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2021 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS最新文献

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Factors Affecting Buyer Satisfaction of Coffee Beans at the Online Marketplace in Indonesia 影响印尼网上市场咖啡豆买家满意度的因素
A. M. Sundjaja, Dadik Shukurnianto, Ary Putra Rulvi, Raditya Hardianto Putra
The use of online marketplace in Indonesia is increasing. The online marketplace makes it easy for baristas and homebrewers to find and buy high-quality coffee beans. This study aims to examine the factors that influence the satisfaction of coffee beans buyers in the online marketplace in Indonesia. This study uses a quantitative approach. The researcher modifies the research model from the information system success model developed by DeLone & McLean and the Technology Acceptance Model (TAM). The variables in this study consist of Information Quality, Service Quality, Virtual Community Quality, Design, Security, Trust, Perceived Usefulness, Perceived Ease of Use, Usage Behavior, User Satisfaction. The number of samples in this study was 393 online marketplace users who had purchased coffee beans. The data analysis technique is Structural Equation Modeling using AMOS. The results of this study indicate that the Usage Behavior variable has a significant effect on User Satisfaction. In addition, Information Quality and Service Quality do not affect Usage Behavior and User Satisfaction. This study also shows that Trust, Perceived Usefulness, and Perceived Ease of Use significantly influence Usage Behavior. Virtual Community Quality and Security have a significant influence on Trust. In addition, security has a substantial effect on Perceived Usefulness. Finally, Design has a substantial impact on Perceived Ease of Use.
在印尼,在线市场的使用正在增加。在线市场让咖啡师和家庭酿造者很容易找到并购买高质量的咖啡豆。本研究旨在探讨影响印尼网上市场咖啡豆买家满意度的因素。本研究采用定量方法。研究者在DeLone & McLean的信息系统成功模型和技术接受模型(Technology Acceptance model, TAM)的基础上对研究模型进行了修正。本研究的变量包括资讯品质、服务品质、虚拟社区品质、设计、安全、信任、感知有用性、感知易用性、使用行为、用户满意度。本研究的样本数量为393名购买咖啡豆的在线市场用户。数据分析技术为AMOS结构方程建模。本研究结果表明,使用行为变量对用户满意度有显著影响。此外,信息质量和服务质量不影响使用行为和用户满意度。本研究亦显示信任、感知有用性及感知易用性对使用行为有显著影响。虚拟社区质量和安全对信任有显著影响。此外,安全感对感知有用性有实质性的影响。最后,设计对感知易用性有很大的影响。
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引用次数: 0
Implementation of K-Medoid and Hierachical Clustering for Strengthening Job Satisfaction on The Teacher Profession 运用k -中介和层次聚类强化教师职业工作满意度
E. T. Tosida, Irma Anggraeni, Suci Putri Utami, Indra Permana Solihin
Education is a very important element in social life to support the formation of individual character. The implementation of data mining in the education sector shows an increasing trend. The purpose of this study is to implement strengthening job satisfaction for the teaching profession using the K-medoid and Hierarchical Clustering method. Cluster analysis was carried out on five main factors including salary, promotion, supervisor's supervision, relationships with colleagues and the teaching profession. Tests were carried out on 136 respondents and 39 questions devided into 5 factors. The trial of determining the number of clusters was carried out on 3 trials ($mathrm{K}=2, mathrm{K}=3$ and $mathrm{K}=4$). The optimal cluster value is obtained at $mathrm{K}=3$ with a Davies Bouldin index (DBI) of 2,823 for the K-Medoid method and $mathrm{K}=4$ with a DBI value of 1,415 for the Hierarchical method. The cluster results show that the priority of strengthening teacher professional satisfaction needs to be increased on the salary indicator by 50% for the K-Medoid method and 65% for the Hierarchical method. While the results of the percentage of priorities that need to be maintained are the indicators of relationships with colleagues by 10% in the K-Medoid method and 5% in the Hierarchical method.
