1,720,982 research outputs found

    Emowars: Interactive Game Input Menggunakan Ekspresi Wajah

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    Research in the affective game has received attention from the research communities over this lustrum. As a crucial aspect of a game, emotions play an important role in user experience as well as to emphasize the user’s emotions state on game design. This will improve the user’s interactivity while they playing the game. This research aims to discuss and analyze whether emotions can replace traditional user game inputs (keyboard, mouse, and others). The methodology used in this research is divided into two main phases: game design and facial expression recognition. The results of this research indicate that users preferred to use a traditional input such as mouse. Moreover, user’s interactivities with game are still slightly low. However, this is a great opportunity for researchers in affective game with a more interactive game play as well as rich and complex story. Hopefully this will improve the user affective state and emotions in game. The results of this research imply that happy emotion obtains 78% of detection, meanwhile the anger emotion has the lowest detection of 44.4%. Moreover, users prefer mouse and FER (face expression recognition) as the best input for this game.</jats:p

    Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality

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    By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting. </jats:p

    Analisis dan Perancangan Sistem Basis Data Pembelian, Penjualan, dan Persediaan Pada PT Interjaya Surya Megah

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    The purpose of this paper is to analyze the system of sales, purchases, and inventory of goods at PT Surya Megah Interjaya and designing the database of sales, purchases, and inventories of goods in accordance with the needs of the company, and to design a prototype application. The methodology used to collect information is by fact-finding technique, which conducted a survey, conducting interviews on related parties, and performed an analysis of procedures and corporate documents. As for database design using the methodology of database-life-cycle, which consists of 3 stages, namely: conceptual, logical, and physical database design. Research conducted, resulting conceptual database design, logical, and physical for business processes of sales, purchases, and inventories of goods. A prototype application is developed to build a working model of a database application that allows the designer or user to ensure the final system will be visible and functioning. With the database design and application development, information needs are met quickly and accurately. </jats:p

    IPerFEX-2023: Indonesian personal financial entity extraction using indoBERT-BiGRU-CRF model

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    Abstract There is minimal research focusing on applications of Indonesian named entity recognition (NER) in a specific domain. This study proposes an Indonesian personal financial entity extraction task that can be utilized in a financial assistant chatbot system to interpret user’s financial situation for personalization. Due to the simplicity that a chatbot has, it can promote financial management practices to youth as early as possible in their career. However, the challenge in financial NER is numerical entity extraction that relies heavily on contextual information and suffers the out-of-vocabulary (OOV) problem. Therefore, to extract 15 personal financial entities in daily Indonesian discussions (expense-type, expense-amount, income-type, income-amount, asset-type, asset-amount, saving-type, saving-amount, liability-type, liability-amount, family, time, financial-goal, age, and occupation), this research proposes a dataset, IPerFEX-2023, trained using the Bidirectional Gated Recurrent Unit BiGRU and Conditional Random Field (CRF) with Indonesian Bidirectional Encoder Representations from Transformers (IndoBERT) pre-trained model for feature embeddings (IndoBERT-BiGRU-CRF). It is compared with the corresponding Bidirectional Long Short-Term Memory (BiLSTM) (IndoBERT-BiLSTM-CRF) as baseline. Not only the IndoBERT-BiGRU-CRF model achieves the best performance with a 0.73 F1-score, but it is also 14% faster on average compared to the corresponding baseline model due to its simpler unit structure. This paper also discusses future directions covering model enhancement strategy based on the error analysis result and complementary tasks needed to complete personalizatio

    The Development of Indoor Object Recognition Tool for People with Low Vision and Blindness

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    The purpose of this research was to develop methods and algorithms that could be applied as the underlying base for developing an object recognition tools. The method implemented in this research was initial problem identification, methods and algorithms testing and development, image database modeling, system development, and training and testing. As a result, the system can perform with 93,46% of accuracy for indoor object recognition. Even though the system achieves relatively high accuracy in recognizing objects, it is still limited to a single object detection and not able to recognize the object in real time

    The Development of Indoor Object Recognition Tool for People with Low Vision and Blindness

    No full text
    The purpose of this research was to develop methods and algorithms that could be applied as the underlying base for developing an object recognition tools. The method implemented in this research was initial problem identification, methods and algorithms testing and development, image database modeling, system development, and training and testing. As a result, the system can perform with 93,46% of accuracy for indoor object recognition. Even though the system achieves relatively high accuracy in recognizing objects, it is still limited to a single object detection and not able to recognize the object in real time.</jats:p

    ANALISIS DAN PERANCANGAN SISTEM BASIS DATA PEMBELIAN,

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    Tujuan dari penulisan ini adalah untuk menganalisis sistem penjualan, pembelian, dan persediaan barang pada PT Interjaya Surya Megah yang sedang berjalan dan merancang basis data penjualan, pembelian, dan persediaan barang yang sesuai dengan kebutuhan perusahaan, serta merancang prototipe aplikasi. Metodologi yang digunakan untuk mengumpulkan informasi adalah dengan fact-finding technique, yaitu melakukan survei langsung ke perusahan, melakukan wawancara pada pihak terkait, dan melakukan analisa terhadap prosedur dan dokumen perusahaan. Sedangkan untuk perancangan basis data menggunakan metodologi database-life-cycle, yang terdiri dari 3 tahapan yaitu : konseptual, logikal, dan fisikal database design. Dari penelitian yang dilakukan, dihasilkan rancangan basis data konseptual, logikal, dan fisikal untuk proses bisnis penjualan, pembelian, dan persediaan barang. Dikembangkan sebuah prototipe aplikasi untuk membangun sebuah model yang bekerja dari aplikasi basis data yang memungkinkan perancang atau pengguna untuk memastikan sistem akhir akan terlihat dan berfungsi.Dengan adanya rancangan basis data dan pengembangan aplikasi, kebutuhan informasi telah terpenuhi secara cepat dan akurat

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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