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Enhancing text classification performance by preprocessing misspelled words in Indonesian language Reza Setiabudi; Ni Made Satvika Iswari; Andre Rusli
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 19, No 4: August 2021
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v19i4.20369

Abstract

Supervised learning using shallow machine learning methods is still a popular method in processing text, despite the rapidly advancing sector of unsupervised methodologies using deep learning. Supervised text classification for application user feedback sentiments in Indonesian Language is one of the applications which is quite popular in both the research community and industry. However, due to the nature of shallow machine learning approaches, various text preprocessing techniques are required to clean the input data. This research aims to implement and evaluate the role of Levenshtein distance algorithm in detecting and preprocessing misspelled words in Indonesian language, before the text data is then used to train a user feedback sentiment classification model using multinomial Naïve Bayes. This research experimented with various evaluation scenarios, and found that preprocessing misspelled words in Indonesian language using the Levenshtein distance algorithm could be useful and showed a promising 8.2% increase on the accuracy of the model’s ability to classify user feedback text according to their sentiments.
Design and Development of Animal Recognition Application Using Gamification and Sattolo Shuffle Algorithm on Android Platform Samuel Christoper Santo; Ni Made Satvika Iswari
IJNMT (International Journal of New Media Technology) Vol 4 No 1 (2017): IJNMT International Journal of New Media Technology
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2127.263 KB) | DOI: 10.31937/ijnmt.v4i1.538

Abstract

Information and communication technology has been developed rapidly and affectedvarious aspects such as propagation of information and marketing strategy of tourist attraction. KebunBinatang Ragunan is one of tourist attraction in Indonesia. Aside from recreation area, Kebun BinatangRagunan can be a place to learn animals. However, learning animals itself tends to be less attractive and less interactive. Therefore, an application was developed as one of animal learning media to increase touristmotivation. The application developed in form of quiz game by using gamification like achievement to increase their motivation in animals learning and using Sattolo Shuffle algorithm in order to make quiz more varied. After testing, the application is known affect the Behavioral Intention to Use level around 76.96% and Immersion level around 82.43% in giving motivation and attracting tourist attention to use the application. Sattolo Shuffle algorithm successfully applied in application to produce a unique sequence of each randomized quiz. Keywords—Achievement, Animal Recognition, Gamification, Quiz Game, Sattolo Shuffle. REFERENCES [1] Egger, R. 2012. The impact of near field communication on tourism. In Journal of Hospitality and Tourism Technology, 4(2), p. 119-133. [2] Undang-Undang Republik Indonesia. 2009. Undang-Undang Republik Indonesia Nomor 10 Tahun 2009 [online]. Available in: http://peraturan.go.id/uu/nomor-10-tahun-2009.html [accessed on 21 March 2016]. [3] World Travel Market. 2011. WTM Global Trends Report 2011. Available in: http://www.toposophy.com/files/1/files/onsite_global_trends_ v3_lo.pdf [accessed on 13 April 2016]. [4] Deterding, S., Khaled, R., Nacke, L.E., and Dixon, D. 2011. Gamification: Toward a Definition. CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts[online]. Available in: http://gamificationresearch.org/wpcontent/uploads/2011/04/CHI_2011_Gamification_Workshop .pdf [accessed on 21 March 2016]. [5] Xu, F., Tian, F., Buhalis, D., Weber, J., and Zhang, H. 2015. Tourist as Mobile Gamers: Gamification for Tourism Marketing. In Journal of Travel and Tourism Marketing. [6] Sattolo, S. 1986. An Algorithm to Generate a Random Cyclic Permutation. Information Processing Letters, 22(6), p. 315- 317. [7] Zichermann, G. and Cunningham, C. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps.First edition. O'Reilly Media, Inc., Sebastopol, California [8] Kapp, K.M. 2012. The Gamification of Learning and instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer, San Fransisco, CA. [9] Bunchball. 2012. What is Gamification? Available in: http://www.bunchball.com/gamification [accessed on 23 March 2016]. [10] Wilson, M.C. 2004. Overview of Sattolo's Algorithm. New Zealand, Auckland. [11] Lowry, P.B., Gaskin, J.E., Twyman, N.W., Hammer, B., and Roberts, T.L. 2013. Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM). In Journal of the Association for Information System, 14(11), p. 617-671. [12] Rahadi, D.R. 2014. Pengukuran Usability Sistem Menggunakan Use Questionnaire Pada Aplkasi Android. Jurnal Sistem Informasi (JSI), 6(1), p. 661-671. [13] Nugroho, E. 2009. Desain Situs Reader Friendly. Andi Offset, Yogyakarta. [14] Rubin, J. and Chisnell, D. 2008. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests.Wiley Publishing, New Jersey. [15] Dumas, J.S. and Redish, J.C. 1999. A Practical Guide to Usability Testing. Intellect Books, UK. [16] International Organization for Standardization. 1998. ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability. Available in: https://www.iso.org/standard/16883.html [accessed on 20 April 2016]. [17] Sugiyono. 2013. Metode Penelitian Manajemen. First edition. Alfabeta, Bandung. [18] Kerlinger, F.N. 2004. Asas-asas Penelitian Behavioral. Gajah Mada University Press, Yogyakarta. [19] Trochim, W.M.K. 2006. Likert Scaling. Available in: http://www.socialresearchmethods.net/kb/scallik.php [accessed on 26 March 2016]. [20] Uebersax, J.S. 2006. Likert Scale: Dispelling the Confusion. Available in: http://www.john-uebersax.com/stat/likert.htm [accessed on 26 March 2016]. [21] Likert, R. 1932. A Technique for the Measurement of Attitudes. Archives of Psychology, 22, p. 5-55.
Personality Based Lipstick Color Recommender System using K-Nearest Neighbors Algorithm Ryan Adiputra; Ni Made Satvika Iswari; Wella Wella
IJNMT (International Journal of New Media Technology) Vol 6 No 1 (2019): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1321.513 KB) | DOI: 10.31937/ijnmt.v6i1.1041

