86 research outputs found

    Pendeteksi Tingkat Kecanduan Internet Berbasis Sistem Pakar yang Menggunakan Certainty Factor

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    Bermula sejak COVID19 maka hampir setiap orang di seluruh dunia menggunakan internet bahkan hingga tahap yang mencemaskan yaitu kecanduan internet. Beberapa penelitian melaporkan bahwa tingkat kecanduan terhadap penggunaan jaringan internet semakin tinggi walaupun COVID19 telah reda. Remaja belum mampu memilih aktivi-tas sambungan internet yang bermanfaat dan mereka lebih mudah mengalami pengaruh buruk lingkungan per-gaulan. Untuk mengatasi hal tersebut mereka perlu dukungan dari para psikolog sehingga dapat mencegah dan mendiagnosis dini sebelum mereka menjadi penderita kecanduan internet berat. Namun disisi lain, jumlah psikolog yang dapat membantu masih sangat terbatas terutama di kota-kota kecil. Selain itu faktor ekonomi dan keterbata-san waktu orangtua dalam mendapingi anaknya mengunjugi psikolog menjadi penghambat utama. Oleh karena itu perlu ditemukan solusi yang dapat mengatasi keterbatasan-keterbatasan dan penghambat remaja dalam mendapat-kan pelayanan dari seorang psikolog. Salah satu solusi dari permasalahan tersebut adalah membangun sebuah sis-tem pakar yang dapat bekerja sebagai seorang psikolog. Tujuan penelitian ini adalah untuk membangun sebuah aplikasi sistem pakar untuk melakukan diagnosis kecanduan internet dengan menggunakan metode certainty factor (factor kepercayaan). Tingkat kecanduan internet dikategorikan dalam rendah, sedang dan tinggi. Pengujian sis-tem dilakukan dengan menggunakan pengujian black box yang memungkinkan pakar memperoleh kumpulan kondi-si keluaran yang akan mengerjakan seluruh keperluan fungsional program. Pengujian ini menunjukkan pemasukan data keluaran telah berjalan sebagaimana yang diharapkan. Pengujian terhadap 20 repsonden memberikan ting-kat akurasi sistem pakar “Internet Sehat” 83

    Genetic Algorithm for Solving the Integrated Production-Distribution-Direct Transportation Planning

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    This paper proposes a model of integrated production, distribution and transportation planning for 4-echelon supply chain system that consists of a manufacturer using a continuous production process, a distribution center, distributors and retailers. By means of time-dependent demand at all retailers and direct transportation from one echelon to its successive echelons, the purpose of this paper is to determine production/replenishment and transportation policies at manufacturer, distribution center, distributors and retailers in order to minimize annually total system cost. Due to the proposed model is classified as a mixed integer non-linear programming so it is almost impossible to solve the model using the exact optimization methods and a lot of time is needed when the enumeration methods is applied to solve only a small scale problem. In this paper, we apply the genetic algorithm for solving the model. Using integer encoding for constructing the chromosome, the best solution is going to be searched. Compared with enumeration method, the difference of the result is only 0.0594% with the consumption time is only 0.5609% time that enumeration methods need

