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2022 10th International Conference on Cyber and IT Service Management (CITSM)最新文献

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Game Popularity Level During Covid-19 Pandemic Using Agglomerative Hierarchical Clustering 基于聚类分层聚类的Covid-19大流行期间游戏受欢迎程度研究
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9936040
W. B. Zulfikar, A. Wahana, Richcy Dian Sukma, D. R. Ramdania, D. Maylawati
During the COVID-19 pandemic, various activities of people outside the home were disrupted and made people move more indoors. For some companies take advantage of this pandemic period as their advantage, especially digital game industry companies. Various games have been released and promoted, these games are published on various game platforms. Currently, Steam is one of the biggest gaming platforms. On this platform, there are a lot of games offered by game developers and provide game pages that are currently popular. However, the website does not provide the popularity level of the currently popular games. This causes ambiguity in determining which games have high, medium, or low popularity. This study tries to create a machine learning model to cluster these games into groups using Agglomerative Hierarchical Clusterin. The distance measure used is euclidean, cosine and manhattan/cityblock and uses single, average, complete and ward linkage. Based on the evaluation results, the best cluster results are the silhouette value of 0.639 and the calinski-harabasz value of 90.192.
在2019冠状病毒病大流行期间,人们在家外的各种活动受到干扰,人们更多地在室内活动。对于一些公司来说,利用这一流行病时期作为他们的优势,特别是数字游戏行业的公司。各种游戏已经发布和推广,这些游戏在各种游戏平台上发布。目前,Steam是最大的游戏平台之一。在这个平台上,有许多游戏开发商提供的游戏,并提供当前流行的游戏页面。然而,该网站并没有提供当前热门游戏的受欢迎程度。这导致我们无法确定哪些游戏受欢迎程度高、中等或较低。本研究试图创建一个机器学习模型,使用Agglomerative Hierarchical Clusterin将这些游戏聚类成组。使用的距离度量是欧几里得,余弦和曼哈顿/城市街区,并使用单一,平均,完整和ward连接。综合评价结果,最佳聚类结果为silhouette值为0.639,calinski-harabasz值为90.192。
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引用次数: 2
Combining PCA and SMOTE for Software Defect Prediction with Visual Analytics Approach 结合PCA和SMOTE的软件缺陷预测与可视化分析方法
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935831
Rizal Broer Bahaweres, Mutia Salsabila, Nurul Faizah Rozy, I. Hermadi, A. Suroso, Y. Arkeman
Software defect prediction enables efficient management of time and resources in the form of improving software quality. Therefore, research to improve the performance or accuracy score of the software defect prediction model is still being carried out. However, datasets for SDP often have a large number of attributes and imbalance between the defective and non-defective class samples, which reduces classification performance. In this study, we propose combining PCA with SMOTE with aims to produce models with better performance and visualization approach to represent the model created to help understanding and analysis for modeling in the future. The SVM, RF, NB, and NN classification algorithms which the best parameters are sought, are evaluated based on the Recall, AUC and G-Mean values in five different NASA datasets. The authors then compare the results of the evaluation of the proposed model with the PCA model without SMOTE to find out whether the performance of the model has improved. Visual analytics is successfully built after the model is created for all stages of the model building so it provides confidence, helps users understand and gain insights from the resulting model. The findings indicate that the proposed method outperforms the model using PCA alone on average by 60%, 47%, and 16% for Recall, AUC, and G-Mean scores, respectively. SMOTE is proven to overcome the effect of class imbalance by increasing the g-mean score in all models and NN is the best algorithm based on the average score in the proposed model.
