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Detecting Emotions of Indonesian Songs Based on Plutchik’s Theory using Data Mining Wardani, Deyana Kusuma; Wazaumi, Dwi Diana; Winahyu, Raden Rara Kartika Kusuma
SINTECH (Science and Information Technology) Journal Vol. 7 No. 1 (2024): SINTECH Journal Edition April 2024
Publisher : Prahasta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v7i1.1509

Abstract

Listening to songs is a daily activity that everyone engages in. Most people choose songs based on their mood, so a system is needed to detect emotions from song lyrics. Previous research only focused on five basic emotions: happy, sad, love, anger, and fear. In this study, we propose a new method to detect emotions from song lyrics using Plutchik's emotion theory. The data used for this research consisted of 250 song lyrics from Indonesian songs. This research categorizes human emotions into eight: joy, trust, surprise, sadness, disgust, anger, and anticipation. Next, the threshold value is calculated. This value is used to determine the dominant emotion. If the frequency value of an emotion is higher than the threshold value, the system considers it as the dominant emotion. The dominant emotions are then classified into positive and negative emotions using cosine similarity calculations. The sampling technique involves using 30% of the test data, resulting in an accuracy of 0.81.
Perancangan Aplikasi SiCitra Menggunakan Unified Modelling Language Wardani, Deyana Kusuma; Rahmawati, Oktavia Citra Resmi; Fatihia, Wifda Muna
Jurnal Transformatika Vol 21, No 1 (2023): July 2023
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v21i2.5886

Abstract

Find out the live location of the family or friends that be city bus passengers is the one of city bus application users needs that hasn t been implemented yet until now, so we propose the design of software engineering that has the main feature in the form of shared live location with people that allow knowing with utilizing Unified Model Language Diagram. There are 3 (three) types of UML Diagram that have we created in this research, including Use Case Diagram, Class Diagram, and Activity Diagram. Besides that, we also produce Entity Relational Diagram and System Design to fit up the design of software engineering. Thus with modeling software before starting the development process, the system will be structured and delivered to the user as well.
Designing a SMART algorithm-based decision support system for streamlining makeup selection through prototyping development Wazaumi, Dwi Diana; Wardani, Deyana Kusuma; Abdullah, Abdul Aziz
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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

Abstract

The research on developing a cosmetic makeup product recommendation system emerged in response to various common skin issues resulting from improper makeup usage, especially among teenagers. This study emphasizes the utilization of the Simple Multi-Attribute Rating Technique, considering criteria such as skin type, skin problems, age, price, shade, and longevity of the product. However, in testing 8 scenarios, the obtained accuracy was 62%, possibly due to the limited variations of alternatives tested. The hope is that this recommendation system can serve as a solution for the public in selecting cosmetic products that better suit their individual skin conditions, consequently aiding in reducing common skin problems resulting from inadequate product choices.
Analisis Metrik Hibrida untuk Deteksi Emosi (Studi Kasus: Ulasan Game) Wardani, Deyana Kusuma; Mayangsari, Mustika Kurnia
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4535

Abstract

The rising popularity of online gaming has positioned Steam as a leading platform for accessing diverse games. Beyond gameplay, Steam enables users to submit reviews, offering valuable data for analyzing emotional tone and classifying feedback as positive or negative. This study analyzed 8,000 reviews from Steam across four games: The Sims 4, Counter-Strike 2, FIFA 23, and Dead by Daylight. Plutchik’s emotion theory, with its eight basic emotions served as the foundation for classification, utilizing the NRC Lexicon as an emotional dictionary. A hybrid algorithm combining cosine similarity (70%) and Euclidean distance (30%) with a threshold mechanism was employed to label emotions. Reviews exceeding the threshold received specific emotion labels, while others were classified as "unknown." Positive reviews, associated with joy, trust, fear, and surprise, were predominant for The Sims 4. Conversely, Counter-Strike 2, FIFA 23, and Dead by Daylight garnered largely negative reviews, highlighting the utility of emotional analysis in evaluating user feedback.
Pelatihan Scrum Menggunakan Model Pembelajaran Kooperatif dalam Pembelajaran Manajemen Proyek di SMKN 1 Depok Wazaumi, Dwi Diana; Wardani, Deyana Kusuma
Jurnal SOLMA Vol. 14 No. 1 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i1.18066

Abstract

Pendahuluan: Integrasi kecerdasan buatan dan pemrograman dalam kurikulum pendidikan STEM menjadi langkah strategis untuk memperkuat kemampuan siswa dalam menghadapi tantangan dunia kerja. Salah satu pendekatan yang dapat diterapkan adalah framework Scrum, yang efektif dalam mengembangkan keterampilan teknis dan non-teknis siswa. Studi ini bertujuan untuk mengimplementasikan pelatihan Scrum di SMK dan mengevaluasi efektivitasnya dalam meningkatkan keterampilan kolaborasi dan manajemen proyek siswa. Metode: Persiapan materi, pelaksanaan pelatihan yang dibagi menjadi sesi materi dan simulasi praktis menggunakan Lego, serta evaluasi menggunakan kuesioner. Hasil: 76% peserta merasa mudah mengikuti materi dan memperoleh pengetahuan yang berguna dalam manajemen proyek. Simulasi menggunakan Lego mendapat penilaian sangat baik dengan skor 4,5 dari 5. Evaluasi juga mengungkapkan kepuasan peserta, meskipun ada beberapa saran untuk memperbaiki kegiatan di masa depan. Kesimpulan: Pelatihan ini bermanfaat karena dapat meningkatkan keterampilan kolaborasi serta pemecahan masalah siswa dalam proyek berbasis teknologi.
Pelatihan Logika Pemrograman Dasar Bagi Siswa/I Sekolah Dasar Menggunakan MIT APP Investor Wardani, Deyana Kusuma; Arie Kusumawati; Kusuma Winahyu, Raden Rara Kartika
Jurnal SOLMA Vol. 14 No. 2 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i2.18608

Abstract

Background: Yayasan Amaliah Astra (YAA) adalah sebuah badan amal yang dibentuk dan berada di bawah naungan PT. Astra International Tbk.  Melalui Program Astra Gema Islami (AGI), YAA bersama dengan Politeknik Astra mengadakan Pesantren Koding selama Bulan Ramadhan 1443 H. Kegiatan ini ditujukan untuk siswa/i tingkat sekolah dasar dalam mengembangkan keterampilan teknologi sejak dini. Metode: Metode yang digunakan dalam pelatihan ini yaitu pembuatan modul belajar yang berbentuk digital (E-modul ) yang berisi teks dan gambar untuk membantu proses pembelajaran.  Materi yang digunakan dalam E-modul  terdiri dari 5 (lima) studi kasus. Software yang digunakan pada materi pelatihan yaitu MIT APP Investor, salah satu aplikasi ponsel blok logika, untuk memudahkan pengguna dalam membuat aplikasi mobile. Hasil: Kegiatan ini 100% sudah sesuai dengan harapan dari peserta maupun orang tua. Melalui pelatihan pesantren koding, peserta dapat melatih kreatifitas dalam membuat aplikasi dan dapat mengetahui cara lain untuk mengoperasikan ponsel dan laptop selain digunakan bermain game. Kesimpulan: Berdasarkan hasil yang diperoleh setelah kegiatan pesantren koding yaitu peserta 100% berhasil memahami dan mengimplementasikan dasar-dasar pemrograman serta mampu membuat aplikasi sederhana seperti menampilkan nama, menampilkan foto, membuat kalkulator sederhana, menggambar, dan membuat animasi bola bergerak.