首页 > 最新文献

IJNMT (International Journal of New Media Technology)最新文献

英文 中文
Implementation of Model View Controller Architecture in Object Oriented Programming Learning 面向对象编程学习中模型-视图-控制器体系结构的实现
Pub Date : 2022-02-28 DOI: 10.31937/ijnmt.v8i2.2429
Ester Lumba, Alexander Waworuntu
This study aims to provide an overview of the application of software design patterns, namely Model View Controller (MVC) in object-oriented programming learning. In the software development industry, most application development uses frameworks. MVC architecture is a design pattern that is widely used by various frameworks. Students as prospective programmers or software developers must master and be able to translate object-oriented programming concepts into programming languages. In this study, the Java programming language is used to apply the object-oriented concept and implement the MVC architecture. This research resulted in an increase in students' programming skills and abilities as well as being able to apply the MVC architecture in developing applications using Java.
本研究旨在概述软件设计模式,即模型-视图-控制器(MVC)在面向对象编程学习中的应用。在软件开发行业中,大多数应用程序开发使用框架。MVC架构是一种被各种框架广泛使用的设计模式。作为未来的程序员或软件开发人员的学生必须掌握并能够将面向对象的编程概念转化为编程语言。本研究采用Java编程语言,应用面向对象的概念,实现MVC架构。这项研究提高了学生的编程技能和能力,并能够将MVC架构应用于使用Java开发应用程序。
{"title":"Implementation of Model View Controller Architecture in Object Oriented Programming Learning","authors":"Ester Lumba, Alexander Waworuntu","doi":"10.31937/ijnmt.v8i2.2429","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i2.2429","url":null,"abstract":"This study aims to provide an overview of the application of software design patterns, namely Model View Controller (MVC) in object-oriented programming learning. In the software development industry, most application development uses frameworks. MVC architecture is a design pattern that is widely used by various frameworks. Students as prospective programmers or software developers must master and be able to translate object-oriented programming concepts into programming languages. In this study, the Java programming language is used to apply the object-oriented concept and implement the MVC architecture. This research resulted in an increase in students' programming skills and abilities as well as being able to apply the MVC architecture in developing applications using Java.","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122022115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Web-Based Inventory Application Development for PT. Palugada Indonesia 基于web的库存应用程序开发PT.帕卢加达印度尼西亚
Pub Date : 2021-06-28 DOI: 10.31937/ijnmt.v8i1.2063
Justin A. Haratua, A. E. Widjaja, Kusno Prasetya, H. Hery
PT. Palugada Indonesia still records their transactions and inventory of goods in traditional ways, which could result in some errors caused primarily by human interventions. The aim of this research is to assist PT. Palugada Indonesia to control their inventory through an information system. Specifically, a web-based application that can process product data, supplier data, customer data, user data and transaction data was purposefully developed in this study. In addition, the developed application has notification and sales forecast features. These features are expected to further assist PT. Palugada Indonesia to control their inventory optimally. Moreover, the application also has some other useful features, for instance in displaying more informative data, by bringing up sales forecasts and notifications. The developed application was modeled using UML diagram 2.0 and developed using HTML, PHP, and MySQL database. Index Terms—inventory; web-based application; saels forecast; PT. Palugada Indonesia
PT. Palugada Indonesia仍然以传统的方式记录他们的交易和货物库存,这可能会导致一些主要由人为干预引起的错误。这项研究的目的是协助印尼帕卢加公司通过一个信息系统控制其库存。具体来说,本研究有目的地开发了一个基于web的应用程序,可以处理产品数据、供应商数据、客户数据、用户数据和交易数据。此外,开发的应用程序具有通知和销售预测功能。这些功能预计将进一步帮助PT. Palugada印度尼西亚公司以最佳方式控制其库存。此外,该应用程序还有其他一些有用的功能,例如,通过提出销售预测和通知来显示更多信息数据。开发的应用程序使用UML图2.0建模,并使用HTML、PHP和MySQL数据库进行开发。指数Terms-inventory;基于web的应用程序;saels预测;印度尼西亚帕卢加达
