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361 Computer and Communication Engineering ABS-1037

Game Puzzle Wayang Kamasan Bagi Edukasi Anak Dengan Algoritma Fisher-Yates Shuffle
I Gede Dhiyo Nugraha Putra, A.A.Ayu Putri Ardyanti, I Gede Juliana Eka Putra

Teknik Informatika, STMIK PRIMAKARA


Abstract

Abstract
This game was designed because of the lack of supporting media to introduce or educate children to get to know the culture in the area, especially in the Kamasan Puppet Art. Therefore, an interesting means is needed and can introduce Kamasan Puppet Art culture by designing a Puzzle Game.
Randomization method is important in designing a Game Puzzle, one of which is the Fisher-yates shuffle randomization algorithm. This algorithm can be used in randomizing Puzzle Games to produce good randomization. And to test the effectiveness of the Kamasan Puppet Puzzle Game, the validity and reliability tests are used. In this test, it was found that the Kamasan Puppet Puzzle Game can be used as a means of educating character recognition on Kamasan Puppet art.

Keywords: Puppets, Kamasan, Fisher-Yates Shuffle, Validity, Reability

Keywords: Puppets, Kamasan, Fisher-Yates Shuffle, Validity, Reability

PermaLink | Plain Format | Corresponding Author (Dhiyo Nugraha)


362 Computer and Communication Engineering ABS-1040

Proactive Socio-technical System as an Unemployment Solution in West Java
S R Mubaroq (a*), I Gustiana (b), F Alamsari (c), M Artarina (d) and H Nurohmah (e)

a) Universitas Pendidikan Indonesia, Bandung Indonesia
*mubaroq[at]upi.edu
b) Universitas Komputer Indonesia, Bandung Indonesia
c) Sekolah Tinggi Bahasa Asing Yapari-ABA, Bandung Indonesia
d) Universitas Nasional Pasim, Bandung Indonesia
e) Universitas Widyatama, Bandung Indonesia



Abstract

The objective of this study is to make digital platform design as the innovative solution to overcome an unemployment problem in West Java. West java has been in the highest position of unemployment in Indonesia. It has been caused not only by social but also by cultural matter. Moreover, West Java has become the favorite destination for migrants from other provinces to seek for jobs and to go to study. This study used the method of a socio-technical system analysis by combining social and technical aspects as the basic analysis to solve this problem. The steps of this analysis done in this study were by documental observation and data statistical process. The result of this study will be the digital platform designs that are web and mobile named as UDUNAN. This platform will be a community from various groups in which concern about solving the problem of unemployment through online forums, workshops, and free entrepreneur trainings.

Keywords: socio-technical system; platform; unemployment

PermaLink | Plain Format | Corresponding Author (Sugeng Rifqi Mubaroq)


363 Computer and Communication Engineering ABS-20

A Traffic Congestion Analysis in Urban Networks
Mukhidin, Iwan Kustiawan, and Adryan J Lelana

Universitas Pendidikan Indonesia


Abstract

This paper aims at analyzing traffic congestion in a base station site, Bandung city. We did experiments using iManager webLCT U2000. The connection test spans from a site using UTP cable to GPON, then to Telkom device using fiber optic, and finally to RNC. The tests are carried out before and after trouble shooting process. There are huge packet losses founded in the network so the traffic congestions are unavoidable. The key problem and solution are identified in this study. The assessment results after solving problems show that the data traffic experienced a decrease of 28.23% and the payload increased by 61.45%.

Keywords: Traffic congestion, packet loss, payload

PermaLink | Plain Format | Corresponding Author (Iwan Kustiawan)


364 Computer and Communication Engineering ABS-276

Integrated Application Design to Facilitate Effective and Safe Student Pick-Up Process by Utilizing Microcontrollers, Socket TCP and Client Server Database
Dodit Suprianto (a*), Dimas Wahyu Wibowo (a), Awan Setiawan (b), Rini Agustina (c)

(a) Information Engineering, Politeknik Negeri Malang
(b) Electrical Engineering, Politeknik Negeri Malang,
(c) Science & Technology, Universitas Kanjuruhan Malang


Abstract

Long queues during student pick-up are a major problem in some elementary schools and kindergartens. Sometimess parents dont find their children in school because they may be buying food, being in class or playing in a large school area, so their parents have to wait for a long time for their children to go out to the gate. Conversely, sometimes parents are late in picking up their children, which causes the school to keep students from leaving school without the permission of the teacher or officer, and they also have to ensure that all students have returned to their homes. Parents complaints about this pick-up problem are a serious concern for the school. Moreover, the news of the kidnapping of children aged 4-12 years (the crime of trafficking) will worry all parties. This study aims to design integrated applications by utilizing RFID, Microcontroller, Socket TCP, Text To Speech, Client Server and Database as a student pickup model by parents as registered RFID cardholders. Based on the identification of the parent RFID card that is read by the RFID reader sensor and matched with the data in the database, then the application will automatically call the name of the student according to his RFID through the technique of text to the speech voice synthesizer. The method of developing applications using Waterfall. The results of implementing this application system show that the performance accuracy of 90% can be used properly.

