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Gamified Website Design for Calisthenics Workouts Enhancing Motivation and User Engagement Gregorius Lai; Istiono, Wirawan
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 6 No 1 (2025)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.6.1.342

Abstract

Workout is one way to adopt a healthy lifestyle. Workout can minimize disease, one of which is obesity. Even though it has great benefits, there are still many people who don’t exercise regularly. Therefore, sports activities need to be increased. One sport that does not require equipment is gymnastics. Gymnastics training is a physical activity that is as beneficial as the gym. One way to help increase motivation is to do gamification. Gamification can increase motivation and make boring things more interesting. In this research, a calisthenics workout website was designed and created using the gamification method. Website was evaluated by 33 people. Based on the survey conducted, the curiosity value was 83.32%, the perceived ease of use value was 79%, the perceived usefulness value was 83.32%, the joy value of 80.6%, behavioral intention to use value of 83.03%, focused immersion value of 80.53%. The final average obtained from all categories is 81.12%.
The Influence of Presidential Debate Comment Sentiment on YouTube on Candidate Electability: Naïve Bayes and Pearson Analysis Manoppo, Arnoldus Yitzhak Petra; Istiono, Wirawan
Journal of Information System and Informatics Vol 7 No 1 (2025): March
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v7i1.1001

Abstract

Campaigns significantly influence candidate electability. Presidential debates, a key campaign strategy, generate extensive public comments on social media, reflecting voter sentiment. This study employs VADER for automated sentiment labeling and Naïve Bayes for classification, analyzing comments from the KPU and Najwa Shihab YouTube channels. Electability data were sourced from national survey reports for correlation analysis. Pearson correlation results indicate that positive sentiment has a moderate negative correlation with electability, while negative sentiment shows a strong positive correlation. This suggests that negative sentiment in YouTube comments is more indicative of a candidate’s rising electability, whereas positive sentiment does not necessarily translate into increased support. The Naïve Bayes model achieved 65% accuracy, 59% precision, 57% recall, and 57% F1-score when including neutral comments. Excluding neutral comments improved accuracy to 77%, with 68% precision, 68% recall, and 67% F1-score. The dataset comprised 17,872 comments, ensuring a robust sample. Despite these findings, limitations exist, such as potential biases in sentiment classification and representativeness, as social media users may not fully reflect the general voting population. Furthermore, while correlation is established, causality remains uncertain, requiring further research. This study enhances the understanding of social media sentiment in political campaigns and highlights the importance of integrating online sentiment analysis with traditional polling methods for a comprehensive assessment of electability.
Combining the Cellular Automata and Marching Square to Generate Maps Viore; Istiono, Wirawan
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 9 No 2 (2025): April 2025
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v9i2.6241

Abstract

As computer technology advances, one of the entertainment media that has emerged is video games. The development of a video game is becoming more expensive and labor-intensive as technology itself continues to grow. One of the characteristics of a game as an entertainment medium is its replay value, which refers to the fact that the subject matter can be played more than once. Automating content through the use of procedural content generation is done with the goal of lowering expenses and reducing the amount of labour that is required. This research has two goals: designing and developing a Maze Game using the Procedural Content Generation method with the Cellular Automata and Marching Square algorithms, and determining the level of player satisfaction with the games developed using the Game User Experience Satisfaction Scale (GUESS) method. This research will utilize Cellular Automata and the Marching Square algorithm as a method for generating 3D game shapes through Procedural Content Generation. After the game has been developed, it will be performed by players, and the Game User Experience Satisfaction Scale will be used to measure the user experience. The result for overall satisfaction, based on the responses of 25 respondents, is 83.14%. Cellular Automata was effectively implemented to generate the map, while Marching Square was used to generate the 3D mesh, albeit with isolated rooms and graphical errors.
OPTIMIZING RPG PATHFINDING A HYBRID APPROACH FOR STATIC AND DYNAMIC OBSTACLE AVOIDANCE Gunawan, Renaldy Ari; Istiono, Wirawan
IJISCS (International Journal of Information System and Computer Science) Vol 7, No 3 (2023): IJISCS (International Journal of Information System and Computer Science)
Publisher : Bakti Nusantara Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/ijiscs.v7i3.1576

