Statistical tests of hypothesis play a crucial role in evaluating the performance of machine learning (ML) models and selecting the best model among a set of candidates. However, their effectiveness in selecting model...
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An earthquake happens when the energy from the fracture of rock strata within the crust causes the earth to vibrate. Earth's surface experiences seismic waves because of this energy, which is produced by tectonic ...
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ISBN:
(数字)9798350379839
ISBN:
(纸本)9798350379846
An earthquake happens when the energy from the fracture of rock strata within the crust causes the earth to vibrate. Earth's surface experiences seismic waves because of this energy, which is produced by tectonic plate movement and radiates outward in all directions. Indonesia is especially vulnerable to earthquakes because of its location straddling three tectonic plates: the Pacific, Eurasian, and Indo-Australian. This project aims to mitigate this risk by using the clustering approach to evaluate large seismic datasets from the Meteorology, Climatology, and Geophysics Agency (BMKG) through 2022. Using the Clustering approach to forecast earthquake events requires a few crucial steps. First, a variety of sources provide seismic data that includes information about earthquake locations, magnitudes, depths, and timestamps. Based on the commonalities found in these attributes, the Clustering Method is then utilized to categorize seismic occurrences. The study concludes that K-Means is a better method for assessing seismic event clusters than DBSCAN. Compared to DBSCAN (0.009), K-Means produced more balanced and well-organized clusters with a silhouette score of 0.568. According to the K-means clustering results, there have been 3,756 occurrences (34.62%) and 3,932 incidents (36.24%) in the bright green and dark blue zones, respectively, which are places with high seismic intensity. This implies that to lessen earthquake damage in the future, these zones need to increase their mitigation efforts.
Incidents that threaten lives can occur unexpectedly, highlighting the importance of immediate first aid. Studies show that Virtual Reality (VR)-based Serious Games (SG) are excellent alternatives for learning, especi...
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Incidents that threaten lives can occur unexpectedly, highlighting the importance of immediate first aid. Studies show that Virtual Reality (VR)-based Serious Games (SG) are excellent alternatives for learning, especially for physical training, as they provide immersive and realistic scenarios where users can learn and practice their skills in a safe environment. Therefore, this research proposes the design of a VR-based SG for learning first aid procedures. A total of 31 participants tested the game's usability using both VR controllers and hand tracking, playing the game with both tools in random order, and then completing the XR-GUQ and Interaction Categories questionnaire. The results indicate that controllers offer higher usability than hand tracking. However, the game can still effectively utilize both interaction tools, given their satisfactory usability ratings.
The popularity of Indonesian traditional food has been declining due to the increasing influence of foreign cuisine. This study presents the development method that combining Game Development Life Cycle (GDLC) with Ex...
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The popularity of Indonesian traditional food has been declining due to the increasing influence of foreign cuisine. This study presents the development method that combining Game Development Life Cycle (GDLC) with Experiential Game Learning Design Framework and evaluation of a serious game "NusaVenturas" using usability, learning outcome, and Game Experience Questionnaire (GEQ) that designed to introduce, promote interest, educate, and preserve knowledge of Indonesian traditional foods. "NusaVenturas" is a unique 2D serious game that integrates puzzle-platformer elements with time-management cooking mechanics. The study involved 37 participants aged 18 to 23. Evaluation results indicate that "NusaVenturas" significantly enhances players' knowledge of Indonesian traditional foods, with statistical analysis confirming the significance of the findings.
Abstract The amount of illegal wildlife trade cases increases every year in Indonesia. This causes some unique Indonesian wildlife to become endangered or even extinct. Therefore, the purpose of this research is to ra...
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Abstract The amount of illegal wildlife trade cases increases every year in Indonesia. This causes some unique Indonesian wildlife to become endangered or even extinct. Therefore, the purpose of this research is to raise public awareness to illegal wildlife trade issue by using a game as its media to reduce the number of cases of illegal wildlife trade in Indonesia. The game made in this research will be developed using the GDLC development method and 2021.3.11f1 version of Unity as its game engine. To evaluate the game that has been developed in this research, a comparation to other related games is conducted and resulted in the game that has been developed in this research is significantly better than other related games in Challenge, Learnability and Concentration aspects (p < 0.001).
This paper presents a hybrid BRKGA (Q-HBRKGA) that combines BRKGA with Q-learning and a Local Branching technique to solve the Knapsack Problem with Forfeits(KPF). The aim is to tackle this problem, a vari-ant of the ...
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This study aims to address the gap in the evaluation of driving simulation games by further assessing and developing ProjectStir (a Driving Simulation Game) through its adaptation to two different driving control devi...
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This study aims to address the gap in the evaluation of driving simulation games by further assessing and developing ProjectStir (a Driving Simulation Game) through its adaptation to two different driving control devices: a steering wheel and an arcade stick. Despite the growing popularity of simulation games, limited research has been conducted on how different control devices impact user experience and usability. Usability was evaluated through variables including Easiness of Game Control, Learnability of Gameplay, Remembrance, Challenge, Efficiency, Tension, Familiarity, and Satisfaction. Involving 30 respondents from the computer science program at BINUS University, the results revealed no significant differences in usability between the two scenarios (p<0.05), as determined by the Wilcoxon signed-rank test and paired t-test. These findings suggest that ProjectStir offers consistent usability, regardless of whether a steering wheel or an arcade stick is used for gameplay, thus providing valuable insights for future development and refinement of driving simulation games.
Artificial intelligence was recently implemented in various fields. One of these applied artificial intelligence systems was the Performance Monitoring System "SiMoniK"for MSMEs. This system was designed thr...
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Unlike conventional firewalls, intrusion detection systems (IDS) are acknowledged as a very significant and leading strategy for detecting hazardous behaviors on computer networks, and they are rapidly replacing them....
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作者:
Hicks, AlexShi, YangLekshmi-Narayanan, Arun-BalajieeYan, WeiMarwan, SamihaDept of Computer Science
Virginia Tech Blacksburg VA Dept of Computer Science Utah State University Logan UT Intelligent Systems Program University of Pittsburgh Pittsburgh PA School of Informatics Computing and Cyber Systems North Arizona University Flagstaff AZ Dept. of Computer Science University of Virginia wCharlottesville VA
Students’ interactions while solving problems in learning environments (i.e. log data) are often used to support students’ learning. For example, researchers use log data to develop systems that can provide students...
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