cover
Contact Name
Ansari Saleh Ahmar
Contact Email
jinav@ahmar.id
Phone
+6281258594207
Journal Mail Official
jinav@ahmar.id
Editorial Address
Jalan Karaeng Bontomarannu No. 57 Kecamatan Galesong, Kabupaten Takalar Provinsi Sulawesi Selatan, Indonesia
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INDONESIA
JINAV: Journal of Information and Visualization
ISSN : -     EISSN : 27461440     DOI : https://doi.org/10.35877/jinav
JINAV: Journal of Information and Visualization is an international peer-reviewed open-access journal dedicated to interchange for the results of high-quality research in all aspects of information science and technology, data, knowledge, communication, and their 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 JINAV follows the open access policy that allows the published articles freely available online without any subscription.
Articles 139 Documents
UI/UX Prototyping for Mobile Legends Quick Application Through The Design Thinking Method (Case Study: Mobile Legends E-Sport) Fathona Hasibuan, M. Ikmal; Setiawan, Dadang; Sulistiyo Kusumo, Dana
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1837

Abstract

Designing user interface prototyping and user experience aims to manage access to information easily for the e-sport game of Mobile Legends users. The application prototype contains match schedules, players, e-sport teams, match highlights, match analysis, and others. The reason is that when the users want to get such information, they must find it from various media without any data being immediately available. It is the appropriate way to develop a Mobile Legends Quick prototype application. The prototyping process in creating mobile applications uses the stages in design thinking method stages of Empathize, Define, Ideate, Prototype, and Test. The scope of these goals preferably has a user-centered approach and user satisfaction to solve relevant problems and create new innovations. The results of the tests carried out on making prototype application have been tested using The System Usability Scale (SUS) and obtained a result of 85,35%, with the acceptable category and excellent grade from the SUS score acquisition.
Business Process Reengineering In Library Book Lending System Tsani, Mutiara; Nur Aulia, Adiva; Nuryasin, Ilyas
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1841

Abstract

The development of information technology is in line with the development of internet use in Indonesia, so that organizations that are unable to adapt to information technology and the internet will find it difficult to develop in the face of today's global competition. Computerized data processing contributes greatly when compared to manual data processing. SMA Muhammadiyah 2 has a library which is still relatively new and not many books. This is very inefficient, because in addition to wasting paper, data is inaccurate, filing becomes unorganized and messy. One way to increase effectiveness and efficiency is to use Business Process Reengineering (BPR) methods to improve old business processes. These stages consist of data collection, business process analysis, business process throughput efficiency test, process redesign refinement, process redesign recommendation, throughput efficiency test business process recommendation, comparison of throughput efficiency test results, solutions. The results obtained from this study are 2 the main processes studied are the process of borrowing books and the process of returning books, which are old processes that have efficiency values of 46% and 35%. However, after re-engineering the business processes of the two processes it was able to reach 100%, which found 5 processes that were eliminated and 5 processes that were automated online.
Classification of Multi-Label of Hate Speech on Twitter Indonesia using LSTM and BiLSTM Method Aurora Az Zahra, Elita; Sibaroni, Yuliant; Suryani Prasetyowati, Sri
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1864

Abstract

Social media is a communication tool that supports users to interact socially using technology. One of the most popular social media platforms is Twitter. However, its media platform has been considered by the virtual police as one of the main sources of spreading hate speech on social media. In this final project research, the authors conducted a study on the detection of hate speech in tweets on Twitter Indonesia. The method used in this research is multi-label classification by applying the LSTM and BiLSTM methods. The dataset used was 13,169 tweet data, and data labeling process was carried out into 12 classes. The results revealed that the LSTM and BiLSTM methods had good performance in classifying text data with 10 trials with an accuracy value of 78.67% for LSTM and 80.25% for BiLSTM. Based on the accuracy obtained, BiLSTM has higher accuracy than LSTM, so it can be concluded that BiLSTM is superior to LSTM.
Retweet Prediction Using Artificial Neural Network Method Optimized with Firefly Algorithm Supriadi, Muhamad Rifqi; Jondri, Jondri; Indwiarti, Indwiarti
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1903