软件缺陷预测能够以改进软件质量的形式有效地管理时间和资源。因此,提高软件缺陷预测模型的性能或准确性分数的研究仍在进行中。然而,用于SDP的数据集往往具有大量的属性,并且缺陷类样本与非缺陷类样本之间存在不平衡,从而降低了分类性能。在本研究中,我们提出将PCA与SMOTE相结合,旨在产生具有更好性能的模型,并采用可视化方法来表示所创建的模型,以帮助理解和分析未来的建模。基于五个不同NASA数据集的Recall、AUC和G-Mean值,对寻找最佳参数的SVM、RF、NB和NN分类算法进行了评估。然后,作者将提出的模型的评估结果与没有SMOTE的PCA模型进行比较,以确定模型的性能是否有所提高。在为模型构建的所有阶段创建模型之后,成功构建了可视化分析,因此它提供了信心,帮助用户理解并从结果模型中获得见解。研究结果表明,所提出的方法在召回率、AUC和G-Mean得分方面分别比单独使用PCA的模型平均高出60%、47%和16%。SMOTE通过提高所有模型的g均值来克服类不平衡的影响,而NN是基于该模型中均值的最佳算法。
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引用次数: 1
The Waterfall Model with Agile Scrum as the Hybrid Agile Model for the Software Engineering Team 瀑布模型与敏捷Scrum作为软件工程团队的混合敏捷模型
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9936036
Norzariyah Yahya, Siti Sarah Maidin
Hybrid agile is a software development model that combines the agile approach with a non-agile development strategy. A software engineering team chooses the hybrid agile to best fit the development process based on project needs; some projects require a plan-driven approach, and at the same time, agility is a must. However, among many agile methodologies and plan-driven development models, which methodologies or models adopted by a software engineering team lead to hybrid agile. This research aims to identify the software engineering team's approach and model that resulted in the emergence of a hybrid agile model. Data for this research were acquired through a qualitative study using interviews as the data collection instrument and thematic analysis is used to analyze the data and identify the theme. In the context of this paper, we focus on only one (1) theme, which is “models used in a software project”. According to the research findings, the agile Scrum and Waterfall models are the models that have been practised in software projects that have resulted in the hybrid agile model. In the near future, further research will be conducted to determine which process model is employed in certain software process phases of a software project.
混合敏捷是一种将敏捷方法与非敏捷开发策略相结合的软件开发模型。软件工程团队根据项目需要选择最适合开发过程的混合敏捷;有些项目需要计划驱动的方法,同时,敏捷性是必须的。然而,在众多敏捷方法和计划驱动的开发模型中,哪种方法或模型被软件工程团队采用会导致混合敏捷。本研究旨在确定导致混合敏捷模型出现的软件工程团队的方法和模型。本研究的数据是通过定性研究获得的,使用访谈作为数据收集工具,并使用主题分析来分析数据并确定主题。在本文的上下文中,我们只关注一个主题,即“软件项目中使用的模型”。根据研究结果,敏捷的Scrum和瀑布模型是在软件项目中实践的模型,这些模型导致了混合敏捷模型。在不久的将来,将进行进一步的研究,以确定在软件项目的某些软件过程阶段采用哪种过程模型。
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引用次数: 2
Automated House Budget Plan Application 自动房屋预算计划应用
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935859
Mufti Ismi Rizqi, Muhammad Arinal Rido, Yanto Setiawan
Automated house budget plan application is an application that is used by architects to support their productivity during building a house budget plan. House budget plan is a reference document in house construction so that the costs used when building a house are close to or even in accordance with the budget plan. Usually, the creation of a house budget plan was done manually by creating a worksheet and filling in the information manually, the process will take around 2 hours and is prone to human error. Even though there was some system that can help architect or person to create house budget plan automatically, but most of the current system is strict with their template and the user cannot customize them. This study aims to build a system where an architect can easily create a house budget plan with a template or customize it. The data collection method used in this research is secondary data by using cipta karya data on the wages of workers and materials. This system is a mobile-based application with modified kanban as SDLC (Systems Development Life Cycle), the process of testing this application is using blackbox, unit testing, and devbox testing methodologies. The system is any budget plan template, depending on how the user will use it. By comparing the time taken and calculating past house budget plans using this system, the architect can create a house budget plan in 30 minutes. This means the system is able to increase productivity 4 times faster.
自动化房屋预算计划应用程序是一个应用程序,架构师使用它来支持他们在构建房屋预算计划期间的生产力。房屋预算计划是房屋建造时的参考文件,使房屋建造时的成本接近甚至符合预算计划。通常,房屋预算计划的创建是通过手动创建工作表并手动填写信息来完成的,该过程大约需要2个小时,并且容易出现人为错误。尽管有一些系统可以帮助建筑师或个人自动创建房屋预算计划,但目前大多数系统对其模板都很严格,用户无法自定义它们。本研究旨在建立一个系统,建筑师可以很容易地创建一个房屋预算计划与模板或定制它。本研究使用的数据收集方法是二手数据,采用cipta karya的工人工资和材料数据。该系统是一个基于移动设备的应用程序,使用修改后的看板作为SDLC(系统开发生命周期),测试该应用程序的过程使用黑盒、单元测试和devbox测试方法。该系统是任何预算计划模板,取决于用户将如何使用它。通过比较所花费的时间和使用该系统计算过去的房屋预算计划,建筑师可以在30分钟内创建一个房屋预算计划。这意味着该系统能够将生产率提高4倍。
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引用次数: 0
LaravelFramework on Child Friendly Integrated Public Space Management Information System 儿童友好型综合公共空间管理信息系统的LaravelFramework
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935995
Nia Kumaladewi, M. Iqbal, M. Q. Huda
Organized data management can support the reporting system in an organization and facilitate decision making. At the time of the research, the management of the integrated public space data had not yet optimized the use of the database so that data redundancy often occurred and caused ambiguity of the data to be re-managed, the unintegrated data on booking facilities caused a messy schedule, and it was difficult and long in making activity reports. This study aims to design a Child Friendly Integrated Public Space management information system (RPTRA) with the Laravel framework. The system is expected to facilitate the management of integrated public space use data and facilitate the preparation of RPTRA activity reports. This study uses data collection methods with observations, interviews and literature studies, for system development researchers use the Rapid Application Development (RAD) method and the UML Diagram tool to design system requirements. The result of the research is a child-friendly integrated public space management information system with facility booking features, approve booking facilities, and input forms to add daily activities that occur in RPTRA.
