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Integrasi Gamifikasi dalam Perancangan dan Pembangunan Website Pembelajaran Kosakata Bahasa Asing Novia Rahman Nisa; Waworuntu, Alexander; Lumba, Ester
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3245

Abstract

Proficiency in foreign languages offers numerous benefits, with vocabulary mastery being a key aspect. In today's digital era, learning foreign language vocabulary is not limited to physical dictionaries but also extends to online platforms. This study developed a foreign language vocabulary learning website using gamification methods, focusing on Japanese and German languages. The gamification approach was implemented using the Octalysis framework, particularly emphasizing the core drives of Development & Accomplishment and Empowerment of Creativity & Feedback, incorporating game elements such as rewards, leaderboards, and timers. The website was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) to assess user interest (behavioral intention to use) and immersion levels. The results indicated a user interest level of 82.29% and an immersion level of 80.53%, demonstrating the website's effectiveness in foreign language vocabulary learning.
Sistem Pendukung Keputusan Pemilihan Tablet PC Menggunakan Metode WASPAS dan MOORA Syam, Syahriani; Waworuntu, Alexander; Ayuningtyas, Astika; Harun, Rofiq; Nadjamuddin, Lukman
Building of Informatics, Technology and Science (BITS) Vol 4 No 4 (2023): March 2023
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i4.3147

Abstract

Tablet Pc is a personal computer with a portable design that is equipped with a main input device, namely a touch screen and is designed for individual use. The use of the screen as an input intermediary can use a fingertip and a digital pen. Thus making the production of personal tablet pc increasingly improve its quality so as not to lose competitiveness. Decision Support System is a computer-based information system created to determine decisions so that they are more in solving problems that are structured and unstructured, so the resulting decisions are more appropriate. The system created is a system by utilizing the WASPAS and MOORA methods. A system that utilizes the WASPAS and MOORA methods so that it is suitable in determining the best type of Tablet PC. So the one that gets the title of the best Tablet PC is the A1 alternative with the name Samsung Galaxy Tab S8 Ultra with the value for the WASPAS method, which is 0.456, while the MOORA method is 0.439 as the best alternative
Development of a Mouse Pad Selection Recommendation System Using the Simple Additive Weighting (SAW) Approach Kandoko, Charoline; Waworuntu, Alexander
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.v15i2.3505

Abstract

In the current era of technological advancement and growth, especially in the realm of virtual entertainment, specialized equipment like mouse pads has become increasingly essential. Often, the vast array of mouse pad types and brands available can be overwhelming, making it challenging for consumers to choose one that meets their specific needs. This research aims to design and develop a mouse pad recommendation system to assist individuals in selecting the most suitable mouse pad. The study employs the Simple Additive Weighting method, a weighted sum approach for problem-solving, enabling users to receive tailored recommendations based on criteria such as size, thickness, stitching, material, and price across various brands. User satisfaction was measured using the End User Computing Satisfaction (EUCS) method, achieving a satisfaction percentage of 88.67%. This indicates that the system is effective as a mouse pad recommendation tool. The mouse pad recommendation system has been successfully constructed using the Simple Additive Weighting method, following a comprehensive process of design, development, and system testing.
Public Sentiment Analysis on the Transition from Analog to Digital Television Using the Random Forest Classifier Algorithm Samudera, Elfajar Bintang; Waworuntu, Alexander; Lumba, Ester
ULTIMATICS Vol 16 No 1 (2024): 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.v16i1.3653

Abstract

Television is one of the most popular media for entertainment and information. Analog television is the most widely used type among the public. However, with technological advancements, analog television is becoming obsolete and is being replaced by digital television, which offers better performance. On November 2, 2022, the Government officially mandated the transition from analog to digital broadcasting. This Analog Switch Off program has elicited various pro and con opinions among the public. Twitter, a widely used social media platform, facilitates rapid communication and information dissemination among users. This study aims to classify public sentiment regarding the Analog Switch Off policy as either positive or negative. The classification model used is the Random Forest algorithm, with the Lexicon Inset for data labeling, Count Vectorizer and TF-IDF Vectorizer for data vectorization and weighting, and various train-test data splits. The study achieved the best classification performance using the Count Vectorizer method, with an 80%:20% train-test data ratio, yielding an accuracy of 88%, precision of 88%, recall of 88%, and an F1-score of 88%. Index Terms—Analog Television; Digital Television; Sentiment; Twitter; Random Forest
Leveraging Content-Based Filtering for Personalized Game Recommendations: A Flutter-Based Mobile Application Development Waworuntu, Alexander
Ultimatics : Jurnal Teknik Informatika Vol 16 No 2 (2024): 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.v16i2.3936

