AASEC 2019
Conference Management System
Main Site
Submission Guide
Register
Login
Participant List
Abstract List
Access Mode
Contact
:: Abstract List ::

Page 15 (data 421 to 450 of 1039) | Displayed ini 30 data/page
<< PREV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 NEXT >>

421 Computer Science ABS-519

Detection and Virtual Therapy of Acrophobia Using Virtual Reality
Usman Nurhasan, Hendra Pradibta, Satrio Binusa Suryadi, Ariadi Retno Tri Hayati, Ryan Akbar Prihatmanda

Information Technology Department
State Polytechnic of Malang


Abstract

Acrophobia (altitude phobia) is a type of phobia that makes an individual feel, anxious, tension, and discomfort at height. To overcome this problem, need to escort by a psychiatrist/psychologist to cure the disease and by using a therapeutic approach or behavior method commonly called CBT (Cognitive Behavioral Therapy). This therapy will force sufferers to fight their fears. Current technology called virtual reality was chosen to deal with people with Acrophobia. Through visual reality can provide a 3D-shaped artificial environment that can help sufferers strictly fought the phobias they experienced, but the technology is still not affordable. Therefore, it is necessary to have appropriate technology for therapy needs. By using the Multimedia Development Life Cycle, as a development method, Forward Chaining as a phobia level calculation method, as well as Google Cardboard and Unity 3D is expected to overcome this problem.

Keywords: Acrophobia, Therapy, Virtual Reality

PermaLink | Plain Format | Corresponding Author (HENDRA PRADIBTA)


422 Computer Science ABS-520

Implementation of Mobile Art Application (MATA) as a Media for Handling Cases of Aggression in Children
Usman Nurhasan, Hendra Pradibta, Satrio Binusa Suryadi, Kadek Suarjuna Batubulan, Rawansyah

Information Technology Department
State Polytechnic of Malang


Abstract

Children who are physically hurting others intentionally is a behavior that showed a lack of ability to manage conflict, less control in managing emotions, or lack of ability to convey the desired appropriately. Teaching children to resolve conflicts is a strategy that can be used to create more adaptive behaviors. Children are taught how to resolve conflicts with some of the approaches that suit the environment will grow into adults who are better to cope with emotional problems, especially with other people in the neighborhood. The problem-solving strategy in this research used technological approaches, MATA which is the development of Android-based media where children with aggressive behavior problems can be used MATA as a tool to express emotions through art. Children can freely express their thoughts and feelings visually through color scratches; they can also see the results of their work in three dimensions. The method used in this research is the experimental method. Determination of the research subjects with a purposive sample previously granted WPS Aggression Questionnaire and choose a subject with aggression medium-high categories, the number of subjects in this study were five children each in the control and experimental groups. Results showed that the experimental group experienced a decrease in the level of aggressive behavior than the control group.

Keywords: Aggression, Behaviour, Android

PermaLink | Plain Format | Corresponding Author (HENDRA PRADIBTA)


423 Computer Science ABS-1032

Relationship between Enterprise Architectures Planning and Information System
E S Soegoto, S I Fauzi, and T Valentina

Universitas Komputer Indonesia


Abstract

Enterprise architecture planning is a process that defines architectural planning to use information in supporting a business and plans to implement the architecture. The main purpose of this research are to define the benefits of business architectural planning and its relationship with the development of information systems. The method used in this research is descriptive method, descriptive mode is chosen to present accurate subjective or objective views from the situation related. The results of this study explain to us that there is a positive relationship between enterprise architectures planning and information system. This research was completed by discussing it and also by observing that journals that relate enterprise architecture planning with information systems. The conclusion of this study is that enterprise architecture planning is very useful for information systems, especially in terms of developing information systems in the future.

Keywords: Enterprise architecture, Business and Information System

PermaLink | Plain Format | Corresponding Author (Eddy Soeryanto Soegoto)


424 Computer Science ABS-9

EDGE IMAGE DETECTION COMBINES LAPLACE OPERATION WITH CONVULATION TECHNIQUE TO PRODUCE DRAWING MATERIALS FOR CHILDREN
Ramen Antonov Purba (a*), Jakaria Sembiring (b), Ester Hervina Sihombing (c), Sondang (d)

a)Manajemen Informatika, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia
*ramen_purba[at]yahoo.com
b)Manajemen Informatika, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia
c)Manajemen Informatika, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia
d)Manajemen Informatika, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia


Abstract

Image is an interesting object. Because image can be processed even manipulated. Image can not be separated from computer. With computer images can be processed so the value increases. Many computer applications can used to process images.
Image development is so rapid. But it does not touch children. There are lot of books that can be used as references for children but not yet very interesting ones. By using computer technology image will more quality and beneficial for children. There must be innovation to change the dynamics. Edge detection concept combined with computerized based methods can be a solution.
Edge detection can be used to recognize patterns from image. Edge detection can identify the image edge. In this study will be designed edge detection system using laplace operators and convolution techniques. The initial image will be constructed so that a pattern in the form of dots will be formed.

