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RANCANG BANGUN APLIKASI PENGAJUAN CUTI KARYAWAN BERBASIS WEB PADA PT. INDORAMA SYNTHETICS Risa Nabilah Firmansyah; Yudhi Raymond Ramadhan; Candra Dewi Lestari
Jurnal Riset Sistem Informasi Vol. 2 No. 3 (2025): Juli : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/70gd7651

Abstract

PT. Indo-Rama Synthetics Tbk is a company that manufactures Polyester Filament Yarns, “Polyester Stapel Fibers Pet Resin:, Polyester Chips and Polyester Filament Fabrics, where the company started commercial production in 1976 with a cotton spinning factory in Purwakarta which has around ± 1000 employees with various departments and positions. However, the leave application system is still manual. Where employees must make a written leave application and follow several processes that must be carried out. The design and development of the employee leave system uses the rapid application development software development method with stages (requirements planning, user design, construction and cutover), the design uses a unified modeling language (UML) with 4 (four) diagrams, namely use case diagrams, activity diagrams, sequence diagrams and class diagrams, program coding using the PHP framework Codeigniter. The results achieved from this study are an employee leave system for employees by providing several existing features including employee information, submission of leave for employees, and other menus. With the web and mobile based system,  it is hoped that it will make it easier for employees to apply for leave.
Sentiment Analysis of Telemedicine Applications on Twitter Using Lexicon-Based and Naive Bayes Classifier Methods Hasan, Arid; Ramadhan, Yudhi Raymond; Minarto, Minarto
Jurnal Riset Informatika Vol. 5 No. 4 (2023): September 2023
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (751.857 KB) | DOI: 10.34288/jri.v5i4.244

Abstract

Since the onset of the COVID-19 pandemic in Indonesia, many people have turned to telemedicine programs as an alternative to minimize social interactions, opting for consultations from the safety of their homes using smartphones and internet connectivity. Given the necessity for physical distancing and avoiding crowded places, these applications have become indispensable substitutes for in-person medical consultations. Numerous apps facilitating access to healthcare services have been introduced in Indonesia, ranging from business startups to initiatives by the Ministry of Health. Telemedicine can potentially revolutionize healthcare in Indonesia, addressing critical health challenges. A significant issue within Indonesia's healthcare system is the scarcity of doctors and their uneven distribution. With only four doctors per 10,000 people, this figure falls far below the WHO guideline of 10 doctors per 1,000. Sentiment analysis of these applications was conducted to evaluate how telemedicine applications meet public needs and offer an alternative solution. Lexicon-based and naive Bayes methods were employed to classify tweet data into positive, neutral, and negative sentiments. The results revealed 908 positive tweets, 172 negative tweets, and 168 neutral tweets, indicating predominantly positive public perceptions of telemedicine applications. The naive Bayes classifier exhibited a 74% accuracy rate, with a precision of 98% and a recall of 86%. These findings underscore the positive impact and acceptance of telemedicine applications among the Indonesian populace, emphasizing their significance in augmenting the nation's healthcare landscape.
RANCANG BANGUN APLIKASI RESEP CAKE AND BEVERAGE DENGAN API GEMINI BERBASIS MOBILE Insan, Arul; Ramadhan, Yudhi Raymond; Lestari, Chandra Dewi
Jurnal Teknologi Terpadu Vol 13, No 2 (2025): JTT (Jurnal Terpadu Terpadu)
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32487/jtt.v13i2.2649

