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Digital Library Analysis and Design Using Iconix Process Method (Case Study: SMA Negeri 1 Ngimbang) 使用Iconix过程方法分析和设计数字图书馆(案例研究:SMA Negeri 1 Ngimbang)
Pub Date : 2022-07-30 DOI: 10.25139/inform.v7i2.4764
Anindo Saka Fitri, Eka Nanda Sulastri, M. Hilmi Thabibi, Debrina Octrisya Hajjar, Queen Anjar Dea Nigata, Akbar Izdihar
The application of information technology in various companies will improve employees’ performance so that the business results obtained by the company are of higher quality. The school library has a relatively significant influence on the learning process and expands students’ knowledge. However, in reality, many libraries still have not utilized information technology to manage their management, so some parties sometimes encounter obstacles that can hinder performance and efficiency. This study built a web-based library information system using the Iconix process method with the case study SMA Negeri 1 Ngimbang, Indonesia. The findings of this study will be able to be implemented, promoting the efficiency of data and library information management and boosting.  
信息技术在各个公司的应用将提高员工的绩效,从而使公司获得更高质量的业务成果。学校图书馆对学生的学习过程有比较显著的影响,扩展了学生的知识。然而,在现实中,许多图书馆仍然没有利用信息技术来管理它们的管理,因此某些方面有时会遇到阻碍性能和效率的障碍。本研究使用Iconix流程方法建立一个基于网络的图书馆资讯系统,并以印尼Ngimbang的SMA Negeri 1为个案研究对象。本研究的结果将能够得到实施,促进数据和图书馆信息管理的效率和提升。
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引用次数: 0
Clickbait Detection of Indonesian News Headlines using Fine-Tune Bidirectional Encoder Representations from Transformers (BERT) 利用变形金刚(BERT)的微调双向编码器表征检测印尼新闻标题标题
Pub Date : 2022-07-30 DOI: 10.25139/inform.v7i2.4686
Diyah Utami Kusumaning Putri, Dinar Nugroho Pratomo
The problem of the existence of news article that does not match with content, called clickbait, has seriously interfered readers from getting the information they expect. The number of clickbait news continues significantly increased in recent years. According to this problem, a clickbait detector is required to automatically identify news article headlines that include clickbait and non-clickbait. Additionally, many currently existing solutions use handcrafted features and traditional machine learning methods, which limit the generalization. Therefore, this study fine-tunes the Bidirectional Encoder Representations from Transformers (BERT) and uses the Indonesian news headlines dataset CLICK-ID to predict clickbait (BERT). In this research, we use IndoBERT as the pre-trained model, a state-of-the-art BERT-based language model for Indonesian. Then, the usefulness of BERT-based classifiers is then assessed by comparing the performance of IndoBERT classifiers with different pre-trained models with that of two word-vectors-based approaches (i.e., bag-of-words and TF-IDF) and five machine learning classifiers (i.e., NB, KNN, SVM, DT, and RF). The evaluation results indicate that all fine-tuned IndoBERT classifiers outperform all word-vectors-based machine learning classifiers in classifying clickbait and non-clickbait Indonesian news headlines. The IndoBERTBASE using the two training phases model gets the highest accuracy of 0.8247, which is 0.064 (6%), outperforming the SVM classifier's accuracy with the bag-of-words model 0.7607.