Keywords: convolution; digital image; edge detection; laplace

PermaLink | Plain Format | Corresponding Author (Ramen Antonov Purba)


425 Computer Science ABS-265

IMPLEMENTATION AND COMPARISON ANALYSIS OF APRIORI AND FP-GROWTH ALGORITHM PERFORMANCE TO DETERMINE MARKET BASKET ANALYSIS IN BREILIANT SHOP
Acep Ahman Hidayat, Ali Rahman, Resi Mustifa Wangi, Rahmat Zaenal, Rifqi Syamsul Fuadi

Department of informatics, UIN Sunan Gunung Djati
Bandung, Indonesia


Abstract

The creativity of an online store owner who develops a business in a retail business in determining a marketing strategy will affect his competitive ability with other online stores. However, services that are in accordance with costumers attitude is a stuff that should be awared by shop owners in order to improve not only customer satisfaction but also store income.The method used in this study is Market Basket Analysis to know customers attitude by analyzing data from sales transactions to show customers attitude toward one sold item and the others. Research aimed that it is necessary to have a system that can help to form a combination among products using the association rule method, the algorithm used to analyze this method is apriori and fp-growth algorithm. Result from data analysis test using monthly sales transaction data of cosmetics in Breiliant Store during November 2018 . It could be concluded that a combination of products which have strong support and confidence were Original Liquid Bleaching Seeds, Harva Peeling Gel and Castor oil. It had support value of 8.8% and 30% confidence value, with a filtering time of 0.036 seconds.

Keywords: data mining, Association Rule, Apriori algorithm, FP-Growth algorithm.

PermaLink | Plain Format | Corresponding Author (Acep Ahman Hidayat)


426 Computer Science ABS-521

"Hijaiyah" interactive learning for pre-school students
Hendra Pradibta1, Usman Nurhasan2, Tamara Dhea Pramesti3, Satrio Binusa Suryadi4

Information Technology Department
State Polytechnic of Malang


Abstract

Limited time allocation for Islamic education in primary schools is a halt for the students to understand the lesson. The core of Islamic education is to understand reading and to write letters Hijaiyah. The concept of conventional learning patterns and lack of time made the level of understanding of students is low. To minimize this, learning media are needed that can attract students attention. Especially in children of the present era who are challenged with various types of technology, including mobile phones, televisions, and computers. The role of IT-based media can be a solution in current learning. In the learning process especially for children is learning that gives birth to a pleasant atmosphere. Images and sounds that appear will make children not get bored quickly so that they can stimulate learning in children. In learning that involves the media in the process of learning certainly must consider aspects of early childhood development. Augmented Reality can be utilized in various fields including education. In learning, there are Quantum Learning theories which explain visual, audio, and kinesthetic (VAK) methods. From here Augmented Reality and Quantum Learning theories are interconnected. In this application, there will be Hijaiyah letters that are simulated in the form of Augmented Reality with a sound for instructions on how to pronounce it. This application is expected to help the learning process of Hijaiyah letters both from among students and the general public outside of school, only by scanning the Hijaiyah letters from the Android camera.

Keywords: Interactive Learning, Hijaiyah, Augmented Reality, Android

PermaLink | Plain Format | Corresponding Author (HENDRA PRADIBTA)


427 Computer Science ABS-1034

Developing Restaurant Information System to Support Decision Making
B Kurniawan, M F Zulfikar and T Valentina*

Universitas Komputer Indonesia


Abstract

Information System has great impact in improving a bussiness. The purpose of this research are to discuss how far the Restaurant Information System can developed, what is needed to improve the system, and how effective the system after implemented in the Restaurant. Discriptive method are used in this research, to describe how Developing Restaurant Infromation System can affect Decision Making. Author have developed and implemented a Restaurant Information System to manage and observe income and expenditure, so the stakeholder can make right decissions in the future. The result of this research is analyze data and make the data become useful information with information systems, So the company is ready to face Industry 4.0.