Keywords: RFID, Mircrocontroller, Arduino, Socket TCP, Text To Speech, Voice Synthesizer, Client Server Database

PermaLink | Plain Format | Corresponding Author (Dodit Suprianto Suprianto)


365 Computer and Communication Engineering ABS-277

Society 5.0: Feasibilities and Challenges of the Implementation of Fintech in Small and Medium Industries
Nizar Alam Hamdani; Anggun Octavia Heriani; Abdusy Syakur

Universitas Garut, Universitas Garut; Universitas Pasundan


Abstract

In Society 5.0, financial capital is no longer the key, but data that are interconnected with each other. The Internet of things will be a new normal, dedicated to unlock human potentials. The purpose of this study is to analyze the feasibilities and challenges of the implementation of fintech in small and medium industries. To this end, a survey was conducted on a sample of 60 small and medium industries. It was revealed that the implementation of fintech in small and medium industries did not seem ready to be achieved due to the limitations in technology infrastructure, data and information, human resources and policy. Therefore, improvement to these factors should be made to realize the human-centered and technology-based society.

Keywords: Society 5.0; Financial Technology; SMEs

PermaLink | Plain Format | Corresponding Author (Nizar Alam Hamdani)


366 Computer and Communication Engineering ABS-1050

VirLab of Water and Ash Content Analysis Simulation
I Khoerunnisa (1*), I Widiaty (1), A G Abdullah (1), Y Sugiarti (2), M N Handayani (2)

(1) Post-Graduate Studies School, Universitas Pendidikan Indonesia
(2) Technology and Vocational Education Faculty, Universitas Pendidikan Indonesia
(*) indahkhoerunnisa[at]upi.edu


Abstract

This study aims to develop VirLab in the simulation of water content analysis and ash content analysis in food analysis course. Limited practical resources in tools and practical places encourage researchers to develop simulation media as a tool of learning. The ideal ratio demands between the tools of practice available and the number of students is a prerequisite for the prevalence of student learning opportunities in the practice room. The research method used is design based research. Stages of research consist of design, development, and testing. VirLab developed is a simulation that can be accessed online on the website. The thermogravimetric method is presented on VirLab for water content analysis simulation, and the dry fogging method is presented on VirLab for ash content analysis simulation. Expert judgment and users assess the Virlab to provide responses of visual communication aspects, material relevance aspects, and its benefit aspects as learning media. The results show that VirLab of water and ash content analysis simulation can be used as learning media for food analysis course.

Keywords: virtual laboratory, simulation, water content analysis, ash content analysis

PermaLink | Plain Format | Corresponding Author (Indah Khoerunnisa)


367 Computer and Communication Engineering ABS-1053

E-Job sheets as a Practical Guidance in Industrial Revolution 4.0
R O Firmansyah (1*), I Widiaty (1), A G Abdullah (1), R A Hamdani (2), D Kuswardhana (2)

(1) Post-Graduate Studies School, Universitas Pendidikan Indonesia
(2) Technology and Vocational Education Faculty, Universitas Pendidikan Indonesia


Abstract

This article aims to design e-job sheet based an android as a learning media for Competency-based training in line with the demands of the industrial revolution 4.0. The focus of this article is on the challenges of learning in the industrial revolution 4.0, the character of students, and the framework of the e job sheet model. The method used in this e-Worksheet study is Research-Based Design which consists of four main stages, are identifying problems to be examined, designing solutions to problems, repetitive cycles, and reflections. The results of the study show that the learning media must keep up with current technological developments and are easy to use according to the target character of the user. The e-jobsheet application is considered appropriate to be used as a practical guidance in competency-based training that can be operated online and offline. E-job sheet consists of simulation videos that are packaged per segment based on practical stages, are interactive and all activities in the application can be documented.

Keywords: E-job sheet, practical guidance, android, industrial revolution, design based research

PermaLink | Plain Format | Corresponding Author (Rian Oktariana Firmansyah)


368 Computer and Communication Engineering ABS-33

VIRTUAL GALLERY AS A MEDIA TO SIMULATE PAINTINGS APPRECIATION IN ART LEARNING
Eko Sugiarto(*a), J Julia(b), R A Pratiwinindya(a), N S Prameswari(c), R Nugrahani(c), W Wibawanto(c), M Febriani(d)

(a) Art Education Department, Universitas Negeri Semarang, Semarang, Indonesia
*ekosugiarto[at]mail.unnes.ac.id
(b) PGSD Sumedang, Universitas Pendidikan Indonesia, Bandung, Indonesia
(c) Visual Communication Design, Universitas Negeri Semarang, Semarang, Indonesia
(d) Indonesian Language Department, Universitas Negeri Semarang, Semarang, Indonesia


Abstract

The limitations of the gallery building that displays works of art become an inhibitor in art appreciation learning. On the other hand, the development of digital-based media has not been widely used as an art learning media. This study aims to analyze the development of art students in studying the painting by using the virtual gallery as a learning media based on digital technology. The research design is carried out by steps: (1) designing & preparing virtual gallery; (2) input some art work as a learning resources; (3) implementing virtual gallery for painting appreciation learning; and (4) evaluating the learning process. The research subjects were 20 students in the art department who were studying painting appreciation. The results showed that students ability in appreciating paintings artwork had increased using virtual gallery as a digital technology based media. Student ability increases to (a) know, (b) understand, (c) analyze, and (d) assess the artwork. Therefore, it can be concluded that media learning based on technology can simplify art learning, especially in painting appreciation processes.

