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Jurnal Sisfokom (Sistem Informasi dan Komputer)
ISSN : 23017988     EISSN : 25810588     DOI : -
Jurnal Sisfokom merupakan singkatan dari Jurnal Sistem Informasi dan Komputer. Jurnal ini merupakan kolaborasi antara sivitas akademika STMIK Atma Luhur dengan perguruan tinggi maupun universitas di Indonesia. Jurnal ini berisi artikel ilmiah dari peneliti, akademisi, serta para pemerhati TI. Jurnal Sisfokom diterbitkan 2 kali dalam setahun yaitu pada bulan Maret dan September. Jurnal ini menyajikan makalah dalam bidang ilmu sistem informasi dan komputer.
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Articles 40 Documents
Search results for , issue "Vol. 13 No. 3 (2024): NOVEMBER" : 40 Documents clear
Water Level Classification for Detect Flood Disaster Status Using KNN and SVM Akbar, Jiwa; Setyo Yudono, Muchtar Ali
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2166

Abstract

Flooding occurs when the water's surface elevation exceeds the average level, overflowing river water and creating inundation in low-lying areas. Early warning for potential floods significantly reduces losses, such as human casualties and property damage. In this context, the flood disaster classification system uses water surface elevation data from the Water Resources Agency to predict the likelihood of floods using the K-Nearest Neighbors (KNN) Algorithm. This research aims to classify flood status based on water surface elevation using the K-Nearest Neighbors and Support Vector Machine(SVM) methods in the Ciliwung River. The study results indicate that the SVM algorithm outperforms the KNN algorithm. The SVM algorithm used parameter C ranging from 1 to 10 in the scenarios, and the RBF kernel achieved 100% accuracy. On the other hand, the KNN algorithm achieved 100% accuracy only for K values of 1, 2, 3, 4, and 5 in scenarios where K ranged from 1 to 10.
Game and Application Purchasing Patterns on Steam using K-Means Algorithm Aulia, Salman Fauzan Fahri; Gerhana, Yana Aditia; Nurlatifah, Eva
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2214

Abstract

Online games are visual games that utilize the internet or LAN networks. With the growth of the gaming industry, platforms like Steam offer a wide variety of games, making it challenging for users to decide which game to play. This study employs the Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology to address this issue by understanding user preferences. The k-means algorithm clusters game data based on similar characteristics, helping users and developers identify the most popular game types. Data sourced from Kaggle, obtained through the Steam API and Steamspy, consists of 85,103 entries. A normalization process is applied to enhance calculation accuracy. The elbow method determines the optimal number of clusters, resulting in three clusters from the k-means algorithm. The evaluation includes the silhouette coefficient, which measures the proximity between variables, and precision purity, which compares labels by assigning a value of 1 (actual) or 0 (false). The study finds an average silhouette coefficient of 0.345 and a precision purity value of 0.734, indicating that the k-means algorithm performs optimally based on the precision purity metric. The findings reveal that free-to-play games are the most popular among users, while the "Animation & Modelling" category is the most expensive based on price comparisons
Discovering User Sentiment Patterns in Libraries with a Hybrid Machine Learning and Lexicon-Based Approach Nurmalasari, Dini; Qudsi, Dini Hidayatul; Chairani, Nessa; Yuliantoro, Heri R
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2217

Abstract

The need to enhance library services is the focus of this study, which relies on user feedback for data-driven decision-making. Text data from library user surveys conducted at Politeknik Caltex Riau (PCR) is analyzed to categorize sentiment and identify areas for improvement. The biannual student and lecturer feedback collected from 2018 to 2023 through the institution's official survey system (survey.pcr.ac.id) is utilized, providing a comprehensive and robust picture of user needs across five years. Sentiment analysis is employed using the VADER method to classify user comments into positive or negative categories. Text preprocessing techniques, such as stemming, tokenizing, and filtering, are performed to ensure robust classification. Machine learning algorithms – Naïve Bayes, Support Vector Machine (SVM), and Random Forest – are then utilized to evaluate sentiment classification accuracy. The study offers significant findings. Both SVM and Random Forest achieve an outstanding accuracy of 99%, indicating highly reliable sentiment categorization. Notably, these algorithms also achieve 100% precision, recall, and F1-score, demonstrating their effectiveness in accurately identifying positive and negative user sentiment. While Naïve Bayes shows slightly lower accuracy at 98%, it maintains a high recall rate (100%), ensuring all negative feedback is captured. This research presents a novel approach combining user sentiment analysis with a comprehensive five-year dataset. This enables a deeper understanding of evolving user needs and priorities. The high accuracy and effectiveness of the employed algorithms highlight the potential of this methodology for libraries. Libraries can leverage user feedback for evidence-based service improvement and increased user satisfaction.
Application of Data Mining for Tuberculosis Disease Classification Using K-Nearest Neighbor Sitanggang, Delima; Simangunsong, lamria; Sundah, Geertruida Frederika; Hutahaean, Rani; Indren, Indren
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2218

