Claim Missing Document
Check
Articles

Found 29 Documents
Search

Enchancing K-NN Performance With SMOTE for Sentiment Analysis of Streaming App Reviews Patrycia Dewi, Ni Putu Eka; Yanti, Christina Purnama; Yusa, I Made Marthana
Building of Informatics, Technology and Science (BITS) Vol 6 No 3 (2024): December 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i3.6190

Abstract

This research aims to analyze the sentiment of user reviews for a popular streaming app on both the Play Store and App Store using the K-Nearest Neighbor (K-NN) method. As the user base expands, reviews increasingly influence app development, guiding improvements and optimizing user experience. However, the large volume of reviews renders manual analysis inefficient and prone to inconsistencies, underscoring the necessity of sentiment analysis to quickly and accurately capture user perceptions. Review data were collected from both platforms, with preprocessing steps such as data cleaning, tokenization, and normalization applied to ensure data consistency. The Synthetic Minority Over-sampling Technique (SMOTE) was used to address class imbalance, enhancing the reliability of classification results. Findings indicate that SMOTE improved model accuracy, raising it from 74% to 82.9% for Play Store data and from 79% to 84.1% for App Store data. Furthermore, a notable difference in sentiment dominance was observed, with positive sentiment prevailing on the Play Store, while negative sentiment was more prevalent on the App Store. These insights reveal that, overall, the app is well received, although certain areas highlighted in negative reviews require further attention to improve user satisfaction.
Tridatu Responsive Inquiry Adaptive Navigation to Enhance Acid-Base Titration Understanding in Bali Schools Kartini, Ketut Sepdyana; Putra, I Nyoman Tri Anindia; Yusa, I Made Marthana; Adnyana, I Nyoman Widhi
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.88273

Abstract

Students' conceptual understanding of acid-base titration remains a challenge in high school science education. This study aims to assess the effectiveness of the TRIAN model in improving cognitive learning outcomes and user satisfaction. A mixed-methods approach was employed, involving 60 high school students in Bali as research participants. Quantitative data were collected through pre-tests and post-tests, while qualitative data were gathered through observations, interviews, and user feedback. The effectiveness evaluation was conducted using Kirkpatrick’s Evaluation Model, focusing on the Learning level to measure knowledge and skill improvements. The results indicated a 50% increase in students' conceptual understanding, with statistically significant improvements based on paired t-test analysis (p < 0.01). Additionally, findings from the User Experience Questionnaire (UEQ) revealed high satisfaction levels, particularly in the dimensions of attractiveness, stimulation, and efficiency. These findings suggest that the TRIAN model effectively enhances cognitive learning outcomes while integrating cultural values into the learning process. This study concludes that the TRIAN model, supported by TitraSee AR, offers a holistic and engaging approach to science education by bridging modern technology and local cultural traditions. Future research could explore the application of this model in various educational and cultural contexts.
“LONTAR PRASI” : THE PRESERVATION OF TENGANAN PAGRINGSINGAN TRADITIONAL VILLAGE Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana; Willdahlia, Ayu Gede; Adiftia, Mohammad Ryan
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.3836