Keywords: digital, virtual, gallery, art, learning media

PermaLink | Plain Format | Corresponding Author (Eko Sugiarto)


369 Computer and Communication Engineering ABS-546

Sound Matching on The Translation of Al-Quran Ayates as Childrens Learning Media Using Fast Fourier Transform (FFT) Algorithm and Mobile Conquer Divide
Moch Abdurrodjak, Maulana Hasan, Izzah Faizah SR. Khaerani, Husnul Qodim, Busro Busro

1,2,3,4 UIN Sunan Gunung Djati Bandung
5 STMIK Primakara


Abstract

Speech recognition is a process of recognizing letters, words or sentences that are spoken. Voice recognition is better known as Automatic Speech Recognition (ASR). Automatic Speech Recognition (ASR) has been widely applied in everyday life, for example is the operation of a smartphone that is run through automatic commands (voice recognition). The letter of origin is the place where the letter is released when the letter is pronounced. The letter of origin is the basis for reading the verses of the Koran. Errors in the pronunciation of letters or in makhraj letters, can cause differences in meaning or meaning errors in the verse being read. Generally the method of learning to read the Koran is used accompanied by accompanying teachers who are proficient in their fields. In this final project, a sound matching application was built on the pronunciation of Ayat Al-Quran as a learning medium for children using the Fast Fourier Transform (FFT) Algorithm and Divide Conquer (DC) that support learning independently. The system built in the final project is to utilize the Google API feature on android as voice matching. Furthermore, the incoming sound will convert into text form using the Google API. The conversion method used is Fast Fourier Transform (FFT). The valuation method, Divide Conquer is used by calculating the sound proximity value of the Google API conversion results by matching Arabic text in the database. Based on the testing that has been done on the system testing. The results of the test found 61.1% accuracy for the appropriate reading and 38.9% for inappropriate reading.

Keywords: Sound Matching, Google API, Divide Conquer

PermaLink | Plain Format | Corresponding Author (Busro Busro)


370 Computer and Communication Engineering ABS-1065

Digitalisation Trend in Education During Industry 4.0
Muktiarni (a*), Isma Widiaty (a), Ade Gafar Abdullah (a)

Study Program of Technological and Vocational Education, Universitas Pendidikan Indonesia
Jl. Dr. Setiabudhi No 229, Bandung, West Java, Indonesia 40154

*muktiarni[at]upi.edu


Abstract

This study synthesizes the findings of a study on the trend of digitalization of education in the face of the industrial revolution 4.0. Journal studied from 2015 to 2019. This paper focuses on the challenges and opportunities problem4.0 industry, industrial development 4.0 characterized by the development of big data and artificial intelligence (artificial intelligence). Skill is needed in this era or called big data and artificial intelligence, including advanced analytics, Internet of Things, and digital security. All areas of both education and industry in the world will be affected by the development of the industrial revolution 4.0,new patterns when disruptive technology (disruptive technology) are present so fast that all people, particularly education should be immediately adapt to industry developments 4.0.Education and industry should be able to develop the industry by considering the transformation starategi sector human resource competency in their field. It is a challenge for education in preparing human resources in order to adapt to the industry 4.0. Of the few studies that have been done Trend digitalization in education as one of the dominant solutions carried out in the face of the industrial revolution 4.0, it is in line with a new pattern that is found in industry 4.0 iedisruptive technology (disruptive technology).

Keywords: digitalisation, industry 4.0, technology, education

PermaLink | Plain Format | Corresponding Author (Muktiarni Muktiarni)


371 Computer and Communication Engineering ABS-554

Application of K-Medoids Clustering Method for Grouping Corn Plants Based on Productivity, Production, and Area of Land in East Java
Dimas Wahyu Wibowo (1), Yoppy Yunhasnawa (1), Awan Setiawan(2), Erfan Rohadi (1), Mokhamad Khamdan Khabibi (1)

(1) Informatics Engineering, Politeknik Negeri Malang, Jalan Soekarno-Hatta 9, Malang 65141, Indonesia
(2) Electrical Engineering, Politeknik Negeri Malang, Jalan Soekarno-Hatta 9, Malang 65141, Indonesia


Abstract

Corn plants has an important role in compliance national and international food needs after rice and wheat. According to Ir. Pending Dadih Permana, Director General of Food Infrastructure and Facilities (PSP) of the Ministry of Agriculture, East Java is one of province that the biggest corn producers in Indonesia. But it still can not supply the increasing market needs in Indonesia. Therefor, it requeres a grouping corn plants based on produktivity, production, and area of land in East Java in order to increase level of procurement of corn plants in East Java.
In process of grouping, it use K-Medoids algorithm. K-Medoids algorithm as known as Partitioning Around Medoids (PAM), which is varians of K-Means method. This is based on the use of medoids, not from observation of mean that owned by each cluster, with purpose reduce the sensitivity of partitions due to the extreme values in the dataset. This algorithm is an algorithm that can produce data that is not sensitive to outliers because one of object with some big value. These deviations can occur from data distribution. Based on the result of grouping corn plants based on productivity, production, and area of land which has been done, there are 3 clusters with at most 21 members, and at least 8 members. From this research, it can concluded that K-Medoids algorithm can help determine potential of the location of corn producing plants in East Java.

Keywords: Corn; Clustering; K-Medoids; Productivity; Production; Area

PermaLink | Plain Format | Corresponding Author (Mokhamad Khamdan Khabibi)


372 Computer and Communication Engineering ABS-1066

Indoor Localization Based WiFi Signal Strength Using Support Vector Machine
Hani Rubiani (a*), Sulidar Fitri (b), Muhammad Taufiq (b), Mujiarto (c*)

a) Department of Electrical Engineering, Universitas Muhammadiyah Tasikmalaya
*hani.rubiani[at]umtas.ac.id
b) Department of Information Technology Education, Universitas Muhammadiyah Tasikmalaya
c) Department of Mechanical Engineering, Universitas Muhammadiyah Tasikmalaya, Jl. Tamansari Km. 2,5, Mulyasari, Tamansari, Tasikmalaya 46196, Indonesia
*mujiarto[at]umtas.ac.id


Abstract

Estimating the location of Object in an indoor environment poses a fundamental challenge in ubiquitous computing. Indoor localization based on signal strength by utilizing devices in buildings such as WiFi signals is increasingly being done. To determine the user’s position using the algorithm of the received signal strength. This paper shows that contrary to popular belief an indoor localization system based on WiFi fingerprints using Support Vector Machine (SVM) method. The performed experiments using 14480 datasets and 302 classes, collected from real world environments in building, and the comparison with Naïve Bayes confirm the effectiveness of SVM-based localization proposal. Experimental results show that the system achieves a correct classification rate of around 88% and minimum average error distance 4.61 meters compared to Naïve Bayes for correct classification rate of around 67% and minimum average error distance 6.21 meters.