存在与内容不匹配的新闻文章的问题,被称为标题党,严重干扰了读者获得他们期望的信息。近年来,标题党新闻的数量持续显著增加。根据这个问题,需要一个标题党检测器来自动识别新闻文章标题,包括标题党和非标题党。此外,许多现有的解决方案使用手工制作的特征和传统的机器学习方法,这限制了泛化。因此,本研究对变形金刚(BERT)的双向编码器表示进行了微调,并使用印度尼西亚新闻标题数据集CLICK-ID来预测标题党(BERT)。在本研究中,我们使用IndoBERT作为预训练模型,这是一种最先进的基于bert的印尼语语言模型。然后,通过比较具有不同预训练模型的IndoBERT分类器与两种基于词向量的方法(即词袋和TF-IDF)和五种机器学习分类器(即NB, KNN, SVM, DT和RF)的性能来评估基于bert的分类器的有用性。评估结果表明,所有微调的IndoBERT分类器在分类标题党和非标题党印度尼西亚新闻标题方面优于所有基于词向量的机器学习分类器。使用两个训练阶段模型的IndoBERTBASE准确率最高,为0.8247,为0.064(6%),优于使用词袋模型的SVM分类器的准确率0.7607。
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引用次数: 1
Analysis and Design of User Interface and User Experience of Regional Tax Enterprise Resources Planning System with Design Thinking Method 用设计思维方法分析与设计地税企业资源规划系统的用户界面与用户体验
Pub Date : 2022-07-29 DOI: 10.25139/inform.v7i2.4729
Vicky Ardian Subarjah, Ari Purno Wahyu
Regional Tax is one of the main sectors of independent income owned by each City or Regency to fund infrastructure development, education development, health services, and much more. The government agency that manages this regional tax is Badan Pendapatan Daerah, abbreviated as Bapenda. In particular, the West Bandung Bapenda has not implemented an online-based Regional Tax service system. This management system cannot be developed, and taxpayers have no independent account management. The appearance and user experience of the existing system has not matched the current design trends and the latest organizational structure. This greatly obstructs the services of Bapenda to taxpayers due to the lack of digital transparency. The system's flow is quite convoluted, thus affecting the quality and slow access to information. These limitations will be resolved through structured research using the Design Thinking and Usability Testing method for testing so that later it can be translated into an Enterprise Resources Planning system design with a good User Interface / User Experience. This method is structured following five phases: empathy, define, ideate, prototype, and test. The empathy phase aims to understand user problems, the define phase identifies and maps problems, the ideate phase aims to generate ideas, the prototype phase aims to implement the design based on the results of the previous steps, and the test phase aims to test the user. The final phase is the test phase and aims to test the user. The results obtained after applying this method follow user expectations.
地区税是每个城市或摄政拥有的独立收入的主要部门之一,用于资助基础设施发展、教育发展、卫生服务等。管理这种地方税的政府机构是Badan Pendapatan Daerah,缩写为Bapenda。特别是,西万隆会议尚未实施基于网络的地区税收服务系统。该管理系统无法开发,纳税人没有独立的账户管理。现有系统的外观和用户体验与当前的设计趋势和最新的组织结构不匹配。由于缺乏数字透明度,这极大地阻碍了Bapenda对纳税人的服务。该系统的流程相当复杂,从而影响了信息的质量和获取速度。这些限制将通过使用设计思维和可用性测试方法进行结构化研究来解决,以便稍后可以将其转化为具有良好用户界面/用户体验的企业资源规划系统设计。该方法分为五个阶段:移情、定义、构思、原型和测试。移情阶段的目的是理解用户问题,定义阶段识别和映射问题,构思阶段的目的是产生想法,原型阶段的目的是根据前面步骤的结果实施设计,测试阶段的目的是测试用户。最后一个阶段是测试阶段,目的是测试用户。应用该方法得到的结果符合用户期望。
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引用次数: 1
Analysis of A* Algorithm Optimization and Breadth First Search in the Water Teapot Game 水茶壶博弈中A*算法优化与广度优先搜索分析
Pub Date : 2022-07-27 DOI: 10.25139/inform.v7i2.4484
B. Indriyono, Widyatmoko
Artificial Intelligence (AI) is a branch of computer science that focuses on learning how computers can work or perform as well as humans or even better than humans. The development of artificial intelligence can be used as a benchmark for technological developments. Many problems can be solved using this artificial intelligence concept. One of them is a water jug ​​logic game. The water jugs problem is a game requiring converting a situation into another desired situation using a certain set of operations. The objective of this game is for players to develop their deductive reasoning skills by figuring out how to move x litters of water from one teapot to another. To accomplish this, they will refer to the beginning value that has to be filled in each teapot and the end value that needs to be filled in each teapot. Using the A* algorithm and the Breadth-First Search (BFS) algorithm, which both fall under the umbrella of artificial intelligence, it is possible to find a solution to this issue. The A* algorithm is a Best First Search algorithm that combines Uniform Cost Search and Greedy Best-First Search, while the Breadth-First Search algorithm is a graph search algorithm that performs a wide search at each level. This study analyzed the effectiveness of the A* and BFS algorithms in solving the water jug ​​logic problem, both from the number of steps and the time required for completion. The results of the tests were carried out, and it is known that the BFS algorithm is more effective than the A* algorithm because the BFS algorithm can provide a number of alternative solutions to the water jug ​​logic problem with various conditions.
