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Factors Affecting The Adoption Of Mobile Learning In Vocational High Schools And High Schools Using Extended UTAUT Lia Safitri; Edwin Pramana; Esther Irawati Setiawan
Eduvest - Journal of Universal Studies Vol. 4 No. 8 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i8.1718

Abstract

M-Learning is a learning process that uses technology or mobile devices such as smartphones, tablets or wearable devices to support the learning process. This is still being done because there are many different theoretical models proposed. However, there is no model that can be generally accepted as an established theoretical model in the application of M-learning in vocational and high school education environments in Sidoarjo. This research is expected to make a significant contribution to the development of a better theoretical understanding of the determining factors that influence M-learning adoption using the Unified Theory of Acceptance and Use of The Technology (UTAUT). To collect data, researchers distributed questionnaires to respondents using Google Form. The data used were 444 M-learning users. Theoretical model research was carried out using Structural Equation Modeling (SEM) analysis, then SPSS and Amos as analysis support. There are seven factors that determine the results of acceptance of M-Learning adoption in this research, namely Facilitating Condition, Performance Expectancy, Effort Expectancy, Perceived Convenience, Social Influence, School Management Support. The six factors that show a positive and significant relationship are Facilitating Condition, Performance Expectancy, Effort Expectancy, Perceived Convenience, Social Influence, School Management Support. Perceived Convenience has the first strongest positive and significant value, and Performance Expectancy has the second strongest value. Each factor has a moderate influence on Intention to Use. This factor is the most influential in implementing M-Learning in vocational and high schools in the Sidoarjo area.
Indonesian Sentence Boundary Detection using Deep Learning Approaches Santoso, Joan; Setiawan, Esther Irawati; Purwanto, Christian Nathaniel; Kurniawan, Fachrul
Knowledge Engineering and Data Science
Publisher : citeus

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Abstract

Detecting the sentence boundary is one of the crucial pre-processing steps in natural language processing. It can define the boundary of a sentence since the border between a sentence, and another sentence might be ambiguous. Because there are multiple separators and dynamic sentence patterns, using a full stop at the end of a sentence is sometimes inappropriate. This research uses a deep learning approach to split each sentence from an Indonesian news document. Hence, there is no need to define any handcrafted features or rules. In Part of Speech Tagging and Named Entity Recognition, we use sequence labeling to determine sentence boundaries. Two labels will be used, namely O as a non-boundary token and E as the last token marker in the sentence. To do this, we used the Bi-LSTM approach, which has been widely used in sequence labeling. We have proved that our approach works for Indonesian text using pre-trained embedding in Indonesian, as in previous studies. This study achieved an F1-Score value of 98.49 percent. When compared to previous studies, the achieved performance represents a significant increase in outcomes.
Indonesian Language Term Extraction using Multi-Task Neural Network Santoso, Joan; Setiawan, Esther Irawati; Ferdinandus, Fransiskus Xaverius; Gunawan, Gunawan; Collantes, Leonel Hernandez
Knowledge Engineering and Data Science
Publisher : citeus

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Abstract

The rapidly expanding size of data makes it difficult to extricate information and store it as computerized knowledge. Relation extraction and term extraction play a crucial role in resolving this issue. Automatically finding a concealed relationship between terms that appear in the text can help people build computer-based knowledge more quickly. Term extraction is required as one of the components because identifying terms that play a significant role in the text is the essential step before determining their relationship. We propose an end-to-end system capable of extracting terms from text to address this Indonesian language issue. Our method combines two multilayer perceptron neural networks to perform Part-of-Speech (PoS) labeling and Noun Phrase Chunking. Our models were trained as a joint model to solve this problem. Our proposed method, with an f-score of 86.80%, can be considered a state-of-the-art algorithm for performing term extraction in the Indonesian Language using noun phrase chunking.
Maximum Marginal Relevance and Vector Space Model for Summarizing Students' Final Project Abstracts Gunawan, Gunawan; Fitria, Fitria; Setiawan, Esther Irawati; Fujisawa, Kimiya
Knowledge Engineering and Data Science
Publisher : citeus

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Abstract

Automatic summarization is reducing a text document with a computer program to create a summary that retains the essential parts of the original document. Automatic summarization is necessary to deal with information overload, and the amount of data is increasing. A summary is needed to get the contents of the article briefly. A summary is an effective way to present extended information in a concise form of the main contents of an article, and the aim is to tell the reader the essence of a central idea. The simple concept of a summary is to take an essential part of the entire contents of the article. Which then presents it back in summary form. The steps in this research will start with the user selecting or searching for text documents that will be summarized with keywords in the abstract as a query. The proposed approach performs text preprocessing for documents: sentence breaking, case folding, word tokenizing, filtering, and stemming. The results of the preprocessed text are weighted by term frequency-inverse document frequency (tf-idf), then weighted for query relevance using the vector space model and sentence similarity using cosine similarity. The next stage is maximum marginal relevance for sentence extraction. The proposed approach provides comprehensive summarization compared with another approach. The test results are compared with manual summaries, which produce an average precision of 88%, recall of 61%, and f-measure of 70%.
Timbre Style Transfer for Musical Instruments Acoustic Guitar and Piano using the Generator-Discriminator Model Nagari, Widean; Santoso, Joan; Setiawan, Esther Irawati
Knowledge Engineering and Data Science
Publisher : citeus

