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The Level of Student Satisfaction with the Online Learning Process During a Pandemic Using the K-means Algorithm 使用K-means算法的大流行期间在线学习过程的学生满意度水平
Pub Date : 2021-07-31 DOI: 10.25139/inform.v6i2.3945
Talitha Syahla Janiar Arifin, Nakia Natassa, Dinda Khoirunnisa, Retno Hendrowati
The number of cases of Covid-19 in this pandemic era is increasing and getting out of control every day. This triggers the Indonesian government to set policies on schools with online learning methods. Of course, online learning cannot ensure that it runs smoothly in all circles because several factors hinder the learning process. The difficulty of the internet network, limited quotas, unfamiliarity with the use of learning media, and an unsupportive environment for conducting online learning are the obstacles to ineffective online learning. The purpose of this study was to determine the level of satisfaction with online learning during the pandemic. This study uses quantitative research methods with a descriptive approach. Quantitative research methods will be processed into data mining using the K-Means Clustering Algorithm. The clustering process is carried out to get the results of clustering the level of student satisfaction. The dataset was obtained from the results of the questionnaire by submitting statements of satisfaction and dissatisfaction. The cluster type is based on high, medium, and low class. The test results obtained a value with the final iteration, namely the level of satisfied statements is categorized as high with a value of 11.79 compared to the dissatisfied statement, which is categorized as moderate with a value of 7.46. In contrast, for the low category level, there is no value of 0.00 cluster results state that the category is satisfied with online learning with a value of 9.33.
在这个大流行时代,Covid-19病例数每天都在增加,并且失去控制。这促使印尼政府对采用在线学习方法的学校制定政策。当然,在线学习不能保证它在所有的圈子里顺利进行,因为有几个因素阻碍了学习过程。互联网网络的困难、有限的配额、不熟悉学习媒体的使用以及不支持在线学习的环境是在线学习无效的障碍。本研究的目的是确定大流行期间在线学习的满意度。本研究采用定量研究方法和描述性研究方法。定量研究方法将使用k均值聚类算法处理成数据挖掘。进行聚类处理,得到学生满意度水平的聚类结果。数据集是通过提交满意和不满意的陈述从问卷的结果中获得的。集群类型分为高、中、低三类。测试结果在最后的迭代中得到一个值,即满意的语句级别为高,值为11.79,不满意的语句级别为中等,值为7.46。相比之下,对于低类别水平,没有值为0.00的聚类结果表示该类别对在线学习满意,值为9.33。
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引用次数: 3
E-Commerce Based Digital Marketing Using Business Model Canvas 使用商业模式画布的基于电子商务的数字营销
Pub Date : 2021-07-31 DOI: 10.25139/inform.v6i2.3985
M. Akbar, Atik Ariesta
The digital era, which is quickly evolving nowadays, necessitates the use of online stores by business owners to compete for as many clients as possible. E-commerce is the process of selling, purchasing, and marketing a product over the internet network. Conventional sales of items that do not maximize the use of promotional media will result in sales declining and many products not being sold. Traditional sales must instantly transition to digital marketing via e-commerce websites using a Content Management System (CMS) so that retailers can have their charm to improve product sales. The benefit of this research is to make online sales utilizing a Content Management System (CMS) to improve business operations and product marketing by employing Search Engine Optimization (SEO) to reduce product marketing expenditures. The Business Model Canvas (BMC) is used to create an online business model. Unified Modeling Language (UML) diagrams, such as Activity Diagrams, Use Case Diagrams, Component Diagrams, and System Sequence Diagrams, are used in the system design. As a result of this research, the e-commerce website will be displayed on the first page of the search site, allowing it to assist shop transaction activities and serve as a promotional medium.
