Pub Date : 2022-07-30DOI: 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。
{"title":"Digital Library Analysis and Design Using Iconix Process Method (Case Study: SMA Negeri 1 Ngimbang)","authors":"Anindo Saka Fitri, Eka Nanda Sulastri, M. Hilmi Thabibi, Debrina Octrisya Hajjar, Queen Anjar Dea Nigata, Akbar Izdihar","doi":"10.25139/inform.v7i2.4764","DOIUrl":"https://doi.org/10.25139/inform.v7i2.4764","url":null,"abstract":"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. \u0000 ","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"115 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77922065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Clickbait Detection of Indonesian News Headlines using Fine-Tune Bidirectional Encoder Representations from Transformers (BERT)","authors":"Diyah Utami Kusumaning Putri, Dinar Nugroho Pratomo","doi":"10.25139/inform.v7i2.4686","DOIUrl":"https://doi.org/10.25139/inform.v7i2.4686","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78111247","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-07-29DOI: 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.
{"title":"Analysis and Design of User Interface and User Experience of Regional Tax Enterprise Resources Planning System with Design Thinking Method","authors":"Vicky Ardian Subarjah, Ari Purno Wahyu","doi":"10.25139/inform.v7i2.4729","DOIUrl":"https://doi.org/10.25139/inform.v7i2.4729","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"13 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90057286","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-07-27DOI: 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.
{"title":"Analysis of A* Algorithm Optimization and Breadth First Search in the Water Teapot Game","authors":"B. Indriyono, Widyatmoko","doi":"10.25139/inform.v7i2.4484","DOIUrl":"https://doi.org/10.25139/inform.v7i2.4484","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88802324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-06-09DOI: 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。
{"title":"A Survey of Trust Management Schemes for Social Internet of Things","authors":"Simon Wewoliamo Kuseh, Henry Nunoo-Mensah, Griffith Selorm Klogo, Eric Tutu Tchao","doi":"10.25139/inform.v7i1.4567","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4567","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80437736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-06-09DOI: 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.
{"title":"Implementation System of Health Care Kiosk for Detecting Cholesterol Disease, Uric Acid, Obesity and Hypoxia","authors":"Heny Yuniarti, Riyanto Sigit, Amran Zamzami","doi":"10.25139/inform.v7i1.4566","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4566","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79426963","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-06-08DOI: 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.
{"title":"A Survey on Deep Learning Algorithms in Facial Emotion Detection and Recognition","authors":"Prince Awuah Baffour, Henry Nunoo-Mensah, Eliel Keelson, Benjamin Kommey","doi":"10.25139/inform.v7i1.4563","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4563","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"79 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76651921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-26DOI: 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.
{"title":"Implementation of Android-Based Parking Management Applications","authors":"Anang Pramono, M. Ali Shodikin","doi":"10.25139/inform.v7i1.4364","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4364","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"154 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81726949","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-24DOI: 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%。
{"title":"3D Object Detection Based on Point Cloud Data","authors":"Dewi Mutiara Sari, Dadet Pramadihanto, Alfan Rizaldy Pratama, Bayu Sandi Marta","doi":"10.25139/inform.v7i1.4417","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4417","url":null,"abstract":"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.","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80918707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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).
{"title":"MVPA and GA Comparison for State Space Optimization at Classic Tetris Game Agent Problem","authors":"Hendrawan Armanto, Ronal Dwi Putra, Pickerling Pickerling","doi":"10.25139/inform.v7i1.4381","DOIUrl":"https://doi.org/10.25139/inform.v7i1.4381","url":null,"abstract":"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).","PeriodicalId":52760,"journal":{"name":"Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi","volume":"12 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84618611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}