教育是社会生活中支持个性形成的一个非常重要的因素。数据挖掘在教育领域的实施呈现出日益增长的趋势。本研究的目的是运用k -中介和层次聚类方法来强化教师职业的工作满意度。对薪酬、晋升、导师监督、同事关系、教师职业五个主要因素进行聚类分析。对136名受访者进行了测试,并将39个问题分为5个因素。在$mathrm{K}=2, $mathrm{K}= 3$和$mathrm{K}=4$三个试验上进行确定簇数的试验。K- medoid方法的最佳聚类值为$mathrm{K}=3$, DBI值为2,823;分层方法的最佳聚类值为$mathrm{K}=4$, DBI值为1,415。聚类结果表明,在工资指标上,K-Medoid法需要提高教师职业满意度的优先级为50%,分层法需要提高教师职业满意度的优先级为65%。而需要保持的优先级百分比的结果是与同事关系的指标在K-Medoid方法中为10%,在分层方法中为5%。
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引用次数: 0
The Effect of Cyberbullying in Multi-Player Online Gaming Environments: Gamer Perceptions 多人在线游戏环境中网络欺凌的影响:玩家感知
S. Prasetyaningtyas, A. Prayogo
Cyberbullying has gotten much attention lately; however, research on cyberbullying in the online gaming environment is relatively new and limited. Besides, existing research essentially centers around teenagers, leaving a gap for investigating cyberbullying among adult gamers. The causes of cyberbullying are still unclear and cannot simply link to violent video games. Therefore, to develop strategies to mitigate cyberbullying in the online gaming environment, we need to understand better the causes of cyberbullying in this environment. This research aims to investigate gamer perceptions regarding the causes of cyberbullying in an online multi-player gaming environment and the relationship between cyberbullying, Motivation, Performance, and satisfaction in an online gaming environment. One hundred eleven respondents answered the questionnaire related to the cause of cyberbullying and its effect on players' Motivation, Performance, and satisfaction. SEM-PLS was used to analyze the data. It showed that cyberbullying did not affect the players' Motivation and Performance, while player motivation and Performance affecting player satisfaction.
网络欺凌最近引起了很多关注;然而,对网络游戏环境中的网络欺凌的研究相对较新且有限。此外,现有的研究基本上都是围绕青少年展开的,对成年游戏玩家中网络欺凌的调查存在空白。网络欺凌的原因尚不清楚,不能简单地将其与暴力视频游戏联系起来。因此,为了制定策略来减轻网络游戏环境中的网络欺凌,我们需要更好地了解这种环境下网络欺凌的原因。本研究旨在探讨多人在线游戏环境中玩家对网络欺凌成因的认知,以及网络欺凌、动机、表现和满意度之间的关系。111名被调查者回答了有关网络欺凌成因及其对玩家动机、表现和满意度影响的问卷。采用SEM-PLS对数据进行分析。结果表明,网络欺凌不影响玩家的动机和表现,而玩家的动机和表现会影响玩家的满意度。
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引用次数: 1
Design and Build an Android-Based Waste Pickup Information System Using the Extreme Programming Method (Case Study: BUMDes Cahaya Buana Paku) 基于android的垃圾收集信息系统的极限编程设计与构建(案例研究:BUMDes Cahaya Buana Paku)
I. W. W. Pradnyana, A. Fahmi, Ati Zaidiah, Muhammad Bayu Wibisono, B. T. Wahyono, R. Purabaya
BUMDES (village-owned enterprises) is an organization formed by the village government and the community managing the organization in accordance with the needs and conditions of the village economy. BUMDes Cahaya Buana Paku has a waste pick-up service. The waste management carried out is to pick up waste of every society and place in the final disposal site (TPA). The aim of the author is to build a waste pick-up application that will be managed by BUMDes, with the hope of this system can help the pick-up process and make the industry a new target in waste pick-up. System development is done by Agile and Extreme Programming methods where this method is done by emphasizing communication so that it is flexible to rapid changes in the system. This application is made using Android Studio and Kotlin programming language and uses Firebase for system data management and system testing is done by the Black-Box testing method. It is hoped that the results of this study can help the pick-up process and advance the village by following technology developments.
村办企业是由村政府和社区根据村经济的需要和条件组成的组织。BUMDes Cahaya Buana Paku有垃圾收集服务。所进行的废物管理是将每个社会的废物收集起来并放置在最终处置地点(TPA)。作者的目的是建立一个由BUMDes管理的垃圾拾取应用程序,希望该系统可以帮助拾取过程,使行业成为垃圾拾取的新目标。系统开发是由敏捷和极限编程方法完成的,这种方法是通过强调通信来完成的,这样它就可以灵活地应对系统中的快速变化。本应用使用Android Studio和Kotlin编程语言开发,使用Firebase进行系统数据管理,采用黑盒测试方法进行系统测试。希望这项研究的结果可以帮助收集过程,并通过技术发展推动村庄的发展。
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引用次数: 3
Effect Of The Learning Rate, Hidden Layer, And Epoch In Lung Cancer Prediction 学习率、隐藏层和Epoch在肺癌预测中的作用
Yuni Widiastiwi, Dewi Hajar
Lung cancer is one of the deadliest diseases in the world after breast cancer, with a prevalence rate of 11.4%. This research aims to predict the level of accuracy of whether a person is diagnosed with suspected cancer or not. The method used in this study uses a backpropagation neural network using a combination of the learning rate, hidden layer, and epoch values. The results showed that the learning rate value of 0.1, the value of hidden layer 100, and epoch 1000 resulted in predictions with the best accuracy value of 97%.
肺癌是世界上仅次于乳腺癌的最致命疾病之一,患病率为11.4%。这项研究旨在预测一个人是否被诊断患有疑似癌症的准确性。本研究中使用的方法使用了一个结合学习率、隐藏层和历元值的反向传播神经网络。结果表明,当学习率为0.1,隐层为100,epoch为1000时,预测准确率达到97%。
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引用次数: 0
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2021 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS
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