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Towards the Advanced Technology of Smart, Secure and Mobile Stadiums: A Perspective of Fifa World Cup Qatar 2022 迈向智能、安全和移动体育场馆的先进技术:2022年卡塔尔世界杯的视角
Pub Date : 2023-10-01 DOI: 10.13189/csit.2023.110201
Samuel W Lusweti, Jairus Odawa
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引用次数: 1
User Experience Design for Information Technology Career Preparation Platform Using the Design Thinking Method 基于设计思维方法的信息技术求职平台用户体验设计
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382559
Mahardeka Tri Ananta, Lutfi Fanani, Ivanna Adista Sihombing, Zainul Abidin
Digital talent is crucial in the thriving Information Technology (IT) industry. Hence, numerous countries seek digital skills to stay competitive in the current era. In Indonesia, the challenge lies not in quantity but in the readiness of digital talents to enter the professional world. To address this issue, we observed the IT career readiness of fresh graduates and senior students from the Faculty of Computer Science, Universitas Brawijaya. The observation revealed that 82.9% of 70 respondents stated doubts about their career preparations in the IT domain. These doubts stemmed from perceived inadequacy in technical skills, lack of readiness in developing a curriculum vitae and facing job interviews. Given the need for career preparation in the IT domain, we address the development of a platform to assist aspiring IT talents. This study proposes a solution as an IT career preparation application designed using the Design Thinking method The proposed design was tested using the Usability Evaluation, yielding an effectiveness rate of 100% and an efficiency value of 0.08 goals/sec. Furthermore, a satisfaction test was conducted using the SUS questionnaire, resulting in a score of 94.75 (excellent).
数字人才在蓬勃发展的信息技术(IT)行业中至关重要。因此,许多国家都在寻求数字技能,以在当前时代保持竞争力。在印度尼西亚,挑战不在于数量,而在于数字人才进入职业世界的准备程度。为了解决这个问题,我们观察了布拉维贾亚大学计算机科学学院的应届毕业生和高年级学生的IT职业准备情况。调查显示,在70名受访者中,82.9%的人对自己在IT领域的职业准备表示怀疑。这些疑虑源于人们认为技术技能不足、没有准备好编制简历和面临面试。鉴于IT领域职业准备的需要,我们致力于开发一个平台来帮助有抱负的IT人才。本研究提出了一种解决方案,作为一种使用设计思维方法设计的IT职业准备应用程序。所提出的设计使用可用性评估进行了测试,产生了100%的有效率和0.08目标/秒的效率值。此外,使用SUS问卷进行了满意度测试,结果得分为94.75(优秀)。
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引用次数: 0
Multilabel Classification for Keyword Determination of Scientific Articles 基于多标签分类的科技文章关键词确定
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382560
Sulthan Rafif, Rizal Setya Perdana, Putra Pandu Adikara
In writing scientific articles, there are provisions regarding the structure or parts of writing that must be fulfilled. One part of the scientific article that must be included is keywords. The process of determining keywords manually can cause discrepancies with the specific themes discussed in the article. Thus, causing readers to be unable to reach the scientific article. The process of determining the keywords of scientific articles is determined automatically by the classification method. The classification process is carried out by determining the set of keywords owned by each scientific article data based on the abstract and title. Therefore, the classification process applied is multi-feature and multi-label. Classification is done by applying the Contextualized Word Embedding Method. The implementation of Contextualized Word Embedding Method is done by applying BERT Model. By applying the BERT Model, it is expected to provide good performance in determining the keywords of scientific articles. The evaluation results by applying the BERT Model to the case of multi-label classification on abstract data for keyword determination resulted in a loss value of Training Data is 0.514, loss value of Validation Data is 0.511, and an accuracy value of 0.71, a precision value of 0.71, a recall value of 0.71, an error value of 0.29 and f-1 score of 0.83. Based on the results of the evaluation, it shows that the BERT Classification Model can carry out a classification process to determine a set of keywords from each abstract data in scientific articles.  