有组织的数据管理可以支持组织中的报告系统并促进决策。在研究时,综合公共空间数据的管理还没有对数据库的使用进行优化,经常出现数据冗余,导致需要重新管理的数据模糊,预约设施数据未整合导致日程安排混乱,活动报告制作难度大、时间长。本研究旨在利用Laravel框架设计一个儿童友好型综合公共空间管理信息系统(RPTRA)。预计该系统将促进综合公共空间使用数据的管理,并促进编制区域空间资源管理和贸易协定活动报告。本研究采用观察法、访谈法和文献研究法收集数据,系统开发人员使用快速应用程序开发(RAD)方法和UML图工具来设计系统需求。研究的结果是一个儿童友好型的综合公共空间管理信息系统,具有设施预订功能,批准预订设施,并输入表格来添加RPTRA中发生的日常活动。
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引用次数: 0
Analyzing the Non-Fungible Tokens (NFT) Implementation in Digital Music Industry: A Mix Method Study 数字音乐产业中不可替代令牌(NFT)实现分析:一种混合方法研究
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935851
Nanang Husin, Albert Budiyanto, Albertus Karjono, M. Christiningrum, Novan Yurindera, D. Nuryanti, Tiwi Herninta, Susi Adiawaty, Bambang Wahyudi Wicaksono
The Digital Music Transformation has reshaped the music industry. It has three leading players with significant roles: user consumer, artist creator, and music label. The streaming service is currently the biggest revenue contributor, with 16,9 Billion USD in 2021. Sadly, the other form of digital music fell short in their revenue. But, even with the massive revenue increase from the streaming service, just a few greatly benefit from it. With the ‘pro rata’ business model, the small artist and label will only have a small cut of the subscription money the user paid. If all non-major artist fans only listen to their favorite indie artist music day and night, their subscription fee will mainly still go to the top major label and the service provider. And with the decline of other forms of music revenue made it worse. Presently, there is little to nothing about other proposed forms of digital music service offering research or the new implementation of it. There is preliminary research from Turkey that shows the advantages and disadvantages of using NFTs in the music industry, which concludes that the use of NFTs has the potential to provide significant benefits in the music industry. In this regard, the research tries to study the implementation of the NFT in the digital music service that could become an alternate or complement for digital music streaming service. The research will use the mixed method to capture and determine whether the NFT implementation form in digital music does give benefits. The quantitate used the 469-participant data survey from the KereHore Facebook group, while the qualitative was performed using interviews with the three main players of digital music services. The research result shows that NFT implementation in the Perceived e-collectible has merits and benefits.
