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Implementasi Convolutional Neural Network Untuk Klasifikasi Covid-19 Asep Arwan Sulaeman; Andy Susilo
Jurnal SIGMA Vol 13 No 2 (2022): Juni 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa

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Abstract

Covid-19 is a disease caused by the Severe Acute Respiratory Syndrome Coronavirus 2 (SARSCo2). Covid-19 is a respiratory disease ranging from mild symptoms such as influenza to lungs such as pneumonia. Some scientists conducted research on Covid-19 by transferring knowledge to computers making this research more precise. One of them is the application of machine learning with deep learning methods. This can be done by building artificial intelligence using a simple Convolutional Neural Networks (CNN) algorithm to detect lungs x-ray exposed to Covid-19. The results of data testing can predict the image of the lungs that have been processed to obtain lung predictions in Covid-19 patients. The results show that the Convolutional Neural Network algorithm can produce an accuracy value of 95% for the Covid-19 prediction model with 50 epochs and 94% with 75 epochs. Keywords: Covid-19, machine learning, deep learning, convolutional neural network Algorithm.
Penerapan Metode Vak Pada Game Edukasi Mengenal Huruf Hijaiyah Dengan Algoritma Fisher Yates Berbasis Android Asep Arwan; Yuliano Reismanda
Jurnal SIGMA Vol 13 No 3 (2022): September 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa

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Abstract

Religious knowledge, especially hijaiyah for children, is very important as a rovision for the basis of their lives in facing life in the future. One of the benefits of the game is that it can be a medium of learning for children. In order for educational games to be more interesting when played, the authors apply one of the methods of developing the Multimedia Development Live Cycle (MDLC) which includes the concept, design, material collecting, assembly, testing and distribution stages. From the test results using black box, the system in the application works as expected. In this research, a problem is formulated on how to implement the Fisher Yates algorithm. The results of the questionnaire from 10 respondents stated that 92% agreed with the problems that had been described. As a solution to this problem, it is proposed to design an educational game "Knowing Hijaiyah Letters" to help foster children's interest in learning to recognize Hijaiyah letters with fun learning media. The use of multimedia-based educational programs that combine digital sound. In this study, the development of interactive learning media using the Visual Auditory Kinesthetic (VAK) learning approach was carried out. With this approach children can learn with the senses of sight, hearing, and movement. Keywords: Learning Media, Educational Games, Hijaiyah Letters, 2D Games
PENGGUNAAN MATERIAL LOGAM DI BERBAGAI INDUSTRI MANUFAKTUR INDONESIA: SISTEMATIK KAJIAN LITERATUR Hibarkah Kurnia; Sudarmono; Alvia Dwi Wahyuni; Nurmala Adistyani; Asep Arwan Sulaeman
Industry Xplore Vol 8 No 1 (2023): Industry Xplore
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat, Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/teknikindustri.v8i1.5098

Abstract

Material processing techniques in the manufacturing industry in Indonesia are more dominant in using metal applications as the main raw material in product design in the form of machines. The use of metal materials needs to be studied because before they are used in the industry, their designation must be known first so that these materials can be optimized in their use. The process of processing metal materials must pay attention to their type and properties in advance, especially in the process of forming and behavior during use. So that in its application it can be following the specifications of raw materials in a product that is produced. This study aims to find out and identify how important the role of metal materials is in their application in the world of the Indonesian manufacturing industry. This research method uses a systematic literature review method by collecting 20 articles related to the use of metal materials in various manufacturing industries from several national journals on the Google Scholar database. This research found several dominant articles published in 2020 and focused on the alloy casting industry. The results obtained from the collected data are that the use of metal materials plays an important role in the manufacturing industry in Indonesia. Metal materials are still very much needed as one of the main raw materials in the manufacturing industry because these materials have unique properties that non-metallic materials do not have
Analisa Prediksi Hasil Produksi Popok Bayi Metode Naïve Bayes Edy Widodo; Sifa Fauziah; Asep Arwan Sulaeman
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.504

Abstract

PT. Elleair Interantional Manufacturing Indonesia is a company engaged in the field of manufacturing baby diapers. With the increasing market demand causing an increase in the production process, what is often experienced is that there is often a lack of finish good product to meet consumer de mand due to delays in the production process. To make it easier for companies to look for factors that can increase production result, the authors coduct research with data mining using the naïve bayes method. In this study the training data and testing data were tested using the RapidMiner application with the naïve bayes algorithm where the tested data were 500 data. Testing is done by calculating the value of precision, recall, AUC dan accuracy using the RapidMiner Application and using Microsoft Excel and calculating the final probability of each class to calculate predictions of product result. With the naïve bayes method we can calculate predictions of production result based on data from the previus year as training data to anticipate shortages in production due to factors that can hider the production process. From the results of the analysis obtained factors that affect production result, namely, the number of materia used for the production of 318 data. The human error factor with the category of “No” as much as 305 data also influences because the less the occurrence of human error the production results are also high. Stop delivery factor with the category “No” as many as 299 data, with fewer cases of stop delivery, the more finish good product that can be sold
Pendampingan Penerapan Creative Content Management untuk Meningkatkan Daya Saing Perusahaan Event Organizer di Era Digital Asep Arwan Sulaeman; Suryadi; Sufajar Butsianto; Iwan Mulyana
VIDHEAS: Jurnal Nasional Abdimas Multidisiplin Vol. 3 No. 2 (2025): Desember 2025
Publisher : VINICHO MEDIA PUBLISINDO

