Claim Missing Document
Check
Articles

Found 34 Documents
Search

Analysis Sentiment Based on IMDB Aspects from Movie Reviews using SVM Ramadhan, Nur Ghaniaviyanto; Ramadhan, Teguh Ikhlas
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 1 (2021): Article Research Volume 6 Issue 1: January 2021
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i1.11204

Abstract

A movie is a spectacle that can be done at a relaxed time. Currently, there are many movies that can be watched via the internet or cinema. Movies that are watched on the internet are sometimes charged to watch so that potential viewers before watching a movie will read comments from users who have watched the movie. The website that is often used to view movie comments today is IMDB. Movie comments are many and varied on the IMDB website, we can see comments based on the star rating aspect. This causes users to have difficulty analyzing other users' comments. So, this study aims to analyze the sentiment of opinions from several comments from IMDB website users using the star rating aspect and will be classified using the support vector machine method (SVM). Sentiment analysis is a classification process to understand the opinions, interactions, and emotions of a document or text. SVM is very efficient for many applications in science and engineering, especially for classification (pattern recognition) problems. In addition to the SVM method, the TF-IDF technique is also used to change the shape of the document into several words. The results obtained by applying the SVM model are 79% accuracy, 75% precision, and 87% recall. The SVM classification is also superior to other methods, namely logistic regression.
Implementasi Metode User Centered Design (UCD) dengan Framework Kanban dalam Membangun Desain Interaksi Rudi Hartono; Teguh Ikhlas Ramadhan
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1203

Abstract

Interaction design is now widespread in product and service development. Various software developers are competing to create applications that can provide a pleasant experience for their users. This has an impact on user loyalty in using an application which is a challenge for developers to continuously improve quality and provide user experience so that it can be easily and easily understood how the flow of the application flows properly. The purpose of this research is how to apply the User Centered Design (UCD) method with the Kanban framework in designing an interaction design that suits user needs so that users can easily understand and use the application. In achieving the objectives of the research, the User-Centered Design (UCD) method was applied where this method focuses on a design by directly involving users in system development activities. In addition, a framework was created using a kanban as a monitoring process during the research. The conclusion of this study is that the application of interaction design using the UCD method and the Kanban framework can create an easy-to-use interaction design.
Implementasi Metode User Centered Design (UCD) dengan Framework Kanban dalam Membangun Desain Interaksi Rudi Hartono; Teguh Ikhlas Ramadhan
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1203

Abstract

Interaction design is now widespread in product and service development. Various software developers are competing to create applications that can provide a pleasant experience for their users. This has an impact on user loyalty in using an application which is a challenge for developers to continuously improve quality and provide user experience so that it can be easily and easily understood how the flow of the application flows properly. The purpose of this research is how to apply the User Centered Design (UCD) method with the Kanban framework in designing an interaction design that suits user needs so that users can easily understand and use the application. In achieving the objectives of the research, the User-Centered Design (UCD) method was applied where this method focuses on a design by directly involving users in system development activities. In addition, a framework was created using a kanban as a monitoring process during the research. The conclusion of this study is that the application of interaction design using the UCD method and the Kanban framework can create an easy-to-use interaction design.
RANCANG BANGUN SISTEM INFORMASI INVENTARIS BARANG MENGGUNAKAN METODE AGILE DI SEKOLAH MENENGAH KEJURUAN BINA PUTERA NUSANTARA Manda Puad Sidik; Agus Supriatman; Teguh Ikhlas Ramadhan
Jurnal Informatika dan Teknik Elektro Terapan Vol 12, No 3 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i3.4370

