Journal of Computer Networks, Architecture and High Performance Computing
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    473 research outputs found

    UI/UX Design of The ENC Application as Electronic Nursing Care in Clinical Practice Education for Nursing Students in Hospitals.

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    The implementation of hospital information systems in the digitalization-based era, including medical records, currently shows that there is a need for nursing education to focus on information education, including developing electronic-based practical student nursing care applications. This research aimed to design the user interface and user experience of electronic nursing documentation, named "The ENC". The ENC (electronic nursing care) with a design thinking approach. Designing the user interface (UI) and user experience (UX) used a design thinking approach consisting of empathize, define, ideate, prototype and test. Data collection was carried out at the empathize stage using content questionnaires and interviews. UI/UX design using the Figma application. Application testing with nursing student users based on predetermined scenarios. The ENC (electronic nursing care) application design uses the design thinking method to produce an application prototype that adapts to the needs of nursing students. To validate the efficacy of The ENC application, testing was conducted with nursing student users through predetermined scenarios. The design thinking approach facilitated the creation of an application prototype attuned to the specific requirements of nursing students. Following this, a comprehensive survey involving 30 nursing students was conducted to assess usability, quality, and satisfaction with the application's UI/UX, thereby capturing both positive and negative feedback. The ENC application adapts to the needs of nursing students to ease the transition from paper-based to electronic-based documentation, increase acceptance of the application, and increase its use in the clinical environment

    Using Genetic Algorithm to Solve Puzzle Games: A Review

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    Puzzles have been recognized for their development as a popular form of entertainment due to their ability to intricately challenge the mind while engendering creativity in the player. The development of puzzle games has given rise to a new generation of puzzle games characterized by diverse sequences and different image variations. With the rapid development of puzzle games, we looked at solving approaches using Genetic Algorithms (GA). In this paper, we try to analyze several puzzle games such as Sliding Blocks, Sudoku, Tic-Tac-Toe, and Jigsaw that can be solved using GA. We found that 120 papers have examined the use of GA for puzzle games, and eliminated into 14 papers. We evaluated these 14 papers for each puzzle game we selected by comparing the chromosome representation, GA operator, GA parameters, and the results. Based on the discussion, the application of GA to solve puzzle games can be effectively executed with a high degree of accuracy. Puzzle games that use measurement methods such as Sliding Block, Sudoku, and Jigsaw run in a similar pattern. What is common to all of them is that the chromosomes are represented as matrices or arrays in all cases, and standard genetic operators such as selection, crossover, and mutation are used. The population size is large, often 1000 chromosomes, and parameters such as mutation rate are kept low, around 5%. On the other hand, the performance of GA for solving Tetris and Tic-Tac-Toe from each publication cannot be compared due to different measurement methods and metrics

    Integrating Augmented Reality and Simulation Game for Flower Board Design

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    Augmented Reality was regarded as one of the technologies that merged the real world with the virtual one. Its development was carried out by developers across various fields, including businesses such as floral services, exemplified by Berkah Florist. In practical application, Berkah Florist encountered challenges related to efficiency and customer satisfaction in the floral design process. The prevailing methods, such as displaying photographs or employing paper-based designs, were time-consuming and susceptible to paper damage, thus hindering customers from expressing their preferences accurately and disrupting the design process. To address these challenges, an application was developed to streamline the floral design process, aiming to make it more appealing. This research aimed to assist customers and streamline Berkah Florist's operations by facilitating the modeling and visualization of more captivating and effective designs. The application, based on a simulation game, was developed using Research and Development (R&D) and Rapid Application Development (RAD) methodologies. The application presented floral designs through an AR-enabled camera, replicating real-world conditions. The incorporation of Augmented Reality in the application garnered interest and engagement from prospective customers while alleviating boredom. Designed to provide a delightful experience for potential customers, the application aimed to enhance their interest in reusing it. Consequently, Berkah Florist could enhance customer experience and improve efficiency in the floral design process

    Analysis of User Acceptance of E-Learning at SMP NEGERI 10 PENAJAM PASER UTARA Using the UTAUT 2 Model

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    The rapid development of information and communication technology has encouraged the use of electronic media in education, giving rise to a new paradigm in learning through e-learning. E-learning provides benefits such as access to various learning resources and improving the quality of student-centered learning. This research analyzes the factors that influence student satisfaction in using e-learning by adopting the UTAUT (Unified Theory of Acceptance and Use of Technology) model and evaluates their intention to continue using this technology. The research was conducted at SMP Negeri 10 Penajam Paser Utara using a Moodle-based Learning Management System (LMS). Data was collected through an online survey with Google Forms from a sample of active students using e-learning in 2023. The results of the analysis show that the research model has good validity and reliability. Research findings indicate that habitual factors have a significant influence on usage intentions, which in turn influence usage behavior. Performance expectations also influence the intention to use e-learning

    Design of an Android-based Troubled Gas Detection Tool Report Application at PT. Saka Tunggal Mandiri Jaya

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    Inspections are carried out to check objects to ensure that they meet certain standards. Laboratory officers have difficulty in the reporting process requested by the head of the section quickly, because officers must compare all gas detection device data. And laboratory officers sometimes leave the completeness of other supporting devices. So that each equipment officer has difficulty determining which units are damaged or repaired. Application research methods include literature study analysis, interviews, observations, while the development method used is the waterfall model. The design of the application displayed uses the android platform, the software used in building the application is android studio with the java programming language, while MySQL as a database. The purpose of this research is to provide information needed by PT Saka Tunggal Manadiri Jaya in improving product quality. The results achieved at the end of the study are the application of the gas detection device problem report in providing characteristic inspection information, making it easier for users to obtain inspection report information searches along with product items produced in accordance with the provisions and standards of inspection control of one very important component. By utilizing android-based technology through mobile devices. In order to find out the types of inspections in quality control either functional or tool change