在快速发展的数字时代,企业主必须利用网上商店来争夺尽可能多的客户。电子商务是通过互联网网络销售、购买和营销产品的过程。传统的销售项目,如果没有最大限度地利用宣传媒体,将导致销售额下降,许多产品卖不出去。传统的销售必须通过使用内容管理系统(CMS)的电子商务网站立即过渡到数字营销,这样零售商才能发挥其魅力来提高产品销售。本研究的好处是利用内容管理系统(CMS)进行在线销售,通过使用搜索引擎优化(SEO)来改善业务运营和产品营销,以减少产品营销支出。业务模型画布(BMC)用于创建在线业务模型。在系统设计中使用统一建模语言(UML)图,例如活动图、用例图、组件图和系统序列图。本研究的结果是,电子商务网站将显示在搜索网站的第一页,使其辅助商店交易活动,并作为促销媒介。
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引用次数: 0
PID Control System on Brushless DC Motor for Quadcopter Balance 四轴飞行器平衡用无刷直流电机PID控制系统
Pub Date : 2021-07-29 DOI: 10.25139/inform.v6i2.3999
M. Bachtiar, Fernando Ardilla, Muhammad Faiz Hasbi, Iwan Kurnianto Wibowo
Unmanned Aerial Vehicle (UAV) is an unmanned aircraft system that is no longer a special need but has become a general need for the community, and one example is used to capture everyday moments through photos or videos from the air. Among the models of UAV aircraft is the quadcopter, where there is a flight controller that functions to fly the quadcopter by adjusting the speed of each motor. The flight controller that is often used today is the Pixhawk manufacturer. The Pixhawk module is an integrated system that the factory has provided, so it cannot be modified in terms of control and I/O. This research focuses on making an independent flight controller that can be used to fly a quadcopter. The control method that is implanted is Proportional Integral Derivative or commonly known as PID. The flight controller uses the PID control method to adjust each Brushless DC Motor (BLDC) speed to maintain stability while flying. From the test results, the quadcopter can fly stably with KP parameters of 2.5, KI of 0.6, and KD of 1.0. The response time in processing feedback is 3s.
无人机(UAV)是一种无人驾驶飞机系统,它不再是一种特殊需求,而是已经成为社会的普遍需求,其中一个例子就是通过从空中拍摄照片或视频来捕捉日常生活中的瞬间。在无人机的机型中有四轴飞行器,其中有一个飞行控制器,通过调节每个电机的速度来控制四轴飞行器的飞行。今天经常使用的飞行控制器是Pixhawk制造商。Pixhawk模块是工厂提供的集成系统,无法在控制和I/O方面进行修改。本研究的重点是制作一个独立的飞行控制器,可用于四轴飞行器的飞行。植入的控制方法是比例积分导数或通常称为PID。飞行控制器采用PID控制方法调节各无刷直流电动机(BLDC)的转速,使其在飞行时保持稳定。从试验结果来看,该四轴飞行器在KP参数为2.5、KI参数为0.6、KD参数为1.0的情况下能够稳定飞行。处理反馈的响应时间为3秒。
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引用次数: 3
Secret Key Establishment Using Modified Quantization Log For Vehicular Ad-Hoc Network 基于改进量化日志的车载Ad-Hoc网络密钥建立
Pub Date : 2021-07-29 DOI: 10.25139/inform.v6i2.4037
M. C. Kriswantoro, Amang Sudarsono, Mike Yuliana
Traditional cryptographic approaches such as symmetric and asymmetric cryptography are commonly employed to solve network security issues. The Secret Key Generation (SKG) system has the advantage of extracting secret keys from a wireless channel's physical layer information. It allows two wireless devices within the transmission range to extract a shared symmetric key without the use of a fixed key distribution infrastructure, allowing vehicular ad hoc networks to exchange information (VANET). This study aims to create a secure data communication system on the Vehicular Ad-Hoc Network using RSS Key Generation. Starting from the Modified Quantization Log, the results of the Modified Quantization Log show that the average KDRM between Alice and Bob is the average KDRM between Alice and Bob is 9.4%; meanwhile, the average KGR is 71.4 bps. This shows that the number of bit mismatches after the Modified Quantization Log process between the two valid users is already small, because they have used the pre-processing process in front of them, namely using the Kalman Filter and from the results of the BCH Code to be matched again so that it becomes the key. The next process is Universal Hash which is tested with the NIST test. The NIST Test parameters used are approximately entropy, frequency, block frequency, longest run, cumulative sum forward, and cumulative sum reverse. The existing results are appropriate; namely, the threshold in p whose value is above 0.01 is achieved. From the results of the Average Approximate Entropy, it is found that the largest value is obtained by the 40k10ms scheme, which is 0.7352.