Keywords: Restaurant, Information System, and Decision

PermaLink | Plain Format | Corresponding Author (Bobi Kurniawan)


428 Computer Science ABS-267

History Visualization Using Augmented Reality
Tetep (*), Jamilah, Ali Ismail, Eldi Mulyana, Triani Widyanti

Institut Pendidikan Indonesia
Jalan Terusan Pahlawan No 32 Garut 44151 West Java
Indonesia


Abstract

Augmented reality is an interactive digital media where objects in real-world environment is visualized through a computer-generated image. This study aims at developing an application to visualize abstract historical objects into more concrete objects so that it can be used as an instructional media. The development was done using Web Aurasma Based Studio and Reveal Mobile in six stages including concept, design, material collecting, assembly, testing and distribution. The results showed that the developed augmented reality application was highly effective in visualizing historical facts so as to motivate students in studying historical facts in a more real and concrete way.

Keywords: Augmented Reality, Historical Facts, Web Aurasma Studio

PermaLink | Plain Format | Corresponding Author (Tetep Tetep)


429 Computer Science ABS-523

SmartTourist Guide Application for the Introduction of Malang City Tourism Potential Using Hybrid Technology
Usman Nurhasan1, Hendra Pradibta2, Satrio Binusa Suryadi3, Alfinda4

Information Technology Department
State Polytechnic of Malang


Abstract

Tourism in Malang City is one sector that contributes significantly to efforts to increase regional income. Efforts such as Strategic City Branding (Beautiful Malang) were carried out to promote tourism in Malang City. Tourism potential in Malang City is very diverse, ranging from natural tourism to culinary tourism. However, the distribution of information about these attractions has not been maximized, because it is still done manually, by looking at the signpost boards which are sometimes unclear, asking questions to the tour guide or by coming directly to Malang Tourist Information Center. This method is not sufficient, because of limited access time and less flexibility for tourists. Lack of information regarding the distribution of tourist attractions can be minimized by using GIS (Geographic Information System) technology. This technology allows tourists to be able to find out where they are at the moment and the closest destinations around them. By utilizing this Geographic Information System, potential tourist attractions can be mapped to be more maximal, so that one can find a place more efficiently and does not take long. To be more attractive, guidance is needed in the form of digital applications and can utilize Augmented Reality (AR) technology. In this case, this technology can be used to display information content in public places. The use of this technology is expected to be something innovative to advance tourism in Malang City.

Keywords: Tourism, Hybrid Technology, Augmented reality, GIS

PermaLink | Plain Format | Corresponding Author (HENDRA PRADIBTA)


430 Computer Science ABS-1035

Designing Website for Online Business in Agricultural Sector
L Warlina, F F Siddiq, and T Valentina

Universitas Komputer Indonesia


Abstract

The purpose of this research is to discuss about designing websites for agriculture. The method used in this study is a descriptive method to help describe the whole through pictures to be easier to understand. The results of this study are a website to improve and win business competition as a field of promotion and sales of production. In the process of using e-commerce the activities of buying and selling or marketing are more efficient where the use of e-commerce will show the ease of promotion, transaction, reduction of costs and speed up the transaction process.

Keywords: Designing Websites, Business, and Agriculture

PermaLink | Plain Format | Corresponding Author (Lia Warlina)


431 Computer Science ABS-13

Deep learning with encoder-decoder architecture for exchange currency rates model predictions
MF Andrijasa

Departement of Information Technology
State Polytechnic of Samarinda
Samarinda, Indonesia
andrijasa[at]polnes.ac.id


Abstract

Exchange currency rate becomes one of the most important things on country economic growth. In some countries, the rate may affect seriously to economic growth and political stability. Governments need to have some actions in order to stabilize the rate. Knowing the pattern of exchange currency rate is a mandatory by governments for determining their future policies or as consideration in future decision-making. Therefore, government needs an analysis tool for modeling the rate prediction. Our previous study emerged that using deep learning method with encoder-decoder architecture has succeeded to model the rate prediction with teacher forcing and give only a one-step prediction. In this study, the authors aim to predict the pattern of exchange rate using the previous method with zero input to decoder to obtain multiple time steps prediction. After training and testing over 4,344 daily data series of IDR to USD exchange currency rate over 17 years taken from Bank Indonesia official website, the result found that the method still showed an interesting model to predict the next 40 sequence data series of exchange rate. In conclusion, the proposed method can be utilized to tackle the others prediction problem and the resulted model can be applied as an analysis tool by government for predicting their rate for the coming months or years.

