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Semantic segmentation of pendet dance images using multires U-Net architecture 基于多帧U-Net结构的悬垂舞蹈图像语义分割
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1316.329-338
Hendri Ramdan, Moh. Arief Soeleman, Purwanto Purwanto, Bahtiar Imran, R. A. Pramunendar
As a cultural heritage, traditional dance must be protected and preserved. Pendet dance is a traditional dance from Bali, Indonesia. Dance recognition raises a complex problem for computer vision research because the features representing the dancer must focus on the dancer's entire body. This can be done by performing a segmentation task process. One type of segmentation task in computer vision is the semantic segmentation. Mask R-CNN and U-NET were employed in this task. Since it was first introduced in 2015, semantic segmentation using the U-Net architecture has been widely adopted, developed, and modified. One of the new architectures applied is the MultiRes UNet. This study carries out a semantic segmentation task on the Balinese Pendet dance image using the MultiRes UNet architecture by changing the value of α (alpha) to obtain the best results. This architectural is evaluated by DC score, Jaccard index, and MSE. In this dataset, the alpha value of 1.9 resulted in the best score for DC and the Jaccard index with 98.47% and 99.23% respectively. On the other hand, an alpha value of 1.8 obtained the best score of MSE with 8.20E-04.
作为一种文化遗产,传统舞蹈必须得到保护和保存。Pendet舞是印度尼西亚巴厘岛的一种传统舞蹈。舞蹈识别为计算机视觉研究提出了一个复杂的问题,因为代表舞者的特征必须关注舞者的整个身体。这可以通过执行分段任务进程来完成。计算机视觉中的一种分割任务是语义分割。本任务采用Mask - R-CNN和U-NET。自2015年首次推出以来,使用U-Net架构的语义分割已被广泛采用、开发和修改。应用的新架构之一是MultiRes UNet。本研究利用MultiRes UNet架构,通过改变α (alpha)的值,对bali Pendet舞蹈图像进行语义分割任务,以获得最佳结果。该体系结构通过DC分数、Jaccard指数和MSE进行评估。在该数据集中,alpha值为1.9的DC和Jaccard指数得分最高,分别为98.47%和99.23%。另一方面,当alpha值为1.8时,MSE得分最高,为8.20E-04。
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引用次数: 0
Sentiment analysis of Indonesian reviews using fine-tuning IndoBERT and R-CNN 使用微调IndoBERT和R-CNN对印尼评论的情绪分析
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1505.348-354
H. Jayadianti, Wilis Kaswidjanti, Agung Tri Utomo, S. Saifullah, F. Dwiyanto, Rafał Dreżewski
Reviews are a form of user experience information on a product or service that can be used as a reference for potential consumers’ preferences to buy, use, or consume a product. They can be also used by business entities to find out public opinion about their product or the performance of their business products. It will be very difficult to process the review data manually and it will take a long time. Therefore, sentiment analysis automation can be used to get polarity information from existing reviews. In this study, IndoBERT with Recurrent Convolutional Neural Network (RCNN) was used to automate sentiment analysis of Indonesian reviews. The data used was a sentiment analysis dataset obtained from IndoNLU with sentiment consisting of negative sentiment, neutral sentiment, and positive sentiment. The results of the test showed that IndoBERT with the Recurrent Convolutional Neural Network (RCNN) had better results than the IndoBERT base. IndoBERT with Recurrent Convolutional Neural Network (RCNN) obtained 95.16% accuracy, 94.05% precision, 92.74% recall and 93.27% f1 score.