传统的密码学方法,如对称密码学和非对称密码学,通常用于解决网络安全问题。密钥生成(SKG)系统具有从无线信道物理层信息中提取密钥的优点。它允许传输范围内的两个无线设备在不使用固定密钥分发基础设施的情况下提取共享对称密钥,从而允许车辆自组织网络交换信息(VANET)。本研究旨在利用RSS密钥生成技术在车载自组织网络上建立一个安全的数据通信系统。从修正量化日志开始,修正量化日志的结果表明:Alice和Bob之间的平均KDRM为Alice和Bob之间的平均KDRM为9.4%;与此同时,平均KGR为71.4个基点。这说明两个有效用户之间经过修改量化日志处理后的位不匹配数量已经很小,因为他们已经使用了前面的预处理过程,即使用卡尔曼滤波,并从BCH码的结果中重新进行匹配,使其成为密钥。下一个过程是用NIST测试测试的通用哈希。使用的NIST测试参数近似为熵、频率、块频率、最长运行时间、正向累积求和和反向累积求和。现有的结果是适当的;即达到p中大于0.01的阈值。从平均近似熵的结果可以看出,40k10ms方案获得的熵值最大,为0.7352。
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引用次数: 0
Analysis Software Engineering Team's Soft Skills Learning using Online Learning Platform with Project-Oriented Problem-Based Learning (POPBL) 基于项目导向型问题学习(POPBL)的在线学习平台分析软件工程团队的软技能学习
Pub Date : 2021-07-28 DOI: 10.25139/inform.v6i2.3986
Siti Dwi Setiarini, S. Wulan
In a decade, the 4.0 industry requires improving their employees, especially for freshly graduated employees. Both hard skills and soft skills must be improved. The Computers and Informatics Engineering Department at Bandung State Polytechnic has a software project subject in their curriculum that adapted the Project-Oriented Problem Based Learning (POPBL) method to improve them. It can give the skills experience that the industry needed, especially soft skills for students who act as the software engineering team in this subject. But, after the spread of covid-19, soft skills learning with POPBL must use the online learning platform. The POPBL must be designed with the online learning framework. Based on industrial needs, each student's soft skills are problem-solving, teamwork, responsibility, communication, hard work, and discipline. These two purposes of the research are making the POPBL using the online learning platform and knowing how to use the online learning platform in the POPBL method. The findings in this POPBL research are something happen in POPBL online learning, such as all step in POPBL framework keep running, poor connection and communication device to be a problem that hinders the POPBL process, need more time for lecturer to observe the students directly, and need more time to give the action from the weekly evaluation results. In addition, the impacts of POPBL online learning on soft skills results are founded. Means of the students' soft skills grades and Wilcoxon test are used to get the results of this research. The result of data analysis is four soft skills significantly change. Two of the soft skills significantly increased are responsibility and hard work. Problem solving and communication are decreased considerably. The conclusion is the spread of covid-19 given the impacts on students' soft skills in software project class at Bandung State Polytechnic using the POPBL online learning method.