Keywords: Neural Network, Deep Learning, Prediction

PermaLink | Plain Format | Corresponding Author (Muhammad Farman Andrijasa)


432 Computer Science ABS-526

Arcade Game Development using Multimedia Life Cycle Development
Eri Satria, Mochamad Syarif Hidayat, Sherine Valentine Margaretha, Risya Aprisya Lestari, Aldy Rialdy Atmadja

Department of Informatics, Sekolah Tinggi Teknologi Garut, Indonesia


Abstract

Information technology has a lot of influence on world society. The use of Android-based mobile makes it easier for people to play games in anywhere. There are many types of games genre. One of the genre is arcade games. Arcade games are a type of game that is quite attractive to users and game developers. So that the development of this arcade game is considered suitable with the needs of the wider community. The development of this genre is for entertain users and have simple obstacles or rules that are quite difficult to complete, and practice people more concentration and creativity. In this study, Multimedia Development Life Cycle which developed by Luther are used to solve the development process of arcade game method. It consists of Concept stages, Design, Collecting Content Material, Assembly, Testing, and Distribution. The implementation are done with Construct 2 platform which is a powerful and intuitive games editor. The development of this game is expected to be a prototype arcade games that can be used to entertain users and build their creativity from playing games.

Keywords: Android, Arcade Games, Multimedia Development Life Cycle, Prototype

PermaLink | Plain Format | Corresponding Author (Aldy Rialdy Atmadja)


433 Computer Science ABS-1038

Influence of Artificial Intelligence in Automotive Industry
Eddt Soeryanto Soegoto, Rizky Dyah Utami , Yonathan Aandri Hermawan

Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia


Abstract

The purpose of this research is to explain the influence and advantages of artificial intelligence in the automotive industry. This research uses descriptive research method where data is obtained from existing facts. The results of this research is explain how important driverless cars technology is in the application of artificial intelligence in the automotive industry, and how the advantages and disadvantages of driverless cars technology are applied nowadays. The results of the research were obtained because the increase of human needs in the era of technology industry 4.0, so some companies developed driverless cars technology. This research was conducted to discuss the influence of artificial intelligence in the automotive industry by applying driverless cars technology.

Keywords: Artificial , Automotive Industry,

PermaLink | Plain Format | Corresponding Author (Eddy Soeryanto Soegoto)


434 Computer Science ABS-1039

Solution For Using Security Technology In Travel Services
I Dwiguna1,*, S H Nurulfajriyah2, M Yusup3

UNIVERSITAS KOMPUTER INDONESIA


Abstract

The purpose of this research is to develop technology so that it can be used in transportation modes, one of which is "Travel" transportation. The method used in this security technology is the action research which aims to develop new knowledge products to solve problems with direct application in the real field. The results of this security solution research proved to be effective and efficient in helping travel parties to monitor employees , the location of vehicles and passengers who were given a sense of security, comfort and trust in choosing the travel service. This is because passengers often feel restless because of lack of security facilities, therefore a security system is needed that can be a security and comfort solution for passengers. It is expected that the application of this system can be applied by travel service providers and other public transportation.

Keywords: Security technology, Travel Service, Transportation

PermaLink | Plain Format | Corresponding Author (Irfan Dwiguna)


435 Computer Science ABS-272

Fourier Transform for Feature Extraction of ElectroEncephaloGraph (EEG) Signals
Hindarto hindarto, Arif Muntasa, Sumarno sumarno


Abstract

Electroensephalograph (EEG) is a device that can capture electrical activity in the brain and inform the minds condition such as emotional, fatigue, alertness, health and concentration level. Modeling the EEG signal before classification needs to be done, several studies have been carried out using Wavelet, Power Spectral, or Autoregressive transformations as feature extraction. This study explains the application of K-Nearest Neighbor as a classification and Fourier transform by taking the value of Power Spectralfor feature extraction from the wave signal Electro Encephalo Graph (EEG). This study aims to identify EEG signals used for cursor movements. The data used are EEG data originating from the 2003 BCI competition (BCI 2003 Competition). The data contains data class 0 (for movement of the cursor up) and class 1 (for movement of the cursor down). Decision making is done in two stages. In the first stage, the Power Spectral value for each EEG signal is used to extract the feature. The feature is input to K-Nearest Neighbor. In the second stage of the identification process into two classes (class 0 and class 1) EEG signal data files, there are 260 EEG signal file training data and 293 from EEG signal file testing data, so that the total becomes 553 EEG signal data files. The results obtained for the classification of EEG signals are 85.6% of the signal data tested

