Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi)
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Deteksi Logo Kendaraan dengan MSER-Vertical Sobel
Detecting a vehicle logo is the first step before realizing the identity of the logo. However, the detection of logos can pose difficulties due to various factors, including logo variations, differing scales and orientations, background interference, varying lighting conditions, and partial obstruction. This paper presents a vehicle logo detection method using hand-crafted features. We used a combination of Maximally Stable Extremal Region (MSER) and Vertical Sobel. We combine vertical Sobel with MSER to overcome MSER's limitation in recognizing objects of different sizes. These two features are merged using a closing morphology operation to form blobs selected as logo candidate areas. Moreover, a Support Vector Machine (SVM) is implemented to choose a logo area by analyzing each candidate's Histogram of Oriented Gradient (HOG). The proposed method was compared with other methods by implementing them on the same dataset. The significant advantage of using MSER-Vertical Sobel is its fast computation time. It is faster than other approaches that use non-handcrafted features. The test results show that the MSER-Vertical Sobel can achieve high accuracy and the fastest computation time.Paper ini menyajikan metode pendeteksian logo kendaraan menggunakan handcrafted features. Kami menggunakan kombinasi Maximally Stable Extremal Region (MSER) dan Vertical Sobel. Penambahan Vertical Sobel bertujuan untuk mengatasi kelemahan MSER. Kedua fitur ini digabungkan menggunakan operasi morfologi closing untuk membentuk blob yang dipilih sebagai area kandidat logo. Selain itu, Support Vector Machine (SVM) diimplementasikan untuk memilih area logo dengan menganalisis Histogram of Oriented Gradient (HOG) masing-masing kandidat. Metode yang diusulkan dibandingkan dengan metode lain dengan mengimplementasikannya pada dataset yang sama. Keuntungan signifikan menggunakan MSER-Vertical Sobel adalah waktu komputasi yang cepat. Metode ini lebih cepat daripada pendekatan lain yang menggunakan handcrafted features. Hasil pengujian menunjukkan bahwa MSER-Vertical Sobel dapat mencapai akurasi tinggi dan waktu komputasi tercepat
Personality Detection on Reddit Using DistilBERT
Personality is a unique set of motivations, feelings, and behaviors humans possess. Personality detection on social media is a research topic commonly conducted in computer science. Personality models often used for personality detection research are the Big Five Indicator (BFI) and Myers-Briggs Type Indicator (MBTI) models. Unlike the BFI, which classifies personalities based on an individual’s traits, the MBTI model classifies personalities based on the type of the individual. So, MBTI performs better in several scenarios than the Big Five model. Many studies use machine learning to detect personality on social media, such as Logistic Regression, Naïve Bayes, and Support Vector Machine. With the recent popularity of Deep Learning, we can use language models such as DistilBERT to classify personality on social media. Because of DistilBERT’s ability to process large sentences and the ability for parallelization thanks to the transformer architecture. Therefore, the proposed research will detect MBTI personality on Reddit using DistilBERT. The evaluation shows that removing stopwords on the data preprocessing stage can reduce the model’s performance, and with class imbalance handling, DistilBERT performs worse than without class imbalance handling. Also, as a comparison, DistilBERT outperforms other machine learning classifiers such as Naïve Bayes, SVM, and Logistic Regression in accuracy, precision, recall, and f1-score. 