Abstract

This study aims to find out how much the application of the K-NN method and the accuracy value obtained by the K-NN method in clarifying data of Tuberculosis patients. This research focuses on improving public health and developing science to help people prevent and overcome tuberculosis. This type of research is quantitative. The literature study used is the documentation study. The method used by the K-Nearest Neighbor Algorithm. The results of the study showed that the process of applying data mining for the classification of tuberculosis disease using the K-Nearest Neighbor method obtained a final result of 80% accuracy. Thus, it can be concluded that the K-Nearest Neighbor algorithm is good.
Analysis of MAXIM Application Service Quality on User Satisfaction using the E-Service Quality Method Wulandari, Putri; Dzakiyullah, Nur Rachman; Ratnasari, Asti; Heksaputra, Dadang
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2226

Abstract

Service quality is the comprehensive support provided by system developers to users to ensure safety, comfort, empathy and responsiveness in meeting user expectations. There are still complaints about the Maxim application in the Google Playstore review from January 16 to February 12, 2024, inaccurate pick-up or destination, inconsistent prices, slow service response so that users have difficulty getting solutions to problems. Supported by the INDEF (Institute for Development of Economics and Finance) survey on DataIndonesia.id that the popularity of Maxim's services is lower than Gojek and Grab. Thus, it is essential to employ the E-Servqual approach to perform research to determine whether the services have satisfied users. Because its dimensions are pertinent and completely satisfy the requirements of assessing the quality of electronic services, E-Service Quality is the most thorough and integrative online service quality model. Efficiency, fulfillment, system availability, privacy, responsiveness, compensation, and interaction are the seven factors used, while user satisfaction is the dependent variable. This kind of study collects data using nonprobability sampling approaches in conjunction with quantitative methods. wherein demographic components are chosen according to specific standards that are pertinent to the study's goals. Considering the findings of the analysis, the 7 proposed hypotheses consisted of 3 accepted hypotheses and 4 rejected hypotheses because the significance value < alpha (? = 0.05) and 4 hypotheses rejected because the significance value > alpha (? = 0.05. Overall, the quality of Maxim's service towards user satisfaction is not good in terms of the variables of efficiency, system availability, responsiveness, and contact. It is hoped that there will be improvements in the Maxim application such as application usage, application functions on the displayed page, application response, and contact services for communication
Analyzing Consumer Shopping Interest via Social Media Ads with K-Means and C4.5 Algorithm Banjarnahor, Jepri; Hutagalung, Jessy Putrionom; Sitorus, Ferdinand Jery Wilkinson
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2228

Abstract

It is increasingly important to understand how advertisements affect consumers' propensity to shop as social media becomes the primary medium for advertising. This study uses the C4.5 algorithm for classification and K-Means Clustering for data segmentation to examine the level of consumer shopping interest driven by Facebook and Instagram ads. This strategy utilizes information collected from user interactions with ads on these two social media platforms to determine consumer interest trends more precisely. The research findings show that, compared to conventional methods, this combination of techniques can increase the accuracy of predicting consumer purchase intention by as much as 85%. These results not only validate the usefulness of clustering and classification methods in digital advertising data analysis, but also offer insights that companies can apply to optimize their marketing strategies. By understanding more specific consumer segments, companies can target their ads more precisely, thereby increasing conversions and the effectiveness of advertising campaigns. This research makes a significant contribution to the field of data analysis and digital marketing and opens up opportunities for further research in the integration of more sophisticated analysis methods
Application of Deep Learning Algorithm for Web Shell Detection in Web Application Security System Yuranda, Rezky; Negara, Edi Surya
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2234

