1,720,967 research outputs found

    Analisis Gamifikasi pada Kahoot! menggunakan Octalysis audit

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    Sejak dirilis pada tahun 2013, sebanyak 3,2 Milyar orang di seluruh dunia telah menggunakan Kahoot!. Berbagai topik dengan multi bahasa telah dibuat hingga sedikitnya terdapat 200 Milyar game didalamnya. Angka yang sangat tinggi untuk sebuah aplikasi berbasis pendidikan. Mengapa Kahoot! begitu menarik? Penelitian ini bertujuan menganalisis unsur gamifikasi yang terdapat pada Kahoot!. Metode yang digunakan adalah Octalysis Audit yang menganalisis delapan sisi psikologi game, yaitu: makna (meaning), pencapaian (accomplishment), pemberdayaan (empowerment), kepemilikan (ownership), pengaruh sosial (social influence), kelangkaan (scarcity), ketidakpastian (unpredictability), dan penghindaran (avoidance). Hasil penelitian menunjukkan, Kahoot! memperoleh nilai sebesar 530 dalam Octalysis. Hal ini menunjukkan keseimbangan yang baik antara motivasi positif dan negatif. Selain itu, Kahoot juga memiliki keseimbangan antara motivasi Intristik dan ekstrinstik

    Multiscale Retinex Application to Analyze Face Recognition

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    The main challenge that facial recognition introduces is the difficulty of uneven lighting or dark tendencies. The image is poorly lit, which makes it difficult for the system to perform facial recognition. This study aims to normalize the lighting in the image using the Multiscale Retinex method. This method is applied to a face recognition system based on Principal Component Analysis to determine whether this method effectively improves images with uneven lighting. The results showed that the Multiscale Retinex approach to face recognition\u27s correctness was better, from 40% to 76%. Multiscale Retinex has the advantage of dark facial image types because it produces a brighter image output

    Rancang Bangun Pengontrol Presentasi Berbasis Slide dengan Teknik Analisis Gerakan Jari dan Tangan

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    Gerakan tangan mampu membantu proses berpikir karena memberikan gambaran visual pada pembicara. Memanfaatkan gerakan untuk mengendalikan presentasi berbasis slide merupakan hal yang bermanfaat dan memudahkan pembicara. Analisis gerakan tangan dalam sinar proyektor sulit dilakukan karena artikulasi tangan, occlusion, dan pencahayaan yang berubah-ubah. Pendekatan yang diajukan dalam jurnal ini didesain untuk mengendalikan presentasi berbasis slide dan pointer dengan tangan kosong.</jats:p

    Optimizing Quranic Literacy with the Tamam Method: Leveraging Artificial Intelligence for Handwritten Arabic Recognition

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    Indonesia, boasting the world\u27s largest Muslim population, has witnessed a swift augmentation in its Muslim demographic. As of 2020, Muslims in Indonesia numbered 209 million, which surged to 219 million in 2021. Such an observation is alarming, especially given the Quran\u27s centrality in Islamic teachings and the profound link between grasping its tenets and the capability to read and write its verses. This paper introduces an innovative application employing the Tamam method, optimized for enhancing Quranic literacy through the recognition of handwritten Arabic texts using Convolutional Neural Networks (CNN). Involving a cohort of 144 participants, who answered 65 questions, a dataset encompassing 3,842 data points was curated for testing and validation. Preliminary results showcased the model\u27s evolution, with a notable rise in accuracy from 14.27% in the initial epoch to 88.87% in the 20th epoch. Despite such advancements, fluctuations in the validation data hinted at potential overfitting scenarios. This study demonstrates the feasibility of integrating the Tamam method with AI-based handwritten Arabic recognition as a supportive tool for Quranic writing practice. It paves the way for more resilient and adaptive Quranic educational tools, ensuring learners grasp the Holy Text in its true essence

    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

    The comparison of steepest ascent hill climbing and a-star for classic game

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    Tic-tac-toe is a classic game that remains popular today. This game requires two players. When applied to software, of course this game requires an AI-integrated bot as an opponent to play. Several algorithms can be used as artificial intelligence in tic-tac-toe games such as Steepest Ascent Hill Climbing and A-star. The purpose of this research is to find a more effective and efficient algorithm for this game. The components used to compare the two algorithms are the elapsed time and also the performance of the two algorithms. SAHC recorded a shorter elapsed time with 0.0448 ms compared to the A-star which recorded an average of 1.192 ms. However, based on other tests case, A-star performs better than SAHC

    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

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Game popularity level during Covid-19 pandemic using agglomerative hierarchical clustering

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    During the COVID-19 pandemic, various activities of people outside the home were disrupted and made people move more indoors. For some companies take advantage of this pandemic period as their advantage, especially digital game industry companies. Various games have been released and promoted, these games are published on various game platforms. Currently, Steam is one of the biggest gaming platforms. On this platform, there are a lot of games offered by game developers and provide game pages that are currently popular. However, the website does not provide the popularity level of the currently popular games. This causes ambiguity in determining which games have high, medium, or low popularity. This study tries to create a machine learning model to cluster these games into groups using Agglomerative Hierarchical Clusterin. The distance measure used is euclidean, cosine and manhattan/cityblock and uses single, average, complete and ward linkage. Based on the evaluation results, the best cluster results are the silhouette value of 0.639 and the calinskiharabasz value of 90.192
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