未来十年,工业4.0要求企业提高员工素质,尤其是刚毕业的员工。硬技能和软技能都必须提高。万隆国立理工学院计算机与信息工程系的课程中有一个软件项目主题,该课程采用了面向项目的基于问题的学习(POPBL)方法来改进它们。它可以提供行业所需的技能经验,特别是作为本学科软件工程团队的学生的软技能。但是,在新冠肺炎疫情蔓延之后,用POPBL学习软技能必须使用在线学习平台。POPBL必须与在线学习框架一起设计。根据行业需求,每个学生的软技能是解决问题,团队合作,责任,沟通,努力工作和纪律。研究的两个目的是利用在线学习平台进行POPBL和了解如何在POPBL方法中使用在线学习平台。本次POPBL研究的发现是在POPBL在线学习中出现的一些问题,如POPBL框架的所有步骤都保持运行,连接和通信设备不佳成为阻碍POPBL过程的问题,讲师需要更多的时间直接观察学生,需要更多的时间从每周的评估结果中给出行动。此外,还建立了POPBL在线学习对软技能结果的影响。本研究采用学生软技能成绩和Wilcoxon测验的方法得出研究结果。数据分析的结果是四项软技能发生了显著变化。两项软技能的显著提高是责任心和努力工作。解决问题的能力和沟通能力大大降低。鉴于在万隆国立理工学院使用POPBL在线学习方法的软件项目课上对学生软技能的影响,结论是covid-19的传播。
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引用次数: 2
Implementation and Impact of Virtual Reality on Survival Horror Games 虚拟现实技术在恐怖生存游戏中的应用及影响
Pub Date : 2021-07-28 DOI: 10.25139/inform.v6i2.3943
Hendrawan Armanto, Gregorian Anthony, Pickerling Pickerling
Currently, games are an important part of human life. Not only serves as entertainment, games nowadays also serve as education, communication, socialization, and even a job for some people. This makes technology in the game world more developed and closer to reality. One of the popular and interesting technologies is virtual reality. This technology has various elements, but the most important element is the immersion element, which can give users the sensation to feel as if they are in a real environment. In this research, the authors examine the effects of virtual reality when combined with horror games. The selection of horror games was made because this genre is one of the genres with the fastest immersion element compared to other game genres. In addition to the use of virtual reality technology, considering that horror games require complex particle simulations and good lighting, the authors use the Unreal Engine as the main engine in this game. The test method used in this study is the beta testing method with the assessment using the user acceptance method. The conclusion was that virtual reality technology combined with the advantages of the unreal engine caused game players to get a tenser atmosphere.
目前,游戏是人类生活的重要组成部分。如今的游戏不仅是一种娱乐,还可以作为教育、交流、社交,甚至是一些人的工作。这使得游戏世界中的技术更加发达,更接近现实。虚拟现实是一种流行而有趣的技术。这项技术有各种各样的元素,但最重要的元素是沉浸元素,它可以给用户一种仿佛置身于真实环境中的感觉。在这项研究中,作者研究了虚拟现实与恐怖游戏相结合的效果。之所以选择恐怖游戏,是因为与其他游戏类型相比,这类游戏具有最快的沉浸感元素。除了使用虚拟现实技术外,考虑到恐怖游戏需要复杂的粒子模拟和良好的光照,作者在本游戏中使用了虚幻引擎作为主要引擎。本研究采用的测试方法为beta测试法,评估采用用户接受度法。结论是,虚拟现实技术与虚幻引擎的优势相结合,使游戏玩家获得了更紧张的氛围。
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引用次数: 1
Gamification in Education Context: The Intention, The Design and The Result 教育情境中的游戏化:意图、设计与结果
Pub Date : 2021-07-28 DOI: 10.25139/inform.v6i2.4035
H. Dinata
Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a reward system mechanism. The presence of points, badges, and leader boards cannot be separated from the gamification because it is a very inherent gamification feature to motivate students to play the game. Getting students to use the games intensively is not the only result we expect, but it also makes students learn better to produce good learning outcomes.
