahmi Dewi Nafi', Abdun Nafingatun Ngaliah Nanang Fakhrur Rozi Nugroho, Tri Yulianto Nuralamsyah, Bintang Nurul Fajrin Ariyani Nurul Jannah Pasaribu, Monalisa Peter Gelu Pratama Wirya Atmaja Putra Kurniawan, Arya Putri, Rahmi Rizkiana Rahmi Rizkiana Putri Rakhmat Arianto Ramadhani, Nia Ratih Nur Esti Anggraini, Ratih Nur Esti Reza Fauzan Reza Fauzan Richard Alvin Sianturi Riduwan, Muhammad Risnauli Sumiati Sinaga Riyanarto Sarno Rizky Januar Akbar Royke Wenas Rully Soelaiman Rully Soelaiman Safitri, Winda Ayu Samosir, Hernawati Sari Sahadi, Fitria Vera Sarwosri Sarwosri Sarwosri Sarwosri Sarwosri Satrio Agung Wicaksono Shiddiqi, Ary Mazharuddin Siahaan, Gabriel Silaban, Monica Sinaga, Hasan Siti Rochimah Sitohang, Francisko Situmorang, Andreas Supriyanto, Ricky Tiurma Lumban Gaol Tony Dwi Susanto Toshihiro Kita Umam, Busro Umami, Izzatul Umi Yuhana Utomo Pujianto Vriza Wahyu Saputra Welly Purnomo Yuhana, Umi Laili Yuhana, Umi Laili Yunata Dede Pratiwi