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Showing 425 articles found for "Platform"

USE OF TASK-CENTERED SYSTEM DESIGN IN THE INTERFACE DESIGN OF THE POPULATION DEMOGRAPHIC DATA INFORMATION SYSTEM

Muhammad Azmi Zaky, Allsela Meiriza, Dinda Lestarini, Pacu Putra, Nabila Rizki Oktadini
Abstract: Abstract: The rapid development of information and communication technology has prompted the government to provide digital-based services, including in the management of demographic data. This study aims to apply the Task-Centered… k-Centered System Design (TCSD) method in designing the Muara Enim Regency Demographic Data Information System. The TCSD method was chosen to ensure that the prototype design process was systematic and focused on user needs and tasks. The research stages included identification, user-centered needs analysis, scenario-based design, and walkthrough evaluation. The designed prototype supports several main tasks, including viewing demographic statistics, searching for specific data, submitting data download requests, and contacting the admin. The evaluation was conducted through online usability testing using the Maze platform with the System Usability Scale (SUS) instrument involving 13 respondents. The evaluation results showed an average SUS score of 78.5, which falls into the “good” category. This confirms that the interface design has met usability standards, is user-friendly, and is capable of supporting user needs in accessing and managing demographic data. Thus, the application of the TCSD method has proven to be effective in producing an interface design that is focused on user tasks and can be the basis for further system development. Keywords: system usability scale; task centered system design; user interface

DEVELOPMENT OF A QR CODE-BASED WEBAR TO DIGITIZE LOCAL WISDOM AS AN EFFORT TO INCREASE TOURIST ATTRACTION IN BORDER AREAS

P, Noviyanti, Mira, Alexander Jerry
Abstract: Abstract: Current technological developments play a crucial role in driving the tourism industry, one of which is the utilization of technology. However, tourist attractions in border areas face challenges such as limited&#8230; d access to digital information and a lack of interactive media to present local wisdom such as history, customs, and culture. This study aims to develop and implement a QR Code-based Web-based Augmented Reality (WebAR) to digitize local wisdom at tourist attractions, making information more engaging and accessible to tourists. The research methodology adopted three approaches: UCD (User-Centered Design), Agile methods, and TAM (Technology Acceptance Model). This platform contains the local wisdom of two tourist villages in the border area, namely Sebujit Village and Jagoi Babang Village. The results of testing and evaluation using multiple linear regression and SEM-PLS methods on 45 respondents showed that the WebAR technology acceptance model was significant (F = 6.583; p < 0.001). User Attitude (ATU) is a key variable that significantly influences Intention to Use (BI) (β=0.429; p=0.001), while Ease of Use (PEOU) and Benefit (PU) indirectly influence BI through ATU. As additional validation, the classification test yielded an accuracy of 88.90% and an F1-score of 0.941, confirming that QR Code-based WebAR is effective and well-received as a digital information and promotion medium for local wisdom in border areas. Keywords: border areas; local wisdom; qr code; tourist attractions; web augmented reality.   Abstrak: Perkembangan teknologi saat ini memiliki peran penting dalam mendorong industri pariwisata, salah satunya dengan pemanfaatan teknologi. Namun, objek wisata di daerah perbatasan menghadapi tantangan seperti keterbatasan akses informasi digital dan kurangnya media interaktif untuk menyajikan kearifan lokal seperti sejarah, adat istiadat, dan budaya. Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan Web-based Augmented Reality (WebAR) berbasis QR Code untuk digitalisasi kearifan lokal objek wisata, menjadikan informasi lebih menarik dan mudah diakses bagi wisatawan. Metodologi penelitian mengadopsi tiga pendekatan, UCD (User-Centered Design), metode Agile, dan TAM (Technology Acceptance Model). Platform ini memuat kearifan lokal dua desa wisata di daerah perbatasan, yaitu Desa Sebujit dan Desa Jagoi Babang. Hasil pengujian dan evaluasi dengan metode regresi linier berganda dan SEM-PLS pada 45 responden menunjukkan bahwa model penerimaan teknologi WebAR ini signifikan (F = 6.583; p < 0.001). Sikap Pengguna (ATU) menjadi variabel kunci yang berpengaruh signifikan terhadap Niat Penggunaan (BI) (β=0.429; p=0.001), sementara Kemudahan Penggunaan (PEOU) dan Manfaat (PU) memengaruhi BI secara tidak langsung melalui ATU. Sebagai validasi tambahan, uji klasifikasi menghasilkan akurasi 88,90% dan F1-score 0,941, yang menegaskan bahwa WebAR berbasis Kode QR efektif dan dapat diterima dengan baik sebagai media informasi dan promosi digital kearifan lokal di wilayah perbatasan. Kata Kunci: daerah perbatasan; kearifan lokal; qr code; web augmented reality.