在写科学文章时,有一些关于写作结构或部分的规定必须满足。科学文章中必须包含的一个部分是关键词。手动确定关键字的过程可能导致与本文中讨论的特定主题不一致。从而导致读者无法触及科学文章。科技文章关键词的确定过程是通过分类方法自动确定的。分类过程是根据摘要和标题确定每篇科学文章数据所拥有的关键字集来进行的。因此,应用的分类过程是多特征、多标签的。采用上下文化词嵌入法进行分类。利用BERT模型实现了上下文化词嵌入方法。通过应用BERT模型,期望在确定科技文章的关键词方面提供良好的性能。将BERT模型应用于抽象数据多标签分类确定关键词的评价结果,训练数据的损失值为0.514,验证数据的损失值为0.511,准确率值为0.71,精度值为0.71,召回值为0.71,误差值为0.29,f-1得分为0.83。根据评价结果,BERT分类模型可以从科学文章的每个摘要数据中进行分类,确定一组关键词。
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引用次数: 0
Design of An Interactive Module for Historical Building Learning Using Board Game Puzzle Based On Multi-Marker Augmented Reality 基于多标记增强现实的棋牌益智历史建筑学习交互模块设计
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382556
Pujo Prasetyo aji, Herman Tolle, Eko Sakti Pramukantoro
Augmented Reality (AR) technology is one of the new technologies that can display the virtual world into the real word. Augmented reality technology is widely applied into the educational field to help the learning process by representating an object in more realistic and detailed way. However, most of the implementations that carried out only using AR to show up an object from a single marker, even though there are still many ways on using AR functions to represent an information in more detailed and intersting ways.This study aims to develop a learning media to introduce histrorical building spesifically Indonesian Temple’s using multi-marker augmented reality. This study used ADDIE Model to develop suitable media for learning process. Based on the results of expert testing, the developed media obtained an avarage score 3,76 for media evaluation and 3,84 for material evaluation, which means the developed media was very feasible as a learning medium.Therefore, through this research we expect to provide a recommendation for AR application models using multi-marker AR method, futhermore the modules developed are intended to become information resource and learning material about historical building especially temples in Indonesia.
增强现实(AR)技术是一种可以将虚拟世界显示为真实世界的新技术。增强现实技术被广泛应用于教育领域,通过以更真实、更详细的方式表示对象来帮助学习过程。然而,大多数只使用AR来显示单个标记中的对象的实现,尽管仍有许多方法可以使用AR函数以更详细和有趣的方式表示信息。本研究旨在开发一种学习媒体,利用多标记增强现实技术来介绍印尼寺庙的历史建筑。本研究采用ADDIE模型来开发适合学习过程的媒体。根据专家测试结果,开发的媒体在媒体评估和材料评估中分别获得3.76和3.84的平均分数,这意味着开发的媒体作为学习媒体是非常可行的。因此,通过本研究,我们希望为使用多标记AR方法的AR应用模型提供建议,进一步开发的模块旨在成为印尼历史建筑尤其是寺庙的信息资源和学习材料。
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引用次数: 0
Wearable Wireless Sensor Network for Mitigating COVID-19 Transmission Through Physical Distancing 用于通过物理距离减轻新冠肺炎传播的可佩戴无线传感器网络
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382517
Muhammad Niswar, Muhammad Ahlan, Fachrurrozie Haris, Achmad Basuki
The global community is currently facing a critical situation with the widespread transmission of the Covid-19 virus. The rapid increase in Covid-19 cases has necessitated immediate action and treatment. As the World Health Organization (WHO) recommended, maintaining a minimum distance of one meter between individuals is an effective preventive measure to avoid transmission through respiratory droplets. To address this issue, this paper introduces a cost-effective design and implementation of a wearable wireless sensor network using the ESP32 microcontroller and Bluetooth Low-Energy (BLE) technology that promotes physical distancing and contact tracing to mitigate the spread of COVID-19. In this research, we have determined that the safe distance between individuals is 1.5 meters. Proximity testing has indicated that an RSSI value of -62 dBm corresponds to a distance below 1.5 meters. Hence, we set -62 dBm as the distance threshold between wearable devices to ensure safe physical distancing. These wearable wireless sensor network devices are intended to assist individuals in maintaining a safe distance from others, thereby reducing the risk of COVID-19 transmission.
