This research aims to classify the vulnerability of Rabies cases by using the CRISP-DM methodology through the process of business understanding, data understanding, data preparation, modeling, evaluation and deployme...
This research aims to classify the vulnerability of Rabies cases by using the CRISP-DM methodology through the process of business understanding, data understanding, data preparation, modeling, evaluation and deployment. The data that has the same characteristics are grouped in a single cluster then the data with different characteristics are grouped in another cluster. The algorithm used in clustering technique is K-Means algorithm. In this case, the cluster is divided into three clusters. The first cluster is a result of an expenditure that has an area with very vulnerable cases of rabies, the second cluster is an expenditure result that has an area with the vulnerable level of rabies cases, the third cluster is the result of expenditure has areas with no vulnerable cases of rabies.
New Generation Cooperative is new kind cooperative. Preliminary literature and document exploration found only little information about New Generation Cooperative from information systems and technology perspective. T...
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The development of the world of virtual reality (VR) is currently happening, but these developments can only be reached by some people because of the high cost of the technology. Therefore, in this study, we would lik...
ISBN:
(数字)9781728190686
ISBN:
(纸本)9781728190693
The development of the world of virtual reality (VR) is currently happening, but these developments can only be reached by some people because of the high cost of the technology. Therefore, in this study, we would like to make a cheap gyroscope-based VR controller (costs around 22 USD) that can be used by everyone who has an android smartphone. This study used ESP32 as a microcontroller and gestures are needed from the user's hand in order to control the character. Moreover, VR controller communication with an android smartphone used WiFi where ESP32 acts as an access point and sends data in the form of JSON (JavaScript Object Nation) string through UDP (User Datagram Protocol) protocol. The filter process by using mahony filter on ESP32, the test results show a small response time of 33 ms, so that between the user's hand movements and character movements do not occur delay. The current generated is quite large at 155.75 milliamps based on Wifi transmitted.
The purpose of this research is to build a software quality assessment model to evaluate the quality of mobile-based elderly fall detection software. The assessment is based on the quality factors found in the softwar...
The purpose of this research is to build a software quality assessment model to evaluate the quality of mobile-based elderly fall detection software. The assessment is based on the quality factors found in the software quality model. The quality factor is adjusted to the characteristics of the software. The model is needed because the software has its own characteristics. This research consists of several stages. The first thing to do is analysing the software domain to determine its characteristics. The second is defining the software assessment needs by mapping software characteristics with the quality standards used (ISO / IEC 25010: 2011) to obtain the appropriate quality factors. The software quality metrics is determined after the quality factors is obtained. The metric to be used is Goal Question Metrics (GCM). The third is software quality weighting process, including its criterias and sub-criterias. Determination of the equation for software quality assesment is the final stage of the research. Based on the reseach process, it can be concluded that the model developed successfully can be used to assess the software.
Mobile-Assisted Language Learning (MALL) is the latest learning way in the language education where applications or websites are used to facilitate students learning activities. Mobile phone has been studied years by ...
Mobile-Assisted Language Learning (MALL) is the latest learning way in the language education where applications or websites are used to facilitate students learning activities. Mobile phone has been studied years by researchers in its connection with education-related activities. This research will focus on its main purposes, they are: 1) students' perceptions in using mobile phone in English language learning classroom activities; 2). the problem of using mobile phone to support classroom activities, especially in English language learning. The method of the research was quantitative method which used 70 students as research object. The data were collected through a 5-point Likert Scale questionnaire. The research found; first, the students' majority had positive perception on the usage of MALL to support classroom activities, especially in learning English language. Second, the problem in internet connectivity is the biggest problems that students faced in terms of using MALL in English language classroom. But, It is hoped that MALL will be used as one of the teaching aids that could assist students in learning English as a Foreign Language (EFL) more effectively.
Two of the most popular digital wallet application companies in Indonesia are Go-Pay 80% and OVO 60%. To be able to survive in the midst of the intense competition in digital wallet applications, application companies...
