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2D and 3D Geovisualization: Learning user Preferences in Landslide Vulnerability Wahyudi, Hafif Bustani; Ramdani, Fatwa; Bachtiar, Fitra Abdurrachman
Journal of Information Technology and Computer Science Vol. 5 No. 1: April 2020
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2894.991 KB) | DOI: 10.25126/jitecs.202051167

Abstract

Landslides often cause impacts on the environment, infrastructure, and society. The impacts of landslides can be minimized by creating disaster awareness. Landslide vulnerability mapping can be used as a dissemination media to increase disaster awareness. The mapping methods that can be used are 2D and 3D geovisualization. There is very few research in current literature explaining the user preferences on geovisualization 2D and 3D related to landslide vulnerability.  In this paper, the user preferences of both 2D and 3D geovisualization will be evaluated. This study will focus to find out which geovisualization suits most users and their literacy spatial among those provided geovisualizations. From our results, 90% of users prefer 3D geovisualization over 2D. Furthermore, our analysis shows that 2D geovisualization has the advantage of being easily understood by users in all ages. Meanwhile, 3D geovisualization is better at increasing users' spatial literacy at all ages and levels of education in knowing the causes of landslide vulnerability. Appropriate geovisualization will provide information and knowledge that is useful for communities in regards of landslide vulnerability for better disaster awareness
Agent-based Modeling and Simulation for Evacuation of Landslides Natural Disaster Zayn, Afta Ramadhan; Ramdani, Fatwa; Bachtiar, Fitra Abdurrachman
Journal of Information Technology and Computer Science Vol. 5 No. 2: August 2020
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1591.135 KB) | DOI: 10.25126/jitecs.202052172

Abstract

Landslides are natural disasters that pose a threat which is quite high in the area of Batu, East Java, Indonesia. The occurrence of landslides has a negative impact on environmental damage and even fatalities. These impacts can arise due to a lack of planning in disaster management preparedness. Therefore better planning is needed to minimize the negative impacts that arise. Improvement of planning can be done by conducting evacuation simulations. However, the existing evacuation simulation is still static with one scenario that is done repeatedly. Therefore, a more dynamic evacuation simulation is needed to represent the various parties involved in it and to apply various scenarios. Such dynamic simulations can be facilitated using agent technology. Agents can describe autonomous behaviour and can communicate in their environment to achieve a goal. Apply the capabilities of these agents by modelling and simulating the evacuation process can provide an illustration for a more dynamic process of landslide evacuation. This research presents an agent-based landslide evacuation model and the simulation results from this model. The results are concerned that, by using agent technology can apply simulations with various conditions. So with these results can be used as a reference in the handling of natural disasters that occur landslides.
Comparison of Bagging Ensemble Combination Rules for Imbalanced Text Sentiment Analysis Cahya, Reiza Adi; Bachtiar, Fitra A.; Mahmudy, Wayan Firdaus
Journal of Information Technology and Computer Science Vol. 6 No. 1: April 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (797.571 KB) | DOI: 10.25126/jitecs.202161206

Abstract

The wealth of opinions expressed by users on micro-blogging sites can be beneficial for product manufacturers of service providers, as they can gain insights about certain aspects of their products or services. The most common approach for analyzing text opinion is using machine learning. However. opinion data are often imbalanced, e.g. the number of positive sentiments heavily outnumbered the negative sentiments. Ensemble technique, which combines multiple classification algorithms to make decisions, can be used to tackle imbalanced data to learn from multiple balanced datasets. The decision of ensemble is obtained by combining the decisions of individual classifiers using a certain rule. Therefore, rule selection is an important factor in ensemble design. This research aims to investigate the best decision combination rule for imbalanced text data. Multinomial Naïve Bayes, Complement Naïve Bayes, Support Vector Machine, and Softmax Regression are used for base classifiers, and max, min, product, sum, vote, and meta-classifier rules are considered for decision combination. The experiment is done on several Twitter datasets. From the experimental results, it is found that the Softmax Regression ensemble with meta-classifier combination rule performs the best in all except in one dataset. However, it is also found that the training of the Softmax Regression ensemble requires intensive computational resources.
Go Story: Design and Evaluation Educational Mobile Learning Podcast using Human Centered Design Method and Gamification for History Biabdillah, Fajerin; Tolle, Herman; A. Bachtiar, Fitra
Journal of Information Technology and Computer Science Vol. 6 No. 3: December 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (889.512 KB) | DOI: 10.25126/jitecs.202163345

