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International Journal of New Media Technology
ISSN : 23550082     EISSN : 25811851     DOI : -
International Journal of New Media Technology (IJNMT) is a scholarly open access, peer-reviewed, and interdisciplinary journal focusing on theories, methods, and implementations of new media technology. IJNMT is published annually by Faculty of Engineering and Informatics, Universitas Multimedia Nusantara in cooperation with UMN Press. Topics include, but not limited to digital technology for creative industry, infrastructure technology, computing communication and networking, signal and image processing, intelligent system, control and embedded system, mobile and web based system, robotics.
Arjuna Subject : -
Articles 175 Documents
Cross-Platform Mobile Based Crowdsourcing Application for Sentiment Labeling Using Gamification Method Elaine, Elaine; Putri, Farica Perdana; Suryadibrata, Alethea
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.3935

Abstract

Sentiment analysis is the application of natural language processing which aims to identify the sentiment of texts. To carry out sentiment analysis, data which has been labeled sentiment is needed to be included in the training model. Crowdsourcing is considered as the most optimal method to label data because it has a high level of accuracy at a relatively low cost. However, the use of crowdsourcing platforms has its own challenge, which is to increase user interest and motivation. A solution which can be applied is to design and build a crowdsourcing platform or application using the gamification method. The definition of gamification is an effort to increase one's intrinsic motivation for an activity by applying game elements to it. Therefore, a cross-platform mobile based crowdsourcing application for sentiment labeling using gamification method was carried out. The gamification design process was done based on the 6D framework and the application was developed using the Ionic-React framework. Application was examined through black box testing and the result showed that the application was functioning properly and according to the design requirements. There was also an evaluation carried out by distributing Intrinsic Motivation Inventory questionnaires to users who had used the application for 2 weeks. From a total of 40 respondents, the result showed that the level of user motivation and interest in using the application was high with a percentage of 83.10%.
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
Analysis of User Experience in Go Kreasi Application Using User Experience Questionnaire (UEQ) Winengku, Audi Martya Putri; Utami, Haya; Sinaga, Suryaningsih; Sarungu, Cornelius Mellino
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3448

Abstract

This study aims to analyze the user experience of the Go Kreasi mobile application. The Go Kreasi application is a mobile application that provides tutoring services for students. The application was developed by PT. Ganesha Operation is still under development and used by 100 thousand users in Indonesia. The application has several features, including Visual, Audio, and Kinesthetic Ability Test (VAK), GO Assessment (GOA), Learning videos, Theory E-Books, Magic Books, Empathy, Racing, TOBK (Computer-Based Try Out), EPB, Leaderboard, and M3. [2] There are several complaints in the review of this application, such as color selection and icon placement. This makes the GO Kreasi application rating 2.7 out of 5 on the Apple Store and 2.3 out of 5 on the Play Store. A lot of the users said that the application is bad and that's the reason we wanted to do the research. This study aims to analyze the user experience of the Go Kreasi mobile application using the User Experience Questionnaire (UEQ). UEQ measures user experience based on six dimensions: satisfaction, efficiency, stimulation, aesthetics, clarity, and identity. The research method is an online survey of 58 respondents who answered 26 questions about the Go Kreasi application. The researchers conducted a demographic analysis of the respondents. Most of the respondents were aged 17 years old and were students at the high school level. The results of the study showed that the overall UX of the application is good. The results showed that the dimensions of clarity and identity had the highest scores, while the dimensions of efficiency had the lowest. However, some aspects need to be improved to improve the user experience. These aspects include the ease of use, the accuracy of the information, and the dependability of the application. The researchers concluded that the Go Kreasi application has the potential to be a useful tool for students. From the research, we expected the Go Kreasi application can be better and more evolved in the future.
Development and Implementation of a Corrosion Inhibitor Chatbot Using Bidirectional Long Short-Term Memory Ardyansyah, Nibras Bahy; Putra, Dzaki Asari Surya; Putranto, Nicholaus Verdhy; Trisnapradika, Gustina Alfa; Akrom, Muhamad
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3752

Abstract

This research delves into the intricate phenomenon of corrosion, a process entailing material degradation through chemical reactions with the environment, causing consequential losses across diverse sectors. In response, corrosion inhibitors are a proactive measure to counteract this deleterious impact. Despite their paramount significance, public awareness regarding corrosion and inhibitors remains limited, necessitating intensified educational efforts. The primary focus of this study is developing a Chatbot system designed to disseminate information on corrosion, inhibitors, and related topics. Employing the Machine Learning Life Cycle model, a deep learning approach, specifically the Bidirectional Long Short-Term Memory (BLSTM) architecture, is utilized to construct an optimized Chatbot model. Post-training evaluation of the BLSTM model reveals noteworthy performance metrics, including a remarkable 100% accuracy rate and a substantial 92% validation accuracy over 100 epochs. Training and validation losses are reported as 0.2292 and 0.9342, respectively. In conclusion, the BLSTM algorithm is an effective tool for training and enhancing Chatbot models, ensuring commendable corrosion awareness and inhibition performance.
Beyond Traditional Methods: The Power of Bi-LSTM in Transforming Customer Review Sentiment Analysis Tjiptadjaja, Casey; Widjaja, Moeljono
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3775

