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IMPLEMENTASI CHATBOT KONSELING ANAK BERBASIS DIALOGFLOW UNTUK PENCEGAHAN BULLYING Pateman, Dimar; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This study aims to design and implement a chatbot-based counseling service for children to prevent bullying, utilizing Dialogflow integrated with Telegram. The research addresses the limited access children have to report bullying cases and receive initial counseling, particularly in regions with constrained resources. The development applied the waterfall method, covering requirements analysis, system design, implementation, Testing, and maintenance. The chatbot provides three main features: counseling services, bullying reporting, and educational content. Black Box Testing and User Acceptance Testing (UAT) showed that all features function according to specifications, with positive user feedback on accessibility and usability. The integration of Dialogflow's Natural Language Processing (NLP) capabilities enables the chatbot to understand user intent and provide contextually relevant responses. The solution is expected to support the Dinas Pemberdayaan Perempuan, Perlindungan Anak, dan Keluarga Berencana (DP3AKB) in Majalengka in monitoring and handling bullying cases, while offering children a safe and interactive platform for reporting and education.
PENERAPAN GAME EDUKATIF UNTUK MEMFASILITASI PERKEMBANGAN LITERASI ANAK PENDERITA DYSLEXIA PADA SEKOLAH DASAR DENGAN MENGGUNAKAN CONSTRUCT 2 Dzakirah , Nasya Rabbi; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This study investigates how using Construct 2-based educational games as interactive learning tools can help children with dyslexia develop their literacy skills in elementary school. More engaging and tailored learning media are needed because they often experience difficulties in reading, recognizing letters, and understanding text. To increase student engagement in the learning process, educational games have interactive visual displays, supporting sounds, and simple gameplay. The research methods used were design, development, and testing on students with dyslexia. The results showed that the use of this educational game can increase students' interest in learning, improve their ability to understand letters and words, and make the learning process enjoyable. Therefore, Construct 2-based educational games can be an alternative learning tool that is useful for supporting the literacy development of children diagnosed with dyslexia in elementary school.
PENGARUH IMPLEMENTASI GAME INTERAKTIF TERHADAP PERILAKU KOMUNIKASI MASYARAKAT DI LINGKUNGAN KULINER LOKAL Ramadan, Mohamad Faza Silmi; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

The rapid development of digital technology has influenced various aspects of life, including entertainment and social interaction. This practicum focuses on the development of an interactive game called Timbel Curhat at Warung Nasi Timbel Mista Cigasong as a medium for building positive communication between customers. The research method used is the Game Development Life Cycle (GDLC), which consists of the initiation, pre-production, production, testing, beta, and release stages. The testing method used is black-box testing to ensure functionality. The result of this practicum is an interactive game that encourages customers to communicate positively while waiting for or after enjoying their meal. The implementation of this game is expected to increase customer engagement, create a more enjoyable dining atmosphere, and strengthen social interaction among visitors.
GAME EDUKATIF BERBASIS CONSTRUCT 3 SEBAGAI MEDIA PEMBELA-JARAN INTERAKTIF UNTUK ANAK USIA DINI DI RA-ALFARISI Rusmanto, Ayu Hafidzah; Zaliluddin, Dadan; Bastian , Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

The advancement of multimedia technology has fostered the emergence of interactive learning media that can enhance students’ interest and comprehension, particularly for early childhood education. This study aims to develop an educational Game using Construct 3 as an interactive learning medium at RA Al-Farisi. The development process applied the Single Development Life Cycle (SDLC) with a Rapid Prototyping approach, which included needs analysis, design, prototyping, testing, and evaluation. The Game content integrates basic educational materials such as the introduction of animals, the solar system, family members, communication tools, and religious values. The usability testing involved teachers and students of RA Al-Farisi using the System Usability Scale (SUS) instrument. The results indicate that the developed educational Game demonstrates good usability, is easy to understand, and engaging for young learners. Therefore, this Game is effective as an alternative interactive learning medium that stimulates children’s cognitive and motor development while enhancing their learning motivation.
IMPLEMENTASI PIPELINE PRODUCTION ANIMATION 3D MEDIA PROMOSI UNIVERSITAS MAJALENGKA Prasetyo, Tri Ferga; Zaliluddin, Dadan; Ibrahim, Maulana; Affandi, Amam Nur
Indonesian Journal of Business Intelligence (IJUBI) Vol 7 No 1 (2024): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijubi.v7i1.4275