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Abstract

Music style transfer is a technique for creating new music by combining the input song's content and the target song's style to have a sound that humans can enjoy. This research is related to timbre style transfer, a branch of music style transfer that focuses on using the generator-discriminator model. This exciting method has been used in various studies in the music style transfer domain to train a machine learning model to change the sound of instruments in a song with the sound of instruments from other songs. This work focuses on finding the best layer configuration in the generator- discriminator model for the timbre style transfer task. The dataset used for this research is the MAESTRO dataset. The metrics used in the testing phase are Contrastive Loss, Mean Squared Error, and Perceptual Evaluation of Speech Quality. Based on the results of the trials, it was concluded that the best model in this research was the model trained using column vectors from the mel-spectrogram. Some hyperparameters suitable in the training process are a learning rate 0.0005, batch size greater than or equal to 64, and dropout with a value of 0.1. The results of the ablation study show that the best layer configuration consists of 2 Bi-LSTM layers, 1 Attention layer, and 2 Dense layers.
Cross Platform Waste Reuse, Reduce And Recycle Management Application With Prototyping Methodology Esther Irawati Setiawan; Patrick Hartono; Tong Nam Tuan Vu; Kevin Jonathan Halim; F. X. Ferdinandus; Joan Santoso
Applied Information System and Management (AISM) Vol. 7 No. 1 (2024): Applied Information System and Management (AISM)
Publisher : Depart. of Information Systems, FST, UIN Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/aism.v7i1.37230

Abstract

The use of plastic bags by the public as containers for shopping goods is very high. People often throw away plastic waste carelessly, causing pollution everywhere. The biggest problem with the lack of recycling action lies in the lack of public awareness of the importance of implementing 3R (Reduce, Reuse, Recycle). People are less motivated to do 3R, one of which is because there are no rewards after doing 3R. This research develops an application provides rewards to the community for using Eco-Green Bags as an alternative to plastic bags. This research application has a system that makes it easier for people to carry out 3R. This proposed framework application uses the React Native framework for creating mobile apps and Next.JS for creating admin websites and APIs. With the React Native framework, application performance will be faster and smoother for users. The Next.JS framework allows developers to have a very clear project structure, because Next.JS uses file-based routing. With this research, it is hoped that people can be even more motivated to carry out 3R. The community can participate easily in implementing 3R without any coercion but through the community's own initiative. In this way, the application can be a real supporter of society in implementing 3R and avoiding the use of plastic bags which are also contributors to environmental pollution.
Kuntilanak as a Runtime Entity: Technical Integration of Javanese Folklore Using Manga Matrix in a 2D Horror Game Herman Thuan To Saurik; Harits Ar Rosyid; Aji Prasetya Wibawa; Esther Irawati Setiawan
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.961

Abstract

In this work, Kuntilanak, a mythological creature from Javanese mythology, is used as a dynamic element in a 2D horror game to provide a technical framework for integrating culturally infused folklore into interactive gaming. The design process breaks down the character's appearance, attire, and personality into workable technical specifications using the Manga Matrix framework as a guide. With C# scripted behaviours like unexpected appearances, animation state changes (controlled by Unity's Animator Controller), audio triggers (laughing, crying), and interactive reactions to in-game objects like yellow Bamboo (for hiding) and scissors (for repelling), Kuntilanak was created as a sprite-based runtime entity inside the Unity game engine. The character can be dynamically instantiated thanks to this technical approach, which supports procedural horror encounters and is consistent with traditional narratives. The effectiveness of the suggested technological integration was validated by a quantitative assessment using a Likert scale (N=50), which showed 82.2% agreement on cultural authenticity and 79.5% on emotional impact. The findings support the methodology's capacity to turn folklore characters into functional game entities and offer a replicable model for serious games that consider cultural sensitivity. The findings support the methodology's capacity to turn folklore characters into functional game entities and provide a replicable model for serious games that consider cultural sensitivity, with direct implications for designing engaging educational experiences that promote cultural heritage preservation.
Optimization of LPG Distribution for a Multiplatform-Based LPG Marketplace Herman Budianto; Farhan Faisal Zainul Mustaqin; Esther Irawati Setiawan; Joan Santoso
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.994

Abstract

Marketplace applications have become an essential digital solution supporting online transactions, including LPG distribution. The development of this application adopts a multiplatform approach, enabling the application to run on various devices, particularly Android platforms and websites. Using the React Native framework, developers can build applications with a single, efficient codebase for multiple platforms. This study aims to provide users with convenience in purchasing LPG without leaving their homes while offering a more practical and effective user experience. This research includes features for selling, buying, payment, and delivery via courier. The transaction feature facilitates sellers' recording of sales within the application. The results of alpha testing indicate that the Elpijiku marketplace app works well despite some significant errors or bugs. However, acceptance testing results were very positive, with 91% of respondents rating the application and user experience as good. These findings indicate that the Elpijiku application meets user needs in terms of convenience and efficiency and is suitable for use as a digital solution for LPG distribution.