当前,国际社会面临新冠病毒广泛传播的严峻形势。Covid-19病例的迅速增加需要立即采取行动和治疗。根据世界卫生组织(WHO)的建议,人与人之间保持至少一米的距离是避免通过呼吸道飞沫传播的有效预防措施。为了解决这一问题,本文介绍了一种具有成本效益的可穿戴无线传感器网络设计和实现,该网络使用ESP32微控制器和蓝牙低功耗(BLE)技术,可促进物理距离和接触者追踪,以减轻COVID-19的传播。在本研究中,我们确定个体之间的安全距离为1.5米。近距离测试表明,RSSI值为-62 dBm对应的距离低于1.5米。因此,我们将可穿戴设备之间的距离阈值设置为-62 dBm,以确保安全的物理距离。这些可穿戴无线传感器网络设备旨在帮助个人与他人保持安全距离,从而降低COVID-19传播的风险。
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引用次数: 0
Advancements in Fire Alarm Detection using Computer Vision and Machine Learning: A Literature Review 利用计算机视觉和机器学习的火灾报警检测进展:文献综述
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382554
M. F. Ridhani, W. Mahmudy
Fire is one of the most common and increasing emergencies that threaten public safety and social development. This can cause significant loss of life and damage. Fire detection systems play an important role in the early detection of fires. The purpose of this study is to provide a brief survey of the latest literature in the field, which can provide a foundation for researchers to develop a Fire Alarm Detection System with a Computer Vision and Machine Learning approach. The Computer Vision and Machine Learning approaches are popular and have been extensively studied because the advantages. The main challenges in fire detection systems are high false alarm rates and slow response times. This research presents potentials and emerging trends through Computer Vision and Machine Learning approaches for Fire Alarm Detection Systems in the future, including the selection of input features to the use of appropriate methods and the process flow of Fire Alarm Detection Systems.
火灾是威胁公共安全和社会发展的最常见且日益严重的突发事件之一。这可能会造成重大的生命损失和损坏。火灾探测系统在火灾的早期探测中发挥着重要作用。本研究的目的是对该领域的最新文献进行简要调查,为研究人员开发具有计算机视觉和机器学习方法的火灾报警检测系统提供基础。计算机视觉和机器学习方法因其优点而广受欢迎并得到了广泛的研究。火灾探测系统的主要挑战是误报率高和响应时间慢。这项研究通过计算机视觉和机器学习方法为未来的火灾报警检测系统提供了潜力和新趋势,包括选择输入特征以使用适当的方法和火灾报警探测系统的流程。
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引用次数: 0
Comparative Analysis of the Use of State Management in E-commerce Marketplace Applications Using the Flutter Framework 基于Flutter框架的国家管理在电子商务市场应用中的比较分析
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382557
Aditya Akhmad Dinan Jatnika, Muhammad Aminul Akbar, Aryo Pinandito
This research aims to analyze the performance of two popular state management tools that have different system approaches, namely Riverpod and GetX, in developing marketplace applications using the Flutter framework. The marketplace type application used is Flutter ecommerce which is available as open source on the GitHub platform. This research aims to provide benefits to Flutter application developers in choosing the right state management tools for marketplace applications. The method used is to compare memory usage, execution time and CPU utilization of the two tools. Testing is done on the feature of displaying the home screen, search and add features. The results of the analysis obtained are that there are differences in memory usage and execution time for the three features and scenarios, GetX provides less memory usage with faster execution time. While in CPU utilization, there tends to be no performance difference between GetX and Riverpod. The conclusion is that GetX state management uses memory more efficiently and is able to provide faster execution time than Riverpod state management with better performance.
