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

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Learners mood detection using Convolutional Neural Network (CNN) 基于卷积神经网络(CNN)的学习者情绪检测
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257079
R. A. Sukamto, Munir, S. Handoko
This research concerns about classroom learners mood detection in learning process which is believed to be an important thing to increase learning process effectiveness. Convolutional Neural Network (CNN), a branch of deep learning architectures and a part of Machine Learning, was used as a method in this research. The experiments were conducted through several stages such as face detection, image improvement and model formation. There are 660 images used as training data and the classification process result showed a good result. The accuracy average result was considered as a good result by using 4 layers of CNN i.e. 2 convolutional layers and 2 subsampling layers. Based on the experiments result, the system needs to be developed further by adding more specific data class and training data.
本研究关注课堂学习者在学习过程中的情绪检测,认为情绪检测是提高学习过程有效性的重要手段。卷积神经网络(Convolutional Neural Network, CNN)是深度学习架构的一个分支,也是机器学习的一部分。实验通过人脸检测、图像改进和模型形成等几个阶段进行。使用660张图像作为训练数据,分类处理结果显示出良好的效果。使用4层CNN,即2个卷积层和2个子采样层,得到的准确率平均结果是很好的。在实验结果的基础上,系统还需要进一步开发,增加更具体的数据类和训练数据。
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引用次数: 2
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
A sourcing decision model for application maintenance services 应用程序维护服务的采购决策模型
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257146
Hanif-ur-Rehman, Hemant Kumar Bamma, S. Nazir, Sara Shahzad, Thomas Hodosi
Application maintenance services consume a high amount of time and resources every year. More than half of information technology's budget is spent on maintenance of services. The companies outsource application maintenance services in order to reduce cost of maintenance. Vendors provide application maintenance services by selecting the most suitable delivery model from the available options such as onshore, nearshore, offshore and blended models. A service provider does not have a model that helps in selecting the right delivery model. Currently, the best practice of the industry for model selection is based on the experience and skills set of the team or individuals involved in the decision-making process. In this paper, we propose a sourcing model for making outsourcing decision of application maintenance services based on the Analytic Hierarchy Process. The proposed model helps the decision makers in the selection of most suitable delivery model by determining the ranking of alternatives and identifying the preferred alternative. The model is mainly based on the identified set of important parameters that affect sourcing decision in the global delivery perspective. These parameters were identified during the research work at Stockholm University, Sweden and IBM Sweden. The proposed model is tested and validated with the application maintenance service experts' values at IBM Sweden.
应用程序维护服务每年消耗大量的时间和资源。超过一半的信息技术预算用于维护服务。这些公司将应用程序维护服务外包,以降低维护成本。供应商通过从可用的选项(如在岸、近岸、离岸和混合模型)中选择最合适的交付模型来提供应用程序维护服务。服务提供者没有一个模型来帮助选择正确的交付模型。目前,行业中模型选择的最佳实践是基于参与决策过程的团队或个人的经验和技能。本文提出了一种基于层次分析法的应用维护服务外包决策的采购模型。该模型通过确定备选方案的排序和优选方案,帮助决策者选择最合适的交付模式。该模型主要基于确定的一组重要参数,这些参数从全局交付的角度影响采购决策。这些参数是在瑞典斯德哥尔摩大学和IBM瑞典公司的研究工作中确定的。建议的模型在IBM瑞典的应用程序维护服务专家的价值下进行了测试和验证。
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引用次数: 9
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 application of ADDIE model in developing adventure game-based multimedia learning to improve students' understanding of basic programming 运用ADDIE模型开发基于冒险游戏的多媒体学习,提高学生对基本编程的理解
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257130
Dimas Restu Hidayanto, Munir, E. F. Rahman, J. Kusnendar
The study aims to find out how to design and build adventure game-based multimedia learning with ADDIE models and its influence on students' understanding of basic programming in Vocational High School. The method used is pre-experimental design by having each one group of pre-test and post-test design. The samples were 36 10th grade students of Computer and Information Technology in the subject of Software Engineering. The study used test instruments of pre-test and post-test questions and non-test instrument in the form of a questionnaire. The findings showed that: (1) students' understanding has increased and is categorized medium, proven by the gain test result score 0.591 towards the pre-test and post-test, (2) students' evaluation on adventure game-based multimedia learning was excellent, by having the percentage in the aspects of software at 87.96%, learning at 88.10%, and visual communication at 83.61%. The overall average is 86.56%.
本研究旨在探讨如何运用ADDIE模型设计和构建基于冒险游戏的多媒体学习,以及它对中职学生对基础程序设计理解的影响。使用的方法是通过每一组前测和后测设计进行实验前设计。样本为计算机与信息技术专业软件工程专业的36名10年级学生。本研究采用了前测和后测问题的测试工具和问卷形式的非测试工具。研究结果表明:(1)学生对媒介的理解程度有所提高,对媒介的分类程度有所提高,对前测和后测的增益测试结果得分为0.591;(2)学生对基于冒险游戏的多媒体学习的评价很好,在软件方面占87.96%,在学习方面占88.10%,在视觉传达方面占83.61%。总体平均水平为86.56%。
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引用次数: 11
Dissecting university employee attendance log: A case study 剖析大学员工考勤记录:一个案例研究
Pub Date : 2017-10-01 DOI: 10.1109/ICSITECH.2017.8257182
Mohammad Arif Rasyidi
Attendance is one of the many ways organizations use to evaluate the performance of their employees. In this study, we present the analysis of university employee attendance log to understand employee behavior before developing an attendance information system as well as to gain insight on policy refinement. Process mining technique is used to aid the analysis. From the analysis, we have identified some potential problems that may be encountered when processing the data and formulated several solutions to mitigate them. We also take a closer look on how the employees behave and whether they conform to the university policy. Finally, we have proposed modified prediction methods to address the problem of missed clocks. Our proposed method managed to lower the prediction overestimation rate to around 16% while keeping prediction accuracy within acceptable range.
出勤率是组织用来评估员工表现的众多方法之一。在本研究中,我们在开发考勤信息系统之前,提出了对大学员工考勤日志的分析,以了解员工的行为,并获得政策改进的见解。过程挖掘技术用于辅助分析。通过分析,我们确定了在处理数据时可能遇到的一些潜在问题,并制定了一些解决方案来缓解这些问题。我们也会密切关注员工的行为,以及他们是否遵守学校的政策。最后,我们提出了修正的预测方法来解决时钟缺失的问题。我们提出的方法成功地将预测高估率降低到16%左右,同时将预测精度保持在可接受的范围内。
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引用次数: 0
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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