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:: Abstract List ::

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Computer Science |
ABS-611 |
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Recommender System Feature in Sundanese-Indonesian Dictionary Application Ade Sutedi
Departement of Informatic Engineering, Sekolah Tinggi Teknologi Garut
Abstract
The dictionary is one application that is widely used by users to find out the meaning of vocabulary. The existence of a dictionary is very necessary considering the mastery of vocabulary among users, especially local languages such as Sundanese language is very lacking. Sometimes, users need to look at the alphabetical list of words to find the meaning of the relevant vocabulary. This is very ineffective, considering the search process requires quite a long time. Especially if Sundanese language users only know a little vocabulary, it wont be easy when looking for the meaning of the vocabulary. In order to solve the problem, this research developed a recommendation system that can recommend Sundanese vocabulary to users when searching in a dictionary. The recommendation process is taken from the likelihood value that can be taken from the vocabulary attributes that are interconnected with the word search process carried out by the previous user using the Bayes probability method by utilizing. The recommendation system is implemented in a web-based dictionary application developed using the object-oriented method with Unified Modeling Language (UML). The data used in this study are Sundanese vocabulary and Indonesian vocabulary collected by manual input into a database taken from the Sundanese-Indonesian dictionary.
Keywords: Sundanese-Indonesian Dictionary, Recommeder System, Bayes Probability.
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| Corresponding Author (Ade Sutedi)
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| 332 |
Computer Science |
ABS-613 |
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Multimedia System Model for Electrical Circuits on Android Mobile Devices Dede Kurniadi*, Leni Fitriani, Eri Satria, Aditya Rahman
Department of Informatics, Sekolah Tinggi Teknologi Garut, Jalan Mayor Syamsu 1, Garut, Indonesia
*dede.kurniadi[at]sttgarut.ac.id
Abstract
This article aims to design the multimedia system application model of electrical circuits to make it easier for everyone to learn and understand electrical circuits in support of completing the required electrical circuit learning practice activities. The learning material models are designed interactively, which includes basic knowledge about electrical circuits and electrical circuit simulations. The Multimedia Development Life Cycle (MDLC) method is used for the design of this multimedia system. The design phase consists of 6 stages, namely, concept, design, material collecting, assembly, testing, and distribution. The results of the study are the multimedia system application of electrical circuit that mainly can be applied on Android-based mobile devices.
Keywords: electrical circuit, learning media, android, multimedia development life cycle
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| Corresponding Author (Dede Kurniadi)
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| 333 |
Computer Science |
ABS-360 |
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Edugame Development For Introduction Chord Basic Guitar Dewi Tresnawati, Ayu Latifah, Eri Satria, Sri Rahayu
Sekolah Tinggi Teknologi Garut
Abstract
Playing guitar is one of the activities that can hone the brains ability and emotions. Learning to play guitar can be done directly or indirectly. Learning indirectly can be done using several media. One of them is by using a game application on a mobile device. The purpose of this study is to build an android based chord basic guitar learning game application. The methodology used the Digital Game Base Learning - Instructional Design, which consists of four stages: analysis, design, development, and quality assurance. The results showed that the basic guitar chord educational game could be used to facilitate the learning process for individuals who are currently or will be learning guitar. Also, additional facilities, namely the try-it feature in the bonus round, can stimulate users to directly practice the results of learning basic guitar chords into a song that has been provided according to the chord that has been taught before.
Keywords: Chords, Edugame, Guitar, Learning Media
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| Corresponding Author (Dewi Tresnawati)
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| 334 |
Computer Science |
ABS-364 |
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Early Warning Systems Based on Prediction Learning Progress Ria Arafiyah1,2, Zainal A. Hasibuan1, Harry Budi Santoso1
a. Faculty of Computer science,
Universitas Indonesia.
b. Computer Science Department
Universitas Negeri Jakarta
Abstract
Almost in every course, there are some successful learners and unsuccessful learners. Many ways to do to reduce unsuccess learners. At the end of the course, sometimes the learner has a disappointment. To prevent unsuccess learners, it needs a way to predict learners progress. The prediction can be used as an early warning system (EWS) that can be warned earlier along the learning process so it will reduction unsuccess learners and even can mending successful learners. Machine learning used to build model predictions based on data of assessment results from 46 learners in primary school. Monitoring learning progress in EWS purposes to make a function that can predict learning progress. EWS will detect learners progress according to the progress and be mapped to the decision threshold.
Keywords: Early Warning System (EWS), learners progress, machine learning, model predictions
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| Corresponding Author (Ria Arafiyah)
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| 335 |
Computer Science |
ABS-877 |
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Computational Technology Based Performance Assessment Needs Analysis in Learning in the Laboratory Meiry Akmara Dhina, Sugeng Rifqi Mubaroq, Ginayanti Hadisoebroto
Universitas Al-Ghifari
Abstract
Learning is built on theory and practice that is mutually sustainable. The importance of practical learning in the laboratory requires educators to have the right method in the process even in the evaluation of learning. Evaluations that are important in practical learning in a laboratory are performance assessment. The development of information technology with computerized or digital media has greatly assisted the development of learning methods. Including the development of performance assessment in practical learning. Computer technology assistance is expected to be able to facilitate the implementation of performance assessment. How is the importance of performance assessment according to research that has been done and how the influence of the development of information technology in the development of performance assessment. The Scientometric method collects data of studies that have been conducted with the method of analysis of metadata. The results of an analysis of the reserch that has been done about the importance of performance assessment can be concluded that performance assessment is needed in practical learning. This performance assessment needs to be developed according to current technological developments on the basis of information and technology (IT).
