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2019 International Conference on Advanced Computer Science and information Systems (ICACSIS)最新文献

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Analysis of Cloud-Based Human Resource Information System Adoption Factors Prioritization in Micro, Small, and Medium Enterprises 中小微企业基于云的人力资源信息系统采用因素优选分析
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979937
Mohammad Imron, A. Hidayanto, W. R. Fitriani, W. S. Nugroho, D. I. Inan
Indonesia economics is dominated by micro, small, and medium enterprises (MSMEs). One of many ways to develop SMEs in Indonesia is to develop the quality of human resource (HR) development. Human resource information system (HRIS) can help HR development process to be more effective, efficient, and productive. Cloud-based HRIS is one of the solutions that can be used by MSMEs since it’s more affordable than HRIS in general. There are many factors influence MSMEs to adopt cloud-based HRIS. This research discussed about factors ranking of cloud-based HRIS adoption by SMEs in Jakarta, Bogor, Depok, Tangerang, and Bekasi (Jabodetabek). The factors were adopted from many theories and implemented using technology-organization-environment (TOE) framework. This research used analytic hierarchy process (AHP). Semi-structured interview also used to validate the results. The results concluded that organization factor is the most important factor to adopt cloudbased HRIS.
印尼经济以微型、小型和中型企业(MSMEs)为主。印尼中小企业发展的众多途径之一就是提高人力资源开发的质量。人力资源信息系统(HRIS)可以帮助人力资源开发过程更加有效、高效和富有成效。基于云的HRIS是中小微企业可以使用的解决方案之一,因为它比一般的HRIS更经济实惠。影响中小微企业采用云HRIS的因素有很多。本研究探讨了雅加达、茂物、德波、丹格朗和勿加西(Jabodetabek)中小企业采用基于云的HRIS的因素排名。这些因素采用了多种理论,并采用技术-组织-环境(TOE)框架实现。本研究采用层次分析法(AHP)。半结构化访谈也用于验证结果。结果表明,组织因素是影响云HRIS应用的最重要因素。
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引用次数: 3
Designing the Prototype of Personalized Push Notifications on E-Commerce Application with the User-Centered Design Method 用以用户为中心的设计方法设计电子商务应用中的个性化推送通知原型
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979756
Nabilah Zhafira Viderisa, H. Santoso, R. Isal
There are a lot of growing e-Commerce companies in Indonesia with their own application that has been used by millions of users. One of the important informational channels in e-Commerce application is push notifications, of which its sole purpose is to push and deliver information to its users. The problem is that only a limited number of customers open push notifications immediately upon receiving. This research was conducted to find the key factors that determine user‘s desires to open push notification and to improve user‘s experiences when receiving push notifications. User-Centered Design and a mixed-method approach were used on this research, utilizing surveys and contextual interviews for data collection. Tokopedia is one of e-Commerce companies in Indonesia. Tokopedia iOS application is used in this research as a case study as Tokopedia is one of the most used e-Commerce application in Indonesia. The research findings show that the key determining factors are contents of the push notifications and time and frequency of receipt. Based on the results, a prototype has been designed in a high-fidelity form and was subsequently evaluated using the Usability Testing method. The evaluation show that the task success rate of said prototype is 88.3 percent, and accordingly it could be the solution to this problems.
印度尼西亚有许多正在成长的电子商务公司,他们有自己的应用程序,已经被数百万用户使用。电子商务应用中重要的信息渠道之一是推送通知,它的唯一目的是向用户推送和传递信息。问题是,只有少数客户在收到推送通知后立即打开。本研究旨在找出决定用户打开推送通知意愿的关键因素,并改善用户在接收推送通知时的体验。本研究使用了以用户为中心的设计和混合方法,利用调查和上下文访谈来收集数据。Tokopedia是印尼的一家电子商务公司。由于Tokopedia是印度尼西亚最常用的电子商务应用之一,因此本研究使用Tokopedia iOS应用程序作为案例研究。研究发现,推送通知的内容、接收的时间和频率是关键的决定因素。基于结果,以高保真形式设计原型,并随后使用可用性测试方法进行评估。评估结果表明,该原型的任务成功率为88.3%,可以解决这一问题。
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引用次数: 1
Effective Use of Augmentation Degree and Language Model for Synonym-based Text Augmentation on Indonesian Text Classification 印尼语文本分类中基于同义词的增强程度和语言模型的有效应用
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979733
Abdurrahman, A. Purwarianti
Machine learning based text processing relies on a qualified text dataset. Text augmentation research aims to enrich text dataset in order to gain higher performance compared to the one using original text dataset. We have conducted text augmentation process on Indonesian text classification by replacing certain words with their synonyms. The process consists of determining the number of words to be substituted in the sentence and selecting the substitute word from the synonym list. The first process, determining the number of words to be substituted, is done using augmentation degree. The second process, selecting the best substitute word, is done using language model. The synonym list is built from thesaurus. We compared several options in building language model. Statistical model is built using combinations of n-gram and smoothing while simple neural model is built using gram value of 3 and 5. The neural model uses pre trained word embedding as input. 5-gram neural model excels other language model setup by significant value of perplexity. Using the best language model, augmented dataset is generated and applied on two classification task of aspect-based sentiment analysis: aspect categorization and sentiment classification. Experiments were done using augmentation degree of 0.1 to 1. The best augmentation degree yields a better 3-4% on classification model’s performance.