评论是一种关于产品或服务的用户体验信息,可作为潜在消费者购买、使用或消费产品偏好的参考。商业实体也可以使用它们来了解公众对其产品或其商业产品性能的看法。手动处理审查数据将非常困难,而且需要很长时间。因此,情绪分析自动化可以用于从现有评论中获得极性信息。在这项研究中,IndoBERT与递归卷积神经网络(RCNN)被用于印尼评论的情绪分析自动化。使用的数据是从IndoNLU获得的情绪分析数据集,情绪包括负面情绪、中性情绪和积极情绪。测试结果表明,使用递归卷积神经网络(RCNN)的IndoBERT比基于IndoBERT的方法具有更好的结果。IndoBERT和递归卷积神经网络(RCNN)的准确率分别为95.16%、94.05%、92.74%和93.27%。
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引用次数: 4
Multiplayer mechanism design for soil tillage serious game 多人机制设计的土壤耕作类严肃游戏
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1432.303-313
Anang Kukuh Adisusilo, E. Wahyuningtyas, N. Saurina, Radivoje Radi
The primary goal of Serious Games is not only for fun but also for lesson. In learning the first stage of soil tillage which using the mouldboard plow, a proper understanding is needed so that the soil tillage process will follow the needs of plant growth. The use of serious games as a study instrument for soil tillage is under the concept of digital game-based learning (DGBL). The problem of players when playing serious games is less motivated to play because the serious game system and scenario are less challenging. That challenges accelerate the shape of knowledge and experience when playing the games (user experience). By referring to the Learning Mechanics Gaming Mechanics (LM-GM) model, which is based on multiplayer in serious games, hopefully the learning process of land management using the mouldboard plow can be optimized. This process can increase learning motivation and elevate the user experience. This research results a design concept of a learning mechanism and a game mechanism for a serious multiplayer game of soil tillage with a mouldboard plow. There are three types of learning mechanisms in conceptual and concrete components, also six types of game mechanisms that can be used as a reference for the formation of multiplayer serious games and the increase player motivation.
严肃游戏的主要目标不仅是为了好玩,也是为了学习。在学习使用板犁耕作的第一阶段时,需要对土壤耕作过程有一个正确的认识,使土壤耕作过程符合植物生长的需要。使用严肃游戏作为土壤耕作的学习工具是基于数字游戏学习(DGBL)的概念。玩家在玩严肃游戏时的问题是,因为严肃的游戏系统和场景缺乏挑战性,所以他们缺乏玩游戏的动力。在玩游戏时,这些挑战加速了知识和经验的形成(用户体验)。借鉴基于多人游戏模式的学习机制游戏机制(Learning Mechanics Gaming Mechanics, LM-GM)模型,优化板犁耕地管理学习过程。这个过程可以增加学习动机,提升用户体验。本研究提出了一种基于学习机制和游戏机制的多人耕地犁耕游戏的设计理念。在概念和具体组件中有三种类型的学习机制,也有六种类型的游戏机制可以作为多人严肃游戏的形成和增加玩家动机的参考。
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引用次数: 0
Design of digital kWh-Meter to top-up the electric pulse by automatically using Relay Module Based on SMS and Arduino Uno 基于SMS和Arduino Uno的继电器模块实现电脉冲自动充值的数字电度表设计
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1221.229-236
Syarifah Fitrah Ramadhani, Pujianti Wahyuningsih, Abdul Jalil, Syarifah Suryana
This study aims to design a digital kWh-meter prototype to top-up the electricity pulse by automatically using relay modules based on Short Message Service (SMS) and Arduino Uno. The utilization of 12 relay modules to substitute the keypad input function in the digital kWh meter is our basic idea in this study. The method we used to replace the keypad input function with the relay module is based on the integration between the circuit path in the keypad board and the relay module as an electric switch that can activate when the relay gets a trigger from the Arduino Uno. In this study, when the user wants to charge the electric pulse, the user will send the voucher number to the GSM SIM900A module via SMS, then it will be processed to the Arduino Uno. Then Arduino Uno will trigger the relay to be activated so that it can automatically fill the voucher number to the digital kWh-meter. This study result is the success of relay modules can substitute the function of keypad input to fill the voucher pulse number to the digital kWh-meter through SMS with the successful voucher number filling up to 98%. The usefulness of the relay module to change the keypad input function on the digital kWh meter is our original idea for this study.
