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IMPLEMENTASI SOCIOPRENEURSHIP DENGAN SISTEM TERINTEGRASI (E-LEARNING, E-SHOPPING, E-CROWDFUNDING) BERBASIS WEB BOOTSTRAP DAN ANDROID DI KABUPATEN PROBOLINGGO Moh. Ainol Yaqin; Ahmad Hudawi AS
METIK JURNAL Vol 2 No 2 (2018): METIK Jurnal
Publisher : LP3M Universitas Mulia

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Abstract

Perubahan teknologi yang begitu cepat, diharapkan dapat mempermudah beberapa permasalahan dalam kehidupan sehari-hari, beberapa masalah tersebut adalah pendidikan, kemiskinan dan bencana alam atau tentang sosial. Dari ketiga permasalahan tersebut, akan diatasi dengan sistem yang terintegrasi dan dengan menggunakan aplikasi teknologi website agar dapat diakses oleh masyarakat umum, serta teknologi mobile phone atau android. Pendidikan dengan menggunakan e-Learning akan tetapi bukan hanya pelajaran konvensional juga pembelajaran tutorial life skill yang menghasilkan produk layak jual. Pemasaran produknya di e-Shopping, agar masyarakat luas dapat melihat dan membelinya.Sekaligus dapat meningkatkan pendapatan sehingga membuntu perekonomiannya, hal tersebut salah satu membantu mengurangi kemiskinan.Dan e-Crowdfuddin aplikasi berupa wadah donatur untuk mengeluarkan bantuan baik itu untuk membangun ibadah atau bencana.Dengan adanya aplikasi terintegrasi ini dapat membantu pada ketiga permasalahan tersebut. Desain database menggunakan ERD (Entitas Relationship Diagram), dimana desain tersebut meliputi ketiga sistem tersebut. Dan untuk alur sistem menggunakan flowchart. Maka dari itu, dengan adanya sistem terintergrasi ini dapat meningkat kesejahteraan masyarakat Probolinggo. Target dari penelitain ini adalah sebuah aplikasi Sociopreneur dengan sistem yang terintegrasi yang sesuai dengan ketiga aplikasi di atas. Sehingga dari aplikasi ini dapat membantu meningkatkan kesejahteraan masyarakat khususnya Kabupaten Proboliggo.
Implementasi GridSearch dalam Meningkatkan Kinerja Model Support Vector Regresion (SVR) utuk Prediksi Penjualan Produk (Studi kasus : Meubel Rohman Jaya): Implementation of GridSearch to Improve the Performance of the Support Vector Regression (SVR) Model for Predicting Product Sales at Rohman Jaya Furniture Ahmad Baidowi Eko Fitra Firmanda; Ahmad Hudawi AS; Abu Tholib; Juvinal Ximenes Guterres
EXPLORE IT : Jurnal Keilmuan dan Aplikasi Teknik Informatika Vol 16 No 1 (2024): Jurnal Explore IT Edisi June 2024
Publisher : Program Studi Teknik Informatika, Fakultas Teknik, Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/explorit.v16i1.5042

Abstract

In the era of digitalization, product sales forecasting plays a crucial role for companies in estimating future demand. Meubel Rohman Jaya, a furniture business established since 2010, requires accurate predictions to optimize stock availability with the variety of products they produce. This research aims to forecast furniture product sales using the Support Vector Regression (SVR) algorithm with GridSearch optimization. Sales data of 11 furniture products over 30 months (January 2021 - June 2023) were processed through data collection and preprocessing. Modeling was performed using SVR without optimization and SVR with GridSearch optimization to obtain the best parameters. Predictions were generated and then evaluated using the Mean Absolute Percentage Error (MAPE) metric. The results showed that SVR without optimization achieved a MAPE of 40.39%, while SVR with GridSearch achieved a MAPE of 0.45%, indicating a significant increase in accuracy. GridSearch optimization has proven effective in improving prediction performance and is highly recommended for implementation in forecasting product sales at Meubel Rohman Jaya.
Aplikasi Pengenalan Candi Jabung Dengan Media Virtual Reality Berbasis Android Ahmad Hudawi AS; Muhammad Naufal; Said Agil Asy’ari
Jurnal Publikasi Teknik Informatika Vol. 2 No. 3 (2023): September: Jurnal Publikasi Teknik Informatika
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v2i3.2535

Abstract

Temples are clear evidence of the technological capabilities of ancient people who produced magnificent buildings despite limited resources. Temples in Indonesia are relics of Hindu-Buddhist history that function as places of religious activity. Temples also have a religious meaning, related to Dewi Durga as the goddess of death. Besides being a tourist attraction, temples have an important role in recording the history of the Indonesian nation. However, the lack of information and public interest in visiting historical tourist destinations is a problem that needs to be overcome. The purpose of this research aims to develop a Virtual Reality (VR) application as a medium for introducing Android-based Jabung Temple, namely to provide easy access to visitors and the public at large regarding Jabung Temple and its cultural and historical heritage. Through this application, it is hoped that people can appreciate this extraordinary cultural heritage and play an active role in preserving it. This research uses various methods, including participant observation, in-depth interviews, and questionnaires. Data obtained from app users will be analyzed qualitatively and descriptively. Observations will look at how users interact with the application in a virtual reality environment, interviews will provide an in-depth understanding of the user experience, and questionnaires will collect responses and feedback from users. The results of this study, it is hoped that researchers can.