29 research outputs found
A Framework to Ensure Data Integrity and Safety
The technology development allows people to more easily communicate and convey information. The current communication media can facilitate its users to send and receive digital data, such as text, sound or digital image. But in terms of security, communications media not always ensure the confidentiality and authentication of data traffic. Most people rely solely on the security provided by the communications media providers in securing their data, which is essentially still inadequate. This paper presents the development of a data security framework by applying the principles of cryptography and digital signatures, such as authenticity, integrity, and data confidentiality. The application is designed using the SHA-256 algorithm as digital signature, AES algorithm as file encryption, and RSA algorithm as asymmetric key in digital file distribution and signature. Then, several simulation testing was performed to ensure the robustness of the framework. Furthermore, we also evaluated the speed of framework based on CPU and memory capacity. Based on the experiment, our proposed framework can be a reliable solution for securing data in data transactio
The Impact of Virtual Reality Simulation on Cognitive Achievement of Nursing Students
Introduction: Simulation of nursing care in patients with acute respiratory infections (ARI) requires a method that is high fidelity. This study aims to determine the impact of Virtual Reality Simulation (VRS), as a learning method, on the improvement of cognitive abilities of undergraduate nursing students in conducting nursing care of the ARI case. Methods: This study used a quasi-experimental design with pre and post-test on the control and intervention group. The sampling technique used purposive sampling, with a total of 27 respondents divided into nine respondents in each group, including the control group (group A) intervention group (Group B and C). There were three different methods in the implementation of VRS as learning activities. Data were analyzed by ANCOVA test. Results: The results showed a significant impact on the application of VRS as a learning method with p <0.05 (0.025). Conclusion: This significant impact was obtained in the implementation of VRS as a stand-alone learning method
Determining Flood Protection Strategy with Uncertain Parameter Using Adjustable Robust Counterpart Methodology
Flooding is a natural disaster that often occurs, it is not surprising that floods are one of the problems that must be resolved in various countries, one of which is Indonesia. Flood is very detrimental to the public because the impact could be the loss of material and non-material. A flood protection system is needed and must be managed properly. This aims in management of flood protection systems often requires efficient cost control strategies that are the lowest possible long-term costs, but still meets the flood protection standards imposed by regulators in all plans. In this paper a flood protection strategy is modeled using Adjustable Robust Optimization. In this approach, there are two kinds of variables that must be decided, i.e., adjustable and non-adjustable variables. A numerical simulation is presented using Scilab Software. Keywords: Flood Protection Strategy, Uncertainty, Adjustable Robust Optimization, Scilab Software
The use of mobile-assisted virtual reality in fear of darkness therapy
Fear of darkness is a common psychological problem that may extent to a specific phobia if it is not treated well. Several intervention techniques related to fear and phobia using actual exposure therapy have been studied for decades, however, there were some constraints emerged when the therapist provides a real environment to overcome the patient's reaction to his/her specific fear. Virtual reality (VR) technology is an innovative tool providing a more immersive, secure, personal, and controlled virtual environment. Therefore, we developed a novel framework for treating the fear of darkness named Mobile-assisted Virtual Reality (MAVR). The purpose of this study was to evaluate the use of MAVR to treat fear of darkness based on usability, time consumption and its ability to decrease fear. We used the GOMS model as an interaction guidance between human and computer which aimed to facilitate the process of re-learning in mindset change and individual’s behavioral toward situation of darkness and night. Therefore, a comprehensive evaluation was conducted to measure the efficacy of the MAVR. We developed the usability assessment checklist to assess the feasibility and acceptability of the MAVR, and fear of darkness thermometer to measure the degree of fear. The Wilcoxon Signed Rank Test showed that the fear of darkness was significantly decreased after participants received the MAVR therapy (z=-3.550, p-value<0.001). We found that the MAVR was very useful, easy to be used and acceptable for participants. In conclusion, this study highlights the efficacy of Mobile-assisted Virtual Reality in treating specific fear, and it seems that Virtual Reality technology has a promising benefit to be implemented for other fear or specific phobia and also used in other psychological treatment
UPAYA REVITALISASI CAGAR BUDAYA KABUYUTAN CIBURUY MELALUI RANCANG BANGUN APLIKASI MANDALA
