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Poincaré Plot Method for Physiological Analysis of the Gadget Use Effect on Children Stress Level 小工具使用对儿童应激水平影响的生理分析
Pub Date : 2022-06-30 DOI: 10.15575/join.v7i1.809
Umar Zaky, Afwan Anggara, Muhammad Zakariyah, Ilham Fathullah
Stress in children can affect the way they think, act, and feel. The habit of using gadgets has several advantages and disadvantages, but there has been no in-depth study of the effect of using gadgets on stress levels in children. This study aims to determine the representation of the physiological condition of using gadgets on stress levels in children. A total of 18 electrocardiogram data were extracted with poincaré plot features. This research has found that there is no difference in the level of stress in children between before and after using gadgets in terms of autonomic nervous activity (Sig. > 0.05). However, there is an increase in sympathetic activity that occurs in children even though they have finished using gadgets. Such conditions certainly need to get more attention, especially related to the duration of gadget use and accessible content.
孩子的压力会影响他们思考、行动和感受的方式。使用电子产品的习惯有几个优点和缺点,但还没有深入研究使用电子产品对儿童压力水平的影响。本研究旨在确定儿童使用电子产品时的生理状态对压力水平的表征。采用poincar图特征共提取18例心电图数据。本研究发现,在自主神经活动方面,儿童使用电子产品前后的压力水平没有差异(Sig. > 0.05)。然而,即使孩子们不再使用电子产品,他们的交感神经活动也会增加。这些情况当然需要得到更多的关注,特别是与小工具使用的持续时间和可访问的内容有关。
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引用次数: 1
Technology Acceptance Model in Government Context: A Systematic Review on the Implementation of IT Governance in a Government Institution 政府环境下的技术接受模型:对某政府机构信息技术治理实施的系统回顾
Pub Date : 2022-06-30 DOI: 10.15575/join.v7i1.853
L. N. Amali, M. R. Katili, S. Suhada, L. Hadjaratie, Hanifah Mardlatillah
Recent trends of studies on technology acceptance in local government had recently been popular; the studies focused on identifying the predictors of human behavior in potential acceptance or rejection of technology. This study investigated the use of information technology/information system (henceforth, IT/IS) acceptance in government as a means to improve the quality of public service and strive for transparent governance. A mixed-methods (quantitative and qualitative) study was conducted, and data were collected through questionnaires involving 125 respondents, interviews, and observations. Technology Acceptance Model (TAM) is used as a theoretical framework for behavioral information systems and Smart Partial least square (Smart PLS) analysis was employed in elaborating the complex correlation between the determinants. The result showed that the perceived ease-of-use (PEOU) contributed positively to the perceived usefulness (PU) and attitude towards using technology (ATUT). Moreover, the ATUT significantly contributed to Behavioral Intention of Use (BITU); further, the BITU also contributed to actual technology use (ATU). The PU, however, possessed a negative impact on the ATUT. These results further the information regarding the quality and performance of IT/IS services that can be used as a basis for higher-level decision-making.
