bluuebunny/crossref_metadata_2025 huggingface dataset:
Correlation Between Ability on Playing Tetris and GPA
Authors: Christanti Aprilia Ratna , Tejo P. Yulianto
Published: June 2017

The goal of this study is to determine the correlation between ability on playing Tetris and GPA of Soegijapranata Catholic University, Department of Information System students against the dexterity in playing Tetris. The research has been done using experiment method on ten Information System students who have various grade points. They played Tetris, 30 minutes each, for three consecutive days. The results showed that: First, eight out of the ten students improved their agility. It can be seen from the increasing scores and levels; Second, the coefficient correlation between student grade point and dexterity in playing Tetris is by 62%.Keywords Ability, grade point average, Tetris
Pacman Game Benefit Analysis on Decision Making Speed
Authors: Wulandari Wati , Harnadi Bernardinus
Published: June 2017

Pacman game is able to train the child concentration and decision making speed. This Research use respondent children ages 6 up to11 years as a player who will take the data. Every respondent must play Pacman game and then they can answer 10 questions. Resulting data are analyzed with a statistical method; it is product moment" in correlation technique. The result turns out 8 of the 10 children get correlation values above 0.632. From the results of these research demonstrate that children who play the Pacman has the ability to quick in decision making and to have high concentrations. Because playing the game using the right brain or our imagination so that when applied in real life we are trained to improve concentration and have a strategy in solving the problem.Keyword: decision making, respondent children, statistical method, product moment
Measuring the Games Influence on Improving English Proficiency
Authors: Pertiwi Reni Dwi , Widyarto N. Erdhi
Published: June 2017

English is now used as an international language, so that every person in order to communicate at the international level are required this language. To improving english proficiency, people used native speaker, course, story book, film game and etc. Games or better known as PC gaming is another alternative in improving the English proficiency. Beside this is fun, player required to read and listen the story game to finish the game. So that player can improve English proficiency while the player play game. In this paper, author present what game are fun and not boring also can improving English proficiency. The measuring improving English proficiency is observed from reading,writing, listening and grammarKeyword: English, Game, improving ,Proficiency
GPS-Based AR Games Development Potential
Authors: Santoso Gregorius Alvin Raditya
Published: June 2017

The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR) technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game
Comparison of Three Browser Performances
Authors: Aji Pamungkas Stefanus Lintang Timur
Published: June 2017

In this era of globalization and modernity, it is important to obtain information, and the role of Internet in providing information is indispensable. The existence of the World Wide Web technology makes it easy for people to surf various websites. The elements on the website are the code javascript, css, and HTML5
DATING SIMULATOR IN INDONESIA
Authors: Darmawan Dominikus Reynard
Published: June 2017

Japanese culture has been entering Indonesia, especially anime, fashion, and dating sim. How big the effect of the existence of dating sim in Indonesia?
Platform Comparison Between Games Console, Mobile Games And PC Games
Authors: Galehantomo P.S Geraldus
Published: June 2017

In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacksAll platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.
Designing Education Game to Choose Hygiene and Healthy Snacks for Children
Authors: Febriani Vania Wahyu , Chandrawati T. Brenda , Widiantoro Albertus Dwiyoga
Published: June 2017

Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
Promoting Tourism of Semarang City and Semarang Regency through Game Technology
Authors: Sakti Lidya Oktorina Kusuma , Chandrawati Brenda
Published: June 2017

Semarang is the capital city of Central Java province that has many tourist Attractions. In addition to Semarang, there is Ungaran, the capital city of Semarang Regency which covers the areas of Ungaran and Ambarawa that also has various tourist attractions which attract domestic tourists. But the results of data collection through library study and questionnaire show that object of attractions in Semarang City and Semarang Regency are known only by few tourists. One of the factors that causes tourists’ unfamiliarity with tourism attractions in Semarang City and Semarang Regency is the lack of tourism promotion in the form of media technology. Based on the above facts and considering the opportunities offered by technology which is increasingly recognized by the community, surveyors laid out a game that can be used as one of promotional media of tourism in Semarang City and Semarang Regency. This game will be designed by displaying a map of tours and tourist information in Semarang City and Semarang Regency
Gatotkaca's Birth Story As A First Step To Introduce Children With Puppets
Authors: Pranatalisa Leocadia Desy , Sanjaya Ridwan , Widiantoro Alb. Dwiyoga
Published: June 2017

