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Journal : PROCESSOR Jurnal Ilmiah Sistem Informasi, Teknologi Informasi dan Sistem Komputer

Komparasi Algoritma Naïve Bayes Dan Support Vector Machine (SVM) Pada Analisis Sentimen Kebijakan Kemdikbudristek Mengenai Kuota Internet Selama Covid-19 Khaira, Ulfa; Aryani, Reni; Hardian, Reza Wahyu
Jurnal PROCESSOR Vol 18 No 2 (2023): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2023.18.2.897

Abstract

Sentiment analysis is an activity that is used to analyze public opinion about an incident such as the Ministry of Education and Culture's internet assistance quota during the Covid-19 pandemic through one of the Twitter social media. Twitter is a microblogging platform that is used to write an opinion or opinion about an event that can be used as a source of data used. The Naïve Bayes method and Support Vector Machine (SVM) are methods with a Machine Learning approach that can be used to perform sentiment analysis on Kemdikbudristek policies regarding MoEC Quotas in the process of classifying a tweet based on its emotional level and knowing the accuracy comparison between the Naïve Bayes method and the Support Vector Machine ( SVM). The results of the sentiment analysis process using the Naïve Bayes Algorithm and Support Vector Machine (SVM) based on public opinion, in this case Twitter users regarding the Ministry of Education and Culture Quota policies, resulted in a higher level of accuracy for the Support Vector Machine (SVM) than Naïve Bayes with an accuracy of 80%, for an average -the average precision value is 80.3%, recall is 80.3% and f1-score is 80.3%.
Prototype Sistem Informasi Registrasi Online Puskesmas (SIROP) : Puskemas Aurduri Kota Jambi Aryani, Reni
Jurnal PROCESSOR Vol 18 No 2 (2023): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2023.18.2.1399

Abstract

This study aims to develop a prototype of the Community Health Center Online Registration Information System (SIROP) at the Aurduri Health Center, Jambi City. SIROP is a web-based system that is integrated with a database to optimize the patient registration process and improve access to health services at the puskesmas. The Aurduri Health Center as one of the health service units in Jambi City is tasked with providing basic health services to the community. However, the registration process is still manual, causing potential disruption to the efficiency and accessibility of health services. In developing this SIROP prototype, we focused on general patient registration modules, schedule management, and automatic queue numbering. Data for system development was collected through observation, interviews, and questionnaires to medical staff and patients in order to understand the needs and problems that exist in the ongoing manual registration process. After the prototype was successfully developed, a performance test was carried out using the application and Blackbox testing with the help of the Catalon Study software. It is hoped that with the adoption of the SIROP prototype, patient waiting times can be reduced and medical resources can focus on better health services
User Experience Game Arknights: Sebuah Penerapan Metode Cognitive Walkthrough Andri Daviano; Reni Aryani; Daniel Arsa
Jurnal PROCESSOR Vol 19 No 1 (2024): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2024.19.1.1637

Abstract

Every product requires an optimal user experience to ensure user comfort and effective interaction with the product. This research uses the Cognitive Walkthrough method to evaluate the user experience in the Arknights game, a mobile game that won the "Best Innovative Game" award at the Google Play Best Of 2020 awards. The Cognitive Walkthrough method is a user experience evaluation method where respondents are asked to work on scenario-based tasks that have been prepared by researchers. This method will evaluate step by step in a product, to find problems that make users uncomfortable. This evaluation aims to identify potential issues that may disrupt the user experience, especially for new users. The respondents in this study were 5 people with the main criteria being a gamer but had never played the Arknights game. The evaluation results show that Arknights has a high level of comfort overall, with most problems being minor and not affecting the main functions of the game. The issues identified were mostly related to specific in-game tasks, such as upgrading operators and change assistants, as well as basic in-game features. However, these issues are minor and do not hinder the gaming experience significantly. This evaluation shows that Arknights is a game that is easy to play and enjoy, especially for new users.
Analisis Penerapan Metode User Centered Design dengan pengujian metode Cognitive Walkthrough Haezrah Oktavini; Reni Aryani; Edi Saputra; Ulfa Khaira
Jurnal PROCESSOR Vol 19 No 1 (2024): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2024.19.1.1639

Abstract

The Siginjei Jambi Museum is one of 439 museums in Indonesia which stores and exhibits various collections of historical relics and civilizations from the past and is real evidence of history that has occurred so it is worthy of being used as a source of learning and tourist visits. The management of the Siginjei Jambi Museum is still a traditional museum, so the Siginjei Jambi Museum needs to innovate by implementing information technology in the form of an e-museum or website to increase the number of visitors and can be accessed quickly without space and time constraints. Interface design is an important thing that needs to be considered before creating a website so that the website created can meet user needs. The researcher created the interface design for the E-Museum Siginjei Jambi website using the user centered design method because with this method the interface design is designed based on user input. The results of testing the design that was created using the cognitive walkthrough method with a total of 5 respondents were learnability 97.7%, error 1.77%, and efficiency 94.3%.