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Komparasi Algoritma Machine Learning Regresi untuk Prediksi Durasi Perjalanan Taksi di New York City Nicholas; Wibowo, M.Taufik; Abdillah, Ridwan; Hafizh, Raffi Hibban; Rosyani, Perani
Jurnal Riset Informatika dan Inovasi Vol 3 No 9 (2026): JRIIN : Jurnal Riset Informatika dan Inovasi (INPRESS)
Publisher : shofanah Media Berkah

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Abstract

Estimasi waktu tempuh atau Estimated Time of Arrival (ETA) memiliki dampak langsung terhadap efisiensi operasional armada transportasi dan kepuasan konsumen. Namun, memprediksi durasi perjalanan di kota metropolitan seperti New York City (NYC) merupakan tantangan kompleks karena dipengaruhi oleh faktor dinamis seperti jarak, waktu, dan pola lalu lintas. Penelitian ini bertujuan untuk membangun dan membandingkan kinerja model machine learning berbasis regresi untuk memprediksi durasi perjalanan taksi NYC. Algoritma yang diuji meliputi Linear Regression, Random Forest, Gradient Boosting, dan XGBoost. Penelitian ini menerapkan tahapan preprocessing data spasial-temporal dan feature engineering yang komprehensif. Hasil eksperimen menunjukkan bahwa model berbasis ensemble dan boosting mengungguli model linear sederhana. Secara khusus, algoritma XGBoost menghasilkan kinerja terbaik dengan tingkat kesalahan prediksi terendah (RMSE dan MAE minimum) dibandingkan model lainnya serta baseline penelitian sebelumnya.
Peran Konformitas dan Kontrol Diri terhadap Adiksi Game Online pada Remaja Awal Abdillah, Ridwan; Dariyo, Agoes
YASIN Vol 6 No 1 (2026): FEBRUARI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i1.8964

Abstract

The development of digital technology has made it easier for early adolescents to access various entertainment platforms, including online games, at a developmental stage in which a strong tendency to conform to peers and unstable self-control increase vulnerability to online game addiction. This study aimed to examine the roles of conformity and self-control in online game addiction among early adolescents in West Jakarta. A quantitative approach with a causal design was employed, involving 265 early adolescents aged 12–15 years selected using a simple random sampling technique. The research instruments consisted of the Self-Control Scale (SCS) Brief Version, a Conformity Scale, and the Game Addiction Scale (GAS), all of which had undergone adaptation, validity, and reliability testing. Data were analyzed using multiple linear regression. The results showed that conformity had a positive and significant effect on online game addiction, whereas self-control had a negative and significant effect. Simultaneously, conformity and self-control contributed 35.1% to online game addiction (R² = 0.351), while the remaining 64.9% was influenced by other factors. These findings underscore the crucial roles of conformity and self-control in shaping online gaming behavior among early adolescents and provide an empirical basis for developing preventive intervention programs focused on strengthening self-control and managing peer-group influence.