Kabuyutan Ciburuy pada mulanya merupakan suatu tempat berkumpulnya para cedikiawan dan pelajar untuk berbagi berbagai ilmu pengetahuan dan kebijaksanaan pada kejayaan jaman pemerintahan Sunda, sekitar abad XIV sampai XVI. Setelah masuknya pemerintahan Mataram Islam ke wilayah Jawa Barat dan diterapkannya politik etis kolonial Belanda pada awal abad XX, aksara Sunda kuno dan kegiatan mandala perlahan-lahan mulai punah. Namun berbagai upaya telah dilakukan untuk melestarikan cagar budaya Sunda kuno tersebut. Makalah ini memaparkan rancang bangun aplikasi mandala sebagai inovasi baru dalam melestarikan cagar budaya di Kabuyutan Ciburuy. Dengan adanya aplikasi ini, upaya revitalisasi dari fungsi Kabuyutan Ciburuy sebagai lembaga pendidikan formal jaman kerajaan di Sunda dapat diaktifkan kembali. Aplikasi Mandala dikembangkan dengan pendekatan user centered design untuk memastikan keberdayagunaan aplikasi. Beberapa fitur yang disematkan ke dalam aplikasi mandala adalah visualisasi naskah Sunda kuno, transliterasi, terjemahan, galeri, dan hasil riset terkait Kabuyutan Ciburuy. Selanjutnya, fitur permainan dengan tema kesundaan ditambahkan untuk meningkatkan ketertarikan masyarakat untuk belajar budaya Sunda dengan lebih menarik dan menyenangkan. Metode pararel disain dan pengujian usabilitas terhadap dua kelompok telah dilakukan dan menunjukan hasil bahwa tingkat learnability sebesar 81,34 % dan satisfaction sebesar 77,67%
KRIPTOGRAFI HILLCHIPHER DIGUNAKAN DALAM SISTEM KEAMANAN PADA TIKET DENGAN TEKNOLOGI QR-CODE
Tiket merupakan bukti seseorang telah membayar biaya untuk masuk ke dalam suatu tempat atau suatu acara. Karena mahalnya harga tiket, banyak oknum yang tidak bertanggung jawab dengan mudahnya memalsukan tiket ataupun mencatut tiket. Upaya pengamanan tiket dapat dilakukan dengan beberapa metode, salah satunya dengan menambahkan tanda pengaman pada cetakan tiket. Penelitian ini mengemukakan salah satu alternatif sistem pengamanan tiket menggunakan QR-Code dan kriptografi. Algoritma kriptografi yang digunakan pada penelitian ini adalah algoritma Hill Cipher. QR-Code dipilih karena dapat menampung lebih banyak karakter. Isi dari QR-Code yang tercetak pada tiket adalah hasil enkripsi dari kode yang ada pada tiket. Dalam penelitian ini scanning QR-Code menggunakan bantuan program QuickMark v3.8.0 r5017.Hasil penelitian yang telah dilakukan adalah aplikasi penjualan tiket dengan QR-Code dan kriptografi HillCipher yang telah dapat meminimalisir pemalsuan tiket dan pencatutan tiket.Kata kunci: Tiket, QR-Code, kriptografi, HillCipher
Virtual Reality Design as Digital Learning Media in Preserving Local Culture of Tarawangsa Art
Civilization and culture become significant entities in the historical development of human life. The rapid development of information and communication technology (ICT) has changed the structure of social life in society, including the preservation of Ormatan arts. One of the practical efforts in the preservation of the art of Ormatan is through the media of documentation that utilizes the sophistication of today's technology. Tarawangsa art, as Sumedang's original art, began to be rarely performed by the young generation in the village of Rancakalong in particular and Sumedang Regency in general. Therefore, an interactive documentation media is needed to be able to be used as a reference and perpetuation of the Ormatan Tarawangsa art to remain sustainable. One such media is virtual reality (VR). The purpose of designing VR media is to help cultural and cultural actors to have an effective media in socializing the native culture of a particular area so that the moral values contained therein can be sustained. The research method conducted by using a qualitative approach involving Ormatan Tarawangsa art figures and virtual reality media practitioners in a direct participatory manner. The results show that virtual reality media can provide convenience in practising Ormatan Tarawangsa art, which is on the brink of extinction for the younger generation
Reproducibility in the absence of selective reporting : An illustration from large-scale brain asymmetry research
Altres ajuts: Max Planck Society (Germany).The problem of poor reproducibility of scientific findings has received much attention over recent years, in a variety of fields including psychology and neuroscience. The problem has been partly attributed to publication bias and unwanted practices such as p-hacking. Low statistical power in individual studies is also understood to be an important factor. In a recent multisite collaborative study, we mapped brain anatomical left-right asymmetries for regional measures of surface area and cortical thickness, in 99 MRI datasets from around the world, for a total of over 17,000 participants. In the present study, we revisited these hemispheric effects from the perspective of reproducibility. Within each dataset, we considered that an effect had been reproduced when it matched the meta-analytic effect from the 98 other datasets, in terms of effect direction and significance threshold. In this sense, the results within each dataset were viewed as coming from separate studies in an "ideal publishing environment," that is, free from selective reporting and p hacking. We found an average reproducibility rate of 63.2% (SD = 22.9%, min = 22.2%, max = 97.0%). As expected, reproducibility was higher for larger effects and in larger datasets. Reproducibility was not obviously related to the age of participants, scanner field strength, FreeSurfer software version, cortical regional measurement reliability, or regional size. These findings constitute an empirical illustration of reproducibility in the absence of publication bias or p hacking, when assessing realistic biological effects in heterogeneous neuroscience data, and given typically-used sample sizes