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Analisa Klasifikasi Genre Game PC Terpopuler Muhammad Rivaldy Hisham; Jumiliono Pratama; Luky Andito; Andy Kho; Hendry Wijaya
Journal of Information System,Graphics, Hospitality and Technology Vol. 4 No. 01 (2022): Journal of Information System, Graphics, Hospitality and Technology
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37823/insight.v4i01.145

Abstract

Kemajuan teknologi yang terus berkembang dengan pesat memungkinkan banyak perusahaan memanfaatkan teknologi dengan menciptakan berbagai macam cara dengan menggunakan sistem serta aplikasi dari Teknologi Informasi, salah satu contoh dari sistem TI ialah video game. Maraknya aplikasi video game dengan berbagai kategori yang telah dirancang dan diimplementasikan lalu dipublikasikan pada platform Google Play Store sangat memungkinkan penggunanya memberikan penilaian dan akan berdampak pada peringkat video game yang dipublikasikan. Pada penelitian ini, penulis menggunakan dataset Google Play Store yang diperoleh dari situs website Kaggle untuk memprediksi aplikasi yang populer menggunakan dua model klasifikasi yaitu Random Forest Classifier (RFC) dan Gradient Boosting Decision (GBD) dan membandingkan akurasi model ini. Penelitian ini menghasilkan prediksi aplikasi manakah yang populer dan tidak menggunakan dua model serta menentukan kategori video gamenya. Penelitian ini diharapkan dapat membantu perusahaan mempertimbangkan aplikasi atau video game apa yang baik untuk dikembangkan pada masa yang akan datang.
Comparative Audit of Batam City Information System and COVID-19 National Website Hendi Sama; Muhammad Rivaldy Hisham; Jumiliono Pratama; Luky Andito; Andy Kho; Hendry Wijaya
CESS (Journal of Computer Engineering, System and Science) Vol 7, No 2 (2022): July 2022
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v7i2.32354

Abstract

The use of Information Technology for the information center on the COVID-19 web in Batam city and the COVID-19 web in Indonesia, must be supported by IT Governance which describes the most important factors in the use of IT. In addition, the development of the internet also supports the use of computers. The data on the two websites may still not be used as the main reference data due to differences in data from the national web version and Batam City, also because the data obtained are not aligned and do not intersect, it can cause errors in reporting the data that has been collected in such a way. In this study, an Information System Audit will be carried out with the process of collecting and also evaluating evidence about the accuracy of the available information to determine the level of suitability of the information with the audit standards that have been set and express the results of the examination, based on the information system audit standards. The results of the assessment of aspects of the security system, design, navigation, mobile friendly, speed, content quality and keywords of the two websites show that it is very worthy to say that it is very good.
DESIGN AND DEVELOPMENT OF IN-GAME CURRENCY E-MARKETPLACE USING LARAVEL FRAMEWORK WITH EXTREME PROGRAMMING METHOD Daniel Apdianto Herman; Andy Kho
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

In-game currency can be used to purchase various in-game items, especially in online games. In addition, in-game currency is also widely traded by players in certain online games. This eventually causes the potential for scam in buying and selling in-game currency to increase. This happened because there is no place that can be used by players to do transactions safely. The purpose of this research is to design and develop an e-marketplace for in-game currency using the Extreme Programming method which consists of planning, design, coding, and testing stages. This in-game currency e-marketplace application will be developed using the Laravel framework, which is one of the open-source PHP frameworks. The result of this research is an e-marketplace application that can be used by in-game currency buyers or sellers to do buying and selling easily and safely. With this e-marketplace, buying and selling in-game currency transactions will be easier, faster, and also scam-free.
Perancangan dan Pengembangan Sistem Pencatatan Akuntansi Berbasis Website pada Salon Fas Daniel Apdianto Herman; Andy Kho
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol 1 No 1 (2021): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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Abstract

Limited resources, especially human resources in MSMEs, making business owners have to do accounting records manually which will have an impact on inaccuracy in decision making. Therefore, in this research, the author will design and develop an accounting record system for Salon Fas. The method used in this research is the waterfall method, which consists of stages of analysis, design, development, testing, and maintenance. The result of this research is a website-based accounting record system that can manage the accounting needs of Salon Fas. With this system, hopefully that Salon Fas' accounting records will become more easier, accurate, and efficient