Abstract

Technological developments, especially in the field of education, can help students learn more effectively and help the learning process. The learning method used in high school for history learning still uses conventional methods. The use of this conventional method often experiences problems such as students being less motivated in learning. One of the solutions proposed in this article is to design an android-based learning media that can support the activities of the learning process named go-story. Interface design for students as application users and (UI/UX) based on human centered design methodology and the concept of gamification. The human centered design approach and the concept of gamification will be used in the analysis and design process to maximize the usability and engagement of the application. The application will be implemented and tested on students to measure its effectiveness. The trials that have been carried out show the results of improvements
Klasifikasi Teks Bahasa Indonesia Pada Laporan Kecelakaan Lalu Lintas Menggunakan Metode Human Factor Analysis and Classification System (HFACS) dan Model Indobert Haikal, Raihan; Fitra Abdurrachman Bachtiar; Ridwan Aji Budi Prasetyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Naskah ini akan diterbitkan di Konferensi Internasional
Management of Virtual Reality Application Usage: A Comparison of Usability and Immersiveness through Controller-Based and Hand Gesture Interaction Methods Bianca Pingkan Nevista; Herman Tolle; Fitra A. Bachtiar
Journal of Management Research and Studies Vol. 3 No. 1: January - June (2025)
Publisher : Optima Science

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Abstract

Natural User Interface (NUI) is a latest development in the world of human-computer interaction can applied to immersive digital technology and realized in virtual reality. This virtual reality (VR) is usually accessed using a VR headset, so there are several companies that develop and improve VR headsets to facilitate interaction between humans and computers. One of the VR headsets available for beginners and professionals is the Meta Quest 2 which can be used with two interaction methods, namely, controllers and hand gesture. This study was conducted to compare the usability and immersivity of the two interaction methods on the Meta Quest 2 VR headset. This test was conducted at a Vocational High School in Malang, one of the city in Jawa Timur, in the Visual Communication Design Departement who had never used a VR headset before. There are two methods used, namely, Usability Testing to measure usability and the Igroup Presence Questionnaire (IPQ) method is used to measure immersivity. The applications used in this study are the Waltz of The Wizard Game, The Walking Dead Game: Saints & Sinners and Virtual Reality-Based Applications as Educational Media for Cultural Heritage Buildings in Malang City. The results of the usability and immersiveness tests show that in the Waltz of The Wizard game, it gets a high coefficient value on hand gestures, which is 0.136 and 0.096 on the controller. While in the game The Walking Dead: Saints & Sinners, it gets a high coefficient value on the controller, which is 0.398 and 0.171 on hand gestures. And in the Cultural Heritage Application, it gets a high coefficient value on hand gestures, which is 0.065 and 0.055 on the controller. From the coefficient values, usability and immersivity in the use of controllers are higher in action genre applications, for example the game The Walking Dead: Saints & Sinners. While in hand gestures, usability and immersivity are high when using adventure genre applications, for example the Waltz of The Wizard game and exploration, for example the Cultural Heritage Application game. This means that the interaction method and type of application used determine the level of usability and immersivity.
Improving Frame-based Engagement Classification in E-Learning Using EfficientNet and Normalized Loss Weighting Sugihdharma, Joseph Ananda; Bachtiar, Fitra; Yudistira, Novanto
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 9 No 3 (2025): June 2025
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v9i3.6161