DATABASE OPTIMIZATION FOR THE ROYAL MENGAJAR APPLICATION SUPPORTING CROWDSOURCED ACADEMIC CONTENT

Iqbal, Muhammad, Junaidi
Abstract: Abstract: The development of digital learning systems requires not only effective content delivery but also database consistency and performance, particularly when used at scale by lecturers and students. Weaknesses in database&#8230; atabase design can lead to data duplication, relational violations, and transaction failures that compromise system reliability. This study designed the Royal Mengajar application using PHP and MySQL, supported by JavaScript, HTML, and Bootstrap 5. The Crowdsourced Academic Content model enables lecturers to contribute learning materials openly, while students evaluate them through a user rating system. The objective of this research is to design and optimize the database architecture of the Royal Mengajar application by implementing multiple control mechanisms—namely views, triggers, transactions, and constraints—to enhance data efficiency, consistency, and integrity in digital learning environments. Database optimization focuses on the use of views to improve query efficiency, triggers to maintain automatic consistency, transactions to ensure atomicity in multi-table operations, and constraints to preserve data integrity. The results show that views reduced the average query execution time to 0.12 seconds, triggers maintained consistency without manual intervention, and constraints achieved 100% referential integrity. The application of these mechanisms significantly improved system speed, reduced data redundancy, and enhanced information reliability, thus reinforcing the sustainability of Royal Mengajar as a community-driven learning platform Keywords: crowdsourced academic content; constraint; database optimization; trigger.   Abstrak: Pengembangan sistem pembelajaran digital tidak hanya menuntut penyajian materi, tetapi juga konsistensi serta kinerja basis data ketika sistem digunakan secara masif oleh dosen dan mahasiswa. Kelemahan rancangan database dapat menimbulkan duplikasi data, pelanggaran relasi, dan kegagalan transaksi yang memengaruhi keandalan sistem. Penelitian ini merancang aplikasi Royal Mengajar berbasis PHP dan MySQL dengan dukungan JavaScript, HTML, dan Bootstrap 5. Model Crowdsourced Academic Content memungkinkan dosen berkontribusi secara terbuka, sedangkan mahasiswa melakukan evaluasi melalui user rating system. Tujuan penelitian ini adalah untuk merancang dan mengoptimalkan basis data aplikasi Royal Mengajar melalui penerapan berbagai mekanisme pengendali, seperti view, trigger, transaction, dan constraint, guna meningkatkan efisiensi, konsistensi, dan integritas data dalam sistem pembelajaran digital. Optimalisasi database difokuskan pada penerapan view untuk efisiensi query, trigger untuk menjaga konsistensi otomatis, transaction untuk memastikan atomicity pada operasi multi-tabel, serta constraint guna menjamin integritas data. Hasil pengujian menunjukkan view menurunkan rata-rata waktu eksekusi query menjadi 0,12 detik, trigger menjaga konsistensi tanpa intervensi manual, dan constraint memastikan integritas referensial tercapai 100%. Penerapan mekanisme ini berdampak pada peningkatan kecepatan sistem, berkurangnya redundansi, serta keandalan informasi yang lebih tinggi, sehingga mendukung keberlanjutan Royal Mengajar sebagai platform pembelajaran berbasis kontribusi komunitas. Kata kunci: basis data; optimasi; trigger; constraint; crowdsourced academic content.