Abstract

Twitter is one of the social media platforms that has a large user base across various demographics. Users can use Twitter to search for information about celebrities, political issues, products, and trending topics of discussion. The information shared on Twitter can be referred to as tweets. Tweets can be further shared by other users using the retweet feature, which allows the tweet to reach a wider audience. This research aims to build a retweet prediction system and examine how tweets will spread. The method used in this research is Artificial Neural Network classification optimized with Firefly Algorithm, based on user-based and content-based features. This modeling approach demonstrated the best results after applying imbalanced class handling using oversampling with the SMOTE technique. The F1-Score obtained in this research is 88.07%.
Social Media (Twitter) Based Movie Recommendation System On Disney+ With Hybrid Filtering Using Neighboor's K-Nearest Method Fazira Ansshory, Azrina; Budi Setiawan, Erwin
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1954

Abstract

The research aims on the development of a film recommendation system that combines the Hybrid Filtering and K-Nearest Neighbors method. (KNN). Hybrid Filtering combines a variety of recommendation techniques, including collaborative filtering and content-based filtering, while KNN is a simple method for classifying data based on similarities with close neighbors. The data set used is Kaggle’s Rotten Tomatoes, which includes information such as critics’ names, genres, movie titles, and review content. The aim of the study was to build an accurate system of recommendations based on user ratings on Disney+ Hotstar and measure its performance using MAE (Mean Absolute Error) and Confusion Matrix assessments.The results showed that the combination of Hybrid Filtering and KNN methods resulted in better accuracy values in giving film recommendations compared to using only the Collaborative Filtering method. Graphics and performance analysis show that the developed models are able to provide film recommendations with increasing accuracy over time. In conclusion, the combination of Hybrid Filtering and K-Nearest Neighbors methods is effective in improving the accuracy of the movie recommendation system, helping users choose films that match their preferences on the Disney+ Hotstar platform. This research contributes to the development of better and more accurate recommendation systems in the film industry.
Using Attention-Based Design To Intervene In Decisions To Share Misinformation By Millennials Amin, Zaid; Ali, Nazlena Mohamad
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1984

Abstract

Having attentive behavior when a user decides to share information on social media is essential. Through such attentive behavior, users are more effectively identify misinformation so that they are not affected by its latent misleading information. In fact, through the vast growth in information in the omnipresence of online media today, increasingly we observe behavioral problems stemming from our one-click habit of easy decision making. This spread of misinformation can literally do severe damage, such as making medical decisions while distracted by receiving COVID-19 misinformation. However, although much research has explored traceability and situation prediction on the spread of misinformation, more research is required to prevent and understand the distraction that exists on human attention, allowing such spreading. Questions arise on how technological interventions can handle the lack of user awareness and when deciding to share information. The research objectives of this study are to investigate and intervene in the role of user attention factors when users decide to share information online. The study uses a mixture of quantitative and qualitative methods. In Study 1, we determined the importance of the attention factor in sharing information on social media by conducting a self-report survey (n=112). We also designed and experimented with a visual selective attention system (VSAS) to intervene in a Millennial’s decision (n=38) by applying an attention-based design approach in Study 2. We conclude that the intervention significantly improved user choices about what they share on online media. Engaging in attentive behavior while sharing information is expected to reduce the spread of misinformation. Furthermore, attentive behavioral factors are needed to form the basis of developing interactions in the design of future social media application systems and produce continuous knowledge that conducts to the non-coercive approach of handling misinformation sharing behavior
UI/UX Development Using Figma based on Inclusive Design Kimseng, Ngov; Kurnia, Dian Ade; Vuthy, Ith; Arifin, Rita Wahyuni; Setiyadi, Didik
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav2257

