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2022 1st International Conference on Information System & Information Technology (ICISIT)最新文献

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Measurement of Employee Information Security Awareness: A Case Study at an Indonesian Correctional Institution 员工资讯安全意识的测量:以印尼某惩教机构为例
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872988
Rosihan, A. Hidayanto
Information security is a critical aspect of the rapid development of information technology in government agencies. The Directorate General of Corrections has been continuously improving its information security due to its highly confidential system's data, which includes the data of inmates and their relatives. This study aims to measure the level of employee information security awareness at the Indonesian Correctional Institution. The importance of each focus area was adopted from the KAMI Index and the HAIS-Q was measured by using the Analytical Hierarchy Process (AHP). A total of 87 valid questionnaire questions were distributed to 218 employees at the Directorate General of Corrections and the Correctional Unit. The questionnaire was processed by using descriptive statistics. The results showed that employee awareness regarding information security was satisfactory, with a value of 85.81%. This study also provides some recommendations to maintain and improve information security awareness.
信息安全是政府机构信息技术快速发展的一个重要方面。惩教总局一直在不断改善其信息安全,因为其高度机密的系统数据,其中包括囚犯及其亲属的数据。本研究旨在测量印尼惩教所员工的资讯安全意识水平。每个重点领域的重要性采用KAMI指数,HAIS-Q采用层次分析法(AHP)测量。总共向惩教总局和惩教股的218名雇员分发了87份有效的调查表。问卷采用描述性统计方法进行处理。结果显示,员工对信息安全的认知度是满意的,为85.81%。本研究还提供了一些维护和提高信息安全意识的建议。
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引用次数: 0
Evaluation User Acceptance of Mobile Virtual Reality Application for English Learning 移动虚拟现实应用于英语学习的用户接受度评估
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872873
Albert Yakobus Chandra, Putri Taqwa Prasetyaningrum, Ozzi Suria, P. Santosa, L. Nugroho, Irfan Pratama
This research develops virtual reality that integrates media elements such as sound, animation, and video with virtual world to create an immersive user experience. It is aimed to provide more interactivities and interesting features in supporting learning activities, such as using Cardboard to observe the virtual world and interact with virtual objects. Previously, a prototype was built to evaluate (high school) students’ interests in using virtual reality technology as a supporting media to learn English language subject at high schools in Yogyakarta. Earlier research shows that students agreed to use of virtual reality prototype had been useful to support their learning activities. In this present research, a mobile application prototype is developed and evaluated using TAM methodology in order to understand the user behavior towards the application. The application of TAM in the field of learning and teaching for various learning domains implemented to understand the acceptance from the users while using Virtual Reality-based learning media. The TAM model It is a model can explain that the user’s point of view will determine their attitude in accepting Virtual Reality-based learning applications. The evaluation results from this study showed that respondent is enjoyable to use this application (4.37 mean point) and 3.98 (mean point) feels that Virtual reality application is useful for learning English.
本研究发展虚拟实境,将声音、动画、影像等媒体元素与虚拟世界整合,创造身临其境的使用者体验。它旨在为支持学习活动提供更多的交互性和有趣的功能,例如使用Cardboard来观察虚拟世界并与虚拟对象进行交互。先前,在日惹市的高中建立了一个原型来评估(高中)学生对使用虚拟现实技术作为辅助媒体学习英语语言科目的兴趣。早期的研究表明,学生同意使用虚拟现实原型来支持他们的学习活动。在本研究中,为了了解用户对应用程序的行为,我们使用TAM方法开发和评估了一个移动应用程序原型。TAM在学习和教学领域的应用,针对不同的学习领域实施,以了解用户在使用基于虚拟现实的学习媒体时的接受程度。TAM模型是一个可以解释用户的观点将决定他们接受基于虚拟现实的学习应用的态度的模型。本研究的评估结果显示,受访者对虚拟现实应用程序的使用感到愉快(平均分4.37分),认为虚拟现实应用程序对英语学习有用(平均分3.98分)。
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引用次数: 0
A New Color-Based Instrument Model For Basic Music Learning Eddy Nurraharjo 一种基于颜色的乐器学习新模式
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872730
Eddy Nurraharjo, Bagus Ady Prakoso, Mardi Siswo Utomo, Herny Februariyanti
The development of applied hardware technology supports efforts on the education and creativity of users and has made microcontrollers a popular device among education practitioners and researchers. The focus of this article is learning for children in the introduction of activities in color-based creativity. A model design of a color-based musical learning instrument device, composed of 2 main elements. The TCS3200 color sensor and arduino microcontroller, used to convert system inputs in the form of unique pieces of color paper arranged on a plastic tape, will be the instrument's modeling keywords. The size of the color paper piece is the same width as the plastic tape, which is 5 centimeters, while the dimensions of length are 5 centimeters to represent the beat of the tone every second. The process begins with color selection of tone characters, color recognition and color classification. Meanwhile, the design of the system algorithm, has the ability to detect colors, determine the tone according to the choice of color categories, and adjust the stability of the speed of the DC motor 60 revolution per minutes. The final test results of the system successfully proved the color detection process of sensor input and tone audio selection according to the classification of specified categories while proving that the system is able to work properly.