Keywords: Performance Assessment, Practicum Learning, Educational Technology, Physics Learning
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| Corresponding Author (Meiry Akmara Dhina)
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| 336 |
Computer Science |
ABS-623 |
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Handwritten Recognition of Hiragana and Katakana Characters based on Template Matching Algorithm Yosep Septiana (*), Asri Mulyani, Dede Kurniadi, Halim Hasanudin
Department of Informatics, Sekolah Tinggi Teknologi Garut, Jalan Mayor Syamsu 1, Garut 44151, Indonesia
*yseptiana[at]sttgarut.ac.id
Abstract
Japanese has become one of the most popular foreign languages in Indonesia. From a survey conducted by The Japan Foundation in 2017 shows that Indonesia is the first largest student in Southeast Asia, therefore those interested in learning Japanese are quite popular in Indonesia. One of the things learned in Japanese is about writing Hiragana and Katakana characters, each of which has 46 standard characters. The research aims to implement a template matching algorithm for handwrittten recognition of Hiragana and Katakana characters, which can later be implemented in application design for learning Hiragana and Katakana character writing. Through the application of template matching algorithm, the accuracy level of handwritten recognitions pattern matching reaches 89.8%, so the algorithm will be very suitable if implemented for Hiragana and Katakana character writing learning applications.
Keywords: Character Recognition; Handwritten; Hiragana; Katakana; Template Matching
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| Corresponding Author (Yosep Septiana)
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| 337 |
Computer Science |
ABS-1136 |
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BIBLIOMETRIC ANALYSIS OF THE TERM "STEM MODULE" D Triwahyuningtyas1, C Sundaygara1, I Widiaty2, ABD Nandiyanto2, and MN Hudha1*
1 Universitas Kanjuruhan Malang, Jl.S. Supriadi no. 48, Malang 65148, Indonesia
2 Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi 229, Bandung 40154, Indonesia
Abstract
STEM Module is one of the possible solutions in delivering STEM learning to students to improve better understanding. The purpose of this research was to provide a literature review regarding bibliometric analysis of ‘STEM-based module’ term. This research took the collection of articles from the database of Scopus during the period of 2015-2019. This research analyzed 1095 articles. To generate a visualization, it employed VOSviewer software. The findings of this research provided a reference about a research that have been conducted related to STEM-based module.
Keywords: Bibliometric; STEM; module
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| Corresponding Author (Dyah Triwahyuningtyas)
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| 338 |
Computer Science |
ABS-369 |
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Virtual Campus Tour: Student Perception of University Virtual Environment Suwarno ; Nerru Pranuta M
BINUS UNIVERSITY
Abstract
The primary purpose of this research is to empirically evaluate whether students show a positive response to the virtual campus tour. This application is designed using a website and virtual reality. This virtual tour allows users to navigate and listen to background sounds and narration. Besides, users can read brief information about each department in the Faculty. Each panorama contains a hotspot that allows users to explore further in the vicinity. All images are combined using 3DVista Virtual Tour software to produce 3600 effects. Usability tests are carried out to get the users response to the virtual campus tour, to improve the prototype, and to measure the level of user convenience and satisfaction. Measurement of student responses is done using questionnaires and interviews. Student response questionnaire was given to 71 respondents. The virtual campus tour received a positive response, and all respondents agreed that this virtual reality application could attract users to promote the campus.
Keywords: Virtual tour, Virtual reality, Campus tour, Student perception, Immersive Experience
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| Corresponding Author (Suwarno Suwarno)
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| 339 |
Computer Science |
ABS-1139 |
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Augmented reality (AR) Media of Natural Science Subject for Human Skeleton Topic to Improve Learning Interest of Elementary School Students Yulianti, Luthfi Kusuma Wardhani, Arief Rahman Hakim, Sudi Dul Aji and Muhammad Nur Hudha*
Kanjuruhan Univeristy Malang, Jl. S. Supriadi no 48, Malang 65148, Indonesia
*muhammadnurhudha[at]unikama.ac.id
Abstract
This research aimed at developing an instructional media based on augmented reality for Natural Sciences subject on human skeleton topic. It evaluated its validity, practicality, and effectiveness in the learning process. In addition, it assessed student’s learning interest after using the instructional media based on augmented reality for Natural Sciences subject on human skeleton topic. This research employed an ADDIE model which consisted of Analysis, Design, Development, Implementation, and Evaluation. The validation by the experts obtained a score of 98% from the media expert, a score of 94% from the content expert, and 92% from the language expert. Thus, the media is considered valid and feasible. The practicality evaluation obtained a score of 95% from the teacher and 96% from the students. It was considered as practical. The effectiveness evaluation obtained a score of 91% and it was considered as effective to be used. Last but not least, it obtained a score of 91% in terms of student’s learning interest. Thus, the instructional media based on augmented reality is feasible to increase student’s learning interest.