近年来,地方政府技术接受研究的最新趋势十分流行;这些研究的重点是确定人类对技术的潜在接受或拒绝行为的预测因素。本研究调查了政府使用信息技术/信息系统(以下简称IT/IS)作为提高公共服务质量和努力实现透明治理的手段。采用混合方法(定量和定性)进行研究,通过125名受访者的问卷调查、访谈和观察收集数据。采用技术接受模型(TAM)作为行为信息系统的理论框架,采用智能偏最小二乘(Smart PLS)分析来阐述决定因素之间的复杂关系。结果表明,感知易用性(PEOU)对感知有用性(PU)和使用技术态度(ATUT)有正向影响。此外,ATUT对行为使用意向(BITU)有显著影响;此外,BITU还促进了实际技术使用(ATU)。然而,PU对ATUT有负面影响。这些结果进一步提供了有关IT/IS服务的质量和性能的信息,这些信息可以用作更高级别决策的基础。
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引用次数: 4
Systematic Literature Review Of Particle Swarm Optimization Implementation For Time-Dependent Vehicle Routing Problem 时变车辆路径问题的粒子群优化方法系统文献综述
Pub Date : 2022-06-30 DOI: 10.15575/join.v7i1.804
M. Diah, A. Setyanto, E. T. Luthfi
Time-dependent VRP (TDVRP) is one of the three VRP variants that have not been widely explored in research in the field of operational research, while Particle Swarm Optimization (PSO) is an optimization algorithm in the field of operational research that uses many variables in its application. There is much research conducted about TDVRP, but few of them discuss PSO's implementation. This article presented as a literature review which aimed to find a research gap about implementation of PSO to resolve TDVRP cases. The research was conducted in five stages. The first stage, a review protocol defined in the form of research questions and methods to perform the review. The second stage is references searching. The third stage is screening the search result. The fourth stage is extracting data from references based on research questions. The fifth stage is reporting the study literature results. The results obtained from the screening process were 37 eligible reference articles, from 172 search results articles. The results of extraction and analysis of 37 reference articles show that research on TDVRP discusses the duration of travel time between 2 locations. The route optimization parameter is determined from the cost of the trip, including the total distance traveled, the total travel time, the number of routes, and the number used vehicles. The datasets that are used in research consist of 2 types, real-world datasets and simulation datasets. Solomon Benchmark is a simulation dataset that is widely used in the case of TDVRP. Research on PSO in the TDVRP case is dominated by the discussion of modifications to determine random values of PSO variables.
时变VRP (Time-dependent VRP, TDVRP)是运筹学研究中尚未广泛探索的三种VRP变体之一,而粒子群优化算法(Particle Swarm Optimization, PSO)是运筹学领域中应用较多变量的一种优化算法。关于TDVRP的研究很多,但很少讨论PSO的实现。本文以文献回顾的方式,探讨运用PSO解决TDVRP个案的研究空白。研究分五个阶段进行。第一阶段,以研究问题和方法的形式确定审查方案,进行审查。第二阶段是引用搜索。第三阶段是筛选搜索结果。第四阶段是根据研究问题从参考文献中提取数据。第五阶段报告研究文献结果。筛选过程中从172篇检索结果文章中获得37篇符合条件的参考文献。对37篇文献的提取和分析结果表明,TDVRP的研究讨论了两个地点之间的旅行时间。路线优化参数由行程成本确定,包括总行程距离、总行程时间、路线数量和使用车辆数量。研究中使用的数据集包括两种类型,真实世界数据集和模拟数据集。Solomon Benchmark是一个广泛应用于TDVRP的模拟数据集。在TDVRP案例中,对PSO的研究主要是讨论如何修改以确定PSO变量的随机值。
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引用次数: 1
Kansei Engineering in Designing Web-Based e-Commerce UMKM Product 感性工学在电子商务UMKM产品设计中的应用
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.786
I. Isa, Indri Ariyanti
Human-Computer Interaction (HCI) is a part of the development of a system in addition to the usability factor. Several methods were developed in HCI to produce a User Interface design that persuasively attracts the user’s interest. One of these methods was Kansei Engineering which involved psychological factors and user emotions in the stage. The study focused on developing the e-commerce User Interface for UMKM products which based on how to maximize the service and quality of e-Commerce because so far the development of the web-based UMKM  e-Commerce product user interface has not paid attention to psychological factors. The Research followed Kansei Engineering Type 1 (KEPack) with the stages: (1) Research Initiation, (2) Collecting Kansei Words (KW), (3) Translating KW into SD scale, (4) Collecting Specimens, (5) Classifying Item / Category Specimens, (6) Evaluating Questionnaire Participants’ Data, (7) Multivariate Statistical Analysis, (8) Translating Statistical Data into Design Elements, (9) Creating Guideline Matrix Kansei Engineering. This study involved 40 participants, 20 Kansei Words, and ten specimens of UMKM e-Commerce products. The final result is the Kansei e-Commerce matrix guideline for web-based UMKM products, which had two main concepts, they were complexity consisting of formal, natural and simple emotion factors; and Uniqueness consisting of Comfortable, Soft, and Unique which consists of 8 main parts which divided into 65 design elements. The contribution of this Research in the informatics area is to provide recommendations for the appearance of  web-based UMKM  e-Commerce products based on the psychological factors of the user through the Kansei Engineering Stages.