本研究旨在设计一个基于短消息服务(SMS)和Arduino Uno的继电器模块自动补充电脉冲的数字千瓦时表原型。利用12个继电器模块代替数字电能表的键盘输入功能是本研究的基本思路。我们使用继电器模块代替键盘输入功能的方法是基于键盘板中的电路路径与继电器模块之间的集成,作为一个电子开关,当继电器从Arduino Uno获得触发时可以激活。在本研究中,当用户想要对电脉冲进行充电时,用户通过短信将凭证号发送到GSM SIM900A模块,然后将其处理到Arduino Uno。然后Arduino Uno将触发继电器被激活,以便它可以自动将凭证编号填写到数字千瓦时表。研究结果表明,继电器模块可以代替键盘输入功能,通过短信向数字电能表填写代金券脉冲数,代金券脉冲数填充成功率高达98%。利用继电器模块改变数字电能表的键盘输入功能是我们研究的初衷。
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引用次数: 0
Factor analysis satisfaction levels of users toward the JKN mobile application in the COVID-19 Era using the PIECES framework 使用PICES框架对新冠肺炎时代用户对JKN移动应用程序的满意度进行因子分析
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1280.245-254
Randa Gustiawan, Ulung Pribadi
This study aimed to prove the researcher's hypothesis regarding users’ factor analysis satisfaction of the Mobile JKN application in the Covid-19 era in Sungai Penuh City using the PIECES framework. The measurement variables of the PIECES framework were performance, information, economy, control, efficiency, and service. In this study, researchers used quantitative descriptive methods with data sources from questionnaires via google form with 101 respondents, and data processing was carried out using SEM-pls. The results of this study indicated the value of R square was 0.732. It can be concluded that the interpretation of the users’ satisfaction level of the application was 73.2%, which R-square identifies in the Strong/Good category. Several PIECES variables that has a significant effect on people's satisfaction with the JKN mobile application were efficiency and performance variables with P values of 0.004 and 0.033 while variables that did not have significant effect were control, economy, information and services.
本研究旨在使用PICES框架证明研究人员关于新冠肺炎时代Sungai Penuh市移动JKN应用程序用户因素分析满意度的假设。PIECES框架的测量变量是绩效、信息、经济、控制、效率和服务。在这项研究中,研究人员使用定量描述方法,通过谷歌表单对101名受访者进行问卷调查,并使用SEM pls进行数据处理。本研究的结果表明,R平方的值为0.732。可以得出结论,用户对应用程序的满意度解释为73.2%,R-square将其确定为强/好类别。对人们对JKN移动应用程序的满意度有显著影响的几个PIECES变量是效率和性能变量,P值分别为0.004和0.033,而没有显著影响的变量是控制、经济、信息和服务。
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引用次数: 0
Classification of Lombok Pearls using GLCM Feature Extraction and Artificial Neural Networks (ANN) 基于GLCM特征提取和人工神经网络(ANN)的龙目岛珍珠分类
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1317.209-217
Muh Nasirudin Karim, R. A. Pramunendar, M. Soeleman, Purwanto Purwanto, Bahtiar Imran
This study used the second-order Gray Level Co-occurrence Matrix (GLCM) and pearl image classification using the Artificial Neural Network (ANN). No previous research combines the GLCM method with artificial neural networks in pearl image classification. The number of images used in this study is 360 images with three labels, including 120 A images, 120 AA images, and 120 AAA images. The epochs used in this study were 10, 20, 30, 40, 50, 60, 70, and 80. The test results at epoch 10 got 80.00% accuracy, epoch 20 got 90.00% accuracy, epoch 30 got 93.33% accuracy, and epoch 40 got 94.44% accuracy. In comparison, epoch 50 got 95.55% accuracy, epoch 60 got 96.66% accuracy, epoch 70 got 96.66% accuracy, and epoch 80 got 95.55% accuracy. The combination of the proposed methods can produce accuracy in classifying pearl images, such as the classification test results.