Keywords: augmented reality; natural science; human skeleton
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| Corresponding Author (Yulianti Yulianti)
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| 340 |
Computer Science |
ABS-631 |
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DEVELOPING PRESENSI PTI BASED ON ANDROID WITH QR CODE D Rahadian (a*), NA Hamdani (a), RH Gunawan (a), Y Purwanti (a), SH Bariyah (a)
a) Information Technology Education, Indonesia Institute of Paedagogy
Jalan Terusan Pahlawan No. 32 Sukagalih Tarogong Kidul, Garut 44151, Indonesia
*dianrahadianpti[at]gmail.com
Abstract
PRESENSI PTI (PTI Presence) is an android-based application with the use of QR Code which can be used as a record of the attendance list of students in each lecture that is carried out by the schedule and contract of college and student lectures. The process of making this application uses the waterfall method which starts from the analysis, design, coding, and testing of functional suitability, performance efficiency, portability, and usability. The results of application testing on the characteristics of Functional Suitability, Performance Efficiency, and Portability with a percentage of 100% which means the application is good. As for Usability, it can be said that the application is feasible to use with a percentage of more than 70%.
Keywords: Presence List; Developing Android-based Application; QR Code
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| Corresponding Author (Dian Rahadian)
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| 341 |
Computer Science |
ABS-635 |
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Expert System for Diagnosing Narcissistic Personality Disorders Using Certainty Factor and Forward Chaining Methods khaerul Manaf (a*), Undang Syaripudin (b), Mujiburrahman (c), Esa Firmansyah (d)
a) Information Systems,Faculty of Engineering,Universitas Sangga Buana,Jalan PHH Mustofa No.68 , Bandung 40124, Indonesia.
b,c)Informatics,Science and Technology,UIN Sunan Gunung Djati Bandung
Jl. A.H. Nasution No.105, Bandung 40614, Indonesia.
d) Informatics, STMIK Sumedang ,Jl.Angkrek Situ No.19, Sumedang 45323, Indonesia.
Abstract
Personal with Narcissistic disorders has a purpose with interests that are not reality, excessive, these properties are known as grandiosity. People with narcissistic disorders expect others to praise and follow their wishes and requests and narcissists are less sensitive to the needs of those around them. The research association of the All India Institute of Medical Science, which resulted in a period of six years, 259 people throughout the world died throughout October 2011to November 2017 with the percentage of men 72.5 percent and women 27.5 percent due to selfies due to excessive narcissism. It is said that the calculated numbers are known and recorded only, where it is very likely that there are some unknown cases. Expert system is a system that uses the knowledge of an expert to solve a problem in a particular field where the system is not limited by time and can be used by many people. The method used is Certainty Factor and Forward Chaining as an inference engine to determine the diagnosis results based on the specified symptoms. Calculations in this method combine the MB (measure of increased belief) and MD (measure of increased disbelief) values obtained from the expert and also classify the narcissistic personality disorder so that this expert system helps the user to find the level of narcissism that matches the users experience and obtain the value of trust and recommendations for handling narcissistic personality disorders.
Keywords: Narcissistic Disorders, Expert Systems, Certainty Factor, Forward Chaining.
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| Corresponding Author (Khaerul Manaf)
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| 342 |
Computer Science |
ABS-124 |
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GIS-based ranking and categorization of potential impact on drought as disaster mitigation effort in Bandung Barat regency (KBB) using simple additive weighting (SAW) Y H Chrisnanto, F Renaldi, N Z Afsyari, A I Hadiana
Computer Science Department, Faculty of Science and Informatics
Universitas Jenderal Achmad Yani
Jl. Terusan Jenderal Sudirman, Cimahi 40526, Indonesia
Abstract
Drought is a disaster that has a significant impact in agriculture, economics, health and the environment, and many other aspects of life all including Kabupaten Bandung Barat (KBB), Indonesia. The Regional Disaster Management Agency (BPBD) of KBB shows that in 2018, over 92,780 houses in 47 villages were affected from drought. This study aims to predict which area in KBB will be impacted by drought using Geographical Information System (GIS). Previous study has shown many evidence that GIS will work, but none were done in Indonesia. We use Simple Additive Weighting (SAW) method to create ranking, categorization, and information on potential drought. The method analyses historical drought impact, rainfall densities, water resources, rivers, and lakes availability, and settlement area. At the end of this study, we successfully categorize 162 villages into 4 categories. Accuracy on the result is also tested using real data from 2018, which resulted in 70.21% accuracy out compared to all 47 villages that were affected in 2018. An increase in accuracy of 72.50% also highlighted when comparing the result of very high potential and high potential area affected by drought with the 2018 data. Furthermore, a convincing 100% accuracy was obtained when comparing the top-10 data of very high potential in drought and 2018 data. As our future recommendation, We suggest more parameters to be included into the calculations and also to use a 3-dimentional GIS approach as a tool to visualize the information.
