design aspect
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Author(s):  
Suman Jayakumar ◽  
Prakash Sheelvanthmath ◽  
Channappa Baslingappa Akki

<p>Content placement algorithm is an integral part of the cloud-based content de-livery network. They are responsible for selecting a precise content to be re-posited over the surrogate servers distributed over a geographical region. Although various works are being already carried out in this sector, there are loopholes connected to most of the work, which doesn't have much disclosure. It is already known that quality of service, quality of experience, and the cost is always an essential objective targeting to be improved in existing work. Still, there are various other aspects and underlying reasons which are equally important from the design aspect. Therefore, this paper contributes towards reviewing the existing approaches of content placement algorithm over cloud-based content delivery network targeting to explore open-end re-search issues.</p>


2021 ◽  
Vol 5 (6) ◽  
pp. 1120-1126
Author(s):  
Jessica Widyadhana Iskandar ◽  
Yessica Nataliani

The Samsung Galaxy Z Flip 3 is one of the gadgets that are currently popular among the public because of its unique shape and features. Youtube is one of the social media that can be accessed and enjoyed by the public, one of which is gadget review content on the GadgetIn channel. Youtube can provide information, whether people accept or are interested in this new gadget or not. This study aims to determine the sentiment of a gadget producer. Based on the results of the analysis and testing that has been carried out on the Youtube comments of the Samsung Galaxy Z Flip 3 gadget with a total of 9,597 comments, more users gave positive opinions in the design aspect and negative opinions on the price, specifications and brand image aspects. By using the CRISP-DM model and comparing the Naïve Bayes (NB), Support Vector Machine (SVM), and k-Nearest Neighbor (k-NN) classification methods, it is proven that the SVM classification model shows the best results. The average accuracy of SVM is 96.43% seen from four aspects, namely the design aspect of 94.40%, the price aspect of 97.44%, the specification aspect of 96.22%, and the brand image aspect of 97.63%.  


Energies ◽  
2021 ◽  
Vol 15 (1) ◽  
pp. 88
Author(s):  
Muhammad Raza Khowja ◽  
Robert Abebe ◽  
Gaurang Vakil ◽  
Adam Walker ◽  
Chintan Patel ◽  
...  

With the increased necessity of a high power density and efficient system in aerospace and marine industries, integrated motor drives provide an excellent solution in the modern era. Therefore, a close structural and functional integration of passive components has become a prerequisite task to make a compact overall system. This article reviews the existing motor drives system with integrated passive technologies. To start, the design aspect of the traditional and integrated filter inductors, using the area product approach, is discussed. Subsequently, layouts of traditional and integrated inductors are presented. The available capacitor technologies, suitable for integration, are also discussed with pros and cons of each capacitor type.


2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.


2021 ◽  
Vol 5 (04) ◽  
pp. 320-333
Author(s):  
Putri Nadhira Saraswati ◽  
Aldyfra L. Lukman

Abstract- Museum as an architectural object with its function as an educational and recreational facility is open to public and must be able to be used by all people. Therefore, the design of museums must be accessible for all people, including those with special needs. One of the museums in Indonesia which is considered to be a good work of architecture is the Museum of Bank Indonesia. It receives many visitors from various circles, including people with visual impairments. To accommodate visitors with visual impairments, the Museum of Bank Indonesia must have design features that help them to do activities, despite their limited sense of sight. Through this study, the research aims to find out how physical elements in the Museum of Bank Indonesia accommodates the orientation and mobility of visitors with visual impairments. This is a qualitative research, with a descriptive discussion. The collected data are the data on physical elements in the Museum of Bank Indonesia and the data on the behavior of visually impaired visitors while doing orientation and mobility in the Museum of Bank Indonesia exhibition area. The data are collected through observation and interview, then analyzed by using a table which elaborates physical elements from technical requirements aspect and sensory design aspect, and how they accommodate visually impaired visitors. Research shows that some physical elements in the Museum of Bank Indonesia are already adequate in accommodating visually impaired visitors. They able to provide assistance for visually impaired visitors while doing orientation and mobility, as well as gathering information on the museum objects. On the other hand, there are also some physical elements that hinder visually impaired visitors because they don’t technically meet the user’s needs. Therefore, improvement in the physical elements design is needed, so it can accommodate visitors with visual impairments better.   Key Words: museum, visual impairment, Bank Indonesia, universal design, sensory design


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Hagung Kuntjara ◽  
Betha Almanfaluthi

A character plays an important role in game sales on an application store. The first thing people notice when choosing a certain genre of a game on the application store is the character. Character appears in a game visual icon, alongside the name of the game and some stars representing the rating and the number of download. By looking at the game character, people will be able to tell the game genre and type, also the targeted users. Advanced technology might allow a game to develop better but analyzing the game character from its art and design aspect is also needed for it to be successful in the market. This paper will explain character design development and its art and design aspect using constructive method. The analysis can be used for better understanding on how games designers work and come up with the right idea of a game’s characters based on the game’s general idea. 