Puppet is most prominent one of the arts in Indonesia. In the puppet also has good values delivered. In an educational pursuit puppet story are characters that are also included in the 18-character value that has been determined by the curriculum in 2013 as efforts to establish the desired character of the nation and the State.Although the puppet contains good values that can be emulated, unfortunately generation of young people today just do not know the puppet. This is influenced by the development of technology that can not only be used to help complete the work, but also as a means of entertainment. This makes the younger generation today is more interested in the development of the technology to get to know about puppet.To introduce the puppets against children, can be done by introducing one puppet stories. The story introduced should also start from scratch a puppet story. It is expected with the introduction of one of the stories of the many stories puppet, can make children interested in puppets and imitating good attitude conveyed in the story. Stories that can be used for the initial introduction of the puppet is a story about the birth of Gatotkaca. This is because many know about the characters Gatotkaca therefore begins with the initial story of his birth. From the story of the birth Gatotkaca there are also many good things delivered and there are also other figures like clown is widely known. It is expected to also be able to facilitate the children to get to know the story because there are already several characters they know.
Learn Modesty from Javanese Game
Authors: Wijaya Nathasia Austin , Widyarto Erdhi
Published: June 2017

Todays society, especially for the youth, they have been missed the essence of modesty. The lost of modesty conduce to the lost of modest lifestyle and it is replaced by glamorous lifestyle. It will lead to the careless personality among humans and nature, or even the loss of humanity.The situation can not be ignored and has to be addressed immediately. Therefore, beside the common education, government also implemented character education system in school. Parents have to directing and instantiate their children about modesty and other values. Directing the children can be done with introduce them to Indonesia native culture through Mahesa Jenar Game. Mahesa Jenar is a fictional figure created by S.H. Mintardjas. Mahesa Jenar teaches about modesty, compassion, honesty, justice and wisdom. Mahesa Jenar Game is using RPG as the genre, the outstanding storyline and the interesting animation, makes it suitable for delivering the moral messages.If the children are aware about those values early, hoped those values will help children to develop their character latter on. Keywords education, modesty, interesting, knowledge-based game, lesson, game, mobile game
Game Design to Introduce Pets
Authors: Febriyanto Wahyu , Chandrawati Brenda , Widyarto Erdhi
Published: June 2017

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
Dorang (Dolan Semarang) Game Solution to Introduce Semarang Municipality and Semarang Regency as Tourist Attraction
Authors: Kusuma Sakti Lidya Oktorina , Chandrawati Brenda
Published: June 2017

Abstract- Tourism is the departure of a person in a short period of time into a tourism site with the intention to relax and refresh the mind. Tourism will feel convenient if visiting the tourism site that have fun attractions. One of the city that has many attractions is Semarang city and Semarang regency. Semarang city and Semarang regency has a natural attractions, social and culture, travel games, agro tourism, and culinary tours. According to a study, 64% of 30 respondents who are domestic travelers from 15-30 years old, did not know the information of locations from the tourism site in Semarang city and Semarang regency. With the little knowledge from domestic travelers, DORANG (Dolan Semarang) is made so that this game can be used as a guide to travel and as a media promotion of these attractions. This game contains travel map of Semarang city and Semarang regency along with the information of tourism sites. After respondents are finished playing this game, they will be known better about the information of tourism sites in Semarang city and Semarang regency and also more recognizing these attractions.
"Smart Puzzle" Game Helping Children Learn to Read
Authors: Yunanto Septyana Hardianti , Chandrawati T. Brenda
Published: June 2017

The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a medium of instruction. 4 the game components, including drafting letters, complete the picture, match the job with their workplace and learning family tree. With the 4 components of this being the excess of the game "Smart Puzzle" compared to other reading games.
"LET'S CLEAN UP" a Game for Childrens Hygiene Learning
Authors: Putra Nurvianto Nugraha , Prasetya Hendra , Widiantoro Dwiyoga
Published: June 2017

Health is an absolute need for all human beings. When healthy, the human body can perform all activities smoothly. So we should always keep good hygiene themselves and the environment in which we live. Education about hygiene should be taught from an early age. So that children can understand the importance of maintaining hygiene for health. In addition to media learning through formal education, alternative media can be used as a medium of learning for children. Then designed game "Let's Clean Up" the theme of hygiene to children by using the application Construct 2. The objective of this study was to design a medium of learning about hygiene through games
The World of "Gigi" Game
Authors: Fitriana Desy Nur , Chandrawati Brenda
Published: June 2017