Abstract

Pada saat ini, masih terdapat beberapa lembaga pendidikan di negara kita yang belum memiliki sistem informasi inventaris barang. Hal ini menyebabkan ketidakefektifan dalam pengelolaan inventaris, sehingga diperlukan sebuah sistem yang dapat mengatasi permasalahan ini. Inventaris Barang pada Sekolah Menengah Kejuruan Bina Putera Nusantara Tasikmalaya saat ini masih menggunakan pendataan manual tulis tangan di buku sehingga kurang efektif dan efisien.Tujuan penelitian ini akan merancang dan membangun sistem informasi inventaris barang, yang dimana pada perancangan dan pembangunannya akan mengimplementasikan tahapan-tahapan dalam metode Agile develoment yaitu dimulai dengan perencanaan, analisis dan desain, Assembling, Coding, Testing, dan release. metode pengujian system usability scale(SUS) juga dilakukan untuk memastikan seberapa efektif dan efisien dalam membantu user. Kualitas System Usability Scale (SUS) dianggap baik jika skor di atas 68.Pada hasil perhitungan sistem informasi inventaris barang SMK BPN ini memperoleh nilai rata-rata 72,75 yang berarti termasuk dalam kategori “Good”.Keywords: Inventaris,  Agile ,System Usability Scale (SUS), Sistem Informasi
PERANCANGAN GAME PENGENALAN TANDA WAQAF BERBASIS ANDROID MENGGUNAKAN METODE MDLC [STUDI KASUS : SD TAHFIZ MATHLAUL IHSAN] maulana, andi; Ikhlas Ramadhan, Teguh; Sumaryana, Yusuf
Informatics and Digital Expert (INDEX) Vol. 6 No. 1 (2024): INDEX, Mei 2024
Publisher : LPPM Universitas Perjuangan Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36423/index.v6i1.1664

Abstract

Penelitian ini bertujuan untuk mengevaluasi efektifitas game edukasi Waqaf Runner dalam meningkatkan pemahaman tanda waqaf pada siswa kelas 5 SD Tahfiz Mathlaul Ihsan. Masalah yang dihadapi adalah rendahnya tingkat pemahaman siswa mengenai tanda waqaf, yang berdampak pada kemampuan membaca Al-Qur'an dengan tajwid yang benar. Untuk mengatasi masalah ini, metode yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap: konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Sebanyak 19 siswa dibagi menjadi dua kelompok: Kelompok 1 yang membaca materi tentang tanda waqaf dan Kelompok 2 yang memainkan game Waqaf Runner. Kedua kelompok menjalani pretest, intervensi selama 30 menit, dan post-test. Hasil penelitian menunjukkan bahwa Kelompok 2 yang menggunakan game Waqaf Runner mengalami peningkatan pemahaman yang lebih signifikan dengan rata-rata peningkatan skor sebesar 35.34%, dibandingkan dengan Kelompok 1 yang hanya mengalami peningkatan skor sebesar 5.82%. Selisih persentase peningkatan sebesar 29.52% antara kedua kelompok mengindikasikan bahwa game interaktif lebih efektif dalam meningkatkan pemahaman siswa tentang tanda waqaf. Kesimpulannya, penggunaan game edukasi seperti Waqaf Runner yang dikembangkan melalui metode MDLC dapat menjadi solusi efektif untuk pembelajaran tanda waqaf yang lebih menarik dan interaktif. Saran untuk pengembangan lebih lanjut meliputi penambahan variasi tingkat kesulitan, fitur feedback instan, dan integrasi dengan kurikulum sekolah.
Implementation of Neural Machine Translation for English-Sundanese Language using Long Short Term Memory (LSTM) Ramadhan, Teguh Ikhlas; Ramadhan, Nur Ghaniaviyanto; Supriatman, Agus
Building of Informatics, Technology and Science (BITS) Vol 4 No 3 (2022): December 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i3.2614

Abstract

In this modern era, machine translation has been used all over the world for solving humankind’s problems such as it deals with language. Machine translation is almost used by people who want to translate their native language into their foreign language. The international language being used is the English language. Machine translation is the task to translate a source language to another language. The input of it is a word or a sentence from the source language and it will be translated into another language. The input of it is a word or a sentence from the source language and it will be translated into another language. There are many purposes for using machine translation such as learning another language, communicating, finding a certain or better word to use, and even writing something in a book or another article. Several methods have been conducted to do the machine translation task such as the statistical approach and the neural approach In terms of Sundanese machine translation, there are several methods or several approaches that other researchers have conducted. However the study about Sundanese machine translation, none of the research conducted the English into Sundanese language. In this study using the encoder and decoder LSTM architecture achieve a good result regarding building a model for machine translation task. The performance of this model has achieved 0.99 accuracies in both training and testing as well as less than 0.1 loss value to both training and testing data. This model also achieves more than 0.8 average BLEU score for both training and testing data.
Neural Machine Tranlation Untuk Bahasa Sunda Loma – Sunda Halus Menggunakan Long Short Term Memory Sakinah, Marsela Arsya; Ramadhan, Teguh Ikhlas; Hartono, Rudi
Jurnal Komputer Antartika Vol. 2 No. 1 (2024): Maret 2024
Publisher : Antartika Media Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70052/jka.v2i1.244