应用硬件技术的发展支持了教育和用户创造力的努力,并使微控制器成为教育从业者和研究人员的流行设备。这篇文章的重点是为孩子们介绍以色彩为基础的创意活动。一种基于颜色的乐器学习装置的模型设计,由两个主要元素组成。TCS3200颜色传感器和arduino微控制器用于将系统输入转换为排列在塑料胶带上的独特彩色纸的形式,这将是该仪器的建模关键词。彩纸片的尺寸与塑料胶带的宽度相同,宽度为5厘米,而长度的尺寸为5厘米,以表示音调每秒的节拍。这个过程从声调字符的颜色选择、颜色识别和颜色分类开始。同时,设计的系统算法,具有检测颜色的能力,根据选择的颜色类别确定色调,并稳定调节直流电机每分钟60转的转速。系统的最终测试结果成功地证明了传感器输入的颜色检测过程和根据指定类别的分类选择音调音频,同时证明了系统能够正常工作。
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引用次数: 0
Mobile Augmented Reality Serious Game Design Based on Bloom’s Taxonomy 基于Bloom分类法的手机增强现实严肃游戏设计
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872641
Tri Ika Jaya Kusumawati, A. Rifa’i, M. Purnomo
The limitations of real learning resources, the less attractive presentation of learning, and the mismatch of material delivery with the level of students’ thinking abilities were challenges in implementing learning that needed to be addressed immediately. This study aimed to develop learning applications using the principle of augmented reality serious games based on taxonomy bloom as an alternative solution to this problem. The method used was the ADDIE development cycle. This cycle consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The product produced in this study was a serious game application with the concept of augmented reality based on bloom’s taxonomy on computer network material. This application was tested on five teachers and thirty students. Next, an evaluation of the application was evaluated in terms of four aspects, namely functionality, reliability, usability, and efficiency. The evaluation results show that the application developed meets the criteria well in the four aspects, with details of 58% of users giving good ratings on the function aspect, 55% on the reliability aspect, 50% on the usability aspect, and 47% on the efficiency aspect.
真实学习资源的有限性、学习的呈现方式不够吸引人、材料传递与学生思维能力水平的不匹配是实施学习过程中需要立即解决的挑战。本研究旨在利用基于分类法bloom的增强现实严肃游戏原理开发学习应用程序,作为解决这一问题的替代方案。使用的方法是ADDIE开发周期。这个循环包括五个阶段,即分析、设计、开发、实施和评估。本研究制作的产品是一个基于bloom对计算机网络材料的分类法的增强现实概念的严肃游戏应用程序。这个应用程序在5名教师和30名学生身上进行了测试。接下来,从四个方面对应用程序进行评估,即功能、可靠性、可用性和效率。评估结果表明,开发的应用程序在四个方面都很好地满足了标准,其中58%的用户对功能方面给予好评,55%的用户对可靠性方面给予好评,50%的用户对可用性方面给予好评,47%的用户对效率方面给予好评。
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引用次数: 0
A Systematic Literature Review of Knowledge Management Models for E-learning 电子学习知识管理模式的系统文献综述
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9873026
M. S. Romadhon, D. I. Sensuse, Nadya Safitri, Deden Sumirat Hidayat
E-learning refers to a technology-based learning system that allows it to be accessed anytime and anywhere. The application of e-learning in the world of education today is very much needed. The Covid-19 pandemic has encouraged to be used as a backup and solution in the learning system. Currently, knowledge management has been widely applied to digital-based learning. In its application, it is necessary to know what methods and models are applied to support the successful implementation of e-learning. It is hoped that this research will find out the knowledge management model for e-learning suitable for educational institutions. This study aims to find out the models and impact that arise in applying knowledge management in e-learning. This research was conducted using a systematic literature review method that took references from ACM, IEEE, ProQuest, ScienceDirect, and Scopus from 2017-2021 with the final paper extracted as many as 16 articles. In using KM to e-learning, using quantitative methods is more widely used. The SECI model can be a solution as a material for analyzing existing KM processes. Several other models can be applied according to the needs and objectives of KM implementation on e-learning. The application results show positive impacts, including improving better perception, user satisfaction, and improving existing knowledge processing. The implementation of KM in e-learning is also one of the success factors needed.