游戏化已被广泛应用于许多领域,包括教育领域。学生需要在学习过程中受到激励,因为如果没有强迫,每个人都很乐意学习。通过展示一些有趣和愉快的东西,期望学生更多地参与到学习过程中,从而达到更好的学习效果。游戏化在为学生的学习过程带来乐趣和愉悦方面是非常可靠的。我们从之前的研究中分析了三个项目;游戏化的意图和目标是什么,如何设计,以及游戏化在教育环境中的结果。我们在教育环境中发现了游戏化采用的意图。他们是为了增加学生的学习动机,并提出一种更有趣和愉快的学习方法。为了这个游戏化项目的成功,可以利用现有的复杂技术和奖励机制来开发一个游戏应用程序。积分、徽章和排行榜的存在不能与游戏化分离,因为这是激励学生玩游戏的内在游戏化功能。让学生密集地使用游戏不是我们所期望的唯一结果,但它也使学生更好地学习,产生良好的学习成果。
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引用次数: 1
Expert System for Hydroponic Vegetable Cultivation Using Forward and Backward Chaining Inference Technique 基于正向和反向链推理技术的水培蔬菜种植专家系统
Pub Date : 2021-07-28 DOI: 10.25139/inform.v6i2.3905
Habil Tria Sakti, A. Thoriq
Hydroponics systems require tremendous attention both in nutrition, plant growth, the risk of pest and disease attacks. Thus, this hydroponic farming system requires high experience and expertise that is the main obstacle for business actors who want to start a vegetable cultivation business with a hydroponic system, especially for business actors who do not have a background in agriculture. The hydroponic cultivation expert system in this study aims to detect plant diseases and pests and provide solutions to these diseases. In addition, this expert system application also aims to monitor plant needs, so this application can help farmers grow up hydroponic vegetable cultivation businesses. The combination of the forward and backward chaining methods is applied to detect plant diseases and pests. Whereas the forward chaining method use to monitor plant needs. The combination of the forward and backward chaining methods in identifying plant diseases and pests can make it easier for users to determine the suffered by plants and provide information about these diseases. The application of the forward chaining method in monitoring plant needs can identify the level of fulfilment of entails of each component of plant needs according to the type of plant and the day after planting. The application of this hydroponic expert system can overcome the limited number of hydroponic experts in helping farmers identify plant diseases and pests and monitor plant needs.
水培系统在营养、植物生长、病虫害风险方面都需要极大的关注。因此,这种水培种植系统需要很高的经验和专业知识,这是想要用水培系统开展蔬菜种植业务的商业行为者的主要障碍,特别是对于没有农业背景的商业行为者。本研究的水培专家系统旨在检测植物病虫害并提供解决方案。此外,该专家系统应用程序还旨在监测植物需求,因此该应用程序可以帮助农民发展水培蔬菜种植业务。将正链和反链相结合的方法应用于植物病虫害检测。而前向链法则用于监控工厂需求。将前向链法和后向链法结合起来识别植物病虫害,可以使用户更容易地确定植物所遭受的疾病,并提供有关这些疾病的信息。将前向链法应用于植物需求监测中,可以根据植物的类型和种植后的天数,确定植物需求各组成部分的需求满足程度。该水培专家系统的应用可以克服水培专家数量有限的问题,帮助农民识别植物病虫害和监测植物需求。
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引用次数: 2
Business Model Canvas for Usability Testing of E-Commerce Website Design Using SEO On-Page Technique 使用搜索引擎优化页面技术的电子商务网站设计可用性测试的商业模型画布
Pub Date : 2021-07-27 DOI: 10.25139/inform.v6i2.3947
Isnaini Nur Pramesty, Atik Ariesta
Advances in information technology have had a tremendous impact on all of the professions today. All buying and selling activities, including selling baby products, have become easier with digital technology, namely the marketplace. Until now, the marketplace business only uses a physical storefront and marketplace to offer their wares. However, there are still obstacles such as the lack of product information obtained by customers due to decreased sales, lack of a wide range of promotions due to lower income, and discounts when using the marketplace due to lower marketplace revenue. Based on the problems mentioned above, an e-commerce website is needed to solve the problem in the Mimimama store. This e-commerce website is built with the WordPress Content Management System (CMS), and the Business Model Canvas (BMC) method is used to analyze the business model. Designs are built using the Unified Modeling Language (UML), and websites are tested using Usability Testing to ensure the functionality works properly. After the website is built, SEO is applied using On-Page SEO to optimize website pages. Google easily indexes them and is easy to find by customers using certain keywords. The development of an e-commerce website provides answers to make it easier for customers to access information, expand marketing reach, and allow Mimimama to focus more on building the Mimimama store brand.
