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Contact Name
Aji Prasetya Wibawa
Contact Email
aji.prasetya.ft@um.ac.id
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businta.2017@gmail.com
Editorial Address
Sudah terakreditasi SINTA 2. Editorial Office of Bulletin of Social Informatics Theory and Application Association for Scientific Computing and Electrical, Engineering (ASCEE)-Indonesia Section Jln. Supriyadi, Kel. Surodakan, Kec. Trenggalek, Kota Trenggalek, Propinsi Jawa Timur, 66316 Indonesia Email: businta.2017@gmail.com
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Jawa timur
INDONESIA
Bulletin of Social Informatics Theory and Application
ISSN : 26140047     EISSN : 26140047     DOI : https://doi.org/10.31763/businta.v6i2.601
Core Subject : Science, Social,
Bulletin of Social Informatics Theory and Application (ISSN 2614-0047) is an interdisciplinary scientific journal for researchers from Computer Science, Informatics, Social Sciences, and Management Sciences to share ideas and opinions, and present original research work on studying the interplay between socially-centric platforms and social phenomena. Bulletin of Social Informatics Theory and Application is the first Asia-Pacific journal in social informatics. The journal aims to create a better understanding of novel and unique socially-centric platforms not just as a technology, but also as a set of social phenomena and to provide a media to help scholars from the two disciplines define common research objectives and explore methodologies. Bulletin of Social Informatics Theory and Application offers an opportunity for the dissemination of knowledge between the two communities by publishing of original research papers and experience-based case studies in computer science, sociology, psychology, political science, public health, media & communication studies, economics, linguistics, artificial intelligence, social network analysis, and other disciplines that can shed light on the open questions in the growing field of computational social science. To that end, we are inviting interdisciplinary papers, on applying information technology in the study of social phenomena, on applying social concepts in the design of information systems, on applying methods from the social sciences in the study of social computing and information systems, on applying computational algorithms to facilitate the study of social systems and human social dynamics, and on designing information and communication technologies that consider social context.
Articles 16 Documents
Search results for , issue "Vol. 8 No. 2 (2024)" : 16 Documents clear
Design and development of face recognition-based security system using expression game as liveness detection Yusmanto, Yunan; Ar Rosyid, Harits; Prasetya Wibawa, Aji
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.756

Abstract

Face recognition as a security system has undergone significant developments, but challenges in live detection are still a major issue in preventing fraud. Liveness detection is a method that helps face recognition security more resistant to fraud. This research aims to address this issue by developing an innovative security system that integrates face recognition with a facial expression game, enhancing live detection and user engagement. The primary objectives are to ensure seamless integration, maintain a fun and challenging user experience, and demonstrate practical applicability. We applied a Waterfall method in our research to ensure a straightforward approach. We successfully applied this system for the door lock-unlock mechanism, simulating a restricted area. YuNet, a face detection model runs in the web interface and controls the NodeMCU to either lock or unlock the door.  The study concluded 95% success rate from the participants in making facial expressions: Smile, Normal, and Sad. However, expressing Sadness within the 3-second timeframe posed some difficulties. The average duration for completing the mini-game was approximately 16.31 seconds from the start. The integration of a facial expression game as a liveness detection required careful design to balance security and user engagement that is fun to experience. This research underscores the significance of addressing current challenges in biometric security by integrating an interactive element into the live detection process. The developed system contributes to the field by enhancing the robustness and user experience of face recognition security systems, demonstrating potential for broader application in restricted access scenarios.
Maximizing digitalization to maintain consumer loyalty I'tisham, Muhammad; Chusniyah, Tutut; Hakim, Shaqilla
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.766

Abstract

In the digital era, mobile applications have become essential tools for companies to foster consumer loyalty by enabling seamless interactions, efficient transactions, and accessible customer service. This study examines the impact of digitalization on customer loyalty through a qualitative case study of Sociolla, focusing on the SOCO application. Data were collected via purposive sampling involving a company representative and a Sociolla consumer and analyzed using thematic analysis, presenting findings narratively. Sociolla demonstrates the strategic use of digital platforms for branding and consumer engagement. The consumer informant reported increased interest, enthusiastic event participation, app downloads, and a clear understanding of Sociolla’s brand identity, highlighting the ecosystem fostered between the company and its customers. These findings underscore the broader applicability of effective digital strategies in engaging customers and enhancing brand loyalty across industries. The study concludes that mobile applications capture customer attention, drive active involvement, and strengthen brand relationships when effectively leveraged. It also identifies a need for future research to quantitatively assess the impact of digital platforms on loyalty, engagement, and brand attachment. However, the study's scope is limited to Sociolla, a cosmetics retail brand with a predominantly female customer base. Expanding research to include diverse demographics, regions, and industries could provide richer insights into the effectiveness of digitalization strategies in maintaining customer loyalty across varied contexts
Analyzing interaction and player experience of game based learning using feature importance based clustering Alfan, Muhammad Bahauddin; Yuhana, Umi Laili; Herumurti, Darlis
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.772

