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Application of recommendation system with AHP method and sentiment analysis Ira Prasetyaningrum; Kholid Fathoni; Tri Tangguh Jiwo Priyantoro
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 3: June 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i3.14778

Abstract

Over time, people needs are increasing. Needs that must be met, often cause problems in the people in determining a choice. People must make the right choice and according to their needs. Not an easy thing for people to make these choices. Therefore, a recommendation system is needed to support people in making decisions that fit their criteria. This research provides a system that can provide recommendations for decision support people according to their criteria, which are web-based. The decision-making system in this research uses the analytical hierarchy process (AHP) method. AHP is a multi-criteria decision-making method, which in this research one of the criteria is using sentiment analysis. Sentiment analysis is the process of understanding, extracting, and processing textual data to get sentiment information from an opinion sentence. The opinion sentiment value of each alternative will be included in the AHP calculation to get the best alternative recommendations according to the criteria of people. The result of this research is that the system can provide recommendations to people or users according to their criteria and alternatives as well as public opinion about each alternative.
Pengukuran Performa Algoritma Culling untuk Optimasi Grafis pada Game Tiga Dimensi Kholid Fathoni; Nur Shabrina Shaliha; Halimatus Sa'dyah; Dwi Kurnia Basuki; Arif Basofi
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7, No 1: Februari 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Saat ini, teknologi game berkembang pesat. Terdapat banyak pengembang game yang mengembangkan game menggunakan grafis 3D. Meskipun teknologi GPU berkembang dengan pesat, optimasi tetap dibutuhkan seiring dengan perkembangan teknologi visualisasi. Penelitian ini mengulas performa algoritma Occlusion Culling berbasis GPU serta algoritma Occlusion Culling klasik dalam melakukan rendering pada game tiga dimensi. Berdasarkan penelitian ini, kami ingin mengetahui apakah Occlusion Culling berbasis GPU relevan untuk digunakan pada proses rendering game tiga dimensi. AbstractGame technology is getting bigger. There are many games developed using 3D graphics. Although GPU technology is growing rapidly, we still need optimization technique because the complexity of visualization always increases day by day. In this paper, we want to investigate the performance of GPU driven occlusion culling algorithm and classic occlusion culling in 3D Game Rendering. According to this research, we want to find whether GPU driven occlusion culling relevant for 3D Game or not.
3D Virtual Catalogue Of PENS Campus Using Augmented Reality Kholid Fathoni; Achmad Basuki; Octario Rezkavianto
Infoman's : Jurnal Ilmu-ilmu Manajemen dan Informatika Vol. 14 No. 1 (2020): Infoman's
Publisher : STMIK Sumedang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33481/infomans.v14i1.133

Abstract

PENS is a vocational education campus that is actively promoting the community to capture the interests of prospective students to register as students. This requires promotion of media innovation that can attract public interest. Multimedia technology, especially augmented reality can be used as an attractive alternative media for PENS to carry out promotions. This study aims to develop promotional media in the form of an augmented reality technology-based virtual catalog to introduce various study programs available in PENS. Catalogs that are generally in the form of physical media are converted into markers that can bring up 3D objects and videos that explain the contents to the user so that the user does not need to read because there is already an audio visual explanatory facility. The trial results show that the PENS virtual catalog can function well in viewing AR mascot, AR video and information.
Rancang Bangun Sistem Informasi Manajemen Kegiatan Penelitian di Politeknik Elektronika Negeri Surabaya Kholid Fathoni; Arna Fariza; Yufi Eko Firmansyah
Jurnal Ilmiah Teknologi Informasi Asia Vol 14 No 1 (2020): Volume 14 Nomor 1 (8)
Publisher : LP2M INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1300.035 KB) | DOI: 10.32815/jitika.v14i1.418

Abstract

Penelitian merupakan salah satu kewajiban Tri Dharma Perguruan Tinggi yang harus diselenggarakan oleh perguruan tinggi. Politeknik Elektronika Negeri Surabaya (PENS) sebagai institusi perguruan tinggi memiliki kewajiban menyelenggarakan kegiatan penelitian. Pengelolaan kegiatan penelitian di PENS selama ini masih bergantung pada aktivitas manual dalam mengumpulkan, menyimpan, mengolah serta menyajikan data penelitian. Hal ini menyebabkan beberapa masalah diantaranya: keterlambatan, ketidakakuratan, dan kehilangan data serta beban kerja berlebih bagi administrator, operator dan para stakeholder dalam mencari dan mengelola data penelitian. Oleh karena itu perlu dibangun suatu aplikasi sistem informasi penelitian berbasis web yang menangani pengelolaan berbagai data penelitian untuk mengatasi berbagai persoalan tersebut. Sistem berbasis elekronik ini menangani berbagai data master, pengumpulan data proposal, laporan kemajuan dan laporan akhir serta menangani transaksi seleksi proposal, monitoring dan evaluasi laporan kemajuan, serta seminar hasil, termasuk di dalamnya menangani proses review penelitian pada tiap tahapan tersebut. Sistem ini dibangun berbasis PHP framework serta basisdata MySQL. Hasil ujicoba sistem menunjukkan bahwa semua fungsi aplikasi berjalan sebagaimana skenario serta membantu para stakeholder penelitian untuk mengelola kegiatan penelitian di PENS.
Mobile Game Based Chemical Bond Learning Application Kholid Fathoni; Rizky Yuniar Hakkun; Wildan Andaru
DoubleClick: Journal of Computer and Information Technology Vol 3, No 2 (2020): Edisi February 2020
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (537.959 KB) | DOI: 10.25273/doubleclick.v3i2.5840