Abstract

Lipstick is a lip color which available in many colors. A research said instant valuation of woman personality can be figured by their lipstick color choice. Therefore there is a necessity to use the right lipstick color to obtain a harmony between personality and appearance. This experiment was conducted to give lipstick color recommendation by using K-Nearest Neighbors algorithm, and Myers-Briggs Type Indicator (MBTI) personality test instrument. The system was built on Android application. Euclidean distance value is affected by 5 factors which are age, introvert, sensing, thinking, and judging. Lipstick color recommendation is obtained by fetching 7 training data with nearest Euclidean distance when compared to personality test result. The colors used in this experiment are nude, pink, red, orange, and purple. After evaluation, it is obtained the application’s accuracy of 87.38% which considered as good classification, both precision and recall with 75.68% which considered as fair classification. The score for software quality is 79.13% which considered as good quality. Keywords—K-Nearest Neighbors, Data Mining, Myers-Briggs Type Indicator,Recommender System, Lipstick.
APLIKASI MOBILE LAYANAN ADMINISTRASI DESA/KELURUHAN UNTUK LAYANAN DI ERA PANDEMI COVID 19 Yaman Khaeruzzaman; Adhi Kusnadi; Marlinda Vasty Overbeek; Moeljono Widjaja; Dennis Gunawan; Ni Made Satvika Iswari
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 5 No 2 (2022): APTEKMAS Volume 5 Nomor 2 2022
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36257/apts.v5i2.4721