本研究旨在分析两种流行的状态管理工具的性能,它们具有不同的系统方法,即Riverpod和GetX,在使用Flutter框架开发市场应用程序时。使用的市场类型应用程序是Flutter电子商务,它是GitHub平台上的开源应用程序。本研究旨在为Flutter应用程序开发人员在为市场应用程序选择正确的状态管理工具方面提供好处。使用的方法是比较这两个工具的内存使用情况、执行时间和CPU利用率。测试了主界面显示、搜索和添加功能。分析结果表明,这三种特性和场景在内存使用和执行时间上存在差异,GetX提供了更少的内存使用和更快的执行时间。而在CPU利用率方面,GetX和Riverpod之间往往没有性能差异。结论是,GetX状态管理比Riverpod状态管理更有效地使用内存,能够提供更快的执行时间和更好的性能。
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引用次数: 0
Educational Media Development using Guided Discovery Learning Approach in Chemical Element Subject 在化学元素学科中使用引导性发现学习方法开发教育媒体
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382448
Ivenulut Rizki Diaz Renavitasari, H. Tolle, F. A. Bachtiar, A. A. Supianto
A chemical element is one of the materials in high school for chemistry subject. Students have difficulties in studying chemical elements due to ample theories that must be memorized. In addition, conventional learning models that tend to be one-way create boredom feeling towards students. The use of interactive educational media can be a solution to the learning process. This study tries to provide a solution by developing mobile-based educational media combined with guided discovery learning models to help the learning process of chemical elements in high school. The use of appropriate educational media can be used as an independent learning tool. This study uses Research & Development (R&D) combined with SAM Model to develop this educational media. Testing is using an expert validation approach for the prototype of educational media. This study adapted the Computer System Usability Questionnaire (CSUQ) to assess an aspect of the usability of educational media. To assess the content of the material in this educational media, this study uses an evaluation questionnaire from the subject matter and media experts. The development process is carried out in three iterations, namely the preparation stage, iterative stage, and iterative development stage. The results of this study show that the assessment of chemical elements in educational media has a score of 86.8% on its system usability according to media experts and a score of 90.5% on educational media content according to material experts. So, this educational media is feasible to be applied to high school students. Overall, this educational media got a good score on the pretest-posttest, where the effectiveness of using this educational media increased student learning outcomes with an N-Gain value of 80.62%.
化学元素是高中化学课的教材之一。学生学习化学元素有困难,因为有大量的理论必须背。此外,传统的学习模式往往是单向的,给学生带来无聊的感觉。使用互动式教育媒体可以解决学习过程。本研究试图通过开发基于移动的教育媒体,结合指导性发现学习模式,来帮助高中化学元素的学习过程。使用适当的教育媒体可以作为一种独立的学习工具。本研究采用研发(R&D)相结合的SAM模式来开发这一教育媒体。测试是使用专家验证方法对教育媒体原型进行测试。本研究采用计算机系统可用性问卷(CSUQ)来评估教育媒体可用性的一个方面。为了评估教育媒体中材料的内容,本研究使用了主题和媒体专家的评估问卷。开发过程分三个迭代进行,即准备阶段、迭代阶段和迭代开发阶段。本研究结果表明,媒体专家对教育媒体中化学元素的系统可用性评价得分为86.8%,材料专家对教育媒体内容评价得分为90.5%。因此,这种教育媒体在中学生中应用是可行的。总体而言,该教育媒体在前测后测中取得了较好的成绩,使用该教育媒体的有效性提高了学生的学习成果,N-Gain值为80.62%。
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引用次数: 0
ChemVirtual Lab: Gamified Learning Experience on Reaction Rate Topic to Improve Learning Outcomes ChemVirtual实验室:反应率主题的游戏化学习体验,以提高学习效果
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382563
R. I. Rokhmawati, Tuffahati Sholihah, Kumara Sahasika Laksmana, Rizky Pramudita, Ibrahim Sambata Sarborn, Adam Hendra Brata
This study aims to improve student learning outcomes through gamification of chemical learning media. As we know that chemical material, especially reaction rates, is abstract in nature, so it is quite difficult to convey this concept to students. Because the measured compounds vary greatly in terms of concentration, this material has complex features. However, in real conditions, students have limited access to chemical laboratory equipment, so learning media is needed that considers aspects of people, problems, and context to provide learning experiences like real laboratories.  ChemVirtual Lab is a learning tool that combines immersive learning experiences with game elements to improve students' learning outcome by allowing them to direct their own learning and inspiring them to think creatively and innovatively. The primary model in this study is the ASSURE learning media development paradigm. Evaluation of the usage of educational media was conducted to ascertain factors of satisfaction and usefulness with 3 media experts and 3 material experts. According to the six experts' test results, it would be possible to implement the media. Then the media was implemented to 62 high school students who were studying Rate of Reaction material. The Paired Sample T-Test was used to examine the effectiveness of the media's implementation, and the results revealed significant differences in learning outcomes as well as a tendency for post-test scores to rise above pre-test results.
