Claim Missing Document
Check
Articles

Found 29 Documents
Search

ANALISIS SENTIMEN TWEET PENGGUNA E-COMMERCE DENGAN MENGGUNAKAN METODE KLASIFIKASI NAIVE BAYES Puspitasari, Anastasya Nadia; Findawati, Yulian; Rahmawati, Yunianita
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 3 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i3.4939

Abstract

Penelitian ini  menganalisis sentimen pengguna yang diungkapkan di jejaring sosial, khususnya Twitter, dalam konteks e-commerce  menggunakan metode klasifikasi Naïve Bayes. Pesatnya pertumbuhan e-commerce  telah meningkatkan konten buatan pengguna yang mencerminkan opini dan pengalaman berbeda. Dengan menggunakan algoritma Naive Bayes, tujuan dari penelitian ini adalah untuk mengklasifikasikan dan memahami opini-opini yang terdapat dalam tweet. Emosi ini diklasifikasikan ke dalam kategori Positive dan Negative. Dalam penelitian ini, pikiran dan perasaan yang diungkapkan pengguna melalui tweet dicari, dibaca dan diklasifikasikan menggunakan klasifikasi Naive Bayes. Dalam penelitian ini, peneliti menunjukkan cara efektif melakukan segmentasi dan mengklasifikasikan opini tweet pengguna e-commerce menggunakan metode klasifikasi Naive Bayes. Menganalisis konten buatan pengguna memberikan wawasan berharga tentang informasi konsumen. Dari  nilai rata-rata tersebut dihasilkan akurasi, presisi dan recall. Dapat disimpulkan bahwa rata-rata akurasi, presisi, dan recall data sebesar 92,00% untuk data akurat, 90,35% untuk data benar, dan 100% untuk data recall.
SISTEM INFORMASI PINJAMAN MODAL TANI BERBASIS WEB PADA PENGGILINGAN PADI BAROKAH MENGGUNAKAN METODE FAST Khasanah, Asmaul; Indra Astutik, Ika Ratna; Rahmawati, Yunianita
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 1 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i1.4444

Abstract

Para perintis usaha kecil maupun besar pasti membutuhkan modal untuk melakukan usahanya seperti halnya pedagang, parapetani juga membutuhkan modal untuk mengolah dan memelihara tanamannya. Para petani memerlukan modal yang cukup besar sehingga kebanyakan petani di desa Mulya Agung Kabupaten Musi Banyu Asin Provinsi Sumatra Selatan ini melakukan pinjaman modal kepada para pengusaha penggilingan padi namun dalam sistem pencatatan pinjaman dan pelunasannya masih memakai sistem manual untuk mencatat pinjaman dan pelusan dari para peminjamnya menjadi satu dalam sebuah buku, jadi  sulit untuk menelusuri dan menyimpan semua data-data para petani yang sudah melakukan peminjaman dan pelunasannya. Tujuan penelitian ini ialah membuat sistem informasi pinjaman modal tani berbasis web  ini di buat untuk memudahkan pemilik usaha penggilingan padi melakukan pendataan para peminjam agar tidak terjadi kesalahan atau kehilangan data para petani yang telah melakukan pinjaman dan para petani dapat mendapatkan keamanan transaksi yang telah di lakukan di penggilingan padi Barokah. Metode penelitian yang di gunakan adalah metode FAST. Sistem Informasi ini di bangun menggunakan bahasa pemrograman PHP  dan basis data MySQL. Dari penelitiian ini menghasilkan sistem informasi pinjaman modal bagi para petani di desa Mulya Agung yang dapat memfasilitasi dan mendanai para petani sesuai kebutuhan modal para pertanian dan juga dapat membantu mempermudah pemilik penggilingan padi Barokah dalam mengelola data para peminjam dan juga pelunasannya. Dapat disimpulkan bahwa sistem ini dibuat untuk mempermudah pemilik penggilingan dan juga para peminjamnya dalam melakukan transaksi pinjaman dan pelunasan yang lebih cepat dan lebih aman dibandingkan dengan sistem manual.
RANCANG BANGUN GAME 2D FELINE SI KUCING HITAM MENGGUNAKAN UNITY Al Fayyadh, Muhammad Zaid; Taurusta, Cindy; Rahmawati, Yunianita
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 2 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i2.4747