Keywords: EEG, BCI, Power Spectral, K-Nearest Neighbor

PermaLink | Plain Format | Corresponding Author (HINDARTO HINDARTO)


436 Computer Science ABS-1041

Video Streaming Application Design for Color Blind Users
Eddy Soeryanto Soegoto, M A Fadhlurrahman, Yonathan Andri Hermawan

Departemen Manajemen, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia


Abstract

The purpose of this study is to provide the same experience for users when using online video streaming web. The research method used to describe the context is used to record current problems. The results of the research obtained are the basis for building web-friendly video streaming for plain color users. The cause of these results is because of the lack of a web that provides colorful user friendly video streaming applications. The conclusion are users who can experience the same experience when using web video streaming online.

Keywords: Application, web ,

PermaLink | Plain Format | Corresponding Author (Eddy Soeryanto Soegoto)


437 Computer Science ABS-530

Modified Union Feature Selection Method on Hadist Translation Text Clustering
Arief Fatchul Huda, Nanda Priatna, Qonita Ummi Safitri

Faculty of Science and Technology, UIN Sunan Gunung Djati, Bandung


Abstract

The high feature space (dimension) is one of the main issues to be considered in the text clustering process. Therefore, various dimensional reduction methods have been introduced in various researches for selecting informative sub feature. Each method of reduction uses a different strategy to select sub feature, and the results are different even if using the same data set. Typically, union methods and intersection methods are used to combine selected sub feature with different reduction methods. The union method selects all feature and intersection only selects the general feature (slices) of the feature under consideration. So, the union approach causes the an increase in feature dimensions and the intersection approach causes the loss of some important feature. Therefore, in order to take advantage of a method and reduce its weaknesses, in this research proposes new approach, i.e modified union. This approach applies the union methods to select top ranking feature and applies intersection methods to the rest of the feature. In this case, feature selection uses the term variance (TV) and document frequency (DF) methods to calculate the relevance value of each feature. The effectiveness of the proposed method is tested on the data set of Hadith Shahih Bukhary. The results clearly show that the proposed method improves clustering accuracy over other methods with DB index is 2.7.

Keywords: clustering, feature extraction, hadith, Modified Union

PermaLink | Plain Format | Corresponding Author (Arief Fatchul Huda)


438 Computer Science ABS-1042

Digital Startup Implementation in e-learning
Andri Heryandi1*, Vivih Rossa Dianti2, Muhammad Yusup3

UNIVERSITAS KOMPUTER INDONESIA


Abstract

The purpose of this study describes the analysis of the development of digital startup in the field of education, as well as the advantages of digital startups in the Learning Management System (LMS). This case study uses descriptive method, in order to conduct a separate search for groupings related to several variables studied. At the end of this research is to measure which digitality computer learning startup. By entering a digital startup, the learning process is done by using video learning, practice questions and discussions, and also a learning module that can be downloaded as a material for learning, a learning process that can be used effectively, can help time and place of learning.

Keywords: e-learning,Digital Start Up, LMS

PermaLink | Plain Format | Corresponding Author (Andri Heriyandi)


439 Computer Science ABS-1043

The Influence of Digital Payments on Public Spending Patterns
B Kurniawan, S F Wahyuni, and T Valentina

Universitas Komputer Indonesia


Abstract

The purpose of writing this paper is to analyze the effect of developing digital payments on current patterns of public spending. The method used in the writing of this paper is a descriptive method, where this method is intended to describe events related to digital payments and public spending patterns, and supported by theoretical foundations both from abroad and domestically. Digital payment is a payment system that uses internet facilities as an intermediary. The results of this study indicate that digital payments have an effect on public spending patterns. Many people feel helped by the existence of this digital payment because with the existence of digital payments the public feels easier in making transactions. This can be seen from the number of people who make transactions using e-money every day. Therefore, many patterns of public spending change, from those who initially shop at direct retail stores (offline), now shop through applications (online stores) or what we often know as e-commerce.

