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Contact Name
Fatqu Rizky
Contact Email
indexsasi@apji.org
Phone
+6285642100292
Journal Mail Official
indexsasi@apji.org
Editorial Address
Jl. Radin Inten II no.53 A. RT 7/RW 14, Duren Sawit, Kec. Duren Sawit, Kota Jakarta Timur, DKI Jakarta, 13440
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INDONESIA
Digital Multimedia and Visualization Technology
ISSN : -     EISSN : 31239994     DOI : 10.66472
Core Subject :
Digital Multimedia and Visualization Technology is a peer-reviewed academic journal that publishes research on digital multimedia technologies and visualization techniques that enhance communication, interaction, creativity, and learning in digital environments, covering topics such as image, audio, and video processing, multimedia systems and applications, augmented and virtual reality technologies, computer graphics and visual computing, interactive media and user experience design, visual analytics and information visualization, as well as multimedia-based education and creative industries. The journal is published in March, June, September, and December.
Arjuna Subject : -
Articles 8 Documents
Visual Analytics Techniques for Large scale Multimedia Datasets: Interactive Visualization and Decision Support in Creative Industries and Big Data Applications Ayyub Hamdanu Budi Nurmana MS; Andik Prakasa Hadi; Rudjiono Rudjiono
Digital Multimedia and Visualization Technology Vol. 1 No. 1 (2026): March: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i1.39

Abstract

This study explores the role of visual analytics in enhancing decision-making processes within creative industries, focusing on its application to large-scale multimedia datasets. Visual analytics integrates interactive visualization techniques with computational algorithms, enabling users to explore complex datasets intuitively and derive actionable insights. The research centers on the design and implementation of interactive dashboards tailored to the creative sector, particularly film, music, and advertising industries, to facilitate real-time data exploration. The study also investigates the usability of these tools through expert-based evaluations, aiming to assess their effectiveness in supporting informed and timely decision-making. The findings reveal that interactive visualizations significantly improve insight discovery and pattern recognition, enabling decision-makers to uncover hidden trends in large multimedia datasets. However, challenges related to scalability, user acceptance, and real-time processing were encountered during the implementation phase. The research highlights the practical benefits of integrating visual analytics into industry workflows, which include enhanced content creation, audience engagement, and strategic planning. Furthermore, the study identifies key visual analytics techniques such as dynamic dashboards, pattern recognition, data mining, and clustering, which are essential for analyzing multimedia data. The study concludes by emphasizing the potential for wider applications of visual analytics in other sectors, suggesting future research directions to improve tool performance, scalability, and user accessibility, as well as exploring the integration of emerging technologies like artificial intelligence and virtual reality.
Optimizing Multimedia Streaming Quality Through Adaptive Compression and Edge Computing for High Definition Interactive Multimedia Applications Mohammad Muhsin; M. Syahrudin
Digital Multimedia and Visualization Technology Vol. 1 No. 1 (2026): March: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i1.41

Abstract

This study explores the integration of adaptive streaming models with edge computing to optimize multimedia delivery, particularly in real-time applications such as video conferencing, live streaming, and virtual reality. The proposed model leverages adaptive compression techniques, including scalable video coding (SVC) and hybrid adaptive compression (HAC), which adjust video quality based on real-time network conditions. The use of edge computing further enhances the model by processing and delivering content closer to the user, reducing latency and optimizing bandwidth usage. The research demonstrates that the edge computing-based adaptive streaming model significantly improves latency by up to 30%, reduces bandwidth consumption, and ensures higher visual quality during video playback, even under fluctuating network conditions. This model addresses key challenges in multimedia streaming, such as maintaining video quality in bandwidth-constrained environments and minimizing buffering times. Furthermore, it enhances the overall Quality of Experience (QoE) for users by providing smoother interactions and real-time responsiveness. The study highlights the potential impact of this model on various fields, including remote education, entertainment, and interactive applications, where low-latency content delivery and high-quality streaming are critical. The findings suggest that integrating AI algorithms for even more efficient compression and expanding edge computing infrastructures will further optimize multimedia streaming in the future, ensuring reliable and high-quality user experiences in increasingly connected environments.
User Experience and Interaction Design Evaluation of Immersive Virtual Reality Interfaces for 3D Data Visualization in Complex Information Environments Bentar Priyopradono; Jan W. Hatulesila
Digital Multimedia and Visualization Technology Vol. 1 No. 1 (2026): March: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i1.42