2021 ◽  
Author(s):  
Vignesh T ◽  
Shibin Thomas S ◽  
Vibunesh N T ◽  
Saktheeswaran G ◽  
Prince Paul ◽  
...  
Keyword(s):  

2021 ◽  
Vol 01 (01) ◽  
pp. 40-41
Author(s):  
Thimith Rodrigo ◽  

Majority of the younger generation of Sri Lanka in particular have a very low regard for the whole subject of politics. The reason for this has been the political dysfunction that they witness in their day-to-day lives. The most common dialogue they hear concerning politics is one where the older generations acknowledge that the political landscape is an utter mess.


Teknodika ◽  
2021 ◽  
Vol 19 (2) ◽  
pp. 151
Author(s):  
Didi Hariyanto

<em><span>This study aims to analyze the implementation of Moodle as e-learning in the online learning application at the Aviation Polytechnic of Surabaya. The research method employed the descriptive qualitative method. The sample in this study consisted of 46 cadets from the Aviation Communication Study Program Batch V Alpha and Bravo at Aviation Polytechnic of Surabaya. This research was carried out from March 2020 to June 2020 at the Aviation Polytechnic of Surabaya. Data were collected using observation, questionnaires, interviews, and literature studies. The data obtained through questionnaires were then analyzed utilizing descriptive analysis techniques with percentages. The results of the optimal level of Moodle as e-learning in the online learning application from users, namely cadets, reached 79.56% for the user satisfaction aspect, with a good category. From the usability aspect, it got 73.61%, with enough category. From the graphic design aspect, it attained 56.74%, with enough category. The navigation aspect reached 76.95% in the good category, while the content aspect obtained 84.34% in the good category. Overall, the response of the VA and VB Aviation Communication cadets obtained 74.24%, with enough category. Thus, it can be concluded that Moodle as e-learning in the online-based learning application at the Aviation Polytechnic of Surabaya was not fully optimal since it was still in enough category. For this reason, it needs to be further developed from the usability aspect, graphic design, and additional features, such as video on demand and video streaming<strong><span>.</span></strong></span></em>


2021 ◽  
Vol 1 (2) ◽  
pp. 149-161
Author(s):  
SUCI ILHAMI

Teaching materials are important learning media for students. Based on observations in MAN Lubuk Alung obtained information that learning in these school are still using tetbooks from the library and 2013 curicullum student books that difficult to understand and after futher asked, not all students have it and wants to borrow. In the learning process, many students were active but were not given the opportunity to express their opinions. Based on the description above, so the authors conducted research that aims to develop biology learning module oriented 4E learning cycle model for SMA/MA students class X semester I. The type of this research is development research by using IDI models that consist of define, develop and evaluate. Module developed validated by five validators and for practilities test conducted by two teachers and thirty students class X MAN Lubuk Alung. The data collected by questionnaire validities, practicalities and effectivities then analyzed with descriptive analysis. The result of this research is biology learning module oriented 4E learning cycle model for SMA/MA students class X semester I developed by the development IDI model. Module produced is valid based on feasibility content, language, presentation and design aspect. Module product also practic by teacher and students based on user, time and price aspect. Then, modul also effectif based on motivation, activities and result of students learning competencies. It can be concluded that the biology learning module oriented 4E learning cycle model for SMA/MA students class X semester I have criteria valid, practic and effective. words. ABSTRAKBahan ajar merupakan media pembelajaran yang penting bagi siswa. Berdasarkan hasil observasi yang dilakukan di MAN Lubuk Alung diperoleh informasi bahwa pembelajaran di sekolah masih menggunakan buku pegangan dari perpustakaan dan buku siswa kurikulum 2013 yang sulit dipahami siswa. Pada proses pembelajaran, banyak siswa yang aktif tapi tidak dapat semua yang diberi kesempatan oleh guru dalam menyampaikan pendapat. Berdasarkan uraian latar belakang di atas, maka penulis melakukan penelitian yang bertujuan untuk mengembangkan modul pembelajaran biologi berorientasi model siklus belajar 4E untuk siswa SMA/MA kelas X semester I. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan IDI models yaitu, define, develop dan evaluate. Modul yang dikembangkan divalidasi oleh 5 orang validator, dan untuk uji praktikalitas dilakukan oleh 2 orang guru dan 30 orang siswa Kelas X MAN Lubuk Alung. Data penelitian ini adalah data primer yang diperoleh dari angket validitas, praktikalitas dan efektivitas kemudian dianalisis dengan analisis deskriptif. Penelitian ini telah menghasilkan produk berupa Modul pembelajaran biologi berorientasi siklus belajar untuk siswa SMA/MA kelas X semester I yang dikembangkan dengan Model pengembangan IDI Model. Modul yang dihasilkan valid baik dari aspek kelayakan isi, kebahasaan, penyajian, maupun aspek kegrafikan. Modul yang dihasilkan juga sudah praktis oleh guru dan siswa dari segi kemudahan penggunaan, waktu pembelajaran, maupun biaya. Kemudian modul juga efektif jika ditinjau dari motivasi, aktifitas dan hasil kompetensi belajar siswa. Dengan demikian dapat disimpulkan bahwa modul pembelajaran biologi berorientasi siklus belajar untuk siswa SMA/MA kelas X semester I memiliki kriteria valid, praktis dan efektif.


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