Abstract

Bahasa Sunda, dengan kompleksitas undak-usuk basa, memiliki peran penting dalam komunikasi di Jawa Barat, Indonesia. Mesin penerjemah Bahasa Sunda Loma ke Bahasa Sunda Halus menjadi tantangan karena penggunaan kata harus tepat sesuai konteksnya. Mesin ini penting sebagai alat pembelajaran Bahasa Sunda, mengingat banyaknya generasi yang kehilangan pemahaman terhadap bahasa daerah. Neural Machine Translation (NMT), terutama dengan model Long Short Term Memory (LSTM), menjadi solusi yang menjanjikan. Penelitian ini bertujuan mengimplementasikan LSTM dalam penerjemah Bahasa Sunda, tetapi penelitian terbaru masih kurang. Hasil penelitian menunjukkan bahwa optimizer ADAM pada dataset duplikat menghasilkan akurasi terbaik, meskipun masih ada evaluasi yang kurang baik. Mesin penerjemah ini diharapkan dapat membantu pelestarian Bahasa Sunda di era digital. Evaluasi BLEU score menunjukkan kualitas terjemahan yang rendah pada dataset asli dan dataset duplikat dengan optimizer RMS, sementara dengan optimizer ADAM menunjukkan peningkatan signifikan, terutama pada dataset duplikat. Meskipun demikian, masih ditemukan evaluasi yang kurang baik pada dataset yang diduplikat.   Sundanese, with its intricate speech levels, holds a pivotal role in West Java's communication. Translating from Loma to Formal Sundanese poses challenges due to precise contextual word usage. Crucial for Sundanese language preservation, a Neural Machine Translation (NMT) system using Long Short Term Memory (LSTM) models emerges promising, yet current research is limited.This study aims to implement LSTM in Sundanese translation, focusing on the ADAM optimizer's efficacy on duplicate datasets. While ADAM yields the highest accuracy, some evaluations remain suboptimal. The translation engine's role is vital in preserving Sundanese in the digital era. BLEU score evaluations show low translation quality with RMS and significant improvements with ADAM, especially in duplicates. However, deficiencies persist, notably in duplicated datasets. This endeavor addresses the decline in regional language comprehension among younger generations, fostering Sundanese language education.
Evaluasi dan Implementasi Indobert Question Answering (QA) pada Domain Spesifik Menggunakan Mean Reciprocal Rank Ramadhan, Teguh Ikhlas; Supriatman, Agus; Kurniawan, Taufik Rahmat
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1542

Abstract

Applications of artificial intelligence, such as Chat-GPT and Bard, have become common in various aspects of life today. One of the main aspects is the use of the Question Answering (QA) model to meet specific domain needs. However, in some cases, models like Bard may not be able to provide specific information, such as registration procedures at a particular company or lecturer schedules at a university. To overcome this challenge, an Indonesian QA model called IndoBERT-QA has been developed. This research aims to evaluate the capabilities of IndoBERT-QA in a specific domain context using the Mean Reciprocal Rank (MRR) evaluation method. The evaluation results show that the IndoBERT-QA model is able to achieve an MRR of 0.91 with an approach to creating a customized context for each question. These results indicate that this model has good performance in providing relevant answers. The benefit of this research is that it serves as a valuable reference for the development of QA systems that will be created by other parties in the same environment. By utilizing a well-tested and evaluated approach, this research provides a strong foundation for the development of a high-performance QA system in Indonesian, so that it can meet domain-specific needs. Besides that, this research also provides insights for further development. One approach that can be explored is the use of Information Retrieval or Passage Retrieval as an initial step in the QA process. This can help the model in getting more precise and relevant context, thereby allowing further improvement in the quality of the answers provided by the model. Index Terms-BERT, Mean Reciprocal Rank, Question Answering However, this research also provides insights for further development. One approach that can be explored is the use of Information Retrieval or Passage Retrieval as an initial step in the QA process. This can help the model in getting more precise and relevant context, thereby allowing further improvement in the quality of the answers provided by the model.
PENGEMBANGAN EDUKASI GAME MELALUI CERITA SEJARAH WAYANG SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID: STUDI KASUS MI CIJAMBE Hidayatul Farhani, Ahmad; Hartono, Rudi; Ikhlas Ramadhan, Teguh
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 3 (2024): JATI Vol. 8 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i3.9666