Abstract

Mobile game technology is growing rapidly and this is directly proportional to the increasing number of mobile games in circulation. The growing market of the mobile game industry is not accompanied by the number of games that have educative content in them. The challenging, fun, and addictive nature of the game has a negative impact if no educational content is provided. Therefore, educational content needs to be present in a game so that the game can have a positive impact on the players. This research makes a chemical educational game to study chemical bonding material that aims as an interactive learning media for students and the general public. This game is made based on mobile with 2D characters consisting of 5 levels. Level 1 contains material for salt compounds, level 2 contains material for acid compounds, level 3, 4 and 5 contains material for basic compounds. The results of this game trial show that all the features of this game application run well, can be run on several smartphones, and most users from 20 audiences stated that this game is comfortable and easy to use.
Rancang Bangun Sistem Informasi Manajemen Pengabdian Masyarakat Berbasis Web di Politeknik Elektronika Negeri Surabaya Kholid Fathoni; Ira Prasetyaningrum; Franciscus Anggara Pradana Herdi Praja
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 3, No 4 (2019): Oktober 2019
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v3i4.1351

Abstract

Community service activities as mentioned in Undang-Undang of Indonesia State No. 20 of 2003 concerning the National Education system, article 20 is one of the mandates of the Tri Dharma of Higher Education, including the Politeknik Elektronika Negeri Surabaya (PENS). Management of community service in the Research and Community Service Center (P3M) is still manual in collecting, storing and processing service data. The system raises several problems including delays, inaccuracies and excessive workload for administrators and operators and stakeholders in processing and accessing data of community service. Therefore it is necessary to make an application for a multiplatform-based information system to handle transactions and management of various community service data. This application handles the collection of proposal data, progress reports and final reports and handles proposal selection transactions, monitoring and evaluating progress reports, as well as seminar results, including the plotting of service reviewers. This system uses PHP framework and MySQL database management system. The test results show that all application functions are running well and make it easy for all service stakeholders to manage community service activities.
Pengembangan Aplikasi Virtual Tour sebagai Media Pengenalan Lingkungan Kampus PENS berbasis Website Ashafidz Fauzan; Zakha Maisat Eka; Zulhaydar Fairozal Akbar; Kholid Fathoni
Jurnal Teknologi Terpadu Vol. 7 No. 1: Juli, 2021
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v7i1.341

Abstract

The introduction of the New Student Campus Life (PKKMB) activity at The Electronics Engineering Polytechnic of Surabaya (EEPIS) is limited in its implementation due to the never-ending Covid-19 pandemic. All activities involving large numbers of people must carry out online to avoid the spread of the Covid-19 virus. With this policy, an application that can describe the campus life environment online is needed, so digital virtual reality media makes, namely Virtual Tour. The user interfaces in this application design using the Balsamiq application so that the resulting display is more attractive and interactive. A virtual tour application created using multi panoramic images, where 360º panoramic images taken using a 360 camera taken at several campus locations—making a virtual tour application using the 3DVista application. The application development method used in this research is Multimedia Development Life Cycle (MDLC). From the test results of the website-based virtual tour application created, this application can display the environment and facilities owned by the EEPIS campus and can run according to its functionality, and can use by students to recognize the campus environment.
Analisis Pengalaman Pengguna Aplikasi Virtual Tour Kampus PENS Menggunakan Teknik Usability Ashafidz Fauzan; Zakha Maisat Darmawan; Ridwan Achsani Ramadhan; Kholid Fathoni
Jurnal Inovtek Polbeng Seri Informatika Vol 7, No 1 (2022)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v7i1.2297

Abstract

Aplikasi Virtual Tour Kampus PENS merupakan sebuah aplikasi yang menggunakan teknologi Virtual Reality dimana pengunjung dapat melihat suatu lokasi sekitar dengan memanfaatkan media multi iamge panorama 360º. Pemanfaatan teknologi Virtual Reality menjadi alternatif dikarenakan penyajian informasi yang diberikan lebih interaktif kepada pengguna. Penelitian ini dilakukan dilingkungan Kampus PENS dengan cara menyebarkan kuesioner kepada mahasiswa yang dibagikan menggunakan laman elektronik google form dalam rentang waktu empat minggu. Didalam kuesioner tersebut terdapat pengukuran usability untuk mendapatkan seberapa besar tingkat kemudahan pengguna dalam menggunakan atau mengoperasikan aplikasi yang sudah dibuat. Pengukuran usability dalam penelitian ini menggunakan 5 kategori yaitu, learnability, memorability, efficiency dan satisfaction. Hasil dari penelitian ini menunjukkan bahwa aplikasi mudah untuk dipelajari dan pengguna merasa nyaman dalam menggunakan aplikasi serta berhasil mengenalkan lingkungan kampus kepada mahasiswa dengan nilai rata-rata 4,22 dalam skala 1 sampai 5. Selain itu hasil penelitian ini memberikan masukan kepada pengelola untuk mengambangkan Aplikasi Virtual Tour Kampus PENS.