本研究采用二阶灰度共生矩阵(GLCM)和人工神经网络(ANN)对珍珠图像进行分类。将GLCM方法与人工神经网络相结合用于珍珠图像分类尚无研究。本研究使用的图像数量为360张,分为三个标签,分别是120张A图像、120张AA图像和120张AAA图像。本研究使用的时代为10、20、30、40、50、60、70和80。epoch 10、epoch 20、epoch 30、epoch 40的测试结果准确率分别为80.00%、90.00%、93.33%和94.44%。相比之下,epoch 50的准确率为95.55%,epoch 60的准确率为96.66%,epoch 70的准确率为96.66%,epoch 80的准确率为95.55%。结合上述方法,可以提高珍珠图像分类的准确性,如分类测试结果。
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引用次数: 0
Classification of Dog and Cat Images using the CNN Method 利用CNN方法对猫狗图像进行分类
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1116.203-208
Teguh Adriyanto, Risky Aswi Ramadhani, R. Helilintar, Aidina Ristyawan
Blind people can be defined as those people who are unable to see objects or pictures around them with their eyes. This inability becomes an issue for them when dealing with objects or images in front of them. These problems lead to the novelty of this study that is to recognize objects or images around blind people with the CNN algorithm. Dogs and cats were used as objects in this study. These object recognitions used Deep Learning, a relatively new science in the field of machine learning. Deep learning works like the human brain's ability to recognize an object. In this study, the objects that were used were pictures of a dog and a cat. This study used 3 types of data, namely training, validation, and testing data. The data training consisted of dog data with a total of 1000 images and cat data with a total of 1000 images. Data validation consisted of 500 dog data  and 500 cat data. The CCN architecture employed 3 convolution layers. The layer was convolution 1 using 16 filters of kernel size 3x3, the second convolution using 32 filters of  kernel size 3x3 and the third using 64 filters of kernel size 3x3. While the data testing consisted of 51dog data and 27 cat data. The method used to analyze the image was CNN. The input was an image with a size of 150x150 pixels with 3 channels, namely R, G, and B. This classification went through a performance test with the Confusion Matrix and it obtained 45% precision, 45% recall and 45% f1-score. From these results it can be concluded that the accuracy values should be improved.
盲人可以定义为那些不能用眼睛看到周围物体或图片的人。当他们处理面前的物体或图像时,这种无能就成了一个问题。这些问题导致了本研究的新颖之处,即使用CNN算法识别盲人周围的物体或图像。本研究以猫和狗为研究对象。这些对象识别使用了深度学习,这是机器学习领域的一门相对较新的科学。深度学习的工作原理类似于人类大脑识别物体的能力。在这项研究中,使用的对象是一只狗和一只猫的照片。本研究使用了3种数据,即训练数据、验证数据和测试数据。数据训练由总共1000张图片的狗数据和总共1000张图片的猫数据组成。数据验证包括500条狗数据和500条猫数据。CCN架构采用3个卷积层。该层是卷积1,使用16个内核大小为3x3的滤波器,第二次卷积使用32个内核大小为3x3的滤波器,第三次卷积使用64个内核大小为3x3的滤波器。而数据测试包括51条狗数据和27条猫数据。对图像进行分析的方法是CNN。输入为150x150像素大小的图像,有3个通道,分别是R、G、b。该分类通过混淆矩阵进行性能测试,获得了45%的准确率、45%的召回率和45%的f1-score。从这些结果可以得出结论,精度值有待提高。
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引用次数: 0
Sentiment analysis of customer satisfaction levels on smartphone products using Ensemble Learning 使用Ensemble Learning对智能手机产品客户满意度的情感分析
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1377.339-347
Muhammad Ma’ruf, Adam Prayogo Kuncoro, Pungkas Subarkah, Faridatun Nida
Increasingly sophisticated technological developments create new ways for people to conduct trading business. An example of this technology application is the use of e-commerce. However, there are conditions where the seller cannot measure the level of satisfaction and identify problems experienced by his customers if it is only based on the rating as the case in smartphones transactions. Therefore, a solution is needed to create a system that can filter negative and positive comments. This study offers a solution to address this issue by using machine learning employing the K-Nearest Neighbors, SVM, and Naive Bayes algorithms with hyperparameters from previous studies. This study applied the ensemble learning method with the Voting Classifier technique, which is an algorithm to combine several algorithms that have been made. From the test results, the highest accuracy was obtained by SVM with an accuracy value of 91.18% while the ensemble learning method obtained an accuracy value of 89.22%. The difference in the accuracy of training and testing for SVM and ensemble learning method is 7.1% and 4% respectively. These results indicate that the ensemble learning method can help improve the performance of sentiment analysis algorithms for comments on smartphone products.