Abstract

This study explores the dynamics of the gaming experience and its impact on learning efficiency through digital game-based learning (DGBL). Leveraging the Fingerstroke Level Model-GOMS (FLM-GOMS) for interaction analysis and the In-Game Experience Questionnaire (iGEQ) for player experience assessment, we examine the relationship between game-play mechanics and educational outcomes. Our research incorporates a comprehensive dataset, focusing on 40 features encompassing motivation and efficiency outcomes. Through clustering, we identify distinct player groups exhibiting signif-icant variations in efficiency outcomes and game experiences. We utilized the feature selection technique to identify the crucial features that differentiate groups of students who excel in implementing DGBL from those who do not. Through the Random Forest feature importance method, we have found that FLM-GOMS features and positive player in-game feedback play a pivotal role in determining the effectiveness of DGBL.
Implementation of facial recognition technology in the verification system for api banyuwangi cadets using the haar cascade algorithm Setiawan, Ariyono; Prasetyo, Kukuh Tri; Rusdyansyah, Arief; Ardian, Dede
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.778

Abstract

This research aims to enhance the efficiency and security of the identity verification process for cadets at API Banyuwangi through the implementation of facial recognition technology using the Haar Cascade algorithm. In this study, experimental methods and statistical analysis were used to analyze the data obtained from a series of processing stages, including RGB to grayscale conversion, image resizing, and cropping. Data were collected through facial image acquisition using a webcam and processed to train the model and test the success of the verification system. Statistical analysis shows that preprocessing techniques have a significant impact on verification success, while facial recognition methods are also relevant. However, the data are not normally distributed, indicating the need for alternative analytical approaches. Thus, this research provides valuable insights into the potential of facial recognition technology in enhancing efficiency and security in identity management at educational institutions, while also highlighting the need for further research for the development of methods and deeper understanding.
Comparison of K-Nearest Neighbor and Naïve Bayes algorithms for hoax classification in Indonesian health news Pratomo, Awang Hendrianto; Rachmad, Faiz; Kodong, Frans Richard
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.796

Abstract

The categorization of health-related hoaxes is paramount in determining if they report facts. This paper analyzes the accuracy of the K-Nearest Neighbor (KNN) and the Naïve Bayes Classifier as two algorithms for health news hoaxes classification. Text mining was employed by feature extraction employing the TF-IDF method from the news headlines to classify the clusters. A prototype model was used to develop the system. Models assessment included confusion matrices and k-fold cross-validation. K=3 KNN model attained an average accuracy of 82.91%, precision of 85.3% and recall of 79.38% with no predictors included. The best performance was recorded for using the Naive Bayes model at fixation of K=3 KNN model at an average accuracy of 86.42%, precision level of 88.10% and recall high of 84.05%. These findings suggest that the KNN surfaces in the last model level rather than in the absence of the Naive Bayes model concerning classifying the hoax position of health news visible through the confusion evaluative matrix. Although related studies have been conducted in the past, this study is dissimilar in terms of its preprocessing methods, size of the data, and outcomes. The dataset consists of 1219 hoaxes labelled and 1227 facts labelled news headlines
Immersive virtual reality experience: Showcasing wadai Banjar traditional cake with hand gesture controls Tolle, Herman; Zakiah, Siti; Huda, Fais Al
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.781

Abstract

Virtual reality (VR) has revolutionized the way we engage with digital content, offering immersive environments that combine education and entertainment. This study explores the innovative application of VR to introduce Wadai Banjar, traditional cakes from the Banjar tribe in Indonesia, through a virtual environment enhanced by hand gesture interaction. Using hand-tracking technology on the Meta Quest 2 headset, users can interactively explore the making and cultural history of Wadai Banjar in a highly engaging and immersive manner. The study employs the Game Development Life Cycle (GDLC) methodology. It evaluates the experience through Playtesting, Gameflow, and assessments of telepresence, controller naturalness, and cybersickness. The findings reveal high levels of immersion, with a telepresence score of 64.46/70, controller naturalness of 62.3/70, and low cybersickness at 16/70. These results highlight VR's potential as a cultural education platform to preserve intangible heritage, particularly in engaging younger generations with the rich traditions of Indonesian cuisine. This research paves the way for future efforts to preserve cultural heritage through interactive technologies.

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