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Application of Named Entity Recognition via Twitter on SpaCy in Indonesian (Case Study : Power Failure in the Special Region of Yogyakarta) 通过Twitter的命名实体识别在印度尼西亚空间中的应用(案例研究:日惹特别地区的停电)
Pub Date : 2021-08-19 DOI: 10.24002/ijis.v4i1.4677
Rizka Maulida Yanti, Ibnu Santoso, Lya Hulliyyatus Suadaa
SpaCy is a tool that can efficiently handle Natural Language Processing (NLP) problems, one of which is Named Entity Recognition (NER). NER is used to extract and identify named entities in a text. However, so far SpaCy has not officially released the NER model pre-train for Indonesian. On the other hand, based on the 2019 PLN statistical report, the Province of D.I. Yogyakarta is a province that often experiences power failure and many complaints from the public are found on Twitter related to power failure that occur in the province. This is because there is no research on extracting information related to electrical disturbances and research on NER using SpaCy in Indonesian is still rare. So in this study, information extraction related to power failure in the Province of D.I. will be carried out. Yogyakarta via twitter using Indonesian SpaCy. This study produces good performance results with 95.52% precision calculation, 93.27% recall, and 94.38% f1-score. Then, mapping is carried out based on the location entities contained in tweets related to electrical disturbances. From this process, it was found that the highest number of locations mentioned in the tweet related to power failure came from Sleman Regency, while the lowest number came from Gunung Kidul Regency. Then, the month that experienced the most power failure was March 2020, while the month that experienced the least amount of electricity was July 2020.
SpaCy是一种能够有效处理自然语言处理(NLP)问题的工具,其中之一就是命名实体识别(NER)。NER用于提取和识别文本中的命名实体。然而,到目前为止,space还没有正式发布NER模型的印尼语预训练。另一方面,根据2019年PLN的统计报告,日惹省是一个经常发生停电的省份,在推特上发现了许多与该省发生的停电有关的公众投诉。这是因为目前还没有关于提取电干扰相关信息的研究,使用印度尼西亚语的SpaCy对NER的研究仍然很少。因此,在本研究中,将对直航省的停电相关信息进行提取。日惹通过twitter使用印度尼西亚空间。本研究取得了良好的性能结果,计算精度为95.52%,召回率为93.27%,f1得分为94.38%。然后,根据与电干扰相关的推文中包含的位置实体进行映射。从这个过程中发现,推文中提到的与停电有关的地点最多的是Sleman Regency,而最少的是Gunung Kidul Regency。然后,停电最多的月份是2020年3月,而停电最少的月份是2020年7月。
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引用次数: 1
Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model 利用技术接受模型识别网络游戏接受度的影响因素
Pub Date : 2021-08-19 DOI: 10.24002/ijis.v4i1.4727
Findra Kartika Sari Dewi, Bunga Natalia
In the last two decades, many companies create online games. Online game is a game that is connected to the internet, where players can play and communicate with other players in different places at the same time. There are many types of game, such as adventure, strategy, cooking, make up, and so on. That is why a lot of people love to play online game. This study tries to identify the factors that support online game acceptance by students of Atma Jaya Yogyakarta University, because many students at this university play online games. The method used for this analysis is Technology Acceptance Model, which has main construct, namely Perceived ease-of-use (PEOU), Perceived usefulness (PU), Attitude toward use (ATU), Intention to use (ITU) and Actual Use (AU), and additional variables of Social Influence (SI), Personal (P) and Excitement (E) added by researcher. The data obtained to conduct this analysis using a questionnaire addressed to students. There are eleven hypotheses that serve as a reference in analyzing the relationship between variables. Each variable proves that each of these variables has a significant relationship in online game acceptance.