人工智能(AI)是计算机科学的一个分支,专注于学习计算机如何像人类一样工作或执行,甚至比人类更好。人工智能的发展可以作为技术发展的基准。使用这种人工智能概念可以解决许多问题。其中一个是水壶逻辑游戏。水壶问题是一款需要使用特定操作将一种情境转换成另一种理想情境的游戏。这个游戏的目的是让玩家通过计算如何将x升水从一个茶壶移到另一个茶壶来发展他们的演绎推理能力。为了完成此操作,它们将引用必须在每个茶壶中填充的开始值和需要在每个茶壶中填充的结束值。利用人工智能下的A*算法和广度优先搜索(BFS)算法,可以找到解决这个问题的方法。A*算法是一种结合了均匀代价搜索和贪婪最佳优先搜索的最佳优先搜索算法,而广度优先搜索算法是一种在每一级进行广泛搜索的图搜索算法。本研究从步骤数和完成所需时间两方面分析了A*和BFS算法在解决水壶逻辑问题中的有效性。测试结果表明,BFS算法比A*算法更有效,因为BFS算法可以为各种条件下的水壶逻辑问题提供多个备选解。
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引用次数: 0
A Survey of Trust Management Schemes for Social Internet of Things 社交物联网信任管理方案研究
Pub Date : 2022-06-09 DOI: 10.25139/inform.v7i1.4567
Simon Wewoliamo Kuseh, Henry Nunoo-Mensah, Griffith Selorm Klogo, Eric Tutu Tchao
Social Internet of Things (SIoT) involves integrating social networking concepts in the Internet of Things (IoT) to enhance social interactions among IoT objects and users. SIoT is envisaged to provide adequate service selection and discovery. Trust is an essential factor whenever social concepts are discussed in communication networks. Trust usually leads to a mutual relationship between two parties (i.e., the trustor and trustee) where they both enjoy mutual benefits. For secure social relationships, Trust management (TM) is a crucial feature of SIoT. The primary aim of this work is to provide a comprehensive review of trust management proposals/schemes available for SIoT. Four main trust calculation algorithms for trust management were selected for this review, and they were examined in detail. The IEEE Xplore, Scopus, ResearchGate, and Google Scholar databases were searched for articles containing the terms "Trust aggregation approaches in IoT", and "Trust computation in SIoT" with a particular emphasis on works published between 2018 and 2021. The paper also discussed the pros and cons of each TM technique, trust metrics/features, contributions, and limitations of the state-of-the-art SIoT TM proposals in the literature. The paper further provides open issues and possible research directions for entry-level researchers in the domain of SIoT.