E-learning是指可以随时随地访问的基于技术的学习系统。电子学习在当今教育界的应用是非常必要的。鼓励将Covid-19大流行用作学习系统的备份和解决方案。目前,知识管理已广泛应用于数字化学习。在其应用中,有必要了解采用哪些方法和模型来支持电子学习的成功实施。希望本研究能找出适合教育机构的电子学习知识管理模式。本研究旨在找出在电子学习中应用知识管理的模式及影响。本研究采用系统文献综述法,检索了ACM、IEEE、ProQuest、ScienceDirect、Scopus等2017-2021年间的文献,最终论文提取了多达16篇。在将知识管理应用于电子学习中,定量方法的应用更为广泛。SECI模型可以作为分析现有知识管理过程的一种材料。根据在电子学习中实施知识管理的需要和目标,可以应用其他几种模型。应用结果显示出积极的影响,包括提高更好的感知,用户满意度和改善现有知识的处理。在电子学习中实施知识管理也是成功的必要因素之一。
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引用次数: 2
Scalable Off-chain Blockchain for Vehicular Network 可扩展的下链区块链车辆网络
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9873098
Mohamad Hafizat Zainal Abidin, Saravid Suchaad, Ooi Chia Yee, N. Ismail, M. A. Abu
One way of improving the security of a vehicular network is by incorporating blockchain technology into the network. However, under certain conditions, blockchain-based networks do pose several challenges, such as processing latency and limited throughput. Scalability, that is, the ability of the network to perform as expected with increasing loads, is also a concern. The current work aims to show that the deficiencies of the blockchain-based vehicular network can be reduced by using an off-chain approach where the major computing overhead of the main blockchain is channeled off-chain to speed up processing and provide scalability. Simulations are carried out to measure the performance and scalability of the blockchain network in terms of processing latency and data throughput. Simulations of operation under different conditions (varying number of nodes and members) are carried out using computers to represent roadside units and Rasberry Pis to represent the vehicles. The Ethereum blockchain is used as the main blockchain in the simulation with Raiden Network acting as the off-chain scaling solution for the network. The simulation results of 80 nodes network showed that the off-chain assisted blockchain network performs and scales better than the conventional blockchain network with improving the throughput by 17 times while lowering the latency by 99%.