Abstract

Prasi art is a cultural heritage that remains in the traditional Balinese Aga (ancient) village of Tenganan Pagringsingan that must be preserved and promoted. One of the measures that may be implemented is the creation of informative and educative audio-visual works. The creation of this work focused on how to produce and draw on lontar prasi typical of Tenganan Pagringsingan traditional village. The creation of the work utilized an expository documentary approach involving pre-production, production, and post-production phases. The results of the work creation show that the video artwork was highly informative and detailed, appropriate to the context discussed, so it deserves to be presented.
PELATIHAN DESAIN POSTER BAGI KELAS VII DI SMPN 11 DENPASAR Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra; Yasa, Ngakan Putu Darma; Yusa, I Made Marthana; Setiawan, I Nyoman Anom Fajaraditya; Putra, I Putu Satria Udyana
Jurnal KOMET Vol 2 No 2 (2025): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 2 Nomor 2, Oktobe
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi digital telah menuntut generasi muda untuk memiliki keterampilan kreatif yang adaptif, salah satunya melalui desain grafis. Namun, di SMPN 11 Denpasar, khususnya siswa kelas VII, kemampuan desain grafis masih tergolong rendah. Hal ini terlihat dari minimnya pemahaman terhadap prinsip dasar desain, keterbatasan fasilitas, serta rendahnya pemanfaatan perangkat lunak desain yang mudah diakses. Tim pengabdian merancang program pelatihan desain poster berbasis aplikasi Canva, yang dipilih karena aksesibilitas, kemudahan penggunaan, dan kelengkapan fitur yang sesuai dengan kebutuhan siswa SMP. Pelatihan dirancang melalui tiga tahap, yakni persiapan, pelaksanaan, serta penutup dan refleksi. Pada tahap persiapan, dilakukan koordinasi dengan sekolah dan penyusunan modul pembelajaran. Tahap pelaksanaan terdiri dari empat sesi utama: pengenalan prinsip dasar desain grafis, pengenalan aplikasi Canva, latihan membuat poster berbasis template, dan pembuatan poster mandiri. Sesi ini menggabungkan transfer pengetahuan, praktik langsung, dan presentasi hasil karya siswa. Tahap akhir berupa evaluasi, diskusi reflektif, dan pemberian apresiasi. Hasil pelatihan menunjukkan adanya peningkatan signifikan dalam pemahaman siswa mengenai prinsip desain serta keterampilan teknis penggunaan Canva. Sebanyak 100 peserta mengikuti kegiatan dengan antusias, mampu menghasilkan poster yang lebih estetis, komunikatif, dan sesuai dengan prinsip desain. Program ini mendapat apresiasi tinggi dari siswa maupun pihak sekolah karena berhasil meningkatkan kepercayaan diri, kreativitas, serta kesadaran akan pentingnya desain grafis sebagai keterampilan strategis di era digital. Dengan demikian, pelatihan ini tidak hanya menjawab kebutuhan praktis sekolah, tetapi juga menjadi langkah strategis dalam menumbuhkan potensi generasi muda sebagai creativepreneur masa depan.
“LONTAR PRASI” : THE PRESERVATION OF TENGANAN PAGRINGSINGAN TRADITIONAL VILLAGE Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana; Willdahlia, Ayu Gede; Adiftia, Mohammad Ryan
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.3836

Abstract

Prasi art is a cultural heritage that remains in the traditional Balinese Aga (ancient) village of Tenganan Pagringsingan that must be preserved and promoted. One of the measures that may be implemented is the creation of informative and educative audio-visual works. The creation of this work focused on how to produce and draw on lontar prasi typical of Tenganan Pagringsingan traditional village. The creation of the work utilized an expository documentary approach involving pre-production, production, and post-production phases. The results of the work creation show that the video artwork was highly informative and detailed, appropriate to the context discussed, so it deserves to be presented.
Proksemiks Ruang Akses Anjungan Tunai Mandiri (ATM) dalam Kajian Desain Dan Lingkungan Binaan Yusa, I Made Marthana; Ramadhani, Nugrahardi; Triyadi, Agus
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 2 (2023): Vol.2 No.2, October (2023)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v2i2.334

Abstract

Artikel ini mengungkap hasil pengamatan proksemiks ruang akses Anjungan Tunai Mandiri (ATM) pada salah satu area ATM di kampus Institut Teknologi Bandung. Pengamatan proksemiks menggunakan pendekatan desain dan lingkungan binaan. Metode pengumpulan data menggunakan metode observasi lapangan. Data visual berupa foto (still images) dan video dianalisis menggunakan pendekatan proksemik atau yang dikenal sebagai semiotika ruang. Penelitian ini menggunakan teori-teori mengenai semiotika ruang (proxemics), kecenderungan perilaku mengantri, juga didukung dengan studi literatur pada konsep-konsep desain dan lingkungan binaan (built environment). Melalui penelitian ini didapatkan banyak hal terkait taksonomi ruang (taxonomi of space), perilaku manusia dalam ruang terkait proksemik, dan terdapat sirkulasi manusia secara alami sebagai respon terhadap ruang. Dari penelitian ini juga disampaikan rekomendasi bahwa dalam merancang suatu lingkungan binaan atau built environment, desainer hendaknya memerhatikan posisi suatu titik pusat aktivitas, seperti yang dipilih sebagai studi kasus pada artikel ini adalah ATM. Hal lain yang terkait dengan posisi adalah akses, dan potensi traffic yang terjadi di lingkungan sekitar titik pusat aktivitas.
STUDI FAKTOR KANSEI PADA DESAIN KEMASAN KAIN TENUN ULAP DOYO KHAS KALIMANTAN TIMUR Andansari, Dita; Yusa, I Made Marthana
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.687

