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A Bibliometric Analysis of the Ethical and Social Implications of AI Judijanto, Loso; Aman, Andryanto; Suryandari, Ratnawati Yuni
West Science Interdisciplinary Studies Vol. 3 No. 03 (2025): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v3i03.1783

Abstract

The rapid advancement of artificial intelligence (AI) has raised significant ethical and social concerns, necessitating a systematic analysis of research trends in this domain. This study employs a bibliometric analysis using data from Scopus and visualization through VOSviewer to map the scholarly landscape of AI ethics. The analysis identifies key research themes, including algorithmic bias, data privacy, transparency, accountability, and trust, while highlighting emerging topics such as ChatGPT, adversarial machine learning, AI in education and healthcare, and sustainability. The co-authorship and country collaboration networks reveal a highly interdisciplinary and globally connected research community, with strong contributions from the United States, Germany, India, and China, but limited representation from the Global South. Findings indicate that AI ethics research is evolving beyond theoretical discussions to address real-world applications and governance challenges. The study underscores the need for more inclusive AI policies, interdisciplinary collaborations, and ethical AI governance frameworks to ensure responsible AI development. Future research should focus on bridging the gap between AI engineering and ethical oversight, regulating AI-driven misinformation, and expanding the global diversity of AI ethics discourse.
UI/UX Design of Stunting Survey Application Prototype User Centreed Design Method Pawenrusi, Esse Puji; Kamariana, Kamariana; Kasma, Andi Yulia; Wahyuni, Eka; Aman, Andryanto
Brilliance: Research of Artificial Intelligence Vol. 4 No. 2 (2024): Brilliance: Research of Artificial Intelligence, Article Research November 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i2.4629

Abstract

The purpose of this research is to design UI/UX prototype of the stunting survey application according to user needs, namely (a) users can manage family data, (b), manage prospective bride data, (c) users can input questionnaire data, (d) search data, (e) see evaluation of questionnaire survey results, and (f) users can see the coordinate points of the survey results. The method used in the research is User Centered Design (UCD) which consists of 4 stages, namely Understand context of use, Specify user requirements, Design solutions, Evaluate against requirements. This research successfully designed the design and prototype of a stunting survey application that focuses on user needs and convenience. The prototype testing scenario was carried out with 2 experts who each have expertise in the field of UI/UX Designers and in the field of Public Health, the test results showed that the application interface was well received by the testers, and most tasks could be completed smoothly. This shows that the stunting survey application prototype has been made according to user needs, functional suitability, and easy to navigate by users. The results of this research are expected to be implemented in the actual environment so as to get feedback from users, in this case public health officers as surveyors.
Utilization of Artificial Intelligence in Chatbot Development for New Student Admission Support at Cokroaminoto University Palopo Hamzah, Muhammad Akram; Siaulhak, Siaulhak; Iriansa, Iriansa; Jumardi, Andi; Aman, Andryanto
Brilliance: Research of Artificial Intelligence Vol. 3 No. 2 (2023): Brilliance: Research of Artificial Intelligence, Article Research November 2023
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v3i2.3389

Abstract

This research aims to develop an artificial intelligence-based chatbot as a support tool for the New Student Admission (PMB) process at Cokroaminoto University Palopo. The system development method applied is the waterfall method, which consists of analysis, design, implementation, testing, and maintenance stages. The main focus of this research is to design and implement a chatbot that is able to provide information and support to prospective new students throughout the admission process. In the analysis stage, user needs and scenarios were identified to guide the development of the chatbot. System design includes the selection of artificial intelligence algorithms and a friendly user interface. Implementation involves developing a chatbot prototype that utilizes artificial intelligence technology. The expected results can improve the efficiency and quality of new student admission services at Universitas Cokroaminoto Palopo.
IMPLEMENTASI APLIKASI VIRTUAL REALITY SEABAGI MEDIA PEMBELAJARAN TATA SURYA DI SD LANIANG MAKASSAR H, Muhammad Rizal; Aman, Andryanto; Mursalim, Mursalim; Muhajirin, Muhajirin; Pratma, Jordan Nusti; Wanita, First; Ilham, Ilham
Ilmu Komputer untuk Masyarakat Vol 5, No 1 (2024)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkomas.v5i1.2284

Abstract

Pengabdian masyarakat ini bertujuan untuk mengimplementasikan aplikasi virtual reality (VR) dalam pengenalan tata surya di SD Laniang BTP Makassar. Latar belakang kegiatan ini adalah tantangan yang dihadapi siswa dalam memahami konsep tata surya melalui metode pembelajaran konvensional yang kurang interaktif. Melalui pengenalan dan pelatihan teknologi VR, siswa diharapkan dapat mempelajari tata surya dengan cara yang lebih menarik dan mendalam. Metode yang digunakan dalam pengabdian ini meliputi pengenalan dasar teknologi VR, pembelajaran interaktif dengan aplikasi VR, diskusi dan refleksi, serta evaluasi dan pengumpulan umpan balik. Hasil evaluasi menunjukkan peningkatan signifikan dalam minat, motivasi, dan pemahaman siswa mengenai tata surya. Peningkatan ini ditunjukkan melalui perbandingan skor pre-test dan post-test, serta respon positif dari siswa terhadap penggunaan VR. Faktor-faktor pendorong keberhasilan program ini meliputi dukungan penuh dari pihak sekolah, antusiasme siswa, dan kualitas konten VR yang interaktif. Kendala seperti keterbatasan jumlah perangkat VR berhasil diatasi melalui pengaturan penggunaan yang bergantian. Secara keseluruhan, implementasi aplikasi VR dalam pembelajaran tata surya di SD Laniang BTP Makassar memberikan dampak positif yang signifikan terhadap kualitas pembelajaran, menciptakan pengalaman belajar yang lebih interaktif, menyenangkan, dan mendalam bagi siswa.
Pengujian Keamanan Jaringan Nirkabel Melalui Simulasi Serangan Man In The Middle Attack Di Sekolah XYZ Aman, Andryanto
Digital Transformation Technology Vol. 3 No. 2 (2023): Artikel Periode September 2023
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v3i2.3378