ResNet101 Model Performance Enhancement in Classifying Rice Diseases with Leaf Images
Indonesia is the fourth biggest rice producer in Asia with its production accounting for 35.4 million metric tons yearly. This figure can increase unless rice crop failure is resolved. Identifying rice diseases, however, may serve as an approach to minimizing the risk of crop failure. The classification to detect rice diseases was previously researched using ResNet101 method with 100% accuracy. Despite this perfect accuracy, this approach does not come without an issue, where the prediction is not yet optimal for each label and loss results which are regarded as too high due to overfitting. Departing from this issue, this research aims to improve the model by reducing the layer complexity of the model and comparing two layers structures of the model, two different data, and the ResNet101 model. The performance resulting from the model could be enhanced with the structuring of simple architectural layers. Despite the small quantity of dataset, the model performance can yield 100% accuracy in the classification of rice diseases with a loss value of 2.91%. The model performance in this research experienced a 2.7% increase at the loss value and it could accurately classify the type of rice diseases according to leaf images on each label. The problem solved by this research is that ResNet101 is able to classify rice disease accurately even with a small amount of data by utilizing the appropriate layer arrangement with data requirements. In addition, the overfitting that occurred in previous research can also be resolved properly. This matter proves that the correlation between the layers of the model with the amount of data is very influential.Indonesia is the fourth biggest rice producer in Asia with its production accounting for 35.4 million metric tons yearly. This figure can increase unless rice crop failure is resolved. Identifying rice diseases, however, may serve as an approach to minimizing the risk of crop failure. The classification to detect rice diseases was previously researched using ResNet101 method with 100% accuracy. Despite this perfect accuracy, this approach does not come without an issue, where the prediction is not yet optimal for each label and loss results which are regarded as too high due to overfitting. Departing from this issue, this research aims to improve the model by reducing the layer complexity of the model and comparing two layers structures of the model, two different data, and the ResNet101 model. The performance resulting from the model could be enhanced with the structuring of simple architectural layers. Despite the small quantity of dataset, the model performance can yield 100% accuracy in the classification of rice diseases with a loss value of 2.91%. The model performance in this research experienced a 2.7% increase at the loss value and it could accurately classify the type of rice diseases according to leaf images on each label. The problem solved by this research is that ResNet101 is able to classify rice disease accurately even with a small amount of data by utilizing the appropriate layer arrangement with data requirements. In addition, the overfitting that occurred in previous research can also be resolved properly. This matter proves that the correlation between the layers of the model with the amount of data is very influential
Sentiment Analysis of Twitter Users to the PeduliLindungi Using Naïve Bayes Algorithm
Covid-19 was declared as a pandemic by World Health Organization (WHO) in March 2020, has a major impact on the lives. Indonesian’s government has made several efforts to suppress the spread of the virus by requiring the societies to use PeduliLindungi in every activity. There are many pros and cons from the societies in using PeduliLindungi, many reviews about the performance of this application found through playstore, app store or social media. Twitter is one of social media that allows the societies to express their feeling, idea, opinion, or critics about any topics. This study takes the review of PeduliLindungi from Twitter with period from June up to December 2021, which has the highest cases of covid-19 and tighter movement restriction from the government. The data collected were manually labeling into positive and negative class and processed using sentiment analysis with Naïve Bayes algorithm, give the result 64.69% positive sentiment and 35.5% negative sentiment regarding PeduliLindungi. The model tested using Naïve Bayes algorithm with 10-fold cross validation has the highest performance, the accuracy obtained is 95.86%, with precision 96.99% and recall 94.12%. The positive sentiment indicates the pro expression from society, like the data integration with vaccine certificate, PCR or antigen result, that makes the activities to entry public transport or public space easily. The negative sentiment indicates the cons expression from the societies, related with the performance of the application and the data security. The result of this study expected being reference, give insight, and information for developers and governments to build a better strategy in improving the performance of PeduliLindungi application.Covid-19 was declared as a pandemic by World Health Organization (WHO) in March 2020, has a major impact on the lives. Indonesian’s government has made several efforts to suppress the spread of the virus by requiring the societies to use PeduliLindungi in every activity. There are many pros and cons from the societies in using PeduliLindungi, many reviews about the performance of this application found through playstore, app store or social media. Twitter is one of social media that allows the societies to express their feeling, idea, opinion, or critics about any topics. This study takes the review of PeduliLindungi from Twitter with period from June up to December 2021, which has the highest cases of covid-19 and tighter movement restriction from the government. The data collected were manually labeling into positive and negative class and processed using sentiment analysis with Naïve Bayes algorithm, give the result 64.69% positive sentiment and 35.5% negative sentiment regarding PeduliLindungi. The model tested using Naïve Bayes algorithm with 10-fold cross validation has the highest performance, the accuracy obtained is 95.86%, with precision 96.99% and recall 94.12%. The positive sentiment indicates the pro expression from society, like the data integration with vaccine certificate, PCR or antigen result, that makes the activities to entry public transport or public space easily. The negative sentiment indicates the cons expression from the societies, related with the performance of the application and the data security. The result of this study expected being reference, give insight, and information for developers and governments to build a better strategy in improving the performance of PeduliLindungi application
Egg Incubator Temperature and Humidity Control Using Fuzzy Logic Controller
Controlling room temperature and humidity in egg incubator systems is a process that is widely used in the farm. A good temperature and humidity for standard egg hatching is between 35℃ – 40℃, with humidity in the machine ranging from 50%-60%. The main problems of our research is to find the robustness of the fuzzy logic controller, using the proper parameter. Because while the particular parameter is applicable for one case, but after using several times, the controller lost its robustness. Therefore, this study aims to create a system to control the temperature and humidity of the egg incubator with fuzzy control using the Sugeno methods. In order to get the input and output values, namely by connecting the DHT22 sensor to measure temperature and humidity to be processed into the microcontroller, the value obtained from the sensor will then be processed. The use of fuzzy control is used to make several stages, namely fuzzification, rule, and defuzzification which after processing will be used as output weights for the actuators used. In order to get the robust parameter, test was carried out 5 times with a test time of 18 minutes to get a stable value from the tool. By applying this, it can be concluded whether the system is reliable during different situation. The result shows that the average time for the system to get a stable humidity is 302 second. On the other hand, the average time for the system to get stable temperature is 342 second. The Mean Squared error for temperature is 1,715, while the Mean Squared Error for Humidity is 5,294. It can be concluded that the system controlled by fuzzy controller is robust, has a fast response and reliable.