{"title":"Web-Based Inventory Application Development for PT. Palugada Indonesia","authors":"Justin A. Haratua, A. E. Widjaja, Kusno Prasetya, H. Hery","doi":"10.31937/ijnmt.v8i1.2063","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2063","url":null,"abstract":"PT. Palugada Indonesia still records their transactions and inventory of goods in traditional ways, which could result in some errors caused primarily by human interventions. The aim of this research is to assist PT. Palugada Indonesia to control their inventory through an information system. Specifically, a web-based application that can process product data, supplier data, customer data, user data and transaction data was purposefully developed in this study. In addition, the developed application has notification and sales forecast features. These features are expected to further assist PT. Palugada Indonesia to control their inventory optimally. Moreover, the application also has some other useful features, for instance in displaying more informative data, by bringing up sales forecasts and notifications. The developed application was modeled using UML diagram 2.0 and developed using HTML, PHP, and MySQL database. \u0000Index Terms—inventory; web-based application; saels forecast; PT. Palugada Indonesia","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127175973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Cyberbullying Sentiment Analysis with Word2Vec and One-Against-All Support Vector Machine 基于Word2Vec和单对全支持向量机的网络欺凌情绪分析
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.2047
Lionel Reinhart Halim, A. Suryadibrata
Depression and social anxiety are the two main negative impacts of cyberbullying. Unfortunately, a survey conducted by UNICEF on 3rd September 2019 showed that 1 in 3 young people in 30 countries had been victims of cyberbullying. Sentiment analysis research will be conducted to detect a comment that contains cyberbullying. Dataset of cyberbullying is obtained from the Kaggle website, named, Toxic Comment Classification Challenge. The pre-processing process consists of 4 stages, namely comment generalization (convert text into lowercase and remove punctuation), tokenization, stop words removal, and lemmatization. Word Embedding will be used to conduct sentiment analysis by implementing Word2Vec. After that, One-Against-All (OAA) method with the Support Vector Machine (SVM) model will be used to make predictions in the form of multi labelling. The SVM model will go through a hyperparameter tuning process using Randomized Search CV. Then, evaluation will be carried out using Micro Averaged F1 Score to assess the prediction accuracy and Hamming Loss to assess the numbers of pairs of sample and label that are incorrectly classified. Implementation result of Word2Vec and OAA SVM model provide the best result for the data undergoing the process of pre-processing using comment generalization, tokenization, stop words removal, and lemmatization which is stored into 100 features in Word2Vec model. Micro Averaged F1 and Hamming Loss percentage that is produced by the tuned model is 83.40% and 15.13% respectively.   Index Terms— Sentiment Analysis; Word Embedding; Word2Vec; One-Against-All; Support Vector Machine; Toxic Comment Classification Challenge; Multi Labelling
抑郁和社交焦虑是网络欺凌的两个主要负面影响。不幸的是,联合国儿童基金会于2019年9月3日进行的一项调查显示,30个国家中有三分之一的年轻人是网络欺凌的受害者。将进行情感分析研究,以发现含有网络欺凌的评论。网络欺凌的数据集来自Kaggle网站,命名为“有毒评论分类挑战”。预处理过程包括4个阶段,即注释泛化(将文本转换为小写并去除标点符号)、标记化、停止词去除和词序化。Word Embedding将通过实现Word2Vec来进行情感分析。然后,使用支持向量机(SVM)模型的One-Against-All (OAA)方法以多标签的形式进行预测。SVM模型将通过随机搜索CV的超参数调整过程。然后,用Micro average F1 Score评估预测的准确性,用Hamming Loss评估样本和标签错误分类的对数。Word2Vec和OAA支持向量机模型的实现结果为经过评论泛化、标记化、停用词去除和词序化预处理的数据提供了最好的结果,这些数据存储在Word2Vec模型的100个特征中。调整后模型产生的微平均F1和Hamming Loss百分比分别为83.40%和15.13%。指数术语-情绪分析;字嵌入;Word2Vec;One-Against-All;支持向量机;有毒评论分类挑战;多标签
