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Implementasi Metode Latent Semantic Analysis Pada Peringkasan Artikel Bahasa Indonesia Menggunakan Pendekatan Steinberger Jezek Dewi Fatmarani Surianto; Rezki Angriani Pratiwi Kadir; Fizar Syafaat; M Miftach Fakhri; Dary Mochamad Rifqie
JURIKOM (Jurnal Riset Komputer) Vol 9, No 4 (2022): Agustus 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i4.4620

Abstract

Currently, various types of news media that are developing have their own challenges, one of them is the increasing number of digital or online media. The increasing number of digital media in the form of online news sites not only has a positive impact on society, but also poses challenges. The more the number of online news portals increases, the more information is spread out. With a variety of topics and diverse information, it creates problems for readers to make time efficient in reading in full to obtain the desired information. This makes the phenomenon of text summarization very important. The purpose of this study is to analyze the Latent Semantic Analysis method in the text summarization process. The dataset used comes from previous research which includes 100 Indonesian news articles from various online news portals. In the experiment process, the Steinberger and Jezek techniques are used for the sentence selection process. The summary process is carried out using three types of compression rates, namely 10%, 30% and 50%. The best results obtained in this study are the precision value of 20% at a 10% compression rate, a recall value of 42% at a 50% compression rate, and an f-measure value of 22% at a 50% compression rate.
ANALISA PEMILIHAN SISWA MEKANIK TERBAIK DALAM PROGRAM MAGANG DI PERUSAHAAN ALDI MOTOR DENGAN MENGGUNAKAN METODE TOPSIS Rafly Putratama Fitri; Muhammad Jumald; Andi Hutami Endang; Fizar Syafaat; Achmad Zulfajri Syaharuddin; Muhammad Syafaat
Jurnal Sistem Cerdas dan Rekayasa (JSCR) Vol 4 No 1 (2022): Jurnal Sistem Cerdas dan Rekayasa (JSCR) 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Widya Kartika (LPPM UWIKA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1008.754 KB)

Abstract

Pentingnya pemeliharaan kondisi motor (Service motor) setiap bualannya, Menambah permintaan dari konsumen dan menjadikan tenaga mechanci sebagai tenaga yang sangat berpengaruh dan bertanggung jawab penuh dengan kelangsungan perusahaan Service otomotif. Salah satunya perusahaan Aldi motor. Hal ini membuat pebisnis masih merasa bingung dan membutuhkan informasi untuk mempekerjakan seorang mechanic yang sesuai dengan kebutuhan. Tujuan penelitian adalah menganalisa dengan metode TOPSIS dalam menentukan pemilihan mechanic dengan 4 alternatif, yaitu (A1) Muh. Rifqi, (A2) DynoUtomo, (A3) Asbar, dan (A4) Sahrul Nizam. Dan memiliki 4 kriteria penilaian, Yaitu (C1) Kedisiplinan, (C2) Pengetahuan tentang Service Tune Up, (C3) Pengetahuan tentang Service injection dan (C4) Pemahaman terkait chassis. Data yang didapat akan diolah menggunakan metode TOPSIS. Hasil dari penelitian diperoleh (A1) Muh. Rifqi dengan bobot prefrensi (0,1803), (A2) Dyno Utomo dengan bobot prefrensi (0,0000), (A3) Asbar dengan bobotprefrensi (0,8249), dan (A4) Sahrul Nizam dengan bobot prefrensi (0,8142). Diharapkan penelitian ini dapat membantu atau memberi masukan kepada pemilik Aldi Motor dalam memilih mechanic magang yang terbaik yang nantinya bisa di rekomendasikan untuk bekerjaa di perusahaan aldi motor.
Media Pembelajaran Interaktif berbasis Realitas Tertambah (Studi Kasus Mata Pelajaran Fisika Besaran dan Satuan) Achmad Zulfajri Syaharuddin; Fizar Syafaat; Furqan Zakiyabarsi
Jurnal INSYPRO (Information System and Processing) Vol 7 No 2 (2022)
Publisher : Prodi Sistem Informasi UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/insypro.v7i2.36751