人机交互(HCI)除了可用性因素外,也是系统开发的一部分。HCI中开发了几种方法来产生有说服力地吸引用户兴趣的用户界面设计。其中一种方法是感性工学,它涉及到阶段的心理因素和用户情绪。由于目前基于web的UMKM电子商务产品用户界面的开发还没有考虑到心理因素,因此研究的重点是基于如何最大限度地提高电子商务的服务和质量来开发UMKM电子商务产品的用户界面。本研究遵循感性工学类型1 (KEPack),分为以下几个阶段:(1)研究启动;(2)收集感性词(KW);(3)将KW转换为SD量表;(4)收集样本;(5)分类项目/类别样本;(6)评估问卷参与者数据;(7)多元统计分析;(8)将统计数据转化为设计元素;(9)创建感性工学指导矩阵。本研究涉及40名被试,20个感性词汇,10个UMKM电子商务产品样本。最后的结果是基于web的UMKM产品的感性电子商务矩阵指南,它有两个主要概念,它们是由形式、自然和简单的情感因素组成的复杂性;“舒适”、“柔软”、“独特”,由8个主要部分组成,分为65个设计元素。本研究在资讯学领域的贡献在于透过感性工学阶段,以使用者的心理因素为基础,为基于网路的UMKM电子商务产品的外观提供建议。
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引用次数: 1
Design of a Web-Based Lecture Scheduling Information System During Pandemic Covid-19 (Case Study: Faculty of Engineering and Science, Ibn Khaldun University) 基于web的Covid-19大流行期间课程表信息系统设计(以伊本赫勒敦大学工程与科学学院为例)
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.727
Novita Br Ginting, Yuggo Afrianto, Suratun Suratun
During the Covid-19 pandemic, the lecture process was carried out online, so it impacted other academic activities such as the preparation of lecture schedules. The results of observations at the Faculty of Engineering and Science found that the practice of lecture schedules was carried out manually, such as the schedule coordination process was carried out face-to-face between study programs, faculties, and lecturers to overcome conflicts in the use of rooms and teaching time. Changes in the teaching schedule need to be re-checked on the use of the room and the lecturer's teaching time because it has not been documented with the information system. Hence, this study aims to build an information system for preparing lecture schedules using the Greedy Best First Search Method based on the willingness of lecturers to teach. The system was developed using the RAD (Rapid Application Development) and testing using BlackBox testing. The results of this study succeeded in building a lecture scheduling information system that was able to generate lecture schedules automatically and quickly without having to coordinate face-to-face to support online lectures during the Covid-19 pandemic.
在新冠肺炎疫情期间,讲座过程在网上进行,因此影响了课程安排等其他学术活动。在理工科学院的观察结果发现,课堂安排的实践是手工进行的,例如,为了克服教室使用和教学时间的冲突,在学习项目、学院和讲师之间面对面进行日程协调过程。更改教学计划需要重新检查教室的使用情况和讲师的教学时间,因为它没有在信息系统中记录。因此,本研究旨在以讲师的教学意愿为基础,运用贪心最优优先搜寻法,建立一个编制课程表的资讯系统。该系统使用快速应用开发(RAD)进行开发,并使用BlackBox测试进行测试。该研究成果成功构建了在新冠疫情期间,无需面对面协调就能自动快速生成课程时间表的课程调度信息系统,以支持在线课程。
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引用次数: 2
Spanning Tree Protocol (STP) Based Computer Network Performance Analysis on BPDU Config Attacks and Take Over Root Bridge Using the Linear Regression Method 基于生成树协议的BPDU配置攻击和接管根桥的计算机网络性能线性回归分析
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.703
Yuliani Indrianingsih, Hero Wintolo, Eviana Yulianti Saputri
Spanning Tree Protocol (STP) is used in manageable switch devices that apply more than one path to the connection between switches. This study aims to assist engineer staff in improving STP network security. Furthermore, the benefit is to improve the STP network security system by using the Spanning Tree Protocol and Virtual Local Area Network (VLAN) trunking mitigation techniques. The results of testing data before STP is attacked, after STP attacked, and anticipatory data. Then a simple linear regression analysis is carried out by the result of that there is not a significant relationship between time and size in the DoS attack, which  48.6% of the time variable is influenced by the size of  variable, while  the remaining 51.4% by other variables. Root attack is 43.8%-time variable is influenced by size variable, the remaining 56.2% by other variables. Correlation between Karl Pearson DoS and root, there is a significant relationship between time and size, with the DoS correlation coefficient (-0.697) in contrast root (-0.662), and paired sample t-test (paired sample t-test) can be concluded the anticipation which is done by using BPDU guard and root guard mitigation.