Keywords: GIS-based, SAW, drought categorization
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| Corresponding Author (Faiza Renaldi)
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| 343 |
Computer Science |
ABS-638 |
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Recommendations For Giving Loans Using The Multi Objective Optimization Method Based On Ratio Analysis Khaerul Manaf (a*), Agung Wahana (b), Finki Anjani (c), SW Pitara (d)
a,d) Information Systems,Faculty of Engineering,Universitas Sangga Buana,Jalan PHH Mustofa No.68 , Bandung 40124, Indonesia.
b,c)Informatics,Science and Technology,UIN Sunan Gunung Djati Bandungn Jl. A.H. Nasution No.105, Bandung 40614, Indonesia.
Abstract
Cooperatives engaged in savings and loans have obstacles in loan operations, namely the provision of lending recommendations by the rules less effective and efficient in determining the feasibility decision for a loan proposal that is quite a lot so it is less selective in making decisions. To assist cooperative management in determining the eligibility of loans by providing fair, objective and transparent assessments, a recommendation system that can help the selection process is under predetermined criteria. The methodology used in this system is the method of Multi-Objective Optimization on The Base of Ratio Analysis (MOORA) because this method has a good level of selectivity in determining an alternative. From 5 examples of loan applications that have been registered in this system are managed by officers using the MOORA method, an optimization value of 0.96 or a borrowers risk is obtained, which is then approved by the supervisor. With this Loan Recommendation, it is expected to make it easier for officers in the selection process to determine the eligibility of loans so that the results of the assessment can be easily, quickly and accurately known.
Keywords: MOORA method, cooperative, loans
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| Corresponding Author (Khaerul Manaf)
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| 344 |
Computer Science |
ABS-895 |
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DEVELOPMENT OF INQUIRY BASED FLIPPED CLASSROOM LEARNING IN GEOMETRY CONCEPT Dessy Noor Ariani (a), Mohamad Syarif Sumantri(b), Firmanul Catur Wibowo(c), Hamdan Husein Batubara(d)
(a,b,c,)Universitas Negeri Jakarta
(d) UIN Walisongo Semarang
Abstract
The purpose of this research is intended to development an inquiry based flipped classroom learning (IBFCL) to the mathematics problem solving of elementary school teacher education students. Total the number of respondents of research is 100 students and the age 21-23 years. The research method used is Development Research with ADDIE model. The results of the validation of media IBFCL show that is significant for learning geometry concept. In the individual test phase and small group testing, the students who were subjected to the research gave a very good response to the implementation IBFCL. The result of t-test analysis shows difference of mathematics mathematics problem solving between pre-test and post-test. The concluded the IBFC media is valid, practical, and has a potential effect on elementary school teacher education students’ mathematics problem solving in learning geometry.
Keywords: Inquiry Based Flipped Learning, Mathematics, and Geometry.
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| Corresponding Author (Dessy Noor Ariani)
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| 345 |
Computer Science |
ABS-897 |
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Satisfaction, Motivation, and Learning Outcomes Students in Blended Leaning Environment Iman Nasrulloh (a*), Dian Rahadian (a), Siti Husnul Bariah (a), Yuniar Purwanti (a), Kuntum An Nisa Imania (a)
Institut Pendidikan Indonesia Garut, Jln. Terusan Pahlawan No. 32, Garut 44151, Indonesia.
Abstract
Blended learning is a blend between face-to-face learning and e-learning. The purpose of this study is to determine the level of satisfaction, motivation, and student learning outcomes in blended learning. Student learning outcomes include knowledge and science process skills. The results showed a level of student satisfaction of 82% with a very satisfied category. Furthermore, student motivation in blended learning by 87.23% showed a very good response. Based on the N-Gain test, the blended learning approach can increase student knowledge by 0.65 in the medium category. The average value of students science process skills on the blended learning approach is 65.32% with the medium category.
Keywords: Blended learning, Satisfaction, Motivation, Students Learning Outcomes
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| Corresponding Author (Iman Nasrulloh)
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| 346 |
Computer Science |
ABS-642 |
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Mobile Augmented Reality (mAR) Blended Learning Application in Animal Cells Learning Juhaidatur Rahmi, Basuki Wibawa, Khaerudin
a) Educational Technology Study Program, Faculty of Education, State University of Jakarta.
Jl. Rawamangun Muka, Rawamangun, Pulo Gadung, East Jakarta City, DKI Jakarta 13220
* juhaidaturrahmi[at]gmail.com,
b)Faculty of Education, State University of Jakarta
* bwibawa[at]unj.ac.id
Abstract
This paper develops the Augmented Reality (mAR) mobile application by combining augmented reality with mobile learning to exploit the characteristics of both elements using a blended learning approach, augmented mobile application (mAR) is designed to teach the structure and function of animal cells by combining virtual and real environments. The main contribution of this research is to enhance students learning experiences on animal cells material.
