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Pengaruh Society 5.0 dalam Kehidupan Masyarakat M Baharuddin Yusuf; Harits Ar Rosyid
Jurnal Inovasi Teknologi dan Edukasi Teknik Vol. 3 No. 2 (2023)
Publisher : Universitas Ngeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um068v3i22023p116-121

Abstract

The era society 5.0 is very closed related to advances in technology and information in which society is also feeling the impact. The influence of Society 5.0 in society affects all areas of life, especially sosially, such as the fading of Pancasila valuse, the less wise use of social media and the loss of a function as an individual in society. Technology advances have had major impact on artificial intellegence which has impact on the progress of industrial content, affecting society due to exposure to content that is not good and not in accordance with Pancasila values. Changing a little habits toward content, will also change the algorithm of the content that we will consume in the future. Giving likes to positive posts that supports Pancasila values and using social media not only to greet friends or relatives, but also to be used as a source of income, so that as individuals we have functioning in society. All of this is what leads us to a policy in social media as well. The journal uses a qualitative approach with the method of studying literature or documents, where everything is based on journals, books, media that already has research. And the purpose of this journal is for us as a society to know the influence of society 5.0 in people’s lives and how to overcome it. Era Society 5.0 sangat erat kaitannya dengan kemajuan teknologi dan informasi yang dimana masyarakat ikut merasakan dampaknya. Pengaruh Society 5.0 dalam masyarakat mempengaruhi segala bidang kehidupan, khususnya dalam sosial, seperti memudarnya nilai-nilai Pancasila, kurang bijaknya penggunaan sosial media dan hilangnya suatu keberfungsian sebagai seorang individu dalam masyarakat. Kemajuan teknologi berpengaruh besar pada kecerdasan buatan yang berdampak pada kemajuan industri konten, mempengaruhi masyarakat karena paparan konten yang kurang bagus dan tidak sesuai dengan nilai-nilai pancasila. Mengubah sedikit kebiasaan terhadap konten, juga akan mengubah algoritme dari konten yang nantinya akan kita konsumsi kedepannya. Memberi suka pada postingan positif yang mendukung nilai-nilai pancasila serta menggunakan sosial media tidak hanya untuk saling menyapa teman atau kerabat, tetapi juga digunakan sebagai saran mencari sumber penghasilan, agar sebagai seorang individu kita mempunyai keberfungsian dalam masyarakat. Semua inilah yang menghantarkan kita pada sebuah kebijakan dalam bersosial media juga. Jurnal menggunakan pendekatan kualitatif dengan metode studi literatur atau dokumen, dimana semua hal berdasarkan pada jurnal, buku, media yang sudah ada penelitiannya. Dan tujuan dari jurnal ini agar kita sebagai masyarakat mengetahui pengaruh society 5.0 dalam kehidupan masyarakat serta cara mengatasinya.
The online game addiction psychology and interpersonal relationship of the engineering students Ar Rosyid, Harits; Prawidya, Della Murbarani; Fajariani, Erna; Adhilaga, Hanif; Amalia, Amalia
Bulletin of Social Informatics Theory and Application Vol. 3 No. 2 (2019)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v3i2.88

Abstract

Evaluasi KNN dalam kategorisasi Musik Latar Game Ar Rosyid, Harits; Taufani, Agusta Rakhmat; Sari, Tenty Luay
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 32, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um034v32i2p265-274