The continuously increasing oral and dental problems in Indonesia as well as the lack of cultivation of education provided is a problem that occurs. Planting early in children is an appropriate solution as a step to maintaining healthy teeth and mouth. Kids can further explore the game by playing while learning so that education as outlined in the game will be quickly absorbed by the child. Through the game The World Of Gigi became one medium of learning for children who are not at school or dentist about maintaining healthy teeth and mouth. The positive impact after playing the game The World Of Gigito 40 respondents obtained sebayak 97.5% or 39 respondents stated that after playing the game The World Of Gigi can know or understand about education around the teeth and mouth. And the whole of the respondents agreed that the game becomes interesting learning methods.
PENGARUH FAKTOR NON FISIK TERHADAP PEMBENTUKAN POLA RUANG BANGUNAN PADA RUMOH ACEH DI KABUPATEN ACEH BESAR (The Effect of non-physical factors to form the building space pattern of Rumoh aceh at Aceh Besar)
Authors: Sabila Farisa , Antariksa Antariksa , Handajani Rinawati P.
Published: June 2017

Aceh Besar is a district which started the development of rumoh aceh architecture in Aceh Province. rumoh aceh has a building space pattern that consists of a ground level, space under the building, and upper space. The concept of building space pattern in rumoh aceh is unique. It introduces a triangular equilibrium of relations between men, God, and the environment. Non-physical factors affect the formation of spatial pattern building on rumoh aceh. The involvement of the Islamic concept affected indirectly the creation of rumoh Acehs spatial pattern. The purpose of this research is to find a non-physical factors which influence the bulding space pattern of rumoh aceh, as well as to find the ideas and knowledge of Rumoh aceh. However, the finding may not rule out the possibilities of further research which implements the concept of aceh rumoh space into a more modern residential space. This research used qualitative descriptive method which performs direct observation of the building space pattern formed, as well as finding the effect on non-phisical factors which are found in the observation area. The formation of the pattern also could be changed by considering the factors of kinship, customs, social, economic, and culture of the Acehnese.
BUDAYA URBANITAS DI TIGA PERUMAHAN SEKTOR FORMAL DI KOTA BANDUNG DAN TRANSFORMASI BUDAYA MASYARAKATNYA (Cultural of Urban Society in Three Formal Sector Housing in Bandung and Cultural Transformation Society
Authors: Pawitro Udjianto
Published: June 2017

One of the important things in discussing the phenomenon of 'urbanity' in the urban communities related to the cultural transformation of society to better prepare the method and behavior in occupied in the urban areas. There are three sub-topics in the research are: (a) a discussion about the conditions of urban society, (b) a discussion of the phenomenon of 'urbanity' in the urban communities, and (c) a discussion of the cultural transformation of the urban community. The research method used was the descriptive exploratory analysis methods that are supported by the data results of the questionnaire and interviewof the residents in the housing areas. The findings of this research are: (a) method or technique of the cultural transformation of the community in the housing areas were observed lasted through the mass media (such as TV, newspapers, magazines, Internet, etc.), (b) the central figure who became driving the change or the transformation of cultural were community leaders informal local
Nghiên cứu nhu cầu đào tạo Cử nhân tâm lý chuyên ngành Tâm lý lâm sàng cho các cơ sở y tế
Authors: Kiên Phạm Trung , Tran Huong Thu
Published: June 2017

Nghiên cứu khó khăn tâm lý và nhu cầu chăm sóc tâm lý của bệnh nhân và người thân tại các bệnh viện làm cơ sở xác định nhu cầu đào tạo và sử dụng đội ngũ chuyên gia chăm sóc tâm lý cho bệnh nhân. Kết quả: 32,5% bệnh nhân tại bệnh viện có khó khăn tâm lý; Tỉ lệ bệnh nhân có nhu cầu chia sẻ với nhân viên y tế là 42,0%; Có 41,0% bệnh nhân có nhu cầu được chăm sóc toàn diện; 51,5% người thân của bệnh nhân thấy cần có nhân viên y tế chăm sóc bệnh nhân; Tỉ lệ nhân viên y tế quan tâm đến chăm sóc tâm lý cho bệnh nhân là 62,7% nhưng kỹ năng chủ yếu là giải thích bệnh và an ủi động viên. Lãnh đạo quản lý các bệnh viện thấy rất cần có đội ngũ chuyên gia được đào tạo chính quy, chuyên nghiệp để chăm sóc tâm lý cho bệnh nhân tại bệnh viện, tốt nhất là các Cử nhân Tâm lý học lâm sàng.
Sounding Silence: Inspiration And Passiveness In The Reading Of Early Modern Women
Authors: Essig García Daniel
Published: June 2017

