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Penerapan Metode GA-TOPSIS untuk Sistem Seleksi Karakter Game dengan Pembobotan Dinamis Berbasis Sensor Suhu Prakasa, Aji Bagas; Nugroho, Fresy; Faisal, Muhammad; Lestari, Tri Mukti; N, Alfina Nurrahma; Taufiqulhakim, Adnan Muhammad
TIN: Terapan Informatika Nusantara Vol 6 No 1 (2025): June 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i1.7646

Abstract

This study aims to develop a decision support system for optimal character selection by implementing a hybrid Genetic Algorithm and TOPSIS (GA-TOPSIS) method that considers temporal variations in criterion weighting. The approach combines the optimization capability of Genetic Algorithms for automatic weight determination with the multi-criteria decision-making technique of TOPSIS. The research results demonstrate that GA optimization produces significant variations in weighting according to time scenarios: morning conditions dominated by Movement (82%), daytime emphasizing Height (52%) and Health (38%), and nighttime dominated by Defense (85%).Evaluation using TOPSIS yields different alternative rankings for each scenario. In morning conditions, alternative A4 achieves the highest score (0.83) due to its superiority in Movement criteria. The daytime scenario ranks A2 as optimal ( =0.90) because of its performance in Height and Health, while at night, A3 excels ( =0.89) with the best Defense. Result consistency is shown by A1 consistently ranking lowest due to minimal criterion values. This research makes important contributions to the development of adaptive decision support systems, particularly those requiring dynamic weight adjustments based on environmental changes. The potential integration with IoT technology for real-time weight updates adds value to the method's application.
Calligraphy Style Personalization in Serious Games Using User-Based Collaborative Filtering with Cosine Similarity N, Alfina Nurrahma; Nugroho, Fresy; Arif, Yunifa Miftahul
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8744

Abstract

This study aims to develop the Try Calligraphy serious game equipped with a personalized recommendation system to assist players in selecting the most suitable Arabic calligraphy style (khat) based on their performance. The primary objective of this research is to optimize learning personalization by implementing a User-Based Collaborative Filtering approach that predicts the most appropriate handwriting styles for new players based on similarity to prior users. Performance data consisting of final scores generated from decoration, neatness, and completion time are recorded and compared to construct player similarity profiles. The system calculates predicted scores for untested calligraphy styles using cosine similarity and subsequently recommends the top three styles with the highest estimated performance potential. Two experimental scenarios were conducted to assess predictive performance. The results show Mean Absolute Error (MAE) values of 16.08 and 13.92, indicating a moderate level of accuracy. These findings suggest that while the system is capable of providing relevant and targeted recommendations, additional training data and improved similarity parameter design can further enhance predictive precision. Usability evaluation using the GUESS-18 instrument involved ten respondents and produced average scores above 3.7 across all constructs, reflecting positive user perceptions in terms of usability, aesthetics, enjoyment, and personal engagement. Overall, the system demonstrates that the integration of User-Based Collaborative Filtering in a serious game environment can enhance personalized learning, increase user involvement, and support the digital preservation and education of Islamic calligraphy art.