MACHINE LEARNING CONTENT-BASED FILTERING WOMEN EMPOWERING RECOMMENDATIONS ON YOUTUBE

Yuliana, Yuliana, Mira, Mira, Hari Kristianto, Aloysius
Abstract: Abstract: YouTube is one of the most popular video streaming platforms, but it has constraints that can cause problems when clients have difficulty finding content according to their wishes. The main objective of this study&#8230; udy is to increase user capacity in viewing content specifically in the field of women's empowerment. By using content-based filtering techniques, the system will analyze user preferences and interests through recommendations for women's empowerment content. The data source is via the YouTube API and is analyzed using PHP programming content-based filtering techniques. The system's recommendations provide a list of women's empowerment content with a user request display. The results of the research evaluation obtained a precision value of 62%, meaning that the recommendations match the topic being searched for, namely women's empowerment. The recall value of 84% indicates that the system has succeeded in finding relations from the database. The f1-score value of 72% indicates that there is a balance between precision and recall, meaning that a system is needed that is not only accurate but also complete. While the cosine value shows a score of 0.7071 approaching the maximum value (1.0). The recommendation of the content-based filtering method produces quite effective women's empowerment content. Keywords: content-based filtering, recommendations, women Empowerment, youtube  

IMPLEMENTATION OF THE AHP METHOD TO DETERMINE PRIORITIES IN PUBLIC COMPLAINT HANDLING

Dewi Yuliansari, Intan, Elfianty, Lena, Ninosari, Devina
Abstract:   Abstract: The Ombudsman of the Republic of Indonesia is an institution tasked with supervising the administration of public services and handling community complaint reports related to allegations of maladministration.&#8230; on. The purpose of this research is to create a decision support system using the Analytic Hierarchy Process (AHP) method, which facilitates the determination of priority handling of community complaint reports at the Ombudsman of the Republic of Indonesia Bengkulu Representation. This decision support system is built on a web-based platform using PHP programming language with a MySQL database that can be accessed offline by the admin of the Ombudsman. With the existence of this priority recommendation, it is expected that work will become more effective and efficient, as resources can be focused on reports that most need attention. Based on the test data used, which consists of 12 Community Complaint Reports from July 2024, it was found that the priority handling recommendations for community complaint reports were derived from 3 reports with the highest final AHP values. The recommended priority handling reports are registration number 0021/LM/VII/2024/BKL with a final AHP value of 2.074, registration number 0020/LM/VII/2024/BKL with a final AHP value of 1.964, and registration number 0018/LM/VII/2024/BKL with a final AHP value of 1.866. Keywords: decision support system; priority recommendation; public complaint report; AHP Method (analytic hierarchy process method)

EVALUATION OF HYBRID MOVIE RECOMMENDATION SYSTEM BASED ON NEURAL NETWORKS

Widjaja, William, Robert, Johanes Terang Kita Perangin - Angin
Abstract: Abstract: Recommendation systems are becoming increasingly important with the growth of streaming platforms. The purpose of this study is to compare the performance of Content-Based Filtering, Neural Collaborative Filtering,&#8230; ing, and a combination of both in a movie recommendation system. The method used in this study involves retrieving movie details from the TMDB API and ratings from the MovieLens 32M Dataset (2010-2023). Each model's performance is evaluated using evaluation metrics such as RMSE and MAE. The results of this study indicate that Neural Collaborative Filtering achieves the best prediction performance (RMSE = 0.785423, MAE = 0.581262), followed by the hybrid model (RMSE = 0.800863, MAE = 0.660872), while Content-Based Filtering produces low performance and limits the capabilities of the hybrid model. In conclusion, these findings highlight the superiority of latent feature-based models such as NCF that learn directly from user interaction patterns over content-based approaches in the context of modern recommendation systems. Keywords: content-based filtering; hybrid filtering; movie recommendation; neural collaborative filtering.   Abstrak: Sistem rekomendasi menjadi semakin penting seiring berkembangnya platform streaming. Tujuan dari penelitian ini adalah membandingkan kinerja Content-Based Filtering, Neural Collaborative Filtering dan kombinasi keduanya dalam sistem rekomendasi film. Metode yang digunakan dalam penelitian ini melibatkan pengambilan detail film dari TMDB API dan rating dari dataset MovieLens 32M Dataset (2010-2023). Setiap peforma model dievaluasi dengan menggunakan metrik evaluasi seperti RMSE dan MAE. Hasil dari penelitian ini menunjukkan bahwa Neural Collaborative Filtering mencapai kinerja prediksi terbaik (RMSE = 0.785423, MAE = 0.581262), diikuti oleh model hybrid (RMSE = 0.800863, MAE = 0.660872), sementara Content-Based Filtering menghasilkankan peforma yang rendah dan membatasi kemampuan model hybrid. Kesimpulannya, penelitian ini menyoroti superiotas model berbasis latent feature seperti NCF yang belajar langsung dari pola interaksi pengguna dibandingkan pendekatan berbasis konten dalam konteks sistem rekomendasi modern. Kata kunci: content-based filtering; hybrid filtering; neural collaborative filtering; rekomendasi film.