在过去的二十年里,许多公司都在开发网络游戏。网络游戏是一种连接到互联网的游戏,玩家可以同时与不同地方的其他玩家进行游戏和交流。游戏有很多种类型,比如冒险、策略、烹饪、化妆等等。这就是为什么很多人喜欢玩网络游戏。本研究试图找出支持Atma Jaya日惹大学学生接受网络游戏的因素,因为这所大学的许多学生都玩网络游戏。本分析使用的方法是技术接受模型,该模型主要结构为感知易用性(PEOU)、感知有用性(PU)、使用态度(ATU)、使用意图(ITU)和实际使用(AU),并由研究者添加社会影响(SI)、个人(P)和兴奋(E)等附加变量。通过对学生进行问卷调查获得的数据进行分析。在分析变量之间的关系时,有11个假设作为参考。每个变量都证明了这些变量在网络游戏接受度中都有显著的关系。
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引用次数: 3
Student Perceptions Analysis of Online Learning: A Machine Learning Approach 在线学习的学生感知分析:一种机器学习方法
Pub Date : 2021-08-18 DOI: 10.24002/ijis.v4i1.4594
Hari Suparwito, A. M. Polina, Markus Budiraharjo
The covid-19 pandemic is currently occurring affects almost all aspects of life, including education. School From Home (SFH) is one of the ways to prevent the spread of Covid-19. The face-to-face learning method in class turns into online learning using information technology facilities. Even though there are many barriers to implementing classes online, online learning provides a new perspective for students' learning process. One of the factors for the online learning process's success is the interaction between the two main actors in the learning process, i.e., lecturers and students. The study's purpose was to analyze students' perceptions of the online learning process. The research data were obtained from a student questionnaire, which included five main criteria in the learning process: 1) self-management aspects, 2) personal efforts, 3) technology utilization, 4) perceptions of self-roles, and 5) perceptions of the role of the lecturer. Students provide an assessment through a questionnaire about the online learning methods they experience during the Covid-19 pandemic. The random forest algorithm was applied to examine data. The study results were focused on three main criteria (variable importance) that affect students' perceptions of the online learning process. The results described that the students' satisfaction in online learning is influenced by 1) The relationship between students and lecturers. 2) The learning materials need to be changed and adapted to the online learning method; 3) The use of technology to access online learning. The study contributes to improving the online learning method for the student.
目前正在发生的covid-19大流行影响到生活的几乎所有方面,包括教育。在家上学(SFH)是预防Covid-19传播的方法之一。课堂上面对面的学习方式转变为利用信息技术设施的在线学习。尽管实施在线课程存在许多障碍,但在线学习为学生的学习过程提供了一个新的视角。在线学习过程成功的因素之一是学习过程中两个主要参与者,即教师和学生之间的互动。这项研究的目的是分析学生对在线学习过程的看法。研究数据来自一份学生问卷,其中包括学习过程中的五个主要标准:1)自我管理方面,2)个人努力,3)技术利用,4)自我角色感知,5)讲师角色感知。学生们通过问卷对他们在Covid-19大流行期间使用的在线学习方法进行评估。采用随机森林算法对数据进行检验。研究结果集中在影响学生对在线学习过程的看法的三个主要标准(可变重要性)上。结果表明:学生在线学习满意度受以下因素影响:(1)学生与讲师的关系。2)学习材料需要改变,以适应在线学习方式;3)利用技术进行在线学习。该研究有助于改进学生的在线学习方法。
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引用次数: 9
Online Review Analysis TriggeringHype in the Motion Picture Industry 在线评论分析引发电影行业炒作
Pub Date : 2021-08-17 DOI: 10.24002/ijis.v4i1.4528
T. R. Laheba, Paulus Wisnu Anggoro
Competition in the motion picture industry continues to intensify at a very rapid pace. This phenomenon makes the production house continue to try to look for new ways to maximize revenue from the short life cycle of a film. One of the variables currently playing a larger role in decision-making to watch a film is a review. Two types of reviews are often used in the motion picture industry, namely the reviews from critics and fellow consumers. This study tries to see whose review will trigger a hype or buzz that much needed in the motion picture industry. Data from 219 respondents were collected to see their response regarding a review and whose review will encourage them to talk about a film to their peers and ultimately create the hype needed by a film. There are different perceptions for reviews given by critics, and fellow consumers with reviews from fellow consumers have greater potential to create and ignite hype in the motion picture industry.