{"title":"Cyberbullying Sentiment Analysis with Word2Vec and One-Against-All Support Vector Machine","authors":"Lionel Reinhart Halim, A. Suryadibrata","doi":"10.31937/ijnmt.v8i1.2047","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2047","url":null,"abstract":"Depression and social anxiety are the two main negative impacts of cyberbullying. Unfortunately, a survey conducted by UNICEF on 3rd September 2019 showed that 1 in 3 young people in 30 countries had been victims of cyberbullying. Sentiment analysis research will be conducted to detect a comment that contains cyberbullying. Dataset of cyberbullying is obtained from the Kaggle website, named, Toxic Comment Classification Challenge. The pre-processing process consists of 4 stages, namely comment generalization (convert text into lowercase and remove punctuation), tokenization, stop words removal, and lemmatization. Word Embedding will be used to conduct sentiment analysis by implementing Word2Vec. After that, One-Against-All (OAA) method with the Support Vector Machine (SVM) model will be used to make predictions in the form of multi labelling. The SVM model will go through a hyperparameter tuning process using Randomized Search CV. Then, evaluation will be carried out using Micro Averaged F1 Score to assess the prediction accuracy and Hamming Loss to assess the numbers of pairs of sample and label that are incorrectly classified. Implementation result of Word2Vec and OAA SVM model provide the best result for the data undergoing the process of pre-processing using comment generalization, tokenization, stop words removal, and lemmatization which is stored into 100 features in Word2Vec model. Micro Averaged F1 and Hamming Loss percentage that is produced by the tuned model is 83.40% and 15.13% respectively. \u0000  \u0000Index Terms— Sentiment Analysis; Word Embedding; Word2Vec; One-Against-All; Support Vector Machine; Toxic Comment Classification Challenge; Multi Labelling","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133879667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Designing a Blockchain-Based Pemilu E-Voting Information System 基于区块链的培密路电子投票信息系统设计
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1865
Hansrenee Willysandro, J. Setiawan, Agus Sulaiman
Data is an important thing as a base of an analytic or a hypothesis for concluding participant vote data in the Indonesian General Election. The data needs to be processed and secured, so the integrity of the data is in good condition. It also needs to protect the participant voting rights, so the information is correctly displayed. The research problems include creating a system that protects the integrity of election data and creating a system that protects election rights for each voter. Based on the problems, this research discusses a blockchain-based electronic voting information system that would secure the integrity of data and also protecting the participant voting rights in a General Election. The system uses Ethereum as a blockchain with Solidity as a programming language to build a smart contract and is built in Microsoft Windows platform. In this research, consortium blockchain and biometric fingerprint authentication are used as a problem-solving method, and waterfall steps is used as a system development method. The result of this research is a proposed design of the e-voting system. The conclusion based on this research is a blockchain-based e-voting system that secures the integrity of the data in a selection process and ensures protection to each vote right.   Index Terms—Authentication; Blockchain; Data; Integrity; E-Voting; System
数据是一个重要的东西,作为分析或假设的基础来总结印度尼西亚大选的参与者投票数据。数据需要处理和保护,因此数据的完整性处于良好状态。它还需要保护参与者的投票权,以便正确显示信息。研究问题包括建立一个保护选举数据完整性的系统,以及建立一个保护每个选民选举权的系统。基于这些问题,本研究讨论了一种基于区块链的电子投票信息系统,该系统将确保数据的完整性,并保护大选中参与者的投票权。该系统使用以太坊作为区块链,Solidity作为编程语言来构建智能合约,并在微软Windows平台上构建。本研究采用联盟区块链和生物指纹认证作为解决问题的方法,采用瀑布步骤作为系统开发方法。研究的结果是提出了电子投票系统的设计方案。基于本研究的结论是基于区块链的电子投票系统,该系统确保了选择过程中数据的完整性,并确保对每个投票权的保护。指数Terms-Authentication;区块链;数据;完整性;网上投票;系统