Abstract

To this century, education still hold crutial role to further human culture, especially in Indonesia. However, not everyone have the same motivation to learn, although has guided by professional educator. This can be proven from the collected data by Program for Internation Student Assessment (PISA) that Indonesia place in 74 from 79 country with the lowest literacy rate and based on research from United Nation Educational, Scientific and Cultural Organization (UNESCO), only 1 in a 1000 Indonesian has high literacy rate. Beside of it, the interest of calculus also decrease and it’s collerated to research about adversity of learn Physics. To overpass the gap, an interactive learning media needed to help student understand the course. Augmented Reality comes as offered solutio which proven by conducted trials of learning media made to 37 anonym respondent. The result obtained is 81,65% respondent Strongly Agree to learning media created.
ANALISA PEMILIHAN SISWA MEKANIK TERBAIK DALAM PROGRAM MAGANG DI PERUSAHAAN ALDI MOTOR DENGAN MENGGUNAKAN METODE TOPSIS Fitri, Rafly Putratama; Jumald, Muhammad; Endang, Andi Hutami; Syafaat, Fizar; Syaharuddin, Achmad Zulfajri; Syafaat, Muhammad
Jurnal Sistem Cerdas dan Rekayasa (JSCR) Vol 4 No 1 (2022): Jurnal Sistem Cerdas dan Rekayasa (JSCR) 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Widya Kartika (LPPM UWIKA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61293/jscr.v4i1.528

Abstract

Pentingnya pemeliharaan kondisi motor (Service motor) setiap bualannya, Menambah permintaan dari konsumen dan menjadikan tenaga mechanci sebagai tenaga yang sangat berpengaruh dan bertanggung jawab penuh dengan kelangsungan perusahaan Service otomotif. Salah satunya perusahaan Aldi motor. Hal ini membuat pebisnis masih merasa bingung dan membutuhkan informasi untuk mempekerjakan seorang mechanic yang sesuai dengan kebutuhan. Tujuan penelitian adalah menganalisa dengan metode TOPSIS dalam menentukan pemilihan mechanic dengan 4 alternatif, yaitu (A1) Muh. Rifqi, (A2) Dyno Utomo, (A3) Asbar, dan (A4) Sahrul Nizam. Dan memiliki 4 kriteria penilaian, Yaitu (C1) Kedisiplinan, (C2) Pengetahuan tentang Service Tune Up, (C3) Pengetahuan tentang Service injection dan (C4) Pemahaman terkait chassis. Data yang didapat akan diolah menggunakan metode TOPSIS. Hasil dari penelitian diperoleh (A1) Muh. Rifqi dengan bobot prefrensi (0,1803), (A2) Dyno Utomo dengan bobot prefrensi (0,0000), (A3) Asbar dengan bobot prefrensi (0,8249), dan (A4) Sahrul Nizam dengan bobot prefrensi (0,8142). Diharapkan penelitian ini dapat membantu atau memberi masukan kepada pemilik Aldi Motor dalam memilih mechanic magang yang terbaik yang nantinya bisa di rekomendasikan untuk bekerjaa di perusahaan aldi motor
Implementasi Fisher-Yates Shuffle dan Fuzzy Tsukamoto dalam Game Edukasi Nusantara Karim, Khairul Insan; Chairunnisa Lamasitudju; Ryfial Azhar; Fizar Syafaat; Anisa Yulandari
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9248

