107 research outputs found

    A note on logharmonic mappings

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    We consider the problem of minimizing the moments of order p for a subclass of logharmonic mappings

    THE CHALLENGES AND PROBLEMS FACED BY STUDENTS IN THE EARLY STAGE OF WRITING RESEARCH PROJECTS IN L2, UNIVERSITY OF BISHA, SAUDI ARABIA

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    Research, by its nature, is a critical challenging task requires in depth knowledge of the subject matter, planning, care, and hard work. From the students’ point of view, this paper attempts to explore the challenges that are faced by undergraduates when they are writing proposals and research projects at the early stages. The study target group comprised undergraduates in the final year in the College of Science and Arts, Al-Namas, University of Bisha, Saudi Arabia. Around 60 subjects participated in this study and they were from Department of English and Department of Computer Science who conducted their research projects in English as Second Language (ESL). The Research tools of the study include questionnaire and informal interviews with students and teachers of the target groups. Clearly, the results from study showed that around 70 % of the participants who are writing research or conducting research projects in English is one of the predominant challenges for them. Around 50% prefer to conduct their research in L1. The study explored various and common challenges/difficulties during writing the research proposals and projects such as: difficulty in deciding the topic for research, lack of good knowledge of the methodology, inability of finding modern, specialized and related references, lack of interest in research, lack of understanding of the subject matter, lack of time, and research guiding. The study also attempts to give some suggestions/recommendations for developing the process of writing research proposals and research projects.  Article visualizations

    PERANCANGAN EKSTRAKSI FITUR MOTIF SASIRANGAN MENGGUNAKAN ALGORITMA NAÏVE BAYES BERBASIS COLOR HISTOGRAM DAN GRAY LEVEL CO-OCCURRENCE MATRICES (GLCM)

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    Sasirangan adalah kain adat suku Banjar di Kalimantan Selatan yang dibuat dengan teknik tusuk jelujur. Penelitian menggunakan uji algoritma Naive Bayes Klasifikasi terhadap citra kain sasirangan yang diekstrak dengan metode berbasis color histogram dan GLCM data terdiri dari 30 citra digital kain sasirangan terdiri dari 10 data citra motif Hiris Gagatas dengan label g class 0, 10 data citra motif Kulat Kurikit diberi label k class 1, dan 10 data citra motif Absrak diberi label a class 2. Pengujian data menggunakan X-Validation dengan ketentuan Number Validaton uji 10 sampai dengan 2, type validasi yang diuji mulai dari Stratified Sampling, Shuffled Sampling dan Linier Sampling. Kesimpulan dari penelitian yang dilakukan diperoleh hasil accuracy Stratified Sampling Color Histogram dengan nilai validasi 5 miliki nilai tertinggi dibandingkan Shuffled Sampling dan Linier Sampling dengan accuracy 63.33%. Hasil accuracy Stratified Sampling GLCM 0°, GLCM 45°, dan GLCMRata-rata dengan nilai validasi 3 miliki nilai tertinggi dengan accuracy 80.00%. Sedangkan hasil accuracy Stratified Sampling GLCM 90° dengan nilai validasi 3 dan Accuracy Linier Sampling nilai validasi 10 miliki nilai tertinggi dengan accuracy 73.33%. Hasil accuracy Stratified Sampling GLCM 135° dengan nilai validasi 3 miliki accuracy 76.67%. Kata Kunci : Sasirangan, Naive Bayes, Klasifikasi, Color Histogram, Grey Level Coocurrence Matrix (GLCM

    Typically real logharmonic mappings

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    RANCANG BANGUN APLIKASI GAME DEKSTOP LOKAL BANJARMASIN POMA 3D GAME ADVENTURE MENGGUNAKAN UNITY GAME ENGINE

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    Bangsa Indonesia memiliki banyak kepulauan dan bentang geografis yang beragam, diiantaranya Kalimantan. Kota Banjarmasin adalah ibu kota provinsi Kalimantan Selatan, Indonesia. Banjarmasin yang dijuluki Kota Seribu Sungai ini memiliki wilayah seluas 98,46 km² yang wilayahnya merupakan delta atau kepulauan. Memiliki budaya sungai dengan interaksi masyarakat yang sangat kuat terhadap sungai baik dalam kegiatan sosial maupun ekonomi. Saat ini, game merupakan media hiburan yang memanfaatkan tekhnologi. Game di Indonesia sendiri sedang banyak diminati para remaja. Game yang ada semakin canggih dan menarik. Karena menariknya gama-game sekarang mayoritas memiliki tujuan sebagai media hiburan saja, sedangkan untuk game yang memiliki tujuan hiburan serta mengandung edukasi lokal hanya sedikit. Oleh sebab ulasan diatas  maka perlu dibuatlah sebuah game bertama lokal. Gagasan rancang bangun aplikasi permainan dekstop lokal banjarmasin poma 3d game adventure menggunakan unity game engine ini berstoryline mengeksplor sedikit hal yang menarik dari lingkup kota Banjarmasin seperti mengangkat beberapa ciri khas (ikon) atau kegiatan yang dekat dengan kehidupan masyarakat kota Banjarmasin dari permainan game tersebut diharapkan dapat memberikan kontribusi positif sebagai media mengenalkan potensi daerah secara universal. Kata Kunci : A Star, Game, Unity, 3d, Game Engine, 3Ds Max, Lokal Banjarmasin

    Virtual Learning Apps: Best Instructional Leadership Practices in the Digital Age Efforts to Improve Student Learning Outcomes

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    The Paper aimed to understand virtual learning applications, the best education practices in the all-digital era. The author believes that one element that leads to successful learning in the digital era is using some virtual learning applications. The researchers have explored many scientific publications looking for evidence of recent studies on how to benefit virtual learning from national and international publication literature databases. So that we can use the data to answer the problem of this study, first we try to explore the data by examining it to get an in-depth understanding of the clock such as data evaluation, data coding, in-depth interpretation, and good abstraction in answering the core problems of the study. After in-depth study and discussion, the data show that we are finally convinced that several applications that excel in virtual learning have been recommended by several education and technology experts due to their effectiveness and innovative power to provide best practices to improve student learning or learning outcomes. They added that typical learning in the digital era is the ability to choose and use several digital applications that have advantages in transforming learning in the 21st-century era. We are sure that the result and new evidence of this project would be used as input to develop similar studies in the future
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