基于机器学习的文本处理依赖于合格的文本数据集。文本增强研究的目的是丰富文本数据集,以获得比使用原始文本数据集更高的性能。我们对印尼语文本分类进行了文本增强处理,将某些词替换为其同义词。这个过程包括确定句子中要替换的单词的数量,并从同义词列表中选择替换单词。第一个过程,确定要替换的单词数量,是使用增强度来完成的。第二步是使用语言模型选择最佳替代词。同义词列表是从同义词典构建的。我们比较了几种构建语言模型的方法。采用n-gram和平滑相结合的方法建立统计模型,采用gram值3和5建立简单神经模型。神经模型使用预训练的词嵌入作为输入。5克神经模型的perplexity值显著高于其他语言模型。利用最佳语言模型生成增强数据集,并将其应用于面向方面的情感分析的两个分类任务:面向方面分类和面向情感分类。实验采用0.1 ~ 1的增强度。最佳增强度对分类模型性能的影响为3-4%。
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引用次数: 3
ICACSIS 2019 Welcome Message from Dean of Faculty of Computer Science Universitas Indonesia 印度尼西亚大学计算机科学学院院长致ICACSIS 2019的欢迎辞
Pub Date : 2019-10-01 DOI: 10.1109/icacsis47736.2019.8979674
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引用次数: 0
Evaluation and Recommendations for the Instructional Design and User Interface Design of Coursera MOOC Platform Coursera MOOC平台教学设计与用户界面设计的评价与建议
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979689
Munadia Rahma Hanifa, H. Santoso, Kasiyah
Massive Open Online Course (MOOC) is one of the online learning implementations. The average of the completion rate from the courses in MOOC is still relatively low. The participants of the study are people from Indonesia and most of them are workers, students, and college students. This research aimed to determine the extent to which the MOOC Coursera platform follows the principles of the instructional design and interface design i.e., Gagné’s Nine Events of Instruction, Chickering and Gamson’s Seven Principles for Good Practice in Undergraduate Education, and Shneiderman’s Eight Golden Rules of the Interface Design. Moreover, this research was also reviewed from the usability aspect. The study showed that Coursera has implemented all of the instructional design principles and seven from eight points of interface design principles. This research also proposed improvement recommendations based on the results of data analysis from respondents who were mostly from areas on the island of Java namely Jakarta, Bogor, Depok, Tangerang and Bekasi (Jabodetabek).
大规模在线开放课程(MOOC)是在线学习的一种实现方式。MOOC课程的平均完成率还比较低。该研究的参与者来自印度尼西亚,其中大多数是工人、学生和大学生。本研究旨在确定MOOC Coursera平台在多大程度上遵循了教学设计和界面设计的原则,即gagn的“教学九件事”、Chickering和Gamson的“本科教育良好实践的七项原则”以及Shneiderman的“界面设计八条黄金法则”。此外,本文还从可用性方面对本文的研究进行了回顾。研究表明,Coursera已经实现了所有的教学设计原则和8点界面设计原则中的7点。这项研究还根据调查对象的数据分析结果提出了改进建议,这些调查对象大多来自爪哇岛上的地区,即雅加达、茂物、德波、丹格朗和勿加西(Jabodetabek)。
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引用次数: 6
Hate Speech Identification in Text Written in Indonesian with Recurrent Neural Network 用递归神经网络识别印尼语文本中的仇恨言论
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979959
Erryan Sazany, I. Budi
Some researches had succeeded in doing hate speech identification automatically from text with machine learning and deep learning approaches. However, it was still unclear how adaptive is a deep learning-based model if it is tested on a different set of text data with different domain. To address this issue, this research proposed some deep learning-based methods, using some variants of Recurrent Neural Network to identify hate speech in texts sourced from Twitter, and then used to predict other set of text data sourced from Facebook and Twitter. The experiment was done in order to measure the difference of model performance between training phase and testing phase. Experiment results showed that the proposed method outperformed the machine learning based methods, both in training phase, by GRU algorithm with 85.37% F1-score, and in testing phase, by LSTM algorithm with 76.30% F1-score. Then, in terms of adaptability of model performance, the proposed method gave comparable result against the baseline method.