Abstract

Engagement can be defined as how individuals are involved in and interact with a task that requires attention and emotional conditions. Engagement is an affective state positively correlated with learning processes. Engagement along with other affective states, such as boredom, confusion, and frustration must be analyzed to identify students’ learning behavior. Implementing proper prevention by measuring student engagement levels could increase students’ learning intake. Such implementation involves building an effective feedback system or rearranging the learning design. Several researchers have proposed deep-learning approaches using the DAiSEE dataset to classify student engagement levels. In addition, previous studies utilized various loss functions equipped with class weighting to assign higher importance to the minor classes, which are low and very low engagement classes. Most of the state-of-the-art models achieved high accuracy, but the f1-score was still low because of the minor class struggle. This research tries to solve engagement level classification on imbalance conditions by proposing a normalized loss function weighting based on the Inverse Class Frequency formula based on each class’ instances to give more importance and focus to the classes and trained on Vanilla EfficientNet model rather than experimenting on more advanced model to keep the efficient and suit the memory constraint on the e-learning implementation. Based on the conducted experiments, the normalized ICF obtained the highest accuracy of 51.64% and weighted f1-score of 50.86%, which is superior to the standard ICF performance, which received 50.32% accuracy and weighted f1-score of 50.49% using the same settings.
Analisis Penggunaan Media Pembelajaran Inovatif pada Pembelajaran Awal Pengenalan Angka Terhadap Anak Penderita Autisme Bere, Stevania; Tolle, Herman; Bachtiar, Fitra Abdurrachman
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 12 No 3: Juni 2025
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2025128913