Abstract

Playing a role The popular game genre known as "RPG" employs a pathfinding algorithm in its operation. The process of discovering a path from one place to another is called pathfinding. Pathfinding algorithms come in a variety of forms and are varyingly efficient. One of these methods is the A-star algorithm, which is frequently used in different games to determine routes and has actually been evaluated for efficiency. An additional algorithm to consider is the dynamic pathfinding algorithm, which is quite tiny for reference and not well-known. Combining these two techniques can result in an algorithm that avoids both static and dynamic barriers in addition to finding the fastest path. The two algorithms will be combined in this research, and two static and dynamic obstacle scenarios will be used for testing. According to the study's findings, the combination of these two algorithms enables the algorithm to avoid both static and dynamic obstacles. However, it should be noted that in the event of a dynamic obstacle, the Non-Player Character (NPC) will need to travel 3.04 seconds longer to reach their destination because they will need to find an alternate route.
Cloud-Based ERP System Backend Design, study case: PT Cranium Royal Aditama Manoppo, Arnoldus Yitzhak Petra; Istiono, Wirawan
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3504

Abstract

An ERP system is a comprehensive software solution that facilitates the integration of all resources inside a firm. PT Cranium Royal Aditama is a company specializing in the development of Enterprise Resource Planning (ERP) solutions for other businesses. The ERP system of Cranium was constructed on the .Net architecture. Nevertheless, the situation remains unchanged. The Net framework is constrained by its compatibility exclusively with the Windows operating system. Cranium developed a cloud-based ERP system using Java programming language to ensure flexibility and compatibility with all operating systems. The backend of the ERP system is constructed utilizing a monolithic modular architecture, employing Java Springboot as a framework and PostgreSQL as the database. The purchasing, inventory control, and production planning modules are responsible for the design and development process. The design and development of the ERP system backend is now underway, however it is still in the development stage and is currently confined to a basic CRUD technique
Procedural Story Generation for Visual Novels Using Large Language Models and Text-to-Image Techniques Hutama Husen, Dharma; Istiono, Wirawan
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.12743

Abstract

Story-based video games have content limitations. A survey conducted among Genshin Impact players, 67% of respondents had reached the end of the avail- able story. The game’s ending may lead to repetitive gameplay. To increase the story content inside video games, this research uses Generative AI for pro- ducing procedural stories. This research also measures the similarity of generated stories using a sentence similarity model. Text contents are generated using an LLM named mistralai/Mixtral-8x7B-Instruct-v0.1. Picture contents are generated using a Text-To-Image model named stabilityai/stable-diffusion- xl-base-1.0. Story similarities are measured using a sentence similarity model named sentence-transformers/all-MiniLM-L6-v2 with a similarity threshold of 73%. The visual novel application is implemented in Unity Engine 2022.3.26f1 version. The connection between Unity and the models are established through REST API provided by Hugging Face website. The result of this research is an implementation of a Visual Novel game with Generative AI-made content, as well as measuring the uniqueness level of 36,667% for low usage and up to 60% for high usage. The reduction of uniqueness level is attributed to the appearance of common genres, as well as the increasing number of comparisons required. This research shows how to implement Generative AI in a visual novel game, and shows that a Generative AI’s ability to create unique stories will decrease with an increase in game repetitions.
Learn Muay Thai Basic Movement in Virtual Reality and Sattolo Shuffle Algorithm Wongso, Martin; Istiono, Wirawan
International Journal of Science, Technology & Management Vol. 4 No. 2 (2023): March 2023
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v4i2.759

Abstract

Muay Thai is a martial art from Thailand that uses punches and various clinching movements. Muay Thai is one martial art whose popularity is growing and is in great demand, including in Indonesia. However, very few people still know the basics of this Muay Thai martial art. Therefore, a media that can introduce Muay Thai martial arts is needed. In this study, to introduce the basic movements of Muay Thai martial arts, Virtual Reality technology is used, which aims to make it easier for users to understand and practice basic Muay Thai movements correctly. In this study, the method used to design virtual reality games is the Sattolo Shuffle algorithm which functions to generate unique and different randomized Muay Thai movement animation results. To measure the level of user acceptance of learning Muay Thai using VR technology, the GUESS method is used. From the result of GUESS method, it was found the user acceptance rate is 83.84%, which means the user is "satisfied" with the application that has been made to learn basic Muay Thai. Based on this level of acceptance, it can be concluded, that the virtual reality game introducing Muay Thai using the sattolo shuffle algorithm can be used as an alternative tool to learn basic Muay Thai.