Abstract

This research introduces "PINUS: Petualangan Ilmu Nusantara," an educational game designed to improve players' knowledge and interest in Indonesian culture, flora, fauna, and national figures. The game incorporates the Fisher-Yates Shuffle algorithm to randomize questions and answers, ensuring variety, and the Fuzzy Tsukamoto algorithm to calculate scores based on player performance for fair and competitive assessment. Quantitative methods were employed, with data collected through interviews, literature reviews, and system testing via alpha testing (black- box) and beta testing (user acceptance testing or UAT). The One Group Pretest- Posttest Design method was also applied. The findings show that the Fisher-Yates Shuffle enhances challenge and engagement, while the Fuzzy Tsukamoto algorithm ensures balanced scoring, fostering motivation. UAT results indicate strong functional acceptance, with an average score of 84.9% ("Strongly Agree"). The pre- test and post-test analysis revealed a score improvement average of 0.307, categorized as moderate. These findings affirm PINUS effectiveness in enhancing learning comprehension by offering interactive features, educational content, and dynamic question variations. The game provides an engaging, accessible, and technology-driven learning medium, making it a valuable tool for supporting educational initiatives.
Meningkatkan Kemandirian dengan Temu Bakat untuk Menemukan Potensi Dalam Diri Tenaga Honorer Pemerintah Bappelitbangda Kabupaten Pangkep Endang, Andi Hutami; Paramita, Andi Jamiati; Syafaat, Muhammad; Syafaat, Fizar; Zulfajri, Achmad; Zakiyarbarsi, Furqon; Hakim, Abdul
Jurnal Abdimas Kartika Wijayakusuma Vol 4 No 2 (2023): Jurnal Abdimas Kartika Wijayakusuma
Publisher : LPPM Universitas Jenderal Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26874/jakw.v4i2.323

Abstract

Pemerintahan Kabupaten Pangkep melalui Badan Perencanaan, Penelitian, dan Pengembangan Daerah (Bappelitbangda) merupakan lembaga teknis daerah di bidang perencanaan pembangunan, penelitian dan pengembangan mengemukakan bahwa Kabupaten Pangkep saat ini membutuhkan perhatian khusus dengan kondisi yang dialami yakni, tenaga honorer yang begitu banyak. Dengan penghapusan tenaga honorer akan mengakibatkan pengangguran yang besar. Berdasarkan kondisi tersebut, Pemerintahan Kabupaten Pangkep melalui Bappelitbangda bekerjasama dengan Kalla Institute melalui dua program studinya yaitu Prodi Sistem Informasi dan Manajemen Retail serta dibantu oleh pusat karir menyelenggarakan tes temu bakat pada tenaga honorer. Hal ini untuk melihat potensi yang ada pada diri tenaga honorer. Metode pelaksanaan pengabdian dari tim pengabdi Kalla Institute terdiri dari 4 tahap yakni tahap analisis kebutuhan, tahap persiapan, tahap pelaksanaan dan tahap evaluasi. Output dari kegiatan pengabdian kepada masyarakat ini yaitu peserta diberi insight terkait peluang karir yang dapat dikembangkan selama tidak menjadi tenaga honorer di Bappelibangda Kabupaten Pangkep. Tenaga honorer dapat bekerja sesuai dengan bakat yang dimiliki dan sesuai passionnya sendiri.
Penerapan Sistem Pemerintahan Berbasis Elektronik pada Instansi Daerah: Studi Kasus Disdukcapil Kabupaten Donggala Syafaat, Fizar; Azhar, Ryfial; Aminah, Siti; Zakiyabarsih, Furqan
Jurnal Manajemen Informatika, Sistem Informasi dan Teknologi Komputer (JUMISTIK) Vol 4 No 1 (2025): Jurnal Manajemen Informatika, Sistem Informasi dan Teknologi Komputer (JUMISTIK)
Publisher : STMIK Amika Soppeng

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70247/jumistik.v4i1.142

Abstract

Penelitian ini mengevaluasi tingkat kematangan penerapan Sistem Pemerintahan Berbasis Elektronik (SPBE) pada Dinas Kependudukan dan Pencatatan Sipil Kabupaten Donggala berdasarkan Perpres No. 132 Tahun 2022 dan Permenpan-RB No. 59 Tahun 2020. Metode yang digunakan adalah pendekatan kuantitatif melalui kuesioner yang disebarkan kepada staf pengelola SPBE, khususnya pengguna Sistem Informasi Administrasi Kependudukan (SIAK). Evaluasi dilakukan pada enam domain utama SPBE. Hasil analisis menunjukkan bahwa nilai indeks SPBE instansi adalah 3,602 dan berada pada kategori “Sangat Baik”. Domain layanan mencatat skor tertinggi, sedangkan domain aplikasi menjadi yang terendah. Temuan ini menunjukkan bahwa digitalisasi layanan sudah berjalan dengan baik, namun masih terdapat tantangan dalam audit dan integrasi aplikasi. Rekomendasi yang diberikan meliputi peningkatan kualitas aplikasi, penguatan infrastruktur, serta pengembangan kompetensi SDM.
Perancangan Smart Trash Limbah Rumah Makan Untuk Pemenuhan Pakan Maggot Berbasis IOT Muhammad Syafaat; Fizar Syafaat
Journal of Embedded Systems, Security and Intelligent Systems Vol 4, No 2 (2023): November 2023
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v4i2.595