Abstract

Perkembangan teknologi modern telah memberikan dampak signifikan terhadap pelestarian budaya, terutama di Indonesia yang kaya akan warisan budaya. Salah satu warisan budaya yang penting adalah seni wayang, yang memiliki nilai sejarah dan kearifan lokal yang tinggi. Namun, dengan popularitas yang terus meningkat dari game petualangan dan penggunaan smartphone, minat terhadap wayang dan cerita sejarahnya cenderung menurun di kalangan generasi muda.Untuk mengatasi masalah ini, peneliti merancang sebuah game petualangan berbasis Android yang mengambil inspirasi dari cerita sejarah wayang. Dalam abstrak ini, kami menguraikan tahapan pengembangan game tersebut, dimulai dari inisiasi hingga perilisan. Tahapan-tahapan tersebut mencakup pemilihan genre game, setting, karakter, alur cerita, dan sasaran pengguna. peneliti juga menguraikan metode yang digunakan dalam pengujian alpha dan beta untuk memastikan kualitas dan responsivitas game.Selain itu, peneliti juga menyelidiki potensi penggunaan game berbasis cerita sejarah wayang dalam pendidikan. Melalui penelitian ini, peneliti akan mengukur dampak game-based learning terhadap semangat belajar dan hasil akademik mahasiswa dalam mata kuliah tertentu. Diharapkan bahwa game ini tidak hanya akan memberikan pengalaman bermain yang menarik, tetapi juga akan memperkuat pemahaman dan apresiasi terhadap budaya wayang di kalangan generasi muda.
IMPLEMENTASI SISTEM QUESTION ANSWERING MENGGUNAKAN METODE LONG SHORT TERM MEMORY (LSTM) PADA STUDI KASUS BAHASA SUNDA Kurniawan, Rifal; Ikhlas Ramadhan, Teguh; Hartono, Rudi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 4 (2024): JATI Vol. 8 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i4.10237

Abstract

Bahasa Sunda merupakan bagian penting dari warisan budaya yang saat ini menghadapi ancaman kepunahan akibat kontaminasi budaya luar dan penurunan penggunaan di kalangan generasi muda. Latar belakang permasalahan ini menyoroti perlunya upaya serius untuk melestarikan dan memperbarui penggunaan bahasa Sunda agar tetap relevan dan hidup dalam masyarakat modern. Solusi yang ditawarkan dalam penelitian ini adalah implementasi Sistem Question Answering dalam bahasa Sunda, yang dirancang untuk menggali dan melestarikan informasi mendalam tentang budaya Sunda. Penelitian ini fokus pada lima kategori utama: pakakas (peralatan), adat/tradisi, perabot rumah tangga, alat musik/kesenian, dan kadaharan (makanan). Hasil dari penelitian ini diharapkan mampu menyediakan akses mudah dan mendalam terhadap pengetahuan budaya Sunda, serupa dengan yang ditawarkan oleh ChatGPT dalam bahasa Indonesia, tetapi dengan menggunakan bahasa Sunda. Dengan demikian, implementasi ini diharapkan dapat menjadi salah satu langkah konkret dalam menjaga eksistensi dan memperkaya kembali penggunaan bahasa Sunda di tengah arus modernisasi.