Keywords: Digital Payments, Public Spending, and Transactions

PermaLink | Plain Format | Corresponding Author (Bobi Kurniawan)


440 Computer Science ABS-532

Classification Of Stamp Batik And Handmade Batik Based On Pattern Recognition
Muhammad Deden Firdaus(1), Hertog Nugroho(2), Aldy Rialdy Atmadja(1)

1) Department of Informatics, UIN Sunan Gunung Djati Bandung
2) Telkom University


Abstract

Batik is a traditional cloth made by painting motifs with Indonesian culture nuance on a plain cloth. It has always been used by the people, from their birth until marriage, even someone who died using batik cloth as a cover. Batik cloth made with philosophy and symbolic meaning. Every region in Indonesia has a characteristic according to the circumstances and character of the man himself. There are three ways to make batik, such as using stamps, handmade, printing. Every type of batik has different types of patterns, and there is a repetition of a pattern and a combination of several patterns. Based on the type of batik, handmade batik has the highest price, and printing batik has the lowest prices. For batik lovers, handmade batik would want to have, but not everyone knows how to characterize the stamps batik and often mistaken in the detection of the type of batik. Thus, only a few people can distinguish the differences between the three types of batik. It is difficult for ordinary people to recognize a batik pattern. The purpose of this research is to create a prototype system that can detect the patterns of batik motifs created by handmade or stamps. Cosine similarity is used in this research to recognize the pattern and classified handmade or stamps batik.

Keywords: Batik, Handmade, Stamps, Pattern recognition, Cosine Similarity

PermaLink | Plain Format | Corresponding Author (Aldy Rialdy Atmadja)


441 Computer Science ABS-1044

Design Of Web Based Goods Ordering Information System In Manufacturing Companies
Farhan Pratama Azhuri, Muhammad Aria, Y A Hermawan

Departemen Teknik dan Ilmu Komputer,Universitas-Komputer-Indonesia,Indonesia
Departemen Teknik dan Ilmu Komputer,Universitas Komputer Indonesia,Indonesia
Departemen Teknik dan Ilmu Komputer,Universitas Komputer Indonesia,Indonesia


Abstract

The purpose of this study is to describe the design of information systems for ordering goods in manufacturing companies and can facilitate the companys operations, especially in marketing products to customers. The method used in this paper uses a descriptive method, a method that presents a complete picture of the situation related to several variable situations that are examined. The results of the design and research show that a web-based goods ordering system is useful to help customers order items without having to come directly to a manufacturing workshop. This research was conducted by discussing the system of procurement of goods, processing of goods and shipping of goods carried out by the company using it website service.

Keywords: Information System , web design

PermaLink | Plain Format | Corresponding Author (Muhammad Aria)


442 Computer Science ABS-790

How is STEM learning for children with special needs in Indonesia?
Muhammad Nur Hudha 1), Dyah Triwahyuningtyas 1), Sudi Dul Aji 1), Ana Rafikayati 2), Syarief Fajaruddin 3), Ika Maryani 4), Alim Sumarno 5), Isma Widiaty 6), Asep Bayu Dani Nandiyanto 6)

1) Universitas Kanjuruhan Malang, Jl. S. Supriadi no 48, Malang 65148, Indonesia
2) Universitas PGRI Adi Buana Surabaya, Jl. Dukuh Menanggal XII, Surabaya 60234, Indonesia
3) Universitas Negeri Yogyakarta, Jl. Colombo No. 1, Karangmalang, Yogyakarta, 55281, Indonesia
4) Universitas Ahmad Dahlan, Jl. Ki Ageng Pemahanan 19 Sorosutan, Yogyakarta, 55162, Indonesia
5) Universitas Negeri Surabaya, Jl. Rektorat Unesa, Lidah Wetan, Surabaya, 60213, Indonesia
6) Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi 229, Bandung 40154, Indonesia


Abstract

This research is a preliminary study to explore information on advanced physics learning in children who are waiting in Indonesia. This study uses qualitative methods with questionnaire data and interviews with lecturers, teachers, deaf students and parents of deaf people. The conclusion obtained from this study is that deaf students need a more effective application for advanced physics learning to support the industrial revolution 4.0.

