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JOIV : International Journal on Informatics Visualization
ISSN : 25499610     EISSN : 25499904     DOI : -
Core Subject : Science,
JOIV : International Journal on Informatics Visualization is an international peer-reviewed journal dedicated to interchange for the results of high quality research in all aspect of Computer Science, Computer Engineering, Information Technology and Visualization. The journal publishes state-of-art papers in fundamental theory, experiments and simulation, as well as applications, with a systematic proposed method, sufficient review on previous works, expanded discussion and concise conclusion. As our commitment to the advancement of science and technology, the JOIV follows the open access policy that allows the published articles freely available online without any subscription.
Arjuna Subject : -
Articles 1,172 Documents
A Blockchain-based Halal Certificate Recording and Verification Prototype Anak Agung Gde Agung; Heru Nugroho; Robbi Hendriyanto
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.995

Abstract

Halal certification assures that a product or a service has been created, processed, and delivered according to Islamic laws. Currently, the certificate is printed on a security paper and includes a QR code that can be used to verify the certificate online. However, there are some problems with the ongoing certificate verification process. The verification site is centralized, creating a single point of failure. The current verification system is also unable to detect the modified printed certificate. The research aims to propose an alternative halal certificate recording and verification system. A smart contract that runs on the Ethereum blockchain is developed and deployed for that purpose. As a result, the average certificate creation cost is US$20.035, and the process requires 5.75 seconds, while verification is free, and the result can be obtained in about one second. Utilizing the blockchain to store and verify the halal certificate increases trust in the product or service since once the data is stored, it cannot be changed and accessible to the public. Nodes around the world replicate the blockchain to ensure service availability. For future consideration, the system can be extended to automate and track the halal application process and integrated as an alternative to the current system by implementing multiple signatures in the smart contract for each party. Furthermore, the system can be integrated with a peer-to-peer sharing system such as IPFS to store the digital certificate
Data Clustering for Identification of Building Conditions Using Hybrid Multivariate Multinominal Distribution Soft Set (MMDS) Method Rohmat Saedudin; Iwan Tri Riyadi Yanto; Avon Budiono; Sely Novita Sari; Mustafa Mat Deris; Norhalina Senan
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.986

Abstract

Identifying building conditions for user safety is an urgent matter, especially in earthquake-prone areas. Clustering buildings according to their conditions in the categories of danger, vulnerable, normal, and safe is important information for residents and the government to take further action. This study introduces a new method, namely hybrid multivariate multinomial distribution with the softest (MMDS) in working on the process of clustering building conditions into the most appropriate category and comparable to the condition data presented in the building data set. Research using the MMDS method is very important to map the condition of existing buildings in an area supported by available data sets. The results of the measurements carried out can provide information related to the building index and were clustered based on the index value of the condition of the building. The dataset used in this study is data on school buildings in the West Java region. There are 286 school building data with four condition parameters: foundation, concrete reinforcement, easel pole, and roof. From existing data and defined condition parameters, buildings can be classified accurately and in proportion to the facts on the ground. This study also compared the proposed method, MMDS, with the baseline method, namely Fuzzy Centroid Clustering (FCC) and Fuzzy k-means Clustering (FKC). The results show that the proposed method is superior to the baseline method with a faster processing time
Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement Mohd Safar, Noor Zuraidin; Kamaludin, Hazalila; Ahmad, Masitah; Jofri, Muhammad Hanif; Wahid, Norfaradilla; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.1001

Abstract

This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.
Development of Early Startup Companies' Valuation Model Based on Android Mobile Application: The Angel Investor's Perspective Candra Sari, Ratna; Wahyu Dewanti, Patriani; Fajar, M. Andryzal; Priantinah, Denies; Pranesti, Arin
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.992

