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Implementation Artificial Intelligence with Natural Language Processing Method to Improve Performance of Digital Product Sales Service Alia, Putri Ariatna; Kartika Sari, Dian; Azis, Nur; Gunawan Sudarsono, Bernadus; Agus Sucipto, Purwo
Advance Sustainable Science Engineering and Technology Vol. 6 No. 3 (2024): May - July
Publisher : Science and Technology Research Centre Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v6i3.521

Abstract

Improving the performance of digital product sales services is the main focus of the company's attention in the face of increasingly fierce competition in the online market. In order to optimize these services, Artificial Intelligence (AI) technology with the Natural Language Processing (NLP) method is an attractive option. This research aims to find out how the application of AI with Natural Language Processing (NLP) can contribute to improving the performance of digital product sales services. The methods used in this research include collecting data on customer interactions via WhatsApp that have implemented artificial intelligence with the Natural Language Processing (NLP) method. The data is then analyzed using Natural Language Processing (NLP) techniques to understand the needs, preferences, and problems faced by customers. Natural Language Processing (NLP) assists the chatbot in correcting incoming questions if they do not match the database on the question. Differences that can be helped by Natural Language Processing (NLP) if there is inappropriate capitalization, excessive conjunctions. The results show that the application of AI with Natural Language Processing (NLP), can enable companies to be more responsive to customer needs and improve overall customer satisfaction. With in-depth analysis of customers' natural language data, companies can provide more relevant services and empower sales teams to provide faster and more accurate responses. This can be seen from the quality of service results which have a point of 4.1, this value indicates a good response from customers so that the system is considered to have improved sales services by buyers.
Implementation Chatbot on Whatsapp Using Artificial Intelligence With Natural Language Processing Method Alia, Putri Ariatna; Febriana, Rusina Widha; Prayogo, Johan Suryo; Kriswibowo, Rony
ELECTRON Jurnal Ilmiah Teknik Elektro Vol 5 No 1: Jurnal Electron, Mei 2024
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/electron.v5i1.134

Abstract

According to research conducted by we are social in 2023, internet users aged 16 - 64 years 92.1% use whatsapp as a long-distance communication medium. That this is the reason why business conversations switch to using whatsapp social media. In the business process, meetings between buyers and sellers are needed so that buyers can ask about the products they will buy before the goods are purchased by the buyer. Whatsapp is one of the solutions to this problem, but the meeting is virtual. The questions asked by several buyers about the items they want to buy are usually almost the same so the chatbot comes as a solution so that the seller does not have to answer repeatedly for the same questions asked by different buyers. Previous services used admin assistance to answer buyer questions, but this was considered less efficient because buyers could not receive answers to questions quickly, because the admin had another line of work, namely packing goods.  Chattbot can answer questions in real time, so that buyers can receive information directly without waiting. The research method used is the Waterfall System Development Life Cycle (SDLC) which has four stages, namely analysis, design, coding and testing and uses the User Acceptance Testing (UAT) application testing technique. The results of the questionnaire sent to buyers stated that the service using the chatbot average index of 3.71.These results show the Chatbot system is very feasible and effective in helping customers obtain the information needed.
Model Seleksi Beasiswa Multikriteria Menggunakan Metode AHP Sebagai Strategi Promosi di Universitas Anwar Medika Febriana, Rusina Widha; Kriswibowo, Rony; Prayogo, Johan Suryo; Alia, Putri Ariatna
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 5 No. 1 (2026): Februari - April
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v5i1.6273

Abstract

Proses seleksi pemberian beasiswa bagi calon mahasiswa baru di Universitas Anwar Medika memerlukan sistem pengambilan keputusan yang objektif, efisien, dan transparan agar hasil yang diperoleh dapat dipertanggungjawabkan, dikarenakan metode seleksi konvensional berpotensi menimbulkan subjektivitas. Proses seleksi yang beragam muncul karena adanya berbagai kriteria penilaian yang harus dipertimbangkan secara bersamaan. Penelitian ini bertujuan untuk menerapkan metode Analytical Hierarchy Process (AHP) dalam mendukung proses penentuan penerima beasiswa bagi calon mahasiswa baru secara objektif dan terukur di Universitas Anwar Medika. Metode AHP dipilih karena kemampuannya dalam menangani masalah yang melibatkan multikriteria berdasarkan perbandingan berpasangan untuk menentukan bobot prioritas yang rasional. Kriteria yang digunakan dalam seleksi beasiswa meliputi prestasi akademik, kondisi ekonomi, hasil wawancara, dan aktivitas organisasi. Setiap kriteria dianalisis menggunakan matriks perbandingan berpasangan untuk menentukan tingkat kepentingan relatif. Selanjutnya dilakukan pengujian rasio konsistensi guna memastikan keandalan penilian. Bobot kriteria kemudian digunakan untuk menghitung nilai preferensi dan perangkingan calon penerima beasiswa. Hasil dari implementasi AHP menunjukkan bahwa sistem mampu memberikan rekomendasi yang akurat, efisien, dan transparan terhadap calon penerima beasiswa. Dengan menggunakan sistem ini, pihak universitas dapat melakukan seleksi beasiswa secara objektif, adil dan terukur. Penelitian ini diharapkan dapat menjadi acuan dalam pengembangan sistem pendukung keputusan serupa di bidang pendidikan maupun bidang lain yang melibatkan multikriteria.
The Role of Psychology in Digital Game Development: A Systematic Literature Study Hapsari, Veronica Lita; Alia, Putri Ariatna; Ubaidillah, Muhammad; Setiyowati, Ananda; Noersinda, Aidha Rachma
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 2 (June 2026): Accepted
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i2.1425