社交物联网(Social Internet of Things, SIoT)是将社交网络概念整合到物联网中,以增强物联网对象和用户之间的社交互动。预计SIoT将提供充分的服务选择和发现。在沟通网络中讨论社会概念时,信任是一个必不可少的因素。信任通常导致双方(即委托人和受托人)之间的相互关系,双方都享有互惠互利。对于安全的社会关系,信任管理(Trust management, TM)是SIoT的一个重要特征。这项工作的主要目的是对SIoT可用的信任管理建议/方案进行全面审查。本文选择了四种用于信任管理的主要信任计算算法,并对它们进行了详细的研究。我们在IEEE Xplore、Scopus、ResearchGate和谷歌Scholar数据库中检索了包含“物联网中的信任聚合方法”和“SIoT中的信任计算”这两个术语的文章,并特别强调了2018年至2021年间发表的作品。本文还讨论了每种TM技术的优缺点、信任度量/特征、贡献以及文献中最先进的SIoT TM建议的局限性。文章进一步提出了SIoT领域的开放性问题和可能的研究方向。
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引用次数: 0
Implementation System of Health Care Kiosk for Detecting Cholesterol Disease, Uric Acid, Obesity and Hypoxia 胆固醇病、尿酸、肥胖、缺氧检测保健亭的实现系统
Pub Date : 2022-06-09 DOI: 10.25139/inform.v7i1.4566
Heny Yuniarti, Riyanto Sigit, Amran Zamzami
The development of technological advances in the health sector in the last decades has grown very rapidly. Currently, most people do not receive routine medical check-ups because of the long lines of patients and the expensive rates they must pay to see a specialist doctor. This causes many people to ignore the importance of routine health checks as recommended by the National Health Agency. The purpose of this research is to make a device that can perform routine checks independently at home, using an Arduino microcontroller for checking cholesterol, uric acid, obesity, and hypoxia. This tool has several sensors, namely Ultrasonic & Load Cell sensors to measure weight and height, which are used to detect obesity through the BMI table. In addition, there is a Pulse and Oxygen in Blood Sensor (SPO2) sensor to detect heart rate and oxygen saturation to detect hypoxia using the fuzzy logic method. Cholesterol and uric acid examination using the Electrode Based biosensor method with a digital detection device (amperometric biosensor). Testing the Tsukamoto fuzzy logic method system obtained a data accuracy value of 100%, following the rules set for classifying hypoxic diseases. The trial phase was carried out as many as 10 trials, where 90% of patients did not experience hypoxia, and 10% had mild hypoxia. The results of testing the BMI table method system for obesity obtained a data accuracy value of 100% according to the calculation of the BMI calculator. In phase 10 trials, 30% of patients were lean, 50% obese, and 20% obese. The system test results use a range of values, each with a data accuracy value of 100% according to the classification of cholesterol and uric acid levels. Ten trials showed that 70% of patients were in normal condition, 20% of patients with low cholesterol, and 10% of patients were in high limits. As for gout, 70% of patients are in normal condition, and 30% of patients are in high uric acid condition.
过去几十年来,卫生部门的技术进步发展非常迅速。目前,大多数人没有接受常规医疗检查,因为病人排了很长的队,而且看专科医生必须支付昂贵的费用。这导致许多人忽视了国家健康机构建议的例行健康检查的重要性。本研究的目的是制作一个可以在家中独立进行日常检查的设备,使用Arduino微控制器来检查胆固醇、尿酸、肥胖和缺氧。这个工具有几个传感器,即超声波和称重传感器测量体重和身高,这是用来检测肥胖通过BMI表。此外,还有一个脉搏和血氧传感器(SPO2)传感器,用于检测心率和氧饱和度,使用模糊逻辑方法检测缺氧。采用基于电极的生物传感器方法和数字检测装置(安培生物传感器)检测胆固醇和尿酸。通过对Tsukamoto模糊逻辑方法系统的测试,获得了100%的数据准确率值,符合设定的缺氧疾病分类规则。试验阶段进行了多达10个试验,其中90%的患者没有出现缺氧,10%的患者出现轻度缺氧。对肥胖BMI表法系统的测试结果,根据BMI计算器的计算,获得了100%的数据精度值。在10期试验中,30%的患者消瘦,50%的患者肥胖,20%的患者肥胖。系统测试结果使用一系列值,根据胆固醇和尿酸水平的分类,每个值的数据精度值为100%。10项试验表明,70%的患者处于正常状态,20%的患者处于低胆固醇状态,10%的患者处于高极限。痛风方面,70%的患者处于正常状态,30%的患者处于高尿酸状态。
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引用次数: 0
A Survey on Deep Learning Algorithms in Facial Emotion Detection and Recognition 深度学习算法在面部情绪检测与识别中的研究进展
Pub Date : 2022-06-08 DOI: 10.25139/inform.v7i1.4563
Prince Awuah Baffour, Henry Nunoo-Mensah, Eliel Keelson, Benjamin Kommey
Facial emotion recognition (FER) forms part of affective computing, where computers are trained to recognize human emotion from human expressions. Facial Emotion Recognition is very necessary for bridging the communication gap between humans and computers because facial expressions are a form of communication that transmits 55% of a person's emotional and mental state in a total face-to-face communication spectrum. Breakthroughs in this field also make computer systems (robotic systems) better serve or interact with humans. Research has far advanced for this cause, and Deep learning is at its heart. This paper systematically discusses state-of-the-art deep learning architectures and algorithms for facial emotion detection and recognition. The paper also reveals the dominance of CNN architectures over other known architectures like RNNs and SVMs, highlighting the contributions, model performance, and limitations of the reviewed state-of-the-art. It further identifies available opportunities and open issues worth considering by various FER research in the future. This paper will also discover how computation power and availability of large facial emotion datasets have also limited the pace of progress.