Abstract

This research aims to develop a valuation model for early startup companies based on an Android mobile application (Valuasi app). This application aims to help early startups to evaluate their company performance. This research method uses the research development method. The first stage is to develop a startup valuation model by determining the criteria using the multi-criteria decision making (MCDM) method and weighting the criteria using the simple additive weighting (SAW) method. The instrument and the weight determination of the valuation model have been validated from the perspective of angel investors, practitioners, and academics. The second stage is developing an Android-based startup valuation model application. The third stage is an evaluation by the users of the application. Using the Unified Theory of Acceptance and Use of Technology (UTAUT) model, the results show that a potential user's intent to use the application is affected by the performance expectancy and social influence toward the application. This valuation model is expected to help early startup companies conduct business valuations, so they can attract investors, especially angel investors. In addition, the results showed that there was a positive response from users in using the 'Valuasi app', which was indicated by the positive and significant effect of performance expectations on usage intentions, and a positive and significant influence on social influence and behavioral intentions on user behavior. This research shows that 'Valuasi app' can be used to assess start up valuation. However, further improvements are needed to support application facilities so as to increase the ease of using the "Start Up Valuation App" application
MLP-NARX Bitcoin Price Prediction Model Integrating System Identification Modelling Principles Farhan Nasarudin, Muhammad Nazrin; Yassin, Ihsan Mohd; Megat Ali, Megat Syahirul Amin; Adzhar Mahmood, Mohd Khairil; Baharom, Rahimi; Rizman, Zairi Ismael
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.943

Abstract

Bitcoin is a decentralized digital currency that enables people to exchange value without requiring a third-party intermediary. Due to its many advantages, it has received much interest from institutional and individual investors. Despite its meteoric increase, the price of Bitcoin extremely volatile asset class as it purely relies on supply and demand. This presents an interesting opportunity to create a forecasting model. However, many research papers in this area does not analyse the residuals as part of the forecasting resulting in potentially biased models. In this paper, we demonstrate System Identification (SI) residual analysis techniques to the analysis of our forecasting model. The Multi-Layer Perceptron (MLP) Nonlinear Autoregressive with Exogeneous Inputs (NARX) uses historical price data and several technical indicators to predict the future price movements of Bitcoin. The Particle Swarm Optimization (PSO) algorithm was used to find optimal parameters for the model. The model was able to predict one day ahead price in the prediction test. The model has successfully captured the dynamics of the data through the tests performed on residuals. It is also proving the randomness of residuals, albeit some minor violations.
Genetic Algorithm for Artificial Neural Networks in Real-Time Strategy Games Yudi Widhiyasana; Maisevli Harika; Fahmi Faturahman Nul Hakim; Fitri Diani; Kokoy Siti Komariah; Diena Rauda Ramdania
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.832

Abstract

Controlling each member of the soldiers to carry out battle with Non-Playable Characters (NPC) is one of the secrets to winning Real-Time Strategy games. The game could be more complicated and offer a more engaging experience if every NPC acts like humans rather than machines with patterned behavior. Like people during a war, each army member's command requires rapid reflexes and direction to strike or evade attacks. An intelligent opponent based on ANN as NPC can react quickly to their opponents. The accuracy of ANN could be enhanced by weight modifications using a Genetic Algorithm (GA). The crossover and mutation rates significantly impact GA's performance as an ANN setup. This research aims to find the best crossover and mutation rates in GA as a weight adjustment in ANN. Experiments were conducted using an RTS game simulator using 20 scenarios on a maximum of 4000 iterations. The initial setup of each troop is random, with a seven-unit type available. In this research, the troops won because their men were subjected to fewer attacks than the opposing forces. The GA optimal crossover and mutation rates are determined using troop victories as a baseline. According to the findings, the best crossover rate for GA as an ANN weight adjustment is 0.6, whereas the specific mutation rate is 0.09. The crossover rate of 0.6 has the highest average win value and tends to increase every generation. As for the mutation rate of 0.09, it has the highest average win value. Thus, this preliminary study can develop NPC more humanly.
Informatics and Artificial Intelligence (AI) Education in Korea: Situation Analysis Using the Darmstadt Model Dagyeom Lee; Ji-Yeon Hwang; Youngjun Lee; Seong-Won Kim
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.1000

Abstract

The Korean government has implemented various policies to support software (SW) and artificial intelligence (AI) education to secure national competitiveness since 2015. As the social impact of AI technology increased, AI became an integral component of the computer education curricula. SW and AI education projects have been promoted jointly to develop technical and human infrastructure supporting the “informatics”—the subject name of computer science (CS) education in Korea. However, a survey conducted by the Korean government showed that only a few respondents had AI education provided by public institutions such as schools. Therefore, this paper analyzes why AI education has not been well implemented and proposes discussions for improvement. The Darmstadt model, a systematic framework for analyzing CS education in the country, was chosen to analyze the documents. Between 2015 and 2021, 72 documents related to the computer education system, sociocultural factors, curricula, policies, teaching environment, tests, extra curriculum activities, and media were collected and qualitatively analyzed. The results were presented regarding the educational system, sociocultural factors, curriculum, policies, teachers, tests, extracurricular activities, and media. The results reveal that systematic and coherent curricula are required at all school levels, and it is also necessary to secure more education time to implement the curriculum. The number of informatics-computer teachers should be increased, and research to verify the teaching capacity of teachers is demanded. Finally, it is vital to build and manage a technical infrastructure.
Sustainability Analysis of Bintulu Hospital Information System Through e3value and i* Modeling Yee Wai, Sim; Waishiang, Cheah; Bin Khairuddin, Muhammad Asyraf; Jaini, Azmi
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.993