Abstract

Autisme merupakan kelainan pada system saraf yang dialami sejak lahir ataupun pada masa balita dengan ditandainya gejala seperti menutup diri, pendiam, tidak mau bergaul, tidak mau berkomunikasi atau berinteraksi dengan orang disekitarnya. Kondisi ini mengganggu perkembangan anak terutama pada kemampuan komunikasi, interaksi sosial dan sifat emosional dengan orang lain. Anak autisme pada umumnya mempunyai ciri-ciri sulit berkonsentrasi, cepat bosan jika dihadapakan pada hal-hal yang tidak sesuai dengan minatnya. Diasumsikan peran guru pembimbing mampu mengajarkan materi secara kreatif, baik dan menyenangkan. Pembelajaran awal anak autisme yang dilakukan kebanyakan masih menggunakan buku sebagai alat bantu pembelajaran dan tidak ada dalam bentuk digital. Dari hasil pengamatan salah satu sekolah autisme di Malang masih menggunakan pembelajaran tradisional menggunakan papan komunikasi kegiatan angka sebagai pembelajaran awal pengenalan angka. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK) dengan pendekatan kualitatif. Media pembelajaran multimedia dan augmented reality digunakan untuk meningkatkan fokus dan keterlibatan siswa autisme.  Data diperoleh dari hasil observasi, serta deskriptif kualitatif, yang didukung oleh skala likert untuk mengukur motivasi belajar. Hasil yang didapatkan dari pengujian media pembelajaran multimedia dan Augmented Reality terbukti meningkatkan keterlibatan dan fokus siswa. Adanya karakter avatar pada AR juga menarik fokus pada anak autisme. Siswa lebih antusias saat menggunakan aplikasi multimedia dan AR yang memberikan pengalaman belajar interaktif. Dampak penelitian ini memberikan kontribusi penting terhadap pengembangan metode Pendidikan berbasis teknologi, serta menyediakan wawasan bagi pengembang aplikasi atau institusi pendidikan tentang potensi teknologi dalam mendukung pendidikan khusus. Penelitian ini juga berkontribusi pada pengembangan kebijakan yang lebih efektif dan inklusif bagi penderita autisme, sehingga dapat menciptakan lingkungan yang lebih mendukung siswa autisme untuk tumbuh dan berkembang.   Abstract Autism is a disorder of the nervous system experienced since birth or in infancy with symptoms marked by being withdrawn, quiet, not wanting to socialize, not wanting to communicate or interact with people around them. This condition interferes with the child's development, especially in communication skills, social interactions and emotional traits with others. Autistic children generally have the characteristics of difficulty concentrating, getting bored quickly when faced with things that are not in accordance with their interests. It is assumed that the role of the supervising teacher is able to teach material creatively, well and enjoyably. Early learning for autistic children that is carried out mostly still uses books as learning aids and is not in digital form. From the results of observations, one of the autism schools in Malang still uses traditional learning using a number activity communication board as initial learning for recognizing numbers. This study uses a classroom action research (CAR) method with a qualitative approach. Multimedia and augmented reality learning media are used to increase the focus and involvement of autistic students. Data were obtained from the results of observations, as well as qualitative descriptive, supported by a Likert scale to measure learning motivation. The results obtained from testing multimedia and Augmented Reality learning media have been shown to increase student involvement and focus. The presence of avatar characters in AR also attracts focus on autistic children. Students are more enthusiastic when using multimedia and AR applications that provide interactive learning experiences. The impact of this research provides an important contribution to the development of technology-based education methods, as well as providing insight for application developers or educational institutions about the potential of technology in supporting special education. This research also contributes to more effective and inclusive development policies for people with autism, so that it can create an environment that is more supportive of autistic students to grow and develop.