电影行业的竞争继续以非常快的速度加剧。这种现象使得制作公司不断尝试寻找新的方法,从电影的短暂生命周期中获得最大的收益。目前,在决定是否看一部电影时,评论是一个更重要的变量。电影行业中经常使用两种类型的评论,即来自影评人和其他消费者的评论。这项研究试图看看谁的评论会引发电影行业急需的炒作或嗡嗡声。我们收集了219名受访者的数据,以了解他们对影评的反应,以及谁的影评会鼓励他们与同龄人谈论一部电影,并最终创造出一部电影所需的炒作。人们对影评人给出的评论有不同的看法,而其他消费者的评论更有可能在电影行业中制造和点燃炒作。
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引用次数: 0
Digital Simulation as a Design Method of Artificial Lighting for Prayer Rooms 数字模拟作为祈祷室人工照明的设计方法
Pub Date : 2021-08-11 DOI: 10.24002/ijis.v4i1.4392
F. B. Ola, Brigitta Michelle
This article aims to describe the results of the lighting design for the prayer room using a simulation method to answer the needs of function and ambience. In general, the lighting design for prayer rooms does not use an integrated approach. A common problem faced by prayer rooms, especially churches and chapels, is too glaring or too dim in some cases. The results of the community service activities in the form of lighting planning for the Church of Santa Theresia Sedayu and Chapel of SMA de Britto with the digital simulation method expect to provide an overview of designing lighting with a more measured method that can meet the needs of the ambience. Lighting simulation in both cases uses DIALux Evo software. The simulation result shows that the lighting design meets lighting standards and is able to provide a sacred atmosphere. Concerning the study, solving lighting problems with the digital simulation as the method is more scalable and can meet the ambience needs. Field measurements of the lighting design results can be carried out in the future to measure the simulation's level of achievement and validation.
本文旨在用模拟的方法来描述祈祷室照明设计的结果,以满足功能和氛围的需求。一般来说,祈祷室的照明设计没有采用综合的方法。祈祷室,尤其是教堂和小礼拜堂面临的一个普遍问题是,在某些情况下,太刺眼或太昏暗。社区服务活动的结果是以Sedayu的Santa Theresia教堂和SMA de Britto教堂的照明规划的形式,通过数字模拟方法,期望提供一个更有效的方法来设计照明,以满足环境的需求。照明模拟在这两种情况下使用DIALux Evo软件。仿真结果表明,该照明设计符合照明标准,能够提供一种神圣的氛围。在本研究中,以数字模拟作为解决照明问题的方法更具可扩展性,更能满足环境需求。照明设计结果的现场测量可以在未来进行,以衡量模拟的成就水平和验证。
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引用次数: 1
The Adoption of Blended Learning in Non-Formal Education Using Extended Technology Acceptance Model 基于扩展技术接受模型的混合学习在非正规教育中的应用
Pub Date : 2021-08-11 DOI: 10.24002/ijis.v4i1.4415
Ridho Kurniawan, E. Pramana, H. Budianto
This study aims to determine the influencing factors for understanding the intention of the learners in Non-Formal Education to use Blended Learning. In addition, it aims to investigate the relationships of the factors in a theoretical model. This study was conducted due to the lack of research in the world that discusses the adoption of Blended Learning in Non-Formal Education in Developing Countries such as Indonesia. Blended Learning at Non-Formal Education in the Covid-19 era is needed because the education institution has a limited place to accommodate more learners. A questionnaire based on google form was used to collect data. A sample of 566 users of Blended Learning from Non-Formal Education Institutions in Indonesia were used.  All variables from the theoretical model are measured using existing scales.  Structural Equation Model (SEM) was used to analyze the theoretical model.  SPSS and Amos were used as the software tools. This research contributes to the theoretical understanding of Blended Learning adoption as well as practice and provide guidance for Non-Formal Education to successfully implementing Blended Learning in their institutions. From the thirteen initial hypotheses, there are nine significant hypotheses. Three hypotheses with the largest magnitude are SI -> PU, CE -> PEU, and PU -> BI.  SI is the most influencing factor in the adoption of blended learning at non-formal education institutions.
