Learning history means to learn what caused the world around us to become the way it is right now. For decades, historical events were recorded and taught to younger generations to learn from them. However, most stude...
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Learning history means to learn what caused the world around us to become the way it is right now. For decades, historical events were recorded and taught to younger generations to learn from them. However, most students found that learning history is boring because they could not feel or understand the moment of those historical events. This paper aims to investigate how a game-based learning approach influences the achievement and motivation of historical learning through a mobile learning environment. We propose game-based historical learning using the role-playing game on a mobile platform. The implementation is based on the history of the first army general in Indonesia, General Sudirman. The game was tested to 63 Junior High School students in Jakarta. Based on the evaluation, using the game can increase student learning motivation and learning achievement.
Appearance-based object recognition can be used in various applications such as human-computer interface and information retrieval. Therefore, many researchers compete with others to present their best in object recog...
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Appearance-based object recognition can be used in various applications such as human-computer interface and information retrieval. Therefore, many researchers compete with others to present their best in object recognition. Since object recognition has been studied for a long time and encompassed diverse approaches, therefore a review of the latest works is needed. This paper aims to deliver the trends in object recognition researches focusing on instance recognition and foreground detection such as salient object detection and object detection as supporting methods. Covering 34 publications, we survey the approaches, methods, datasets, performance measure, and experimental results. We also present research challenges in object recognition which can be used as suggestions for future works. We hope that our work can provide an overview of the current trends for object recognition and foreground detection methods.
Academic Information System at Satya Negara Indonesia university (USNI) was developed since 2008 and as major systems required for the processes of academic activities process, which support the teaching learning proc...
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The results of observations showed that the book about Tais produced by Secretariat de Estado da Arte e Cultura (SEAC) has not been able to meet the needs of users because the information is less interesting and inter...
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The results of observations showed that the book about Tais produced by Secretariat de Estado da Arte e Cultura (SEAC) has not been able to meet the needs of users because the information is less interesting and interactive. This paper’s aim is to introduce the more interesting and interactive way to introduce Tais. Utilization of Augmented Reality (AR) technology in an application built with the Unity3D program is done to provide different way in presenting interesting and interactive information to its users. Based on the results in this paper, the developed application can handle the presentation in more interesting and interactive way. The ideal distance in the tracking process for target objects with size 7 x 6 cm is ranged from 6 cm to 30 cm, with the image ratio that can be detected at the farthest distance is 4% of the camera image. For the detection angle, the target object can be detected properly from approximately ±64 0 . From the data acquired, it can be said that AR can be used to introduce Tais in more interesting and interactive way.
The background of this research is the condition of the covid-19 pandemic which has an impact on online ticket sales. Meanwhile, when future of covid-19 pandemic is starting to become clearer, we are going to have a l...
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The proposed idea to improve the usage of an autonomous vehicle to increase safe driving based on the DARPA project, which already has shown the bright future of the autonomous vehicle. This paper proposes a new idea ...
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Due to the limitations of public datasets, research on automatic essay scoring in Indonesian has been restrained and resulted in suboptimal accuracy. In general, the main goal of the essay scoring system is to improve...
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Nudge is considered as an intervention to change user behavior and influence decision-making. Mobile apps have become a part of our everyday life. In this pandemic era, governments use mobile apps' technology to c...
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Indonesia will benefit from a demographic boom in 2030 with a higher labor supply than in earlier decades. Then in industrial revolution 4.0 robotics and artificial intelligence will take the place of low-skilled or m...
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As we already know, the IoT (Internet of Thing) system has developed and is used in many fields, such as agriculture, security, industry etc. The IoT system requires real time monitoring and this is one of the problem...
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As we already know, the IoT (Internet of Thing) system has developed and is used in many fields, such as agriculture, security, industry etc. The IoT system requires real time monitoring and this is one of the problems that exists today. Transfering data from the sensor via the internet network to a monitoring device must be less than 300 ms. One process that can cause non-fulfillment of these requirements is a method for displaying the data on a monitor. There are several methods for delivering data from the sensor to a monitor. This paper has been compared between two methods, namely the polling method and the websocket method. The experiment was conducted to compare these two method. The result obtained that the websocket method was better in presenting real time data compared to the polling method. It can be shown in bandwidth usage and memory usage. In the experiment was found that the average of bandwidth usage is 478KB for polling method, and 91KB for web socket method in web based and the memory consumption of websocket less as much as 16% compared to polling method. In android smartphone the average bandwidth usage is 5.1 KB for web socket method and 15 KB for polling method and the memory consumption of websocket less as much as 22% compared to polling method.
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