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Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach Yulyani Arifin; Martin Martin; Ryan Ryan; Ryan Dratama
ComTech: Computer, Mathematics and Engineering Applications Vol. 9 No. 1 (2018): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v9i1.4171

Abstract

The purpose of this research was to conserve the history of Nusantara kingdoms with the interesting way for the students. The researchers proposed a method by combining the history of ancient kingdoms in Nusantara with the game. It was done by using gamification with the user-centered design approach. The data collection used questionnaires and literature review. Moreover, the researchers identified the resources by applying the gamification element, developing the game based on user requirement, and evaluating the usability testing. The result shows that the implemented gamification in learning Nusantara can attract the students to learn about history. Based on the result of usability testing that has already been tested using the prototype, it proves that the user interest to learn the history of the ancient kingdom in Nusantara is increased. The results also imply that gamification indeed is one of a suitable method to be used as a medium for students to learn about history, especially the ancient kingdoms in Indonesia.
DEVELOPING THE INTERACTIVE MAGIC AR BOOKS WITH GAMIFICATION FOR PROMOTE STORY BOOK Yulyani Arifin; Dionisius Andrian Wangsadani; Bagaskara Akbar Fadhlillah; Mattheus Andrew Setiawan
Jurnal Ilmiah Informatika Komputer Vol 26, No 3 (2021)
Publisher : Universitas Gunadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35760/ik.2021.v26i3.5194

Abstract

Children today tend to be more interested in playing with mobile phones than reading storybooks. The Interesting fairy tales from legends and traditional children's stories tend to be in the form of storybooks. And parents in the past often read fairy tales to their children. However, in modern times, each of them is busy with their mobile phone. Therefore, there is a need for a solution so children can be interested in reading fairy tale books without reducing the pleasure of playing games. The purpose of this research is to develop more interactive storybooks with Augmented Reality technology. The research method used is experimental research which starts from collecting data on needs through questionnaires and interviews with related parties, then analyzes and designs and manufactures prototypes which will be evaluated by usability testing and heuristic evaluation. From previous research, Augmented Reality technology has been widely applied in learning material. in schools and universities and also applied to the introduction of museums. From the storybooks themselves, there are already some who have implemented Augmented Reality or Gamification in applications. However, there is still no interaction between the user and the storybook. Therefore, this study develops an AR BOOK application where users can read storybooks while playing with Augmented Reality technology. The evaluation results show that the AR Book application can attract users to read stories from the application and users are entertained by this AR Book application. So it can be concluded that the addition of Augmented Reality and Gamification technology can attract the attention of users to read storybooks in a different way. For further development, traditional stories can be developed so that they can be better known by the younger generation.
Klasifikasi Spam Email Berbasis Semantik Menggunakan Metode BERT Hutagaol, Yunita Renta; Arifin, Yulyani
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 5 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i5.12515

Abstract

Perkembangan teknologi mendorong banyak orang di seluruh dunia, termasuk di Indonesia, untuk dapat memanfaatkan kecanggihan teknologi tersebut. Salah satu teknologi tersebut adalah internet dan gadget. Perkembangan smartphone yang begitu pesat ternyata tidak mengubah fungsi dari salah satu penyedia layanannya, yaitu layanan pesan teks yang disebut email. Email saat ini masih digunakan untuk mengirimkan pesan kepada pengguna yang sudah saling mengenal maupun kepada orang yang belum saling mengenal, dengan berbagai tujuan termasuk untuk menawarkan produk atau jasa. Hal ini menjadi masalah untuk mengklasifikasikan Email yang masuk sebagai Email spam atau bukan spam (ham). Klasifikasi email pada penelitian ini menggunakan algoritma BERT dan Long Short-Term Memory (LSTM). Tujuan penelitian ini adalah untuk mengevaluasi dan menentukan algoritma yang paling efektif untuk mengkategorikan Email spam dan juga untuk mengetahui Email yang diterima sebagai spam atau bukan spam. Hasil penelitian menunjukkan bahwa algoritma XL Net memiliki akurasi yang lebih tinggi dibandingkan dengan Algoritma Bert, Algoritma Roberta, dan algoritma LSTM, dengan nilai 1.00. Nilai precision, recall, f1-score, dan akurasi dari algoritma Bert juga memiliki performa yang paling baik dibandingkan dengan algoritma LSTM. Kata Kunci: Spam Email, Bert Algorithm, Roberta Algorithm, XL Net, LSTM
Agile-Scrum Methodology for Hospital Information System Development Zulkifli, Zulkifli; Ratnasari, Ratnasari; Arifin, Yulyani; Habib, Cahya
Journal of Information System and Informatics Vol 7 No 2 (2025): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v7i2.1148

Abstract

Hospitals face significant challenges in managing large and complex data, and Hospital Information Systems (SIRS) are essential for supporting hospital operations. However, many SIRS projects experience delays and failures due to rigid development approaches. Agile-Scrum is proposed as a more flexible and adaptive solution, emphasizing collaboration and iterative processes to enhance the quality of healthcare services. This qualitative case study, conducted in a hospital with an internal development team, used observations, document analysis, and semi-structured interviews with 10 participants, including developers, a Scrum Master, and key hospital stakeholders. The findings indicate that implementing Agile-Scrum led to a 35% increase in team collaboration, a 40% improvement in responsiveness to changing requirements, and a 30% boost in overall project efficiency. The study highlights the effectiveness of Agile-Scrum in managing the complexities of SIRS development, especially through backlog organization, sprint planning, and stakeholder feedback. The study suggests further research to assess the long-term impact of Agile-Scrum in other information system development contexts.
Real-time recognition of Indonesian sign language SIBI using CNN-SVM model combination Santika, Satriadi Putra; Benhard, Stefanus; Arifin, Yulyani; Chowanda, Andry
Indonesian Journal of Electrical Engineering and Computer Science Vol 39, No 2: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v39.i2.pp1198-1210

Abstract

Real-time Sistem Isyarat Bahasa Indonesia (SIBI) sign language recognition plays a crucial role in improving accessibility for individuals with hearing and speech impairments. Despite advancements in SIBI recognition research, challenges remain in ensuring model stability and accuracy in realtime settings, particularly in handling gesture variations and classification inconsistencies. This study addresses these challenges by developing a convolutional neural network-support vector machine (CNN-SVM) combination model, integrating MediaPipe for hand coordinate extraction, CNN for feature extraction, and SVM for classification. To improve generalization and prevent overfitting, data augmentation is applied to expand the dataset. The model's performance is further enhanced through hyperparameter optimization (HPO) and post-processing techniques such as multi-window majority voting (MWMV) and SymSpell. Experimental results show that the CNN-SVM model trained on augmented data with HPO achieves 91% testing accuracy, outperforming both standalone CNN and SVM models. Furthermore, MWMV improves recognition stability, while SymSpell enhances spelling errors, ensuring more meaningful outputs. The system is integrated with OpenCV for real-time recognition, but current deployment remains limited to local execution. Future work will focus on developing lightweight models for web-based and mobile applications, making the system more accessible and scalable.