Abstract

In the current generation, many large and small companies compete fiercely to create things better than those on the market, such as smartphones, TVs, and many other things. One way they can do this is by guaranteeing the quality of services or goods that are better than others. The provider must investigate the feedback of their users or customers to improve the quality of service of the goods or services offered. Most medium and small companies, such as Micro, Small, and Medium enterprises (MSMEs), online stores, and so on, conduct research on customer feedback manually by looking at one-by-one feedback from customers, which is very ineffective and inefficient if a lot of customer feedback is obtained. Therefore, this research is conducted with the intention and purpose of helping medium and small companies analyze their customer sentiment, as well as trends over a certain period. This research will apply the Bidirectional Long Short-Term Memory (Bi-LSTM) algorithm to perform sentiment analysis on customer feedback. This research also compares other deep learning methods with the proposed method, namely the Uni-LSTM, GRU, CNN, and Simple-RNN algorithms. After testing, the accuracy results of the Uni-LSTM, Bi-LSTM, GRU, CNN, and Simple-RNN algorithms are 52.2%, 92.4%, 52.2%, 
Mapping User Dissatisfaction in Mobile Banking Applications Using Ensemble Clustering LDA and LSA Kusumaningtyas, Kartikadyota; Lahitani, Alfirna Rizqi; Dwijayanti, Irmma; Habibi, Muhammad
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3804

Abstract

Mobile banking has become one of the most popular choices compared to other online banking services. Google Play Store is an online application store platform provides a review section for users to give ratings and comments on the applications they use. Positive reviews typically contain good experiences that reflect user satisfaction, while negative reviews usually contain poor experiences that indicate complaints and user dissatisfaction. However, Google Play Store does not yet have a feature to automatically map the main topics in both positive and negative reviews. Specifically for negative reviews, this can make it difficult for developers to understand the root problems and take appropriate corrective actions. In some situations, negative reviews need to be handled more quickly. Slow handling of negative reviews can impact the decline in reputation and customer loyalty. This research aims to identify user dissatisfaction topics based on negative reviews of several popular mobile banking applications in Indonesia, namely BCA Mobile and BRImo.
Web Design and Development of 'Peduli PMI' System for Managing Complaints and Protection of Indonesian Migrant Workers Dwiyaniti, Murie; Wardhani, Rika Novita; Nadhiroh, Nuha; Wulandari, Asri; Frendiana, Viving; Biyanto, Farhan Yuswa
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3854

Abstract

Indonesian Migrant Workers (PMI) face high occupational risks, making it essential to provide them with appropriate attention to prevent and reduce unwanted incidents. A computerized system in the form of a web application can assist administrators in managing PMI complaints and protection more effectively. Through this system, administrators can handle PMI data, manage content such as news and announcements, monitor statistics related to users, complaints, and protection cases, and manage complaint and protection data submitted by PMI to ensure their safety. This study aims to design and develop a Complaint and Protection Management System Website for PMI in Malaysia. The system includes four main features: secure admin access with login, user registration, password recovery, and administrative capabilities. Administrators can manage user data, handle complaints, update report status, respond to complaints, view other administrators' lists, and modify personal data and password settings. Additionally, they can manage front-end content for the mobile application, including news and announcements. This system is designed to be efficient and responsive to the needs of PMI. The study conducted four tests”Functionality Testing, API Testing, Performance Testing, and Security Testing. Results indicate that the system meets required standards, with no errors detected during testing.
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
Implementation of Decision Support System for Analyzing the Suitability of Plantation Crops Fitri, Zilvanhisna Emka; Irawan, Ahmad Dandi; Madjid, Abdul; Imron, Arizal Mujibtamala Nanda
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3575

Abstract

The productivity of plantation crops is a priori dependent on the suitability of the land and the quality of the land used. The objective of determining land suitability is to increase the amount of crop production, thereby preventing crop failure. The process of land evaluation entails the assessment of land performance with the objective of predicting the potential and limiting factors for crop production. This allows for the identification of alternative types of agriculture. The application of the Fuzzy Mamdani method to the land suitability assessment website, based on rainfall parameters, soil pH and planting depth, is able to provide a land class assessment while making recommendations for plantation crops as an alternative type of agriculture.
Analysis of Student Performance Differences in Computer Network Courses with Learning Modes in Multimedia Nusantara University Junike, Livia; Yapranata, Karen; Halim, Fransiscus Ati
IJNMT (International Journal of New Media Technology) Vol 12 No 1 (2025): Vol 12 No 1 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i1.3947

Abstract

Global academic environments have been significantly impacted by the change in educational delivery techniques brought about by the COVID-19 pandemic. This study examines the variations in student performance in Multimedia Nusantara University's Computer Network course across on-site, hybrid, and online learning modes. 526 students data (2019–2022) were evaluated using a variety of statistical techniques, such as the Kruskal-Wallis test, tests for homoscedasticity and normality, pairwise comparison, and post-hoc Dunn's analysis. By taking into consideration the various circumstances and difficulties presented by each learning mode, these techniques guaranteed a thorough assessment of performance variances.