Keywords: advanced physics; android; deaf students;

PermaLink | Plain Format | Corresponding Author (Muhammad Nur Hudha)


443 Computer Science ABS-1046

Application of Long-term Renewable Energy Technology for Nature Balance
Dedi Sulistyo1*, Pahrul Maulana2, Muhammad Yusup3

UNIVERSITAS KOMPUTER INDONESIA


Abstract

The purpose of this study is to identify the development of renewable energy technologies in the world, especially Indonesia for the future. The method used in this study is a descriptive method, namely by presenting a complete picture of the situation associated with seeing the developments that have been applied. The result of this study is to find out the extent of developments in the clean energy and renewable energy sectors, as well as the importance of the environment and natural balance in aspects. This research was conducted by discussing the development of technology that is applied as a producer of clean energy that does not have a bad impact on the surrounding environment.

Keywords: Rewenable Energy, Technology, nature

PermaLink | Plain Format | Corresponding Author (Dedi Sulistyo)


444 Computer Science ABS-791

Novelty Luther-Sutopo Method for Game Development
IP Satwika (a*), Wahyu Untoro (a), AAA Putri Ardyanti (a), Wawan Sujarwo (b)

STMIK Primakara
Jl. Tukad Badung No.135, Renon-Denpasar, 80226
a)*satwika[at]primakara.ac.id, wahyuuntoro54[at]gmail.com, putri.ardyanti[at]primakara.ac.id,
b) Balai Konservasi Tumbuhan Kebun Raya Eka Karya Bali - LIPI
Jl. Kebun Raya, Candikuning, Baturiti-Tabanan, 82191
wawan.sujarwo[at]lipi.go.id


Abstract

Luther-Sutopo is a method used to create multimedia products. The stages in the Luther-Sutopo method are divided into 6 stages, namely the concept, design, collecting materials, assembly, testing and distribution. The Luther-Sutopo method was successfully used to create multimedia products such as movies, videos or interactive multimedia applications such as games. But in a book written by Hidayat and Astari, they argue that the maintenance stage is a stage that can make the game said to be successful in its distribution. From the case study of making the Bedugul Forest game it was found that there were some changes to the Luther-Sutopo method. These changes are the occurrence of repetitive assembly and testing processes until no errors are found in the game. The next change is at the maintenance stage, a new maintenance stage can be done if a system error is found in the game that has been distributed and the emergence of new Android devices that are not supported by the game.

Keywords: Luther-Sutopo Multimedia Method, Game Development, Education Game

PermaLink | Plain Format | Corresponding Author (Anak Agung Ayu Putri Ardyanti)


445 Computer Science ABS-1047

Relationship between Development and Quality of Video Games
N M Ritzki, A Mukharil, Y A Hermawan

Departemen Manajemen, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia


Abstract

In this paper the author will try to review whether the development process of a video game relates to its quality. The worldwide video game industry had its ups and downs from their beginning in the 1950s until the present, with many video games released to success, but there are many which fails. To find the relationship between the development process of a video game and its quality, the author tries to study the development of 20 video games from a multitude of genres by AAA developers and publishers in the last 10 years and comparing their respective critical reception and sales. This paper tries to answer the question on whether a video game will be successful or failed in the commercial market based on its development process, marketing and life cycle. From the recent trends, the result is most likely inconclusive or varied depending on the video game in question. The author expects that this paper will give an insight about the development of video games to the readers and act as a basis to decide whether a video game can be considered a success or a failure in the market.

Keywords: development, video games

PermaLink | Plain Format | Corresponding Author (Adam Mukharil)


446 Computer Science ABS-1048

Security Camera Design Using Smart Phones
Y Ramadhan, R Hartono, Y A Hermawan

Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia
Departemen Teknik dan Ilmu Komputer, Universitas Komputer Indonesia, Indonesia


Abstract

The purpose of this study is to identify the importance of using information technology for security, especially for supervision. The method used in this research is descriptive method, describing the function of using smart phones as a security tool. The results of this study that smart phones can be used as a security tool by using a cellphone camera as a surveillance camera and wireless computer network. This research was carried out with the results of analysis and experiments using previous references and supporting equipment. From the results of this study it can be found that smart phones can be utilized as security systems. Therefore the results of this study can be utilized by various parties or can be used as a reference in the use of technology and information.