信息技术的进步对当今所有的职业都产生了巨大的影响。所有的买卖活动,包括销售婴儿用品,随着数字技术,即市场,变得更加容易。到目前为止,市场业务只使用实体店面和市场来提供他们的商品。但是,仍然存在障碍,如由于销售减少,客户获得的产品信息不足,由于收入较低,缺乏广泛的促销活动,由于市场收入较低,使用市场时折扣。基于以上问题,Mimimama店需要一个电子商务网站来解决这个问题。本电子商务网站采用WordPress内容管理系统(CMS)构建,采用商业模型画布(Business Model Canvas, BMC)方法对商业模型进行分析。使用统一建模语言(UML)构建设计,使用可用性测试对网站进行测试,以确保功能正常工作。网站建成后,使用On-Page SEO对网站页面进行优化。谷歌很容易对它们进行索引,并且很容易被客户使用某些关键字找到。电子商务网站的开发提供了答案,使客户更容易获取信息,扩大营销范围,并使Mimimama更专注于建立Mimimama商店品牌。
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引用次数: 1
Intercept Algorithm for Predicting the Position of Passing the Ball on Robot Soccer ERSOW 机器人足球ERSOW传球位置预测的截距算法
Pub Date : 2021-01-31 DOI: 10.25139/INFORM.V6I1.3353
M. Bachtiar, Fadl Lui Hakim Ihsan, Iwan Kurnianto Wibowo, R. Wibowo
ERSOW is the name of a wheeled soccer robot that competes in the Kontes Robot Sepak Bola Indonesia (KRSBI). The soccer robot plays a soccer game based on the rules adapted from the human soccer game. The ERSOW team was formed in 2016. Starting in 2017, ERSOW participated in the KRSBI with the Middle Size League (MSL) type. Research in the field of wheeled soccer robots is mostly carried out on robot intelligence, such as how robots detect and look for balls, dribble, pass the ball, avoid opponents, and communicate in teams. This research focuses on the ability that the robot can pass the ball in KRSBI 2020. There are adjustments to the rules for its implementation online where the robot has to pass the ball and score as many goals as possible. The robot's ability to know the direction of ball movement and cut the ball movement or intercept is needed. By utilizing data processing from vision to obtain ball speed data and speed algorithm calculations, the passing ball method has a small chance of missing. Based on the results of experiments that have been carried out, the success of ERSOW in passing using this method is 94.7%. 
ERSOW是一个轮式足球机器人的名字,它参加了印尼孔特斯机器人赛(KRSBI)。足球机器人根据人类足球比赛的规则进行足球比赛。ERSOW团队成立于2016年。从2017年开始,ERSOW以中型联赛(MSL)类型参加KRSBI。轮式足球机器人领域的研究主要集中在机器人智能方面,如机器人如何检测和寻找球、运球、传球、躲避对手、团队沟通等。本次研究的重点是KRSBI 2020中机器人的传球能力。比赛规则在网上进行了调整,机器人必须传球并尽可能多地进球。机器人需要知道球的运动方向和切断球的运动或拦截的能力。利用视觉上的数据处理来获取球速度数据并进行速度算法计算,使得传球方法有很小的遗漏机会。根据已开展的实验结果,采用该方法的ERSOW通过成功率为94.7%。
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引用次数: 1
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