Extracting information from a large amount of structured data requires expensive computing. The Vector Space Model method works by mapping words in continuous vector space where semantically similar words are mapped in adjacent vector spaces. The Vector Space Model model assumes words that appear in the same context, having the same semantic meaning. In the implementation, there are two different approaches: counting methods (eg: Latent Semantic Analysis) and predictive methods (eg Neural Probabilistic Language Model). This study aims to apply Word2Vec method using the Continuous Bag of Words approach in Indonesian language. Research data was obtained by crawling on several online news portals. The expected result of the research is the Indonesian words vector mapping based on the data used.Keywords: vector space model, word to vector, Indonesian vector space model.Ekstraksi informasi dari sekumpulan data terstruktur dalam jumlah yang besar membutuhkan komputasi yang mahal. Metode Vector Space Model bekerja dengan cara memetakan kata-kata dalam ruang vektor kontinu dimana kata-kata yang serupa secara semantis dipetakan dalam ruang vektor yang berdekatan. Metode Vector Space Model mengasumsikan kata-kata yang muncul pada konteks yang sama, memiliki makna semantik yang sama. Dalam penerapannya ada dua pendekatan yang berbeda yaitu: metode yang berbasis hitungan (misal: Latent Semantic Analysis) dan metode prediktif (misalnya Neural Probabilistic Language Model). Penelitian ini bertujuan untuk menerapkan metode Word2Vec menggunakan pendekatan Continuous Bag Of Words model dalam Bahasa Indonesia. Data penelitian yang digunakan didapatkan dengan cara crawling pada berberapa portal berita online. Hasil penelitian yang diharapkan adalah pemetaan vektor kata Bahasa Indonesia berdasarkan data yang digunakan.Kata Kunci: vector space model, word to vector, vektor kata bahasa Indonesia.
This study aims to build a web-based matrix operations calculation that can be used for students as learning media. There are some students having difficulties to learning matrix. Some of the difficulties are limited alternative learning media, they only study from books or presentation slide. These media are not interactive. This learning media is built using prototyping model process. The stages of prototyping model process are communication, quick plan, modelling quick design, construction, and deployment. The result of this study is a web-based matrix operations calculation that has feature to calculate addition, subtraction, multiplication, determinant, and transpose matrix.
The use of the internet has a tremendous impact in terms of speed and forms of expression—the ease of spreading messages results in a flood of information full of diverse content. On the one hand, not everyone who receives information can filter and or respond appropriately, which causes the expression of mutual attack that is no longer based on straight rational considerations. The question is whether the internet as a medium is wholly unregulated or controlled by the government and can be left free? Is there no publicity of internet regulation as part of the conditioning of order and order in the common interest? Is it under the pretext that internet democracy can be used freely? This paper attempts to provide a solid argument through the search of the ancient Greek meaning of private and public space and an in-depth analysis of the World Wide Web (WWW) services so that from there comes a logical reason why the internet can and can be regulated in the common interest.
Pengabdian Kepada Masyarakat (PKM) merupakan salah satu kegiatan wajib bagi dosen berdasarkan Tri Dharma Perguruan Tinggi. Artikel ini membahas mengenai perlunya mengadakan pelatihan berkaitan dengan pengenalan konsep pembangunan video game. Hal ini dianggap perlu karena melihat banyaknya peluang yang terbuka di industri video game. Ditambah lagi dengan fakta bahwa Indonesia merupakan pangsa pasar video game terbesar di Asia Tenggara. Pengembang video game lokal bahkan hanya menguasai 0.4% pangsa pasar di Indonesia. Disisi lain, Indonesia memiliki kurikulum pendidikan yang bertujuan untuk menyiapkan sumberdaya manusianya untuk menguasai kemampuan industri dengan pendidikan setingkat Sekolah Menengag Atas (SMA) yang disebut Sekolah Menengah Kejuruan (SMK). Motivasi yang kuat untuk menguasai kemampuan industri pada pelajar SMK menjadikan SMK menjadi target yang cocok untuk diberikan pembekalan mengenai pembangunan video game. Maka dari itu, Institut Teknolgi dan Bisnis Kalbis serta SMK Sint Joseph bermitra untuk mengadakan pelatihan ini. Dari kegiatan PKM yang telah dilakukan, kegiatan ini memiliki hasil evaluasi yang sangat baik berdasarkan kuisioner yang diisi peserta. Berdasarkan antusiasme dan saran dari peserta membuat pelatihan ini juga layak untuk diadakan kembali dengan materi pembelajaran yang baru dan lebih mendalam.
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