ANALYSIS OF THE QUALITY OF "ONLINE EQUIVALENT" E-LEARNING USING WEBQUAL 4.0 AND IPA METHODS

Rahman, Taufik, Azizah, Alfi
Abstract: Abstract: The use of e-learning in non-formal education is increasingly important to support the improvement of access to learning, one of which is through the online platform. This study aims to analyze the quality of online&#8230; nline services using WebQual 4.0 and Im-portance Performance Analysis (IPA) methods to evaluate the suitability between user expectations and perceptions. The research method used a quantitative approach by distributing questionnaires to active users, then analyzed using the WebQual Index to measure the overall quality of the system as well as the IPA to determine improvement priorities. The results showed that the quality of SeTARA Online was relatively good with a WebQual Index value of 0.798. However, there is still a gap between user expectations and satisfaction with a negative gap value of -0.238. The IPA analysis identified indicators in Quadrant I as priority improvements, especially in the aspects of service interaction and information presentation. These findings underscore the need for continuous development of features and technical support to optimize the user experience. The conclusion of this study suggests that there should be improvements in priority indicators to increase user satisfaction, as well as strengthen the effectiveness of online learning. Advanced research can expand variables, compare with other platforms, and combine quantitative and qualitative analysis methods for more comprehensive results.   Keywords: e-learning; importance performance analysis; quality of service; online equivalent; webqual 4.0

THE ROLE OF PERCEIVED CONVENIENCE ON WHATSAPP ADOPTION USING UTAUT2 MODEL

Winata, Kenny Calnelius, Panjaitan, Erwin Setiawan
Abstract: Abstract: Advancements in digital technology have significantly transformed communication and learning. Traditional learning methods have limitations in providing a fast and interactive learning environment, necessitating&#8230; g accessible technology that enhances student and teacher engagement while ensuring convenience. WhatsApp has emerged as a widely used solution due to its accessibility, privacy features, and cross-platform compatibility, offering users a sense of convenience. This study examines the role of Perceived Convenience in the acceptance and use of WhatsApp in secondary education in Medan City using the UTAUT2 Model. A survey was conducted with 439 respondents from 8 secondary schools in Medan and analyzed using SEM-PLS with SmartPLS-4. The results indicate that social influence, hedonic motivation, habit, and perceived convenience positively impact the intention to use WhatsApp. Additionally, facilitating conditions, perceived convenience, and intention to use significantly influence actual usage behavior. However, performance expectancy, effort expectancy, and price value do not affect either intention or behavior in using WhatsApp. Moderating variables such as age, gender, and experience partially moderate the relationships between independent factors and WhatsApp usage intention and behavior. This study contributes by incorporating Perceived Convenience into the UTAUT2 Model and affirming its role in educational technology adoption.             Keywords: perceived convenience; secondary education; UTAUT2; whatsapp     Abstrak: Kemajuan teknologi digital telah membawa perubahan signifikan dalam komunikasi dan pembelajaran. Metode pembelajaran tradisional memiliki keterbatasan dalam menyediakan lingkungan belajar yang cepat dan interaktif, sehingga diperlukan teknologi yang mudah diakses, meningkatkan keterlibatan siswa dan guru, serta nyaman digunakan. WhatsApp menjadi salah satu solusi dan banyak digunakan karena mudah diakses, privasi yang ditawarkan, serta kompatibilitas lintas platform sehingga memberikan kenyamanan yang dapat dirasakan pengguna ketika menggunakannya. Oleh karena itu, Penelitian ini menguji peran Persepsi Kenyamanan terhadap penerimaan dan penggunaan WhatsApp dalam pendidikan menengah di Kota Medan menggunakan Model UTAUT2. Survei dilakukan pada 439 responden dari 8 sekolah menengah di kota Medan, dan dianalisis dengan SEM-PLS menggunakan SmartPLS-4. Hasil penelitian menunjukkan bahwa social influence, hedonic motivation, habit, dan perceived convenience berpengaruh positif signifikan terhadap behavioral intention. Sementara itu, facilitating conditions, perceived convenience, dan behavioral intention berdampak positif pada use behavior. Namun, performance expectancy, effort expectancy, dan price value tidak berpengaruh terhadap niat maupun perilaku penggunaan WhatsApp. Variabel moderasi usia, jenis kelamin, dan pengalaman memoderasi sebagian hubungan antara faktor bebas terhadap niat dan perilaku penggunaan WhatsApp. Penelitian ini berkontribusi dengan menambahkan variabel persepsi kenyamanan (perceived convenience) ke dalam Model UTAUT2 dan menegaskan perannya dalam adopsi teknologi pendidikan.   Kata kunci: pendidikan menengah; persepsi kenyamanan; UTAUT2; whatsapp

