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2021 6th International Conference on New Media Studies (CONMEDIA)最新文献

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Android-based Decision Support System in Laptop Selection Using ELECTRE Method 基于android的基于ELECTRE方法的笔记本电脑选择决策支持系统
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617164
Fransiskus Aprilion Aric, Alexander Waworuntu
Laptop is a personal computer device that has the main advantage of being easy to carry anywhere, this mobility makes laptops want to be owned by the majority. Unfortunately, not everyone understands which specifications must be considered that meet their needs when they want to purchase one. Hence this research was conducted with the aim of building an Android-based laptop recommendation system to resolve the problems. The development of this system is carried out using Elimination and Choice Expressing Reality (ELECTRE) method and the use of Java programming language. ELECTRE is a decision support method using the relation outranking model. The results of the user satisfaction test from questionnaire with the help of USE Questionnaire method show that most of the respondents give positive assessments. Likert scale on user satisfaction test obtained a result of 76,13% which indicates that the system built can help users in providing laptop recommendations.
笔记本电脑是一种个人电脑设备,其主要优点是易于携带到任何地方,这种移动性使得笔记本电脑想要被大多数人拥有。不幸的是,并不是每个人都知道,当他们想要购买一台时,必须考虑哪些规格才能满足他们的需求。因此,本研究旨在构建一个基于android的笔记本电脑推荐系统来解决这些问题。本系统的开发采用淘汰选择现实表达法(ELECTRE),并使用Java编程语言。ELECTRE是一种基于关系超排序模型的决策支持方法。利用USE问卷法从问卷中进行用户满意度测试,结果显示大部分被调查者给出了积极的评价。用户满意度测试的Likert量表得到76.13%的结果,这表明所构建的系统可以帮助用户提供笔记本电脑推荐。
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引用次数: 1
Forecasting Of Rupiah Exchange Rate in ASEAN throughout the COVID-19 Pandemic using ARIMA 基于ARIMA的2019冠状病毒病疫情期间东盟国家印尼盾汇率预测
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617185
Julian Hartanto Oenara, R. Oetama
During the COVID-19 pandemic, there was a spike in the exchange rate of the rupiah against the US dollar. ASEAN countries, as neighbors of Indonesia, also do not escape the same problem. This study discusses which ASEAN countries experienced a spike in exchange rate changes during the COVID19 pandemic by forecasting currency exchange rates in several ASEAN countries against the Indonesian currency. The Autoregressive Integrated Moving Average algorithm or abbreviated as ARIMA has been widely used in forecasting time series data on the Rupiah currency. All ARIMA models in this study can still be accepted using the RMSE and Relative RMSE measurements. The results of this study are in the form of predictive data analysis to describe the condition of the Rupiah exchange rate with the currencies of the ASEAN region during the COVID-19 pandemic. In general, the exchange rates of all ASEAN currencies rose against the Rupiah at the beginning of the pandemic, but then fluctuated. The forecast results show that the COVID-19 pandemic does not have a significant impact on buying and selling exchange rates for almost all ASEAN currencies against the Rupiah.
新冠肺炎疫情期间,印尼盾兑美元汇率一度飙升。作为印度尼西亚的邻国,东盟国家也难逃同样的问题。本研究通过预测几个东盟国家对印尼货币的汇率,讨论了哪些东盟国家在2019冠状病毒病大流行期间经历了汇率变化的高峰。自回归综合移动平均算法(简称ARIMA)已被广泛用于预测印尼盾的时间序列数据。使用RMSE和相对RMSE测量,本研究中的所有ARIMA模型仍然可以被接受。本研究的结果以预测数据分析的形式描述了2019冠状病毒病大流行期间印尼盾与东盟地区货币的汇率状况。总体而言,所有东盟货币兑印尼盾的汇率在疫情开始时都有所上升,但随后出现波动。预测结果显示,COVID-19大流行对几乎所有东盟货币兑印尼盾的买卖汇率没有重大影响。
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引用次数: 0
Application of Software Engineering in Intermediate and Higher Education through Web Apps Development 通过Web Apps开发软件工程在中高等教育中的应用
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617201
Christopher Rafael, Philipus Wijaya Adikusumo, Ngurah Agus Sanjaya, Maria Susan Anggreainy
The development of software engineering has helped a lot of human work and made technological growth around the world. Software engineering can be applied to support various fields of work including education. The purpose of this research is to develop a web-based educational application that aims to improve online learning for students. There are several methods used to make this research, namely observation, research survey, industry survey, literature review, data analysis, and others. This research opens up various learning opportunities, especially during this pandemic, where every student must study at home. There are several steps in the development of this webapp, namely creating a conceptual design, frontend website, backend website, database, and security. Developing a WebApp to accommodate the studies of students will have an important role in the future with technological advancements. Online studies will help students study more efficiently without the need to bother with location and time. The result of this research will be a fully functional WebApp to assist students in online study for high schoolers and university.
