643 research outputs found

    Recognizing Patterns of Music Signals to Songs Classification Using Modified AIS-Based Classifier

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    Human capabilities of recognizing different type of music and grouping them into categories of genre are so remarkable that experts in music can perform such classification using their hearing senses and logical judgment. For decades now, the scientific community were involved in research to automate the human process of recognizing genre of songs. These efforts would normally imitate the human method of recognizing the music by considering every essential component of the songs from artist voice, melody of the music through to the type of instruments used. As a result, various approaches or mechanisms are introduced and developed to automate the classification process. The results of these studies so far have been remarkable yet can still be improved. The aim of this research is to investigate Artificial Immune System (AIS) domain by focusing on the modified AIS-based classifier to solve this problem where the focuses are the censoring and monitoring modules. In this highlight, stages of music recognition are emphasized where feature extraction, feature selection, and feature classification processes are explained. Comparison of performances between proposed classifier and WEKA application is discussed

    Computationally Inexpensive Sequential Forward Floating Selection for Acquiring Significant Features for Authorship Invarianceness in Writer Identification

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    Handwriting is individualistic. The uniqueness of shape and style of handwriting can be used to identify the significant features in authenticating the author of writing. Acquiring these significant features leads to an important research in Writer Identification domain where to find the unique features of individual which also known as Individuality of Handwriting. This paper proposes an improved Sequential Forward Floating Selection method besides the exploration of significant features for invarianceness of authorship from global shape features by using various wrapper feature selection methods. The promising results show that the proposed method is worth to receive further exploration in identifying the handwritten authorship

    Model Pendekatan Alat Uji Kepadatan Ringan Untuk Tanah Di Laboratorium

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    The study is motivated, that during compaction test light to ground in the laboratory with standard equipment ISO 1742: 2008. However, this equipment has not been done as a benchmark or model approaches that have the same standards with ISO 1742: 2008 with a margin of error of ≤ 5%. This study aims to determine whether the test equipment density of light to the ground in a laboratory with a model can be used as a means of testing the density of light to the ground in a laboratory with the same standards as ISO 1742: 2008 with a margin of error of ≤ 5% and give the same assessment of the performance heap.The research method with a step that is preparing the soil samples are clay Palangkaraya and 2 pieces of light density test equipment is ISO 1742: 2008 and the model. Then, the next step is to test the density of the two pieces of the tool.The results showed the maximum dry weight of 1,51 g / cm3 and the optimum water content and soil 25,74% including silt-loam with poor performance forecasts pile up good or clay with a pile of bad performance forecast to moderate. While the maximum density of clay based Model for 5, 10, and 15 collisions per layer and for 20 and 25 collisions per layer as much as 2 layers, obtained by bulk density maximum dry and optimum moisture content with a margin of error of <5% of the ISO 1742: 2008, but do not have the same ratings with ISO 1742: 2008 on the performance of the pile, so that the model has not been qualified as light density test equipment to the ground in a laboratory. For 30 collisions per layer as much as 2 layers, has a bulk density maximum dry and optimum moisture content with a margin of error of <5% of the ISO 1742: 2008 and similar assessments to ISO 1742: 2008 on the performance of the pile, then the model qualifies as test equipment light density to the ground in a laboratory and have the same standards SNI1742: 2008

    Analisis Mengenai Dampak Lingkungan Paket Pelebaran Jalan RTA Milono Palangkaraya

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    Setiap kegiatan pembangunan yang dilaksanakan pasti menimbulkan dampak terhadap lingkungan baik dampak positif maupun dampak negatif. Untuk itu perlu diperhatikan bagaimana melaksanakan pembangunan untuk mendapatkan hasil dan manfaat yang maksimum dengan dampak negatif terhadap lingkungan yang minimum. Penelitian ini bertujuan untuk mengetahui bagian-bagian kajian AMDAL dan permasalahan AMDAL pada Paket Pelebaran Jalan RTA Milono Palangka Raya serta cara penanggulangannya. Hasil penelitian menunjukkan, bahwa kegiatan yang dikaji dari aspek kelayakan lingkungan disebut berwawasan lingkungan. Untuk mencapai hal tersebut diperlukan adanya Analisis Mengenai Dampak Lingkungan. Analisis Mengenai Dampak Lingkungan adalah salah satu instrumen yang sifatnya formal dan wajib bagi kegiatan-kegiatan yang kemungkinan akan menimbulkan dampak besar dari penting terhadap lingkungan hidup. Berdasarkan hasil penelitian ini, maka disarankan untuk pencegahan terjadinya kebisingan, agar mengikuti aturan yang ada seperti peredam suara. Kemudian membuat aturan atau sanksi dalam menjalankan AMDAL sehingga diharapkan dapat meminimalisir dampak lingkungan

