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System Dynamics Modeling of Multi-Channel Supply Chain System: A Hypothetical LPG Distribution with Disloyal Household Customers 多渠道供应链系统动力学建模:含不忠诚家庭客户的LPG分配
Pub Date : 2022-08-27 DOI: 10.24002/ijis.v5i1.6025
P. Murdapa, P. Karningsih, I. N. Pujawan
The availability of LPG in the community is a sensitive issue. If there is a shortage, it has the potential to cause chaos and inflation. The final consumers, namely households and micro business stalls, will generally be disloyal. They are not tied to one particular store to get the LPG they need. Since the number of tanks in circulation will remain constant, the analysis of LPG availability can be focused on the number of tanks. Continuous simulation method with system dynamics is generally used in system growth analysis. In this paper the method is utilized to model the discrete movement of tanks circulating in the community which in this case is represented in a much smaller system, consisting of filling stations, agents, and stores. The modeling results provide a sufficient picture of how the availability of the tank can be optimized appropriately.
石油气在社区的供应是一个敏感的问题。如果出现短缺,就有可能造成混乱和通货膨胀。最终消费者,即家庭和小商户,通常是不忠诚的。他们并不局限于一个特定的商店来获得他们需要的液化石油气。由于流通中的储罐数量将保持不变,因此对液化石油气可用性的分析可以集中在储罐的数量上。系统生长分析通常采用系统动力学的连续仿真方法。在本文中,该方法被用于模拟在社区中循环的油箱的离散运动,在这种情况下,在一个更小的系统中表示,由加油站,代理商和商店组成。建模结果充分说明了如何适当优化储罐的可用性。
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引用次数: 0
Implementation of Group-Based Human Movement Model in Opportunistic Network 机会网络中基于群体的人类运动模型的实现
Pub Date : 2022-08-27 DOI: 10.24002/ijis.v5i1.6164
Vittalis Ayu, B. Soelistijanto
As an instance of a distributed computing system, opportunistic networks facilitate message dissemination in a store-carry-forward manner. In this setting, the mobile devices are communicating in opportunistic contacts as they move across the network areas. However, the movement of these mobile devices is exclusively reliant on the mobility of their human owner, thereby limiting the likelihood of contact. The current state of the art typically simulates human movement based on randomness, which is unsuitable for representing how people move in groups. Therefore, this paper proposes an implementation of a group-based human mobility model to simulate device-to-device communication in opportunistic networks. In this model, individuals are able to move as a set within a group and have the ability to join and leave the group dynamically We built the model in BonnMotion and subsequently implemented it in an opportunistic environment simulator, ONE Simulator. To evaluate the proposed model, we compared them to the random-based model as a benchmark. Subsequently, we assess the impact of the movement model on two major areas of network performance: message delivery performance and resource utilization, such as nodes’ energy consumption. We are concerned about these aspects since the mobile agents have limited resources yet are expected to achieve a high rate of message delivery as well. The simulation results show that our model outperformed the random-based model in terms of the number of successfully delivered messages and average delay. However, the number of message replications and the energy consumption is fairly higher than those of the benchmarks.
作为分布式计算系统的一个实例,机会网络以存储-前转的方式促进消息的传播。在这种情况下,移动设备在跨网络区域移动时以机会接触方式进行通信。然而,这些移动设备的移动完全依赖于其人类所有者的移动性,从而限制了接触的可能性。目前的技术水平通常是基于随机性模拟人类运动,这并不适合代表人们如何在群体中移动。因此,本文提出了一种基于群体的人类移动模型的实现,以模拟机会网络中设备对设备的通信。在这个模型中,个体能够在一个群体中作为一个整体移动,并且有能力动态地加入和离开这个群体。我们在BonnMotion中建立了这个模型,随后在一个机会主义环境模拟器ONE simulator中实现了它。为了评估提出的模型,我们将它们与基于随机的模型作为基准进行了比较。随后,我们评估了移动模型对网络性能的两个主要领域的影响:消息传递性能和资源利用,如节点的能量消耗。我们关注这些方面,因为移动代理资源有限,但也期望实现高消息传递率。仿真结果表明,我们的模型在成功传递消息的数量和平均延迟方面优于基于随机的模型。但是,消息复制的数量和能耗要比基准测试高得多。
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引用次数: 0
Translator of Indonesian Sign Language Video using Convolutional Neural Network with Transfer Learning 基于卷积神经网络和迁移学习的印尼语手语视频翻译
Pub Date : 2022-08-27 DOI: 10.24002/ijis.v5i1.5865
Sesilia Shania, Mohammad Farid Naufal, Vincentius Riandaru Prasetyo, Mohd Sanusi Bin Azmi
Sign language is a language used to communicate by utilizing gestures and facial expressions. This study focuses on classification of Bahasa Isyarat Indonesia (BISINDO). There are still many people who have difficulty communicating with the deaf people. This study builds video-based translator system using Convolutional Neural Network (CNN) with transfer learning which is commonly used in computer vision especially in image classification. Transfer learning used in this study are a MobileNetV2, ResNet50V2, and Xception. This study uses 11 different commonly used vocabularies in BISINDO. Predictions will be made in real-time scenario using a webcam. In addition, the system given good results in the experiment with an interaction approach between one pair of deaf and normal people. From all the experiments, it was found that the Xception architectures has the best F1 Score of 98.5%.