Controlling room temperature and humidity in egg incubator systems is a process that is widely used in the farm. A good temperature and humidity for standard egg hatching is between 35℃ – 40℃, with humidity in the machine ranging from 50%-60%. The main problems of our research is to find the robustness of the fuzzy logic controller, using the proper parameter. Because while the particular parameter is applicable for one case, but after using several times, the controller lost its robustness. Therefore, this study aims to create a system to control the temperature and humidity of the egg incubator with fuzzy control using the Sugeno methods. In order to get the input and output values, namely by connecting the DHT22 sensor to measure temperature and humidity to be processed into the microcontroller, the value obtained from the sensor will then be processed. The use of fuzzy control is used to make several stages, namely fuzzification, rule, and defuzzification which after processing will be used as output weights for the actuators used. In order to get the robust parameter, test was carried out 5 times with a test time of 18 minutes to get a stable value from the tool. By applying this, it can be concluded whether the system is reliable during different situation. The result shows that the average time for the system to get a stable humidity is 302 second. On the other hand, the average time for the system to get stable temperature is 342 second. The Mean Squared error for temperature is 1,715, while the Mean Squared Error for Humidity is 5,294. It can be concluded that the system controlled by fuzzy controller is robust, has a fast response and reliable
Herbal Leaves Classification Based on Leaf Image Using CNN Architecture Model VGG16
Herbal leaves are a type that is often used by people in the health sector. The problem faced is the lack of knowledge about the types of herbal leaves and the difficulty of distinguishing the types of herbal leaves for ordinary people who do not understand plants. If any type of plant is used, it will have a negative impact on health. Automatic classification with the help of technology will reduce the risk of misidentification of herbal leaf types. To make identification, a precise and accurate herbal leaf detection process is needed. This research aims to facilitate the classification model of herbal leaf images with a higher accuracy value than previous research. Therefore, the proposed method in this classification process is one of the Transfer Learning methods, namely Convolutional Neural Network (CNN) with a pretrained VGG16 model. This research uses a dataset of herbal leaves with a total of 10 classes: Belimbing Wuluh, Jambu Biji, Jeruk Nipis, Kemangi, Lidah Buaya, Nangka, Pandan, Pepaya, Seledri and Sirih. The performance of the results of the proposed classification method on the test dataset using Classification Report shows an increase in the results of the previous research accuracy value from 82% to 97%. This research also applies Image Data Generator in the augmentation process which aims to improve the image of herbal leaves, reduce overfitting, and improve accuracy.Herbal leaves are a type that is often used by people in the health sector. The problem faced is the lack of knowledge about the types of herbal leaves and the difficulty of distinguishing the types of herbal leaves for ordinary people who do not understand plants. If any type of plant is used, it will have a negative impact on health. Automatic classification with the help of technology will reduce the risk of misidentification of herbal leaf types. To make identification, a precise and accurate herbal leaf detection process is needed. This research aims to facilitate the classification model of herbal leaf images with a higher accuracy value than previous research. Therefore, the proposed method in this classification process is one of the Transfer Learning methods, namely Convolutional Neural Network (CNN) with a pretrained VGG16 model. This research uses a dataset of herbal leaves with a total of 10 classes: Belimbing Wuluh, Jambu Biji, Jeruk Nipis, Kemangi, Lidah Buaya, Nangka, Pandan, Pepaya, Seledri and Sirih. The performance of the results of the proposed classification method on the test dataset using Classification Report shows an increase in the results of the previous research accuracy value from 82% to 97%. This research also applies Image Data Generator in the augmentation process which aims to improve the image of herbal leaves, reduce overfitting, and improve accuracy