数字音乐转型重塑了音乐产业。它有三个主要的角色:用户消费者、艺术家创作者和音乐厂牌。流媒体服务目前是最大的收入贡献者,到2021年将达到169亿美元。遗憾的是,另一种形式的数字音乐收入却不尽人意。但是,即使流媒体服务带来了巨大的收入增长,也只有少数人从中受益匪浅。在“按比例”的商业模式下,小艺人和厂牌只能从用户支付的订阅费中分得一小部分。如果所有非主流艺人的粉丝都只听自己喜欢的独立艺人的音乐,那么他们的订阅费用仍然会主要流向顶级主流厂牌和服务提供商。随着其他形式音乐收入的下降,情况变得更糟。目前,几乎没有其他形式的数字音乐服务提供的研究或新的实现。土耳其的初步研究显示了在音乐产业中使用nft的优点和缺点,结论是使用nft有可能在音乐产业中提供显着的好处。在这方面,本研究试图研究NFT在数字音乐服务中的实施,这可能成为数字音乐流媒体服务的替代或补充。该研究将使用混合方法来捕获和确定NFT在数字音乐中的实施形式是否确实带来了好处。定量研究使用了来自kerehor Facebook小组的469名参与者的数据调查,而定性研究则使用了对数字音乐服务的三大主要参与者的采访。研究结果表明,在可感知电子收藏品中实施NFT具有优点和效益。
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引用次数: 1
Student Perceptions of the Flipped Classroom Using Edpuzzle and the Zoom Meeting App in Undergraduate Mathematical Physics Course 运用Edpuzzle和Zoom会议App在本科数学物理课程中进行翻转课堂教学的学生感受
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935938
D. R. Romadhon, M. D. Rahiem, R. Faeruz, A. Lubis
Mathematical Physics is a mandatory course for undergraduate physics education majors. This course requires a significant amount of study time; therefore, it is necessary to develop learning strategies in which students can watch educational videos on the subject before class and do exercises during the course, so they are more prepared for the lesson. This study aimed to determine how students felt about utilizing Edpuzzle and Zoom meeting Flipped classroom in a Mathematical Physics course at a university. Researchers employed exploratory qualitative methods to explore how students perceive the flipped classroom using the Edpuzzle and Zoom meeting apps. A questionnaire with open-ended questions was administered to 59 students in the Mathematical Physics course during the second semester of the 2021/22 academic year, and nine students were interviewed. The data shows that students have different thoughts about using Edpuzzle and Zoom meeting to flip the classroom. They have both positive and negative things to say about the method. For example, some students think the approach will help them understand the course better, while others said the methods and media used were hard to understand and confusing. This paper talks in depth about the contradictory comments. Learning about the good and bad feedback tells us what to do to improve the flipped classroom and lessen the bad effects. At the end of the paper, suggestions are made for how to make the most of the approach and minimise its problems.
数学物理是本科物理教育专业的必修课程。这门课程需要大量的学习时间;因此,有必要制定学习策略,让学生在课前观看有关该主题的教育视频,在课程中做练习,这样他们就能更好地为课程做好准备。本研究旨在确定学生在大学数学物理课程中使用Edpuzzle和Zoom会议翻转课堂的感受。研究人员采用探索性定性方法,探索学生如何看待使用Edpuzzle和Zoom会议应用程序的翻转课堂。在2021/22学年第二学期,对59名数学物理课程的学生进行了开放式问卷调查,其中9名学生接受了采访。数据显示,对于使用Edpuzzle和Zoom meeting翻转教室,学生们有不同的想法。他们对这种方法既有积极的一面也有消极的一面。例如,一些学生认为这种方法可以帮助他们更好地理解课程,而另一些人则认为这种方法和使用的媒体很难理解,令人困惑。本文对这些矛盾的评论进行了深入的探讨。了解好的和坏的反馈告诉我们如何改进翻转课堂,减少坏的影响。在论文的最后,对如何充分利用该方法并最大限度地减少其问题提出了建议。
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引用次数: 0
A Systematic Literature Review of Knowledge Sharing Based on ICT During COVID-19 Era 新冠肺炎时代基于ICT的知识共享系统文献综述
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935893
Resty Jayanti Fakhlina, Lolytasari Lolytasari, Zulkifli, Lailatur Rahmi
The outbreak of the COVID-19 pandemic has resulted in various studies to find out various solutions, from economic, cultural, social and political perspectives. Changes in lifestyle to survive in the pandemic era have led, scientific communities attempt to seek information and knowledge. This study aims to investigate related to knowledge sharing by utilizing ICT during the Covid-19 pandemic by utilizing a systematic literature review. The search for scientific literature was carried out by using Publish or Perish and PRISMA2000 through the keywords ‘knowledge sharing’, ‘ICT’ and ‘COVID-19’ and found 32 journal articles during the period of 2020 until the first half of 2022. The study found that there has been an increasing trend in research on knowledge sharing based on ICT during the period in question. ICT is very helpful for the community in sharing knowledge and the more people can take advantage of ICT, the faster people will acquire knowledge.
