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Comparing Epsilon Greedy and Thompson Sampling model for Multi-Armed Bandit algorithm on Marketing Dataset Umami, Izzatul; Rahmawati, Lailia
Journal of Applied Data Sciences Vol 2, No 2: MAY 2021
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v2i2.28

Abstract

A/B checking is a regular measure in many marketing procedures for e-Commerce companies. Through well-designed A/B research, advertisers can gain insight about when and how marketing efforts can be maximized and active promotions driven. Whilst many algorithms for the problem are theoretically well developed, empirical confirmation is typically restricted. In practical terms, standard A/B experimentation makes less money relative to more advanced machine learning methods. This paper presents a thorough empirical study of the most popular multi-strategy algorithms. Three important observations can be made from our results. First, simple heuristics such as Epsilon Greedy and Thompson Sampling outperform theoretically sound algorithms in most settings by a significant margin. In this report, the state of A/B testing is addressed, some typical A/B learning algorithms (Multi-Arms Bandits) used to optimize A/B testing are described and comparable. We found that Epsilon Greedy, be an exceptional winner to optimize payouts in this situation.
Prototyping Virtual Mouse Menggunakan Gestur Tangan Berbasis Machine Learning Rahmawati, Lailia; Efendi, Iqbhal Rizky; Umami, Izzatul
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.509

Abstract

The development of technology today is experiencing a very rapid increase both in the form of information, data, and systems used to assist human activities in life. Technological innovation is of course also progressing, especially in the field of Artificial Intelligence. A pointing device is a pointing device that functions as navigation on a laptop or computer using a mouse device. This study aims to develop a pointing device without using hardware such as a mouse. With this technology, the cursor can move according to the command without any touch from the hand with the help of a laptop camera or computer instead of a mouse device. This study uses a hand landmark model in which the fingers will be given a point symbol totaling 21. The way this virtual mouse system works is that the user inputs his finger in front of a laptop or computer camera and performs finger gestures to give orders to the cursor. The commands inputted in this system include right click, left click, double click, cursor free movement, and drag
Prototyping Virtual Mouse Menggunakan Gestur Tangan Berbasis Machine Learning Rahmawati, Lailia; Efendi, Iqbhal Rizky; Umami, Izzatul
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.509

Abstract

The development of technology today is experiencing a very rapid increase both in the form of information, data, and systems used to assist human activities in life. Technological innovation is of course also progressing, especially in the field of Artificial Intelligence. A pointing device is a pointing device that functions as navigation on a laptop or computer using a mouse device. This study aims to develop a pointing device without using hardware such as a mouse. With this technology, the cursor can move according to the command without any touch from the hand with the help of a laptop camera or computer instead of a mouse device. This study uses a hand landmark model in which the fingers will be given a point symbol totaling 21. The way this virtual mouse system works is that the user inputs his finger in front of a laptop or computer camera and performs finger gestures to give orders to the cursor. The commands inputted in this system include right click, left click, double click, cursor free movement, and drag
Increasing Village Income Through FGD Participation with Socialization of the use of Digital Technology in Youth in Mlaras Village, Sumobito district, Jombang Umami, Izzatul; Nurhayati, Wina; Auliya, Nanda Rahmah; Nurita, Rinta; Aziz, Muhammad; Janah, Miftakhul; Fazhira, Ira; Sa'diah, Aminatus; Nasution, Qustinanis Puja
Society : Jurnal Pengabdian Masyarakat Vol 4, No 3 (2025): Mei
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i3.564

Abstract

Digital technology has become an important factor in increasing people's income, especially in rural areas that still face challenges in digital literacy. This research aims to optimize the use of digital technology to improve the economic welfare of the people of Mlaras Village, Sumobito District, Jombang Regency. The method is a participatory approach involving observation, socialization, training, and intensive mentoring. This program uses marketplaces, social media, and digital transaction systems to increase people's income.The study results showed a significant increase in digital literacy, which was 90%. People who previously relied on conventional methods are now more confident using digital technology to market products and conduct financial transactions. Some participants managed to increase revenue through online sales and the efficiency of digital transactions. With the increase in digital skills, the people of Mlaras Village are expected to continue to develop technology-based businesses and sustainably improve economic welfare. This program has a real positive impact and can be a model in developing a digital-based village economy.