Keywords: Mobile Augmented Reality, Blended Learning, Animal Cells
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| Corresponding Author (JUHAIDATUR RAHMI)
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| 347 |
Computer Science |
ABS-389 |
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DIVAYANA Formula for Determining Priority Ranking the Recommendations in Evaluation Applications Dewa Gede Hendra Divayana (a*), P. Wayan Arta Suyasa (a), Ni Ketut Widiartini (b)
a) Department of Information Technology Education, Universitas Pendidikan Ganesha
Jalan Udayana No. 11, Singaraja, Bali, Indonesia
b) Department of Evaluation in Education, Universitas Pendidikan Ganesha
Jalan Udayana No. 11, Singaraja, Bali, Indonesia
*hendra.divayana[at]undiksha.ac.id
Abstract
Determination of appropriate recommendations through an evaluation application greatly affects the quality of decisions resulting from evaluation activities. Therefore it is necessary to do an accurate calculation process in determining recommendations in the evaluation applications. The purpose of this study was to introduce one of the innovations in the form of the DIVAYANA formula, which can be used to determine priority recommendations in evaluation applications. The method was used in this study was quantitative by showing the results of calculations used the DIVAYANA formula. There were six experts involved in conducting the effectiveness test on the DIVAYANA formula. The testing tool used the questionnaires for a formula effectiveness test consisting of 10 questions. The analysis was done by interpreting the testing results of formula effectiveness with effectiveness standards. The test results showed that the DIVAYANA formula was very effective used to determine priority recommendations in evaluation applications with effectiveness score was 90.33%.
Keywords: DIVAYANA Formula; Priority Ranking; Recommendations; Evaluation Applications
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| Corresponding Author (Dewa Gede Hendra Divayana)
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| 348 |
Computer Science |
ABS-392 |
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Development of Educational Games for Learning Waste Management Eri Satria*, Leni Fitriani, Yudistira Surya Muhsin, Dewi Tresnawati
Department of Informatics
Sekolah Tinggi Teknologi Garut
Jalan Mayor Syamsu no 1, Garut 44151, Indonesia
*erisatria[at]sttgarut.ac.id
Abstract
The waste problem is caused by peoples behavior that does not care about environmental cleanliness. This study aims to create an Android-based game education application as a means to educate the public in managing waste. The method used is the multimedia development life cycle, consisting of concept, design, material collecting, assembly, testing and distribution. The results of the study are in the form of design and development of edugame applications on waste classification, targeting primary school children. The edugame design consists of 3 levels, adapted to the classification of waste types: organic, non-organic and toxic. The application is built on the Android platform with the concept of an adventure game that provides users with real-world experience in managing waste properly. Edugame application is expected to be an alternative in learning to the community in maintaining environmental cleanliness.
Keywords: Educational games; Waste; Android
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| Corresponding Author (Eri Satria)
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| 349 |
Computer Science |
ABS-650 |
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DEVELOPMENT MOBILE LEARNING COURSES HUMAN COMPUTER INTERACTION (HCI) IN COMPUTER SCIENCE DEPARTMENT FACULTY OF SCIENCE & ENGINEERING UNIVERSITY OF NUSA CENDANA BASUKI WIBAWA, DWI PRASETYO
Postgraduate Program, State University of Jakarta, Jakarta Timur,13220,Indonesia
Corresponding author: dpras.ilkom.undana[at]gmail.com
Abstract
This developmental research departs from the problem of low student resources on understanding human computer interaction (HCI) courses, which are caused by ineffective classroom lectures, limited learning media, geographical location of the islands which often causes difficulties in the intensity of lectures.
This study aims to develop mobile learning courses in human computer interaction (HCI) in the Department of Computer Science, Faculty of Science and Engineering, Nusa Cendana University, Kupang, and to obtain empirical data about the effectiveness of the products being developed. The model approach used by the Water Fall model is the stages of analysis, design, development, implementation and evaluation of the model.
The results of the validation of the design expert, the material and the learning media overall were very good. Trial responses to students about the acceptance and usefulness of the developed products are very good. The results of testing the effectiveness of the developed model obtained an average initial test value = 48.1667 final test = 80.1667, the difference between the initial test score and the final test = 32. thit results are greater than ttable, namely 58.0908> 1.669, have meaning that conclusively "The model of developing mobile learning has shown a real effect in improving learning outcomes of human computer interaction subjects in the Department of Computer Science, Faculty of Science and Engineering, University of Nusa Cendana Kupang".
Keywords: Mobile Learning, Human computer interaction
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| Corresponding Author (Dwi Prasetyo)
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| 350 |
Computer Science |
ABS-396 |
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Classification Using Deep Learning Based on Selection Optimizing Counseling Data Alexius Endy Budianto, Mohd Fairuz Iskandar Othman, Yahaya Abd. Rahim
Universitas Kanjuruhan Malang, Universiti Teknikal Malaysia Malaka
Faculty of Science and Technology, Kanjuruhan University Malang, Indonesia,
endybudianto[at]unikama.ac.id
Faculty of Information and Communication Technology at Universiti Teknikal Malaysia Melaka,
P031810018[at]utem.edu.my, mohdfairuz[at]utem.edu.my, yahaya[at]utem.edu.my
Abstract
Abstract. Counseling is professional assistance given by counselors to clients directly, to solve problems and improve their behavior. in the future. The discussion of the problem in question is in-depth which concerns important matters about the client, broad covering various aspects of the clients problem, and specifically to alleviate the clients pressing problems. The Support Vector Machine and Multi Layer Perceptron algorithm is applied to classify counseling data provided by professionals to clients with an accuracy of 86.39%. Data from Vocational Research in Malang City in 2018. To improve the optimal accuracy of the type of counseling data classification, this study proposes an algorithm optimization feature for the Deep Learning algorithm. The results showed a significant increase in accuracy. The value of classification accuracy in counseling data generated by the Deep Learning algorithm has increased to 97.37% with a better level of accuracy.