Abstract

The increase in population in urban areas causes food waste production to continue to increase. In 2020, Indonesia has entered an emergency signal for food waste production. Losses from unmanaged food waste reached Rp. 1,011,743,415 annually. The negative impact of food waste which is dominated by organic type waste can cause environmental pollution because it produces dangerous biogas. Most food waste comes from restaurants resulting from leftover food from visitors and leftover ingredients from kitchens that are not managed properly by restaurant owners. In developing alternative feed innovations for several livestock, it was argued that BSF maggot is a good source of natural nutrition for livestock, then the feed from maggot itself comes from organic ingredients in its breeding, but maggot breeders still have difficulty meeting feed from maggot because it only relies on organic feed from household waste around the farm, so the potential for reducing food waste which is dominated by organic waste from restaurants can be utilized by maggot breeders. This study designed a smart trash technology or smart trash bin that can sort organic and non-organic waste based on the internet of things using the Long Range (LoRa) module which will later send data on the availability of organic waste to maggot breeders via a mobile application. The test results from this study show that the entire smart trash system functions properly through blackbox testing, besides that an analysis of data transmission is carried out with the overall Quality of Service results being recommended as good or satisfactory.
Implementasi Multisensor Dengan Aplikasi Kalla Smart Living Pada Pengembangan Bisnis Properti Hunian Cerdas Berbasis IoT Syarif Dinan Yahya; Muhammad Syafaat; Fizar Syafaat
Journal of Embedded Systems, Security and Intelligent Systems Vol 4, No 2 (2023): November 2023
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v4i2.702

Abstract

In the ever-growing digital era, smart residential properties based on the Internet of Things (IoT) have become a major highlight in the development of the property industry. Kalla Smart Living Application Development is one of the leading solutions to increase efficiency, security and comfort in the context of smart housing. The research methodology used includes a comprehensive series of stages. First, research begins with designing this application which will be implemented within the existing Kalla Smart Living framework. This involves identifying user needs, selecting appropriate features, as well as planning an intuitive user interface. The testing process is a key step in this research. Functional testing ensures that the application meets specifications and functions properly. The test and analysis results are used to evaluate the impact of developing the Kalla Smart Living application on residents' comfort in using this application. So the final results of this research provide valuable insight into the contribution of this application in supporting smart residential property businesses. The resulting recommendations can be used by property developers and other stakeholders to continue implementing and maintaining this application. From the blackbox testing results, it was found that the gas sensor, fire sensor and air quality sensor can be connected well with the Kalla Smart Living application.
Implementation of Virtual Reality In Residential Interior Development Case Study: Bukit Baruga Syarief Dienan Yahya; Fizar Syafaat; Muhammad Syafaat
Journal of Embedded Systems, Security and Intelligent Systems Vol 5, No 1 (2024): March 2024
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v5i1.1254

Abstract

The implementation of Virtual Reality (VR) in housing interior development is the focus of this research, with a case study conducted in the residential area of "Bukit Baruga." VR technology is employed to enhance user experience and improve understanding of interior design before actual implementation. This case study elaborates on the step-by-step implementation of VR in the context of housing interior development in Bukit Baruga. The research covers the design process, material selection, and virtual space arrangement, enabling prospective residents to explore and interact with the interior design before final decisions are made. The results indicate that the use of VR significantly enhances user engagement, facilitates understanding of design aspects, and provides deeper insights. However, challenges such as technological infrastructure and the need for market adaptation remain crucial considerations in VR implementation. By detailing the implementation steps and evaluating their impact, this research provides a comprehensive view of how VR technology can improve the quality of housing interior development. It is hoped that the findings of this research will serve as a foundation for further advancements in adopting VR as an effective tool in the housing development industry.