I. Zaeni, U. Pujianto, A. R. Taufani, Mahfud Jiono, Pradareza S.T. Muhammad
{"title":"Concentration Level Detection Using EEG Signal on Reading Practice Application","authors":"I. Zaeni, U. Pujianto, A. R. Taufani, Mahfud Jiono, Pradareza S.T. Muhammad","doi":"10.1109/ICEEIE47180.2019.8981453","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981453","url":null,"abstract":"Learning concentration is an interesting topic to study. The concentration while a person study such as when he/she reading can be measured using electroencephalograph. Alpha wave is higher in the relaxation state while Beta wave is higher in the attention state. In this study, an application for reading practice has been developed. The application can be used to control page transition of text reader and also recording the electroencephalograph (EEG) of the user at the same time. In this study, the subject is asked read 3 paragraph and answer 4 question multiple choice test for each paragraph. While the subject reading the text, his/her EEG signal is recorded. The score that earned by the subject on each paragraph is then compared to the average EEG band power recorded while he/she read that particular paragraph. By using the alpha and beta wave, the score of the subject after he/she read the reading material is estimated. The Artificial Neural Network is used to develop the estimation model. There are four inputs that is used on this estimation model, namely low alpha power, high alpha power, low beta power, and high beta power. The result shows that the accuracy is 73.81% which can be categorized as reasonable.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124360781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. R. Taufani, U. Pujianto, Dila Umnia Soraya, Zhella Roihatul Jannah, Septian Ricky Adi Pratama, Chih-Lun Chou
{"title":"iOS Based Education App for Learning the History of Singhasari","authors":"A. R. Taufani, U. Pujianto, Dila Umnia Soraya, Zhella Roihatul Jannah, Septian Ricky Adi Pratama, Chih-Lun Chou","doi":"10.1109/ICEEIE47180.2019.8981446","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981446","url":null,"abstract":"Singhasari is one of the largest kingdoms that ever existed in Indonesia and became one that had a mission to unite the archipelago. Generally, Indonesian society often forget about the history of the kingdom that became an identity in each region because of the era of globalization that glorifies western influences and limitations on media information whose actualization can only be learned through pictures or visiting the location of historical places directly so that the introduction of historical values in society is not optimal. Therefore, it is necessary to design a media that educate the public so that they can learn more about the history of the kingdom in Indonesia without having to visit the site directly. The purpose of this research is to build a new learning media based on iOS to preserve the history of the kingdom in Indonesia. The effect of the construction of this application is to educate the public through its iPhone devices so that it can learn more about the history of the Singhasari kingdom without having to visit the location directly. Based on experimental results, this application produces educational media in introducing the rich history of Singhasari through the equivalence partitioning testing process, with the result of a 100% percent of item test success which means the system is readable and valid.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129118223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Kirana, S. Wibawanto, Nur Hidayah, G. Cahyono, Khoirudin Asfani
{"title":"Improved Neural Network using Integral-RELU based Prevention Activation for Face Detection","authors":"K. Kirana, S. Wibawanto, Nur Hidayah, G. Cahyono, Khoirudin Asfani","doi":"10.1109/ICEEIE47180.2019.8981443","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981443","url":null,"abstract":"Numerous variation of neural networks improved the face detection performance significantly. However, extravagant computation becomes a major problem found when the window explored the non-face candidate. To prevent useless detection in the non-face area, our proposed method is the addition of a prevention function using integral representation in the RELU (Rectified Linear Units) activation function. If the integral of RELU does not reach the threshold, the convolution is skipped and the window shifts to the neighboring area. Both functions are selected because they are easy to calculate and achieve convergence speed rapidly. Based on the results of trials on 10 data, the Integral CNN + Integral is faster than CNN + RELU with a speed ratio of 125: 285 FPS. Besides, ‘RELU CNN + Integral’ has fewer face detection redundancies compared to Viola & Jones algorithms. This result shows that our proposed method is superior to the state-of-the-art algorithms.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129121791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rahadyan Fannani Arif, Harits Ar Rosyid, Pujianto Utomo
{"title":"Design and Implementation of Interactive Coding with Gamification for Web Programming Subject for Vocational High School Students","authors":"Rahadyan Fannani Arif, Harits Ar Rosyid, Pujianto Utomo","doi":"10.1109/ICEEIE47180.2019.8981454","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981454","url":null,"abstract":"Students in vocational high schools majoring in software engineering programs are required to have web programming skills as one of the favourable demands in the industry today. However, there are lacking supports for learning such subjects in vocational high schools that can be offered from conventional methods. Hence, the students failed to understand and follow the instructions in the module. This study aims to develop a web application to comprehend web programming in an advanced way for students and engage them with gamification method. By combining ADDIE and Prototyping models the research obtained validation results 95.24% and 91.93% from education and media experts, respectively. Based on the small and large groups trials conducted at State Vocational High Schools 4 Malang, more than 87 per cent participants accepted the web application's feasibility. From these validations, it can be affirmed that the research product was valid and feasible to support the learning process of Basic Programming subjects in Vocational High School.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"279 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121491863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Shunt Active Power Filter for Harmonic Mitigation based on P-Q Theory","authors":"Moh. Jauhari, K. Widarsono, Akhmad Arif Kurdianto","doi":"10.1109/ICEEIE47180.2019.8981440","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981440","url":null,"abstract":"In the last few decades, the application of power electronics has been inseparable from the electrical system. Power electronics technology that is often used such as arc furnaces, variable Speed Drives (VSD), fluorescent lamps, and PC computers causes harmonic distortion and reduces the quality of electrical power. In this paper, shunt active power filter (APF) is used to mitigate harmonic distortion in the electrical system. P-Q theory is used to determine the anti-harmonic currents that will be injected on the electrical system for harmonic mitigation. From the test results obtained a decrease in Total Harmonic Distortion (THD) from 24.63% to 2.82%. In addition, the APF system can inject reactive power into the system at 1450 VAR.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"56 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115074321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Learning-Based Video Game Development in MLP@UoM: An Overview","authors":"Ke Chen","doi":"10.1109/ICEEIE47180.2019.8981430","DOIUrl":"https://doi.org/10.1109/ICEEIE47180.2019.8981430","url":null,"abstract":"In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education, vocational/military training and medicine. On the other hand, video games also provide an ideal test bed for AI researches. To a large extent, however, video game development is still a laborious yet costly process, and there are many technical challenges ranging from game generation to intelligent agent creation. Unlike traditional methodologies, in Machine Learning and Perception Lab at the University of Manchester (MLP@UoM), we advocate applying machine learning to different tasks in video game development to address several challenges systematically. In this paper, we overview the main progress made in MLP@UoM recently and have an outlook on the future research directions in learning-based video game development arising from our works.","PeriodicalId":418311,"journal":{"name":"2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125840520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}