Klasifikasi Cyberbullying Pada Twitter Menggunakan Metode Long Short-Term Memory (LSTM) Wahyu Ardiansyah, Mohammad; Fitra Abdurrachman Bachtiar; Agus Wahyu Widodo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Naskah ini akan diterbitkan di JTIIK
Penerapan Arsitektur Seq2Seq dan Bidirectional Long Short-Term Memory pada Sistem Tanya Jawab Fakultas Ilmu Komputer Universitas Brawijaya Sintiya, Karena; Fitra Abdurrachman Bachtiar; Budi Darma Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 8 (2025): Agustus 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Di era digital, teknologi terus berkembang untuk mempermudah akses informasi dan layanan. Untuk mendukung hal ini, Fakultas Ilmu Komputer Universitas Brawijaya (FILKOM UB) mengimplementasikan helpdesk bernama HaloFilkom. HaloFilkom melayani pertanyaan dan keluhan dari komunitas akademik FILKOM. Namun, waktu operasional yang terbatas membuat pengguna harus menunggu untuk mendapat jawaban. Masalah ini diatasi dengan chatbot yang mampu berinteraksi secara online 24 jam, sehingga pengguna bisa mendapat jawaban dengan cepat. Chatbot dibuat menggunakan model Bidirectional Long Short-Term Memory (BiLSTM) agar dapat memahami konteks percakapan lebih akurat. Selain itu, word embedding juga digunakan untuk memahami hubungan makna antar kata. Dataset yang digunakan bersifat closed domain dan berisi pasangan pertanyaan dan jawaban terkait FILKOM. Proses implementasi meliputi studi literatur, eksplorasi data, persiapan dan pemrosesan data, embedding, perancangan model, eksperimen, dan evaluasi. Kombinasi hyperparameter terbaik yang dihasilkan dari hyperparameter tuning adalah hidden size 64, batch size 8, learning rate 0,001, epoch 30, dan dropout 0,3. Model terbaik adalah BiLSTM dengan arsitektur Seq2Seq dan embedding GloVe, dengan rata-rata validation loss 3,641. Model ini juga meraih BLEU Score tinggi dengan skor BLEU 1-gram 0,6373, BLEU 2-gram 0,5563, BLEU 3-gram 0,5153, dan BLEU 4-gram 0,4433 pada data latih. Pengujian prompt testing memperoleh skor rata-rata BLEU 0,3310. Kata kunci: chatbot, Seq2Seq, Bi-LSTM, word embedding, hyperparameter tuning
Co-Authors AA Sudharmawan, AA Abidatul Izzah Abu Wildan Mucholladin Achmad Arwan Achmad Basuki Achmad Fahlevi Achmad Firmansyah Sulaeman Achmad Hanim Nur Wahid Achmad Ridok Adam Hendra Brata Adam Syarif Hidayatullah Adam Syarif Hidayatullah Adinugroho, Sigit Aditya Rachmadi Aditya Rachmadi, Aditya Admaja Dwi Herlambang, Admaja Dwi Admi Rut Sinana Afida, Latansa Nurry Izza Afifurrijal Afifurrijal Agus Wahyu Widodo Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Fairuzabadi Ahmad Foresta Azhar Zen Aisyah Awalina Aisyah Awalina Aisyatul Maulidah Aisyatul Maulidah Akhmad Lazuardi Alaikal Fajri Nur Alfian Aldi Fianda Putra Alfi Nur Rusydi Alfin Taufiqurrahman Alfirsa Damasyifa Fauzulhaq Alhasyimi, Dana Mustofa Alifi Lazuardi Gunawan Amalia Kusuma Akaresti Andi Alifsyah Dyasham Anggit Chalilur Rahman Anita Rizky Agustina Anita Rizky Agustina Anjasari, Ni Luh Made Beathris Anjumi Kholifatu Rahmatika Annuranda, Ramansyah Eka Apriyanti -, Apriyanti Ardi Wicaksono ari kusyanti Arieftia Wicaksono Aulia Akhrian Syahidi Aulia Dewi Savitri Aulia Nurrahma Rosanti Paidja Aulia Septi Pertiwi Azhar Izzannada Elbachtiar Azzam Syawqi Aziz Baharudin Yusuf Widiyanto Barlian Henryranu Prasetio Bayu Aji Firmansyah Bayu Sutawijaya Benni A. Nugroho Bere, Stevania Biabdillah, Fajerin Bianca Pingkan Nevista Bintang Fajrianti Brahma Hanif Farhansyah Budi Darma Setiawan Budi Setiawan Cahya, Reiza Adi Cinthia Vairra Hudiyanti Dariswan Janweri Perangin-Angin Dary Ardiansyah Haryono Dea Zakia Nathania Dedi Romario Delpiero, Rangga Raditya Desy Setya Rositasari Dika Imantika Dimas Angga Nazaruddin Dinda Adimanggala Dito William Hamonangan Gultom Diva Fardiana Risa Diva Fardiana Risa Djoko Pramono Dona Adittia Dyah Ayu Wulandari Dyah Ayu Wulandari Dzar Romaita Eka Devi Prasetiya Eka Yuni Darmayanti