Abstract

Dalam satu tahun terakhir, banyak orang di kota-kota besar mengalami tingkat stres yang tinggi. Tingkat stres yang tinggi berdampak buruk pada kesehatan fisik dan mental, jika dibiarkan dapat menyebabkan masalah jangka panjang seperti kelelahan dan penurunan kesehatan secara keseluruhan. Penelitian ini bertujuan merancang dan membangun game 2D bernama Feline Si Kucing Hitam dengan menggunakan Unity sebagai salah satu solusi untuk mengurangi tingkat stres dengan memainkan game yang menyenangkan. Perancangan game menerapkan metode Finite State Machine (FSM) untuk mengatur perilaku Artificial Intelligence (AI) musuh, input pemain, animasi, dan alur permainan. Hasil dari perancangan game ini adalah aplikasi game berbasis dekstop untuk sistem operasi Windows 7 atau sistem lain yang setara. Hasil dari pengujian menggunakan metode Black-Box Testing terhadap game ini dinyatakan sukses. Hasil dari pengujian game kepada pengguna, menunjukkan bahwa 86% pengguna game Feline Si Kucing Hitam merasakan pengalaman positif saat bermain game ini. Dengan ini diharapkan game yang telah dibangun dapat mengurangi tingkat stres penggunanya dengan aktifitas yang menyenangkan yaitu bermain game.
OPTIMASI PENERAPAN ALGORITMA CONVOLUTION NEURAL NETWORK DALAM KLASIFIKASI TINGKAT KESEGARAN DAGING SAPI Sahera, Charisa Nur; Rahmawati, Yunianita; Dijaya, Rohman
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1122

Abstract

This research discusses optimizing the application of the Convolutional Neural Network (CNN) algorithm to overcome the problem of mixing fresh and non-fresh beef on the market. The focus of the research is classification of freshness levels in beef images using the CNN method with ADAM optimizer. Data collection involves open and private data. Image preprocessing is done with LabelEncoder and cv2. The research results show that this method is very effective in identifying and classifying the level of freshness in beef images. By determining optimal parameters, the model achieved the highest accuracy level of 98.50% at 10 epochs and a learning rate value of 0.001. Confusion matrix shows good results with a high number of True Positives. By applying CNN with the ADAM optimizer, it provides an effective solution to the problem of classifying beef freshness levels because this model is able to classify beef images well.
EFEKTIVITAS PENGGUNAAN APLIKASI PENDAFTARAN DAN PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID DI EFS Muhadzdzib, Muhammad Syafiq; Rahmawati, Yunianita; Busono, Suhendro
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.987

Abstract

The development of software technology is currently very fast and significant, especially in information systems, and one of them is the development of learning application technologies for mobile devices. In time, application technologies can also be learned through mobile phones. Android is an operating system that supports learning from mobile applications. English For Skill (EFS) is one of the English learning courses in Kediri. Almost a dozen or even hundreds of students do English to learn skills and are fluent in English, but the learning system used in the institution still uses a paper text system and the reason is that there are many books scattered and useless books. So we need a learning and registration app that is accessible to students anytime, anywhere. Based on this, this study aims to create an Android based registration and learning application for English For Skill institutions. This registration and learning application uses the software development lifecycle methodology. The steps in this methodology include analysis, design, implementation, testing and maintenance. The resulting registration and learning application should make it easier for institutions to implement the registration and learning systems that have been implemented.
Digital Book of Indonesian Rare Flora Using Augmented Reality: Buku Digital Flora Langka Indonesia Menggunakan Augmented Reality Umami, Nur Reza; Dijaya, Rohman; Rahmawati, Yunianita
Procedia of Engineering and Life Science Vol. 4 (2023): Proceedings of the 6th Seminar Nasional Sains 2023
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v4i0.1418