软件工程的发展帮助了许多人类的工作,并使世界各地的技术进步。软件工程可以应用于支持包括教育在内的各个领域的工作。本研究的目的是开发一个基于网络的教育应用程序,旨在改善学生的在线学习。本研究采用了几种方法,即观察、研究调查、行业调查、文献综述、数据分析等。这项研究开辟了各种学习机会,特别是在疫情期间,每个学生都必须在家学习。这个web应用程序的开发有几个步骤,即创建概念设计,前端网站,后端网站,数据库和安全。随着技术的进步,开发一个WebApp来适应学生的学习将在未来发挥重要作用。在线学习将帮助学生更有效地学习,而不需要担心地点和时间。这项研究的结果将是一个功能齐全的WebApp,以帮助高中生和大学的学生在线学习。
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引用次数: 4
The Design of Web-Based Transaction Module in The Context of Implementing ERP in Procurement Company 采购公司实施ERP背景下基于web的交易模块设计
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617193
Dany Aguswahyudi, Ririn Ikana Desanti, Fransiscus Ati Halim
Digital transformation is a continuous process of using new digital technology in the daily life of an organization or company, which includes the organization’s ability to adapt, respond, and position itself for success in the face of rapid technological evolution. This research uses a case study of a procurement company named PT. Tritunggal Powerindo Utama. The company is engaged in the water treatment plants and sewage treatment plants as well as a provider of various types of pumps and spare parts. This company still uses manual recording to document all transactions, which results in some problems such as lost documents and inaccurate reports. Based on these problems, a system will be developed in order to implement an ERP system that can automate the recording of transactions so that business processes can run smoothly. This system was developed using the agile method, because the agile method prioritizes cooperation between users and developer and is able to complete the system quickly and consistently. The system built in this research, can ultimately help companies to run their business processes more effectively because the data is integrated, monitoring can be done in real time, and reports can be made more easily.
数字化转型是在组织或公司的日常生活中持续使用新的数字技术的过程,它包括组织在面对快速的技术进化时适应、响应和定位自己的能力。本研究以Tritunggal Powerindo Utama采购公司为案例进行研究。公司主要从事水处理厂和污水处理厂,以及各种类型的泵和备件的供应商。这家公司仍然使用手工记录来记录所有的交易,这导致了一些问题,如文件丢失和报告不准确。基于这些问题,将开发一个系统,以实现一个ERP系统,该系统可以自动记录交易,使业务流程能够顺利运行。本系统采用敏捷方法开发,因为敏捷方法优先考虑用户和开发人员之间的合作,能够快速一致地完成系统。本研究建立的系统最终可以帮助公司更有效地运行其业务流程,因为数据是集成的,可以实时监控,并且可以更容易地制作报告。
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引用次数: 1
Song Similarity Analysis With Clustering Method On Korean Pop Song 基于聚类方法的韩国流行歌曲相似度分析
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617204
Hendry Wijaya, R. Oetama
Trend about the growth of music with the genre of pop, which is the most demanding genre by people, with the attraction that comes from the characteristics that make it unique, so that it becomes a factor in the popularity of the song. Since March 22, 2020, Korean songs or K-Pop have become a popular song genre, beating local pop music based on developments from Google Trends, many factors cause the popularity of the song genre, which comes from characteristics of the song. So these factors are sought through the song’s similarity. Due to the limitations of computers in predicting the song’s similarity-based on sound, so the model created to predict the song’s similarity using a grouping algorithm, those are KMeans Clustering and Self-Organized Map, began by learning the K-Pop songs characteristics obtained from Spotify until they were split into several groups. with each character that is suitable for each group, the factors of the characteristics of the K-pop song are obtained from the results of the analysis on each cluster of the K-pop songs. Thus, generally, the majority of K-pop songs are songs that are energetic, loud, and like to be danceable. Based on the results of the analysis by splitting them into 4 groups using K-Means because it is better than SOM, there are 2 pairs of clusters, each of which has similarities to each other in terms of tempo and mood descriptions. Where the factors of k-pop songs are represented by an explanation of the characteristics both in general and based on each cluster.