一些研究已经成功地利用机器学习和深度学习方法从文本中自动识别仇恨言论。然而,如果在不同领域的不同文本数据集上进行测试,那么基于深度学习的模型的适应性如何仍然不清楚。为了解决这个问题,本研究提出了一些基于深度学习的方法,使用递归神经网络的一些变体来识别来自Twitter的文本中的仇恨言论,然后用于预测来自Facebook和Twitter的其他文本数据集。实验是为了衡量模型在训练阶段和测试阶段的性能差异。实验结果表明,该方法在训练阶段的GRU算法和测试阶段的LSTM算法分别以85.37%和76.30%的f1得分优于基于机器学习的方法。然后,在模型性能的适应性方面,该方法与基线方法具有可比性。
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引用次数: 10
ICACSIS 2019 Program Schedule ICACSIS 2019项目时间表
Pub Date : 2019-10-01 DOI: 10.1109/icacsis47736.2019.8979763
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引用次数: 0
Developing a Game-Based Learning for Branch and Bound Algorithm 基于博弈的分支定界算法学习
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979771
S. Aditya, H. Santoso, R. Isal
The use of information technology in the eLearning process gives positive and negative impacts. One of the positive impacts is the easy access for vast information; while the negative impacts is the ineffective learning because it makes students lazy. Previous research has used games or game elements to decrease the negative impacts of e-Learning. A survey about Algorithm Design and Analysis course was conducted, and it shows that there are some difficult subjects that need to be taught using an alternative method of learning. This research discusses how to design a video game in order to learn branch and bound algorithm and evaluate the game produced with the design. First, online surveys were done to gather the requirement, then the game design was made, then the game was implemented and evaluated. The evaluation would be used to make a better design for the next development iteration. The result of playtesting shows positive feedbacks and receives critics and suggestions. This research finds that designing a good game for learning is hard because developer must carefully define all elements in the game, so that everything is balanced and complements each other.
在电子学习过程中使用信息技术会产生积极和消极的影响。其中一个积极的影响是很容易获得大量的信息;而负面影响是无效的学习,因为它使学生懒惰。以往的研究使用游戏或游戏元素来减少电子学习的负面影响。对《算法设计与分析》课程进行了调查,发现有一些较难的科目需要采用另一种学习方法进行教学。本研究讨论了如何设计一个电子游戏来学习分支定界算法,并对设计出来的游戏进行评估。首先通过在线调查收集需求,然后进行游戏设计,最后对游戏进行实施和评估。评估将用于为下一个开发迭代做出更好的设计。游戏测试的结果显示了积极的反馈,并收到了批评和建议。这项研究发现,设计一款适合学习的好游戏是很困难的,因为开发者必须仔细定义游戏中的所有元素,这样所有元素才能平衡并相互补充。
{"title":"Developing a Game-Based Learning for Branch and Bound Algorithm","authors":"S. Aditya, H. Santoso, R. Isal","doi":"10.1109/ICACSIS47736.2019.8979771","DOIUrl":"https://doi.org/10.1109/ICACSIS47736.2019.8979771","url":null,"abstract":"The use of information technology in the eLearning process gives positive and negative impacts. One of the positive impacts is the easy access for vast information; while the negative impacts is the ineffective learning because it makes students lazy. Previous research has used games or game elements to decrease the negative impacts of e-Learning. A survey about Algorithm Design and Analysis course was conducted, and it shows that there are some difficult subjects that need to be taught using an alternative method of learning. This research discusses how to design a video game in order to learn branch and bound algorithm and evaluate the game produced with the design. First, online surveys were done to gather the requirement, then the game design was made, then the game was implemented and evaluated. The evaluation would be used to make a better design for the next development iteration. The result of playtesting shows positive feedbacks and receives critics and suggestions. This research finds that designing a good game for learning is hard because developer must carefully define all elements in the game, so that everything is balanced and complements each other.","PeriodicalId":165090,"journal":{"name":"2019 International Conference on Advanced Computer Science and information Systems (ICACSIS)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121612827","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
Recognizing Word Gesture in Sign System for Indonesian Language (SIBI) Sentences Using DeepCNN and BiLSTM 利用深度cnn和BiLSTM识别印尼语(SIBI)句子符号系统中的单词手势
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979772
Noer Fitria Putra Setyono, Erdefi Rakun
SIBI is a sign language that is officially used in Indonesia. The use of SIBI is often found to be a problem because of the many gestures that have to be remembered. This study aims to recognize SIBI gestures by extracting hand and facial features which are then classified using Bidirectional Long ShortTerm Memory (BiLSTM). The feature extraction used in this research is Deep Convolutional Neural Network (DeepCNN) such as ResNet50 and MobileNetV2, where both models are used as a comparison. This study also compares the performance and computational time between the two models which is expected to be applied to smartphones later, where both models can now be implemented on smartphones. The results showed that the use of ResNet50-BiLSTM model have better performance than MobileNetV2-BiLSTM which is 99.89%. However, if it will be applied to mobile architecture, MobileNetV2-BiLSTM is superior because it has a faster computational time with a performance that is not significantly different when compared to ResNet50-BiLSTM.