手语是一种通过手势和面部表情进行交流的语言。本文主要研究印尼语的分类问题。仍有许多人与聋人沟通有困难。本文利用卷积神经网络(CNN)和迁移学习技术,构建了基于视频的翻译系统。卷积神经网络是计算机视觉特别是图像分类中常用的技术。本研究中使用的迁移学习是MobileNetV2, ResNet50V2和Xception。本研究使用了11种不同的BISINDO常用词汇。将使用网络摄像头在实时场景中进行预测。此外,该系统在一对聋人与正常人的交互实验中取得了良好的效果。从所有实验中发现,异常架构的F1得分最高,达到98.5%。
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引用次数: 1
Evaluation of UAJY Learning Management System’s Usability using USE Questionnaire and Eye-tracking 用USE问卷法和眼动法评价UAJY学习管理系统的可用性
Pub Date : 2022-02-28 DOI: 10.24002/ijis.v4i2.5273
Aloysius Gonzaga Pradnya Sidhawara
One of the influential learning resources utilized today is a web-based learning management system. The web-based e-learning’s usability is also influenced by the user interface. In measuring usability, eye-tracking technology can be employed to examine eye gaze of an individual when looks at a specific point at a certain time. The use of eye-tracking is beneficial in obtaining objective data. This study aims to evaluate the usability of UAJY Learning Management System website interface and examine the user's interaction with the website interface. Thirty-five participants were recruited in a usability testing experiment. Participants were asked to do three tasks related to the use of e-learning features while their eye movements were recorded. The USE Questionnaire and task-related question data were processed using statistical descriptive methods and eye movement data generated into heatmaps. The Usefulness, Ease of Use, Ease of Learn, and Satisfaction aspects of the UAJY LMS gains more than 80% feasibility percentage. Overall results of feasibility categorized the UAJY LMS as Very Feasible. There was no difference found in usability aspects between gender, faculty background, and eye condition groups. Heatmaps results show that navigational elements in the LMS are utilized properly and successfully help participants in performing tasks.
当今最具影响力的学习资源之一是基于网络的学习管理系统。基于web的电子学习的可用性还受到用户界面的影响。在可用性测量中,眼球追踪技术可以用来检测个体在特定时间注视特定点时的目光。眼动追踪的使用有利于获得客观数据。本研究旨在评估UAJY学习管理系统网站界面的可用性,并检视用户与网站界面的互动。在可用性测试实验中招募了35名参与者。参与者被要求完成三个与使用电子学习功能相关的任务,同时他们的眼球运动被记录下来。使用统计描述性方法对USE问卷和任务相关问题数据进行处理,并将眼动数据生成热图。UAJY LMS的实用性、易用性、易学性和满意度方面获得了超过80%的可行性百分比。可行性的总体结果将UAJY LMS分类为非常可行。在可用性方面,在性别、教师背景和眼睛状况组之间没有发现差异。热图结果表明,LMS中的导航元素得到了正确的利用,并成功地帮助参与者执行任务。
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引用次数: 1
Game Design Factor Questionerin User Experience Analysis on Selera Nusantara Game 游戏设计因素问卷调查与用户体验分析——以《Selera Nusantara》为例
Pub Date : 2022-02-28 DOI: 10.24002/ijis.v4i2.5449
Kathryn Widhiyanti, Kusuma Dewangga, Firas Almukhtar
Game products are one of the media to provide pleasure, satisfaction and knowledge for users. Game Selera Nusantara is a game product created by a game studio in Yogyakarta, namely Gambir Studio, created with the aim of providing pleasure, satisfaction and knowledge to its users. In order for the goal of the Selera Nusantara Game to be achieved, a game design by a user-centered game designer is needed. Game Selera Nusantara is a game with the Casual genre that has a target audience of children and teenagers with the main goal of introducing Nusantara cuisine. The good aim of the Selera Nusantara Game which introduces the culture of the archipelago is the basis of this research by assessing the quality of the game so that it can be accepted by the target audience optimally. The User Experience method with Game Design Factor Questionaire and compared with the results of interviews with game designers from Game Selera Nusantara used in this study provides an analysis of the quality of the game quantitatively. The results of the analysis show that Game Selera Nusantara has a high score on the criteria of Game Goals, Game Mechanism, Interaction, Fantasy Game, Narrative, Sensation, Game Value, Mystery, Flow, which is more than 90%. This means that the Selera Nusantara game has been able to fulfill the goal of providing pleasure, satisfaction and knowledge to its users in accordance with the design of the game designer.