流行音乐的发展趋势,流行音乐是人们要求最高的音乐类型,其独特的特点使其具有吸引力,从而成为歌曲流行的一个因素。从3月22日开始,根据谷歌趋势的发展,韩国歌曲(K-Pop)击败本土流行音乐成为热门歌曲类型,这是由歌曲的特点引起的,原因很多。所以这些因素是通过歌曲的相似性来寻找的。由于计算机在基于声音预测歌曲相似度方面的局限性,因此使用分组算法(即KMeans Clustering和Self-Organized Map)来预测歌曲相似度的模型首先从学习从Spotify获得的K-Pop歌曲特征开始,直到它们被分成几个组。对K-pop歌曲的每一个聚类进行分析,得出K-pop歌曲的特征因素,并对每个聚类进行分析。因此,一般来说,大多数K-pop歌曲都是充满活力,响亮,喜欢跳舞的歌曲。根据分析结果,由于K-Means优于SOM,因此将它们分成4组,有2对聚类,每对聚类在节奏和情绪描述方面彼此相似。其中k-pop歌曲的因素是通过对一般特征和基于每个集群的特征的解释来表示的。
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引用次数: 2
Facial Expression Recognition Using Xception And DenseNet Architecture 基于异常和DenseNet结构的面部表情识别
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617173
Hannatassja Hardjadinata, R. Oetama, Iwan Prasetiawan
Researchers pay much attention to facial expressions recognition due to the rapid development of Artificial Intelligence. Facial expression recognition is used to help human-computer interaction. In addition, facial expression recognition is also used in psychological recognition, Human-computer interaction, assisted driving, and security station in everyday life. But most of the research focused on the machine learning approach rather than deep learning and the emotion classifications are also smaller. This facial expression recognition can be implemented using a deep learning approach. The architecture that is often used and considered to be the best in image classification is Convolutional Neural Network. Therefore, this study builds a Convolutional Neural Network Model with Xception and DenseNet architecture. The accuracy of the two models is compared, with Xception received an accuracy of 70% and DenseNet got 79%.