SIBI是印尼官方使用的一种手语。由于需要记住许多手势,因此使用SIBI常常会遇到问题。本研究的目的是通过提取手和面部特征来识别SIBI手势,然后使用双向长短期记忆(BiLSTM)进行分类。本研究中使用的特征提取是深度卷积神经网络(DeepCNN),如ResNet50和MobileNetV2,其中两种模型被用作比较。本研究还比较了两种模型之间的性能和计算时间,这两种模型预计将在稍后应用于智能手机,现在这两种模型都可以在智能手机上实现。结果表明,使用ResNet50-BiLSTM模型比使用MobileNetV2-BiLSTM模型具有更好的性能,达到99.89%。然而,如果将其应用于移动架构,MobileNetV2-BiLSTM更优越,因为它具有更快的计算时间和性能,与ResNet50-BiLSTM相比没有显着差异。
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引用次数: 7
Identifying Indonesian Local Languages on Spontaneous Speech Data 基于自发语音数据的印尼地方语言识别
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979939
M. Saputri, M. Adriani
Local languages are the most widely used as communication media in the daily conversations of Indonesian people. Preserving those local languages is crucial, especially for maintaining language and cultural identities. However, the variety of local languages raises communication problems. One of initial solution is developing a spoken language identification system to recognize different languages. This study developed a system of spoken language identification from speech data for Indonesian local languages, including Javanese, Sundanese, Madurese, Minangkabau, and Musi. The dataset used in this study is spontaneous speech data collected from local radio broadcasts for each language. This spontaneous dataset contains a lot of noises. Therefore, the suitable feature extraction and classification methods are required for developing a robust language identification system. In this study, three features are combined to identify languages, namely acoustic features based on i-vector, phonotactic features based on parallel phonemes and the dynamic prosody feature. Those features are merged on the hidden layer of Deep Neural Network (DNN). The experimental results showed that the f1-score achieved by combining those features with DNN on speech data with 3 seconds, 10 seconds and 30 seconds duration are 87.85%, 93.46%, and 96.73% respectively.
在印尼人的日常对话中,当地语言是最广泛使用的交流媒介。保护这些当地语言至关重要,特别是对于维护语言和文化特征而言。然而,当地语言的多样性带来了交流问题。最初的解决方案之一是开发语音识别系统来识别不同的语言。本研究根据爪哇语、巽他语、马杜罗语、米南卡保语和木西语等印尼当地语言的语音数据开发了一套口语识别系统。本研究中使用的数据集是从当地无线电广播中收集的每种语言的自发语音数据。这个自发数据集包含了大量的噪声。因此,开发鲁棒的语言识别系统需要合适的特征提取和分类方法。本研究结合三种特征进行语言识别,即基于i向量的声学特征、基于平行音素的语音特征和动态韵律特征。这些特征被合并到深度神经网络(DNN)的隐藏层上。实验结果表明,在持续时间为3秒、10秒和30秒的语音数据上,将这些特征与深度神经网络相结合得到的f1分数分别为87.85%、93.46%和96.73%。
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引用次数: 4
期刊
2019 International Conference on Advanced Computer Science and information Systems (ICACSIS)
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