Abstract: cultural and material change described by historians of reading intersects with literary history in different and complex ways. An example is the cultural practice of silent reading in intimacy, which came to be pivotal for the literature of sensibility. It was gendered female in the eighteenth century and looked upon with disfavour, notably by moralists and pedagogues. However, not very long before, silent reading was associated with spirituality and women’s religious experiences, and was compatible with the virtues expected of the “lady of the Renaissance”. Several texts from the seventeenth century, notably diaries by women, will be discussed. Título en español: “Resonancia del silencio: inspiración y pasividad en la lectura femenina en el siglo XVII”.Resumen:los cambios culturales y materiales que describe la historia de la lectura entran en relaciones variadas y complejas con la historia literaria. Un ejemplo de esa dialéctica es la evolución de la práctica de la lectura silenciosa en recogimiento, que alcanzó una importancia extraordinaria para la novelística del Dieciocho. Se consideraba propia de las mujeres y estaba mal vista por moralistas y pedagogos. No mucho antes, empero, la lectura en silencio había sido un componente de la experiencia espiritual y religiosa de la mujer del Renacimiento, y como tal compatible con las virtudes femeninas. El artículo incluye comentarios de varios textos del diecisiete, en particular diarios de mujeres.
Interpersonality And Culture: An Approach To The Movie Review Genre
Authors: Ivorra Pérez Francisco Miguel
Published: June 2017

Abstract: this paper investigates the impact of cultural values on the interactional metadiscourse (Hyland and Tse 2004) used in movie reviews drawn from two digital newspapers: the Peninsular-Spanish El País and the British The Guardian. Specifically, the influence of Hall’s (1976) “context dependence” and Hofstede’s (1991) “individualism index” is surveyed. The findings reveal similarities for both corpora due to genre constraints, but cultural differences are also found. The implication of the study is to raise awareness of the importance of interpersonal metadiscourse as a persuasive linguistic element in the teaching and learning of L2 writing skills. Title in Spanish: Interpersonalidad y cultura: una aproximación al género de la reseña de película. Resumen: este estudio investiga el impacto de los valores culturales en el metadiscurso interaccional (Hyland and Tse 2004) empleado en reseñas de películas de dos periódicos digitales: el español peninsular El País y el británico The Guardian. Concretamente, exploramos el nivel de “dependencia contextual” de Hall (1976) e “índice de individualismo” de Hofstede (1991). Los resultados revelan similitudes en ambos corpus debidas a las convenciones del género así como diferencias culturales. La implicación del estudio es resaltar la importancia del metadiscurso interpersonal como elemento lingüístico persuasivo en la enseñanza y el aprendizaje de las destrezas escritas de una segunda lengua.
Framework Design for Modular Web-based Application Using Model-CollectionService-Controller-Presenter (MCCP) Pattern
Authors: Pinandito Aryo , Permana Ferdika Bagus Pristiawan , Perdana Rizal Setya
Published: June 2017

Information system is one of the most important business supports in organizations. Web-based applications become an appropriate solution to overcome the dynamically changing environment among different units in an organization. Model-View-Controller (MVC) is a well-known design pattern in web-based application development due to the separation of an application into several parts, hence it is easy to reuse and maintain. However, such design pattern requires improvements since the information system handles business process choreography and integration between application. Therefore, modifying the interaction of object of class in a design pattern become a challenging problem. In this paper, an application framework based on Model-CollectionService-Controller-Presenter (MCCP) design pattern, which is a modification of an MVC, was proposed. The proposed framework allows multiple different applications to run and provides inter-application data exchange mechanisms to improve the data communication process between applications. Several performance comparisons with another popular web application framework are also presented.
Phenolic Compounds from Centaurea horrida L Growing in Lebanon
Authors: Boukhary Rima , Aboul-ElA Maha , Al-Hanbali Othman , El-Lakany Abdalla
Published: June 2017

Centaurea horrida has been used in folk medicine for many purposes as diuretic, antiinflammatory, hypotensive, antidiarrhetic, mild astringent, bitter tonic, stomachic, digestive, and emmenagogue and in cosmetics. An infusion of this plant is used to treat diabetes and digestive problems Also it is used as a wash for tired eyes and in conjunctivitis. C.horrida grown in Lebanon is widely used in the treatment of diarrhea, as antihypertensive and as hypoglycemic. Phytochemical investigation of the species grown in Lebanon led to the isolation and identification of five phenolic compounds isolated from methanol, ethyl acetate and butanol fractions of Centaurea extracts. Their structures were determined by NMR, MS, UV and IR methods. It is important to mention that the isolated flavonoids fisetin, hispidulin, quercetin, quercetin -3-D- galactoside and caffeic acid were isolated for the first time from Centaurea horrida. L growing in the Middle East.
Pharmacognostic, Physicochemical and Phytochemical Investigation of Root Bark of Caesalpinia bonducella
Authors: Wadkar Ganesh H. , Sayyad Fahim J.
Published: June 2017