生成树协议STP (Spanning Tree Protocol)用于可管理的交换设备,在交换机之间使用多条路径连接。本研究旨在协助工程师提高STP网路的安全性。通过使用生成树协议和VLAN (Virtual Local Area network)集群缓解技术,提高STP网络的安全性。STP被攻击前、攻击后的测试数据和预期数据的测试结果。然后进行简单的线性回归分析,结果表明DoS攻击中时间与规模之间不存在显著关系,其中48.6%的时间变量受变量规模的影响,其余51.4%受其他变量的影响。根攻击占43.8%,时间变量受大小变量影响,其余56.2%受其他变量影响。Karl Pearson DoS与根的相关性,时间和规模之间存在显著的相关关系,DoS的相关系数为-0.697,而根的相关系数为-0.662,配对样本t检验(配对样本t检验)可以推断出使用BPDU保护和根保护缓解所做的预测。
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引用次数: 1
Interactive Digital Catalog for Canopy Workshop Using Augmented Reality 使用增强现实的树冠车间交互式数字目录
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.761
R. Dijaya, Rizky Bayu Wardana, Suprianto Suprianto
This research study develops a product promotion method for a canopy roofs. The development of this method is to apply a 3-dimensional (3D) catalog using Augmented Reality (AR) technology. By utilizing Augmented Reality technology, sellers do not need to create markets or miniature products that are commonly used to provide examples to consumers to save costs, attract consumer interest, and display objects that appear natural. Based on the tests that have been done, it is concluded that implementing Augmented Reality in the canopy sales promotion media using the Luther development method with the stages of analysis, design, implementation, testing, and maintenance. Implementation of Augmented Reality in canopy sales promotion media uses concept data from the types of canopies included in the Augmented Reality-based application, namely stainless and hollow types made using a 3D blender program. A marker as a sign to bring up 3D objects in the application. Markers are created using Photoshop and entered the database so that they can be stored online. System testing uses the BlackBox testing method where the program's functionality is running as desired.
本研究开发了一种天篷屋顶的产品推广方法。该方法的发展是利用增强现实(AR)技术应用三维(3D)目录。通过利用增强现实技术,卖家不需要创建市场或微型产品,通常用于为消费者提供示例,以节省成本,吸引消费者的兴趣,并展示看起来很自然的对象。根据已经完成的测试,得出结论:采用路德开发方法在顶棚促销媒体中实现增强现实,分为分析、设计、实现、测试和维护四个阶段。在树冠促销媒体中实现增强现实使用基于增强现实的应用程序中包含的树冠类型的概念数据,即使用3D搅拌机程序制作的不锈钢和空心类型。标记作为在应用程序中显示3D对象的标志。使用Photoshop创建标记并输入数据库,以便它们可以在线存储。系统测试使用BlackBox测试方法,其中程序的功能按预期运行。
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引用次数: 1
Chatbot for Signaling Quranic Verses Science Using Support Vector Machine Algorithm 基于支持向量机算法的古兰经科学聊天机器人信令
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.827
U. Syaripudin, D. Suparman, Y. A. Gerhana, A. Rahayu, Mimin Mintarsih, Rizka Alawiyah
The many verses in the Qur'an encourage finding the right way how to understand it thematically. The purpose of the research is to develop a chatbot application that can be used to explore and elaborate the content of verses in the Qur’an that hint at science. The support vector machine (SVM) algorithm classifies question and answers datasets in chatbot applications. The number of data sets used is 76, with test data as much as 10%. The test results show that the SVM algorithm is quite good in classifying, with an accuracy value of 87.5%. While the user test results obtained an average MOS of 8.4, which means the chatbot application developed is very effective in understanding the Qur'an, which implies science. This research is expected to provide an overview of the explanation of the Qur'an about science and technology.
