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2017 3rd International Conference on Science in Information Technology (ICSITech)最新文献

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Software development evaluation process using CMMI-Dev on limited resources company CMMI-Dev在有限资源公司的软件开发评估过程
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257132
I. M. Ardana, Suharjito
The quality of products is very important for a software development industry. The product quality is strongly influenced by the software development process. Software development company with limited resources is hard to improve the quality of the software produced. The method to be taken is to improve the software development process to achieve maturity level 2. In this study, CMMI-Dev (CMMI for Development) version 1.3 with continuous representation is used as a reference. SCAMPI-C with PST Tool was used to conduct the assessment of the 5 (five) process areas of CMMI level 2. Data were collected by interviews and observations of project documentation and the process of software development. Unapplied practice from assesment then be analyzed using Ishikawa Analysis to find root of the problem refers to the SPF (Software Process Framework) and subsequently use Pareto Analysis to determine the improvements priority. The process which have already good are in the process area PP (Project Planning), CM (Configuration Management), and most of the processes in the area of PMC (Project Monitoring and Control). Software development processes which are need to be improved in the process area with priority PPQA (Process and Product Quality Assurance), REQM (Requirements Management), then PMC (Project Monitoring and Control). The prior improvement from the SPF category were in the order of procedure category and then process category.
产品的质量对于软件开发行业来说是非常重要的。软件开发过程对产品质量的影响很大。资源有限的软件开发公司很难提高所生产软件的质量。要采取的方法是改进软件开发过程以达到成熟度级别2。本研究采用连续表示的CMMI- dev (CMMI for Development) 1.3版本作为参考。SCAMPI-C使用PST工具对CMMI 2级的5(5)个过程域进行评估。数据是通过访谈和观察项目文档和软件开发过程收集的。然后使用石川分析来分析来自评估的未应用实践,以找到问题的根源,并参考SPF(软件过程框架),随后使用帕累托分析来确定改进的优先级。在过程域PP(项目计划)、CM(配置管理)和PMC(项目监视与控制)领域的大部分过程中,已经有好的过程。需要在过程域中改进的软件开发过程,优先级为PPQA(过程和产品质量保证),REQM(需求管理),然后是PMC(项目监视和控制)。SPF类别的优先改进顺序为程序类别,然后是过程类别。
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引用次数: 3
Preprocessing matrix factorization for solving data sparsity on memory-based collaborative filtering 基于内存协同过滤的数据稀疏性预处理矩阵分解
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257168
Mochamad Iqbal Ardimansyah, A. Huda, Z. Baizal
Collaborative filtering (CF) is one of the techniques in recommender system which utilizes information of user preference in the form of ratings of items and produce recommendation based on the similarity of behaviors with other user's preference. The collaborative filtering approach divisible into two main categories: memory-based and model-based, both have their respective advantages and disadvantages. The weakness of memory-based CF is that accuracy becomes less optimal when using sparse dataset. We propose the use of matrix factorization as preprocessing to fill empty rating values to handle sparse rating data. The research involves memory-based CF, with and without preprocessing to analyze both prediction performances. Our results show that the proposed approach with preprocessing has better accuracy than without preprocessing.
协同过滤(CF)是推荐系统中的一种技术,它利用用户对物品的评分形式的偏好信息,根据用户行为与其他用户偏好的相似性来产生推荐。协同过滤方法可分为基于内存和基于模型两大类,各有优缺点。基于内存的CF的缺点是,当使用稀疏数据集时,准确性变得不那么理想。我们提出使用矩阵分解作为预处理来填充空评级值来处理稀疏评级数据。该研究涉及基于记忆的CF,使用和不使用预处理来分析两种预测性能。结果表明,经过预处理的方法比未经预处理的方法具有更好的精度。
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引用次数: 6
Designing of quantum random number generator (QRNG) for security application 量子随机数发生器(QRNG)的安全设计
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257124
Meilana Siswanto, Bayu Rudiyanto
Information security, especially cryptography still seems becoming an interested topic of researches in the recent years since it will be responsible to secure a system and data for misusing of attackers. With spreading of internet of things (IoT) applications in many fields whereas many devices will be connected to internet, security issues become one of three common issues related to IoT applications such as innovations, security and interoperability. As a new application of IoT is implemented, a new security system will be needed as well. This paper discusses on designing a quantum random number generator (QRNG) which has a potential for security solution of IoT ecosystem applications.