{"title":"Designing a Blockchain-Based Pemilu E-Voting Information System","authors":"Hansrenee Willysandro, J. Setiawan, Agus Sulaiman","doi":"10.31937/ijnmt.v8i1.1865","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1865","url":null,"abstract":"Data is an important thing as a base of an analytic or a hypothesis for concluding participant vote data in the Indonesian General Election. The data needs to be processed and secured, so the integrity of the data is in good condition. It also needs to protect the participant voting rights, so the information is correctly displayed. The research problems include creating a system that protects the integrity of election data and creating a system that protects election rights for each voter. Based on the problems, this research discusses a blockchain-based electronic voting information system that would secure the integrity of data and also protecting the participant voting rights in a General Election. The system uses Ethereum as a blockchain with Solidity as a programming language to build a smart contract and is built in Microsoft Windows platform. In this research, consortium blockchain and biometric fingerprint authentication are used as a problem-solving method, and waterfall steps is used as a system development method. The result of this research is a proposed design of the e-voting system. The conclusion based on this research is a blockchain-based e-voting system that secures the integrity of the data in a selection process and ensures protection to each vote right. \u0000  \u0000Index Terms—Authentication; Blockchain; Data; Integrity; E-Voting; System","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"375 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133374046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Java Programming Language Learning Application Based on Octalysis Gamification Framework 基于八元分析游戏化框架的Java编程语言学习应用
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.2049
L. Christopher, Alexander Waworuntu
Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students.   Index Terms—gamification; java programming language; octalysis gamification framework
基于GitHub活跃存储库统计,Java编程语言被评为世界上第二活跃的语言。与此同时,许多大学生对学习Java缺乏兴趣。许多研究表明,游戏化在生活的许多领域产生了积极影响,包括教育和学习。本研究的目的是设计和构建一个应用程序,以学习游戏化的java编程语言。我们使用Octalysis游戏化框架来设计游戏机制在应用程序中的使用。应用程序在二年级上半学期学习Java的学生中进行了测试,并使用技术接受和使用统一理论(UTAUT)模型进行了评估,结果为74.27%的学生认为应用程序被学生接受。指数Terms-gamification;Java编程语言;Octalysis游戏化框架
{"title":"Java Programming Language Learning Application Based on Octalysis Gamification Framework","authors":"L. Christopher, Alexander Waworuntu","doi":"10.31937/ijnmt.v8i1.2049","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2049","url":null,"abstract":"Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students. \u0000  \u0000Index Terms—gamification; java programming language; octalysis gamification framework","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115193011","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
IoT BASED HOUSING AREA PORTAL WITH NODEMCU, WEB AND ANDROID APPLICATIONS 基于物联网的住房区域门户与NODEMCU, WEB和ANDROID应用程序
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1731
M. F. Wicaksono, M. D. Rahmatya
The access time of using the portal in certain blocks in a residential area can be a problem for some residents. Another problem that arises is if the officer holding the portal key is not in place. The purpose of this study is to create a system to regulate access rights to a particular block within a residential area so that the opening and closing of the portal can be done at any time by residents in the intended area. There are several blocks of this system, namely the NodeMCU controller block, ESP32CAM, Android applications, and web applications that are built using the PHP and MySQL programming languages. NodeMCU is used as the main controller to manage servo motors, send and receive data to and from the server, receive input related to open and close portals from the android application. The web application is used to register users, view the portal usage log, and verify the login process of the application. This system has been running well based on the results of tests that have been carried out, where the registration process, login, opening and closing portals, log usage is in accordance with the objectives to be achieved. Index Terms—Portal; NodeMCU; ESP32CAM; Android; Web Application
