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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 164 Documents
Model Prediksi Regresi Logistik untuk Penyakit Kardiovaskular Tania Ciu; Raymond Sunardi Oetama
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (499.142 KB) | DOI: 10.31937/ijnmt.v7i1.1340

Abstract

— It is undeniable that cardiovascular disease is the number one cause of death in the world. Various factors such as age, cholesterol level, and unhealthy lifestyle can trigger cardiovascular disease. The symptoms of cardiovascular disease are also challenging to identify. It takes careful understanding and analysis related to patient medical record data and identification of the parameters that cause this disease. This study was conducted to predict the main factors causing cardiovascular disease. In this study, a dataset consisting of 14 attributes with class labels was used as the basis for identification as a link between factors that cause cardiovascular disease. The research area used is the area of ​​analysis data where the analyzed data are on factors that influence the presence of cardiovascular disease in the State of Cleveland. In predicting cardiovascular disease, a logistic regression algorithm will be used to see the interrelation between the dependent variable and the independent variables involved. With this research, it is expected to be able to increase readers' knowledge and insight related to how to analyze cardiovascular disease using logistic regression algorithms and the main factors that cause cardiovascular disease.
A Comparison of Traditional Machine Learning Approaches for Supervised Feedback Classification in Bahasa Indonesia Andre Rusli; Alethea Suryadibrata; Samiaji Bintang Nusantara; Julio Christian Young
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.434 KB) | DOI: 10.31937/ijnmt.v1i1.1485

Abstract

The advancement of machine learning and natural language processing techniques hold essential opportunities to improve the existing software engineering activities, including the requirements engineering activity. Instead of manually reading all submitted user feedback to understand the evolving requirements of their product, developers could use the help of an automatic text classification program to reduce the required effort. Many supervised machine learning approaches have already been used in many fields of text classification and show promising results in terms of performance. This paper aims to implement NLP techniques for the basic text preprocessing, which then are followed by traditional (non-deep learning) machine learning classification algorithms, which are the Logistics Regression, Decision Tree, Multinomial Naïve Bayes, K-Nearest Neighbors, Linear SVC, and Random Forest classifier. Finally, the performance of each algorithm to classify the feedback in our dataset into several categories is evaluated using three F1 Score metrics, the macro-, micro-, and weighted-average F1 Score. Results show that generally, Logistics Regression is the most suitable classifier in most cases, followed by Linear SVC. However, the performance gap is not large, and with different configurations and requirements, other classifiers could perform equally or even better.
Designing Mobile Application Interaction for School Internal Communication using User-centered Design Alivia Dewi Parahita; Dessi Puji Lestari; Ginar Santika Niwanputri
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.697 KB) | DOI: 10.31937/ijnmt.v7i1.1491

Abstract

In order to fastened up the process, the school internal communication system has been changed from its conventional way using linking book and announcement letter, to messaging groups or mobile applications. This was done to create a good communication between teachers and parents for their children. But parent capability on using mobile application has been causing problems. In this paper, we present the result of our observation for the current school internal communication system problem and made the better solution. To make sure the application design matches with parent’s capability, the user-centered design method is applied. The final result of this study is a high-fidelity prototype of the application for parent side built using Sketch tools. The usability testing has been done to student parents. Based on the test result, this prototype has a good interaction, has a user-friendly interface for parents, and also already fulfill the usability goal and the user experience.
Indoor Positioning berbasis Wi-Fi untuk Notifikasi Pintar Berbasis Lokasi Dareen Halim; Andre Rusli
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (564.756 KB) | DOI: 10.31937/ijnmt.v7i1.1628

Abstract

Indoor localization has been researched widely in the recent two decades due to its wide range of applications such as navigation, elder care, advertising. This work presents a utilization of indoor positioning for a location-based smart notification purposed, deployed in a meeting room booking application. Our localization method is based on Wi-Fi fingerprint, tailored to our application needs to alleviate the drawback of its tedious offline phase. The initial implementation is done with limited number of recorded locations. The testing shows that the meeting room booking application works well, with the localization detecting user’s location correctly aside from when poor signal condition occurs.
Simple Computer Vision Algorithm Production using OpenCV for “Virtual Ecosystem” project. Andrew Willis; Kemal Hasan
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (564.22 KB) | DOI: 10.31937/ijnmt.v7i1.1660

Abstract

The main purposes of this research is to produce aComputer Vision (CV) algorithm using various library in pythonprogramming language (mainly OpenCV, Numpy, and ZBar) toautomate extraction and process information from an analogdrawing into a digital image to be used in the “Virtual Ecosystem”project. The Computer Vision step will include detecting datawithin the analog drawing using QR-code, determine drawingarea, replace white background with certain threshold withtransparency, and finally save the digital image following requiredratio.
Leveling up difficulty model based on user experience in education games mobile-based for student kindergartens Wirawan Istiono
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.556 KB) | DOI: 10.31937/ijnmt.v7i1.1666