信息安全,特别是密码学,近年来似乎成为一个研究的热门话题,因为它将负责保护系统和数据不被攻击者滥用。随着物联网(IoT)应用在许多领域的普及,许多设备将连接到互联网,安全问题成为与物联网应用相关的三大常见问题之一,如创新、安全性和互操作性。随着物联网新应用的实施,也需要新的安全系统。本文讨论了设计一种量子随机数生成器(QRNG),它具有物联网生态系统应用安全解决方案的潜力。
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引用次数: 3
The expert system of children's digestive tract diseases diagnostic using combination of forward chaining and certainty factor methods 正链法与确定性因子法相结合的儿童消化道疾病诊断专家系统
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257185
Indryani Astuti, H. Sutarno, Rasim
Disease diagnosis usually is done by a doctor; however, the number of doctors is still far from ideal condition. Expert systems are becoming a solution and have been widely used for disease diagnosis. This paper proposes an expert system using forward chaining and certainty factor to diagnose symptoms of digestive tract diseases in children. The expert system is designed to be web-based so that it can be used by more people. Method of forward chaining is used for the search direction, while the method of certainty factor is used to provide confidence in a result. Testing is done by comparing the results of system diagnosis with expert diagnosis. The results showed that this system has an accuracy of 100% with confidence value of 80,5%. The results suggest that it can be used to diagnose digestive tract diseases in children.
疾病诊断通常由医生完成;然而,医生的数量仍远未达到理想状态。专家系统正在成为一种解决方案,并已广泛应用于疾病诊断。本文提出了一种利用正向链和确定性因子诊断儿童消化道疾病症状的专家系统。专家系统被设计成基于网络的,以便更多的人使用。采用正向链法确定搜索方向,采用确定性因子法确定结果的置信度。将系统诊断结果与专家诊断结果进行比较,进行测试。结果表明,该系统的准确度为100%,置信度为85.5%。结果提示,该方法可用于小儿消化道疾病的诊断。
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引用次数: 21
Comparison of weighted product method and technique for order preference by similarity to ideal solution method: Complexity and accuracy 加权积法与理想解法相似度排序方法的比较:复杂性与准确性
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257155
N. S. Fitriasari, Syifa Afifah Fitriani, R. A. Sukamto
Weighted Product (WP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) are two methods widely used to assist in making decision. As research on the comparison of both methods seems to have not been extensive, this study aims to compare the two methods by looking at their complexity and accuracy. The measurement of their complexity was carried out by using Cyclomatic Complexity and their accuracy was calculated based on the error rate obtained. The results show that although TOPSIS method has a higher level of complexity, which is 8 compared to 5 of WP method, TOPSIS has a higher accuracy rate of 73% compared to WP's 67%. Hence, TOPSIS method is better.
加权积法(WP)和TOPSIS法(TOPSIS)是目前广泛用于辅助决策的两种方法。由于两种方法的比较研究似乎并不广泛,因此本研究旨在从其复杂性和准确性两个方面对两种方法进行比较。采用圈复杂度法对其复杂度进行测量,并根据得到的错误率计算其精度。结果表明,虽然TOPSIS方法的复杂度为8,而WP方法的复杂度为5,但TOPSIS的准确率为73%,而WP方法的准确率为67%。因此,TOPSIS方法比较好。
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引用次数: 21
Development and evaluation of software for smart devices to support educational experiments on acceleration 支持加速教学实验的智能设备软件开发与评价
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257120
T. Hoshino, Yukichi Ota, Kohei Tomaru, Y. Hamamatsu
This paper reports the development and evaluation of software for smart devices to support educational experiments on acceleration in junior and senior high schools. Paper tape and time recorders are conventionally used for performing such experiments in schools. However, a long time is required to read out the measurements when using these devices. Long experiment times may hamper students' intuitive understanding of concepts. The proposed software for smart devices reduces the experiment time by using values obtained from acceleration sensors in a smartphone. We propose an experimental method with the proposed software and a wireless display adapter to support students' learning.