面部情感识别(FER)是情感计算的一部分,在情感计算中,计算机被训练从人类的表情中识别人类的情感。面部表情识别对于弥合人与计算机之间的沟通鸿沟是非常必要的,因为面部表情是一种交流形式,在整个面对面的交流频谱中,它传递了一个人55%的情绪和精神状态。这一领域的突破也使计算机系统(机器人系统)更好地服务于人类或与人类互动。这方面的研究已经取得了很大进展,而深度学习是其核心。本文系统地讨论了用于面部情感检测和识别的最新深度学习架构和算法。本文还揭示了CNN架构相对于其他已知架构(如rnn和svm)的主导地位,强调了所审查的最新技术的贡献、模型性能和局限性。它进一步确定了未来各种FER研究值得考虑的可用机会和开放问题。本文还将发现大型面部情绪数据集的计算能力和可用性如何限制了进展的速度。
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引用次数: 3
Implementation of Android-Based Parking Management Applications 基于android的停车场管理应用程序的实现
Pub Date : 2022-01-26 DOI: 10.25139/inform.v7i1.4364
Anang Pramono, M. Ali Shodikin
Parking problems are one of the problems faced in every city, especially in big cities. The availability of limited parking spaces and the unavailability of a parking system that can support the ease of parking management are essential things that must be found as the best solution. The parking application developed can provide information easily. In addition, parking users also get convenience in placing orders, extending time, or canceling. The parking system can provide comfort for parking management to manage parking areas with an efficient system, not only in terms of information but also in terms of payment, by utilizing digital payment methods. The parking application developed based on Android is an alternative that provides user-friendly solutions and parking management. The application has worked well based on trials with various scenarios, both normal scenarios (without cancellation or without extension) and testing with abnormal conditions. From the usability test of 40 respondents with ten questions from the SUS method, an average score of 76 was obtained.
停车问题是每个城市面临的问题之一,尤其是在大城市。有限的停车位的可用性和停车系统的不可用性,可以支持停车管理的便利性是必须找到的最佳解决方案。开发的停车应用程序可以方便地提供信息。此外,停车用户还可以方便地下单、延长时间或取消。停车系统不仅在信息方面,而且在支付方面,利用数字化的支付方式,为停车管理人员提供了一个高效的系统来管理停车场。基于Android开发的停车应用程序是另一种选择,提供用户友好的解决方案和停车管理。基于各种场景的试验,该应用程序运行良好,包括正常场景(没有取消或扩展)和异常条件下的测试。采用SUS方法对40名受访者进行了10个问题的可用性测试,平均得分为76分。
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引用次数: 0
3D Object Detection Based on Point Cloud Data 基于点云数据的三维目标检测
Pub Date : 2022-01-24 DOI: 10.25139/inform.v7i1.4417
Dewi Mutiara Sari, Dadet Pramadihanto, Alfan Rizaldy Pratama, Bayu Sandi Marta
In the Industrial robotic, computer vision is an important part of the system. The popular object used in the industrial field is a 3D pipe. The problem that is currently being developed is how to detect an object. This research aims to estimate the object detection that is, in this case, is a 3D pipe in various lighting conditions. The camera used in this research is Time of Flight. The methods applied are Remove NaN data for Pre-processing, Random Sample Consensus (RANSAC) for Segmentation, Euclidean Distance for Clustering, and Viewpoint Feature Histogram (VFH) for the object detection. A study conducted on five different objects found that the system could detect each one with a success rate of 100% for the first object, 98.05 percent for the second object, 93.97 percent for the third object, 94 percent for the fourth object, and 99.48 percent for the fifth object. Overall, the system's accuracy in detecting the object is 97.1 percent when four different lighting conditions are applied to five different objects in total.