Objective: To evaluate pharmacognostic, physicochemical and preliminary phytochemical of investigation of root bark
of Caesalpinia bonducella. Methods: The present work embodies the investigations of pharmacognostic standards
including macroscopic study, powder analysis and histochemical test along with physico chemical parameter study,
fluorescence analysis, qualitative and quantitative chemical assay carried out as per methods recommended by the
World Health Organization and standard laboratory procedures. The study will provide referential information for the
correct identification of the crude-drug. Result: The detailed microscopy revealed the presence of cork, cortex, stone cell
medullary ray’s calcium oxalate crystal, starch grains, presence of tannins and alkaloids. Preliminary phytochemical
screening of these plant materials revealed that presence of alkaloids, saponins, flavonoids, steroids, phytosterols and
carbohydrates in aqueous and ethanol extracts. Conclusion: Thus, it was thought worthwhile to explore this plant on the
basis of its standardization parameters. The study will provide referential information for the correct Identification of the
crude-drug.
Isolation and Identification of some Primary Metabolites, Micro- and Macroelements of Aesculus hippocastanum L. Seeds
Authors: V. Karpiuk U. , Z H M Abudayeh , S. Kyslychenko V. , І. Yemelianova O.
Published: June 2017

The qualitative composition and quantitative content of amino acids were studied by PC and HPLC methods. 15 free
amino acids were identified in the endosperm and skin of A. hippocastanum. 16 bound amino acids were identified in the
endosperm; 17 bound amino acids were identified in the skin. The GC/MS method shows that A. hippocastanum skin and
endosperm contain 2 free sugars and 5 after hydrolysis. We can also distinguish specific sugars for seed endosperm
which are not present in the skin of the seed: Rha, Fuc, and Sucrose. Specific sugars in the skin of the seed are Xyl and
Man. The endosperm of seeds of Aesculus hippocastanum accumulates starch, WSPS, and lipophilic compounds. PS and
HC are concentrated in the skin. The qualitative composition and quantitative content of 19 macro and microelements in
skin and endosperm of seeds of A. hippocastanum was studied by atomic emission spectrophotometry. The skin of seeds
of A. hippocastanum accumulates macro and microelements. The seeds do not accumulate toxic metals, and this enables
their use as medicinal plant material. The results show big differences between endosperm and skin in their contents of
primary metabolites and elements. Those differences depend on functions that the skin and endosperm are playing in
plants, and they influence how medicines and food supplements might be created.
PIROLISIS ISOTERMAL SLUDGE CAKE DAN PULP REJECT PABRIK PULP KRAFT (ISOTHERMAL PYROLYSIS OF SLUDGE CAKE AND PULP REJECT FROM KRAFT PULP MILL)
Authors: Syamsudin Syamsudin , Purwati Sri , Surachman Aep , Wattimena Reza Bastari Imran
Published: June 2017

Wastewater treatment sludge cake and pulp reject from kraft pulp mill are sources of renewable energy. This study evaluated the effects of temperature on pyrolysis to convert sludge cake and pulp reject into tar and char product. Sludge cake had composition of (adb): moisture 9.08%, volatile matter 57.53%, fixed carbon 8.72% and ash 24.67% with calorific value of 2931 cal/g, while pulp reject had moisture 9.42%, volatile matter 68.16%, fixed carbon 17.00% and ash 5.42% with calorific value of 3656 cal/g. Higher volatile matter content made sludge cake and pulp reject had potency to produce tar. Pyrolysis peak was reached at 349oC for sludge cake and 300oC for pulp reject. The conversion reached 30% at 300oC and 80-90% at 400oC, with the yield of tar reached 39% for sludge cake and 47% for pulp reject. At >400oC tar formed decomposed into pyrolysis gas. Differences in material composition and pyrolysis temperature influenced composition of the tar. The char yields at 300-500oC were not difference signifantly, either for sludge cake or pulp reject. All components of the volatile matter in sludge cake and pulp reject were degraded completely in 60 minutes.  ABSTRAKPenelitian pirolisis sludge cake dan pulp reject dari pabrik pulp kraft dengan variasi suhu reaktor telah dilakukan. Sludge cake dan pulp reject adalah biomassa sisa yang dihasilkan di pabrik pulp dalam jumlah besar. Sludge cake hasil pengolahan air limbah dan pulp reject proses pembuatan pulp kimia merupakan sumber energi alternatif terbarukan potensial yang terdapat di industri pulp kraft yang saat ini belum banyak dimanfaatkan dengan baik sehingga menyebabkan isu-isu lingkungan. Penelitian ini melakukan evaluasi pengaruh suhu terhadap pirolisis untuk mengkonversi sludge cake dan pulp reject menjadi produk tar dan arang. Sludge cake mengandung zat terbang 51,34% (adb) dan karbon tetap 10,40% (adb) dengan nilai kalor 2915 kal/g (adb), sedangkan pulp reject mengandung zat terbang 68,16% (adb) dan karbon tetap 17,00% (adb) dengan nilai kalor 3656 kal/g (adb). Sebagian besar komponen zat terbang pada sludge cake maupun pulp reject habis terdegradasi pada suhu 300 – 500oC dengan waktu tinggal 60 menit. Tar hasil pirolisis sludge cake dan pulp reject mengandung senyawa-senyawa turunan benzen, phenol, polycyclic aromatic hydrocarbons (PAHs), asam dan ester. Pada rentang suhu 400 – 500oC tar yang terbentuk oleh reaksi pirolisis primer terdekomposisi lebih lanjut menjadi gas oleh reaksi pirolisis sekunder sehingga menurunkan perolehan tar.Kata kunci: sludge cake, pulp reject, pirolisis, arang, zat terbang
PENGARUH APLIKASI JAMUR PELAPUK PUTIH PADA BIOPULPING RAMI (Boehmeria nivea) TERHADAP KUALITAS PULP BELUM PUTIH (EFFECT OF WHITE ROT FUNGI APPLICATION IN BIOPULPING OF RAMIE (Boehmeria Nivea) ON THE QUALITY OF UNBLEACHED PULP)
Authors: Purwita Chandra Apriana , Risdianto Hendro
Published: June 2017