本研究旨在通过化学学习媒体的游戏化来提高学生的学习效果。正如我们所知,化学材料,特别是反应速率,本质上是抽象的,所以很难向学生传达这个概念。由于测量的化合物在浓度方面变化很大,这种材料具有复杂的特征。然而,在现实条件下,学生获得化学实验室设备的机会有限,因此需要考虑人、问题和背景的学习媒体,以提供像真实实验室一样的学习体验。ChemVirtual Lab是一种将沉浸式学习体验与游戏元素相结合的学习工具,通过让学生指导自己的学习并激励他们创造性和创新性地思考,来提高学生的学习成果。本研究的主要模型是ASSURE学习媒体发展范式。3名媒体专家和3名材料专家对教育媒体的使用情况进行了评估,以确定满意度和有用性因素。根据六位专家的测试结果,有可能实施媒体。然后,媒体被应用于62名正在学习反应率材料的高中生。配对样本T检验用于检验媒体实施的有效性,结果显示学习结果存在显著差异,并且测试后的成绩有高于测试前成绩的趋势。
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引用次数: 0
User Experience Design Sales Performance and Sales Person Productivity Application MTFSales Using Human Centered Design Method (Case Study: PT Mandiri Tunas Finance) 使用以人为本的设计方法的用户体验设计销售业绩和销售人员生产力应用MTFSales(案例研究:PT Mandiri Tunas Finance)
Pub Date : 2023-08-31 DOI: 10.25126/jitecs.202382562
Safira Eldi Romadhona, R. I. Rokhmawati, Diah Priharsari
PT Mandiri Tunas Finance is a company engaged in financing new or used cars, motorcycles, and commercial vehicles, with a network of 102 branches spread throughout Indonesia. In its business process, sales performance monitoring is still considered ineffective, because the information about sales performance is in the form of an excel calculated manually. The salesperson could not monitor it directly. This study aims to produce a MTFSales application design using Human Centered Design. The prototype was tested using the user testing method and the SUPR-Q questionnaire. The results of the test using user testing are positive results with some suggestions from users. The test results using the SUPR-Q method for sales officers are 88.19%, sales heads are 88.65% and branch managers are 83.81%. All three are in the excellent and acceptable categories so it can be said that the design can be accepted by the users.
PT Mandiri Tunas Finance是一家从事新车或二手车、摩托车和商用车融资的公司,在印度尼西亚各地拥有102家分支机构。在其业务流程中,销售业绩监控仍然被认为是无效的,因为有关销售业绩的信息是以手工计算的excel形式提供的。销售人员无法直接监控。本研究旨在使用以人为本的设计制作MTFSales应用程序设计。使用用户测试方法和SUPR-Q问卷对原型进行了测试。使用用户测试的测试结果是积极的,用户提出了一些建议。SUPR-Q方法对销售人员的测试结果为88.19%,销售负责人为88.65%,分公司经理为83.81%,三者都属于优秀和可接受的类别,可以说该设计可以被用户接受。
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引用次数: 0
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JITeCS Journal of Information Technology and Computer Science
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