Abstract

The increasing volume and complexity of data have made traditional 2D visualization methods insufficient for effectively exploring and understanding high-dimensional datasets. Immersive Virtual Reality (VR) presents a promising solution by providing an interactive 3D environment that enhances spatial understanding, task efficiency, and user satisfaction. This research aims to evaluate the user experience (UX) and interaction design quality of immersive VR interfaces for 3D data visualization in complex environments. The study employs a mixed-methods approach, combining usability testing, UX questionnaires, and task-based performance analysis. Participants interacted with VR prototypes designed to visualize complex data and were assessed on their ability to manipulate and explore the data efficiently. The findings show that immersive VR interfaces significantly improve spatial comprehension, reduce cognitive load, and increase task performance efficiency compared to traditional 2D systems. Additionally, user satisfaction was notably high, with participants appreciating the intuitive and engaging interaction methods. The study concludes that immersive VR can provide substantial benefits in real-world data visualization applications, particularly in domains requiring the exploration of complex and high-dimensional data. However, further research is needed to optimize VR interfaces and address challenges such as motion sickness and interaction complexity.
A Deep Learning Based Approach to Real Time Video Content Analysis and Visualization for Intelligent Human Computer Interaction in Multimedia Systems Arsito Ari Kuncoro; Siswanto Siswanto; Siti Kholifah; Ratma Dewi
Digital Multimedia and Visualization Technology Vol. 1 No. 1 (2026): March: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i1.44

Abstract

This study explores the integration of deep learning based approaches in real time video content analysis for intelligent human computer interaction (HCI) in multimedia systems. Traditional video analysis techniques, such as rule-based methods and offline processing, struggle with real time performance and adaptability to complex video data. In contrast, the deep learning model used in this research, particularly Convolutional Neural Networks (CNNs), provides high accuracy in object detection, feature extraction, and real time processing. The integration of CNNs with interactive visualization modules enables dynamic adjustments to video content based on user interactions, ensuring a seamless and engaging user experience. The system was benchmarked in terms of its processing speed, accuracy, and responsiveness, showing significant improvements over traditional approaches in real time video analysis. Moreover, the study demonstrates that combining deep learning with real time visualization enhances the efficiency of interactive multimedia applications, making it suitable for dynamic environments such as surveillance, security monitoring, and interactive media. Despite the system's strong performance, challenges such as computational demands in high-resolution video processing were identified, highlighting the need for further optimization. Future work will focus on optimizing the system for different hardware platforms, incorporating multimodal inputs, and refining deep learning models to address computational bottlenecks. This research contributes to advancing HCI by providing insights into the integration of deep learning for real time video content analysis, which is pivotal for enhancing the interactivity and adaptability of intelligent multimedia systems.
Design and Implementation of an Augmented Reality Multimedia Framework for Enhanced Collaborative Learning in Higher Education Environments Using Real Time Interaction Techniques Andri Catur Trissetianto; Muhlis Muhlis; Aji Priyambodo
Digital Multimedia and Visualization Technology Vol. 1 No. 1 (2026): March: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i1.45

Abstract

The integration of Augmented Reality (AR) technology into higher education has emerged as a promising approach to enhance collaborative learning experiences. This study aims to design and evaluate an AR multimedia framework that facilitates real time interaction and spatial visualization, creating immersive and engaging learning environments for students. The AR framework was developed with a focus on improving student engagement, collaboration, and learning outcomes through interactive 3D models and real time feedback. By leveraging AR technology, the study sought to address common challenges in traditional learning environments, such as limited student interaction and engagement, and lack of real time feedback. The experimental evaluation involved two student groups: one using the AR-based system and the other using conventional multimedia tools. Findings revealed that students using the AR framework showed significant improvements in engagement, interaction frequency, and collaborative task performance. Additionally, the AR framework contributed to better learning outcomes, including enhanced comprehension, retention of complex concepts, and improved problem-solving skills. The study also highlighted the importance of incorporating a user-centered design approach in developing AR applications to ensure that the system meets the needs and preferences of learners. Qualitative feedback from students indicated that the AR system provided an enriched learning experience, although challenges such as interface navigation were noted. Overall, the study demonstrates the effectiveness of AR in fostering collaborative learning and offers practical insights for its integration into higher education curricula. Future research should explore the integration of AR with other immersive technologies to further enhance collaborative learning experiences.
Toward a Lecturer-Centered Gamification Framework in Pedagogical Design in STEM Higher Education Popon Dauni; Zainal Arifin Hasibuan; Bobi Kurniawan; Wartika Wartika
Digital Multimedia and Visualization Technology Vol. 1 No. 2 (2026): June: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i2.391