The research of white rot fungi application in biopulping ramie has been done to obtain the effective fungus. The study was conducted in 3 stages: biopulping, cooking, and manufacture of pulp handsheets. The biopulping of ramie was done by varying four species of fungi which were Phanerochaete chrysosporium, Marasmius sp., Trametes hirsuta, and Trametes versicolor, with temperature of ± 28°C for 7 days. The cooking was done on ramie from selected biopulping treatment and compared with untreated one. The experiments was carried out by soda cooking in a rotating digester at 12% active alkaline, ratio of the solid to liquid 1: 5, temperature of 165 °C, time of 3.5 hours. Next step was the manufacture of pulp handsheets. The observations were conducted on percent lignin removal, Kappa number, burst and tear index. The results showed that Marasmius sp. with the laccase activity of 0.1638 U/mL was the best with 40.4% of lignin removal degree. The ramie cooking process with Marasmius sp. treatment produced unbleached pulp with 7.2% lower Kappa number compared to the untreated one. The pulp that has been treated with Marasmius sp. produced better quality unbleached pulp with the physical properties of burst and tear index of 10.52 mNm2 /g and 1.24 kN/g, respectively. ABSTRAKPenelitian aplikasi jamur pelapuk putih pada biopulping rami telah dilakukan dengan tujuan mendapatkan jenis jamur yang efektif. Penelitian dilakukan dalam 3 tahap : biopulping, pemasakan, dan pembuatan lembaran pulp. Biopulping rami dilakukan dengan variasi 4 spesies jamur, yaitu Phanerochaete chrysosporium, Marasmius sp., Trametes hirsuta, dan Trametes versicolor, pada kondisi suhu ±28 °C selama 7 hari. Pemasakan dilakukan terhadap rami dari perlakuan biopulping terpilih dan dibandingkan dengan rami tanpa perlakuan jamur. Percobaan pemasakan dilakukan dengan proses soda dalam digester berputar pada kondisi alkali aktif 12%, rasio padatan terhadap cairan pemasak 1:5, suhu 165°C, waktu 3,5 jam. Selanjutnya, dilakukan pembuatan lembaran pulp rami. Pengamatan dilakukan terhadap persentase penyisihan lignin, bilangan Kappa, indek sobek, dan indeks retak. Hasil penelitian menunjukkan bahwa Marasmius sp. dengan aktivitas lakase 0,1638 U/mL merupakan yang terbaik dengan derajat penyisihan lignin 40,4%. Proses pemasakan rami dengan perlakuan Marasmius sp. menghasilkan pulp belum putih dengan bilangan Kappa lebih rendah 7,2% dibandingkan tanpa perlakuan jamur. Kualitas pulp yang telah diberi perlakuan jamur Marasmius sp. menghasilkan pulp belum putih yang lebih baik, dengan sifat fisik indeks retak dan indeks sobek berturut-turut 10,52 mNm2 /g dan 1,24 kN/g.Kata kunci: rami, biopulping, penyisihan lignin, jamur pelapuk putih
The Impact of 1980s and 1990s Video Games on Multimedia Cartography
Authors: Edler Dennis , Dickmann Frank
Published: June 2017