古兰经中的许多经文鼓励找到正确的方式来理解它的主题。该研究的目的是开发一种聊天机器人应用程序,可以用来探索和阐述古兰经中暗示科学的经文的内容。支持向量机(SVM)算法在聊天机器人应用中对问题和答案数据集进行分类。使用的数据集数量为76,测试数据高达10%。测试结果表明,SVM算法具有较好的分类效果,准确率达到87.5%。而用户测试结果获得的平均MOS为8.4,这意味着开发的聊天机器人应用程序在理解蕴含科学的古兰经方面非常有效。本研究旨在对古兰经关于科学技术的解释提供一个概览。
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引用次数: 0
Vehicle Tracking to Determine Position in The Parking Lot Utilizing CCTV Camara 利用闭路电视摄像机在停车场跟踪车辆以确定位置
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.671
A. Suheryadi, Willy Permana P, Reza Py, A. Sumarudin, Firdaus Firdaus
Traveling to a place using a private vehicle is an activity that many people do when visiting an area. The visitors leave their cars in several parking lots within a certain period. The resulted, them having difficulty finding vehicles in the parking lot. This study aims to assist parking service users in finding cars parked at the parking location using CCTV cameras. Apart from being used as a security system, cameras have installed in the parking lot can also be used to track the visitor's cars to the point where they park. The proposed method consists of three large blocks: background subtraction, vehicle recognition, and vehicle tracking. Results this study obtained in the test include the accuracy for the vehicle tracking process of about 91.5%, with a true positive rate of approximately 81.12%, and vehicle recognition about 70%.
乘坐私家车去一个地方旅行是许多人在访问一个地区时都会做的一项活动。来访者在一段时间内把车停在几个停车场。结果,他们很难在停车场找到车辆。本研究旨在利用闭路电视摄影机协助停车服务使用者寻找停在停车场的车辆。除了作为安全系统,安装在停车场的摄像头也可以用来跟踪游客的汽车,直到他们停车的地方。该方法由背景减除、车辆识别和车辆跟踪三大块组成。本研究在测试中获得的结果包括车辆跟踪过程的准确率约为91.5%,真阳性率约为81.12%,车辆识别率约为70%。
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引用次数: 0
The Implementation of RPG Concept on Breakout Games Using LibGDX Framework 利用LibGDX框架实现RPG概念在突围游戏中的实现
Pub Date : 2021-12-26 DOI: 10.15575/join.v6i2.517
A. Nodas, D. Tjahjadi, Alfi Rahman
As technology becomes more global, RPG games runs into a good development. One of which is a combination of RPG with another games. This journal aims to combine the breakout games and the RPG which has its characteristics. This game development uses prototyping method, in which analysing the necessity and determining the goals of the software. Then, prototype will be created and evaluated regularly so that the result can use 2D graphics. This game also can be used as a reference to reflexes practising. A modeling is conducted to design ‘use case,’ scenario process, activity diagram, class diagram, and sequence diagram as well as to conduct an interface design. A calibration that is used, is calibrating the programme which is created as well as the features in the programme itself. It can be concluded that the construction of RPG games combination and breakout using eclipse and libgdx works well. In addition, it uses the components such as TMX tile map, sprite, sprite batching, box2d and input handling.
随着技术变得越来越全球化,RPG游戏也进入了良好的发展阶段。其中之一便是RPG与其他游戏的结合。本刊旨在将突破类游戏与具有自身特点的RPG结合起来。本游戏开发采用了原型法,分析了软件开发的必要性,确定了软件开发的目标。然后,将创建原型并定期评估,以便结果可以使用2D图形。这个游戏也可以作为反射练习的参考。通过建模来设计“用例”、场景过程、活动图、类图和序列图,并进行接口设计。所使用的校准是对所创建的程序以及程序本身的特征进行校准。可以看出,使用eclipse和libgdx构建RPG游戏的组合与突破是非常有效的。此外,它还使用了TMX贴图、精灵、精灵批处理、box2d和输入处理等组件。
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引用次数: 0
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JOIN Jurnal Online Informatika
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