    Comparative Analysis of Naïve Bayes and K-Nearest Neighbor (KNN) Algorithms in Stroke Classification

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    Stroke, also known as cerebrovascular, is a type of Non-Communicable Disease (NCD). The symptoms of this disease arise due to a blockage (ischemic) or rupture (hemorrhagic) of a blood vessel that disrupts blood flow to the brain. This condition causes a lack of oxygen and nutrients to brain cells, resulting in damage and potentially death. This research aims to compare the use of Naive Bayes and K-Nearest Neighbor (K-NN) algorithms in classifying stroke diseases. The research process involves data collection, data validation, data preprocessing, data reading, data transformation, data splitting, model implementation, classification evaluation, application of Naive Bayes and K-Nearest Neighbor (K-NN) algorithms, and comparative analysis of results. The variables used in this study include: gender, age, hypertension, heart disease, ever married, work type, residence type, avg glucose level, bmi, smoking status, stroke. Sugar, BMI, Smoking Status, Stroke. Based on the experiments conducted, it was found that the Naive Bayes algorithm achieved an average accuracy rate of 91.67%, while the K-Nearest Neighbor (K-NN) algorithm achieved an average accuracy rate of 95.59%. Therefore, it can be concluded that the K-Nearest Neighbor (K-NN) algorithm has a higher average accuracy rate than the Naive Bayes algorithm, with a percentage difference in accuracy of 3.92%

    Naive Bayes Algorithm for Sentiment Analysis on Spider-Man Movie: No Way Home: Data Mining

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    The rapid development of streaming platforms has significantly changed the landscape of movie consumption. The ease of access and social interaction in online communities has led to the creation of a new pop culture around movies. One interesting phenomenon is the movie Spider-Man: No Way Home, which sparked heated and viral conversations on various social media platforms. This research aims to analyze audience sentiment towards the movie Spider-Man: No Way Home using Naïve Bayes algorithm. Review data collected from online platforms was processed to identify positive and negative sentiments. The choice of Naïve Bayes algorithm is based on its efficiency and ability to classify text. The results showed that the model built was able to classify sentiment with an accuracy of 72.34%. The model is more effective in identifying positive reviews than negative, indicating a positive response from the majority of viewers. However, the model still needs to improve its performance in classifying negative sentiments. This research makes an important contribution in understanding audience preferences and evaluating the success of a movie, especially in the context of the digital era. The results can be utilized by the film industry to improve production quality, marketing strategies, and content development that is more relevant to audience preferences. In addition, this research also opens up opportunities for further development, such as the use of more complex algorithms or combining with other sentiment analysis techniques, as well as application to various types of social media content

    Development of Web-Based Student Registration Information System with Rapid Application Development Approach

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    The management of student data and the student registration process is an important aspect in the world of education. In the digital era, the use of information technology is crucial to maintain the quality and efficiency of education. Therefore, the development of a web-based student registration information system with a Rapid Application Development (RAD) approach is an efficient and effective solution. This research proposes the development of a web-based student enrolment information system with a RAD approach to improve efficiency, accessibility of student data, and the ability to adapt the system to continuous change. The RAD method consists of requirements planning stages, RAD design workshops, and implementation. The test results of the application show that this application is worth using and meets the expected standards. Thus, the development of a web-based student registration information system with the RAD approach is expected to provide innovative and efficient solutions in overcoming student data management problems and the student registration proces

    Home Surveillance Monitoring with Esp32-Cam and SD Card For Data Storage

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    In the last three years the crime rate of theft has increased, to reduce crime this form of theft can be overcome by making a home security system using ESP32-CAM, the system made aims to conduct surveillance that can be seen again the results of images that have been taken by ESP32-CAM, then stored on the SD Card and send notifications to social media. This research uses the R&D (Research &; Development) method or research, and development is a systematic study process to develop and validate products to be used in education. Products developed / produced include training materials for teachers, teaching materials, learning media, questions, and management systems in learning. The result of the implementation of a security system is the stage where the system that has been designed explains the creation of a system in accordance with previous analysis and design. After the implementation stage is carried out, a system test is needed to prove that the application can run properly. The test results that have been done using the android application and Sdcard run well, the PIR sensor can only detect objects as far as 4 meters. With this system, it is expected to be able to provide protection and security for homes, property, and residents. On the other hand, this approach also creates a chance to dig deeper into technology development using ESP32-CAM as an effective and efficient solution to tackle rising crime

    Bumdes Loan And Payment Apllication At The Bandar Telu Plantation Village Office Is Website-Based

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    The aim of this research is to obtain a lending and payment application that can be applied to the Bandar Telu Plantation BUMDes. This research uses the RnD research method and the Waterfall development method. Data collection was carried out by means of observation, interviews and literature study. This results of this research show that BUMDes was established to help the community meet their needs by borrowing from the community. The websote-based application for borrowing and payment for the BUMDes Plantation Village in Bandar Telu produces an application that can be accessed by administrators or members. Where the management uses a website based system, and members use a mobile-based system that can be accessed via the internet and applications. With this application, it can make it easier for administrators and members to obtain information about ongoing loans and payments, so that there is no longer a need for general ledger recapitulation which is at risk of errors in calculating interest or accumulating the amount of members bills

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    Journal of Computer Networks, Architecture and High Performance Computing
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