Abstract

The background of this study stems from the need for a recommendation system to assist users in finding games that match their interests. With the rapid growth of the gaming market, an increasing number of people engage in gaming activities. In 2022, the personal computer (PC) gaming market accounted for 37.9% of all gamers worldwide. One of the largest PC gaming platforms is Steam, developed by Valve Corporation, which boasts over 184 million active users. However, the overwhelming number of options can lead users to lose interest in purchasing games. Therefore, a recommendation system is required to help users find games that align with their preferences. The methods/theories employed in this study include data from the Steam Web API, SteamSpy API, and local JSON files. The Content-Based Filtering method, using the Cosine Similarity algorithm, was implemented to determine the similarity index between games and user preferences. Flutter was used for application development and to display the recommendation results to users. The results of this study show that the application was successfully developed, and the Content-Based Filtering method provided recommendations that met expectations. The highest cosine similarity factor achieved was 0.6454972244, indicating a fairly good level of accuracy. Application evaluation using the Technology Acceptance Model revealed positive reception, with a "Perceived Usefulness" score of 82.6% and a "Perceived Ease of Use" score of 86.2%, indicating that users found the application both useful and easy to use.
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
Personalized Restaurant Recommendations: A Hybrid Filtering Approach for Mobile Applications Marvelio, Christopher Matthew; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.4248

Abstract

Selecting a restaurant that suits your taste can be a major challenge for consumers, especially given the vast array of online dining options. Traditional recommendation systems or simple filtering methods often fail to handle this complexity well. To address these limitations, we developed a mobile app-based restaurant recommendation platform that combines content-based filtering and collaborative filtering methods in a hybrid approach. The application was built using Expo, React Native, Express, and Flask technologies. The evaluation was conducted using the End-User Computing Satisfaction (EUCS) framework, and the results showed a very high user satisfaction rate of 93.9%. This result shows that the recommendation system we developed is effective in providing relevant suggestions and is well received by users.
Integrasi Gamifikasi dalam Perancangan dan Pembangunan Website Pembelajaran Kosakata Bahasa Asing Novia Rahman Nisa; Lumba, Ester; Waworuntu, Alexander
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3245

Abstract

Proficiency in foreign languages offers numerous benefits, with vocabulary mastery being a key aspect. In today's digital era, learning foreign language vocabulary is not limited to physical dictionaries but also extends to online platforms. This study developed a foreign language vocabulary learning website using gamification methods, focusing on Japanese and German languages. The gamification approach was implemented using the Octalysis framework, particularly emphasizing the core drives of Development & Accomplishment and Empowerment of Creativity & Feedback, incorporating game elements such as rewards, leaderboards, and timers. The website was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) to assess user interest (behavioral intention to use) and immersion levels. The results indicated a user interest level of 82.29% and an immersion level of 80.53%, demonstrating the website's effectiveness in foreign language vocabulary learning.
Development of a Mouse Pad Selection Recommendation System Using the Simple Additive Weighting (SAW) Approach Kandoko, Charoline; Waworuntu, Alexander
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.v15i2.3505

Abstract

In the current era of technological advancement and growth, especially in the realm of virtual entertainment, specialized equipment like mouse pads has become increasingly essential. Often, the vast array of mouse pad types and brands available can be overwhelming, making it challenging for consumers to choose one that meets their specific needs. This research aims to design and develop a mouse pad recommendation system to assist individuals in selecting the most suitable mouse pad. The study employs the Simple Additive Weighting method, a weighted sum approach for problem-solving, enabling users to receive tailored recommendations based on criteria such as size, thickness, stitching, material, and price across various brands. User satisfaction was measured using the End User Computing Satisfaction (EUCS) method, achieving a satisfaction percentage of 88.67%. This indicates that the system is effective as a mouse pad recommendation tool. The mouse pad recommendation system has been successfully constructed using the Simple Additive Weighting method, following a comprehensive process of design, development, and system testing.