Claim Missing Document
Check
Articles

Found 13 Documents
Search

Improving Data Technology Warehouse Performance Using Filesystem with GZIP, LZJB and ZLE Compression Suharjito Suharjito
Jurnal Informatika dan Sistem Informasi Vol. 2 No. 2 (2016): Jurnal Informatika dan Sistem Informasi
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (325.646 KB)

Abstract

Data warehouse application is commonly used by many corporations as an analytical platform to develop marketing strategy and give advantage edge to their business. Many times, data warehouse platform need to manage huge amount of data as it needs to extract, load and transform enterprise data from many sources. To improve performance of data warehouse system, compression has been used in various ways, both at database layer or at filesystem layer. Compression brings an other benefit  as it reduce storage capacity therefore reduce cost. However compression also add data processing that may impact to overall application response time.  In this research, three different compression algorithms which are zle, lzjb and gzip were tested on data warehouse filesystem to understand the performance impact and the capacity saving benefit. Using swingbench as the benchmark tool and oracle database 12c, it shows that zle is the best compression algoritm with performance improvement of 92%, follows by lzjb with 78% performance improvement and gzip with 53% improvement. In terms of compression ratio, gzip can deliver the highest with 3.31 compression ratio, follows by lzjb with 2.17 compression ratio and zle with 1.55 compression ratio. AW.
Smart Shrimp Farming Using Internet of Things (IoT) and Fuzzy Logic Michael Johan; Suharjito Suharjito
ComTech: Computer, Mathematics and Engineering Applications Vol. 14 No. 2 (2023): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v14i2.8981

Abstract

In the case of ponds with Litopenaeus Vannamei shrimp, water quality parameters play a significant role in shrimp growth. Leveraging technology enhances water quality to optimize growth and survivability in the shrimp farming industry. The research aimed to empower local farmers with smart shrimp farming technologies, including Information Technology (IT), such as the Internet of Things (IoT), and Fuzzy Logic. The research also involved a comparison between Litopenaeus Vannamei shrimp in two different aquariums: one serving as a control group and the other implementing IoT and Fuzzy Logic for a period of 30 days. The initial Litopenaeus Vannamei shrimp stocking was 135 shrimps for control aquariums and 132 for experimental aquariums. Then, the research used Arduino ESP 8266, Raspberry Pi 3, and SciKit-Fuzzy library to record and process the data. Through the application of IoT and Fuzzy Logic, the research successfully increases survivability by 6%, specific growth rate by 28%, and length by 8% in 30 days compared to conventional methods. The results highlight the potential use of technology in Litopenaeus Vannamei shrimp farming. The proposed system’s hardware and software architecture can be easily scaled to accommodate the needs of Litopenaeus Vannamei shrimp farmers with multiple ponds, offering flexibility and adaptability.
Improving English Learning by Gamification with MDA Framework Frieska Angelia; Suharjito Suharjito; Sani Muhamad Isa
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i2.7474

Abstract

Information technology is proliferating and drives the learning process toward e-learning. At the moment, people can learn from their gadget through learning sites, applications, or games. However, to improve users’ motivation, e-learning must be appealing. Researchers have introduced the concept of gamification to make learning more entertaining. The primary purpose of this research is to understand how the proposed gamification elements using Mechanics, Dynamics, and Aesthetics (MDA) framework improve users' motivation and learning outcomes in English learning. For this research, we use 6-11 framework defining six aspects of emotion and eleven aspects of instinct. We collected users’ scores then analyzed them by using a t-test. We also used a questionnaire to access the users' experience. The results suggest that most of the respondents are motivated to learn more deeply. We conclude that the proposed gamification elements improve users' motivation and learning outcomes.