游戏产品是为用户提供快乐、满足和知识的媒介之一。Game Selera Nusantara是由日惹的游戏工作室Gambir studio创造的游戏产品,旨在为用户提供快乐,满足和知识。为了实现《Selera Nusantara》的目标,我们需要一名以用户为中心的游戏设计师进行游戏设计。游戏Selera Nusantara是一款休闲类型的游戏,目标用户是儿童和青少年,主要目标是介绍Nusantara美食。Selera Nusantara游戏介绍了群岛文化,这是本研究的基础,通过评估游戏的质量,使其能够被目标用户接受。用户体验方法结合游戏设计因素问卷,并与Game Selera Nusantara对游戏设计师的访谈结果相比较,提供了对游戏质量的定量分析。分析结果显示,《Game Selera Nusantara》在游戏目标、游戏机制、交互性、幻想游戏、叙事、感觉、游戏价值、神秘性、流性等指标上得分较高,达到90%以上。这意味着Selera Nusantara游戏已经能够按照游戏设计师的设计实现为用户提供快乐,满足和知识的目标。
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引用次数: 2
Entrepreneurial Modes towards Information Technology Applications in Business during Pandemic Covid-19 Based on Indonesia SMEs’ Stories 基于印尼中小企业案例的新冠疫情背景下信息技术应用的创业模式
Pub Date : 2022-02-28 DOI: 10.24002/ijis.v4i2.4840
Robertus In Nugroho Budisantoso, Antonius Sumarwan
This paper aims to identify entrepreneurial modes towards information technology applications in business during pandemic Covid-19 based on Indonesia SMEs’ stories. This study uses phenomenological approach in discerning 33 Economics students’ reports on SMEs’ ways in relating to social media platforms in the midst of the pandemic as relatively different business instruments driven by information technology along with their encounters to new opportunities within novel landscape of business. The reports indicate a general pattern of three critical stages linked to entrepreneurial challenges namely in the first stage business distortion, in the middle efficiency calculation, and finally available resources allocation. Using two factors i.e. learning capability of the business actors and the sophistication degree of information technology applications, the ways through which entrepreneurs relate to information technology within pandemic context can be identified into four types of mode namely adoption, adaptation, aversion, and abandon. Most of them are in adoption mode, few are in adaptation and abandon modes, and none in aversion mode.