Abstract

Perkembangan teknologi yang begitu pesat menjadikan aplikasi mobile sebagai bagian penting dalam aktivitas sehari-hari. Selain itu perkembangan AI juga menjadi suatu kemajuan dalam menunjukkan sebuah potensi yang begitu signifikan dalam meningkatkan operasional dan pengalaman  pengguna aplikasi mobile. Dengan perkembangan tersebut media informasi seperti resep kuliner juga semakin banyak meskipun aplikasi resep begitu banyak pengguna seringkali kesulitan menemukan resep yang spesifik sehingga harus mencari resep di sumber lain. Penelitian ini bertujuan untuk merancang dan membangun aplikasi resep yang lebih spesifik pada kategori cake and beverage dengan memanfaatkan teknologi kecerdasan buatan melalui integrasi API Gemini berbasis mobile metode penelitian ini menggunakan Research and Development (R&D) dengan model pengembagan perangkat lunak Waterfall. Aplikasi ini di bangun menggunakan framework Flutter dengan bahasa pemrograman Dart. Untuk penyimpanan lokal pada aplikasi menggunakan penyimpanan SQLite. Pengujian fungsionalittas aplikasi dilakukan dengan metode Blackbox Testing untuk memastikan setiap fitur berupa input dan output berjalan sesuai harapan. Hasil dari penelitian ini aplikasi mobile berhasil mengimplementasikan API Gemini untuk menghasilkan resep cake and beverage secara otomatis. Aplikasi ini mampu memberikan resep berdasarkan input berupa gambar yang diambil dari kamera maupun galeri, serta berdasakran kategori bahan yang dipilih oleh pengguna.
PERANCANGAN USER INTERFACE APLIKASI PEMBELAJARAN BAHASA SUNDA PADA SEKOLAH DASAR NEGERI KAMOJING CIKAMPEK MENGGUNAKAN METODE DESIGN THINKING Arif Ramdhani; Yudhi Raymond Ramadhan; Yusuf Muhyidin
Jurnal Cahaya Mandalika ISSN 2721-4796 (online) Vol. 4 No. 3 (2023)
Publisher : Institut Penelitian Dan Pengambangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jcm.v4i3.2012

Abstract

Since the implementation of the 2013 curriculum, local language subjects have been taught in elementary schools. Learning local languages is important to maintain and preserve the language. SDN Kamojing Cikampek is located in West Java and is one of the schools for learning local languages, namely Sundanese. Many students are motivated to learn Sundanese at school, but there are also many students who have difficulty learning Sundanese. Given the innovation in the world of education today involves a lot of technology to carry out the learning process. There are many ways to learn Sundanese, one of which is through learning media that utilizes technology such as smartphones. With the support of technological innovation that is increasingly advanced, the role of user interface is important for user problem solving needs. The purpose of this research is to find out how we can use design thinking to meet and understand user needs. With the existence of Sundanese language learning media can help students learn Sundanese easily.
ANALISIS SENTIMEN E-WALLET GOPAY, SHOPEEPAY, DAN OVO MENGGUNAKAN ALGORITMA NAIVE BAYES Widianto, Iqbar Sajidan; Ramadhan, Yudhi Raymond; Komara, Mutiara Andayani
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 3S1 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i3S1.5277

Abstract

Pembayaran secara non-tunai atau cashless yang dilakukan melalui aplikasi dompet digital atau e-wallet merupakan aktivitas digitalisasi yang terus digunakan dalam kehidupan sehari-hari, mulai dari pesan antar makanan, berbelanja online, hingga pembayaran asuransi semua dilakukan dengan mudah dan cepat melalui aplikasi dompet digital. Dari banyaknya pengguna aplikasi dompet digital tersebut tentu saja tidak semua pengguna merasa puas dengan aplikasi yang mereka gunakan dan biasanya para pengguna aplikasi dompet digital sering kali meninggalkan ulasan kepuasannya di salah satu platform distribusi aplikasi yaitu Google Play Store. Namun, jika para calon pengguna aplikasi membaca seluruh ulasan itu bisa menghabiskan banyak waktu, maka dalam hal ini perlu dilakukan analisis sentiment. Tujuan dari penelitian ini adalah untuk menganalisis sentimen ulasan aplikasi dompet digital Shopeepay, Gopay, dan OVO di Google Play Store. Metode penelitian yang digunakan adalah metode Knowledge Data Dictionary (KDD) dengan menggunakan algoritma Naïve Bayes Classifier. Tools yang digunakan untuk mendukung proses penelitian yaitu Jupiter Notebook dengan bahasa pemrograman Phyton. Objek penelitian berfokus pada tiga aplikasi dompet digital yaitu Gopay, Shopeepay dan OVO. Setelah dilakukan pengujian menggunakan algoritma Naïve Bayes Classifier hasil nilai akurasi aplikasi Shopeepay memiliki nilai paling besar yaitu sebesar 88%, disusul aplikasi OVO 86% sebesar dan aplikasi Gopay sebesar 82%. Dari hasil akurasi tersebut dapat disimpulkan bahwa algoritma Naïve Bayes Classifier bekerja dengan baik terhadap analisis aplikasi Shopeepay