由于人工智能的快速发展,面部表情识别受到了研究人员的广泛关注。面部表情识别被用来帮助人机交互。此外,面部表情识别还应用于日常生活中的心理识别、人机交互、辅助驾驶、安防站等方面。但大多数研究都集中在机器学习方法上,而不是深度学习,情感分类也较小。这种面部表情识别可以使用深度学习方法来实现。卷积神经网络(Convolutional Neural Network)是目前在图像分类中最常用和被认为是最好的体系结构。因此,本研究构建了一个具有异常和DenseNet架构的卷积神经网络模型。比较了两种模型的准确率,Xception的准确率为70%,DenseNet的准确率为79%。
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引用次数: 3
An Application of a Decision Support System for Senior High School Scholarship with Modified MADM Method 改进MADM方法在高中奖学金决策支持系统中的应用
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617180
I. G. A. A. M. Aristamy, I. Sudipa, Christina Purnama Yanti, I. Pratistha, Valentino Devi Waas
In each institution, especially in educational institutions such as Vocational High Schools, scholarships are offered to students by the regulations set by the Vocational High School, including SMK Negeri 1 Sukawati. This scholarship can be obtained if the prospective recipient is considered to meet the predetermined requirements, while the requirements include: criteria for report cards, attendance, achievement, organizational involvement, and violations. However, the problem arises because many students who have achievements outside school activities or non-academic achievements do not get scholarships. Even though the achievement referred to in the criteria mentioned is academic achievement and non-academic achievement. Based on these problems, we need a Decision Support System (DSS) that can provide scholarship recommendations so that they are right on target with many criteria that are taken into consideration. In its solution, the multi-attribute problem is closely related to the many criteria with different or conflicting levels of importance. One method that can be used for DSS is to use FMADM (Fuzzy Multiple Attribute Decision Making). The criteria weighting method for the use of Fuzzy is used in determining the value of the criteria attribute. This study will look for the best alternative based on predetermined criteria by using the SAW (Simple Additive Weighting) method to calculate the FMADM method in the process of providing scholarship recommendations. This method was chosen because it can select the best alternative from many alternatives. In this case, the intended alternative is those entitled to receive scholarships based on the specified criteria.
在每个机构中,特别是在职业高中等教育机构中,根据职业高中(包括SMK Negeri 1 Sukawati)制定的规定向学生提供奖学金。如果预期的接受者被认为符合预定的要求,则可以获得该奖学金,而这些要求包括:报告卡,出勤,成就,组织参与和违规行为的标准。但是,很多在课外活动中取得成绩或取得非学术性成绩的学生没有获得奖学金,因此出现了问题。即使标准中提到的成就是学术成就和非学术成就。基于这些问题,我们需要一个决策支持系统(DSS),它可以提供奖学金推荐,使他们在考虑到许多标准的情况下正确无误。在多属性问题的求解中,多属性问题与许多重要程度不同或相互冲突的准则密切相关。一种可用于决策支持的方法是使用FMADM(模糊多属性决策)。在确定准则属性的值时,使用模糊的准则加权法。本研究将在提供奖学金推荐的过程中,通过使用SAW (Simple Additive Weighting)方法计算FMADM方法,在预先确定的标准基础上寻找最佳替代方案。选择该方法是因为它可以从众多备选方案中选出最佳备选方案。在这种情况下,预期的替代方案是根据指定标准有资格获得奖学金的学生。
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引用次数: 2
Balinese Script Unicode Font: A Comparison Study 巴厘文字统一码字型之比较研究
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617208
I. G. Andika, I. K. S. Satwika, Rizkita Ayu Mutiarani, Ayu Manik Dirgayusari, I. K. D. G. Supartha
This study aims to analyze the accuracy of the Balinese script Unicode font. Currently, there are 4 Balinese script Unicode fonts namely Noto Sans, Vimala, Pustaka Bali, and Kadiri. These four fonts are available for free on the internet and could be used for the development of various applications, particularly those aimed at preserving the use of Balinese script. There was no study has yet conducted an analysis regarding the accuracy of these four fonts. These four fonts were examined by using them to write the Balinese Language Document, The Balinese Alphabet v0.6 by Ida Bagus Adi Sudewa, a document that was also widely used in previous studies. There were 186 cases in this document, covering all Balinese script glyphs with their variations. The result of this study is a suggestion for the next font development. From the 186 cases examined, the Vimala font succeed to write well as many as 93% (174 correct cases out of 186 cases); Pustaka Bali 93% (174 correct cases out of 186 cases); Kadiri 94% (175 correct cases out of 186 cases); and Noto Sans Balinese 66% (122 correct cases out of 186 cases).
