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Perancangan dan Pengembangan Video Game sebagai Media Terapi Depresi Rachmawan; Diny Anggriani Adnas
Computer Based Information System Journal Vol. 10 No. 1 (2022): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v10i1.5443

Abstract

Depresi merupakan salah satu penyakit mental yang paling umum terjadi saat ini, penderita depresi biasanya memiliki gangguan emosional besar yang disebabkan oleh stress dan ketegangan yang dapat menimbulkan munculnya keinginan untuk bunuh diri seiring waktu. Teknologi telah berkembang pesat, terutama dalam bidang multimedia, multimedia membuat pengiriman seperti informasi dan pesan menjadi sangat cepat dan praktis di dalam waktu yang singkat. Video game termasuk ke dalam salah satu bidang di multimedia yang paling populer, video game memiliki popularitas yang besar khususnya generasi muda, video game dapat membantu mengurangi stress dan kecemasan pemainnya. Di penelitian ini, peniliti akan mengembangkan video game menggunakan salah satu game engine yang terkemuka yaitu Unity dengan metode Research and Development yang menggunakan model ADDIE (Analyze, Design, Develop, Implement, Evaluate). Video game yang dikembangkan merupakan game berbasis cerita tentang depresi dan perasaan dikucilkan. Hasil dari penelitian ini berupa game platformer 2D berbasis cerita pendek yang dibentuk dan disusun di Unity. Pengembangan ini diharapkan dapat membantu penderita depresi untuk melawan depresi dan meningkatkan kesadaran mengenai penyakit depresi di masyarakat luas.
Inspiration by Pop-up Advertising among the Community in Batam and Consumer Tan, Jefry; Diny Anggriani Adnas
AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) Vol. 7 No. 3 (2023)
Publisher : Asia Pacific Network for Sustainable Agriculture, Food and Energy (SAFE-Network)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29165/ajarcde.v7i3.320

Abstract

The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Advertisements in video games can influence user behavior, particularly in Inspired-To. In order to learn more about Inspired-To and how it can influence the behavior of video game players, the author will administer a questionnaire (N=390) and conduct interviews (N=30) with video game players. The authors of this study discovered that users were contented with the results of pop-up advertisements if the content was entertaining and provided incentives. The author also notes that each of the advertisements is entertaining and that providing incentive benefits can enhance the value of the advertisement. The author discovers that a strong ad value can inspire users to discover something new, which will then inspire them to download the new game advertised by the pop-up ad. This research will assist users in identifying factors that increase the likelihood that they will acquire a new game.
Ensemble-Based Clickbait Detection in Indonesian Online News Surianto, Dewi Fatmawati; Diny Anggriani Adnas
Journal of Embedded Systems, Security and Intelligent Systems Vol 6, No 4 (2025): Desember 2025
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v6i4.11251

Abstract

Clickbait has become a pervasive issue in online news media, particularly in the Indonesian digital information ecosystem, where sensational headlines are frequently used to attract user attention at the expense of content accuracy. This phenomenon not only degrades information quality but also contributes to the spread of misinformation. To address this challenge, this study proposes an ensemble-based machine learning approach for detecting clickbait in Indonesian-language news articles by jointly analyzing headlines and full article content. The proposed method employs Term Frequency–Inverse Document Frequency (TF-IDF) feature extraction with extended n-gram configurations to capture both lexical and contextual patterns characteristic of clickbait. Three baseline classifiers, Multinomial Naïve Bayes, Logistic Regression, and Support Vector Machine are integrated into a hard voting ensemble framework to leverage their complementary strengths. The experiments were conducted on the CLICK-ID dataset, consisting of annotated Indonesian news articles, using an 80:20 train–test split. Experimental results demonstrate that the proposed ensemble model outperforms all individual baseline classifiers, achieving an overall accuracy and F1-score of 93%. The ensemble approach shows notable improvements in recall for the clickbait class, indicating its effectiveness in minimizing false negatives. Furthermore, qualitative analysis using word cloud and bigram visualization reveals distinct linguistic patterns between clickbait and non-clickbait articles, supporting the discriminative capability of the extracted features. These findings confirm that combining TF-IDF with ensemble learning provides a robust and effective solution for clickbait detection in Indonesian online news. The proposed model contributes to the development of more reliable content filtering systems and supports efforts to improve information quality in digital media environments.