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Imputing Data and Predicting Waste with Machine Learning in East Java Khoirunisa, Rifa; Sani, Ahmad Faisal; Riatma, Darmawan Lahru; Masbahah, Masbahah; Rachman, Yusuf Fadlila
Brilliance: Research of Artificial Intelligence Vol. 5 No. 1 (2025): Brilliance: Research of Artificial Intelligence, Article Research May 2025
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v5i1.6461

Abstract

Indonesia's waste problem continues to be a pressing environmental issue, along with the increasing population and urbanization activities. The increase in population and changes in consumption patterns have led to a significant spike in waste generation in Indonesia. Machine learning-based approaches become highly relevant in supporting accurate predictive systems to estimate waste generation, so that it can be used as a basis for policy making and planning for more effective and sustainable waste management. However,the issue of missing data is a common challenge in environmental data processing, including in the recording of waste generation. Incomplete waste generation data can hinder accurate analysis and prediction, which are essential for effective environmental management planning. This study aims to analyze the effectiveness of various data imputation methods and to develop a predictive model for waste generation in East Java Province using a machine learning approach. The imputation techniques tested include Mean Imputation, K-Nearest Neighbor (KNN), and Interpolation, while the predictive models used include Random Forest, Gradient Boosting, and KNN Regression. The dataset was obtained from the official SIPSN (National Waste Management Information System) website. Model performance was evaluated using metrics such as Root Mean Square Error (RMSE). The results indicate that the combination of KNN Imputer with the Gradient Boosting prediction model is effective in addressing missing data and predicting waste generation in East Java Province, achieving an RMSE value of 0.147. These findings are expected to support more accurate decision-making in waste management planning for the province.
Benchmarking GPU Passthrough Performance on Docker for AI Cloud System Sani, Ahmad Faisal; Khoirunisa, Rifa; Riatma, Darmawan Lahru; Rachman, Yusuf Fadlila; Masbahah, Masbahah
Brilliance: Research of Artificial Intelligence Vol. 5 No. 2 (2025): Brilliance: Research of Artificial Intelligence, Article Research November 2025
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v5i2.6794

Abstract

The use of artificial intelligence (AI), which depends only on CPU resources, tends to result in longer execution times or CPU time. Especially when handling large amounts or complex workloads. To overcome that issue, the use of a graphics processing unit (GPU) becomes a significant support. GPUs can significantly speed up AI inferences through their parallel architecture. One recent approach to integrating GPUs into an AI system is called GPU passthrough. Either natively (native environment), or through Docker environment. However, until recently, the efficiency and results between those methods have remained unexplored, particularly in local cloud environment.This study aimed to compare GPU performance between native and Docker environment using a 10.000 x 10.000 matrix multiplication workload with the TensorFlow frameworks. Execution time and GPU performance measured using the nvidia-smi tool. Data is recorded automatically in CSV format. The researcher used the NVIDIA CUDA environment to ensure full compatibility with GPU acceleration.The result demonstrated that GPU processing in native environment had faster average time, as in 1.52 seconds. In another case, GPU passthrough in docker environment demonstrated higher GPU utilization, as in 86.2% but had a longer execution time.These findings indicate that GPU overhead occurred in docker environment due to the containerization layer. On the contrary, the native environment resulted in shorter execution time, even though it did not maximize the GPU utilization. These results provide valuable basis data for technical decision-making in GPU-based AI deployment in a limited environment.
Literature Review: Virtual Reality Sebagai Media Imersif Dalam Terapi Kognitif Untuk Penanganan Stress dan Depresi Khoirunisa, Rifa; Sani, Ahmad Faisal; Masbahah, Masbahah; Rachman, Yusuf Fadlila; Haqimi, Nur Azizul
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i10.62104