Abstract

Gamification has been widely implemented in STEM based higher education to increase student engagement and motivation. However, the conceptual foundation is still dominated by a student-centered or system-centered approach. This study aims to examine the extent to which lecturer-centered perspectives are integrated in gamification-based STEM learning. By following the PRISMA 2020 protocol, a total of 1,321 initial documents were identified from the Scopus database. After going through a rigorous screening and feasibility assessment process, 97 peer-reviewed journal articles were evaluated, and only 11 studies (11.3%) demonstrated structured pedagogical modeling by explicitly placing lecturers as instructional designers. Bibliometric analysis revealed that the dominant themes revolved around gamification, student engagement, engineering education, and game-based learning, while instructional design and the role of lecturers were in a less central position in the main discourse. The thematic synthesis identifies four main dimensions, namely the digital competence of lecturers, the cognitive load in gamification design, the alignment of lecturer and student motivation, and the need for a systematic pedagogical design framework. These findings show a significant gap in the model that systematically guides lecturers in designing pedagogically aligned gamification in the STEM context. In response, this study proposes a conceptual framework of Lecturer-Centered Gamification (LCG) structured in pre-game, in-game, and post-game phases, emphasizing pedagogical intentionality, interaction design, and systematic evaluation. This study makes a theoretical contribution by repositioning the role of lecturers as the core of gamification architecture, as well as practical contributions as the foundation for the development of sustainable and scalable gamified learning designs in higher education.
Adaptive Gamification in Learning Management Systems: A Systematic Literature Review Wiyoga Baswardono; Bobi Kurniawan; Zainal Arifin Hasibuan; Sri Supatmi; Arvy N. Osma
Digital Multimedia and Visualization Technology Vol. 1 No. 2 (2026): June: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i2.408

Abstract

Digital transformation has positioned the Learning Management System (LMS) as the centerpiece of the higher education learning ecosystem. However, current conventional gamification implementations are still dominated by a static, "one-size-fits-all" approach, which often triggers gamification fatigue and a long-term decline in student motivation. This study aims to synthesize literature regarding the convergence between Artificial Intelligence (AI) and the Felder-Silverman Learning Style Model (FSLSM) in developing adaptive gamification within LMS. The research methodology employed is a Systematic Literature Review (SLR) based on the PRISMA protocol, combined with bibliometric analysis using VOSviewer on 31 selected articles ranging from 2021 to 2026. The results indicate a significantly increasing global publication trend, peaking in 2025. The knowledge structure in this domain is divided into two primary pillars: a pedagogical cluster focusing on motivation theory and a technical cluster emphasizing personalization algorithms and system architecture. The main findings confirm that AI and FSLSM integration allows an LMS to transform into a dynamic ecosystem capable of adjusting game elements in real-time based on student psychological profiles, thereby increasing active engagement and learning effectiveness. This research provides a strategic roadmap for educational technology developers to create more inclusive and personalized digital learning environments.
Design of Usability and Accessibility Evaluation for a Multimedia-Based Animal Life Cycle Learning Application for Deaf Students Diana Effendi; Bobi Kurniawan; Zainal Arifin Hasibuan; Sri Supatmi
Digital Multimedia and Visualization Technology Vol. 1 No. 2 (2026): June: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i2.441

Abstract

Previous research on a multimedia-based animal life cycle learning application for deaf students has produced a system design, interface storyboards, instructional materials, an evaluation, and sign language videos; however, it has not yet reached the stage of evaluating the quality of use. This situation highlights the need for further research with stronger scientific rigor, specifically testing the usability and accessibility of the designed application. This article aims to develop a more formal, submission-ready, and conceptually robust follow-up manuscript by placing evaluation as the primary focus of the research. The proposed approach employs an evaluative mixed-methods design combining usage observation, task scenario completion, brief interviews, and the System Usability Scale (SUS) questionnaire. The evaluation framework is structured by integrating usability concepts from ISO 9241-11, accessibility principles from WCAG 2.1, and findings from studies on digital learning media for Deaf and Hard of Hearing students. The main outcomes of this article are: (1) a reformulation of the title to make it more journal-ready, (2) strengthening of the literature review and citations, (3) formulation of operational evaluation indicators, (4) design of task scenarios for application testing, and (5) clarification of the contribution of this follow-up paper compared to the source paper. This manuscript does not yet present empirical field data; therefore, its status is that of a research article draft ready to be supplemented with test results in the next phase. Thus, this article can serve as a methodological bridge from design research to evaluative research that is more suitable for submission to a journal.

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