提高车辆网络安全性的一种方法是将区块链技术纳入网络。然而,在某些条件下,基于区块链的网络确实带来了一些挑战,例如处理延迟和有限的吞吐量。可伸缩性,即网络在增加负载时按预期执行的能力,也是一个值得关注的问题。目前的工作旨在表明,基于区块链的车辆网络的缺陷可以通过使用脱链方法来减少,在这种方法中,主区块链的主要计算开销被转移到链下,以加快处理速度并提供可扩展性。通过模拟来衡量区块链网络在处理延迟和数据吞吐量方面的性能和可扩展性。在不同条件下(不同数量的节点和成员)的操作模拟使用计算机来表示路边单位和Rasberry pi来表示车辆。以太坊区块链被用作模拟中的主要区块链,雷电网络作为网络的链下扩展解决方案。80节点网络的仿真结果表明,与传统的区块链网络相比,脱链辅助区块链网络的性能和可扩展性更好,吞吐量提高了17倍,延迟降低了99%。
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引用次数: 0
Information Technology Governance at Rachmi Dewi Gresik Hospital Using the Cobit 5 Framework 使用Cobit 5框架的Rachmi Dewi Gresik医院信息技术治理
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9873099
Sajidah Rachmawati, Rifqi Rosidin, M. Lubis
Earlier nineteenth century, in Europe and the United States, management information systems have been developed in hospital and clinic inorder to support the health service during decades until now. As a result, it brings complexity and rigor that leaves patients feeling dissatisfied, which requires the adoption of IT governance around the world. After several years, it turns out that there are several problems faced specifically by Rachmi Dewi Gresik Hospital. Thus, several aspects need to be improved to achieve the vision mission lead to primary objectives. Therefore, this study aims to assist Rachmi Dewi Gresik Hospital in making improvements from the point of view IT governance using the COBIT 5 framework so that the strategic planning by the organization can be aligned. COBIT 5 is used to develop documentation and guidelines based on good governance principles. It is widely recognized as a framework capable of supporting auditors, management, and users to bridge the gap between business risks, control requirements and issues with technical issues.
19世纪早期,在欧洲和美国,管理信息系统已经在医院和诊所发展起来,以支持几十年来的卫生服务。因此,它带来了复杂性和严密性,让患者感到不满意,这需要在全球范围内采用it治理。几年后,我们发现Rachmi Dewi Gresik医院面临着一些特别的问题。因此,有几个方面需要改进,以实现导致主要目标的愿景使命。因此,本研究旨在帮助Rachmi Dewi Gresik医院使用COBIT 5框架从IT治理的角度进行改进,以便组织的战略规划能够保持一致。COBIT 5用于开发基于良好治理原则的文档和指导方针。它被广泛认为是一个框架,能够支持审核员、管理层和用户,以弥合业务风险、控制需求和技术问题之间的差距。
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引用次数: 0
Identification of Human Stress Based on EEG Signals Using Machine Learning 基于脑电信号的机器学习人体应激识别
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872815
Nophaz Hanggara Saputra, Nur Nafi’iyah
Mental health greatly affects human physical health. Mental health can be a source of thinking as well as the response center of all activities. The pressures faced, the burden of thoughts, and food patterns can be a source of human psychological conditions. If the human psychological condition is under stress, it can cause disease. The development of intelligent system technology can take advantage of electroencephalogram (EEG) signals to recognize human mental conditions (stressed and normal). The purpose of this research was to determine the most appropriate method in identifying human psychology (stress and normal) from EEG. Based on the EEG signal taken through the recording of the response signal of the human brain, feature extraction is performed. The features taken are the mean, standard deviation, and MAV (Mean Absolute Value) of each subband, and channel. The total data of respondents studied were 20 people, with 10 normal criteria, and 10 stress. Each of the mean, standard deviation, and MAV features was modeled using the Naive Bayes, SVM, KNN, Backpropagation, Regression Logistics, Deep Learning, ID3 methods. The best method for detecting stress and normal is KNN with 97% accuracy.