Abstract

Musik berkontribusi untuk membuat immersive atmosphere dalam bermain game dan dapat secara efektif mendorong aksi pada layar. Maka dari itu memilih musik latar pada sebuah game merupakan hal yang tidak mudah. Karena setiap genre game membutuhkan musik latar yang tepat untuk membangun suasana yang kuat dalam game tersebut. Sehingga pemain akan lebih fokus terhadap setiap aksi yang dilakukan dalam game tersebut. Dalam hal ini, keunikan dari karakteristik pada setiap platform game akan menentukan jenis atau genre musik yang spesifik. Namun, pemilihan atau pembuatan musik untuk game saat ini masih didominasi oleh pengembang (manusia) yang memiliki pengetahuan tentang game yang dibangun dan kemampuan musikalitas dalam level tertentu. Sementara saat ini tersedia banyak musik-musik yang dapat digunakan sebagai latar suatu game, pemilihan yang tepat menjadi krusial. Oleh karena itu penerapan Machine Learning dapat dimanfaatkan untuk otomatisasi pengenalan genre pada musik. Dengan menggunakan Algoritma K-Nearest Neighbors untuk menentukan genre yang tepat serta Agglomerative Clustering untuk mengetahui seberapa berkaitannya satu genre dengan genre yang lain, sehingga dapat mengetahui genre musik yang bersesuaian dengan genre game. Hasil yang didapatkan dari penelitian ini antara lain: 1) k-Nearest Neighbors mengklasifikasi genre dengan performa yang sama pada durasi 10 dan 20 detik sebesar 48,3% namun untuk f-scorenya sebesar 44,7% dan 43,7% pada BGM 10 detik dan BGM 20 detik, 2) Agglomerative Nesting menemukan 4 klaster pada dataset BGM 10 detik dan 3 klaster pada dataset BGM 20 detik, 3) Agglomerative nesting juga menunjukkan bahwa pada dataset BGM durasi 20 detik memiliki kepadatan antar klaster yang lebih baik dibandingkan durasi 10 detik. Semakin lama durasi musik BGM maka akan semakin mudah mengklasifikasi genre walaupun terdapat sisipan suara non-musik di dalamnya.
Tinjauan Realitas Virtual dan Game Serius dalam Terapi Perilaku Kognitif untuk Gangguan Kecemasan Sosial Pattiasina, Timothy John; Ar Rosyid, Harits; Handayani, Anik Nur; Junaedi, Hartarto; Trianto, Edwin Meinardi
Jurnal Pekommas Vol 9 No 1 (2024): Juni 2024
Publisher : Sekolah Tinggi Multi Media “MMTC” Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jpkm.v9i1.5317

Abstract

This literature review discusses efforts to enhance cognitive behavioral therapy in addressing social phobia, such as social anxiety disorder, by utilizing serious games and virtual reality exposure therapy. In the worldwide context of the COVID-19 outbreak, conventional cognitive behavioral therapy faces significant challenges, prompting practitioners and researchers to seek innovative e solutions. During the conducted literature review, several research articles were identified that explore the utilization of virtual reality exposure therapy and serious games within the stages of cognitive behavioral therapy. Using the PICOC method and software such as Publish or Perish, Zotero, and VOSViewer, 30 journal articles have been obtained, indicating that virtual reality exposure therapy and serious games can enhance the effectiveness of cognitive behavioral therapy. However, there are clear signs suggesting that integrating virtual reality (VR) technology and serious games on smartphones into the cognitive behavioral therapy process could offer a promising avenue for new research. This approach may help address the challenges brought about by the effects of the COVID-19 pandemic on people with social anxiety disorder, particularly in Indonesia. Although further research and therapy adaptation according to the cultural context in Indonesia are needed, this development offers new research opportunities as an alternative therapeutic approach with significant advancements in addressing social anxiety disorder.
Evolutionary Algorithm in Game – A Systematic Review Armanto, Hendrawan; Rosyid, Harits Ar; Muladi; Gunawan
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 2, May 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i2.1714

Abstract

Research in the game field is increasingly numerous and challenging. The high interest in research on games is influenced by public awareness of the importance of games in developing ways of thinking, although it is undeniable that many people only pursue pleasure in playing games. In the past, not much games research has influenced into topics such as artificial intelligence, education, or other computer topics. But now games are having a tremendous impact on these topics. In fact, not infrequently games are used in various areas of life. Right now, artificial intelligence is an integral part of the game. If before, it was only used for creating an enemy. Right now artificial intelligence can affect various things, starting from assets, game difficulty levels, non-player characters (NPC), and even bots (AI agents) to run player characters. The complexity of artificial intelligence which is getting higher and higher requires a good optimization algorithm. The evolutionary algorithm is one of the optimization algorithms, even though it cannot find the best one, with the high speed it can find a good solution. Through this paper review, good conclusions are drawn regarding the use of evolutionary algorithms, representations made, fitness functions used, ways to prove a success, to what topics should be studied further.
Digitalization of information systems and educational laboratory management in higher education institutions Fauzi, Rochmad; Ar Rosyid, Harits; Herwanto , Heru Wahyu
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.740

Abstract

This study aims to develop an Information and Educational Laboratory Management System application based on SIONLAP. SIONLAP is designed and developed following educational institution elements' duties, needs, and functions. The system is developed to convert manual procedures, forms, and workflows into digital formats. Workflow processes can be optimized and automated through the implementation of SIONLAP. Documents and records generated by SIONLAP will be in digital data form, which can facilitate data processing and strategic analysis for planning, organizing, implementing, documenting, monitoring, reporting, evaluating, and developing educational laboratories, thereby improving management and continuous services in support of the implementation of the Tri Dharma of Higher Education. The research method refers to the waterfall method, with testing using the black box method. The results of the SIONLAP 2.0 application research show that it 1) provides more user-friendly user access management capabilities to facilitate users in higher education institutions with multi-role functions; 2) simplifies the data management and information workflow of equipment inventory; and 3) offers a laboratory asset rental feature as a means for higher education institutions to generate revenue from their laboratory assets
Design and development of face recognition-based security system using expression game as liveness detection Yusmanto, Yunan; Ar Rosyid, Harits; Prasetya Wibawa, Aji
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.756