本文旨在根据印尼中小企业的故事,找出新冠疫情期间信息技术在商业中的应用的创业模式。本研究采用现象学方法,对33名经济学专业学生关于中小企业在疫情期间与社交媒体平台相关的方式的报告进行了分析,这些社交媒体平台是由信息技术驱动的相对不同的商业工具,以及他们在新的商业环境中遇到的新机遇。报告指出了与创业挑战相关的三个关键阶段的一般模式,即第一阶段业务扭曲,中间效率计算和最后可用资源分配。利用商业行为者的学习能力和信息技术应用的复杂程度这两个因素,企业家在大流行病背景下使用信息技术的方式可分为四种模式,即采用、适应、厌恶和放弃。大多数企业处于采用模式,少数企业处于适应和抛弃模式,没有企业处于厌恶模式。
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引用次数: 2
Performance Comparison of Deep Learning Models to Detect Covid-19 Based on X-Ray Images 基于x射线图像检测Covid-19的深度学习模型性能比较
Pub Date : 2022-02-28 DOI: 10.24002/ijis.v4i2.5491
S. Riyadi, Yunita Lestari, Cahya Damarjati, K. Ghazali
The SARS-Cov-2 outbreak caused by a coronavirus infection shocked dozens of countries. This disease has spread rapidly and become a new pandemic, a serious threat and even destroys various sectors of life. Along with technological developments, various deep learning models have been developed to classify between Covid-19 and Normal X-ray images of lungs, such as Inception V3, Inception V4 and MobileNet. These models have been separately reported to perform good classification on Covid-19. However, there is no comparison of their performance in classifying Covid-19 on the same data. This research aims to compare the performance of the three mentioned deep learning models in classifying Covid-19 based on X-ray images. The methods involve data collection, pre-processing, training, and testing using the three models. According to 2,169 dataset, the InceptionV3 model obtained an average accuracy value of 99.62%, precision value 99.65%, recall value 99.5%, specificity value 99.5%, and f-score value 99.52%; while the InceptionV4 model obtained an average accuracy value of 97.79%, precision value 98.11%, recall value 90.18%, specificity value 90.18%, and f-score value 97.25%; and the MobileNet model obtained an average accuracy value of 99.67%, precision value 99.77%, recall value 99.38%, specificity value 99.38%, and f-score value of 99.67%. The three models can classify the Covid-19 and Normal X-ray images based on research results, while the MobileNet model achieved the best performance. The model has stable performance in achieving graphic results and has extensive layers; the more layers there are to achieve better accuracy results.
由冠状病毒感染引起的SARS-Cov-2疫情震惊了数十个国家。这一疾病迅速蔓延,成为一种新的流行病,严重威胁甚至破坏了生活的各个方面。随着技术的发展,人们开发了各种深度学习模型来区分Covid-19和正常的肺部x射线图像,如Inception V3、Inception V4和MobileNet。这些模型分别被报道对Covid-19进行了良好的分类。然而,在相同的数据上,它们在对Covid-19进行分类方面的表现没有比较。本研究旨在比较上述三种深度学习模型在基于x射线图像对Covid-19进行分类方面的性能。方法包括数据收集、预处理、训练和使用这三种模型的测试。根据2169个数据集,InceptionV3模型的平均准确率为99.62%,准确率为99.65%,召回率为99.5%,特异性为99.5%,f-score值为99.52%;InceptionV4模型的平均准确率为97.79%,准确率为98.11%,召回率为90.18%,特异性为90.18%,f-score值为97.25%;MobileNet模型的平均准确率为99.67%,准确率为99.77%,召回率为99.38%,特异性为99.38%,f-score值为99.67%。三种模型均能根据研究结果对Covid-19和Normal x射线图像进行分类,其中MobileNet模型的分类效果最好。该模型具有图形化效果稳定、层数广泛的特点;层数越多,精度越高。
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引用次数: 1
A Survey of Face Recognition based on Convolutional Neural Network 基于卷积神经网络的人脸识别研究进展
Pub Date : 2022-02-27 DOI: 10.24002/ijis.v4i2.5439
R. E. Saragih, Quynh Huong To
Face recognition is one of the interesting research topics in the field of computer vision. In recent years, deep learning methods, especially the Convolutional Neural Network, have progressed. One of the successes of CNN is in face recognition. Face recognition by computer is a technique done so that the computer can automatically recognize faces in an image. Various researchers have conducted related research on facial recognition. This survey presents researches related to face recognition based on Convolutional Neural Network that has been conducted. The studies used are studies that have been published in the last five years. It was performed to determine the renewal that emerged in face recognition based on Convolutional Neural Network. The basic theory of the Convolutional Neural Network, face recognition, and description of the database used in various researches are also discussed. Hopefully, this survey can provide additional knowledge regarding face recognition based on the Convolutional Neural Network.
