Finite State Diagrams

Keyword(s):  
2021 ◽  
Vol 8 (2) ◽  
pp. 103
Author(s):  
Yessica Fara Desvia ◽  
Rosadi Rosadi ◽  
Frieyadie Frieyadie ◽  
Tuti Haryanti ◽  
Windu Gata

Abstrak: Parfum banyak digemari oleh berbagai kalangan, salah satunya adalah parfum laundry. Parfum laundry memiliki berbagai macam varian aroma, meliputi aroma buah, aroma bunga, aroma perpaduan buah dan bunga, dan aroma kayu-kayuan. Parfum laundry ini merupakan rangkaian akhir dalam proses laundry. Saat ini pelanggan menerima hasil laundry dengan aroma parfum yang dipilih secara random sesuai ketersediaan pihak laundry, hal ini menjadi masalah karena pelanggan tidak dapat memilih aroma parfum laundry sesuai dengan keinginan mereka. Dengan alasan tersebut maka diperlukan suatu rancangan sebuah Vending Machine (VM), rancangan VM ini menggunakan metode Finite State Automata (FSA) dengan jenis Non-Deterministic Finite Automata (NFA), metode tersebut digunakan karena dapat mengakomodir lebih dari satu kondisi dalam satu pilihan. Metode FSA jenis NFA dibuat dengan tahapan analisa proses bisnis, diagram state, desain VM dan pengujian. Hasil dari penelitian ini dengan adanya VM pemilihan parfum laundry pakaian, maka mempermudah pelanggan untuk dapat memilih parfum laundry sehingga pelanggan memperoleh hasil laundry dengan aroma parfum sesuai pilihan mereka.   Kata kunci: finite state automata, parfum laundry, vending machine   Abstract: Perfume is much favored by various circles, one of which is laundry perfume. Laundry perfume has a wide range of scent variants, including fruity scents, floral scents, fruity floral scents, and woody scents. This laundry perfume is the final line in the laundry process. Currently customers receive laundry results with perfume scents selected randomly according to the availability of the laundry party, this is a problem because customers cannot choose laundry perfume scents according to their wishes. For this reason, it is necessary to design a Vending Machine (VM), this VM design uses the Finite State Automata (FSA) method with the Non-Deterministic Finite Automata (NFA) type, this method is used because it can accommodate more than one condition in one choice. The FSA type of NFA method is made with the stages of business process analysis, state diagrams, VM design and testing. The results of this study with the VM in the selection of clothes laundry perfume, it makes it easier for customers to be able to choose laundry perfumes so that customers get laundry results with the perfume scent of their choice.   Keywords: finite state automata, laundry perfume, vending machine


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


Sign in / Sign up

Export Citation Format

Share Document