Keywords: Support vector machine; SVM; Naive bayes; Indoor localization

PermaLink | Plain Format | Corresponding Author (Mujiarto Mujiarto)


373 Computer and Communication Engineering ABS-1070

Implementation of Augmented Reality (AR) Android Based in Learning
Aprinaldi (a*), Yulia Rahmawati (a), Mumu Komaro (a)

Study Program of Technological and Vocational Education, Universitas Pendidikan Indonesia
Jl. Dr. Setiabudhi No 229, Bandung, West Java, Indonesia
40154

*aprinaldi.bkn[at]gmail.com


Abstract

Augmented reality is a technology that offers the ability to combine the virtual world with the real world. During its development, augmented reality is divided into two, which is desktop based and mobile (android) based is now being used as a media in learning in terms of science. The presence of augmented reality provides a solution for learning that is abstract and complex. We collect several journals related to augmented reality from a variety of sources, and acquired as many as 57 articles in the span of eight years between 2010 and 2018, and 28 of them in accordance with this research topic. We found a variety of research methods used to obtain the data for the implementation of augmented reality as a learning media, methods used include observation, questionnaires, surveys, pre-test and post-test, interview, video recording, and documentation. The resulting impact also varied, ranging from student motivation, student performance, student understanding, and also the effectiveness of AR in learning.

Keywords: Augmented Reality, Android, Learning

PermaLink | Plain Format | Corresponding Author (Aprinaldi Aprinaldi)


374 Computer and Communication Engineering ABS-1072

Development of Digital Media for Wushu Training
Suyitno Muslim

Universitas Negeri Jakarts


Abstract

Abstract. This study aims to develop digital media that are effective in improving wushu training. Digital media are tested with one to one evaluations, small group evaluations, and field trials. The results of interviews with instructors, and training participants show a positive response that in improving digital media skills are needed as a guide to the exercise e-module. In this study, at the evaluation stage 3 instruments were used to collect data. Pretests are designed to identify the trainees initial abilities, questionnaires with instructors, media experts and instructional design experts, to validate the content of digital media, and posttest to see the effectiveness of the media in improving learning. The results of the large group evaluation and field tests involving 30 training participants suggested that the media was very effective. as instructional for wushu training. The results of this study indicate that digital media is very effective and efficient as a guide for wushu training in improving skills.

Keywords: Development Instructional Media, Digital Media, e-Module, Wushu Training.

PermaLink | Plain Format | Corresponding Author (Suyitno Muslim)


375 Computer and Communication Engineering ABS-821

Effects of Electronic Word of Mouth, Brand Trust, Brand Loyalty on New Media Literacy Society
Heri Fathurahman (1), Saparuddin Mukhtar (2), KYS Putri (3)

(1) Department of Business Administration, University of Indonesia, Depok, Indonesia
(2) Department of Economic, State University of Jakarta, Jakarta, Indonesia
(3) Departemet of Comunication, State University of Jakarta, Jakarta, Indonesia


Abstract

Abstract. New media helps all aspects of society well. The formulation of the problem of this research is how the influence of electronic word of mouth, brand trust, brand loyalty towards the new media literacy of the community. The concept is new media in electronic word of mouth, brand trust, brand loyalty and new media literacy. Method used quantitative with multivariate analysis. Research respondents are Youtube users on a product. Validity and reliability of the research is good, it can proceed to the next stage. Reflections are from the descriptive results of all the variables that have a positive dominant value. Multivariate in this study went positive. Alternative hypothesis of all independent variables on new media literacy has a positive effect. This means that this research is consistent with previous research toward positive influences. There is the influence of electronic word of mouth, brand trust, brand loyalty towards the publics new media literacy in using Youtube. Conclusion is positive. Suggestion is to use new media in subsequent research and reflect on the concept of research in technological development to make new contributions in the development of technology and the social side of society.

Keywords: electronic word of mouth, media literacy, new media.

PermaLink | Plain Format | Corresponding Author (Kinkin Y Subarsa Putri)


376 Computer and Communication Engineering ABS-1077

implementation of blended learning model assisted of spot.upi.edu as an effort to face industrial revolution 4.0
1)Firman Aziz, 2)Diki Wahyudi, 3)Kemal Musthafa, 4)Aghnia Fadila

1)Department of Communications, Universitas Pendidikan Indonesia, Jalan Dr Setiabudi No 229 Kota Bandung, Indonesia
firman.aziz[at]upi.edu

2)Department of Indonesian Language Education, Universitas Pendidikan Indonesia, Jalan Dr Setiabudi No 229 Kota Bandung, Indonesia
dikiwahyudi[at]student.upi.edu

3)Department of Indonesian Language Education, Universitas Pendidikan Indonesia, Jalan Dr Setiabudi No 229 Kota Bandung, Indonesia
kemalmusthafa22[at]gmail.com

4)Department of Mathematics Education, Universitas Pendidikan Indonesia, Jalan Dr Setiabudi No 229 Kota Bandung, Indonesia
aghniafadila[at]upi.edu