Abstract

Administrative services are a routine activity carried out by village and/or sub-district offices andallow for mobility and crowding of residents which should be avoided during the current pandemic.The administrative service procedure requires a series of approvals from the head of the RT, headof the RW, the apparatus and the head of the village/kelurahan so it takes time. Administrativeservices will be very good if they can be carried out electronically using devices that are commonlyowned by citizens such as smart cell phones so that they can be carried out faster, complying withrecommendations to avoid mobility and crowds and the slogan "stay at home" can be implemented.The stages of community service activities carried out started from needs analysis and systemdesign using the waterfall model development method. This activity will be continued at theimplementation stage so that it can be used widely for the community. The development andinstallation of village administration service applications is planned to be based on Android withcentralized data in the cloud. The system design is then verified and validated by a number of users,especially from the kelurahan because those parties are the ones who know the existing serviceprocess. The verification test states that the service process is in accordance with what is neededand the validation test states that the design is in accordance with the user's needs.
Rancang Bangun Spaced Repetition Software untuk Menghafal Huruf Jepang Menggunakan Algoritma Supermemo 2 Berbasis IOS Agustyan Hidayat; Ni Made Satvika Iswari
ULTIMA InfoSys Vol 9 No 1 (2018): Ultima InfoSys : Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1648.366 KB) | DOI: 10.31937/si.v9i1.846

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During the study of another language such as Japanese, the problem that exists is in remembering each of the characters that is used as writing mechanism. This is happened because the difference with Roman characters and the number of character that exist, is far beyond that of alphabet which makes a visual impairment for those used to write in alphabet. There is a traditional way to remember something which is periodically learn or remember the characters and assign a visual image to each of the characters in order to be remembered easily. Spaced repetition is a method that give an interval during a repetition which is mainly used for someone who want to remember something periodically by learning it for a long term periodically. This research discusses the implementation of one of spaced repetition algorithm called SuperMemo 2 and using it along with a flashcard to learn Japanese characters periodically. Software development methodology used is Waterfall Model, because the requirements used to develop the software is clear at the beginning. Index Terms—Flashcard, Japanese Characters, Language Learning, Spaced Repetition Software, SuperMemo
Penggunaan Teknik Data Mining untuk Manajemen Resiko Sistem Informasi Rumah Sakit Ni Made Satvika Iswari
Ultimatics : Jurnal Teknik Informatika Vol 3 No 2 (2011): Ultimatics: Jurnal Ilmu Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.961 KB) | DOI: 10.31937/ti.v3i2.300

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Rumah sakit merupakan sebuah organisasi yang sangat kompleks. Didalamnya terdapat berbagai elemen, seperti dokter dan perawat yang melakukan tugasnya, yaitu menyediakan layanan kesehatan. Perkembangan saat ini, seluruh data informasi rumah sakit disimpan secara elektronik dalam sistem informasi rumah sakit. Informasi inilah yang akan digunakan untuk menentukan resiko-resiko yang dapat menghambat berjalannya sistem informasi dengan baik. Adapun teknik yang digunakan adalah teknik data mining, yang bernama risk mining. Pada makalah ini, akan dijelaskan mengenai teknik risk mining, untuk menganalisis resiko pada sistem informasi rumah sakit. Selain itu, pada bagian analisis akan dilakukan perbandingan antara pendekatan teknik data mining ini dengan proses manajemen resiko yang diperkenalkan oleh NIST.
Tinjauan Proses Elisitasi Kebutuhan Perangkat Lunak Menggunakan Metode Agile Ni Made Satvika Iswari
Ultimatics : Jurnal Teknik Informatika Vol 4 No 1 (2012): Ultimatics: Jurnal Ilmu Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.611 KB) | DOI: 10.31937/ti.v4i1.306

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Proses elisitasi kebutuhan perangkat lunak dengan menggunakan metode agile didasari oleh kebutuhan yang terus berubah seiring dengan berjalannya proses pembangunan perangkat lunak. Agent Based Goal Elicitation (ATABGE) merupakan sebuah teknik elisitasi kebutuhan yang menggunakan pendekatan agile. Teknik ini menggunakan initial goals kemudian mendekomposisinya menjadi subgoals yang dilakukan oleh stakeholder. Namun teknik ini perlu ditinjau kembali pada bagian Pre-Sprint, yang menyatakan bahwa initial goals ditentukan oleh analyst, padahal ini akan menyebabkan kebutuhan yang didapatkan menjadi tidak murni dari stakeholder. Selain itu, pada tahap Sprint, para stakeholder sepertinya perlu untuk diberikan prioritas wewenang untuk menentukan hasil. Secara keseluruhan, penggunaan metode agile juga memiliki beberapa kekurangan, yaitu kesulitan dalam menentukan estimasi biaya sejak awal proyek dan kesulitan dalam menentukan arsitektur perangkat lunak yang akan dibangun. Index Terms—requirement engineering, elicitation, agile, ATABGE, goals, agent
Review Perangkat Lunak StarUML Berdasarkan Faktor Kualitas McCall Ni Made Satvika Iswari
Ultimatics : Jurnal Teknik Informatika Vol 7 No 1 (2015): Ultimatics: Jurnal Ilmu Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1181.631 KB) | DOI: 10.31937/ti.v7i1.352