Keywords: Deep Learning, Optimize Selection, Data Counseling
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| Corresponding Author (Alexius Endy Budianto)
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| 351 |
Computer Science |
ABS-653 |
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Implementation Irrigations system using support vector machine for precision agriculture based on IoT A Sumarudin(a*); Eka Ismantohadi(b); Alifiah Puspaningrum(c); Sofyan Maualana(d); Mohammad Nadi(e)
(a) Informatics Department, Politeknik Negeri Indramayu
Jl. Lohebener Lama No 08 Lohbener
shumaru[at]polindra.ac.id
(b) Informatics Department, Politeknik Negeri Indramayu
Jl. Lohebener Lama No 08 Lohbener
(c) Informatics Department, Politeknik Negeri Indramayu
Jl. Lohebener Lama No 08 Lohbener
(d) Informatics Department, Politeknik Negeri Indramayu
Jl. Lohebener Lama No 08 Lohbener
(e) Informatics Department, Politeknik Negeri Indramayu
Jl. Lohebener Lama No 08 Lohbener
Abstract
The industrial revolution 4.0 is driving increased production and automation of systems using the internet of things and data mining. Climate change and young farmers knowledge make it necessary to create an internet-based and Artificial intelligent farming system. Farmers need a system that can help the process of watering and fertilising for crop growth. In several previous studies, calculating the prediction of water density from moisture sensor data and to predict future moisture values using SVM, the implementation of artificial intelligence for precision agriculture to detect field-grown cucumber, in other studies determining the amount of water using fuzzy systems and neural networks, parameters used in determining irrigation systems consist of environmental data including ambient temperature, humidity and soil moisture several additional variables in determining irrigation control using crop water demand, soil evapotranspiration and weather condos, forecasting agriculture water uses LS-SVM to improve accuracy and speed in the forecasting process implementation of automated irrigation using IoT. In this paper, we propose the integration of water quantity predictions on plants using several environment variables for forecasting using linear Support vector machine. Accuracy rate of SVM reaches 95%, 94.3% precision, 91% recall, F1-score 92.7%. The results of the forecasting will be sent to the end node using the MQTT protocol.
Keywords: Precision agriculture, irrigation, crop, SVM, IOT, MQTT
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| Corresponding Author (A Sumarudin)
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| 352 |
Computer Science |
ABS-398 |
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Development of an Online System for Reporting Service Problems of State-Owned Companies Rinda Cahyana (a*), Eri Satria (a), Erika Faujiah (a), Deni Heryanto (a)
Informatic Departement, Sekolah Tinggi Teknologi Garut, Jl. Mayor Syamsu 1, Garut 44151, Indonesia
*rindacahyana[at]sttgarut.ac.id
Abstract
Several state-owned companies in Indonesia provide subscription services for the general public. One of them is the Regional Water Company as a provider of clean water. Handling service problems by the company affect customer satisfaction. This study aims to develop that online system for reporting service problems by following the Rational Unified Process stages which are limited to the construction stage. The research successfully developed the system which includes user activation functions, problem maps, as well as reporting and history of problems and their handling. The system becomes a communication bridge between the company and the customer. Through this system, companies can see the condition of customers displayed in the form of icons and at several points of geographical location on the map. The green icon represents the condition of the customer who is not dealing with the problem, and vice versa is red. The yellow icon represents the condition of the customer whose problem is being handled by the company.
Keywords: Online System; Problem Map; Problem Reporting; State-owned Enterprises; Subscription Services
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| Corresponding Author (Rinda Cahyana)
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| 353 |
Computer Science |
ABS-145 |
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Comparison of Nazief-Adriani and Paice-Husk Algorithm for Indonesian Text Stemming Process J Jumadi (1,*), L D Pratiwi (1), D S Maylawati (1,2), M A Ramdhani (1)
(1) Department of Informatics, UIN Sunan Gunung Djati Bandung, Indonesia
(2) Faculty of Communication and Technology, Universiti Teknikal Malaysia Melaka, Malaysia
Abstract
Stemming is a process contained in the pre-prosessing stage that recognizes basic words (stem word) by combining or solving each of the variants of a word. Every language is unique, the most popular stemming algorithm for Indonesian text is Nazief-Adriani algorithm. Therefore, this study aims to compare Nazief-Adriani algorithm with another stemming algorithm for Indonesian text, that is Paice-Husk stemming algorithm which is commonly used for English. Beside, Nazief-Adriani and Paice-Husk algorithm for stemming process, this sudy use McCabe Cyclometic Complexity Metrix to evaluate the complexity of algorithm. Based on the experiment result with 20 sentences as data with a thousand words, the accuracy of the Nazief-Adriani algorithm is better than the Paice-Husk algorithm, which is 91.87% compared to 64.43%. Likewise, in terms of complexity, the algorithm is still more complex Paice-Husk than Nazief-Adriani. However, in terms of processing time, the Paice-Husk algorithm is slightly faster than the Nazief-Adriani algorithm. These results indicate that the Paice-Husk algorithm requires a more complete implementation of Indonesian morphological and grammatical rules to produce the better Indonesian stem words.