对于一些居民来说,在住宅区的某些街区使用门户网站的访问时间可能是一个问题。出现的另一个问题是,如果持有门户钥匙的人员不到位。本研究的目的是创建一个系统来规范进入住宅区内特定街区的权限,以便预期区域内的居民可以随时打开和关闭门户。该系统有几个模块,即NodeMCU控制器模块,ESP32CAM, Android应用程序,以及使用PHP和MySQL编程语言构建的web应用程序。使用NodeMCU作为主控制器来管理伺服电机,从服务器发送和接收数据,从android应用程序接收与打开和关闭门户相关的输入。web应用程序用于注册用户、查看门户使用日志和验证应用程序的登录过程。经过测试,本系统运行良好,其中注册流程、登录、打开和关闭门户、日志使用等均符合预期目标。指数Terms-Portal;NodeMCU;ESP32CAM;安卓系统;Web应用程序
{"title":"IoT BASED HOUSING AREA PORTAL WITH NODEMCU, WEB AND ANDROID APPLICATIONS","authors":"M. F. Wicaksono, M. D. Rahmatya","doi":"10.31937/ijnmt.v8i1.1731","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1731","url":null,"abstract":"The access time of using the portal in certain blocks in a residential area can be a problem for some residents. Another problem that arises is if the officer holding the portal key is not in place. The purpose of this study is to create a system to regulate access rights to a particular block within a residential area so that the opening and closing of the portal can be done at any time by residents in the intended area. There are several blocks of this system, namely the NodeMCU controller block, ESP32CAM, Android applications, and web applications that are built using the PHP and MySQL programming languages. NodeMCU is used as the main controller to manage servo motors, send and receive data to and from the server, receive input related to open and close portals from the android application. The web application is used to register users, view the portal usage log, and verify the login process of the application. This system has been running well based on the results of tests that have been carried out, where the registration process, login, opening and closing portals, log usage is in accordance with the objectives to be achieved. \u0000Index Terms—Portal; NodeMCU; ESP32CAM; Android; Web Application","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133363690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A Prototype of Web-based Picture Cards Matching Video Game for Memory Improvement Training 基于网络的图像卡匹配记忆训练视频游戏原型
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1730
Harya Bima Dirgantara, Henri Septanto
This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training
本研究旨在设计一种基于网络的动作街机图片卡匹配视频游戏,以提高记忆。要匹配的图片卡是通常存在于动物园和农场的动物,如猴子、牛、狗、猪、鸡、斑马、大象、猫头鹰和老鼠。本研究采用具有沟通阶段、快速规划、建模、构建和启动的原型制作过程模型。这项研究的结果是基于网络的视频游戏的记忆改善训练。从用户体验测试的结果来看,68%的受访者表示他们觉得这样更容易记住。关键词:电子游戏;action-arcade;图片卡片匹配;原型设计;记忆改善训练
{"title":"A Prototype of Web-based Picture Cards Matching Video Game for Memory Improvement Training","authors":"Harya Bima Dirgantara, Henri Septanto","doi":"10.31937/ijnmt.v8i1.1730","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1730","url":null,"abstract":"This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. \u0000Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123609248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Stay at Home Reservation: The Mitigation Step in Covid-19 Pandemic 居家预定:缓解Covid-19大流行的步骤
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1837
F. A. Fajri, M. Fakhrurrifqi, Dian Budi Santoso, Radhian Krisnaputra
The Covid-19 pandemic condition that has hit the world has had a significant impact on various sectors. Health facilities need information system support in their services. Breaking the distribution chain can be done by maintaining a physical distance. However, in reality, people are still indifferent. There is a possibility that the patient is infected but shows no symptoms or is lying to the point of endangering medical personnel. In addition, there is a stigma in the community so that they are afraid to go to health facilities. Even though it cannot be denied that in certain conditions patients should still have their conditions checked by a doctor. The development of this online registration system aims to reduce the risk of contact between patients and medical personnel. The real-time queue monitoring feature helps patients to wait in line anywhere, so they are not in the patient's waiting room. This system is able to provide real-time queues for examinations in all polyclinics. This can reduce public anxiety about coming to health facilities.   Index Terms— Covid-19; Health Facilities; Online Reservation; Pandemic; Realtime Queues