Abstract

The purpose of this study was to identify how to build an educational game model with numerical recognition, numerical ordering and simple counting for kindergarten students with an age range of 3-6 years, where the method used is leveling up difficulty automatically based on user experience, where the level of difficulty will increase based on the success of the user completing the game, the more often the user plays the game, the difficulty level will continue to increase, so hopefully with this model education games mobile-based can develop education games model that can help students recognize numbers and improve their ability to sort and count numbers with more easy and fun way.
DynaBot: Dynamic Dota 2 Bot Wanaldi Wanaldi; Yustinus Eko Sulistio; Johan Setiawan
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (413.222 KB) | DOI: 10.31937/ijnmt.v7i1.1695

Abstract

This research was conducted to find out whether the Dynamic Scripting method that has been used before only on zeus characters can be generalized to be used on other characters on the Dota 2 game. Dynamic scripting works by using the rulebase where the rulebase contains actions that determine the actions performed by Artificial Intelligence (AI). In addition, some adjustments have been made to existing methods. To find out whether the performance of a generalized and adjusted model is better than the previous model, a test has been conducted where AI is made with dynamic scripting against AI provided by the valve in the Dota 2 game. In addition, AI has also been tested against humans. Then the performance of AI will be analyzed by comparing the winning ratio and several other supporting variables. The results of this study are that AI got a low winning percentage against standard AI and cannot win at all and give poor performance against humans. It can be concluded that the Dynamic Scripting method cannot be generalized to other characters in the Dota 2 game.
Is Co-working Increase Survivability? Study on how Collaborating and Networking Facilitates Open Innovation Process for Startups Elissa Dwi Lestari
IJNMT (International Journal of New Media Technology) Vol 7 No 2 (2020): 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.v7i1.1288

Abstract

Startups, as they are bounded to their liabilities of newness and smallness, need to collaborate extensively with their external partners through the open innovation process. This study aims to depict Co-working space's pivotal role in building up a working innovation ecosystem that facilitates open innovation for startups. To get a more deep understanding of the phenomena, this study used an exploratory study based on three case studies of Co-working spaces operated in the Jakarta region. The study shows that the open innovation process among startups is not naturally existed, but instead, it is purposefully designed by the role of a community manager who acts as the ecosystem catalyst. The community manager becomes the ecosystem enablers that facilitate the networking process by connecting members. As a result, these activities will help the emerging of mutual connection and collaboration processes among members that empower open innovation among startups members. The multiple-case design makes the study conclusions might be difficult to generalize. Future research, including quantitative studies, will help the conclusions examination and the knowledge enrichment of start-ups' open innovation process. This paper will enrich the knowledge concerning how Co-working spaces member seizing opportunities that lead to the open innovation process.
Decision Support System for Home Selection in South Tangerang City Using TOPSIS Method Haris Widjaja; Ririn Ikana Desanti
IJNMT (International Journal of New Media Technology) Vol 7 No 2 (2020): 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.v7i2.1300

Abstract

The desire to have a dream house makes people consider of the criteria of the house they will be lived. Many developers offer a variety of house alternatives ranging from price, location, design, building area and land area. Customers are pleased to choose their dream house as their desired. Based on that situation, this research is conduct to create a web-bases application for home selection that consider the useful criteria to help consumers choose a decent home by using the Technique for Order of Preference by Similarity To Ideal Solution (TOPSIS) method. The TOPSIS method has the concept that the best alternative has the shortest distance from a positive ideal solution and also has the farthest distance from a negative ideal solution. This TOPSIS method is applied to provide recommendations on the choice of home decisions in the South Tangerang area based on predetermined criteria. The results obtained in the TOPSIS calculation are the housing recommendations that are closest to the value of the calculation result.
Recommendation System for Determining Micro, Small and Medium Enterprise Business Locations Eko Budi Setiawan; Angga Setiyadi; Wildan Agung Prakoso
IJNMT (International Journal of New Media Technology) Vol 7 No 2 (2020): 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.v7i2.1499

Abstract

From entreprenurship perspective, determining the right business location is, of course, will become a significant factor for the business's growth in the future. Therefore, a system to facilitate prospective and strategic business locations, for achieving the right selling targets is sure needed. Android mobile based system with GPS technology features can make it easier to determine business location. In our application, we try to tackle this problem by using Simple Additive Weighting (SAW). We took several criteria for strategic business location decision making in our SAW implementation, which comprehend of rental rates, accessibility, location crowd, target market, security, and the number of competitors. Then, by evaluating the finished application, we concluded that the development of an application for Micro, Small and Medium Enterprises (MSMEs) recommendations is to facilitate prospective entrepreneurs to determine a strategic business location to build an entrepreneur.

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