Eko Laksono Eko Setiawan Elok Nuraida Kusuma Dewi Fabiansyah Cahyo Kuncoro Pradipta Faizatul Amalia Fajar Pradana Fajar Pradana Fajerin Biabdillah Faranisa, Puspa Ayu Fardan Ainul Yaqiin Farhan Setya Dhitama Farid Syauqi Nirwan Fasya Ghassani Hadiyan Fatwa Ramdani, Fatwa Ferdian Maulana Akbar Ferry Ardianto Rismawan Ficry Agam Fathurrachman Fikar Mukamal Gandhi Ramadhona Giga Setiawan Gregorius Dhanasatya Pudyakinarya Gultom, Dito William Hamonangan Gunawan, Alifi Habib Bahari Khoirullah Haikal, Raihan Hanif Prasetyo Maulidina Hanifah Khoirunnisak Hanifah Muslimah Az-Zahra Hanifah Muslimah Az-Zahra, Hanifah Muslimah Haryowinoto Rizqul Aktsar Hasyir Daffa Ibrahim Hayashi, Yusuke Herman Tolle Heryana, Ana Hirashima, Tsukasa Holiyanda Husada Hutamaputra, William Ihza Razan Alghifari Ikhsan Putra Arisandi Ikrom Septian Hadi Ilham Pambudi Imam Cholissodin Imam Cholissodin Imam Cholissodin Indra K. Syahputra Indra Kurniawan Syahputra Indriati Indriati Indriati Indriati Intan Yusuf Habibie Iqbal Taufiq Ahmad Nur Irfani, Ilham Irma Nurvianti Irwan Suprianto Issa Arwani Ivqonnada Al Mufarrih Joseph Ananda Sugihdharma Joseph Ananda Sugihdharma Julia Ferlin Kartiko, Erik Yohan Katrina Puspita Kevin Gusti Farras Fari' Utomo Kharis Alfian Kharis Alfian Kresna Hafizh Muhaimin Krisnabayu, Rifky Yunus Krisnandi, Dikdik Kuncahyo Setyo Nugroho Kurnia Fakhrul Izza Kusumo, R. Budiarianto Suryo Lailil Muflikhah Ludgerus Darell Perwara Luthfi Afrizal Ardhani M Reza Syahputra A M. Ali Fauzi M. Khusnul Azhari M. Raabith Rifqi M. Sofyan Irwanto Mar'i, Farhanna Marvel Timothy Raphael Manullang Mawarni, Marrisaeka Michael Stephen Lui Moch Irfan Prayudha Adhianto Mochamad Chandra Saputra Mochamad Havid Albar Purnomo Mochammad Dearifaldi Al Ikhsan Mochammad Dearifaldi Al Ikhsan Moh Iqbal Yusron Mufidatun Nuha Muh. Edo Aprillia Andilala Muhammad Ferdyandi Muhammad Ifa Amrillah Muhammad Tanzil Furqon Muhammad Taufik Dharmawan Muhammad Wafi Muhammad Wafi Muhammad Zulfikarrahman Nabila Leksana Putri Nabila Lubna Irbakanisa Nadifa, Rahajeng Mufti Nainggolan, Cesilia Natasya Nanang Yudi Setiawan Nanang Yudi Setiawan Nanang Yudi Setyawan Nanda Ajeng Kartini Nanda Samsu Dhuha Nasita Ratih Damayanti Naufal Fathirachman Mahing Nourman Hajar Novanto Yudistira Novi Sunu Sri Giriwati Novianti, Siska Nur Wahyu Melliano Hariyanto Nurafifah Alya Farahisya Nurul Hidayat Oddy Aulia Rahman Nugroho Okta Dwi Ariska Ovy Rochmawanti Pamungkas, Gilang Alif Pradana , Fajar Priyambadha, Bayu Pryono, Muhammad Adam Puras Handharmahua Putra Pandu Adikara Rafif Taqiuddin Rafif Taqiuddin Rafly, Andi Raga Saputra Heri Istanto Rahman, Rafli Rahmat Adi Setiawan Ramadhan, Muhammad Fitrah Randy Cahya Wihandika Randy Cahya Wihandika Ratih Kartika Dewi Refi Fadholi Rekyan Regasari Mardi Putri, Rekyan Regasari Mardi Renavitasari, Ivenulut Rizki Diaz Retno Indah Rokhmawati Retno Indah Rokhmawati, Retno Indah Revanza, Muhammad Nugraha Delta Reza Syahputra Rezka Aditya Nugraha Hasan Rezky Dermawan Rhobith, Muhammad Rian Nugroho Ridwan Adi Setiabudi Riski Darmawan Riza Setiawan Soetedjo Rizal Setya Perdana Rizkey Wijayanto Rizkia Desi Yudiari Rizky Adinda Azizah Rizky Muhammad Faris Prakoso Robi Dwi Setiawan Rona Salsabila Said Atharillah Alifka Alhabsyi Samuel Arthur Satrio A. Wicaksono Satrio Agung Wicaksono Satrio Agung Wicaksono Satrio Hadi Wijoyo Satrio Hadi Wijoyo Satyawan Agung Nugroho Satyawan Agung Nugroho Shinta Aprilisia Sifaunnufus Ms, Fi Imanur Sintiya, Karena Siswahyudi, Puad Siti Mutdilah Sofyanda, Erika Yussi Sri Wulan Utami Vitandy Sueddi Sihotang Sugihdharma, Joseph Ananda Sulandri Sulandri Sza Sza Amulya Larasati Taufik Hidayat Timothy Julian Titus Christian Ubaydillah, Achmad Afif Utaminingrum, Fitri Vasha Farisi Sarwan Halim Very Sugiarto, Very Vivy Junita Wahyu Ardiansyah, Mohammad Wahyu Satriyo Wibowo Wahyudi, Hafif Bustani Wayan F. Mahmudy Wayan Firdaus Mahmudy Welly Purnomo Whita Parasati Wicky Prabowo Juliastoro Windy Adira Istiqhfarani Wiratama Ahsani Taqwim Wirdhayanti Paulina Yoga Tika Pratama Yudi Muliawan Yuita Arum Sari Zainal Arifien Zayn, Afta Ramadhan