席卷全球的新冠肺炎疫情对各领域产生了重大影响。卫生设施的服务需要信息系统的支持。打破分销链可以通过保持物理距离来实现。然而,在现实中,人们仍然无动于衷。患者有可能被感染,但没有表现出任何症状,或者说谎到危及医务人员的程度。此外,在社区中有一种耻辱,使他们不敢去卫生设施。尽管不可否认,在某些情况下,病人仍然应该让医生检查他们的病情。开发这个在线注册系统的目的是为了减少患者和医务人员之间接触的风险。实时队列监控功能帮助患者在任何地方排队等待,这样他们就不用在患者的候诊室里了。该系统能够提供所有综合诊所的实时检查队列。这可以减少公众对前往卫生机构的焦虑。索引术语- Covid-19;卫生设施;在线预订;大流行;实时队列
{"title":"Stay at Home Reservation: The Mitigation Step in Covid-19 Pandemic","authors":"F. A. Fajri, M. Fakhrurrifqi, Dian Budi Santoso, Radhian Krisnaputra","doi":"10.31937/ijnmt.v8i1.1837","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1837","url":null,"abstract":"The Covid-19 pandemic condition that has hit the world has had a significant impact on various sectors. Health facilities need information system support in their services. Breaking the distribution chain can be done by maintaining a physical distance. However, in reality, people are still indifferent. There is a possibility that the patient is infected but shows no symptoms or is lying to the point of endangering medical personnel. In addition, there is a stigma in the community so that they are afraid to go to health facilities. Even though it cannot be denied that in certain conditions patients should still have their conditions checked by a doctor. The development of this online registration system aims to reduce the risk of contact between patients and medical personnel. The real-time queue monitoring feature helps patients to wait in line anywhere, so they are not in the patient's waiting room. This system is able to provide real-time queues for examinations in all polyclinics. This can reduce public anxiety about coming to health facilities.   Index Terms— Covid-19; Health Facilities; Online Reservation; Pandemic; Realtime Queues","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134642269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Student Seating Position and Their Academic Performance in Computer Science Major 计算机科学专业学生座位位置与学习成绩的关系
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1741
Gisela Kurniawati, Oscar Karnalim, Setia Budi
A number of studies regarding the correlation between student seating position and their academic performance have been conducted. However, only a few of them focusing on computer science major, which is argued to be unique in terms of teaching style and classroom layout; as the discipline puts more emphasise on hands on activity like programming, system and network configuration. Further, among those works focusing on that major, none of them specifically address undergraduate students. This paper presents an observational study involving 426 computer science undergraduate students. The study covers student activity over one academic semester. A questionnaire survey measuring student awareness about that correlation in their seating preference was also performed, with 126 students as the respondents. In general, the correlation only exists on some circumstances like student major and lecture time. Further, the seating preference can be driven by the awareness of that correlation with some motivating factors like friends, whiteboard position, and personal habit. Per occasion, it is suggested to analyse the class circumstances and the student motivating factors prior performing further actions. Index Terms— seating position; academic performance; observational study; survey instrument; computing education
关于学生座位位置与学习成绩之间的关系,已经进行了许多研究。然而,只有少数人专注于计算机科学专业,这在教学风格和教室布局方面被认为是独特的;因为这门学科更强调编程、系统和网络配置等活动。此外,在那些专注于该专业的作品中,没有一部是专门针对本科生的。本研究以426名计算机专业本科生为研究对象。这项研究涵盖了一个学期的学生活动。研究人员还对126名学生进行了问卷调查,以衡量学生对座位偏好之间相关性的认识。一般来说,这种相关性只存在于学生的专业和上课时间等情况下。此外,人们对座位的偏好可能受到一些激励因素的影响,比如朋友、白板位置和个人习惯。在采取进一步行动之前,建议分析班级情况和学生的激励因素。索引术语。座位位置;学习成绩;观察性研究;调查工具;计算机教育