SENTIMENT ANALYSIS OF THE HALODOC APPLICATION USING THE SUPPORT VECTOR MACHINE (SVM) ALGORITHM

Rachmadi Putri, Fairuz Amani, Siswanti, Sri
Abstract: Abstract: The Halodoc application, as a digital healthcare service platform, has been widely used for various medical purposes, such as doctor consultations, medication purchases, and laboratory services. User interactions&#8230; ns and reviews play a crucial role in enhancing service quality. Sentiment analysis was conducted using the Support Vector Machine (SVM) method to assess user perceptions and satisfaction based on reviews obtained from the Google Play Store platform. The analysis process included data collection, text preprocessing, data transformation using TF-IDF, and training an SVM model to predict sentiment. The model achieved its highest accuracy of 88.32% in the first scenario. However, accuracy slightly decreased in the second and third scenarios, reaching 86.25% and 86.94%, respectively. The analysis results indicated that the model performed best in the first scenario, with the lowest number of prediction errors. Additionally, the model was more accurate in classifying negative and positive sentiments than neutral ones.             Keywords: halodoc application; sentiment analysis; support vector machine algorithm   Abstrak: Aplikasi Halodoc, sebagai platform layanan kesehatan digital, telah banyak digunakan untuk berbagai keperluan medis seperti konsultasi dokter, pembelian obat, dan layanan laboratorium. Interaksi pengguna dan ulasan mereka memiliki peran krusial dalam meningkatkan mutu layanan. Analisis sentimen dilakukan dengan menggunakan metode Support Vector Machine (SVM) untuk mengetahui persepsi dan kepuasan pengguna berdasarkan ulasan yang diperoleh dari Platform Google Play Store. Proses analisis mencakup pengumpulan data, pra-pemrosesan teks, transformasi data menggunakan TF-IDF, dan pelatihan model SVM untuk memprediksi sentimen. Hasil pelatihan model dengan akurasi tertinggi sebesar 88,32% pada skenario pertama. Akurasi sedikit menurun pada skenario kedua dan ketiga, masing-masing sebesar 86,25% dan 86,94%, Hasil analisa menunjukkan bahwa model memiliki performa terbaik pada skenario pertama dengan jumlah kesalahan prediksi terkecil. Selain itu, model cenderung lebih akurat dalam mengklasifikasikan sentimen negatif dan positif dibandingkan netral..   Kata kunci: algoritma support vector machine; analisis sentimen; aplikasi halodoc  

SENTIMENT ANALYSIS USING NAIVE BAYES ALGORITHM CASE STUDY ON AMAZON E-COMMERCE PRODUCT REVIEWS

Rahman, Erik, Namora, Namora, Anas, Lukman
Abstract: Analisis sentimen adalah proses mengidentifikasi dan mengklasifikasikan opini dalam teks menjadi kategori tertentu seperti positif, negatif, atau netral. Penelitian ini bertujuan untuk menganalisis sentimen ulasan produk&#8230; pada platform e-commerce menggunakan algoritma Naive Bayes. Dataset ulasan produk diambil dari Kaggle, terdiri dari ribuan ulasan dengan label sentimen. Metodologi mencakup tahap preprocessing teks, ekstraksi fitur menggunakan teknik TF-IDF, dan penerapan algoritma Naive Bayes untuk klasifikasi sentimen. Hasil penelitian menunjukkan bahwa algoritma Naive Bayes memberikan akurasi sebesar 94%, membuktikan kemampuannya dalam analisis sentimen dengan dataset teks pendek