10 research outputs found

    Smartwatch Potentials for Healtcare

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    As a member of wearable devices family, the smartwatch is having big potentials to contribute improving the healthcare and wellness of human being. At this time, smartwatch has been supported by varies sensor chips which are unthinkable for recent decades that can be fitted into small devices as small as a wristwatch. Such sensors as accelerometer, gyro meter, motion tracking, temperature, humidity etc. Integrating those sensors with big data technology, together with Artificial Intelligence will leverage smartwatch’s impact into another higher level, especially in healthcare and wellness domain. At least, the future of smartwatch will be fully contributing around Continuous monitoring enables prevention, Therapy, Tools for specific patient groups, Electronic patient records. With continuous improving sensor technology and more sensor will be produced in the future, smartwatch is giving high opportunity to revolutionize the way human being undergo healthy life in the day after tomorrow

    IMPLEMENTASI SCL (STUDENT CENTERED LEARNING) PADA PEMBELAJARAN KULIAH JARINGAN KOMPUTER (STUDI KASUS: POLITEKNIK TELKOM)

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    Abstract: Nowadays the process of teaching and learning not must wear conventional style where lecturer explained the matter in front of class, and student listened. By Technology Development learning was introduced many new methods which can optimalized the absorb knowledge inside or outside class, at once interactive and pleasure. Such as Student Centered Learning (SCL). On lecture matter Computer Networks in the Politeknik Telkom, SCL method can be implemented with combination of e-quiz, cloud based sharing files, toke Games, and dividing teaching session in the class become 1hour discussion and One hour consultation with lecturer. This method combinantion make Computer Networks learning more effective, interactive, and pleasure.Keywords: Student Centered Learning, Computer Networks, E-quiz, Cloud, Game ABSTRAK: Saat ini proses pengajaran dan pembelajaran tidak harus bergaya konvensional dimana dosen menerangkan di depan kelas, dan mahasiswa mendengarkan di mejanya masing-masing. Melalui perkembangan teknologi pendidikan diperkenalkan berbagai metode baru yang dapat mengoptimalkan tingkat penyerapan ilmu di kelas maupun di luar kelas, sekaligus interaktif dan menyenangkan. Salah satunya adalah Pembelajaran berpusat pada siswa (SCL). Pada mata kuliah Jaringan Komputer di Politeknik Telkom, metode SCL diimplementasikan dengan memadukan e-quiz, cloud based sharing files, token game dan membagi sesi pengajaran di kelas menjadi 1 jam diskusi dan 1 jam pembahasan oleh dosen. Perpaduan metode ini menjadikan pembelajaran Jaringan Komputer menjadi lebih efektif, interaktif, dan menyenangkan.Kata kunci: Pembelajaran berpusat pada siswa, Jaringan Komputer, E-quiz, Cloud, Gam

    DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS

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    This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing

    Serious Game Development Model Based on the Game-Based Learning Foundation

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    Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military

    JARINGAN KOMPUTER - TK2074

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    Jaringan Komputer - TK2074

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    DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS

    Get PDF
    This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing

    DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS

    Get PDF
    This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing

    The Educational Game “Indonesian Tribes” for the Kindergarten Students

    No full text
    This study describes the educational game “The Indonesian Tribes” as a multimedia application to facilitate the learning activities for the students in kindergarten. This multimedia application is designed to help the students to recognize the several tribes and cultures in Indonesia such as the traditional clothes, houses, dances, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to detect the external trigger such as speech and gesture (motion) recognition that will encourage the students’ enthusiasm in playing and learning activities. It is in line with their characteristics who love to play and learn with their own imagination. This game education is also completed with audio-visual animations in various contents and interactive nature with a simple English description and instructions. Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution 4.0 International Licens

    Re-implementation of Convolutional Neural Network for Arrhythmia Detection

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    Arrhythmia is an irregular heartbeat that may cause serious problems such as cardiac arrest and heart failure if left untreated. A dozen of studies have been conducted to make an automated arrhythmia detector. The classification approach uses a simple rule-based model, traditional machine learning, to a modern deep-learning technique. However, comparing an arrhythmia classifier performance is not an easy task. There are several different datasets, classification standards, data splitting schemes, and metrics. To assess the real performance of the developed models, it is important to train and evaluate the model in a standardized method such as the result score can become standard too. In this study, a set of CNN models from Acharya were re-implemented by re-training and re-evaluating it in a more standardized method. The model uses a raw ECG waveform with 260 samples around the QRS peaks and classifies it into five arrhythmia classes. The experiment was conducted using three configurations, using both intra-patient and inter-patient schemes. The experimental results show good performance for the intra-patient scheme but not for the inter-patient. There is a reduction of sensitivity and precision in the intra-patient scheme using a standardized method in this study compared to the original paper. This result indicates biased results caused by the oversampled test data in the original paper. In addition to the intra-patient result, the inter-patient result is also provided for a standardized comparison to other works in the future
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