Abstract

The existence of User Interface (UI) and User Experience (UX) Designer has been highly increasing and needed in recent times. One of the reasons is that many companies are starting to use Website and Mobile Application all of these actions occurred in a convincing way that attracted users, however, each of them support the objective of business development. In answering this problem, knowledge of UI/UX is needed in terms of conduction for using it. Therefore, needed designer must use several processes in the research method that the author uses, namely empathize, define, ideate, prototype, and test. The purpose for designers, there are many resources to fulfil the lack of education and to prevent working hard, it assists designers in working and creating for all frameworks and inclusive design. Also, the contributes to designers with a practical framework, aligning with industry standards, and fostering a user-centric approach. It ensures digital products are inclusive, promoting diversity, and advancing design in the technology industry. In addition, how a designer can incorporate their unique ideate for building Websites and Mobile Applications. The result of the Design Thinking method in this research is to expertly improve the user’s experience better than before. And the result application was efficient based on the participants rate are successful effective. Satisfying based on overall rate 98.4% after see this and when using the application.
Decision Support System for New Employee Selection at PT Selalu Cinta Indonesia through the Analytical Hierarchy Process (AHP) Method Tunikmah, Esti Azizah; Wibowo, Agung
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav2318

Abstract

Managing human resources holds significant importance within a company, as it anticipates each employee’s effective contribution to fulfilling organizational responsibilities. A decision support system is required to avoid decisions made subjectively. This system is able to help management in selecting the right employees for the company. The existence of this system allows companies to process applicant data quickly, which helps make decisions about recruiting new employees. This decision support system utilized the Analytical Hierarchy Process method (AHP), which can help decision makers in a complex manner. The AHP method sets priorities in a structured process (hierarchy) that comes from decomposed criteria or structure.
Comparative Analysis of Openpuff and Openstego Tools Heryanti, Linda; Baihaqi, Wiga Maulana; Habibah, Ariska Nurul; Kusuma, Bagus Adhi
JINAV: Journal of Information and Visualization Vol. 5 No. 1 (2024)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav2327

Abstract

Steganography is the science and art of hiding information in a medium so that its existence is not detected by unauthorized parties. Media that can be used in steganography are text, images, audio, and video. However, the media that is often used is image. Various steganography tools have been developed with their respective strengths and weaknesses, such as Hide in Picture; Openstego; Image Steganography; Invisible Secret 4; S-Tools; Hide 'N' Send; Online Image Steganography, Openpuff, and others. Researchers carried out a comparative analysis of the steganography tools Openpuff and Openstego with test parameters for the quality of the images produced and time efficiency. Test the quality of the resulting image using MSE, PSNR, NCC, SSIM, and time-efficient testing seen from embedding and extraction time. Based on the research results, show that Openstego has better image quality and time efficiency compared to Openpuff. The type of image format used and the size of the embedded message can affect the quality of the resulting image and the time used. The best test results were obtained, namely MSE=0.0009, PSNR=78.5438 dB, NCC=0.999999, SSIM=0.999993, and required embedding time=0.075 second and extraction time=0.084 second. Keywords: Image Quality, Openpuff, Openstego, Steganography, Time.
Optimizing Early Childhood Education Management: Designing SISPAUD KB Ananda using End User Development (EUD) Method Suryadilaga, Salli Risqi Warida; Raras AW, Chyntia; Pritama, Argiyan Dwi; Islamindiya, Syifa Fauziyah Nurul
JINAV: Journal of Information and Visualization Vol. 5 No. 1 (2024)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav2339

Abstract

Early childhood education at PAUD KB Ananda aims to develop knowledge and skills. To support this goal, PAUD KB Ananda has an online information system, "SISPAUD KB Ananda." This research uses the End User Development (EUD) method to involve end users in system development. The focus of the research includes facilitating the admission of new learners, dissemination of school information, and promotion through the system. Testing involved black box testing and user acceptance testing (UAT), with the results achieving a 100% success rate. SISPAUD KB Ananda succeeded in improving the process of admitting new students and expanding the dissemination of school information. Users recognized it as an effective administrative tool and promotional medium that facilitates schools. The system consists of a web profile of KB Ananda PAUD and an admission system, providing an efficient technical solution and a positive contribution to school operations and overall promotion.

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