本研究旨在确定影响非正式教育学习者使用混合式学习意愿的因素。此外,本文还试图在理论模型中探讨各因素之间的关系。由于世界上缺乏讨论印度尼西亚等发展中国家在非正规教育中采用混合式学习的研究,因此进行了这项研究。在新冠肺炎时代,非正规教育需要混合式学习,因为教育机构容纳更多学习者的空间有限。采用基于google表单的问卷调查收集数据。研究使用了印度尼西亚非正规教育机构混合式学习的566名用户作为样本。理论模型中的所有变量都使用现有的尺度进行测量。采用结构方程模型(SEM)对理论模型进行分析。软件工具采用SPSS和Amos。本研究有助于对混合学习的理论认识和实践,并为非正规教育在其机构中成功实施混合学习提供指导。从最初的13个假设中,有9个重要的假设。最大的三个假设是SI -> PU、CE -> PEU和PU -> BI。科学探究是影响非正规教育机构采用混合式学习的最主要因素。
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引用次数: 1
User Experience Analysis on Mobile Application Design Using User Experience Questionnaire 基于用户体验问卷的移动应用设计用户体验分析
Pub Date : 2021-08-11 DOI: 10.24002/ijis.v4i1.4646
I. D. Sabukunze, A. Arakaza
Nowadays, it is essential to use all concepts of Human-Computer interaction to understand mobile application design usability. This manuscript aimed to analyze a mobile application user experience (Grab online transportation), especially Grab foodservice users, using a user experience questionnaire since we noticed some Grab food users' complaints.  Researchers collected data from 90 respondents within six were not used because the excel data analysis tool found that there were suspicious. We finally analyzed using an excel data analysis tool. The findings have shown that all six scales of the User Experience Questionnaire (UEQ) are good except the dependability scale. In addition, the mean scale value computed is favorable, and all values are more significant than 0.8 compared to the UEQ benchmark. The findings can be used for dependability improvement to reduce complaints from users.
如今,使用人机交互的所有概念来理解移动应用程序设计的可用性是必不可少的。这篇论文的目的是分析一个移动应用程序的用户体验(Grab在线交通),特别是Grab餐饮服务的用户,因为我们注意到一些Grab餐饮用户的投诉,使用用户体验问卷。研究人员收集的数据来自90名受访者在六不习惯因为excel数据分析工具发现有可疑。最后我们使用excel数据分析工具进行分析。研究结果表明,除可靠性量表外,用户体验问卷的六个量表均较好。此外,计算的平均尺度值是有利的,与UEQ基准相比,所有值都大于0.8。研究结果可用于可靠性改进,以减少用户的投诉。
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引用次数: 16
Social Media and the COVID-19: South African and Zimbabwean Netizens’ Response to a Pandemic 社交媒体与COVID-19:南非和津巴布韦网民对大流行的反应
Pub Date : 2021-08-11 DOI: 10.24002/ijis.v4i1.4338
M. Mutanga, Oswelled Ureke, Tarirai Chani
Since the end of 2019, the world faced a major health crisis in the form of the Coronavirus (COVID-19) pandemic. To mitigate the impact of the pandemic, governments across the globe instituted measures such as restricting local and international travel and in many cases, ordering citizens to stay indoors. Considering the social and economic impact of these restrictions it becomes crucial to investigate internet citizens’ (netizens) perception about the precautionary measures adopted. The study is anchored in the digital public sphere theory, which treats social media applications as virtual platforms where netizens commune to share ideas and debate about issues that affect them. Social media platforms already have critical public views on the current pandemic. However, the majority of this data is unstructured and difficult to interpret. Natural language processing (NLP), on the other hand, makes the task of gathering and analysing vast amounts of textual data feasible. Extracting structured knowledge from natural language, however, comes with unique challenges due to diverse linguistic properties including abbreviation, spelling mistakes, punctuations, stop words and non-standard text. In this work, The Latent Dirichlet Allocation (LDA) algorithm was applied to tweeter data to extract topics discussed by netzens from Zimbabwe and South Africa.  