Abstract

The rapid growth of digital games has increased the need for a strong psychological foundation in the game development process. Psychology plays a crucial role in understanding how players think, feel, stay motivated, and behave, all of which directly influence player engagement and overall gaming experience. This study aims to systematically examine the role of psychology in digital game development through a literature-based approach. A systematic literature review method was employed by selecting reputable scholarly journal articles published within a specific time frame from major academic databases. The selected articles were then analyzed and categorized based on branches of psychology and their applications in game development. The findings indicate that cognitive psychology, motivational psychology, emotional psychology, and social psychology are the most frequently applied fields, particularly in gameplay design, user experience, and player engagement. However, research gaps remain, especially regarding the integration of psychological theories during the early stages of game design. This study highlights the importance of psychology as both a theoretical and practical foundation in digital game development.
The Role of Psychology in Digital Game Development: A Systematic Literature Study Hapsari, Veronica Lita; Alia, Putri Ariatna; Ubaidillah, Muhammad; Setiyowati, Ananda; Noersinda, Aidha Rachma
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 2 (June 2026): Accepted
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i2.1425

Abstract

The rapid growth of digital games has increased the need for a strong psychological foundation in the game development process. Psychology plays a crucial role in understanding how players think, feel, stay motivated, and behave, all of which directly influence player engagement and overall gaming experience. This study aims to systematically examine the role of psychology in digital game development through a literature-based approach. A systematic literature review method was employed by selecting reputable scholarly journal articles published within a specific time frame from major academic databases. The selected articles were then analyzed and categorized based on branches of psychology and their applications in game development. The findings indicate that cognitive psychology, motivational psychology, emotional psychology, and social psychology are the most frequently applied fields, particularly in gameplay design, user experience, and player engagement. However, research gaps remain, especially regarding the integration of psychological theories during the early stages of game design. This study highlights the importance of psychology as both a theoretical and practical foundation in digital game development.
EDUKASI LITERASI DIGITAL MELALUI GAME “CLICK AND SHIELD” PADA SISWA-SISWI SMP YAPITA, KEPUTIH, SUKOLILO, SURABAYA Hapsari, Veronica Lita; Sudaryanto, Aris; Hakkun, Rizky Yunia; Akbar, Zulhaydar Fairozal; Revindasari, Fony; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohammad; Darmawan, Zakha Maisat Eka; Dianta Aris, Ashafidz Fauzan; Ramadhani, Ahmad; Abdillah, David Fahmi; Fathoni, Kholid; Falah, Muhammad Fajrul; Alia, Putri Ariatna; Nurmaida, Firnanda Pristiana; Pradipta, Dody; Wardhana, Adhitya Wira; Aryadhika, Falih; Alif Wicaksono, Galang; Syafa, Muhammad Yaser; Susanto, Louis Bima
Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Vol. 4 No. 2 (2026): April
Publisher : CV. Alina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpki2.v4i2.3682

Abstract

Pengabdian kepada masyarakat merupakan wujud penerapan ilmu pengetahuan untuk memberikan manfaat nyata bagi masyarakat. Pada era digital, literasi digital menjadi kompetensi penting bagi generasi muda agar mampu menggunakan teknologi secara aman, kritis, dan bertanggung jawab. Namun, pemahaman terkait keamanan siber, perlindungan data pribadi, serta etika berinternet masih tergolong rendah. Program ini bertujuan untuk meningkatkan literasi digital generasi muda di SMP Yapita, Surabaya melalui game edukatif Click and Shield. Metode yang digunakan meliputi sosialisasi, pelatihan berbasis permainan, serta evaluasi pemahaman peserta melalui pretest dan posttest. Pendekatan berbasis game dipilih agar proses belajar berlangsung lebih interaktif dan menyenangkan. Data nasional tahun 2024 menunjukkan bahwa terdapat lebih dari 36 juta serangan siber di Indonesia, sejalan dengan rendahnya indeks literasi digital masyarakat. Hasil kegiatan ini diharapkan dapat memperkuat pemahaman peserta mengenai keamanan digital sekaligus menanamkan kebiasaan berinternet yang aman sejak dini, serta mendukung peran perguruan tinggi dalam pengembangan keilmuan dan pemberdayaan masyarakat.