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Klasifikasi Makna Tangisan Bayi Menggunakan CNN Berdasarkan Kombinasi Fitur MFCC dan DWT Yohannes Yohannes; Ricky Wijaya
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 8 No 2 (2021): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v8i2.470

Abstract

Crying is a baby's way of communicating. The sound of crying can be used to identify problems in babies, such as hunger, pain, drowsiness, fatigue, discomfort, coldness or heat, and others. However, not everyone can recognize the meaning of the crying baby. The combination of MFCC and DWT features was used in this study as an extraction feature in baby crying sounds. In this study, the Convolutional Neural Network (CNN) method is used to classify the meanings of sounds from babies crying. The dataset used in this study is a public dataset consisting of a total of 61 training data and 30 testing data. The types of crying babies used in this study were hunger, fatigue, discomfort, and stomach ache. Based on the test results, the MFCC and CNN features obtained a precision of 32.76%, a recall of 32.63%, and an accuracy of 73.33%. The combination of MFCC and DWT features (Mean, Standard Deviation, Range, Max) and CNN obtained a precision of 50.91%, a recall of 44.23%, and an accuracy of 73.33%.
Peningkatan Minat In-game Purchase Pada Remaja di Batam Selama Masa Pandemi Marvin Christian; Jonathan Jonathan; Henry Henry; Ricky Wijaya; Kevin Charles
Eqien - Jurnal Ekonomi dan Bisnis Vol 11 No 1 (2022): EQIEN- JURNAL EKONOMI DAN BISNIS
Publisher : Sekolah Tinggi Ilmu Ekonomi Dr Kh Ez Mutaqien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.596 KB) | DOI: 10.34308/eqien.v11i1.648

Abstract

The growing number of video game industry has made video game developers to take advantage of the opportunities to develop video games that have interesting gameplay. One being to utilize in-game purchases to create a more engaging experience. Therefore, this study aims to examine the effect of immersion and telepresence on interest in in-game purchase among teenagers in Batam, and to find out the factors to be considered by video game development companies in leveraging their in-game purchase. This research is conducted quantitatively by distributing questionnaires to 200 respondents throughout Batam. The results were analyzed using linear regression method through SPSS. The results showed that immersion did not affect the increase in interest in-game purchase among teenagers in Batam. However, the results showed that telepresence has a significant effect on increasing the interest of teenagers in in-game purchase. It is implied that game development companies should consider telepresence as a factor that promotes in-game purchase in their video games.
Perancangan Bisnis Untuk Jasa Videografi Hue Production Ricky Wijaya; Ellen Saputra
Jurnal Vicidi Vol. 8 No. 1 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i1.1131

Abstract

The purpose of this research is to know the interest of target market on videography services in Surabaya. The research method used in this research is quantitative and qualitative research methods. Quantitative research method is an online questionnaire with 100 respondents domiciled in Surabaya, while qualitative research methods includes interviews with experts and videography services users as well as literature studies of books and journals related to videography, social media and marketing. The results concluded that teenagers to adults today have a great interest in using videography services, especially on video documentation of events, weddings and company profiles.