Subagyo, Ibnu Rivansyah
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Designing Gamified Systems for Mental Health Support: An Exploratory Study Prasetyaningrum, Putri Taqwa; Ibrahim, Norshahila; Yuniasanti, Reny; Setyaningsih, Putry Wahyu; Subagyo, Ibnu Rivansyah
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.760

Abstract

This exploratory study investigates the innovative design of gamified systems for mental health support, focusing on enhancing user engagement and well-being. By integrating user-centered design (UCD) principles with effective gamification elements, this research aims to develop engaging and therapeutically effective mental health interventions. Employing a mixed-methods approach, the study combines qualitative and quantitative data collection, including surveys, interviews, and user testing, to gather comprehensive insights from a diverse participant group. The findings reveal significant insights into user engagement, satisfaction, and the impact of gamification on mental health outcomes. While gamification enhances user engagement, balancing entertainment with therapeutic functionality is crucial. A comparative analysis between gamified and non-gamified app versions highlights the benefits and challenges of incorporating gamification in mental health contexts. The study concludes with practical recommendations for future research and design, emphasizing the need for continued innovation to optimize digital mental health interventions.
Enhanced Decision Making Using Multi Factor Evaluation Process for Innovative Product Selection Subagyo, Ibnu Rivansyah; Taqwa Prasetyaningrum, Putri
IJCONSIST JOURNALS Vol 5 No 2 (2024): March
Publisher : International Journal of Computer, Network Security and Information System

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/ijconsist.v5i2.118

Abstract

The process of selecting innovative products can be complex and challenging due to the multiple factors involved. This study explores an enhanced decision-making approach using the Multi-Factor Evaluation Process (MFEP) to assist in selecting the most suitable product among alternatives. The MFEP methodology evaluates products based on various criteria and assigns weightings to each factor according to its significance. In this research, three innovative products—SkyWater, HORNET, and BPP-4D—are evaluated. The evaluation considers critical performance indicators and calculates a final score for each product. The results indicate that SkyWater has the highest evaluation score, followed by HORNET and BPP-4D, providing insights into their relative suitability for recommendation. This paper demonstrates the effectiveness of the MFEP in facilitating objective decision-making in the selection of innovative products.
Integrating Gamification in Expert Systems: A Novel Approach for Stress Disorder Diagnosis in Digital Mental Health prasetyaningrum, putri taqwa; Ibrahim, Norshahila; Yuniasanti, Reny; Subagyo, Ibnu Rivansyah
JURNAL INFOTEL Vol 17 No 2 (2025): May
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v17i2.1324

Abstract

The increasing prevalence of stress disorders highlights the need for innovative, accessible, and engaging diagnostic tools in mental health services. This study presents the design and implementation of a gamified expert system for diagnosing stress disorders, integrating gamification elements to enhance user engagement and reduce stigma. The system employs the forward chaining method to deliver high-accuracy, rule-based diagnoses while incorporating features such as points, rewards, and leaderboards to motivate user interaction.The system's development followed a user-centered design approach to ensure an intuitive interface aligned with user needs. Evaluation results demonstrated a diagnostic accuracy rate of 92%, validated by mental health professionals, alongside significant improvements in user engagement metrics, including session frequency and duration. Qualitative feedback indicated that gamification effectively reduced stigma and increased motivation for mental health assessments.These findings suggest that gamified expert systems can bridge gaps in accessibility and engagement in mental health services. This research contributes to the advancement of digital health technologies by providing practical insights into integrating gamification into expert systems to foster proactive mental health management.
Optimizing Arduino-Based Laser Cut Machine Settings for Home Industry Subagyo, Ibnu Rivansyah; Prasetyaningrum, Putri Taqwa
International Journal of Artificial Intelligence and Science Vol. 1 No. 1 (2024): September
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/IJAIS.v1.i1.3

Abstract

The rapid development of laser technology has significantly impacted various industrial sectors, particularly through the use of CNC laser cutting machines. These machines offer distinct advantages and limitations, making them suitable for processing a wide range of materials. This study aims to identify the most effective and efficient settings for a diode-based CNC laser cutting machine, specifically for cutting plywood. An experimental approach was employed, involving the design, creation, and testing of the machine. The research focused on optimizing the focus point and operational settings to achieve precise cuts. The results indicate that the optimal focus point is 12.6 mm, with the best cutting performance achieved at a speed of 500 mm/min, 30% laser power, and 7 passes. The findings suggest that this CNC laser machine is highly efficient for small-scale industries, offering affordability, ease of production, and reduced labor costs by automating multiple machines with a single computer. However, its application is limited in large-scale manufacturing due to constraints related to the Arduino-based control system and the maximum work area size.