新冠肺炎疫情的爆发引发了从经济、文化、社会和政治角度寻找各种解决方案的各种研究。在大流行时代,生活方式的改变导致科学界试图寻求信息和知识。本研究旨在通过系统的文献综述,调查Covid-19大流行期间利用ICT进行知识共享的相关情况。通过关键词“知识共享”、“ICT”和“COVID-19”,使用“发表或消亡”和PRISMA2000进行科学文献检索,在2020年至2022年上半年期间发现了32篇期刊文章。研究发现,在此期间,基于ICT的知识共享研究呈增长趋势。信息和通信技术对社区分享知识非常有帮助,越多的人利用信息和通信技术,人们获取知识的速度就越快。
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引用次数: 1
The Effectiveness of Digital Culture and Online Training in Improving Learning Agility of Bank Employees as an Adaptation Step to the Covid-19 Pandemic (Empirical Study on a Branch of Commercial Bank)
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9935957
N. J. Setiadi, Alvendo Christianto, H. Sutanto
Learning agility is the main requirement and prerequisite to be able to adapt to changing business patterns during the Covid-19 pandemic. This research was originally intended to examine the relationship and causality between digital culture and online training with the formation of learning agility from commercial bank. The research, which was designed as a quantitative study, with a survey method using a questionnaire, was conducted on 109 selected respondents from a total population of 150 employees of the selected commercial bank's branch. From the data processing and processing results and hypothesis testing using SPSS25 software, it was evident that digital culture and online training, either partially or simultaneously, have a positive and significant effect on learning agility. At the same time, the results of this study prove the existence of an alsignment of commercial bank at a macro level with their branches in a micro scope
在2019冠状病毒病大流行期间,学习灵活性是能够适应不断变化的业务模式的主要要求和先决条件。本研究旨在探讨数字文化与在线培训之间的关系和因果关系,以及商业银行学习敏捷性的形成。本研究设计为定量研究,采用问卷调查的方法,从所选商业银行分行的150名员工中选出109名受访者进行调查。从数据处理和处理结果以及SPSS25软件的假设检验来看,数字文化和在线培训对学习敏捷性有部分或同时的正向显著影响。同时,本研究的结果也证明了商业银行在宏观层面上与其分支机构在微观层面上存在一种分配关系
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引用次数: 0
Enhancing the Usability of Information Systems Internal Quality Assurance Systems: Recently Formed Universities Study 提高资讯系统的可用性及内部质素保证系统:新成立的大学研究
Pub Date : 2022-09-20 DOI: 10.1109/CITSM56380.2022.9936003
D. Yuniarto, Aedah Abd Rahman, A'ang. Subiyakto, D. Herdiana, E. Firmansyah, Reny Rian Marliana
It was found that the implementation of quality education is a reaction to a number of changes in circumstances related to changes in context related to the distribution of student profiles, the internalization of higher education and the job market, the emergence of the workforce and students, dissatisfaction from workers and students, pressure due to limited funds, and demands for accountability to institutions. Sebelas April University has implemented Information Systems Internal Quality Assurance Systems to avoid these problems. The purpose of this study was to analyze and determine the Usability factor in Information Systems Internal Quality Assurance Systems at Sebelas April University, which was recently formed. The measurement model used is the Usability Model from Nielsen's. The results obtained from the evaluation of the Internal Quality Assurance System for Information Systems that refer to the Nielsen Model variables (Learnability, Efficiency, Memorability, Errors, and User Satisfaction) are considered adequate by the user, with a significance level used of 0.1 (10%), total 743 respondents and 88 samples, resulting in a continuum line value for each variable, namely the Learnability variable 1730 (enough), the Efficiency variable 1620 (good), the memory variable 1107 (enough), the Error variable 1380 (enough) and the Satisfaction variable 1441 (enough). The results of this evaluation can be considered to be used as a guide in the framework of the Information System development process.
研究发现,实施优质教育是对一些环境变化的反应,这些变化与学生概况分布、高等教育和就业市场的内部化、劳动力和学生的出现、工人和学生的不满、有限资金的压力以及对机构负责的要求有关。Sebelas April大学已经实施了信息系统内部质量保证系统来避免这些问题。本研究的目的是分析和确定最近成立的Sebelas April大学信息系统内部质量保证系统的可用性因素。使用的测量模型是尼尔森的可用性模型。参考尼尔森模型变量(易学性、效率、可记忆性、错误和用户满意度)对信息系统内部质量保证系统进行评估获得的结果被用户认为是足够的,使用的显著性水平为0.1(10%),共有743名受访者和88个样本,导致每个变量的连续线值,即易学性变量1730(足够),效率变量1620(好),内存变量1107 (enough), Error变量1380 (enough)和Satisfaction变量1441 (enough)。这种评价的结果可以被认为是在信息系统开发过程的框架内用作指南。
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引用次数: 3
期刊
2022 10th International Conference on Cyber and IT Service Management (CITSM)
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