Abstract

This study aims to determine the application of the assisted blended learning learning model of the spot.upi.edu application at UPI and to know the mastery of blended learning learning assisted by the spot.upi.edu application at UPI. The research method uses quasi experiments with quantitative approaches. The study population was all students who contracted the general course of Indonesian Language Education in odd semester 2018/2019, while the study sample was 80 students or two classes (control and experiment). The research instrument used in-depth observations and open questionnaires. The study was conducted for one month starting 1-29 December 2018. The results showed: 1) the implementation of the blended learning learning model assisted by the spot.upi.edu application proved to provide positive results as much as 91% of students liked blended learning and 2) as many as 86% of students were able master the assisted blended learning learning spot.upi.edu application at UPI. Assisted learning of blended learning in the spot.upi.edu application is proven to be able to be applied to students so that this learning is a solution in facing the era of industrial revolution 4.0.

Keywords: Learning, Model of Learning, Blended Learning, SPOT.UPI.EDU, Industrial Revolution

PermaLink | Plain Format | Corresponding Author (Firman Aziz)


377 Computer and Communication Engineering ABS-823

The Effect of Media Content, Brand Image, Brand Trust Toward Consumer Loyalty in New Media Instagram
Maulina Larasati Putri (a) , Vera Wijayanti Sutjipto (b) , KYS Putri (c)

1) Department of Communication, Universitas Negeri Jakarta, Jakarta, Indonesia
2) Department of Communication, Universitas Negeri Jakarta, Jakarta, Indonesia
3) Department of Communication, Universitas Negeri Jakarta, Jakarta, Indonesia


Abstract

Abstract. New media that are decisive in peoples lives. Research to find out the influence of new media, brand image on consumer confidence in online products. The content of new media is the content of media messages in new media in various products. Brand image is a brand on the product or image that product and image has. Consumer loyalty is a research previously conducted by previous research by Robinson, Xian Xing and Fredick. This study uses the positivistic paradigm. Respondents of this study were Medan, Cimahi, Sidoarjo and Makassar, Instagrams new media users. Descriptive of each variable of this research is positive content media in the contents of this research. Brand images on Instagram are not very important to current trends. Brand trust in this descriptive study is positive for each indicator of this research. Consumer loyalty is the respondent of this study a positive average on each indicator of this study. The results of the study were the strong influence of media, brand image, brand trust on consumer loyalty on Instagram. The results of this descriptive study lead to positive results on each indicator. Related to the predictive regression was a positive impact on Instagram respondents consumer loyalty.

Keywords: brand image, brand trust, content media, and consumer loyalty

PermaLink | Plain Format | Corresponding Author (Maulina Larasati Putri)


378 Computer and Communication Engineering ABS-1084

Companys Website and Corporate Social Responsibility (CSR) to Tax Aggressiveness
Reni Dwi Widyastuti(a), Aisyah(a), Febriati(a), Renny Wulandari(a), Aris Setiawan(a), Endang Noerhartati(b*), Lusy Tunik Muharlisiani (b*)

a) Economic Faculty, Universitas Panca Bhakti Pontianak, Indonesia
Jl Kom Yos Sudarso, Pontianak, Indonesia
b*) Universitas Wijaya Kusuma Surabaya, Indonesia
Jln. Dukuh Kupang XXV/54 Surabaya


Abstract

The purpose of this research analyzed companys website and Corporate Social Responsibility (CSR) on Tax Aggressiveness. The method used quantitative research, the independent variables are the companys website (X1) and Corporate Social Responsibility (X2), the dependent variable is tax aggressiveness (Y). Data analysis used multiple regression. The results of this research of the regression equation are as follows Y = 0.053 + 0.113X1 + 0.253 + e with significance X1 = 0.073, X2 = 0.005, showed companys website and Corporate Social Responsibility significant on Tax Aggressiveness. The most spacious Corporate Social Responsibility by companies, and the supervision of taxes on the companys website can be used as a benchmark in tax supervision, and supported the society in paying taxes.

Keywords: Company Website, Corporate Social Responsibility, Tax Aggressiveness, Tax Supervision

PermaLink | Plain Format | Corresponding Author (Reni Dwi Widyastuti)


379 Computer and Communication Engineering ABS-1087

Correlation Underwriter, Auditors, Profitability and Company Sizes on Stock Underpricing by Internet Communications Technology (ICT) Based Learning
Adiyath Randy Yudi Mamase(a), Naiyun Untung Pratama(a), Adi Mursalin(a), Maulana Filani Rizal(a), Lusy Tunik Muharlisiani(b*)

a) Department Management at Universitas Panca Bhakti, Pontianak, Indonesia
Jl Kom Yos Sudarso, Pontianak, Indonesia
b) Department English Education at Universitas Wijaya Kusuma Surabaya, Indonesia
Jl. Dukuh Kupang XXV/54 Surabaya, Indonesia


Abstract

The purpose of this research is to analyze correlation of underwriter, auditor, profitability and company size on stock underpricing by ICT based learning. The method used is quantitative research, the independent variables consisting of underwriter reputation (X1), auditor reputation (X2), profitability (X3) and company size (X4), and the dependent variable was underpricing (Y). Data analysis used multiple regression which begins with testing validity and reliability and performs tests of normality, multicollinearity, autocorrelation, and ICT based learning used Action Research (AR). The results showed that the three independent variables X1, X2, X3 had a negative, and X4 had a positive towards the dependent variable Y with the regression equation Y = 29.760 – 10.011X1 – 11.812X2 – 0.512X3 + 0.366X4 + e and sig value X1= 0.040, X2= 0.103, X3= 0.079 and X4= 0.750. Underwriter has influence toward stock underpricing and a good performance, implementation of ICT based learning in the subjects of stock underpricing, showed an increase in average student learning outcomes in each cycle, average student learning outcomes before the action amounted to 68.81, the first cycle 79.70 and second cycle 88.00.

