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Genre-Based Sentiment and Emotion System for Audience Insight Suwarno, Suwarno; Wesly, Wesly; Syahputra, Bayu
TIERS Information Technology Journal Vol. 6 No. 2 (2025)
Publisher : Universitas Pendidikan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38043/tiers.v6i2.7183

Abstract

Movies can influence people’s moods in different ways depending on film genre. Fear is commonly induced by horror films, whereas joy is typically associated with comedy. Understanding how genre-based expectations shape audience emotions offers valuable insights for producers and digital platforms. However, previous studies have only briefly examined this relationship, with most focusing on general sentiment analysis. This study develops a genre-based sentiment and emotion model to analyze how film genres influence audience reactions. The Cross-Industry Standard Process for Data Mining (CRISP-DM) framework was applied to 46,173 IMDb reviews using Term Frequency–Inverse Document Frequency (TF-IDF) features and three machine learning models: Logistic Regression, Linear Support Vector Classification, and One-vs-Rest Logistic Regression. The results show that Fear (0.704) and Anger (0.684) are the most dominant emotions, indicating that audiences tend to be more emotionally engaged with intense genres. The model was also implemented in a Flask–React web-based system that allows users to analyze and visualize reviews in real time. These findings provide practical implications for filmmakers, producers, and streaming platforms in adjusting genre design, content recommendation, and promotional strategies to align with audience emotional responses.
Analysis of the application of interactive learning media 3d model based on augmented reality Pratama, Jimmy; Helena, Helena; Syahputra, Bayu
Jurnal Pseudocode Vol 13 No 1 (2026): Volume 13 Nomor 1 Februari 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.1.36-43

Abstract

Technological developments have encouraged the use of Augmented Reality (AR) as an interactive learning medium in education. However, learning 3D animation using Autodesk Maya is still considered difficult by beginner students due to the complexity of the features and interface. This study aims to develop and analyze the benefits of an interactive learning media application based on markerless Augmented Reality (AR) in recognizing icons and functions of the Autodesk Maya Toolbox. The research method used is applied research with a qualitative approach and the Multimedia Development Life Cycle (MDLC) development method. The application was developed using Unity, Vuforia, and Autodesk Maya, and tested on 30 students through interviews. The results of the study show that the markerless AR application is able to help students understand and recognize the Autodesk Maya toolbox more easily through interactive and clear 3D object visualization. Thus, this application is considered useful as a supporting medium for innovative and interactive 3D animation learning.
Advancing Sustainability Education through Narrative Digital Media: A Structural Model of Student Acceptance Deli, Deli; William, William; Audelia, Clara; Syahputra, Bayu
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34135

Abstract

While teaching the 17 Sustainable Development Goals (SDGs) is important, many schools struggle to keep students interested, often leading to boredom or confusion. This research evaluates a 2D visual novel, Liora Island, for enhancing engagement and reducing cognitive complexity when teaching the SDGs. Using a quantitative associative design and the Technology Acceptance Model (TAM), five variables Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Attitude Toward Using (ATU), Behavioral Intention (BI), and Actual Use (AU) were examined among 139 students at Mondial Senior High School, Batam. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Findings reveal high student acceptance across all TAM constructs. Perceived ease of use emerged as the primary driver of adoption, strongly influencing perceived usefulness and attitude. Attitude toward using significantly predicted behavioral intention, which in turn strongly determined actual use. Perceived usefulness showed smaller but significant effects on attitude and behavioral intention, indicating that usability outweighs instructional value during initial acceptance. This study contributes to sustainability pedagogy by identifying usability as key in reducing "sustainability fatigue." Practically, the results indicate that user friendly, narrative driven media are superior to traditional text heavy methods for communicating complex global challenges in secondary education.
From Expectations to Execution: Developing Dating SIM FMVs for Girls Tony Wibowo; Clarita Clarita; Jackson Candra Dinata; Joshua Lucas Samudra; Jonathan Sukianto; Bayu Syahputra
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2028

Abstract

This study explores the development of a Full Motion Video (FMV) dating simulation game designed for female players, emphasizing the integration of Indonesian cultural elements into the narrative and gameplay. The research adopts the Game Development Life Cycle (GDLC) framework, covering stages including scripting, casting, video production, editing, and implementation using Unity with C# and the FMV node systems. A qualitative approach was employed through market analysis and semi-structured interviews to examine player expectations in terms of enjoyment, fantasy, motivation, satisfaction, and their overall experience. The findings indicate that FMV dating simulations appeal to players because of their immersive realism, emotional engagement, and escapist qualities. Narrative depth and character development are key factors influencing long-term engagement. Furthermore, integrating Indonesian cultural values, aesthetics, and social contexts enhances player immersion and promotes cultural appreciation. This study demonstrates that culturally grounded FMV games function not only as entertainment media but also as a platform for cultural preservation and global cultural dissemination.