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Low Cost IoT Based Home Smart Locker to Receive Online Shopping Packages Prima Atmaja, Ardian; Dwi Setia, Luthfiyah; Fajar, Muhammad Syaeful; Ismar, MH. Ramdhani
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 2 No. 3 (2022): November 2022
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v2i03.57

Abstract

The easier it is to access the internet, almost all human activities are helped. One example is the sale and purchase of goods to the delivery of the ordered goods to the buyer's house. This is increasingly widespread after the emergence of several marketplaces that collaborate with shipping service providers to deliver ordered goods to buyers' homes. Problems occur when the shipping courier who comes to the buyer's house does not meet the buyer or the buyer's relatives to receive the ordered goods. So that there is a tendency for the courier to put the ordered goods in any place which can cause the goods to be lost. Based on this, a solution will be given in this research, by making a low-cost smart locker for home users to receive goods ordered from online shopping safely without having to meet face-to-face with conventional buyers. In addition to helping receive goods automatically and safely, the use of this smart locker will also minimize buyer contact with couriers directly, in order to break the chain of spread and transmission of several viruses, including Covid-19.
Low Cost IoT Based Home Smart Locker to Receive Online Shopping Packages Prima Atmaja, Ardian; Dwi Setia, Luthfiyah; Fajar, Muhammad Syaeful; Ismar, MH. Ramdhani
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 2 No. 3 (2022): November 2022
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v2i03.57

Abstract

The easier it is to access the internet, almost all human activities are helped. One example is the sale and purchase of goods to the delivery of the ordered goods to the buyer's house. This is increasingly widespread after the emergence of several marketplaces that collaborate with shipping service providers to deliver ordered goods to buyers' homes. Problems occur when the shipping courier who comes to the buyer's house does not meet the buyer or the buyer's relatives to receive the ordered goods. So that there is a tendency for the courier to put the ordered goods in any place which can cause the goods to be lost. Based on this, a solution will be given in this research, by making a low-cost smart locker for home users to receive goods ordered from online shopping safely without having to meet face-to-face with conventional buyers. In addition to helping receive goods automatically and safely, the use of this smart locker will also minimize buyer contact with couriers directly, in order to break the chain of spread and transmission of several viruses, including Covid-19.
Penerapan Metode Non-Negative Matrix Factorization dan Support Vector Machine pada Sentimen Pengguna terhadap Update Minecraft 1.21 berbasis Website Ali Syahputra, Tengku Syafiq; Prima Atmaja, Ardian; Veri Yulianto, Susilo
Techné : Jurnal Ilmiah Elektroteknika Vol. 25 No. 1 (2026):
Publisher : Fakultas Teknik Elektronika dan Komputer Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31358/techne.v25i1.640

Abstract

Perkembangan teknologi informasi telah mengubah cara manusia menyampaikan pendapat melalui media sosial dan platform ulasan daring. Dalam konteks permainan digital, komunitas pemain memiliki peran penting dalam membentuk persepsi terhadap kualitasgame melalui komentar dan ulasan yang mereka berikan. Sebagai salah satu game sandbox terpopuler, setiap pembaruan (update) Minecraft sering kali memunculkan reaksi beragam dari pemain, namun komentar yang sangat banyak dan tidak terstruktur sering kali tidak dianalisis secara menyeluruh. Kondisi ini menunjukkan pentingnya sistem yang mampu mengolah ulasan pengguna secara otomatis untuk membantu pengembang memahami persepsi pemain. Penelitian ini membahas penerapan metode Non-Negative MatrixFactorization (NMF) dan Support Vector Machine (SVM) pada analisis sentimen pengguna terhadap update Minecraft 1.21 berbasis website. Tujuan penelitian ini adalah mengembangkan aplikasi web yang dapat mengekstrak topik, mengklasifikasikan sentimenpengguna, dan menampilkan hasil dalam bentuk visualisasi yang informatif. Hasil penelitian menunjukkan tingkat akurasi sebesar 90,95%, dengan distribusi sentimen netral (36,7%), negatif (32,5%), dan positif (30,8%). Analisis topik menggunakan NMF mengungkapkan tema dominan terkait masalah teknis, pengalaman positif, dan fitur baru. Secara keseluruhan, kombinasi metode NMF dan SVM memberikan pemahaman yang komprehensif terhadap persepsi pengguna terhadap pembaruan Minecraft.