Keywords: Underpricing, Underwriter, Auditor, Company Size, Internet Communications Technology

PermaLink | Plain Format | Corresponding Author (Adiyath Randy Yudi Mamase)


380 Computer and Communication Engineering ABS-1089

Correlation Regulation Comply, Accountability, and Corporate Social Responsibility (CSR) On Palm Oil Plantation Profitability by Internet Communications Technology (ICT)
Purwanto*(a), Adiyath Randy Yudi Mamase*(b), Reni Dwi Widyastuti(b), Endang Noerhartati*(c), Lusy Tunik Muharlisiani*(c)

a) Departement Law Faculty of Law at Universitas Panca Bhakti Pontianak, Indonesia
b) Department Management at Universitas Panca Bhakti, Pontianak, Indonesia
Jl Kom Yos Sudarso, Pontianak, Indonesia
cUniversitas Wijaya Kusuma Surabaya
Jln. Dukuh Kupang XXV/54 Surabaya


Abstract

The purpose of this research analyzed free investment ideology characteristic from democracy economy context, and increasingly neo-liberal economy mainstream, was made legal instrument that regulate in management investment of palm oil plantation by Internet Communications Technology (ICT) based learning. The method used quantitative research, the independent variables consisting of regulation comply (X1), accountability (X2), and CSR (X3), and the dependent variable is profitability (Y), data analysis used multiple regression with testing validity, reliability, performs tests of normality, multicollinearity, autocorrelation, heterokedacity, and ICT based learning used Action Research (AR). The results showed three independent variables are significant with the regression equation Y = 2,012 + 0,326X1 + 0,311X2 + 0,375X3 + e, and sig value X1= 0,043 , X2= 0,023 , and X3= 0,038. Palm oil plantation management with community through regulation comply, accountability and support through CSR increase profitability, and the implementation of ICT based learning showed that the achievement on stock underpricing subjects. Average student learning outcomes before the action amounted to 65.21, after the first cycle the action applied to increased 80.12. In the second cycle increased to 86.89, finding this research is the application of ICT based learning can improve learning achievement stock underpricing subjects.

Keywords: Underpricing; Underwriter, Auditor, Profitability, Company Size

PermaLink | Plain Format | Corresponding Author (Purwanto Purwanto)


381 Computer and Communication Engineering ABS-1097

Are the physics learning devices of digitalization significant in the era of industrial revolution 4.0?
MA Dhina (a*), SR Mubaroq (b), G Hadisoebroto (a), RVM Puspa (c)

a) Universitas Al-Ghifari, Bandung Indonesia
*meiryakmara[at]unfari.ac.id
b) Universitas Pendidikan Indonesia, Bandung Indonesia
c) Sekolah Tinggi Bahasa Asing Yapari-ABA, Bandung Indonesia


Abstract

This research has been done to find out how the significance of digitalization on learning module in the era of industrial revolution 4.0, specifically in physics learning. In education field, industrial revolution 4.0 can give effects on how to learn, how to think, and how to act to the students. So as the increasing of human resources’ competence through link and match program between the education and industry be required. On physics learning, is found that many digital learning devices, either online or offline, for instance, lab virtual digital book, and digital learning module. The method used in this research, is content analysis that analyses the compatibility of the content on digital learning device to the learning objectives. The devices of digital learning which are going to be analysed, are learning module and physics practical module. Being expected that using this analysis can be able to make researches advanced or stronger in developing of digital learning module as the effort to achieve of education’s goals in preparing the competence of human resources in the era of industrial revolution 4.0.

Keywords: digitalization; physics learning devices; industrial revolution 4.0

PermaLink | Plain Format | Corresponding Author (Meiry Akmara Dhina)


382 Computer and Communication Engineering ABS-77

Stress Meter: Android-Based Assessment Application for Academic Stress Level of Students
Imam Ariffudin (a*), Ajeng Intan Nur Rahmawati (a), Mulawarman (b)

a) Guidance and Counseling Study Program, Universitas Kanjuruhan Malang
Jl. S. Supriadi No 48, Bandungrejosari, Sukun, Kota Malang
*imamariffudin[at]unikama.ac.id
b) Guidance and Counseling Study Program, Universitas Negeri Semarang
Jl. Sekarang, Gunungpati, Kota Semarang


Abstract

Academic stress is one of the negative emotional levels that can affect students physical, psychological, and academic performance. Thus, there needs to be an assessment media that utilizes technological developments but can still evaluate academic stress levels effectively and efficiently. The purpose of this study was to develop an android-based assessment media (Stress Meter) that is able to measure students academic stress levels. This study used research and development methods. Data obtained were analyzed descriptively using Delphi technique for media acceptance test, and also Confirmatory Factor Analysis test and Cronbach Alpha to test the validity and reliability of the instrument. The results of this study indicate that prototype of Stress Meter application has met the acceptability criteria and the instrument in it has passed the validity and reliability test. In conclusion, the prototype of Stress Meter application can be used by students as a media self-assessment and facilitate the performance of counselors in identifying the level of academic stress that students have.