{"title":"Student Seating Position and Their Academic Performance in Computer Science Major","authors":"Gisela Kurniawati, Oscar Karnalim, Setia Budi","doi":"10.31937/ijnmt.v8i1.1741","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1741","url":null,"abstract":"A number of studies regarding the correlation between student seating position and their academic performance have been conducted. However, only a few of them focusing on computer science major, which is argued to be unique in terms of teaching style and classroom layout; as the discipline puts more emphasise on hands on activity like programming, system and network configuration. Further, among those works focusing on that major, none of them specifically address undergraduate students. This paper presents an observational study involving 426 computer science undergraduate students. The study covers student activity over one academic semester. A questionnaire survey measuring student awareness about that correlation in their seating preference was also performed, with 126 students as the respondents. In general, the correlation only exists on some circumstances like student major and lecture time. Further, the seating preference can be driven by the awareness of that correlation with some motivating factors like friends, whiteboard position, and personal habit. Per occasion, it is suggested to analyse the class circumstances and the student motivating factors prior performing further actions. \u0000Index Terms— seating position; academic performance; observational study; survey instrument; computing education","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132479827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Development of Motion Graphic as Education Material for Promoting Shipping Industry Using EPIC Model Testing 利用EPIC模型测试开发运动图形教材促进航运业发展
Pub Date : 2021-06-27 DOI: 10.31937/ijnmt.v8i1.1793
Mirza Oktanizar, D. E. Kurniawan
Education related to problems in the shipping industry to the general public who have no background in the shipping industry and activities when ships dock at the port becomes a challenge to conduct research. This research develops multimedia motion graphics to combine graphic design, animation, text, and sound in visualizing materials and activities in the shipping industry. Stages of making multimedia start from ideas, narration, storyboard, tracing, editing, rendering, and testing. The research uses the EPIC Model testing by paying attention to aspects of empathy, persuasion, impact, and communication. The results of testing the effectiveness of the EPIC model obtained an EPIC rate of 4.15, which means that the resulting motion graph falls within the effective range criteria.   Index terms— multimedia; motion graphic; EPIC model; effectiveness
对没有航运业背景的普通公众进行航运业问题的教育,以及船舶在港口停靠时的活动,成为进行研究的挑战。本研究发展多媒体动态图形,将平面设计、动画、文字和声音结合在航运业的可视化材料和活动中。制作多媒体的阶段从构思、叙述、故事板、跟踪、编辑、渲染和测试开始。本研究采用EPIC模型测试,关注共情、说服、影响和沟通四个方面。测试EPIC模型的有效性的结果获得了4.15的EPIC率,这意味着得到的运动图落在有效范围标准内。索引项-多媒体;运动图形;EPIC模型;有效性
{"title":"Development of Motion Graphic as Education Material for Promoting Shipping Industry Using EPIC Model Testing","authors":"Mirza Oktanizar, D. E. Kurniawan","doi":"10.31937/ijnmt.v8i1.1793","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1793","url":null,"abstract":"Education related to problems in the shipping industry to the general public who have no background in the shipping industry and activities when ships dock at the port becomes a challenge to conduct research. This research develops multimedia motion graphics to combine graphic design, animation, text, and sound in visualizing materials and activities in the shipping industry. Stages of making multimedia start from ideas, narration, storyboard, tracing, editing, rendering, and testing. The research uses the EPIC Model testing by paying attention to aspects of empathy, persuasion, impact, and communication. The results of testing the effectiveness of the EPIC model obtained an EPIC rate of 4.15, which means that the resulting motion graph falls within the effective range criteria. \u0000  \u0000Index terms— multimedia; motion graphic; EPIC model; effectiveness","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126445266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
期刊
IJNMT (International Journal of New Media Technology)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1