The video game industry revolutionized the game market from the 1970s onwards. Stationary video game machines, such as “coin-ops” and, later, consoles for home entertainment made it possible to experience and interact with new virtual environments. Based on technical innovations, early video games already included different graphic and auditory effects that were used to present and emphasize the spatial dimension of game stories. One of the most famous and successful video game series that “told” spatial stories and included many visualizations of virtual topographies was Nintendo's Super Mario series. Nintendo developed diverse video game topographies including different interactive and animated cartographic media throughout the Super Mario series. These maps were early and fundamental examples that were user-friendly and suitable for children. Moreover, they established a basis for future video game spaces, and the techniques used to create, animate, and visualize these maps have also found their ways into other applications of cartography and geomatics. It seems that the early worlds of Super Mario animated cartographers to animate cartographic visualizations. This article presents the characteristic spatial structures and cartographic techniques found in early Super Mario games, from the arcade classic Donkey Kong (1981) to the Super Nintendo classic Super Mario Kart (1992). The meaning of these structures and techniques for other cartographic applications is discussed.
Information Extraction and Visualization from Twitter Considering Spatial Structure
Authors: Fujita Hideyuki
Published: June 2017

Mobile social media represented by Twitter are expected to be a suitable source of data for analyzing human behaviour and statuses of locations. It seems that we can provide location-based information simply by spatially filtering archived data. However, there are several problems in terms of practical use. This research considers in particular problems that concern the relationship between data meaning and their spatial structures. With regard to Twitter, in general, the location from which a tweet is posted is attached to a geotagged tweet. For example, the location coordinates attached to the geotagged tweet “Heavy rain in Miura Peninsula” by NHK (Japan's public broadcaster) are not those of the Miura Peninsula, but of Shibuya in Tokyo (where NHK is located). Therefore, the tweet is not found by a spatial search around the Miura Peninsula or even Kanagawa Prefecture (where the Miura Peninsula is located). To resolve such problems, we propose a framework that distinguishes locations of interest and locations of activity. We propose a method for automatically classifying such locations and develop a data collection, classification, and visualization system based on this method.
Smart Cartographic Functionality for Improving Data Visualization in Map Mashups
Authors: Panchaud Nadia H. , Enescu Ionuţ Iosifescu , Hurni Lorenz
Published: June 2017

Thanks to the growth of geoportal products and online cartographic platforms, access to spatial data has never been so easy for so many people. But access to cartographic knowledge for laypersons using such data is lagging behind. Platforms that allow users to create map mashups from diverse data sources can lead to unsatisfactory cartographic visualization, which reduces the map's legibility and the usefulness of such functions. This article's focus is on creating a framework that supports smart cartographic functions to improve the quality of map mashups. First, we assess the state of cartographic conflicts due to map mashup, using examples from existing geoportals. Afterwards, we describe a framework that allows us to define cartographic functions, focusing on symbology changes and based on a client-side approach. We do not aim to fully model the complex decision-making process of a professional cartographer, but rather to provide a set of smart functions that use appropriate assumptions and constraints based on cartographic principles and semantic information. As proof of concept, the framework and functions are then integrated within a geoportal.
Public Crime Mapping in Canada: Interpreting RAIDS Online
Authors: Eikelboom Alexander , Martini Elysia , Ruiz Luisa , St. Pierre Alison D. , Tejani Ali
Published: June 2017

The capacity for the mapping of crime data has shifted to the digital world, allowing online public crime mapping and the dissemination of information to a broader audience. While the field of critical cartography has questioned the elements and underlying assumptions of various map types, public crime mapping has not been analyzed in the same manner. Through analysis of the design choices and omissions in online public crime maps that pertain to Hamilton, ON and London, ON, the concepts of critical cartography are applied to the largely ignored field of crime maps. While the existence of online public crime maps can potentially facilitate data sharing and analysis to better allow police forces to reduce the incidence of crime, there are also consequences of maps presenting incomplete or inaccurate information to their audiences, as was found to be the case for both cities that were analyzed. These consequences include effects on the public perception of crime, changing attitudes toward crime-induced fear, and negative implications for economic development in areas that might be seen as too high-risk.
“Because we are the only ones in the community!”
Authors: Tournadre Jérôme
Published: June 2017