The primary focus of this paper, is to comparatively explore the variety of topics that occupied twitter communities from the two countries. We examine whether or not the national identities that define and differentiate citizens of these countries also exist on Twitter as evident in the emerging topics. Furthermore, this work investigated public opinion by analysing how citizens discuss the issues around the COVID-19 pandemic on social media
自2019年底以来,世界面临着冠状病毒(COVID-19)大流行形式的重大卫生危机。为了减轻疫情的影响,全球各国政府都采取了限制本地和国际旅行等措施,在许多情况下,还命令公民留在室内。考虑到这些限制的社会和经济影响,调查网民对所采取的预防措施的看法变得至关重要。该研究以数字公共领域理论为基础,该理论将社交媒体应用视为虚拟平台,网民可以在其中交流想法并就影响他们的问题进行辩论。社交媒体平台已经对当前的大流行发表了批评的公众观点。然而,这些数据大部分是非结构化的,难以解释。另一方面,自然语言处理(NLP)使得收集和分析大量文本数据的任务变得可行。然而,由于多种语言特性,包括缩写、拼写错误、标点、停止词和非标准文本,从自然语言中提取结构化知识面临着独特的挑战。本研究将Latent Dirichlet Allocation (LDA)算法应用于推特数据,提取津巴布韦和南非网民讨论的话题。本文的主要重点是比较探讨占据两国twitter社区的各种话题。我们研究定义和区分这些国家公民的国家身份是否也存在于Twitter上,这在新兴话题中很明显。此外,这项工作通过分析公民如何在社交媒体上讨论COVID-19大流行的问题来调查公众舆论
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引用次数: 2
Back Matter 回到问题
Pub Date : 2021-02-28 DOI: 10.24002/ijis.v3i2.4309
Putri Nastiti
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引用次数: 0
Promoting Active Learning for Increasing Students’ Understanding of the Teaching Materials: A Report on Teaching Experience in Computer Science 促进主动学习提高学生对教材的理解——计算机科学教学经验报告
Pub Date : 2020-08-01 DOI: 10.24002/ijis.v3i1.3603
Margaretha Sulistyoningsih
Knowledge gap among students is one of the challenges in teaching-learning process. Active learning can be one way to the solution, as study shows that active learning increase students’ achievement. Knowledge transfer between peers can have its place in an active class, since group discussion is part of the class design. We have been applying active learning in our classes where students were invited to teach in small groups or in class. This study aims at collecting feedbacks from students whether the class designs give positive impacts to students’ understandings of the teaching material. Thirty-six students fill out the questionnaire in Google Form anonymously about the activities in our class settings in the past semester. The result shows that active learning increases students’ understanding of the teaching materials. Active learning motivates students to study and to share knowledge with peers in small groups as we have bonus points for individual and for group. We conclude that our class design that promotes active learning can bridge the knowledge gap between students.
学生之间的知识鸿沟是教与学过程中的挑战之一。主动学习是解决问题的一种方法,因为研究表明,主动学习可以提高学生的成绩。由于小组讨论是课堂设计的一部分,同学之间的知识转移在活跃的课堂中可以占有一席之地。我们一直在课堂上运用主动学习,学生们被邀请以小组或课堂的形式进行教学。本研究旨在收集学生对课堂设计是否对学生对教材的理解产生积极影响的反馈。36名学生在谷歌表格中匿名填写问卷,了解过去一个学期我们课堂的活动情况。结果表明,主动学习能促进学生对教材的理解。主动学习激励学生学习,并在小组中与同龄人分享知识,因为我们对个人和小组都有加分。我们的结论是,我们的课堂设计促进主动学习可以弥合学生之间的知识差距。
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引用次数: 3
期刊
Indonesian Journal of Information Systems
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