Image Classification of Vegetable Quality using Support Vector Machine based on Convolutional Neural Network
As part of an effort to develop intelligent agriculture, new methods for enhancing the quality of vegetables are being continually developed. In recent years, the Convolutional Neural Network (CNN) has shown to be the most successful and extensively used approach for identifying the quality of pre-trained vegetables. However, this method is time-consuming due to the scarcity of truly large, significant datasets. Using a pre-trained CNN model as a feature extractor is a straightforward method for utilizing CNNs' capabilities without investing time in training. While, Support Vector Machine (SVM excels at processing data with tiny dimensions and significantly larger instances. SVM more accurately classifies the flatten/vector feature supplied by the CNN fully connected layer with small dimensions. In addition, implementing Data Augmentation (DA) and Weighted Class (WC) for data variety and class imbalance reduction can improve CNN-SVM performance. The research results show highest accuracy during training always achieves 100% across all experimental options. With an average accuracy of 69.66% in the testing process and 92.51% in the prediction process for all data, the experimental findings demonstrate that CNN-SVM outperforms CNN in terms of accuracy performance in all possible experiments, with or without WC and or DA approach.
As part of an effort to develop intelligent agriculture, new methods for enhancing the quality of vegetables are being continually developed. In recent years, the Convolutional Neural Network (CNN) has shown to be the most successful and extensively used approach for identifying the quality of pre-trained vegetables. However, this method is time-consuming due to the scarcity of truly large, significant datasets. Using a pre-trained CNN model as a feature extractor is a straightforward method for utilizing CNNs' capabilities without investing time in training. While, Support Vector Machine (SVM excels at processing data with tiny dimensions and significantly larger instances. SVM more accurately classifies the flatten/vector feature supplied by the CNN fully connected layer with small dimensions. In addition, implementing Data Augmentation (DA) and Weighted Class (WC) for data variety and class imbalance reduction can improve CNN-SVM performance. The research results show highest accuracy during training always achieves 100% across all experimental options. With an average accuracy of 69.66% in the testing process and 92.51% in the prediction process for all data, the experimental findings demonstrate that CNN-SVM outperforms CNN in terms of accuracy performance in all possible experiments, with or without WC and or DA approach
Comparison of Sentiment Analysis Methods Based on Accuracy Value Case Study: Twitter Mentions of Academic Article
The assessment of academic articles is based on the number of citations, but the number only is not enough. So now there is Altmetric which can measure the impact of academic articles from the number of citations and using social media, usually Twitter. Still, the number of mentions on Twitter is not enough because the expressions of the sentences vary. Mentions must be classified according to neutral, positive, and negative criteria. Sentiment analysis is performed on tweets to measure social media volume and attention related to research findings from academic articles. There are many sentiment analysis methods, so this study aims to compare sentiment analysis methods using Decision Tree, K-NN, Naïve Bayes, and Random Forest to get the most suitable methods. The evaluation method in this study uses the Confusion Matrix by searching for Accuracy, Precision, and Recall values. The results show that the most suitable sentiment analysis method is Naïve Bayes by obtaining the highest classification suitability value of the other methods, which has an actual positive sentiment value of neutral 2056, positive 1200, and negative 1292. In addition, Naïve Bayes gets the highest accuracy score of 95, 45%.