Abstract

Most of the SMEs Ulap Doyo woven cloth craftsmen in East Kalimantan, especially in Kutai Kartanegara and Samarinda have not provided packaging for their products. The purpose of this research is to get people's preference for Ulap Doyo woven cloth packaging. The method used is kansei engineering, a method that translates the emotion or psychological in the design of the product. The results obtained are (1) The factors that influence people's preferences in choosing Ulap Doyo woven fabric packaging products are: production / materials with a variance of 30,001%, emotional appeal with a variance of 15.298%, finishing with a variance of 12.124% and design with a variance of 11.179%. (2) kansei society of Ulap Doyo woven cloth packaging products is proud, beautiful, simple, unique, machine-printed, bold, contrast, shiny and smooth. (3) preferred design category: packaging material: thickness, shape: not an ordinary box (symmetrical), but can be a triangular prism or a modification of a box (asymmetrical box), color: dark neutral (black) and warm color physic (red) and finishing
Rancang Bangun Game Manik Angkeran Berbasis Android Pada Tahap Level Poin Pertama Pandawana, I Dewa Gede Agung; Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 2 (2019): December
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.834 KB) | DOI: 10.33173/jsikti.61

Abstract

This research is the next stage of the previous research entitled Development of the Awakening Bead Figure for Interactive Game Media The Story of the Separation of Java and Bali Based on Android. A problem where as the times and technology develop, folklore begins to be forgotten. To attract children's interest, an interactive folklore game media was made based on Android. In previous studies, the design of all characters from Manik Angkeran was carried out. Whereas in this advanced research, it will be designed and built level by level from Manik Angkeran Game. Where at each level of the game, Manik Angkeran characters will face different giants. Manik Angkeran must defeat the giants in order to proceed to the next level. Every time you fight a giant, Manik Angkeran will get a gold coin (pis bolong mas). Where later, these coins can be used to buy building materials, which will be used to build a dormitory (pesraman). The final goal of this game is to battle the figure of Manik Angkeran to get the golden Dragon Basukih. The opposing giants of Manik Angkeran are taken from the symbols in the semiotics of images which give an impression of the psychology of human life which includes, greed (Pig), greed and anger (Giant). At the level of this game, what I want to say is that things related to greed, greed and selfishness can be easily defeated
Usability Evaluation of Virtual Reality Metaverse Lab Using Usability Testing With the User-Centered Design Approach Kartini, Ketut Sepdyana; Yusa, I Made Marthana; Adnyana, I Nyoman Widhi; Putra, I Nyoman Tri Anindia
International Journal of Engineering, Science and Information Technology Vol 5, No 4 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i4.1497

Abstract

Advances in educational technology have introduced immersive tools such as Virtual Reality (VR) to support complex learning, especially in abstract fields like chemistry. Metaverselab was developed to provide a safe virtual environment for conducting laboratory experiments, yet early implementation revealed substantial usability issues. Students experienced difficulties with the interface, confusion in navigation, and insufficient guidance, which affected the overall learning experience. This study aims to evaluate and improve the usability and user experience of the Metaverselab platform using a User-Centered Design (UCD) approach. The research applied an iterative process involving 40 student respondents and used two standardized instruments: the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). Both instruments were administered during the initial and final evaluation stages to measure changes in usability and user experience after improvements were introduced. Initial results showed low usability, with an average SUS score of 50.81 and UEQ benchmark values categorized as “Bad” in all dimensions. Based on these findings, specific user requirements were identified and translated into targeted design solutions. Key improvements included an interactive tutorial for first-time users, descriptive information pop-ups for laboratory tools, and undo–redo functions to support error recovery during experiments. Post-implementation testing demonstrated substantial improvement. The average SUS score increased by 44.16% to 73.25, placing the system in the “Good” usability category. UEQ results also improved significantly, with the Efficiency dimension rated “Excellent,” while Attractiveness, Perspicuity, and Stimulation were rated “Good.” These results confirm that the UCD approach effectively identifies user needs and produces design interventions that enhance the usability, efficiency, and overall learning experience of virtual educational platforms.