Keywords: nazief-adriani algorithm, paice-husk algorithm, stemming algorithm, stemming process, text mining
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| Corresponding Author (Dian Saadillah Maylawati)
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| 354 |
Computer Science |
ABS-146 |
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Combining Decision Making Algorithms to Improve Accuracy of the Course Assessment Rank R N Hay’s (1,*), Z Muttaqin (2), D S Maylawati (3,4), M A Ramdhani (3)
(1) Department of Informatics, Universitas Serang Raya, Indonesia
(2) Department of Information System, Universitas Serang Raya, Indonesia
(3)Department of Informatics, UIN Sunan Gunung Djati Bandung, Indonesia
(4) Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Malaysia
Abstract
Assessment activity is important to keep the quality of student’s knowledge. This study aims to combine decision making algorithms to improve accuracy of the course assessment activities rank to evaluate the student’s knowledge automatically. This study use Analytical Hierarchy Process (AHP) and VIšekriterijumsko KOmpromisno Rangiranje (VIKOR) as decision making algorithms. AHP and VIKOR are Multi-Criteria Decision Making (MCDM), where VIKOR is compromise ranking method that is expected to improve the accuracy of the ranking results. AHP and VIKOR algorithm which are combined in this study are named AVI. The experiment result with 6 types of assessment as criteria shows that AVI capable to increase the accuracy value of assessment ranking result until 1.75 times more accurate/ higher percentage than using AHP or VIKOR only. This result has implications for the similar research of decision support systems, even with different case studies, which can apply the AVI combination method to improve the accuracy of ranking results.
Keywords: analytical hierarchy process, decision support system, decision making algorithm, VIKOR
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| Corresponding Author (Dian Saadillah Maylawati)
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| 355 |
Computer Science |
ABS-149 |
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Logical Framework for Hate Speech Detection on Religion Issues in Indonesia W Darmalaksana, FS Irwansyah, H Sugilar, DS Maylawati, and WD Ismail Azis
UIN Sunan Gunung Djati Bandung
Abstract
Hate speech is a hot issue in social media era, including in Indonesia. This paper presents the concept of logical framework to analyze and detect whether the content from text in social media contains hate speech on religion issues or not. This paper use literature review to propose the logical framework for hate speech detection. We propose the text mining as a part of data mining technique that combine with sequential pattern mining to detect hate speech from social media with text data. Based on the proposed logical framework to detect hate speech from social media, it is possible and recommended to be implemented in the future research to prevent hate speech distribution which can cause disunity and commotion in the community
Keywords: data mining, hate speech, logical framework, sequential pattern mining, software engineering, text mining
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| Corresponding Author (Hamdan Sugilar)
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| 356 |
Computer Science |
ABS-662 |
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SIMBIOSIS VIRTUAL LABORATORY LEARNING MEDIA Farida Nur Kumala, Cicilia Ika Rahayunita, Muhammad Nur Hudha and Ira Sugiarti
Universitas Kanjuruhan Malang
Abstract
The purpose of this study is to develop a symbiotic virtual laboratory learning media that is valid and practically used in science learning in elementary schools. This study uses the instruments of observation, questionnaires, and interviews given to the subject of 4th grade students. The results of the validation were 93% of material experts, 95% of media experts, 81% of linguists, and 92% of teachers, with observations getting 87% with practical criteria. Contextual learning media can develop interests and give meaning to students in learning
Keywords: Virtual laboratory Simulation, Learning media, Science for elementary
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| Corresponding Author (Farida Nur Kumala)
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| 357 |
Computer Science |
ABS-407 |
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Development of Emotourist as a Tourist Face that reflects Emotional Response Rinda Cahyana (a*), Asep Deddy Supriatna (a), Dewi Tresnawati (a), Leni Fitriani (a), Erwin Gunadhi Rahayu (a)
Informatics Departement, Sekolah Tinggi Teknologi Garut, Jl. Mayor Syamsu 1, Garut 44151, Indonesia
Abstract
Abstract. The quality of tourism influences tourist visits. The government must improve the quality of tourism by overseeing the emotional experience of tourists. This study aims to develop an Emotourist software application. Emotourist is short for the emotional experience of tourists. Research methods include the formulation of an emotional experience index, as well as black-box testing using emotional experience data from three tourist destination locations. The computer randomly chooses emotional experiences for each tourist destination, and Emotourist records it as input data. The Emotourist uses the input data to determine its emotional experience index. The Emotourist successfully displays tourists faces according to the emotional experience index for each tourist destination location or tourist area. Emotion icons, including joy, love, and positive surprise, represent the tourist’s face. The government can use the emotional experience index and tourists faces as an indicator of improving the quality of tourism.