本文报道了支持初中和高中加速教学实验的智能设备软件的开发和评价。纸带和时间记录器通常用于在学校进行这样的实验。然而,在使用这些设备时,需要很长时间才能读取测量结果。实验时间过长可能会妨碍学生对概念的直观理解。所提出的用于智能设备的软件通过使用智能手机中的加速度传感器获得的值来减少实验时间。我们提出了一种实验方法,利用所提出的软件和无线显示适配器来支持学生的学习。
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引用次数: 0
Developers' coordination issues and its impact on software quality: A systematic review 开发人员的协调问题及其对软件质量的影响:一个系统的回顾
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257195
A. J. Suali, S. Fauzi, W. Sobri, M. Nasir
Complex projects require involvement from many experts to fulfill the requirements. Complexity arises as working in distributed projects indeed requires expertise to overcome the gaps. Coordination among developers increases the likelihood of delivering high quality software. However, working in isolation impedes coordination and causes issues during development. Coordination issues impact the software quality in software engineering projects. This paper aims to investigate issues relating to coordination and its impact on software quality in software engineering projects. Systematic Literature Review (SLR) is applied to perform this study. Among the coordination issues uncovered are language barriers, intercultural, inefficient communication, lack of trust, lack of project flow understanding, different time zones, dependency issues, strategic issues, knowledge management, geographical distance, awareness, and organizational boundaries. As for the finding of this study, all these obstacles significantly impact software quality.
复杂的项目需要许多专家的参与来满足需求。复杂性的出现是因为在分布式项目中工作确实需要专业知识来克服这些差距。开发人员之间的协调增加了交付高质量软件的可能性。然而,孤立地工作阻碍了协调,并在开发过程中造成问题。协调问题影响着软件工程项目的软件质量。本文旨在研究软件工程项目中与协调相关的问题及其对软件质量的影响。本研究采用系统文献回顾法(SLR)进行。在被发现的协调问题中有语言障碍、跨文化、低效的沟通、缺乏信任、缺乏对项目流程的理解、不同的时区、依赖问题、战略问题、知识管理、地理距离、意识和组织边界。根据本研究的发现,所有这些障碍都会显著影响软件质量。
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引用次数: 5
The influences of video streaming media based on cloud mobile learning in learning styles (Quasi-Experimental study on television & video media course in education technology department, education University of Indonesia) 基于云移动学习的视频流媒体对学习方式的影响(印度尼西亚教育大学教育技术系电视与视频媒体课程准实验研究)
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257138
C. Riana, Munir, Misrina
This research is motivated by the lack of learning interest of student due to the selection of media, which is sometimes does not match with the learners learning style characteristics. This research aims to: 1) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Visual learning style. 2) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Auditory learning style. 3) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have kinestetic learning style. 4) Determine which learning style is heavily influenced by the use of Video Streaming Media Based on Cloud Mobile Learning. This research uses a quantitative approach with quasi experimental method. Data collection isdone by observation, and questionnaires. The subjects of this research were college students. The conclusion of the study: 1) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have visual learning style. 2) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have Auditory learning style. 4) Video Streaming Media Based on Cloud Mobile Learning at most affected the learning interest on visual learning style group, the second is auditory learning style, and the latter is kinesthetic learning style. This research can be considered for the development of media and learning activities improvement. In addition, can be useful as a reference for other researchers who want to investigate more deeply and specifically regarding learning interest.
本研究的动机是由于媒体的选择导致学生缺乏学习兴趣,有时与学习者的学习风格特征不匹配。本研究的目的是:1)确定基于云移动学习的视频流媒体对具有视觉学习风格的学生提高学习兴趣的影响。2)确定基于云移动学习的视频流媒体对提高听觉学习风格学生学习兴趣的影响。3)确定基于云移动学习的视频流媒体在提高动态学习风格学生学习兴趣方面的影响。4)确定哪种学习方式受到基于云移动学习的视频流媒体使用的严重影响。本研究采用准实验方法进行定量研究。数据收集是通过观察和问卷调查完成的。这项研究的对象是大学生。研究结论:1)基于云移动学习的视频流媒体对视觉化学习风格学生学习兴趣的提升有影响。2)基于云移动学习的视频流媒体对听觉学习风格学生学习兴趣的提升有影响。4)基于云的视频流媒体移动学习对视觉学习风格组的学习兴趣影响最大,其次是听觉学习风格组,其次是动觉学习风格组。本研究可为媒体的发展和学习活动的改进提供参考。此外,对于其他想要更深入和具体地研究学习兴趣的研究人员来说,可以作为一个有用的参考。
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引用次数: 0
Computer-based intelligent support for moderately Ill-structured problems 基于计算机的中等结构不良问题的智能支持
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257076
T. Hirashima
Problems are often categorized into two types: ill-structured and well-structured, in the context of education/learning, cognitive science and artificial intelligence. Then, from an educational viewpoint, ill-structured problems are further more important because they are useful to promote a learner to think about learning target deeply and to master computational or logical thinking skills, including metacognition. This paper proposes an additional characterization of problems by using two factors, (1) well/ill-structured domain model and (2) well/ill-structured problem setting. Based on this characterization, “moderately ill-structured problems” are defined as a category of problems specified by “well-structured domain model” and “ill-structured problem setting”. If a problem is set in well-structured domain model, it is possible to realize computer-based monitoring and diagnosis of learner's activities for the problem. If the problem setting is ill-structured, for example, open-ended, a learner is required to engage in the problem as ill-structured one. Therefore, moderately ill-structured problems are promising to realize computer-based intelligent support for solving ill-structured problems, while keeping educational advantages of ill-structured problems. In this paper, a definition of moderately ill-structured problems is described. Then, using the arithmetic word problems as an example of learning target domains, this paper describes (1) well-structured domain model of arithmetic word problems, and (2) design of moderately ill-structured problem as “problem-posing assignment” based on the domain model. Moreover, (3) implementation of an intelligent learning environment that requests a learner to solve ill-structured problems as problem-posing is introduced. The environment has functions to diagnose learner's behaviors and to give individual feedback.