    THE EFFECTIVENESS OF SIMULATION EDUCATION FOR UNDERGRADUATE STUDENTS IN SOFTWARE ENGINEERING AREA

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    Simulation in education is a replacement model for real world experience. This approach is seen effective to give undergraduate students the opportunity to apply their theoretical knowledge and practice their skills learnt in laboratory. Simulation education is designed to emphasize outcome based education or known as OBE to bridge the gap between theory and practice. Implementing simulation model to represent real world practice in industry, undergraduate students are trained to deal with real problems in the right atmosphere. The effort eventually prepares the students to face a real working environment when they are graduated from the university. This paper discusses the curriculum designed for simulation education applied for undergraduate students in university, its implementation and the analysis of the outcome product. A specific case of Universiti Teknikal Malaysia Melaka is presented here

    Learning through practice via role-playing: Lessons learnt

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    Software engineering is the establishment and use of sound engineering principles in order to obtain economically software that is reliable and works efficiently on real machine. Sound software engineering closely related with socio-technical activity that depends on several human issues which are communication, collaboration, motivation, work environment, team harmony, engagement, training and education. These issues affect everything for students to fully understand software engineering and be prepared for software development careers. Therefore courses offered in the university must also consider the sociological and communication aspects, often called the socio-technical aspects. One popular method is to use role-playing exercises. Role-playing is a less technologically elaborate form of simulation for learning interpersonal skills and is analogous to rehearsal. It is particularly helpful when students are having difficulties to relate lessons learnt in the university to the applicability of the knowledge in the real implementation. This is because many students view software engineering as meaningless bureaucracy and have little interest in the knowledge delivered in the lecture hall. This scenario impedes the expansion of current knowledge and inhibits the possibility of knowledge exploration to solve range of industry problems. Simply lecturing about software engineering will never engage students or convince them that software engineering has value. Given this student bias, the goal of teaching software engineering often becomes convincing students that it has value. To achieve this, students need to experience firsthand the sociological and communication difficulties associated with developing software systems. In this paper, we argue that in teaching software engineering we must cover two essential things; delivery of knowledge and skills required in the software engineering domain in a form of lecture and hands-on practice to experience the value of the knowledge and skills learnt. We report on our experiences gained in deploying role-playing in master degree program. Role-playing is used as pedagogical tool to give students a greater appreciation of the range of issues and problems associated with software engineering in real settings. We believe that the lessons learnt from this exercise will be valuable for those interested in advancing software engineering education and training

    Requirements Negotiation: Does Consensus Reduce Software Development Cost?

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    The requirements engineering activities within a software project are known to be critical to the successful production of a correctly functioning system. This is particularly so when considering the varying views of multiple stakeholders. One promising approach for improving the outcome is to introduce formal negotiation. Negotiation is beneficial to identify and to resolve conflicts between stakeholders. Consensus achieved through negotiation represents all key stakeholders’ perspectives and perceptions regarding the system to be developed. The aim of implementing negotiation is to minimize the possibility of introducing defects during the creation of requirements and to decrease later effort required to fix requirements’ defects. This paper answers the question of whether consensus gives positive significant impact to the software project as a whole or not. It presents an approach to estimate the savings from implementing negotiation in the requirements elicitation process. An empirical evaluation study is adopted through a role play experiment to evaluate the benefit of exercising negotiation. The net gain and the return on investment show positive values which suggest that negotiation activities are worth an investment. Based on a return on investment of 197 percent on average, this paper suggests that negotiation is a useful prevention activity to inhibit defects from occurring during the requirements creation process

    Selecting Significant Features for Authorship Invarianceness in Writer Identification

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    Handwriting is individualistic. The uniqueness of shape and style of handwriting can be used to identify the significant features in authenticating the author of writing. Acquiring these significant features leads to an important research in Writer Identification domain where to find the unique features of individual which also known as Individuality of Handwriting. It relates to invarianceness of authorship where invarianceness between features for intraclass (same writer) is lower than inter-class (different writer). This paper discusses and reports the exploration of significant features for invarianceness of authorship from global shape features by using feature selection technique. The promising results show that the proposed method is worth to receive further exploration in identifying the handwritten authorship
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