The assessment of academic articles is based on the number of citations, but the number only is not enough. So now there is Altmetric which can measure the impact of academic articles from the number of citations and using social media, usually Twitter. Still, the number of mentions on Twitter is not enough because the expressions of the sentences vary. Mentions must be classified according to neutral, positive, and negative criteria. Sentiment analysis is performed on tweets to measure social media volume and attention related to research findings from academic articles. There are many sentiment analysis methods, so this study aims to compare sentiment analysis methods using Decision Tree, K-NN, Naïve Bayes, and Random Forest to get the most suitable methods. The evaluation method in this study uses the Confusion Matrix by searching for Accuracy, Precision, and Recall values. The results show that the most suitable sentiment analysis method is Naïve Bayes by obtaining the highest classification suitability value of the other methods, which has an actual positive sentiment value of neutral 2056, positive 1200, and negative 1292. In addition, Naïve Bayes gets the highest accuracy score of 95, 45%
Development of Reviewer Assignment Method with Latent Dirichlet Allocation and Link Prediction to Avoid Conflict of Interest
The number of published academic papers has been increasing rapidly from year to year. However, this increase in publications must be linear with an emphasis on quality. To ensure that academic papers meet the required quality standard, the peer review process is necessary. The main objective of the assignment of reviewers is to find the appropriate reviewer who can conduct a review based on their field of research. However, there are potential obstacles when there is a conflict of interest in the process. This study aims to develop a method for assigning reviewers that overcomes such obstacles. Our approach involves combining the Latent Dirichlet Allocation (LDA), Classification, and Link Prediction methods. LDA is used to find topics from the research data of prospective reviewers to ensure that the assigned reviewers are well suited to the submitted article. These data were used as training data for classification using Random Forest. Finally, link prediction implemented to make reviewer recommendations. We evaluated and compared our proposed method with previous research that used cosine similarity as the last step in recommendation, using Mean Average Precision (MAP). Our proposed method achieved a MAP value of 0.87, which was an improvement compared to the previous approach. These results suggest that our approach has the potential to improve the effectiveness of academic peer review.
The number of published academic papers has been increasing rapidly from year to year. However, this increase in publications must be linear by an emphasis on quality. In order to ensure that academic papers meet the required standard of quality, the process of peer review is necessary. The main goal of reviewer assignment is to find the appropriate reviewer who can conduct a review based on their field of research. However, there are potential obstacles when there is a conflict of interest in the process. This study aims to develop a method for assigning reviewers that overcomes such obstacles. Our approach involves combining the Latent Dirichlet allocation (LDA), classification, and link prediction methods. LDA is used to find topics from the research data of prospective reviewers, to ensure that the assigned reviewers are well-suited to the submitted paper. This data used as training data for classification using Random Forest. Finally, link prediction implemented to make reviewer recommendations. We evaluated and compared our proposed method with previous research that used Cosine similarity for the last step in recommendation, using Mean Average Precision (MAP). Our proposed method achieved a MAP value of 0.87, which was an improvement compared to the previous approach. These results suggest that our approach has the potential to improve the effectiveness of academic peer review
The Application of Game Mechanics and Technological Trend in Game-Based Learning: A Review of the Research
The rapid development of information technology affects numerous aspects of human life, including education. An example of an IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance student engagement in the learning process. However, the effectiveness of this method needs to be further studied. This systematic review of the literature aimed to explore the mechanics of games that are applied in current research on game-based learning, accompanied by the trend of technological use in research papers published in this domain. This study covered 30 journal and conference proceedings papers published from 2012-2022. The review was conducted using the Kitchenham method. The selected articles were then analyzed to determine the engagement model used in each paper (Feedback Model, Incentive and achievement model, and Progression Model). Findings included the trend of research in this field (technology applied to each research, on-line feature, study majors/subject) are displayed based on the time paper were published. The study result indicated that all previous research used at least one of the engagement models, with 12 articles using the three models. In terms of technology, it was found that the adoption of web-based technology has been increasing in recent years, including online features that have also increased, along with the study subjects who implemented game-based learning. In summary, game-based learning can be applied in a wide range of subjects and platforms with the support of its characteristic, making learning more flexible.
The rapid development of information technology affects numerous aspects of human life, including education. An example of IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance the student engagement in the learning process. Nevertheless, the effectiveness of this method is still needs to be studied further. This systematic literature review aimed to explore about game mechanics that applied on current game-based learning researches, accompanied by the trend of technological utilization in research paper published in this domain. This study covered 30 journal and conference proceeding papers published from 2012-2022. The review was conducted using the Kitchenham method. Selected papers were then analyzed to determine the engagement model used in each paper (Feedback Model, Incentive and Achievement Model and Progression Model). Findings included the trend of research in this field (technology applied to each research, online feature, study majors/subject) are displayed based on the time paper were published. The result of the study indicated that all previous research used at least one of the engagement models, with 12 papers using all three models. In terms of technology, it was found that the adoption of web-based technology has been increasing in recent years, including online features which have also increased, along with the study subjects that implemented game-based learning. In summary, game-based learning can be applied in a wide range of subjects and platforms with the support of its feature, making learning more flexible