Abstract

This study focuses on the implementation of a 3D animation production pipeline in promotional media, utilizing a variety of information technology tools to optimize processes and enhance visual effectiveness. The use of Agile project management software facilitates efficient team collaboration and rapid adaptation to changes, increasing productivity and design iteration quality. In the modeling and rendering processes, Blender and Autodesk Maya are employed to create complex 3D models and detailed visuals, supported by GPU processing to accelerate rendering and allow greater creative exploration. Unity is integrated to develop interactive simulations, adding game elements to the animations that enhance user engagement. Machine learning is applied in character rigging to automate and correct poses, reducing production time and improving visual expression. Procedural generation techniques are used to automate the creation of textures and environmental elements, is applied in the final presentation phase to deliver promotional content more immersively. This research reveals the significant potential of integrating information technology in speeding up 3D animation production and enhancing the visual and interactive user experience.
An Integrated Production Pipeline for 2D Animation in Cultural Heritage Visualization Zaliluddin, Dadan; Prasetyo, Tri Ferga; Ibrahim, Maulana
The Eastasouth Journal of Information System and Computer Science Vol. 3 No. 02 (2025): The Eastasouth Journal of Information System and Computer Science (ESISCS)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/esiscs.v3i02.846

Abstract

The visualization of cultural heritage through digital media has become an effective approach to preserving and disseminating historical narratives to a wider audience. However, the production of 2D animation for cultural heritage visualization often faces challenges related to inconsistent workflows, inefficiencies in production stages, and the lack of structured integration between storytelling and technical animation processes. This study aims to design and implement an integrated production pipeline for 2D animation that supports systematic, efficient, and reproducible development of cultural heritage visualization. The proposed pipeline is structured into three main stages: pre-production, production, and post-production, incorporating storytelling design, visual asset development, animation principles, and compositing techniques. The research adopts a design-based research approach, using a local cultural heritage case study as the implementation context. Data were collected through observation, documentation, and iterative development of animation assets, followed by qualitative evaluation of workflow effectiveness and production consistency. The results demonstrate that the integrated pipeline improves production efficiency, enhances visual coherence, and supports accurate representation of cultural narratives. The proposed framework provides a practical reference for animators, educators, and researchers in developing 2D animation-based cultural heritage visualization. This study contributes to the field of animation production systems by offering a structured pipeline model that bridges technical animation processes with cultural storytelling requirements.
ANALYSIS FAVORITE GENERAL HOSPITALS IN WEST JAVA BASED ON INPATIENT VISITS USING K-MEANS SENTIMENT ANALYSIS Dadan Zaliluddin; Ii Sopiandi; Yoga Hermawan
INFOTECH journal Vol. 10 No. 1 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v10i1.10270

Abstract

This study examines the utilization of the K-Means algorithm for sentiment analysis in widely used hospital services utilizing the Python programming language. The main goal is to improve comprehension of patient satisfaction with the healthcare services provided at these hospitals. The data used for sentiment analysis was obtained via scraping patient evaluations from the web. The K-Means technique was utilized to classify the feelings into negative, neutral, and positive categories through the study of large-scale data. This investigation offers useful insights into the specific aspects that influence patients' opinions of healthcare services at their preferred hospitals. The study's findings provide valuable insights for hospital management to enhance the quality of healthcare services. Utilizing the K-Means algorithm in sentiment analysis facilitates the identification of prevalent trends and patterns that may not be discernible through manual techniques. Thus, this study integrates computational methodologies and sentiment analysis to offer a more holistic perspective on patient experiences at preferred hospitals.
PENERAPAN METODE UX HONEYCOMB DAN GAME DEVELOPMENT LIFE CYCLE PADA GAME FUTURE WARFARE Dadan Zaliluddin; Ade Bastian; Rivki Anja Afrenda
INFOTECH journal Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v12i1.16914

Abstract

Pengembangan game modern menuntut penerapan metodologi terstruktur yang tidak hanya berfokus pada aspek teknis, tetapi juga pada kualitas pengalaman pengguna. Penelitian ini bertujuan menerapkan metode UX Honeycomb dan Game Development Life Cycle (GDLC) pada pengembangan game Future Warfare, yaitu game aksi bertema futuristik-lokal yang dikembangkan menggunakan Unity Engine. Metode UX Honeycomb digunakan untuk mengevaluasi tujuh dimensi pengalaman pengguna, yaitu useful, usable, findable, desirable, accessible, credible, dan valuable, sedangkan GDLC digunakan sebagai kerangka pengembangan mulai dari tahap konseptualisasi, perancangan aset, implementasi mekanika permainan, hingga pengujian. Pengumpulan data dilakukan melalui kuesioner berbasis skala Likert dan uji playtesting terhadap 30 responden. Hasil penelitian menunjukkan bahwa game Future Warfare memperoleh skor UX yang tinggi pada aspek usability dan desirability, namun masih ditemukan kelemahan pada aspek accessibility dan findability, terutama terkait ukuran teks dan navigasi antarmuka. Secara keseluruhan, penerapan kedua metode ini terbukti mampu menghasilkan proses pengembangan game yang lebih terstruktur serta memberikan gambaran menyeluruh terkait kualitas pengalaman pengguna. Temuan penelitian ini dapat dijadikan acuan dalam pengembangan game lokal dengan pendekatan UX yang komprehensif dan metodologi pengembangan profesional.
Prediksi Perubahan Luas Perkebunan Aren di Jawa Barat Berbasis Geospasial dengan Algoritma ARIMA dan Machine Learning Zaliluddin, Dadan; Heryadiana, Asep Dian; Pateman, Dimar
Jurnal Sistem Informasi Vol. 13 No. 1 (2026)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/djx30932