Abstract

Face recognition as a security system has undergone significant developments, but challenges in live detection are still a major issue in preventing fraud. Liveness detection is a method that helps face recognition security more resistant to fraud. This research aims to address this issue by developing an innovative security system that integrates face recognition with a facial expression game, enhancing live detection and user engagement. The primary objectives are to ensure seamless integration, maintain a fun and challenging user experience, and demonstrate practical applicability. We applied a Waterfall method in our research to ensure a straightforward approach. We successfully applied this system for the door lock-unlock mechanism, simulating a restricted area. YuNet, a face detection model runs in the web interface and controls the NodeMCU to either lock or unlock the door.  The study concluded 95% success rate from the participants in making facial expressions: Smile, Normal, and Sad. However, expressing Sadness within the 3-second timeframe posed some difficulties. The average duration for completing the mini-game was approximately 16.31 seconds from the start. The integration of a facial expression game as a liveness detection required careful design to balance security and user engagement that is fun to experience. This research underscores the significance of addressing current challenges in biometric security by integrating an interactive element into the live detection process. The developed system contributes to the field by enhancing the robustness and user experience of face recognition security systems, demonstrating potential for broader application in restricted access scenarios.
Optimizing Cleaning Path for Coal Dust Removal Using Dual Stage Tracking Method Kumalasari, Ira; Ar Rosyid, Harits; Sendari , Siti; Mokhtar , Norrima Binti; Setumin , Samsul
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol. 10 No. 4 (2024): December
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v10i4.29806

Abstract

Manual disaster mitigation at the Java Bali power plant, particularly related to fire risks from coal dust during electricity production, often requires halting operations, leading to significant revenue loss and power outages. This study aims to address this issue by proposing an automated solution to clean coal dust without interrupting production, utilizing a dual-stage tracking method for robot-assisted coal dust cleaning. The research contributes by developing a dual-stage A* algorithm that optimizes robot movements for cleaning tasks in power plant environments, outperforming single-stage BFS and single-stage A* algorithms. The research is divided into two phases: object detection and robot motion path selection. The dual-stage A* algorithm is compared against single-stage BFS and single-stage A* methods through a series of experiments evaluating their efficiency and effectiveness. The dual-stage A* method demonstrates superior performance in terms of path optimization, reducing cleaning time, and improving operational safety. Specifically, the dual-stage A* algorithm reduces energy consumption by 169 units and grid traversal by 84 units compared to single-stage methods, ensuring thorough dust removal while minimizing fire hazards. The dual-stage A* algorithm proves to be the optimal solution for coal dust cleaning in power plants, allowing for safe, continuous operation without the need for production halts. Future work should focus on addressing implementation costs and technical constraints to enhance real-world applicability.
Mono Background and Multi Background Datasets Comparison Study for Indonesian Sign Language (SIBI) Letters Detection using YOLOv8 Andriyanto, Teguh; Handayani, Anik Nur; Ar Rosyid, Harits; Wiryawan, Muhammad Zaki; Azizah, Desi Fatkhi; Liang, Yeoh Wen
JOIV : International Journal on Informatics Visualization Vol 9, No 5 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.5.3462

Abstract

The research in this paper focuses on the detection of Indonesian Sign Language System (SIBI) letters using the YOLOv8 object detection model. The study compares two datasets, one with mono-background (a simple, uniform background) and another with multi-background (complex and varied backgrounds). The research aims to evaluate how the complexity of image backgrounds affects the performance of the YOLOv8 model in detecting SIBI letters This study uses a dataset consisting of 24 SIBI letters (excluding J and Z due to the complexity of their gestures), sourced from Mendeley. The dataset was processed with and without data augmentation (rotation, brightness adjustments, blur, and noise) to test the model under various conditions. Four models were trained and tested: one using mono-background images, another using augmented mono-background images, a third using multi-background images, and a final model trained on augmented multi-background images. The results showed that the YOLOv8 model performed best with the multi-background dataset, achieving a precision of 0.995, recall of 1.000, F1 score of 0.997, and mAP50 of 0.994Adding to the model made it better at generalizing, but it took longer to train. The study finds that multi-background datasets with augmentation make the model much better at finding SIBI letters in real-world settings. This makes it a promising tool for projects that aim to improve communication for deaf people in Indonesia. The study suggests that more research should be done on augmentation techniques and bigger datasets to make detection more accurate. 
Implementasi Algoritma Binary Space Partitioning Untuk Procedural Map Generation Dalam Gim Rosyid, Harits Ar; Prasetyo, Ahmad Adi
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.8629