本研究旨在分析巴厘文字Unicode字型的正确率。目前,共有4种巴厘岛文字Unicode字体,分别是Noto Sans、Vimala、Pustaka Bali和Kadiri。这四种字体在互联网上免费提供,可用于开发各种应用程序,特别是那些旨在保留巴厘文字使用的应用程序。目前还没有研究对这四种字体的准确性进行分析。使用这四种字体编写Ida Bagus Adi Sudewa编写的巴厘岛语言文档the bali Language Document v0.6来检查这四种字体,该文档在以前的研究中也被广泛使用。本文件共有186个案例,涵盖所有巴厘文字字形及其变体。本研究的结果是对下一步字体开发的建议。在186个案例中,Vimala字体的正确率达到93%(186个案例中有174个);Pustaka Bali 93%(186例中174例正确);Kadiri语94%(186例中175例正确);诺托三巴厘语66%(186例中122例正确)。
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引用次数: 0
Implementation of ELECTRE II Algorithm to Analyze Student Constraint Factors in Completing Thesis 利用ELECTRE II算法分析学生完成论文的约束因素
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617001
I. Sudipa, I. M. Asana, I. A. Wiguna, I. N. T. A. Putra
This study aims to determine the obstacles that cause students to be slow in completing final assignments during the pandemic at STIKI Indonesia. Data were obtained from the results of student questionnaires with a sample of 30 students. There are five attributes used, namely Environment (A1), Less Capable of Time Management (A2), Lecturer Influence (A3), and Online Communication (A4). The method used in this research is ELECTRE II. The research results show that the Less Capable of Time Management factor (A2) is the most dominant alternative, followed by the Lecturer Influence factor (A3) in the second place. The results of this research are intended to provide an evaluation for universities, especially divisions related to final assignments, in paying attention to the obstacles constraint by students to complete the final task and can provide the right solution so that student progress can be carried out smoothly.
本研究旨在确定导致学生在大流行期间在印度尼西亚STIKI完成最终作业缓慢的障碍。数据来源于30名学生的学生问卷调查结果。使用了五个属性,分别是环境(A1),时间管理能力不足(A2),讲师影响(A3)和在线交流(A4)。本研究使用的方法是ELECTRE II。研究结果表明,时间管理能力差(A2)是最主要的影响因素,其次是讲师影响因素(A3)。本研究的结果旨在为大学,特别是与期末作业相关的部门提供评估,以关注学生完成期末任务的障碍约束,并提供正确的解决方案,使学生的进步能够顺利进行。
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引用次数: 6
Mobile Serious Game using Augmented Reality for Increasing Quality of Learning 使用增强现实提高学习质量的手机严肃游戏
Pub Date : 2021-10-12 DOI: 10.1109/conmedia53104.2021.9617176
A. Rifa’i, Tri Ika Jaya Kusumawati, M. Purnomo
Traditional learning is currently considered as boring learning for students. This study presents a new learning media to provide opportunities for students to learn the concept of computer networks more realistically. The learning process has been mobile gamified with a serious game approach using augmented reality. Bloom’s Taxonomy was used to arrange the material. The evaluation of game-based learning outcomes was carried out using a quasi-experimental pretest-posttest group design method. Three classes were randomly selected to experiment. The first class was chosen to use games with instructional learning from the teacher, the second class used games without teacher instruction, while the last class used traditional learning. The 3X1 covariance was used to compare groups. A pairwise comparison shows that learning using games with teacher instruction has better results than learning games without teacher instruction. Meanwhile, the opposite result is shown in the data on student interest in learning.
传统的学习目前被认为是枯燥的学习。本研究提供了一种新的学习媒介,让学生有机会更真实地学习计算机网络的概念。学习过程已经通过使用增强现实的严肃游戏方法移动游戏化。布鲁姆分类法用于整理材料。游戏学习效果的评估采用准实验的前测后测分组设计方法。随机选取三个班级进行实验。第一组采用游戏教学,第二组采用游戏教学,最后一组采用传统教学。采用3X1协方差进行组间比较。两两比较表明,有教师指导的游戏学习比没有教师指导的游戏学习效果更好。与此同时,学生学习兴趣的数据显示出相反的结果。
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引用次数: 0
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2021 6th International Conference on New Media Studies (CONMEDIA)
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