Abstract

As a pivotal supporting arm and the driving force to ensure better healthcare services, the Hospital Information System (HIS) provides the backbone support for efficiently managing the hospital's operations and services. Against the backdrop of the current economic situation and the uncertainties in the grim global economic outlook, it is crucial to optimize the cost of the information system while meeting the objectives. This paper contributes to introducing a technique to optimize the public Hospital Information System funding in Malaysia. It explores the prolonged financial viability of the HIS in Bintulu, East Malaysia, through e3Value methodology. The e3value methodology can evaluate the financial sustainability of HIS projects and can serve as a tool for early requirement analysis on future HIS deployment. From the e3value model, it is interesting to discover that actors contribute positive revenue to the hospital, allowing the hospital to generate more profit, which benefits the Government. However, actors that give negative revenue might affect future financial status. Based on the result, the recommendations presented in this paper are very crucial to ensure the continued financial sustainability of HIS. The e3value model offers early requirement study analysis and structured analysis with systematic approaches compared to the existing method. Although the work can measure the financial sustainability of the HIS, other sustainability dimensions like technological sustainability, environmental sustainability and social sustainability are yet to be explored and worth investigating in the future.
Design of Data Interchange Regulation for Regional ICT Office Falahah, -; Santoso, Ari Fajar
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.6.2.546

Abstract

The rapid development of e-government systems raises issues of the importance of data integration and interoperability. Recently, most government offices provide data interchange services through web services or using database direct-link (db-link), and the process usually runs without referring to certain regulations, standards, or procedures.  It can cause some problems such as lack of a standard for data interchange services, lack of procedure for building, deploying, and monitoring the services, duplicate services, problems in tracing and maintaining the services, and much more.  The research aims to provide the practical method for designing the regulation for supporting data interchange and propose a draft of the regulation package that consists of policy, procedure, and technical guide.  The research is located in a regional ICT government office and the process for designing the regulation is building through a design thinking approach. Outputs of this research are the conceptual map of the issues that should be covered by the regulation, the structure of the policy, the draft of standard and procedure for supporting data interchange mechanism, and the sample of the technical guide. The draft of the regulation is then tested against the actual problem to see how the regulation, procedure, and guide can resolve it.  The result shows that it can fill the needs of regulation in the organization and can address some needs on data interchange mechanisms.
Design Thinking Approach for User Interface Design and User Experience on Campus Academic Information Systems Darmawan, Irfan; Saiful Anwar, Muhammad; Rahmatulloh, Alam; Sulastri, Heni
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.997

Abstract

Abstract—Currently, an academic system with structured data is needed for all lecture institutions, especially universities in Indonesia, Siliwangi University, with its academic system, namely the Campus Academic Information System (SIMAK). Over time, complaints from the visual aspect and user experience that did not keep up with the times became a new problem for SIMAK with student access rights. Therefore, the UI/UX aspect in developing an application is vital in accessing the available features. In this study, the method applied is Design Thinking to develop SIMAK WEB and SIMAK MOBILE application designs according to the data and input obtained from users. The research stages include Empathize, Define, Ideate, Prototype, and Test. The final result is user testing from expert users with ten examiners, each producing a success rate percentage of 100% for SIMAK WEB and a percentage of 90% for SIMAK MOBILE. In addition, the User Experience Questionnaire (UEQ) assessment from the same expert user plus end-users of 39 respondents and 33 respondents for web and mobile respectively increased 6 UEQ scales, namely Attractiveness, Clarity, Efficiency, Accuracy, Stimulation and lastly especially Novelty which has an increase of 5.286 and 5.264 from the initial value of -0.880. The Novelty scale is the only scale with a negative impression initially and was successfully evaluated in this study with a good score. The implication for further research is that an in-depth study and application of unique methods regarding the conversion of designs into prototype form is necessary so that coding can run smoothly. Keywords— Design Thinking, Campus Academic System, User Experience, User Experience Questionnaire, User Interface

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