人脸识别是计算机视觉领域的研究热点之一。近年来,深度学习方法,特别是卷积神经网络取得了进展。CNN的一个成功之处在于人脸识别。计算机人脸识别是一种使计算机能够自动识别图像中的人脸的技术。很多研究者都对人脸识别进行了相关的研究。本文综述了基于卷积神经网络的人脸识别相关研究。所使用的研究是在过去五年内发表的研究。为了确定基于卷积神经网络的人脸识别中出现的更新。讨论了卷积神经网络的基本理论,人脸识别,以及各种研究中使用的数据库描述。希望这一调查可以为基于卷积神经网络的人脸识别提供更多的知识。
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引用次数: 6
NoonGil Lens+: Second Level Face Recognition from Detected Objects to Decrease Computation and Performance Trade-off NoonGil Lens+:从检测到的物体中进行二级人脸识别,以减少计算和性能权衡
Pub Date : 2022-02-27 DOI: 10.24002/ijis.v4i2.5488
Jo Vianto, D. Setyohadi, Anton Satria Prabuwono, M. S. Azmi, Eddy Julianto
Artificial intelligence has developed in various fields. The development became more significant after Neural Networks(NN) began to gain popularity. Convolutional Neural Networks(CNNs) are good at solving problems such as classification and object detection. However, the CNNs model tends to function to solve a specific problem. In the case of both object detection and face recognition it is difficult to make a single model that works well. NoonGil Lens+ is expected to be an approach that can solve both problems at once. As well as being a solution, it is also hoped that this approach can reduce the trade-off of accuracy and execution speed. The approach we propose can be called as Noongil Lens+, a system that connects YOLOv3 and FaceNet. It is inspired from a korean series called ‘STARTUP’. The author only develops the FaceNet model and the proposed system in this paper (NoonGil Lens+). Region Selection, a machine learning-based greedy approach was proposed to determine snapshots to fed into FaceNet for facial identity classification. FaceNet is trained on the CelebA dataset which has gone through the preprocessing process and is validated using the LFW dataset. NoonGil Lens+ was validated using 70 images of 7 celebrities, characters, and athletes. In general, the research was carried out successfully. NoonGil Lens+ using Region Selection has an accuracy of up to 75.2%. The Region Selection execution speed is also faster compared to Cascade Faces.
人工智能在各个领域都有发展。在神经网络(NN)开始普及之后,这一发展变得更加重要。卷积神经网络(cnn)擅长解决分类和目标检测等问题。然而,cnn模型倾向于解决一个特定的问题。在物体检测和人脸识别的情况下,很难做出一个有效的单一模型。NoonGil Lens+有望成为同时解决这两个问题的方法。作为一种解决方案,也希望这种方法可以减少准确性和执行速度的权衡。我们提出的方法可以被称为Noongil Lens+,一个连接YOLOv3和FaceNet的系统。它的灵感来自一部名为《创业》的韩国电视剧。作者在本文中只开发了FaceNet模型和提出的系统(NoonGil Lens+)。提出了一种基于机器学习的贪心区域选择方法,以确定输入FaceNet进行人脸身份分类的快照。FaceNet是在CelebA数据集上进行训练的,该数据集已经经过了预处理过程,并使用LFW数据集进行了验证。NoonGil Lens+使用了7位名人、人物和运动员的70张照片进行验证。总的来说,这项研究进行得很成功。NoonGil Lens+使用区域选择,准确率高达75.2%。区域选择的执行速度也比Cascade Faces快。
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引用次数: 0
Exploring of Potential of Cloud Computing for Small and Medium Enterprises 中小企业云计算潜力探索
Pub Date : 2022-02-26 DOI: 10.24002/ijis.v4i2.5487
S. Kamarudin, Ahmad Hidayat Ahmad Khalili, Zakry Fitri Abd. Aziz, K. A. Kamarudin, Amelia Natasya Abdul Wahab
Business activities such as human resources management, payroll, finance, and accounting are crucial for Small and Medium Enterprises (SMEs). Therefore, adopting technologies such as cloud computing is expected to improve SMEs’ efficiency. The migration from current business practices to cloud computing amongst SME entrepreneurs remains a challenge. Therefore, this study presents a short review of cloud computing concepts, the characteristics, types of cloud computing service models, and also cloud computing deployment models. This study highlights the benefits and challenges faced by SMEs entrepreneurs in adopting cloud computing. Also, this study explores the existing cloud computing services provided for SMEs. The present study aims to provide a better understanding of cloud computing’s potential to be applied in helping SMEs manage their business activities.
诸如人力资源管理、工资、财务和会计等业务活动对中小型企业(SMEs)至关重要。因此,采用云计算等技术有望提高中小企业的效率。中小企业企业家从当前的业务实践迁移到云计算仍然是一个挑战。因此,本研究将对云计算的概念、特点、云计算服务模型的类型以及云计算部署模型进行简要回顾。这项研究强调了中小企业在采用云计算时所面临的好处和挑战。同时,本研究也探讨了现有的中小企业云计算服务。本研究的目的是让业界更了解云计算在协助中小企业管理业务活动方面的潜力。
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引用次数: 2
期刊
Indonesian Journal of Information Systems
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