心理健康极大地影响着人的身体健康。心理健康既是思维的源泉,也是一切活动的反应中心。所面临的压力、思想负担和饮食模式可能是人类心理状况的一个来源。如果人的心理状态处于压力之下,就会引起疾病。智能系统技术的发展可以利用脑电图信号来识别人的精神状态(紧张状态和正常状态)。本研究的目的是确定从脑电图中识别人类心理(压力和正常)的最合适方法。通过对人脑响应信号的记录获取脑电信号,进行特征提取。所取的特征是每个子带和信道的平均值、标准差和MAV (mean Absolute Value)。调查对象的总数据为20人,正常标准10项,压力标准10项。使用朴素贝叶斯,支持向量机,KNN,反向传播,回归逻辑,深度学习,ID3方法对每个平均值,标准差和MAV特征进行建模。检测应力和法向的最佳方法是KNN,准确率为97%。
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引用次数: 1
A Survey: Readiness of Malaysian Higher Education Institutes Towards the Adaptations of Industry Revolution 4.0 一项调查:马来西亚高等教育机构对工业革命4.0适应的准备
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872852
Roziyani Rawi, M. Isa, M. Ismail, Aznida Abu Bakar Sajak, Mohd Azmi Mustafa Sulaiman
Industry Revolution 4.0 (IR 4.0) has recently become a hot topic of debate, as it is widely recognized as the most recent industrial revolution. The implementation of IR4.0 has had a significant impact on many sectors, including education, which has been dubbed Education 4.0. Industry 4.0 encourages innovation in the organization and control of the entire value chain life cycle, thereby supporting the digital transformation agenda. The impact of innovation has been positive in the education sector, where teaching and learning activities can be carried out anywhere and at any time. The purpose of this paper is to investigate Malaysian HEIs’ readiness to implement IR 4.0 in their education system from the standpoint of network infrastructure. The study used questionnaire with 19 respondents, all of whom were IT personnel from Malaysian public HEIs. The questionnaire is being distributed to attain data pertaining to the readiness of the Malaysian Higher Education Institutes (HEI) towards the adaptation of IR4.0. Next, findings on this research will be able to explain and provide a better understanding of where Malaysian HEIs stand in the readiness of adapting IR4.0. This aims to improve Malaysian HEIs’ sustainability by providing a better network environment to support IR4.0 implementation, thereby improving teaching and learning quality. According to the findings of the study, Malaysian HEI network infrastructure should be upgraded to support IR4.0 implementation, ensuring the smooth delivery of teaching and learning activities.
工业革命4.0 (IR 4.0)最近成为一个热门话题,因为它被广泛认为是最近的工业革命。工业4.0的实施对许多行业产生了重大影响,包括教育,这被称为教育4.0。工业4.0鼓励在整个价值链生命周期的组织和控制方面进行创新,从而支持数字化转型议程。创新对教育部门的影响是积极的,在教育部门,教学活动可以随时随地进行。本文的目的是从网络基础设施的角度调查马来西亚高等教育机构在其教育系统中实施工业4.0的准备情况。研究采用问卷调查的方式,共有19位受访者,均为来自马来西亚公立高等教育机构的资讯科技人员。正在分发调查问卷,以获得有关马来西亚高等教育学院(HEI)适应工业4.0的准备情况的数据。接下来,这项研究的结果将能够解释并更好地了解马来西亚高等教育机构在适应工业4.0方面的准备情况。该计划旨在通过提供更好的网络环境来支持工业4.0的实施,从而改善马来西亚高等教育机构的可持续性,从而提高教学质量。根据研究结果,马来西亚高等教育机构的网络基础设施应该升级,以支持工业4.0的实施,确保教学活动的顺利进行。
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引用次数: 1
Gamification: A Comprehensive Review of Literature 游戏化:文献综述
Pub Date : 2022-07-27 DOI: 10.1109/ICISIT54091.2022.9872830
Virdha Rahma Aulia, A. P. Subriadi, Reny Nadlifatin
Gamification is described as implementing game elements into non-game environments to enable game-like experiences. Gamification’s popularity has increased significantly over the years, as seen by an expanding number of gamified apps and a growing body of research. To present a more complete picture of the topic, we conduct a comprehensive analysis of the gamification literature and assess the research methodologies and findings in gamification research. While the majority of the outcomes are mixed with mostly positive in terms of gamification’s efficacy, the number of positive results is astounding. Additionally, health and commerce, as well as points and badges, continue to be the most often used settings and methods for gamification implementation. As a concluding contribution to the study, we present a complete overview of the future directions for the expanding body of research on gamification.
游戏化被描述为将游戏元素植入非游戏环境中,以实现游戏般的体验。近年来,游戏化的流行程度显著提高,游戏化应用的数量不断增加,相关研究也越来越多。为了更完整地呈现这个主题,我们对游戏化文献进行了全面的分析,并评估了游戏化研究中的研究方法和发现。虽然就游戏化的功效而言,大多数结果好坏参半,但积极结果的数量令人震惊。此外,健康和商业,以及积分和徽章仍然是游戏化执行中最常用的设置和方法。作为对研究的总结,我们对游戏化研究的未来发展方向进行了全面概述。
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引用次数: 0
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2022 1st International Conference on Information System & Information Technology (ICISIT)
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