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Pembangunan perangkat lunak dilakukan berdasarkan hasil analisis kebutuhan fungsional yang diperlukan. Seringkali, perangkat lunak yang dikembangkan hanya cukup memenuhi kebutuhan fungsional dasar saja, padahal hal tersebut belum cukup untuk menjadikan perangkat lunak yang dibangun memiliki kinerja yang baik ketika dioperasikan. Terdapat beberapa faktor kualitas yang perlu diperhatikan yang akan menentukan kinerja perangkat lunak yang dibangun. Pada tulisan ini, akan diuraikan hasil analisis faktor kualitas terhadap kakas pemodelan perangkat lunak yang banyak digunakan, yaitu StarUML.
Sistem Pendukung Keputusan Pemilihan Taksi Berbasis Web dengan Algoritma Pencarian Linear Bimo Satriantoro; Ni Made Satvika Iswari
Ultimatics : Jurnal Teknik Informatika Vol 7 No 2 (2015): Ultimatics: Jurnal Ilmu Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1030.374 KB) | DOI: 10.31937/ti.v7i2.362

Abstract

Indonesian people have a high interest for public transportation. There are few kind of public transportation, and taxi is one of them. Taxi use taximeter to calculate passanger fares. Taximeters between taxi companies are different in term of results although using the same equation and principle. The total fare from the taximeter is based on equation that includes distance variable, speed of the vehicle, and time variable. People have a problem to choose taxi because of the differnces of taximeter fares and taxi pool. Based on the problem, the solution is an application to help customer to decide choosing taxi. The application will help customer by giving informations about taximeter and carpool form two different company. The informations are based on the distance of the start point and the finish point of the customer and based on the distances of the customer and the carpool of the taxy company that will processed trough the application to calculating the total fares for the customer between two taxi companies. By using algorithm for linear searching, customer will get the informations to help them to decide which taxi the customer will use. Keywords: Linear Algorithm, Taximeter, Google Apps, Choice, Taxi
Rancang Bangun Aplikasi Pendeteksi Penyakit Ginjal Kronis dengan Menggunakan Algoritma C4.5 Robi Rianto; Ni Made Satvika Iswari
Ultimatics : Jurnal Teknik Informatika Vol 9 No 1 (2017): Ultimatics: Jurnal Ilmu Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.983 KB) | DOI: 10.31937/ti.v9i1.558

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Kidneys are two bean-shaped organs, each about the size of a fist. They are located just below the rib cage, one on each side of the spine. Kidneys are vital organs contained in the human body and serve to filter the blood of metabolic waste product and throw it in the form of urine. Given the changing conditions in the body can affect the kidneys, causing a decrease in the function of these organ and lead to chronic kidney disease. In an article on the website of the National Institute of Diabetes and Digestive and Kidney Diseases (2014) argued that chronic kidney disease is a silent disease, in which patients appear normal and show no symptomp but the test results stating the patient’s kidney function had decreased. Based on the above information, the research on how to detect chronic kidney disease will be conducted. Applications built on the basis of desktop and using Decision Tree algorithm C4.5. The trial was conducted to determine how much the level of accuracy that can be generated by the application. The testing process is done by using cross-validation and based on the results already calculated this application has an accuracy of 91.50% at the time of the decision tree is made without using preprocess menu. Index Terms— C4.5, chronic kidney disease, decision tree, detection system.