Two of the most popular digital wallet application companies in Indonesia are Go-Pay 80% and OVO 60%. To be able to survive in the midst of the intense competition in digital wallet applications, application companies must innovate marketing strategies that focus on consumers. Due to the use of digital wallets among the very large generation Z and increasingly intense competition in the business of digital payment applications, the authors examine the effect of user satisfaction and loyalty towards digital payments among generation Z ( case study on Go-Pay and OVO users in Yogyakarta). This research objective is to analyze the satisfaction and loyalty of digital payment system users among generation Z in Yogyakarta Special Region, so that the researchers can find out the influencing variable to empower the development of digital payment especially Ovo and Go Pay. The reseacrh methodology considered as descriptive research, in which the data collecting technique utilized Likert scale questionnaire and employed purposive sampling for selecting the sample. The data analysis applied multiple regressions. The result of the multiple regression testing shows that satisfaction and loyalty affect the Z-generation respondents using the digital payment with the indicators that the digital payment sounds more easy, cashless, and more benefit. Moreover, the usage of digital payment is easy to track small expenses.
Pear is a kind of fruits which has a lot of varieties. One of the way to differ pear varieties is by looking at the color, size and shape. This research is aimed at giving assistance to classify two varieties of pear ...
Pear is a kind of fruits which has a lot of varieties. One of the way to differ pear varieties is by looking at the color, size and shape. This research is aimed at giving assistance to classify two varieties of pear i.e. Monster Pear and Williams Pear. In order to get the purpose, pear image processing is done to ease the classification process of pear varieties. Research method used consists of RGB Color Room to l*a*b, image segmentation, characteristics extraction with K-Means Clustering. Besides, K-Nearest Neighbor (KNN) is used to know the distribution and the classification. The use of practice data will increase the accuracy of pear varieties classification. The data used here are 88 pear images which cover 44 image practice data of Monster pear and 44 image practice data of Williams pear. Meanwhile, the test data taken are 10 images of each variety. The result of this research shows that the pear classification accuracy level is 95% which is very good.
The purpose of this research is to determine the priorities of risks that might occur so that the implementation of project work can run smoothly and later can be used as a basis for making decisions in handling the p...
The purpose of this research is to determine the priorities of risks that might occur so that the implementation of project work can run smoothly and later can be used as a basis for making decisions in handling the project being worked on. One method that can be used to determine the priority of risks that arise in a project is the Failure Mode and Effects Analysis (FMEA). FMEA is one of the methods used to prevent project failures caused by project risks that arise. The results of this study are FMEA can be used to handle and determine the priority of risks that arise in the project and can be used by the person in charge of the project in making decisions in handling risks that arise in the project. By using FMEA project risks can be prevented and completed so that the project can be completed on time.
The purpose of this research is to develop a prototype of a web-based application that can be used to provide digital signatures on files or digital documents. This prototype uses a digital signature mechanism issued ...
The purpose of this research is to develop a prototype of a web-based application that can be used to provide digital signatures on files or digital documents. This prototype uses a digital signature mechanism issued by the Ministry of Communication and Information of the Republic of Indonesia (KOMINFO). The results of the research conducted by using the alpha test showed that all functionalities in the application have been able to run well. While the authentication test shows that any changes made to a document that has a digital signature will invalidate the digital signature, which means that there are attempts to falsify documents and their authenticity can be identified. This is because in documents that have the digital signature will have a certain hash value which if the document is changed or modified, then the hash value will change. This is what determines whether a document is still original or has been modified its contents, namely by comparing the hash value contained in the document.
Gaming disorder was one of the negative consequences of the excessive use of video games. Many factors contribute to the development of gaming disorder. Two important factors that may lead to gaming disorder were moti...
Gaming disorder was one of the negative consequences of the excessive use of video games. Many factors contribute to the development of gaming disorder. Two important factors that may lead to gaming disorder were motivation to play games and game structural characteristics. This study aims to investigate the influence of gaming motivation and game structural characteristics on gaming disorder among Indonesian gamers. As many as 924 gamers with a mean age of 21.38 years old (SD=1.979) participated in the survey. Gaming motivations were assessed using the Motivation for Online Gaming Questionnaire (MOGQ), while game structural characteristics were assessed using the Video Game Feature Taxonomy (VGFT). The nine-item Internet Gaming Disorder Scale – Short Form (IGDS9-SF) was used to measure gaming disorder. Descriptive statistics showed that social motivation had the highest mean score, while for game features, punishment features had the highest mean score. Hierarchical regression analysis was employed to find the correlation between gaming motivation, game structural characteristics, and gaming disorder. The result showed that social motivation and reward features significantly predicted gaming disorder. The mechanism of how these variables contribute to the development of addiction was discussed.
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