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Abstract

Perkembangan teknologi digital menuntut perusahaan event organizer untuk mampu beradaptasi melalui strategi pemasaran berbasis konten yang terstruktur dan berkelanjutan. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mendampingi penerapan Creative Content Management guna meningkatkan daya saing Saerah Wisata Ali Takrim di era digital. Metode pelaksanaan menggunakan pendekatan partisipatif dan kolaboratif melalui tahapan analisis kebutuhan, perencanaan strategi konten, pelatihan produksi konten kreatif, serta monitoring dan evaluasi performa digital. Hasil kegiatan menunjukkan adanya peningkatan kapasitas sumber daya manusia dalam pengelolaan konten digital, tersusunnya content calendar dan content pillar yang sistematis, serta meningkatnya kualitas visual dan copywriting konten promosi. Selain itu, mitra telah mampu memanfaatkan fitur analitik media sosial untuk mendukung pengambilan keputusan berbasis data. Implementasi Creative Content Management terbukti meningkatkan visibilitas digital, engagement audiens, dan penguatan citra merek perusahaan. Dengan demikian, pendampingan ini berkontribusi dalam memperkuat daya saing perusahaan event organizer secara berkelanjutan di tengah persaingan industri yang semakin dinamis.
ANALISIS SENTIMEN MASYARAKAT INDONESIA TERHADAP KASUS PERSETERUAN YAI MIM DAN SAHARA DI TIKTOK MENGGUNAKAN ALGORITMA NAIVE BAYES Darryl Yanuar Ar-rafi; Asep Arwan Sulaeman; Handala Simetris Harahap
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48841

Abstract

This study aims to analyze public sentiment toward the conflict case between Yai Mim and Sahara, which went viral on the TikTok platform. The data used in this study were TikTok user comments collected using Apify Instant Data Scraper, with a total of 10,504 comments. The research stages included data preprocessing (cleaning, normalization, tokenization, stopword removal, and stemming), sentiment labeling using a lexicon-based approach, feature weighting using the Term Frequency–Inverse Document Frequency (TF-IDF) method, and classification using the Naïve Bayes algorithm. As a comparison model, this study also implemented the Neural Network algorithm to compare classification performance. Model testing was conducted using four data split scenarios: 90:10, 80:20, 70:30, and 60:40 for training and testing data. The results showed that the Naïve Bayes model achieved the highest accuracy of 94.85% in the 90:10 scenario. Meanwhile, the Neural Network model demonstrated better performance with the highest accuracy of 96.49% in the 80:20 scenario. Based on these results, the 80:20 scenario was selected as the main reference because it provides a better balance in model evaluation. Overall, the combination of TF-IDF, Naïve Bayes, and Neural Network methods proved effective in classifying Indonesian sentiment comments on TikTok social media, with Neural Network showing more optimal performance compared to Naïve Bayes.
Sistem Pendukung Keputusan Menentukan Siswa Bermasalah Berbasis Web Dengan Metode TOPSIS Dan WASPAS Rahman Hakim; Asep Arwan Sulaeman; Irfan Afriantoro
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13933

Abstract

bermasalah merupakan salah satu faktor yang mempengaruhi kenyamanan proses belajar mengajar disuatu lingkungan sekolah, khususnya pada sekolah SMP Negeri 1 Pedes. Pengolahan data siswa bermasalah yang sedang berjalan saat ini masih bersifat manual. Selain itu pihak sekolah juga sering kesulitan dalam menentukan siswa-siswi yang bermasalah, dikarenakan banyaknya pelanggaran siswa-siswi yang sering terjadi. Dalam penelitian ini penulis menggunakan 5 kriteria yang paling memperngaruhi kualitas belajar mengajar disekolah. Dalam setiap kriteria memiliki bobot yang menggambarkan seberapa penting kriteria tersebut dibandingkan dengan kriteria yang lain. Pembobotan ini digunakan untuk menilai setiap altenatif agar memperoleh nilai terbaik. Hasil terbaik yang diperoleh, yaitu untuk metode TOPSIS dengan nilai terbaik 0.44, sedangkan untuk metode WASPAS yaitu 0.58. Oleh sebab itu, untuk menentukan keputusan siswa bermasalah pihak sekolah memerlukan sistem pendukung keputusan yang menyediakan kemampuan untuk menyelesaikan masalah yang cepat, tepat dan akurat. Dari kebutuhan tersebut maka dibuatlah Aplikasi Sistem Pendukung Keputusan Menentukan Siswa Bermasalah berbasis web Pada Sekolah SMP Negeri 1 Pedes. Kata