Abstract

The uniformity of the flora is still not widely known. Therefore, natural knowledge has an important role in education considering the limitations of print media as a learning medium. Innovation by utilizing Augmented Realityp technology is very helpful as a learning medium that can support the learning process more effectively and efficiently, on the other hand Augmented Reality that displays 3D models of objects in real time can also increase interest in learning in knowing Indonesia's rare flora attractively and interactively.So, researchers designed and developed the application "Digital Flora Langka Indonesia Using Augmented Reality" with SDLC (Software Development Life Cycle) methods which are expected to help as an interesting learning medium.
Virtual Aquascape for Users Utilizing Augmented Reality: Aquascape Virtual Untuk Pengguna Menggunakan Augmented Reality Aini, Della Swastika Nur; Dijaya, Rohman; Rahmawati, Yunianita
Procedia of Engineering and Life Science Vol. 4 (2023): Proceedings of the 6th Seminar Nasional Sains 2023
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v4i0.1430

Abstract

Aquascape is the art of arranging plants in water. The large number of complaints from aquascape buyers were not up to expectations, causing sellers to have difficulty in setting an example of an orderable aquascape, so researches created an aquascape application system to increase their promotional activities with augmented reality technology accessible through smartphone. One uses the methode MDLC (Multimedia Development Life Cycle). As a result, the application can implement a markless augmented reality to display 3D objects in real time with the help of a camera on a smartphone or a trilib feature by importing 3D object files found on file managers on a smartphone. User can easily provide the desired aquascape example of the aquascape application.
The Digital City Tour Guide Using Augmented Reality on the Pasupati Bridge: City Tour Guide Digital Menggunakan Augmented Reality Pada Jembatan Pasupati Rhomadiniyah, Dewi; Dijaya, Rohman; Rahmawati, Yunianita
Procedia of Engineering and Life Science Vol. 4 (2023): Proceedings of the 6th Seminar Nasional Sains 2023
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v4i0.1431

Abstract

Bandung is a must-visit tourist destination, including those around the Paupati Bridge. The Pasupati Flyover or Pasupati Bridge is an icon of Bandung City. Because of its cool and original location, there is also an ancient building making Bandung interesting to visit and be introduced to its tourism field. One method for propelling the travel industry is with special media. By using Increased Reality (AR)- based data innovation, it can show 3D virtual articles into a genuine climate and construct 3D picture representations. AR can be utilized as an option limited time medium that assists clients with getting more clear data about the fascination they need to visit. This research aims to promote tourism with Augmented Reality using the Multimedia Development Life Cycle (MDLC) Method. The results of this study are Information and 3D images of tourism in which there is a 3D import feature to include images. It can contribute to helping tourists search for information about tourism in an area.
IMPLEMENTASI RAPIDMINER UNTUK MENENTUKAN SISWA UNGGULAN MENGGUNAKAN METODE K-MEANS Wahyudi, Nabella Rosyefa; Rahmawati, Yunianita; Supriyanto, Supriyanto
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 2 (2024): Jurnal SKANIKA Juli 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i2.3173

Abstract

This research aims to apply the K-Means Method and RapidMiner in identifying superior students based on the scores of Mathematics, Science, and Social Studies subjects at SMP Negeri 11 Sampit. With a dataset consisting of 24 attributes and 31 student data, the K-Means Method successfully clusters students based on the similarity of the grades the students obtained. The model evaluation results show that the best cluster value is 2 clusters. The use of the K-Means Method in this study is a solution to the difficulty in determining superior students at SMP Negeri 11 Sampit because students' abilities tend to be balanced in each semester. This research provides insight that the K-Means Method is effective in determining superior students and can be a useful tool in educational evaluation.
Assistance for Soy Milk SMEs in Sidoarjo to Increase Production and Sales Post-Covid-19 Pandemic Iswanto; Jakaria, Ribangun B.; Rahmawati, Yunianita
Procedia of Social Sciences and Humanities Vol. 3 (2022): Proceedings of the 1st SENARA 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pssh.v3i.209

Abstract

Sumber Rejeki is a producer of soy milk drinks located in Sumorame Village, Sidoarjo Regency with the Seven soy brand. In line with its growing business, UD. Sumber Rejeki tries to make several innovations to increase its production and sales. However, the efforts made could not be maximized due to several things, including: production equipment and facilities owned were still limited, there was no scheduling and production planning, the soy milk produced could not last long, the market and distribution were still limited, the media used to market the product is still limited. So with some of the problems faced, several solutions were taken to overcome these problems, namely: first by providing a production tool in the form of a bottle cap machine, the hope is that production will increase. Second, by designing the distribution system and online marketing.