Abstract

The popularity of games as an interactive entertainment medium continues to grow, with 2D maps playing a vital role in enhancing user experience. Manual map creation is time-intensive, particularly as game worlds become increasingly complex. Procedural Content Generation (PCG) offers a solution by automating map creation, improving replayability, and reducing designer workload. This research explores the use of the Binary Space Partitioning (BSP) algorithm for procedural dungeon map generation, incorporating random connections between rooms to create more exploratory and dynamic maps. The process includes three stages: developing a dungeon map generator, implementing BSP with random room connectors, and validating the generated maps to ensure navigability. Space Syntax analysis, including Visibility Graph Analysis (VGA) and Axial Line Analysis, is applied to evaluate the quality of the maps in terms of connectivity, visibility, and integration. Results show that BSP-generated maps with random connections offer dynamic layouts, while Space Syntax measures reveal that smaller minimum room sizes result in lower integration and connectivity but increase interaction hotspots. This study demonstrates the potential of BSP in generating varied game maps and the utility of Space Syntax for assessing their spatial properties.
Co-Authors Abdullah, Dzulkifli Achmad Iffad Adhilaga, Hanif Aditya Galih Sulaksono Agung Bella Putra Utama Agusta Rakhmat Taufani Ahmad Adi Prasetyo Ahmad Munjin Nasih Ahmad Nurdiansyah Aji Prasetya Wibawa Akmal Vrisna Alzuhdi Ali M. Mohammad Salah Alqahtani, Mohammed S. Alzuhdi, Akmal Vrisna Amalia Amalia Anie Yulistyorini Aniendya, Mutyara Whening Anik Nur Handayani Ardi Anugerah Wicaksana Aripriharta - Asa Luki Setiawan Asfani, Khoirudin Ashar, Muhammad Aulia Yahya Harindra Putra Aya Sofia Mufti Azhar Ahmad Smaragdina Azizah, Desi Fatkhi Brillianta Zayyan Muhammad Chuttur, Mohammad Yasser Danang Rahmat Bachtiar Denny Kurniawan Desi Fatkhi Azizah Diederik Rousseau Dwi Hastuti Dwiyanto, Felix Andika Dyah Lestari Edwin Meinardi Trianto Elfonda Daffa Risqullah Elmiyadi Novia Farma Esther Irawati Setiawan Fajariani, Erna Fatma Yuniardini Fauzi, Rochmad Febrianto Alqodri Felix Andika Dwiyanto Ferdinand, Miftakhul Anggita Bima Gunawan Gunawan Gunawan Hakkun Elmunsyah Hariyono Hariyono Hartarto Junaedi Hendrawan Armanto Herman Thuan To Saurik Heru Wahyu Herwanto Imanuel Hitipeuw Jevri Tri Ardiansah Joumil Aidil Saifuddin Khoiruddin Asfanie Khurin Nabila Kumalasari, Ira Kusuma Refa Haratama Liang, Yeoh Wen Lucyta Qutsyaning Rosydah M Baharuddin Yusuf M. Zainal Arifin Mohammad Musthofa Al Ansyorie Mohammad Yasser Chuttur Mokhtar , Norrima Binti Muchamad Andis Setiawan Muhammad Akbar Muhammad Iqbal Akbar Muhammad Naufal Farras Muladi Mursyit, Mohammad Mutyara Whening Aniendya Nancy Nindyana Putri Nur’aini Nastiti Susetyo Fanany Putri Nazir, Shah Novian Dwi syahrizal Hilmi Nur A’yuni Ramadhani Nur Hidayatullah Nur Sa’ida Kismurdiani Prasetyo, Ahmad Adi Prawidya, Della Murbarani Putra, Aulia Yahya Harindra Putri, Nastiti Susetyo Fanany Rafli Indar Praja Rahadyan Fannani Arif Rochmawati Rochmawati Salah, Ali M. Mohammad Santoso, Rizky Aji Sari, Tenty Luay Setiawan, Asa Luki Setumin , Samsul Shah Nazir Siti Sendari Suparman Suparman Syaad Patmanthara Teguh Andriyanto, Teguh Theodora Monica Timothy John Pattiasina Tinesa Fara Prihandini Uriu, Wako Utama, Agung Bella Putra Utomo Pujianto Wahyu Irianto Wako Uriu Wiryawan, Muhammad Zaki Yudhistira, Moch Rajendra Yusmanto, Yunan Zaeni, Ilham Ari Elbaith