Abstract

Aren palm (Arenga pinnata) plays a significant role as an economic commodity and a renewable energy source in West Java, Indonesia. However, fluctuations in plantation areas caused by land use change, climate variability, and socio-economic factors have created challenges for sustainable management. Accurate prediction of aren plantation area dynamics is required to support decision-making and policy design for renewable energy development and environmental sustainability.This study aims to predict changes in aren plantation areas in West Java using a combination of Autoregressive Integrated Moving Average (ARIMA) for time-series forecasting and Machine Learning algorithms for enhanced prediction accuracy. Historical data of aren plantation areas from 2013 to 2023 were collected from official government databases. ARIMA was applied to model temporal trends, while Machine Learning approaches such as Random Forest and Long Short-Term Memory (LSTM) were employed to capture non-linear relationships and integrate external factors such as rainfall, soil characteristics, and urbanization patterns. In addition, a geospatial approach using Geographic Information System (GIS) was adopted to visualize spatial changes in plantation areas.Preliminary results indicate that ARIMA successfully models short-term trends with relatively low forecasting errors (RMSE < 15%). Machine Learning models demonstrate the potential to improve robustness and predictive accuracy by incorporating multidimensional variables. The integration of spatial visualization enables stakeholders to identify high-risk regions for land conversion and areas with strong potential for sustainable aren cultivation. The findings of this research provide a foundation for developing a decision support system to enhance sustainable plantation management and bioethanol policy planning in West Java. The proposed predictive framework contributes not only to the field of computational forecasting but also to the strategic alignment of renewable energy development with local socio-economic priorities. Keywords: ARIMA, Machine Learning, Geospatial, Aren Plantation, Forecasting  
Co-Authors Abdurahman, Dede Abdurahman, Dede Ade Bastian Affandi, Amam Nur Agung Pamungkas, Bayu Agus Muharom Aldien, Royan Gustio Almazmar, Giatul Khodijah Hodijah Anggi, Muhamad Ani Siti Ranifa Apriliyani, Techa Ardi Mardiana Azkiya, Muhammad Azkal Badhel, Yasser Gibran Berliani, Mega Budiman Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Deden Rizal Mantopani Destiani, Putri Devi Sukrisna Didin Rudini Didin Rudini Dony Susandi Dzakirah , Nasya Rabbi Dzakirah, Nasya Rabbi Erdiyanti, Yucky Putri Fahmi Aziz, Muhamamad Faizah, Putri Alya Nur Fajar, Arif Nur Febriani, Rani Firmansyah Hendriyanto Firmansyah, Mochammad Bagasnanda Fitriani, Nadila Fortuna, Nia Fitriana Hapipah, Liza Darojatul Haq, Rosdiana Harun Sujadi Hendra Perdana Hermawan, Dicky HERYADIANA, ASEP DIAN Hidayat, Rani Lestari Ibrahim, Maulana Ii Sopiandi, Ii Indra Permana, Indra Irwanto, Dicky Jabbar, Fathir Abdul Jamhari Jamhari Khoerunissa, Salsa Kusdinar, Erlangga Mauda, Cecep Muhamad Ikbal Muhammad Syifa Al Maroghi Nadila Noer Azizah Neng Siska Intantria Nugraha, Faisol Nunu Nurdiana Nurfajriah, Riska Nurhilda, Pebby Nurhimah, Enung Pateman, Dimar Permana, Iip Indra Pinasari, Repi Prahara, Ervin Gusti Dwi Priyadi, Deni Putra, Jalasena Dwi Putri, Vinna Septyara Rahmasari, Yulia Ramadan, Mohamad Faza Silmi Riepah, Ipah Rifki, Muhamamad Rivki Anja Afrenda Roni Hidayat Rully, Ade Rusmanto, Ayu Hafidzah Saepul Mahri Saepuloh, Aep Salwa, Alya Jihan Sarmidi Siti Julaeha, Siti Sudjana, Muhammad Ridwan Shaleh Suhendri Suhendri Tri Ferga Prasetyo Tri Ferga Prasetyo Wahid, Abrar Wahyuni, Kartika Sri Wiranagari, Relifa G Wita Nurjanah Yayat Sutaryat Yoga Hermawan Yohane, Novi Yuliana Purnama Citra Zahidah, Zahra