Panjaitan, Cherlina Helena Purnamasari
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Development of Obstacle Odyssey, an Interactive Game by Using GDevelop Panjaitan, Cherlina Helena Purnamasari; Retno, Sujacka; Hasdyna, Novia
Gameology and Multimedia Expert Vol 1, No 2 (2024): Gameology and Multimedia Expert - April 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i2.15882

Abstract

Games are a medium that is in great demand by almost all ages, including children, teenagers and adults. As game technology develops which can be found on various platforms, games are not just mere entertainment but can also be given educational value in them. The Obstacle Odyssey game was built by applying educational values which are expected to improve the players' abilities in terms of tactical thinking. This Obstacle Odyssey game is an Arcade genre game. This game was built using Gdevelop using a no-code event system.
Development of The Momon Adventure HTML5 Canvas Game Based on Website Panjaitan, Cherlina Helena Purnamasari
Gameology and Multimedia Expert Vol 1, No 1 (2024): Gameology and Multimedia Expert - January 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i1.14556

Abstract

The development of games is increasingly rapid, followed by tools for making games. There are many game genres, Platform Games or Platformers is one of them. Platform games are a genre of video games whose main objective is to control a character who jumps or climbs between platforms to achieve a specific goal. Platformers are characterized by level designs that feature terrain that varies in challenge and demands the player character's abilities (such as jumping and climbing) to navigate the player's environment and achieve the objectives in each level. For example, there are many famous platformer games such as Super Mario, Sonic, Metal Slug and so on. This game is inspired by the game Fly Bird. This development uses HTML 5 Canvas and uses the Javascript programming language.
Systematic Literature Review of Sentiment Analysis on Various Review Platforms in the Tourism Sector Panjaitan, Cherlina Helena Purnamasari
Journal of Advanced Computer Knowledge and Algorithms Vol 2, No 1 (2025): Journal of Advanced Computer Knowledge and Algorithms - January 2025
Publisher : Department of Informatics, Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jacka.v2i1.20287

Abstract

Sentiment analysis has become an essential tool for understanding public opinion, especially in the digital era. This study aims to systematically review the methods and algorithms used in sentiment analysis of reviews in the tourism sector using datasets from social media and digital platforms from 2019 to 2024. The study adopts the Systematic Literature Review (SLR) methodology based on Kitchenham's guidelines, comprising three phases: planning, execution, and reporting. Data were collected from academic databases such as Scopus, IEEE Xplore, and ScienceDirect, with inclusion criteria covering relevant articles published between 2019 and 2024 and using datasets from social media platforms like Twitter or tourism platforms like TripAdvisor. A total of 22 models and algorithms, including deep learning, machine learning, hybrid, transformer, and lexicon-based methods, were identified in this analysis. The findings indicate that the methods with the highest accuracy are lexicon-based algorithms such as VADER (accuracy of 98%) and machine learning algorithms such as the Naïve Bayes Classifier (F1-score of 96%). This study also highlights the importance of data pre-processing to improve model performance. This research provides insights into trends, strengths, and weaknesses of the algorithms used in sentiment analysis within the tourism sector, as well as recommendations for researchers and practitioners to select the most suitable methods for their needs. The results are expected to contribute to the development of more optimal sentiment analysis methods for the tourism sector.
Analisis Pola Identifikasi Zero Knowledge Proof Dengan Algoritma Feige Fiat Shamir Menggunakan Blum Blum Shub Panjaitan, Cherlina Helena Purnamasari; Pangaribuan, Lisda Juliana
MEANS (Media Informasi Analisa dan Sistem) Volume 6 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (872.959 KB) | DOI: 10.54367/means.v6i1.1203

Abstract

Protocol Zero Knowledge Proof is one of the protocols in Cryptography that has a fairly good level of security, because it applies the concept of "Truly Zero Knowledge Proof" which is not leaking any information. This protocol is used in the Fiat Shamir, Guillou Quisquater and Schnorr Feige Algorithms, all of which are Cryptographic Algorithms using private keys and public keys. In the Public key, all three of these Algorithms use a random number generator at the values p and q to get the public key. In this study, the author will generate a public key generation test using CPRNG (Cryptographically-secure Pseudo-Random Number Generator) with the Blum Blum Shub algorithm. The test will be conducted on the Fiat Feige Algorithm, the formation of the key will use the Blum Blum Shub Algorithm, but the Identification Protocol still uses the Fiat Shamir Feige Algorithm. The results of this study show the Feige Fiat Algorithm with the Blum Blum Shub Algorithm as the key builder successfully identifies the pattern sent by the signer.