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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.
Designing a Mobile Application to Assist Micro-Entrepreneurs in Understanding the Food Business Legality Process Umami, Izzatul; Ahmad Naim Bin Che Pee; Hamzah Asyrani Bin Sulaiman; Ariy Khaerudin
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 9 No 1 (2023): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v9i1.3061

Abstract

Micro-entrepreneurs are considered crucial by the government and stakeholders in economic development. However, the coaching and development opportunities for microenterprises have been limited, leading to a lack of technological advancements and self-competence among business actors. This research aims to address this gap by presenting the design and development of a mobile-based learning application called the Food Business System App (FBS App). The FBS App serves as a valuable resource for micro-entrepreneurs to acquire business knowledge related to government policies and enhance the value of their products. Developed using the Smart Apps Creator app on the Mobile App digital platform, the FBS App includes a collection of papers and videos covering various aspects of business and product legality. The learning content is divided into five parts: licensing, product branding, product manufacturing examples, and feedback. The FBS App is designed to minimize internet data usage, provide user-friendly experience, ensure fast technology access, and offer reliable technology performance for users with limited technological proficiency. The User-Centred System Design (UCSD) approach was employed in the application's design process, and the System Usability Scale (SUS) method was used for testing, resulting in a score of 77.2. It is anticipated that the FBS App will serve as a valuable reference tool for micro-entrepreneurs, enabling them to enhance the quality and competitiveness of their products.
Analisis Morfologi Kata "Ar-Rahman" dalam Hadis Kasih Sayang Riwayat Imam Tirmidzi Zainul Hasan, A. Hamdan; Umami, Izzatul; Hidayah, Nurul
Bashrah Vol 3 No 02 (2023): Jurnal Ilmiah Bashrah
Publisher : Institut Agama Islam Pemalang (INSIP) Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58410/bashrah.v3i02.666

Abstract

Hadis menurut ulama’ hadis adalah segala sesuatu yang disandarkan kepada Nabi Muhammad SAW. baik itu berupa perkataan, perbuatan, sifat, dan ketetapan atau segala sesuatu yang disandarkan kepada sahabat. Morfologi merupakan bagian dari ilmu bahasa yang bertujuan untuk mempelajari seluk-beluk struktur kata dan pengaruh perubahannya terhadap golongan maupun arti kata. Proses pembentukan kata dibagi menjadi dua kategori besar, yakni morfologi infleksional dan morfologi derivasional. Metode penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Dalam redaksi hadis keutamaan kasih sayang ini terdapat beberapa kata yang memiliki makna berkaitan dengan Al-rahman (kasih sayang), diantaranya الرَّاحِمُونَ yang bermakna ‘orang-orang yang menyayangi’, يَرْحَمُ yang bermakna ‘dia akan menyayangi’, الرَّحْمَنُ yang bermakna ‘Yang Maha Menyayangi’, ارْحَمُوا yang bermakna ‘sayangilah’, dan الرَّحِمُ yang bermakna ‘kasih sayang’, dari kelima kata tersebut terdapat dua kata yang tidak mengalami proses perubahan kata. Dua kata tersebut ialah الرَّحْمَنُ dan الرَّحِمُ.
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.
Development of Comic Book to Improve Reading Skills in Arabic Learning Umami, Izzatul; Hidayah, Nurul
Al-Fusha : Arabic Language Education Journal Vol 6 No 2 (2024): July
Publisher : UAS PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62097/alfusha.v6i2.1760

Abstract

The need to address the limited Arabic reading materials used by students at Madrasah Aliyah al-Bairuny is what prompted this research on comic book production. Creating and evaluating comic books as a means to improve reading skills was the main objective of this project. This study was developmental research using the five-stage ADDIE model (analysis, design, development, implementation, and evaluation). The study used observations, que­stionnaires, and tests to collect data. Educators with expertise in materials and media evaluated the feasibility of the product, and 25 tenth-grade students provided feedback. Experts deemed the comic highly valid for Arabic learning with an 87.5% rating, while students responded very positively, giving it a score of 82.16%. This comic has also been proven to improve Arabic reading skills based on the results of n-gain score test with an average value of 77.26% or in effective category. Based on the various assessment results that have been mentioned, it can be concluded that the comic is suitable and effective teaching material to be used as a 10th grade Arabic learning book.