Abstract

A web shell is a script executed on a web server, often used by hackers to gain control over an infected server. Detecting web shells is challenging due to their complex behavior patterns. This research focuses on using a deep learning approach to detect web shells on the ISB Atma Luhur web server, aiming to develop a model capable of precise detection. By training the model with labeled PHP files, malicious web shells are distinguished from benign files. The study is crucial for enhancing the server's security, preventing hacker attacks, and safeguarding sensitive data. Through preprocessing techniques such as opcode extraction and feature selection, useful pattern recognition for web shell detection is achieved. Training deep learning models like CNN and RNN with LSTM on processed data leads to accuracy evaluation using classification metrics. The CNN model demonstrates superior performance in detection, emphasizing the effectiveness of deep learning for web shell detection. The research contributes to enhancing security in web-based applications, protecting against cyber threats like web shells.
DANA App Sentiment Analysis: Comparison of XGBoost, SVM, and Extra Trees Setiawan, Muhamad Jodi; Nastiti, Vinna Rahmayanti Setyaning
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2239

Abstract

This research aims to analyze sentiment on DANA application reviews to find out user perceptions by comparing Extreme Gradient Boosting (XGBoost), Support Vector Machine (SVM), and Extra Trees Classifier classification methods. DANA application review data is obtained from the Kaggle site which consists of 50,000 Indonesian-language reviews labeled with positive and negative sentiments. The research stages include data preprocessing to clean and prepare the review text, applying word weighting using Word2Vec to give weight to words based on their context, balancing sentiment classes using SMOTE to address the imbalance of positive and negative review classes. It should be noted that the initial proportion of data before applying SMOTE may affect the results. The data is then divided into training and testing sets, then the models are trained and evaluated using Confusion Matrix and K-Fold Cross-Validation. The results of the three classification methods are measured by the accuracy matrix and F1-Score to assess model performance, the SVM and XGBoost methods obtained an accuracy of 93% and the ETC method achieved an F1-Score value of 96% at K=6, the three models proved to be very accurate in predicting the sentiment of DANA application reviews both positive and negative. The practical implications of this research can identify areas for application improvement, develop popular features, personalize services based on user preferences, and manage application reputation.
Enhancing Outdoor Equipment Marketing through Augmented Reality: A Case Study of Sekaben Camp Sugihartono, Tri; Putra, Rendy Rian Chrisna; Dwi Sandro, Irsad
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2243

Abstract

Augmented Reality (AR) has the potential to transform product marketing by creating immersive and interactive experiences. This study presents the development of an AR-based application to enhance the marketing of outdoor equipment at Sekaben Camp, a camper rental company in Pangkalpinang, Bangka Belitung. The application allows users to visualize and interact with three-dimensional (3D) models of rental gear on their Android smartphones, making the selection process more engaging and informative. Using a prototyping approach—an iterative process of building and refining a preliminary model—the research includes gathering requirements, developing a prototype, coding the system, testing, and final deployment. Key features such as AR scanning, equipment ordering, and a price listing interface were designed to enhance product visualization and user engagement. User testing revealed that 85% of participants found the application intuitive and reported a more realistic understanding of the gear's size and functionality, resulting in a 30% increase in customer satisfaction during the rental process.
Analysis Of User Experience Of ChatGPT And Gemini Users Using The User Experience Quistionnaire (UEQ) For Education Nasrul, Ilham; Angraini, Angraini; Hamzah, Muhammad Luthfi; Saputra, Eki
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2250

Abstract

AI is becoming more and more crucial in the digital age to support kids in overcoming obstacles to learning and succeeding academically. The use of chatbots is one example of AI progress. Two well-known chatbots are Gemini and ChatGPT. Because they are useful and support a variety of learning tasks, including answering questions, producing articles, expanding knowledge, and other academic activities, both applications are highly well-liked and preferred by students. By using a case study on the Facebook community with the number of samples needed in this study as many as 377 respondents based on the Krejcie and Morgan formula, The purpose of this study was to determine whether user experiences with different applications differed. User experience measurement was carried out using the User Experience Questionnaire (UEQ) approach on the variables of Efficiency, Novelty, Attractiveness, Stimulation, Perspicuity, and Dependability. The results of the study show that all user experience variables for the ChatGPT and Gemini applications received poor ratings, and there were no significant differences in any of these variables. However, based on UEQ measurements, it was found that both applications received better scores on the stimulation and novelty variables, while the attractiveness, clarity, efficiency, and accuracy variables received poor results. To improve user experience in the ChatGPT and Gemini applications, the quality of all variables needs to be enhanced.

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