在工业机器人中,计算机视觉是系统的重要组成部分。工业领域常用的对象是3D管道。目前正在开发的问题是如何检测一个物体。本研究的目的是估计物体的检测,在本例中,是一个三维管道在各种光照条件下。本研究使用的相机是Time of Flight。采用去除NaN数据进行预处理,随机样本一致性(RANSAC)进行分割,欧式距离(Euclidean Distance)进行聚类,视点特征直方图(VFH)进行目标检测。对5个不同的物体进行研究的结果显示,该系统对第一个物体的检测成功率为100%,对第二个物体的检测成功率为98.05%,对第三个物体的检测成功率为93.97%,对第四个物体的检测成功率为94%,对第五个物体的检测成功率为99.48%。总的来说,当四种不同的照明条件应用于五个不同的物体时,该系统检测物体的准确率为97.1%。
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引用次数: 2
MVPA and GA Comparison for State Space Optimization at Classic Tetris Game Agent Problem 经典俄罗斯方块智能体问题状态空间优化的MVPA与GA比较
Pub Date : 2022-01-24 DOI: 10.25139/inform.v7i1.4381
Hendrawan Armanto, Ronal Dwi Putra, Pickerling Pickerling
Tetris is one of those games that looks simple and easy to play. Although it seems simple, this game requires strategy and continuous practice to get the best score. This is also what makes Tetris often used as research material, especially research in artificial intelligence. These various studies have been carried out. Starting from applying state-space to reinforcement learning, one of the biggest obstacles of these studies is time. It takes a long to train artificial intelligence to play like a Tetris game expert. Seeing this, in this study,  apply the Genetic Algorithms (GA) and the most valuable player (MVPA) algorithm to optimize state-space training so that artificial intelligence (agents) can play like an expert. The optimization means in this research is to find the best weight in the state space with the minimum possible training time to play Tetris with the highest possible value. The experiment results show that GAs and MVPA are very effective in optimizing the state space in the Tetris game. The MVPA algorithm is also faster in finding solutions. The resulting state space weight can also get a higher value than the GA (MVPA value is 249 million, while the GA value is 68 million).
《俄罗斯方块》是一款看起来简单且容易玩的游戏。虽然看起来很简单,但这个游戏需要策略和持续的练习才能获得最好的分数。这也是俄罗斯方块经常被用作研究材料的原因,尤其是在人工智能方面的研究。已经进行了这些不同的研究。从将状态空间应用于强化学习开始,这些研究的最大障碍之一是时间。训练人工智能像俄罗斯方块游戏专家一样玩游戏需要很长时间。有鉴于此,本研究采用遗传算法(GA)和最有价值玩家(MVPA)算法对状态空间训练进行优化,使人工智能(agent)能够像专家一样比赛。本研究的优化方法是在状态空间中以最小的训练时间找到最优的权值,以最大的可能值玩俄罗斯方块。实验结果表明,ga和MVPA在优化俄罗斯方块游戏的状态空间方面是非常有效的。MVPA算法在寻找解的速度上也更快。得到的状态空间权重也可以得到比GA更高的值(MVPA值为2.49亿,而GA值为6800万)。
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引用次数: 0
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