    VIP: A UNIFYING FRAMEWORK FOR COMPUTATIONAL EYE-GAZE RESEARCH

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    Ph.DDOCTOR OF PHILOSOPH

    Stories within Immersive Virtual Environments

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    [eng] How can we use immersive and interactive technologies to portray stories?How can we take advantage of the fact that within immersive virtual en-vironments people tend to respond realistically to virtual situations andevents to develop narrative content? Stories in such a media would allowthe participant to contribute to the story and interact with the virtualcharacters while the narrative plot would not change, or change only upto how it was decided a priori. Participants in such a narrative would beable to freely interact within the virtual environments and yet still beaware of the main trust of the stories presented. How can we preserve the‘respond as if it is real’ phenomenon induced by these technologies, butalso develop an unfolding plot in this environment? In other words, canwe develop a story, conserving the structure, its psychological and cul-tural richness and the emotional and cognitive involvement it supposes,in an interactive and immersive audiovisual space?In recent years Virtual Reality therapy has shown that an Immersive Vir-tual Environment (IVE) with a predetermined plot can be experienced asan interactive narrative. For example, in the context of Post TraumaticStress Disorder treatment, the reactions of the participants and the thera-peutic impact suggest that an IVE is a qualitatively different experiencethan classical audiovisual content. However, the methods to develop suchkind of content are not systematic, and the consistency of the experienceis only granted by a therapist or operator controlling in real time theunfolding narrative. Can a story with a strong classical plot be renderedin an automated and interactive immersive virtual environment?..[cat] Podem emprar la realitat virtual immersiva per contar històries? Com po-dem aprofitar el fet que dins dels entorns virtuals immersius les personestendeixen a respondre de manera realista a les situacions i esdevenimentsvirtuals per desenvolupar històries? Els participants en aquest tipus denarrativa podrien interactuar lliurement amb els entorns virtuals i noobstant això experimentarien les històries presentades com a plausibles iconsistents. Una història en aquest medi audiovisual permetria als parti-cipants interactuar amb els personatges virtuals i contribuir activamentals esdeveniments escenificats en l’entorn virtual. Malgrat això, la tramaestablerta a priori no canviaria, o canviaria només dins els marges es-tablerts per l’autor. Com podem preservar el fet que hom tendeix a "re-spondre com si fos real" induït per aquestes tecnologies mentre desenvolu-pem una trama en aquests entorns? En altres paraules, podem desenvolu-par una història conservant-ne l’estructura, la riquesa cultural i psicolò-gica i la implicació emocional i cognitiva que suposa, en una realitatvirtual immersiva i interactiva?Recentment la teràpia de realitat virtual ha mostrat que un entorn vir-tual amb un guió preestablert pot ser percebut com una narració inter-activa. Per exemple, en el context del tractament de Trastorns per EstrèsPostraumàtic, les reaccions i impactes terapèutics suggereixen que pro-voca una sensació de realitat que en fa una experiència qualitativamentdiferent als continguts audiovisuals clàssics. No obstant això, la consistèn-cia de l’experiència tan sols pot ser garantida si un un terapeuta o op-erador controla en temps real el flux dels esdeveniments constituint elguió narratiu. Podem representar un guió clàssic en un entorn virtualautomatitzat?..

    CorrNet: Fine-grained emotion recognition for video watching using wearable physiological sensors

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    Recognizing user emotions while they watch short-form videos anytime and anywhere is essential for facilitating video content customization and personalization. However, most works either classify a single emotion per video stimuli, or are restricted to static, desktop environments. To address this, we propose a correlation-based emotion recognition algorithm (CorrNet) to recognize the valence and arousal (V-A) of each instance (fine-grained segment of signals) using only wearable, physiological signals (e.g., electrodermal activity, heart rate). CorrNet takes advantage of features both inside each instance (intra-modality features) and between different instances for the same video stimuli (correlation-based features). We first test our approach on an indoor-desktop affect dataset (CASE), and thereafter on an outdoor-mobile affect dataset (MERCA) which we collected using a smart wristband and wearable eyetracker. Results show that for subject-independent binary classification (high-low), CorrNet yields promising recognition accuracies: 76.37% and 74.03% for V-A on CASE, and 70.29% and 68.15% for V-A on MERCA. Our findings show: (1) instance segment lengths between 1–4 s result in highest recognition accuracies (2) accuracies between laboratory-grade and wearable sensors are comparable, even under low sampling rates (≤64 Hz) (3) large amounts of neu-tral V-A labels, an artifact of continuous affect annotation, result in varied recognition performance

    Multimedia

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    The nowadays ubiquitous and effortless digital data capture and processing capabilities offered by the majority of devices, lead to an unprecedented penetration of multimedia content in our everyday life. To make the most of this phenomenon, the rapidly increasing volume and usage of digitised content requires constant re-evaluation and adaptation of multimedia methodologies, in order to meet the relentless change of requirements from both the user and system perspectives. Advances in Multimedia provides readers with an overview of the ever-growing field of multimedia by bringing together various research studies and surveys from different subfields that point out such important aspects. Some of the main topics that this book deals with include: multimedia management in peer-to-peer structures & wireless networks, security characteristics in multimedia, semantic gap bridging for multimedia content and novel multimedia applications
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