Keywords: Android-Based Application; Assessment; Development; Stress Academic

PermaLink | Plain Format | Corresponding Author (Imam Ariffudin)


383 Computer and Communication Engineering ABS-1101

PERCEPTION AND LEVEL OF ACCEPTANCE OF WEB-BASED TRADITIONAL FOOD APPLICATION (DIGIPEDIA EDUMAKUGIZ) FOR NUTRITION EDUCATION IN WEST JAVA IN YOUTH IN BANDUNG CITY
Cica Yulia1 *, Isma Widiaty1, Hasbullah2, Sugeng Rifky M, Delita Septia R

) Home Economic Education Department, Technology and Vocational Education Faculty, Universitas Pendidikan Indonesia
2) Department of Electrical Engineering Education, Faculty of Technology and Vocational Education, Universitas Pendidikan Indonesia


Abstract

The typical food of an area is increasingly forgotten, this applies to the current generation. The reason is that information related to a regions food is suspected to be forgotten with the rise of media information related to modern foods such as junk food and fast food. This change is supported by the latest advances in digital technology that are growing rapidly. Information can be accessed easily through various digital media and applications. In addition, other factors causing the unknown food of a region due to traditional food knowledge are also low especially in adolescents. One area that has quite a variety of traditional food is West Java or known as Sundanese food. The purpose of this study was to determine the perceptions and levels of adolescent acceptance of web-based applications Digipedia Edu Makugiz which contains traditional Sundanese food and drinks as a nutritional education media for adolescents. The research subjects were adolescents range in age 15-18 years, having smartphones and access to the internet. The method of this study was a cross sectional study with a purposive sampling design, ie teenagers in the city of Bandung were subjected to 215 adolescents who participated in this study. The research data consisted of subject characteristics (age, sex, parent ethnic origin, education, parents work), traditional food and beverage of West Java province knowledge, perception and use of web applications Digipedia Edu Makugiz. This web-based application has been published with the domain www.digipedia-edumakugiz.id. Data analysis used Ms.Excel to analyzed average and standard deviations, and assess knowledge of traditional West Java food and drinks and the perception and acceptance of web applications Digipedia Edu Makugiz. The results of the study that knowledge of traditional West Javanese food and beverages in adolescents, perceptions and acceptance of web-based applications, Digipedia Edumakugiz, are good but only need improvement in content presentation and application attributes so that applications are more fun and could increased the knowledge of traditional West Java food and beverages information.

Keywords: adolescents, nutrition education, traditional food, web based applications

PermaLink | Plain Format | Corresponding Author (CICA YULIA)


384 Computer and Communication Engineering ABS-1102

Development of Virtual Reading Room (VRR Digi_Litikon) for Learning Batik
Isma Widiaty, Lala Septem Riza, Ana, Sugeng Rifqi Mubaroq, Dadang Hidayat Martawijaya, Suciati, Cep Ubad Abdullah

Universitas Pendidikan Indonesia


Abstract

The development of industrial revolution 4.0 in education has influenced students’ learning styles, thinking patterns, and behaviors. One of which is related to the use of learning media. VRR Digi-Litikon, which is a part of Digi-Litikon Batik digital library, is an application used as Batik learning media. It is a platform of digitalized books, scientific works, and articles related to West Java Batik. It aims to enables students to acquire resources and literature on West Java Batik easily. It is also desgined to use Development Life Cycle (SDLC) method with waterfall approach. The results of the development of the application showed that the application has worked well on multiplatforms such as computers, desktops, laptops, smartphones, and tablets using internet connection. This application can display books, scientific works, and articles on Batik in the form of real books so that it gives interesting experiences to the students.

Keywords: Development; Virtual Reading Room (VRR Digi_Litikon); Learning; Batik

PermaLink | Plain Format | Corresponding Author (Isma Widiaty)


385 Computer and Communication Engineering ABS-595

Review TVET Learning Innovation : Virtual Augment Reality technology for 3D Laboratory
(1,2) Dede (2)Ade Gafar Abdullah (2) Budi Mulyanti (2) Dedi Rohendi

1. Study Program of Technological and Vocational Education, Universitas Pendidikan Indonesia. Jl. Dr. Setiabudhi no 229, Bandung, West Java, Indonesia.
2. Study Program of Information Engineering STMIK Pasim Sukabumi Jl.Otista No.07 Kota Sukabumi


Abstract

At present the trend of using Virtual Augmented Reality (VAR) technology in the field of vocational studies has become a very sexy and desirable research topic among industry. With its visual capabilities that can display objects in 3D, Virtual Augmented Reality can help many things, especially in training innovations in various industries. The development of VAR technology is quite fast and beforehand to feel this technology needed high-priced PC devices. Now, thanks to the progress of smartphones, VR and AR can be seen through these mobile devices. In this paper, the advantages and disadvantages of VAR are clearly described in terms of developing a three-dimensional virtual laboratory for innovation in vocational engineering learning. Unfortunately, some of the technical problems of VAR technology cannot be fully implemented into vocational engineering learning. The purpose of this paper is to show a study of the application of VAR technology with the literature review system method in the appropriate three-dimensional virtual laboratory framework. This analysis is carried out by screening a number of publications up to 30 major studies published from 2009 to 2018. The results show the low application of VAR technology in education and the increasing application of VAR in the industrial environment which leads to high complexity to select and develop vocational engineering learning with the VAR system. Subsequent research was also proposed to develop VAR in the interaction of user AR into a specific three-dimensional virtual laboratory of vocational techniques.