Keywords: Emotional; Experience; Mobile Application; Satisfaction; Tourists
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| Corresponding Author (Rinda Cahyana)
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| 358 |
Computer Science |
ABS-663 |
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Virtual Collaboration Strategic Planning Process Using Balanced Scorecard and Critical Success Factors Asep Wahyudin (a*), Widodo (b), Gumelar Tresna D (a), Rani Megasari (a)
a) Department of Computer Science, Universitas Pendidikan Indonesia, Bandung West Java, Indonesia
*away[at]upi.edu
b) Departemen of Informatic Education, Universitas Negeri Jakarta, Indonesia
Abstract
The role of systems and information technology in the enterprise is to supporting operational business processes, decisions making process and implementing strategies for competitive advantage. The information system strategic planning processes required to align between business strategy and information system strategy. This research focuses on virtual collaboration that aims to harmonize business strategies and information systems strategies, especially in determining the implementation hierarchy of the proposed system up to the implementation roadmap. The method used to align business strategy and information system strategy is a combination of the balanced scorecard and critical success factors. The list of information system requirements generated must be able to be continued as an implementation roadmap, then a multi-criteria decision support system with the fuzzy-ahp algorithm is used to help the implementation roadmap shortlist process. This result can be an alternative in the preparation of a collaborative information system implementation roadmap, taking into account the weighting of each participant according to their respective perspectives. The next development of this research is building a complete virtual collaborative model in information systems strategic planning.
Keywords: virtual collaboration, fuzzy-ahp, implementation roadmap, balanced scorecard, critical success factors
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| Corresponding Author (Asep Wahyudin)
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| 359 |
Computer Science |
ABS-919 |
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Development of Blended Learning Introduction to Artificial Intelligence Course Using the System Development Life Cycle (SDLC) Method at Nusa Cendana University Dwi Prasetyo1,a), Basuki Wibawa2) & Alfred Oni Dima1)
1Faculty of Science & Engineering of Nusa Cendana University, Kupang-Indonesia
2Postgraduate Program, State University of Jakarta, Jakarta Timur,13220,Indonesia
aCorresponding author: dpras.ilkom.undana[at]gmail.com
Abstract
Indonesia is an island nation with geographical conditions that are bounded by many seas and mountains. The situation causes the condition of the islands that are far apart from one another. This certainly affects the conditions and social, economic, technological, and related interactions in daily life, one of which is the level of educational progress in one region / island with other regions / islands. The level of educational progress is certainly influenced by how the learning system is implemented in that place.
To overcome the obstacles in improving the quality of learning and equal distribution of learning opportunities in different geographical, cultural, socioeconomic conditions, one solution is created, namely Blended Learning by utilizing devices connected to the internet.
Methods that can be used in this research include SDLC (System Development Life Cycle). The optimism of the successful implementation of the Blended Learning system is very high because the facilities and atmosphere of various parties are very supportive plus the needs will become priority needs for everyone in this case students.
In the province of East Nusa Tenggara has the geographical conditions of many islands, therefore the Blended Learning learning system is good enough to be applied, because in addition to the above mentioned transportation limitations for students and educators also become obstacles in conventional learning.
Keywords: Blended Learning, e-learning, SDLC (System Development Life Cycle)
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| Corresponding Author (Dwi Prasetyo)
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| 360 |
Computer Science |
ABS-667 |
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DESIGN OF KNOWLEDGE MANAGEMENT SYSTEM MODEL MANAGEMENT PROJECT WITH 10-STEP ROADMAP KNOWLEDGE MANAGEMENT SYSTEM (Case Study: PT Aegis Ultima Teknologi) Tiawan (a*), Ahmad Soni Julpikar (b), Musawarman (c), Rehita Hasian Batubara (d).
a) Software Engineering, Politeknik Enjinering Indorama, Jl. Kembang Kuning Ubrug Jatiluhur Purwakarta 41152
*tiawan[at]pei.ac.id
b) Level Up Building, Jalan Sentra Raya Barat kav. 2B, Kawasan Summarecon Bandung, Cisaranten Kidul, Gedebage, Bandung City, West Java 40295
*ahmadsoni[at]rocketmail.com
c) Software Engineering, Politeknik Enjinering Indorama, Jl. Kembang Kuning Ubrug Jatiluhur Purwakarta 41152
*musawarman[at]pei.ac.id
d) Electrical Engineering, Politeknik Enjinering Indorama, Jl. Kembang Kuning Ubrug Jatiluhur Purwakarta 41152
*rhbatubara[at]pei.ac.id
Abstract
In the current era of globalization, knowledge is a very valuable asset for companies to increase its effectiveness. Therefore, companies need to aware to foster culture of sharing knowledge because it will be a valuable asset for the company compared to other assets. To foster culture of knowledge sharing, a knowledge management system is needed. This study used particularly the 10-Step Knowledge Management System methodology in Aegis Ultima Technology that will produce a knowledge management system model.
Keywords: Knowledge, Knowledge Management System, 10-Step Knowledge Management Roadmap
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| Corresponding Author (Tiawan .)
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