Abstract

Lingkungan pendidikan, khususnya sekolah, menjadi lingkungan yang rentan terhadap ancaman keamanan jaringan. Informasi sensitif, data pribadi siswa, dan staf, serta kelancaran operasional sekolah menjadi target potensial bagi pihak yang berusaha untuk mengeksploitasi kerentanan keamanan. Beberapa risiko keamanan yang mungkin terjadi melibatkan serangan Man in the Middle (MitM), di mana pihak yang tidak berwenang dapat memantau atau memanipulasi komunikasi antara perangkat dalam jaringan. Tujuan dari penelitian ini adalah melakukan simulasi serangan MitM dengan menggunakan Lapara Wifi Master sebagai alat hacking untuk menguji sejauh mana kerentanan jaringan nirkabel terhadap jenis serangan ini, sehingga dapat mengidentifikasi titik lemah dan memahami potensi dampaknya. Metode penelitian yang diterapkan dalam penelitian ini adalah metode penetration testing, suatu pendekatan yang sistematis dan terstruktur untuk mengidentifikasi, mengevaluasi, dan menguji keamanan sistem jaringan. Dalam pelaksanaannya, metode penetration testing melibatkan serangkaian langkah-langkah simulasi serangan Evil Twin atau biasa disebut dengan penggandaan Service Set Identifier (SSID) dan simulasi Web Phishing. Berdasarkan keberhasilan eksekusi simulasi serangan MitM menggunakan alat hacking Lapara Wifi Master, terungkap potensi ancaman yang dapat dimanfaatkan oleh pihak yang tidak berwenang untuk memantau atau memanipulasi komunikasi di dalam jaringan. Sebagai respons terhadap temuan ini, peneliti merekomendasikan beberapa langkah kerja untuk meningkatkan keamanan, yakni: 1. Memastikan koneksi stabil tanpa gangguan, mengingat kemungkinan adanya serangan Deauther pada koneksi yang tidak stabil. 2. Menjamin bahwa nama SSID tidak mengalami penggandaan atau cloning di sekitar area akses internet. 3. Memeriksa keaslian halaman login dengan memperhatikan alamat IP atau situs yang ditampilkan. 4. Mengganti password setidaknya sebulan sekali sebagai tindakan pencegahan keamanan.
Utilization of Learning Animation Technology in Assisting the Creation of Interactive Teaching Materials for Teachers at SMAS Kristen Soleman Anugraha, Nurhajar; Bara, Rivanky Valensius; Abigail, Omita; Muchtar, Nur Azizah; Aprialliani, Nurlinda; Marici B, Angelin; Aman, Andryanto; Qadri, Muhammad; Wardhani, Dyah Utari Yusa
Jurnal Abdimas Cendekiawan Indonesia Vol. 1 No. 1 (2024): January
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v1i1.75

Abstract

The teacher's job is to increase student interest in learning with the aim of improving student achievement in the learning process. One of the problems faced by teachers at SMAS Kristen Soleman is the lack of knowledge and skills in the use of animation learning technology, so that the teaching materials produced are less attractive and become one of the factors in decreasing student interest in the learning process. The purpose of this community service is to improve knowledge and skills through training and mentoring in making interactive teaching materials using animated learning technologies such as Canva, Kahoot, and Powtoon to teachers at SMAS Kristen Soleman. The implementation method is carried out starting from the preparation stage (field observation, literature study, and partner identification), the implementation stage (training and mentoring), to the evaluation stage using pre-test and post-test before and after training and mentoring is carried out. Based on the evaluation results of training and mentoring teachers in making interactive teaching materials using animated learning technology, it shows an increase in knowledge from 41.7% to 100%, where teachers already knew interactive teaching materials using animation learning technology. Meanwhile, teachers' skills increased from 12.5% to 91.7%.
Virtual Tour Web System as a Guide and Entrepreneurial Tool for Tourism in Selayar Mustika, Nur; Suhaeb, Sutarsi; Mirfan, Mirfan; Aman, Andryanto; Parewe, Andi Maulidinnawati Abdul Kadir; Lachlan, Nicholas
Aptisi Transactions On Technopreneurship (ATT) Vol 7 No 2 (2025): July
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v7i2.574

Abstract

This research aims to explore the use of virtual tour web systems as an innovation in developing the tourism sector in the Selayar Islands Regency, highlighting the potential of tourist destinations in the area. Using a Research and Development (R&D) method with an Interactive Multimedia System Design & Development (IMSDD) approach, this research produced an interactive system that allows users to explore tourist sites virtually. The system includes 360-degree panoramas, videos, maps, and tourist information. 34 respondents were involved in evaluating the system using the USE Questionnaire, focusing on three dimensions: Usability, Satisfaction, and Ease of Use. The results showed that the system was highly appreciated, with an average feasibility score of 81%, indicating that the Virtual Tour system is very feasible and suitable for promoting regional tourism as well as providing guidance for tourists to get to know more about tourist destinations virtually. These findings suggest that Virtual Tour technology can be an effective tool in enhancing tourism marketing, especially in post-pandemic times when physical travel is limited.