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IMPLEMENTATION OF CHATBOT CUSTOMER SERVICE FEATURES ON PT DIAN PRIMA JAYARAYA USING DIALOGFLOW Heru Soetanto Putra; Hari Santoso; Cifran Cifran
Infotech: Journal of Technology Information Vol 8, No 2 (2022): NOVEMBER
Publisher : STMIK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v8i2.151

Abstract

The customer service team functions to accommodate questions and answer questions experienced by application users. There are times when the number of questions that are accommodated is so large that the existing customer service team does not handle them. Ignored or unanswered questions can reduce customer satisfaction levels. For this reason, we need a system that can help automate customer service activities so as to avoid unanswered customer questions. A chatbot is a service powered by a set of rules and sometimes artificial intelligence, which interacts with users via a chat interface. Chatbot will be built within the iOS prototype application and will use the Natural Language Processing (NLP) platform, Dialogflow. This platform will later process and scan every question given by the customer so that by implementing this feature the customer service team can work more effectively because some of the manual activities have been automated. The results of this study are that the chatbot system created can reduce the frequency of questions by Solo application users by up to 92.82%. Thus, it is hoped that the customer service team can work more effectively and strategically, and can increase customer satisfaction.
DEVELOPMENT OF WEB-BASED SERVICEAPP APPLICATIONS AND USABILITY TESTING USING THE USABILITY SCALE SYSTEM (SUS) CASE STUDY: PT TELEMEDIA MITRA ERAJAYA Axcel Lukito; Jansen Wiratama; Hari Santoso
Computatio : Journal of Computer Science and Information Systems Vol. 6 No. 2 (2022): Computatio: Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v6i2.20379

Abstract

Today, many companies have taken advantage of the use of technology to help their business processes. One of Indonesia's companies engaged in Test and Measurement, Network Monitoring and Telecom Professional Services is PT Telemedia Mitra Erajaya which uses applications to help its business processes, especially in inventory. This study aims to evaluate and produce a recommended application design based on the evaluation results using the System Usability Scale (SUS) method to measure application usability. In usability testing, there are five components: Learnability, Efficiency, Memorability, Errors, and Satisfaction. After the Usability evaluation is complete, the results will be used as recommendations for the design of the Serviceapp application. The results of usability testing on existing enterprise applications get the results of 54.75 points. The framework for designing the Serviceapp application is Laravel with the adminLTE template. This research results from a website-based Serviceapp Inventory application that can help companies enter data and are easy to access. The usability testing results obtained are 74.75 points. With the new application, test results increased by 20 points.
Enhancing Gaming Engagement through the Integration of Game Design Document and Finite State Machine: A Study on Optimizing Non-playable Character Responsiveness Jansen Wiratama; Rian; Monika Evelin Johan; Hari Santoso
Indonesian Journal of Computer Science Vol. 12 No. 4 (2023): Indonesian Journal of Computer Science (IJCS) Volume 12 No. 4 (2023)
Publisher : STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i4.3328

Abstract

Non-playable Character (NPC) is a prominent terminology within the gaming domain. While players do not directly control NPCs, their role significantly influences the gaming experience. Enhancing NPC responsiveness becomes imperative as NPCs' passive nature can lead to monotonous gameplay. To address this concern, a computational model, namely Finite State Machine (FSM), is implemented to elevate NPC responsiveness during interactions with the main characters, whether as adversaries or allies. This research uses the Game Design Document (GDD) methodology to design a survival horror-themed game. The resultant Survival Horror Game undergoes Alpha testing to validate its overall functionality and the successful integration of the FSM computational model. Findings indicate that enemy NPCs can pursue the main character from any position, with an average arrival interval of 68 seconds. Additionally, allied NPCs promptly respond when the main character approaches. Subsequently, the Beta testing results reflect an 80% average score interpretation based on percentage responses, implying the game's favorable suitability and acceptability on the Likert scale.