200,422 research outputs found

    Perancangan Game Edukasi Pengenalan Bahasa Pemrograman Menggunakan Construct 2

    Get PDF
    Coding or computer programming for children is now increasingly popular. According to various studies, children who learn coding at a very young age will benefit from learning to critically assess situations, explore different perspectives, build creative solutions, and even develop cognitive abilities. But of course the difficulty of the learning process itself is another level, and again, we need to see the fact that children nowadays are more into video games than learning makes this kind of situation become more complex. Therefore, this research was carried out which aims to design and create an Android-based coding introduction educational game called Funcode. Game development is assisted by the Construct 2 game engine and using the waterfall method from the SDLC or System Development Life Cycle. The game is in the form of a module equipped with a quiz by introducing HTML and CSS programming languages, as well as applying a little Computational Thinking material. Based on the blackbox test results, this mobile game called Funcode is successfully runs without any errors on various types of smartphones that have been teste

    DEVELOPMENT OF APPLICATION PROGRAMMING INTERFACE (API) FOR AMIKOM PURWOKERTO HANDSANITIZER (AMPUH) DATA LOGGER VISUALIZATION

    Get PDF
    The Internet of Things (IoT) of AMPUH adheres to three simple concepts: physical devices with IoT modules, internet-connected devices, and cloud data centers as data storage places. ThingSpeak is an IoT platform that is useful as a cloud-based data logger. Data loggers in the form of primary data or raw data need a web dashboard for data visualization because of not communicative. Therefore, this research has aim to construct API of AMPUH visualization for be used by frontend team. This research converted MATLAB programming language into PHP programming language. The data logger processing uses the powerful programming method because this method is time-efficient and can fix if an error occurs in the system development stage without having to repeat the process from the beginning. The Extreme Programming method has four steps: planning, design, coding, and testing. The processing of data loggers from the ThingSpeak platform uses the Laravel Framework to generate APIs that the frontend team will use. The researcher managed the data logger from ThingSpeak using the Laravel framework to produce several APIs used by the frontend team to visualize the data be interactive and informatively. &nbsp

    MID: A MetaCASE Tool For A Better Reuse Of Visual Notations

    Get PDF
    International audienceModeling tools facilitate the development process from modeling to coding. Such tools can be designed using a Model-Driven approach into metamodeling environments called metaCASE tools. It turned out that current metaCASE tools still require, in most cases, manual programming to build full tool support for the modeling language. First of all, we want to specify, using models, diagrams editors with a high graphical expressiveness without any need for manual intervention to perform this task. The second axis is dedicated to this specification reuse in other contexts of use. The redundancy of diagrams editors specification raises the problem of inconsistency during the evolution or the update of this specification. We propose then MID, a tool based on a set of meta-models supporting the easy specification of modeling editors with reusable components

    GOGGLES: Automatic Image Labeling with Affinity Coding

    Full text link
    Generating large labeled training data is becoming the biggest bottleneck in building and deploying supervised machine learning models. Recently, the data programming paradigm has been proposed to reduce the human cost in labeling training data. However, data programming relies on designing labeling functions which still requires significant domain expertise. Also, it is prohibitively difficult to write labeling functions for image datasets as it is hard to express domain knowledge using raw features for images (pixels). We propose affinity coding, a new domain-agnostic paradigm for automated training data labeling. The core premise of affinity coding is that the affinity scores of instance pairs belonging to the same class on average should be higher than those of pairs belonging to different classes, according to some affinity functions. We build the GOGGLES system that implements affinity coding for labeling image datasets by designing a novel set of reusable affinity functions for images, and propose a novel hierarchical generative model for class inference using a small development set. We compare GOGGLES with existing data programming systems on 5 image labeling tasks from diverse domains. GOGGLES achieves labeling accuracies ranging from a minimum of 71% to a maximum of 98% without requiring any extensive human annotation. In terms of end-to-end performance, GOGGLES outperforms the state-of-the-art data programming system Snuba by 21% and a state-of-the-art few-shot learning technique by 5%, and is only 7% away from the fully supervised upper bound.Comment: Published at 2020 ACM SIGMOD International Conference on Management of Dat
    corecore