日益复杂的技术发展为人们开展贸易业务创造了新的方式。这种技术应用的一个例子是电子商务的使用。然而,在某些情况下,如果只是基于评级,卖家就无法衡量客户的满意度,也无法识别客户遇到的问题,就像智能手机交易的情况一样。因此,需要一个解决方案来创建一个可以过滤负面和正面评论的系统。本研究提供了一个解决方案,通过使用机器学习,采用k近邻,支持向量机和朴素贝叶斯算法与先前的研究中的超参数来解决这个问题。本研究将集成学习方法与投票分类器技术相结合,该算法是将已有的几种算法结合起来的一种算法。从测试结果来看,SVM的准确率最高,达到91.18%,而集成学习方法的准确率为89.22%。SVM与集成学习方法的训练和测试准确率差异分别为7.1%和4%。这些结果表明,集成学习方法可以帮助提高智能手机产品评论情感分析算法的性能。
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引用次数: 3
Comparative analysis of Fuzzy Tsukamoto's membership functions for determining irrigated rice field feasibility status 模糊冢本隶属函数在水稻田可行性判断中的比较分析
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1156.255-263
Ummi Syafiqoh, A. Yudhana, S. Sunardi
The representation of the fuzzy set membership curve consisting of trapezoidal, triangular, and linear shapes, has an important role in the fuzzy logic system. The selection of the curve's shapes determines the useable membership function and affects the fuzzy output value. Previous studies generally used curves that had been employed in predecessors or other studies that did not explain the reason for choosing a fuzzy member curve. This condition became problem because there was not a guide in selecting the appropriate membership function model for the parameters used in the fuzzy process so that most researchers only use membership functions that are commonly used in previous studies or in the same case as their research. The purpose of this study was to determine the effect of selecting trapezoidal and triangular curves on the performance of Tsukamoto's fuzzy logic for determining the rice-fields suitability status. The research methodology comprised 3 main stages. The first stage was data collecting, to collect soil pH values, soil moisture, and air temperature in rice fields. The second stage was the implementation of the Tsukamoto fuzzy. At this stage, two membership function curves were used. The third stage was a comparative analysis of Tsukamoto's fuzzy's output of trapezoidal and triangular curves. The results obtained indicate that there is no significant performance difference between the two different membership functions. The results of the research with the trapezoidal membership function have a better accuracy rate of 93% while the triangular membership function has an accuracy rate of 90%.
由梯形、三角形和线形组成的模糊集隶属度曲线的表示在模糊逻辑系统中具有重要作用。曲线形状的选择决定了可用的隶属函数,并影响模糊输出值。先前的研究通常使用先前或其他研究中使用的曲线,这些研究没有解释选择模糊成员曲线的原因。这种情况之所以成为问题,是因为没有为模糊过程中使用的参数选择合适的隶属函数模型的指南,因此大多数研究人员只使用以前研究中常用的或与他们的研究相同的隶属函数。本研究的目的是确定选择梯形和三角形曲线对Tsukamoto模糊逻辑用于确定稻田适宜性状态的性能的影响。研究方法包括三个主要阶段。第一阶段是数据收集,收集稻田中的土壤pH值、土壤湿度和空气温度。第二阶段是Tsukamoto模糊的实现。在这个阶段,使用了两条隶属函数曲线。第三阶段是对Tsukamoto的梯形和三角形曲线的模糊输出进行比较分析。结果表明,两种不同隶属度函数之间没有显著的性能差异。梯形隶属度函数的研究结果具有93%的较好准确率,而三角形隶属度函数具有90%的准确率。
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引用次数: 0
Predicting the success of the government’s program of lomaya (Regional PKH) in reducing poverty 预测政府的lomaya(区域PKH)计划在减少贫困方面的成功
Pub Date : 2022-12-19 DOI: 10.33096/ilkom.v14i3.1149.323-328
Ruhmi Sulaehani, M. H. Botutihe
.
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引用次数: 0
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Ilkom Jurnal Ilmiah
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