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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.
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.
Rekayasa Kebutuhan Teknologi Informasi Tepat Guna Menggunakan Teknik Elisitasi I*Frame dan Joint Application Design untuk Aplikasi Cosco pada Proyek Infrastruktur Jalan Tol di Era Industri 4.0 riatma, Darmawan lahru; Masbahah, Masbahah
IJAI (Indonesian Journal of Applied Informatics) Vol 6, No 1 (2021)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v6i1.55948

Abstract

Abstrak : COSCO (cost control), merupakan sebuah aplikasi yang di implementasikan untuk membantu mendigitalisasi semua proses kontrol pekerjaan dan pengendalian keuangan jalan tol secara jarak jauh. Dalam pengembangan aplikasi, analisa kebutuhan merupakan tahap penentu sukses atau tidaknya sebuah aplikasi. Maka dari itu, dalam menganalisa kebutuhan COSCO menggunakan metode pendekatan I*Frame dan Joint Application Design (JAD) agar seluruh kebutuhan dan bisnis proses dari user dapat dipetakan dan terdokumentasi secara spesifik sesuai kebutuhan user. Melalui teknik I*Frame peneliti dapat mengidentifikasi sedini mungkin key stakeholder yang terlibat dan berpengaruh terhadap keputusan-keputusan pengembangan aplikasi COSCO mulai dari pimpinan hingga staff. Serta melalui metode JAD peneliti dapat mengidentifikasi tujuh dokumen hasil analisa kebutuhan sesuai dengan spesifikasi kebutuhan system. Dokumen tersebut diantaranya adalah Role Peran Pengguna, Flow Diagram, Kebutuhan Fungsional, Kebutuhan Non fungsional, Entity Relationship Diagram, Tampilan Antar Muka Sistem, Kebutuhan Adaptive SistemAbstract : COSCO (cost control), is an application that has been implemented to help digitize all processes of work control and financial control of toll roads remotely. In application development, requirements analysis is a critical step in determining the success or failure of an application. Therefore, in analyzing the needs of COSCO using the I*Frame approach and Joint Application Design (JAD) so that all user needs and business processes can be mapped and specifically documented according to user needs. Researchers can use the I*Frame technique to identify key stakeholders, from leadership to staff, who are involved in and influence COSCO application development decisions as early as possible. And through the JAD method, researchers can identify seven documents resulting from the needs analysis following the system requirements specifications. These documents include Role Users, Flow Diagrams, Functional Requirements, Non-Functional Requirements, Entity Relationship Diagrams, User Interface and Adaptive System Requirements.
Virtual Reality Exposure Therapy for Acrophobia: Designing a Game Application Ardhi, Ovide Decroly Wisnu; Hidayat, Taufiqurrakhman Nur; Purnomo, Fendi Aji; Yudhanto, Yudho; Masbahah, Masbahah; Riatma, Darmawan Lahru; Hakimi, Nur Azizul; Hutabarat, Josua Arnatal
IJAI (Indonesian Journal of Applied Informatics) Vol 6, No 2 (2022)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v6i2.56268

Abstract

Abstract Anxiety disorders are the most common type of mental disorder Almost 18.1% of adults experience anxiety disorders, with the specific phobia subcategory being understudied. Studies indicate that the prevalence of specific phobias ranges from 3% to 15% worldwide, with phobias of heights and animals being the most common. While exposure therapy for anxiety disorders has strong evidence, not many therapists use this method. In this study, we employed an exposure therapy method that involved gradual and repeated exposure to a feared stimulus, resulting in changes in cognition, behavior, and emotional and physical responses. The study developed the exposure therapy method as Virtual Reality Exposure Therapy (VRET), utilizing an interactive and engaging 3D environment to facilitate new learning and provide an immersive experience for users. The research also leveraged VRET technology to assist in training, evaluating, delivering, and supervising psychotherapy skills. Our study resulted in a prototype of VRET that offers a more specific and detailed therapeutic tool for acrophobia in the form of game. The compatibility test results show that the iPhone XR 2021 and Poco X3 Pro 2021 can build applications 5 minutes faster than the Poco M3 2021 and 15 minutes from the Realme 3 2021. The Poco X3 Pro 2021 application installation process is 1 to 2 seconds faster than the iPhone XR 2021 and Poco M3 2021. Realme 3 2021 is 9 seconds slower than Poco X3 Pro 2021.Abstrak Gangguan kecemasan adalah jenis gangguan mental yang paling umum. Hampir 18,1% orang dewasa mengalami gangguan kecemasan, dengan subkategori fobia spesifik sedang dipelajari. Studi menunjukkan bahwa prevalensi fobia spesifik berkisar antara 3% hingga 15% di seluruh dunia, dengan fobia ketinggian dan hewan adalah yang paling umum. Sementara terapi pemaparan untuk gangguan kecemasan memiliki bukti kuat, tidak banyak terapis yang menggunakan metode ini. Dalam penelitian ini, kami menggunakan metode terapi pemaparan yang melibatkan pemaparan bertahap dan berulang terhadap stimulus yang ditakuti, menghasilkan perubahan dalam kognisi, perilaku, dan respons emosional dan fisik. Studi ini mengembangkan metode terapi pemaparan sebagai Virtual Reality Exposure Therapy (VRET), menggabungkan lingkungan 3D yang interaktif dan menarik untuk memfasilitasi pembelajaran baru dan memberikan pengalaman mendalam bagi pengguna. Penelitian ini juga memanfaatkan teknologi VRET untuk membantu melatih, mengevaluasi, menyampaikan, dan mengawasi keterampilan psikoterapi. Studi kami menghasilkan prototipe VRET yang menawarkan alat terapi yang lebih spesifik dan terperinci untuk akrofobia dalam bentuk permainan. Hasil uji kompatibilitas menunjukkan bahwa iPhone XR 2021 dan Poco X3 Pro 2021 dapat membangun aplikasi 5 menit lebih cepat dari Poco M3 2021 dan 15 menit dari Realme 3 2021. Proses instalasi aplikasi Poco X3 Pro 2021 lebih cepat 1 hingga 2 detik dibandingkan iPhone XR 2021 dan Poco M3 2021. Realme 3 2021 lebih lambat 9 detik dari Poco X3 Pro 2021.