Keywords: TVET, Learning Innovation, Virtual Augmented Reality, 3D Laboratory, Computer Vision

PermaLink | Plain Format | Corresponding Author (DEDE ABD)


386 Computer and Communication Engineering ABS-597

The use of User-centered Design Canvas For Rapid Prototyping
Irwan Alnarus Kautsar

Universitas Muhammadiyah Sidoarjo


Abstract

This paper presents the development of a supportive tool for Computer Security related Classroom while taking advantage of the User-centered Design Canvas. The proposed supportive tool was developed to support both lecturer and students to manage the submission and scoring system on the Computer Security class related. The User-centered design itself was widely used as an approach to software development in order to achieve better design on the User Interface and the User Experience. Adopting Bussiness Model Canvas, the User-centered Design Canvas was introduced as an acceleration tool for rapid prototyping and ensure the effectiveness and efficient manner for the sake of user satisfaction. As the results from the questionnaire, more than 85% of users express the benefits of the current development supportive tool. Also from the Log Metric Analysis, users have completed a designated task in few minutes with minimum repetition. This indicates that the developed supportive tool is easy to use and shows the effectiveness of the User-Centered Design Canvas for rapid prototyping.

Keywords: user-centered design, rapid prototyping, supportive tool

PermaLink | Plain Format | Corresponding Author (Irwan Alnarus Kautsar)


387 Computer and Communication Engineering ABS-1118

ICMLS Version 3.0 as a Prototyfe of Bio-communication Model for Revolutionary Human Numerical Competences on Vocational Education Practices
Deni Darmawan and Alain Kiyindou

Universitas Pendidikan Indonesia and Bordeaux Montaigne University-France


Abstract

The research focusing on the development of "ICMLS version 3.0 (Integrated Communication Mobile Laboratory Simulator)" is a study that aims to produce human learning innovations that have shifted from Human Communication to Human Numerical. Prototype ICMLS 3.0 has integrated artificial intelligence with aspects of creativity supported by a model of findings of Bio-communication. Through R & D research and development methods, ICMLS version 3.0 products are produced through the support of industrial partners so that the quality and quantity can be felt by all SMKs in the world. This Prototype can accommodate practicum and student competency test. The results of the experimental results of Vocational students from 8 Vocational Schools have been shown to increase the average student competency test in 10 competency tests from 75.13 to 85.53.

Keywords: ICMLS; Mobile Laboratory; Vocational High School; Computer network Engineering.

PermaLink | Plain Format | Corresponding Author (deni darmawan)


388 Computer and Communication Engineering ABS-352

INTEGRATION OF DIGITAL LIBRARY SERVER WITH SERVICE ORIENTED ARCHITECTURE (SOA) BASED ON CLOUD COMPUTING USING PROXMOX SERVER
Yuri Ariyanto, Budi Harijanto, Awan Setiawan, Supriatna Adhisuwignjo, Erfan Rohadi

State Polytechnic Of Malang


Abstract

With the advancement of computer virtualization technology, the use of cloud computing technology began to be scrutinized by researchers. With the existence of cloud computing technology can make computer virtualization on a server that is running. This can save the cost of providing information technology and operational infrastructure independently for each service that will be served. With this technology one physical machine is made into a shared resource that can be shared and used by several services at once.
In this study made 4 servers using SLIMS7, digital libraries are virtual machines implemented in cloud computing servers with proxmox servers. Database server digital library integration uses Service Oriented Architecture (SOA), by connecting to 4 virtual machine servers. Integration is carried out on the book data search system by entering keywords as book data searches that exist in each digital library server, with the results of displaying all book data on each digital library server according to the keywords.
The conclusions of this study obtained after testing the system include the acquisition of a new model in the use of Service Oriented Architecture (SOA) to integrate the search for data books that exist in 4 digital library servers.

Keywords: Database Integration, SOA, Digital Library, Proxmox. SLIMS7

PermaLink | Plain Format | Corresponding Author (Yuri Ariyanto)


389 Computer and Communication Engineering ABS-1132

Improving Student Learning Achievement in the Block of Nervous System and Special Senses through Application of Blended Learning Strategy
Dewa Putu Widjana

Universitas Warmadewa


Abstract

Since its establishment in 2009, the Faculty of Medicine and Health Sciences, University of Warmadewa has implemented a competency-based curriculum, in which teaching materials are grouped into block based on systems or themes. By this way, learning is expected to be more meaningful because clinical sciences can be introduced to student earlier. The study design was cross-sectional analytic where all students of the years 2016 and 2017 who underwent block 1.6 (Nervous System and Special Senses) were involved. From the present study we concluded that E-learning in combination with conventional learning method (blended learning) increased student achievement in final students assessment of the block Nervous System and Special Senses, hence E-learning can be applied as a supporting tool for conventional learning method.

Keywords: Learning Achievement; Block of Nervous System; Special Senses; Blended Learning

PermaLink | Plain Format | Corresponding Author (Mirsa Umiyati)


390 Computer and Communication Engineering ABS-369

The Influence of Vowel Reduction Dubbing on the Accuracy of Speech Recognation Transcript
A Kurnia, M Saleh, M Djauhari, A Hasim, L Asy ari

Institut Pendidikan Indonesia Garut; Universitas Negeri Semarang;


Abstract

The purpose of this paper is investigating the effect of dubbing vowel reduction on the accuracy of transcripting of speech recognation software. Originally dubbing is voiceover translations in film but in this case, it means technique of training vowel reduction to help freshmen attain the level of intelligible pronunciation by imitating though group pronounced by actors and voiceovers mirroring native like pronunciation synchronizing as closely as possible with native speakers lips. The participants are twenty freshmen as control class and the other twenty as experiment. Praat analysis is used to see the accuracy of students utterance pronouncing the reduced vowel extracted from segmentation of though chunk and to analyze its effect on the transcript made by speech recognation software.

Keywords: dubbing vowel reduction, intelligible pronunciation, Praat analysis and transcript of speech recognation

PermaLink | Plain Format | Corresponding Author (Ateng Kurnia)


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