Taufik Fuadi Abidin
Jurusan Informatika FMIPA Universitas Syiah Kuala

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Penentuan Secara Otomatis Akronim dan Ekspansinya Dari Data Teks Berbahasa Indonesia Wahyudi, Jufri; Abidin, Taufik Fuadi
SNATIKA Vol 1, No 1 (2011): SNATIKA 2011
Publisher : APTIKOM

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Abstract

ABSTRAKAkronim didefinisikan sebagai singkatan yang dibentuk oleh huruf awal atau gabungan beberapa huruf dari istilah penting dalam sebuah frase. Menemukan akronim dan kepanjangannya secara otomatis dalam suatu dokumen teks adalah masalah yang menantang dalam teks mining. Artikel ini membahas tentang penentuan kepanjangan dari akronim berbahasa Indonesia secara otomatis. Ada tiga tahap yang dilakukan. Pertama, kandidat akronim diidentifikasi dalam dokumen teks. Kemudian, kandidat ekspansi dibangun berdasarkan teks yang mengelilingi akronim, dan ketiga, klasifikasi k-NN digunakan untuk memilih ekspansi yang benar dari sebuah akronim. Percobaan dilakukan menggunakan teks yang diperoleh dari empat web berbahasa Indonesia yang berbeda. Hasil menunjukkan bahwa algoritma yang dikembangkan dapat beradaptasi dengan baik pada setiap domain dan memiliki rata-rata akurasi sebesar 89,75%.
Pembaruan Aplikasi Paperless Office Universitas Syiah Kuala Abidin, Taufik Fuadi; Riyanda, Fitra; Dawood, Rahmad
Jurnal Rekayasa Elektrika Vol 12, No 1 (2016)
Publisher : Universitas Syiah Kuala

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Abstract

Paperless Office (PLO) is a web-based application that was created to facilitate digital office communication such as sending memos, letters, and posting news. It was initially created by Bambang Prastowo from Universitas Gajah Mada. The goals of using PLO are to reduce paper usage, speed up internal communication, and to simplify the management of correspondence in digital form. Syiah Kuala University (Unsyiah) has implemented PLO since early 2013. This paper aims to analyze the level of activity and users satisfaction of the renew PLO. The renew is done by making the web application more responsive and adding new features that do not exist in the earlier version. The results show that users satisfaction level increases, observed from system quality, information, and services. Variables that affect the level of activity, based on Pearson and Spearman correlations, are X1, X13,X20,X33, X36,X38, andX43, while the variables that affect the level of users satisfaction are X42 and X44.
Pengenalan Karakter Plat Nomor Kendaraan Bermotor Menggunakan Zoning dan Fitur Freeman Chain Code Abidin, Taufik Fuadi; AzZuhri, Abbas Adam; Arnia, Fitri
Jurnal Rekayasa Elektrika Vol 14, No 1 (2018)
Publisher : Universitas Syiah Kuala

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Abstract

A license plate is one of the vehicle identities. It consists of alphabetic characters and numbers and represents provincial and area code where the vehicle is registered. This article discusses the character recognition of plate number using zoning and Freeman Chain Code (FCC). Zoning divides character image into several zones i.e. 4, 6, and 8, and then, the pattern of each character in the zone is extracted using FCC as the numerical features. The character is then classified using Support Vector Machines (SVM). It is a multi-class classification problem with 36 categories. The results show that FCC features with 8 zones give the best accuracy (87%) when compared to the other two zones.
Upaya Guru Menggunakan Game dalam Pembelajaran Matematika Khatimah, Husnul; Johar, Rahmah; Abidin, Taufik Fuadi
Jurnal Peluang Vol 7, No 1 (2019): Jurnal Peluang
Publisher : Universitas Syiah Kuala

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Abstract

Fractional material still often understood as an abstract matter that there are still many students who have difficulty in understanding the fractional material. One of the problems experienced by students is the difficulty to understand the true concept. In the process learning takes place teacher use a monotonous learning so as to make students feel bored in the learning process that can condition students to be active. Through the model of quantum teaching teachers are expected to be able to make the fractional material easier to students understand and can be applied in everyday life. Through the game, students are expected to have fun without coercion. Therefore, the game can be inserted through the subject matter so that students not only play but they also can make the process of learning. This study aims to determine the efforts of teachers using games in learning mathematics. The subject in this research is six people students the class VA SD IT Al Azhar Banda Aceh. The research data were collected through observation and interviews with students as well as qualitative data is analyzed descriptively. Based on the survey results revealed that teachers have sought to use the game in mathematics, namely teachers organize students playing game, limit the time, guiding students, and observe students during play game. But these efforts have not shown optimal results, due to limited time in the learning and the media used is limited so students have difficulty in completing the answer in the game.
Students’ metacognitive skill in mathematics learning with cabri geometry II plus Johar, Rahmah; Khalisna, .; Abidin, Taufik Fuadi
Proceedings of The Annual International Conference, Syiah Kuala University - Life Sciences & Engineering Chapter Vol 3, No 1 (2013): Life Sciences
Publisher : Syiah Kuala University

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Abstract

Metacognitive skill is the awareness of ones thinking about the thinkingprocess itself, whereas consciousness is the awareness of ones thinking about what to do. The subjects for this research were five students from class VII-1 SMP 1 Banda Aceh. Research data collection used the sheet metacognitive questions. Data were analyzed descriptively to interpret students metacognitive skills in learning how to use Cabri Geometry II Plus software. The results showed that the metacognitive abilities of students increased from the first meeting to the fourth meeting