Keywords: design , smart Phone , camera

PermaLink | Plain Format | Corresponding Author (Rodi Hartono)


447 Computer Science ABS-793

Physics Education (PhyEdu): Media for Physics Learning
Sudi Dul Aji, Rahmad Dwi Aprianto, Muhammad Nur Hudha

Universitas Kanjuruhan Malang, Jl. S. Supriadi no 48, Malang 65148, Indonesia


Abstract

This study aims to develop and test the feasibility of learning media in the form of Android-based Physics Education to improve students critical thinking skills in mechanical wave material. This research belongs to the Research and Development (R & D) research category with a research design using a 4D model consisting of define (design), design (develop), develop (development) and disseminate (dissemination). Validation is carried out at the develop stage by involving media experts and material experts. The study produced an Android-based physics learning media in the form of Physics Education (PhyEdu) with the results of validation obtained feasible to be tested but needed improvement in the appearance of the media.

Keywords: Android; Learning Media; Physics Education (PhyEdu)

PermaLink | Plain Format | Corresponding Author (Sudi Dul AJi)


448 Computer Science ABS-1049

Application Of Augmented Reality Technology In Biological Learning
Dedi Sulistyo 1, Rendi Erwinsah2*, Muhammad Yusup3

UNIVERSITAS KOMPUTER INDONESIA


Abstract

The writing of this paper aims to introduce Augmented Reality technology to the world of education in schools in Indonesia precisely in Biology learning. Previously there have been several studies discussing the application of Augmented Reality technology to the world of learning but the object of research that was studied was too broad, while the research that the author did was more focused on learning biology. The research method used in this paper is a descriptive research method by giving questions in the form of questionnaires to 50 respondents. Augment Reality technology in its application to Biology learning is expected to contribute innovation and add variations in existing learning media before, from the results of research conducted, it was found that Augmented Reality technology received many positive responses in its application to the world of education. Augmented Reality can be made using some software that is used such as 3D Blender, Unity and other supporting software. With the application of Augmented Reality technology in the world of education is expected to be able to add learning methods to be more interactive and interesting.

Keywords: Augmented Reality, Biological Learning, Technology

PermaLink | Plain Format | Corresponding Author (Dedi Sulistyo)


449 Computer Science ABS-26

The Most Optimal Performance of the Levenberg Marquarth Algorithm Based on the Number of Neurons in the Hidden Layer
Hindayati Mustafidah, Chintia Permata Putri, Harjono, Suwarsito

Universitas Muhammadiyah Purwokerto


Abstract

The training algorithm is the main driver in artificial neural networks. The performance of the training algorithm is influenced by several parameters including the number of neurons in the input and hidden layers, epoch maximum, and the size of the learning rate (lr). One of the benchmarks for optimizing the performance of training algorithms can be viewed from the error or MSE (mean square error) produced. The smaller the error, the more optimal the performance. The test conducted in the previous study obtained information that the most optimal training algorithm based on the smallest error produced was Levenberg Marquardt (LM) with an average MSE of 0.001 and using 10 neurons in the hidden layer. In this study, the LM algorithm was tested using variations in the number of neurons in hidden layers, namely 2, 4, 5, 7, 9 neurons, and used the same parameters as previous study. This study uses a mixed method that is developing computer programs and quantitative testing of program output data using statistical test. The results showed that the LM algorithm had the most optimal performance using 9 neurons in the hidden layer at the level of lr 0.5 with the smallest error of 0.000137501.

Keywords: neuron, hidden layer, learning rate, Levenberg Marquardt, error

PermaLink | Plain Format | Corresponding Author (HINDAYATI MUSTAFIDAH)


450 Computer Science ABS-1052

Implication of the use of android-based APPYPIE application on children counselling subject
Shinta Doriza, Med Irzal, Aeng Muhidin, Dwi Kemala Sari

Universitas Negeri Jakarta


Abstract

The aim of this study is to develop media learning for Children Counselling Subject using application Appypie (android application based) at Family Welfare Education Department. In addition, this study also aims to measure the improvement of student’s learning when using this application. When developing the application, the ten stages of research and development method by Borg & Gall was employed in the study. To test the effect of the application, 30 students were involved in this research. We conducted a pre-test to find out their initial score level on Children Counselling Subject. Afterwards, students learned with Appypie application. By the end of the learning, we administer a post test. This research found that student learning result increased from 75% in the pre-test score to 88% (post-test) through quiz method which is provided in that application.

Keywords: Appypie application, android-based, children counselling subject

PermaLink | Plain Format | Corresponding Author (Shinta DORIZA, M.Pd., M.S.E.)


Page 15 (data 421 to 450 of 1039) | Displayed ini 30 data/page
<< PREV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 NEXT >>

AASEC 2019 - Conference Management System

Powered By Konfrenzi 1.832K-Build4 © 2025 All Rights Reserved