Abstract

Stres dan depresi merupakan masalah kesehatan mental yang semakin meningkat secara global, terutama pada kelompok usia produktif, dan berdampak signifikan terhadap kualitas hidup individu. Penelitian ini bertujuan untuk meninjau secara sistematis penerapan Virtual Reality (VR) sebagai media imersif dalam terapi kognitif untuk penanganan stres dan depresi. Terapi kognitif, meskipun telah terbukti efektif dalam mengurangi gejala maladaptif, seringkali menghadapi kendala dalam hal aksesibilitas, motivasi pasien, dan tingkat keterlibatan dalam proses terapi. VR muncul sebagai inovasi yang menawarkan pengalaman interaktif dan lingkungan aman yang dapat meningkatkan efektivitas terapi. Metode penelitian menggunakan Systematic Literature Review (SLR) terhadap 118 artikel terindeks Scopus dengan rentang publikasi 2022–2025. Hasil analisis menunjukkan bahwa 10 artikel mendukung efektivitas VR dalam menurunkan gejala stres dan depresi, sedangkan 8 artikel menekankan pengalaman subjektif pasien yang cenderung positif. Keunggulan utama VR adalah sifatnya yang imersif, fleksibilitas personalisasi, serta kemampuan meningkatkan keterlibatan pasien. Namun, tantangan yang ditemukan meliputi keterbatasan teknologi, biaya implementasi, dan isu kenyamanan pengguna. Faktor penentu keberhasilan penerapan meliputi kualitas perangkat, kesiapan tenaga profesional, serta motivasi dan karakteristik pasien. Implikasi penelitian ini menunjukkan bahwa VR berpotensi besar menjadi media pendukung terapi kognitif yang menjanjikan dalam praktik klinis, meskipun penelitian lebih lanjut diperlukan untuk mengkaji dampak jangka panjang dan pengalaman pengguna secara lebih mendalam.
IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY DALAM MENDUKUNG TRANSFORMASI DIGITAL DAN PEMBERDAYAAN PEDAGANG DI PASAR WISATA KULINER TRADISIONAL Khoirunisa, Rifa; Riatma, Darmawan Lahru; Masbahah, Masbahah; Rachman, Yusuf Fadlila; Sani, Ahmad Faisal; Haqimi, Nur Azizul; Roshinta, Trisna Ari
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 6 (2025): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i6.35570

Abstract

Abstrak: Pariwisata merupakan sektor strategis yang berperan penting dalam penguatan ekonomi kreatif berbasis budaya lokal. Kegiatan pengabdian masyarakat yang dilakukan ini bertujuan untuk mendukung transformasi digital dan pemberdayaan pedagang melalui penerapan teknologi Virtual Reality (VR). Permasalahan utama mitra meliputi keterbatasan media promosi konvensional serta rendahnya literasi digital pelaku pasar. Kegiatan dilaksanakan menggunakan metode pelatihan teknis dan pendampingan penggunaan perangkat VR. Mitra dalam kegiatan ini terdiri dari Dinas Pariwisata, Pemuda, dan Olahraga Kabupaten Madiun, pedagang pasar pundensari dan anggota pokdarwis. Sebelum pelaksanaan, digunakan beberapa metode evaluasi untuk mengukur peningkatan kemampuan mitra, yaitu Pre post Assessment, Observasi langsung, Wawancara, dan Kuisoner Kepuasan. Hasil kegiatan menunjukkan tingkat kepuasan pengguna sebesar 91% terhadap tampilan visual dan interaksi, peningkatan literasi digital pedagang dari 41% menjadi 82%, serta kenaikan 35% kunjungan laman promosi desa wisata pasca diseminasi. Program ini terbukti efektif dalam meningkatkan eksposur digital, memperkuat branding destinasi wisata, serta mendorong kolaborasi antara perguruan tinggi, pemerintah daerah, dan masyarakat. Implementasi teknologi VR di pasar tradisional menjadi model transformasi digital yang replikatif dan berkelanjutan bagi pengembangan pariwisata berbasis budaya lokal.Abstract: Tourism is a strategic sector that plays a vital role in strengthening the local culture-based creative economy. This community service activity aims to support digital transformation and empowerment of traders at the Pundensari Culinary Tourism Market, Gunungsari Tourism Village, Madiun Regency through the application of Virtual Reality (VR) technology. The main problems faced by partners include the limited availability of conventional promotional media and the low digital literacy of market players. The activity was carried out in four stages, namely: (1) coordination and consolidation with the Tourism Office and Pokdarwis, (2) installation and testing of the Unity 3D-based VR application on the Meta Quest device, (3) public dissemination through VR demos and social media publications, and (4) evaluation of the results and impact of the activity. The results showed a 91% user satisfaction level with the visual display and interaction, an increase in traders' digital literacy from 41% to 82%, and a 35% increase in visits to the tourism village promotion page after dissemination. This program has proven effective in increasing digital exposure, strengthening tourism destination branding, and encouraging collaboration between universities, local governments, and the community. The implementation of VR technology in traditional markets is a replicable and sustainable digital transformation model for the development of local culture-based tourism.