在教育/学习、认知科学和人工智能的背景下,问题通常分为两类:结构不良和结构良好。然后,从教育的角度来看,结构不良的问题更加重要,因为它们有助于促进学习者深入思考学习目标,掌握计算或逻辑思维技能,包括元认知。本文通过使用两个因素(1)结构良好/结构不良的领域模型和(2)结构良好/结构不良的问题集提出了问题的附加表征。基于这一特征,“中度结构不良问题”被定义为“结构良好的领域模型”和“结构不良的问题设置”所指定的一类问题。如果将问题设置在结构良好的领域模型中,就有可能实现对学习者针对该问题的活动进行计算机监控和诊断。如果问题设置结构不良,例如,开放式的,则要求学习者将问题作为结构不良的问题进行处理。因此,适度非结构化问题有望在保持非结构化问题教育优势的同时,实现对非结构化问题求解的计算机智能支持。本文给出了中等结构不良问题的定义。然后,以算术词问题为例,描述了(1)算术词问题的结构良好的领域模型,(2)基于该领域模型设计中等结构不良的问题作为“问题提出分配”。此外,(3)介绍了智能学习环境的实现,该环境要求学习者在提出问题时解决结构不良的问题。环境具有诊断学习者行为和给予个体反馈的功能。
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引用次数: 0
EFL learning media for early childhood through speech recognition application 通过语音识别应用于幼儿英语学习媒体
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257177
Fajar Satria, Hafiz Aditra, Mohamad Dean Aji Wibowo, Hilmi Luthfiansyah, M. Suryani, E. Paulus, I. Suryana
In Indonesia, English language use as a foreign language (EFL) and become one of the major subject since elementary school till the university. Sometimes it's hard to teach English language only by speech, especially to the young learner. Based on it, game-based learning combined with speech recognition has been developed. The proposed game helps and facilitates the children to learn English and introducing children to various animal themes. The game is packed in a fun and interesting concept in a form of an interactive game so that learning process could be more effective and not only to help them learn faster but also entertaining them in the process. This game is operated by using speech recognition and use Kinect as its main platform to interact with. This was chosen as the main way to interact with the application so that children can not only play the game but also improve their English pronunciation and vocabulary. The game also tested to the 30 respondents to know the usability of the system and the motivation to learn. Based on the experiments, the results showed that all respondents agreed that the proposed game has a good usability. It can be seen from the average of central tendency value that reaches about 4.38. Based on the results, we concluded that the proposed game-based learning gave new experiences, easy to use, and became fun alternative for young learners to study the EFL.
在印尼,英语作为一门外语,从小学一直到大学,都是一门重要的学科。有时候,仅仅通过演讲来教授英语很难,尤其是对年轻的学习者。在此基础上,开发了基于游戏的学习与语音识别相结合的方法。该游戏有助于孩子们学习英语,并向孩子们介绍各种动物主题。这款游戏以互动游戏的形式包装了一个有趣的概念,这样学习过程就会更有效,不仅能帮助他们更快地学习,而且在学习过程中也很有趣。本游戏采用语音识别操作,以Kinect为主要交互平台。这是选择与应用程序交互的主要方式,这样孩子们不仅可以玩游戏,还可以提高他们的英语发音和词汇量。游戏还对30名受访者进行了测试,以了解系统的可用性和学习动机。根据实验结果,所有受访者都认为所提议的游戏具有良好的可用性。从集中趋势值的平均值可以看出,在4.38左右。基于研究结果,我们得出结论,提出的基于游戏的学习方式提供了新的体验,易于使用,并且成为年轻学习者学习EFL的有趣选择。
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引用次数: 4
期刊
2017 3rd International Conference on Science in Information Technology (ICSITech)
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