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Journal : International Journal of Engineering, Science and Information Technology

Kuntilanak as a Runtime Entity: Technical Integration of Javanese Folklore Using Manga Matrix in a 2D Horror Game Saurik, Herman Thuan To; Rosyid, Harits Ar; Wibawa, Aji Prasetya; Setiawan, Esther Irawati
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.961

Abstract

In this work, Kuntilanak, a mythological creature from Javanese mythology, is used as a dynamic element in a 2D horror game to provide a technical framework for integrating culturally infused folklore into interactive gaming. The design process breaks down the character's appearance, attire, and personality into workable technical specifications using the Manga Matrix framework as a guide. With C# scripted behaviours like unexpected appearances, animation state changes (controlled by Unity's Animator Controller), audio triggers (laughing, crying), and interactive reactions to in-game objects like yellow Bamboo (for hiding) and scissors (for repelling), Kuntilanak was created as a sprite-based runtime entity inside the Unity game engine. The character can be dynamically instantiated thanks to this technical approach, which supports procedural horror encounters and is consistent with traditional narratives. The effectiveness of the suggested technological integration was validated by a quantitative assessment using a Likert scale (N=50), which showed 82.2% agreement on cultural authenticity and 79.5% on emotional impact. The findings support the methodology's capacity to turn folklore characters into functional game entities and offer a replicable model for serious games that consider cultural sensitivity. The findings support the methodology's capacity to turn folklore characters into functional game entities and provide a replicable model for serious games that consider cultural sensitivity, with direct implications for designing engaging educational experiences that promote cultural heritage preservation.
Optimization of LPG Distribution for a Multiplatform-Based LPG Marketplace Budianto, Herman; Mustaqin, Farhan Faisal Zainul; Setiawan, Esther Irawati; Santoso, Joan
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.994

Abstract

Marketplace applications have become an essential digital solution supporting online transactions, including LPG distribution. The development of this application adopts a multiplatform approach, enabling the application to run on various devices, particularly Android platforms and websites. Using the React Native framework, developers can build applications with a single, efficient codebase for multiple platforms. This study aims to provide users with convenience in purchasing LPG without leaving their homes while offering a more practical and effective user experience. This research includes features for selling, buying, payment, and delivery via courier. The transaction feature facilitates sellers' recording of sales within the application. The results of alpha testing indicate that the Elpijiku marketplace app works well despite some significant errors or bugs. However, acceptance testing results were very positive, with 91% of respondents rating the application and user experience as good. These findings indicate that the Elpijiku application meets user needs in terms of convenience and efficiency and is suitable for use as a digital solution for LPG distribution.
Retrieval Augmented Generation-Based Chatbot for Prospective and Current University Students Hartono, Luluk Setiawati; Setiawan, Esther Irawati; Singh, Vrijraj
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.951

Abstract

Universities utilize chatbots as assistants for users, especially prospective and current students, to access information and answer questions with relevant answers. This study introduces a new approach to an open-source model-based QA system using Gemma2-2b-it by combining Retrieval Augmented Generation (RAG) and Fine-tuning (FT) techniques. Previously, some studies have focused on only one approach, but this study will combine and compare both methods separately. Raw conversation data from WhatsApp, the main university website, and university PDF documents are used. The Retrieval Augmented Generation Assessment (RAGAS) framework will be used to evaluate the performance of the RAG model. In contrast, precision, recall, and similarity are used to assess the comparative performance of RAG and fine-tuning. The results of the RAGAS show that RAG using the base model is better than RAG using a fine-tuned model, which has 0.78 faithfulness, 0.64 answer relevancy, 0.81 context precision, and 0.68 context recall, so the overall RAGAS Score is 0.72. The comparison of precision and recall of fine-tuning are higher than those of using RAG, but the similarity score is not much different. Furthermore, the potential improvement for RAG of this study can be increased by adding a reranking process in the retrieved context, and fine-tuning of the embedding model can also be added to increase the retrieval process's performance. In addition, further experiments on various datasets and the challenge of overfitting in fine-tuning must be overcome so that the model can also perform better generalization.
Evaluating User Experience of a Virtual Reality-Based Adaptive Learning Application on Chemical Compound Structures for High School Students Setiawan, Esther Irawati; Machfudin, Mohammad Farid; Saputra, Daniel Gamaliel; Santoso, Joan; Gunawan, Gunawan; Kusuma, Samuel Budi Wardhana
International Journal of Engineering, Science and Information Technology Vol 5, No 4 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i4.1445

Abstract

Recognizing the significant spatial visualization challenges that high school students face in understanding abstract chemical compound structures—a limitation often inherent in conventional teaching methods based on 2D diagrams—this research presents the comprehensive development and user experience (UX) evaluation of an innovative adaptive learning application in Virtual Reality (VR). The application, developed using the Unity 3D engine and configured via XR Plugin Management to ensure broad hardware compatibility, places students in an interactive virtual laboratory. Within it, students can directly manipulate meticulously designed 3D atomic models to build molecules, observe the formation of covalent and ionic bonds, and interact with dynamic chemical processes. Its key innovation is the integration of an intelligent adaptive learning algorithm, which utilizes a Firebase cloud database to analyze user performance metrics—such as accuracy, completion time, and recurring areas of difficulty. Based on this data, the system dynamically personalizes learning pathways by recommending remedial content or more challenging topics. Furthermore, assessment materials such as quizzes were efficiently generated using large language models (LLMs) to ensure relevance and quality. An in-depth UX evaluation was conducted with high school students using a mixed-methods approach, combining standardized questionnaires to quantitatively measure metrics like usability, engagement, and satisfaction, with qualitative feedback sessions for contextual insights. The results indicate a highly positive user experience; participants reported that the ability to directly manipulate molecules in 3D space significantly enhanced their conceptual understanding, bridging the gap between theory and visualization. The adaptive system was highly valued for its ability to adjust to individual learning paces, which was shown to boost confidence and reduce frustration. This research provides strong evidence that VR-based adaptive learning platforms are powerful pedagogical tools, capable of transforming chemistry education by making complex scientific concepts more accessible, engaging, and comprehensible.