This article is based on research conducted in various South African cities, in contact with organizations involved in demonstrating against poor living conditions. It aims to grasp these collectives outside of their interactions with the political sphere, by moving away from the traditional definitions of a “social movement.” The protesters are here examined in terms of their relationships with their immediate surroundings: the neighborhoods. The point is thus to emphasize the continuities that may exist between protest and daily life. Indeed, one may find elements in the ordinary and the everyday that shed light on some of the logics that structure mobilization and certain practices of protest.
Harmony in a many-particle quantum problem
Authors: Chukbar K V
Published: June 2017

The model quantum problem of a harmonically trapped cloud of identical nonrelativistic particles interacting via a harmonic oscillator potential has an exact solution that can be used to assess the efficiency of approximate methods standardly used in more realistic many-particle calculations.
Bayesian and Classical Estimation of Stress-Strength Reliability for Inverse Weibull Lifetime Models
Authors: Bi Qixuan , Gui Wenhao
Published: June 2017

In this paper, we consider the problem of estimating stress-strength reliability for inverse Weibull lifetime models having the same shape parameters but different scale parameters. We obtain the maximum likelihood estimator and its asymptotic distribution. Since the classical estimator doesn’t hold explicit forms, we propose an approximate maximum likelihood estimator. The asymptotic confidence interval and two bootstrap intervals are obtained. Using the Gibbs sampling technique, Bayesian estimator and the corresponding credible interval are obtained. The Metropolis-Hastings algorithm is used to generate random variates. Monte Carlo simulations are conducted to compare the proposed methods. Analysis of a real dataset is performed.
Design and Implementation of an Interactive Interface for Demand Response and Home Energy Management Applications
Authors: Yener Barış , Taşcıkaraoğlu Akın , Erdinç Ozan , Baysal Mustafa , Catalão João
Published: June 2017

Demand response (DR) implementations have recently found wide application areas in the context of smart grids. The effectiveness of these implementations is primarily based on the willingness of end-users to be involved in such programs. In this paper, an interactive and user-friendly interface is presented in order to facilitate and accordingly to increase the participation of end-users in DR programs. The proposed interface has the capability of providing the targeted information about the DR events to end-users and system operators, as well as allowing end-users to interactively monitor and control the progress of their appliances. In addition to its benefits to system operators and thus to the improved operation of power systems, the proposed interface particularly aims to exploit the potential energy-related cost savings by providing the required information and resources to end-users via mobile phone. A separate interface apart from the mentioned end-user oriented interface has also been developed for the system operator to more effectively check the status of DR applications in detail. The capabilities of the proposed concept are evaluated in a real smart home in terms of various aspects.
Arginine-Mediated Self-Assembly of Porphyrin on Graphene: A Photocatalyst for Degradation of Dyes
Authors: La Duong , Hangarge Rahul , V. Bhosale Sidhanath , Ninh Ha , Jones Lathe , Bhosale Sheshanath
Published: June 2017

Porphyrin nanostructures with well-controlled size, shape and functionality can be used for visible-light photocatalysis. In this work, a graphene@porphyrin nanofibre composite was successfully fabricated via arginine-mediated self-assembly of tetrakis (4-carboxyphenyl) porphyrin (TCPP) on graphene nanoplates (GNPs). The formation and crystallisation of the graphene@porphyrin nanofibre composite was fully characterized by scanning electron microscopy (SEM), transmission electron microscopy (TEM), X-ray diffraction (XRD), fourier transform infrared (FTIR), ultraviolet-visible (UV-vis) and fluorescence spectroscopy. The assembled TCPP nanofibers were 50–200 nm in diameter with length in micrometers long, which were densely and uniformly distributed on the surface of graphene. The GNPs@TCPP nanofibers showed enhanced visible-light photocatalytic activity in comparison with free-standing TCPP nanorods for the degradation of Rhodamine B (RhB) and methyl orange (MO). The possible photodegradation mechanism of these dyes by the GNPs@TCPP nanofiber photocatalyst was proposed.
Modulational Instability in Linearly Coupled Asymmetric Dual-Core Fibers
Authors: Govindarajan Arjunan , Malomed Boris , Mahalingam Arumugam , Uthayakumar Ambikapathy
Published: June 2017

We investigate modulational instability (MI) in asymmetric dual-core nonlinear directional couplers incorporating the effects of the differences in effective mode areas and group velocity dispersions, as well as phase- and group-velocity mismatches. Using coupled-mode equations for this system, we identify MI conditions from the linearization with respect to small perturbations. First, we compare the MI spectra of the asymmetric system and its symmetric counterpart in the case of the anomalous group-velocity dispersion (GVD). In particular, it is demonstrated that the increase of the inter-core linear-coupling coefficient leads to a reduction of the MI gain spectrum in the asymmetric coupler. The analysis is extended for the asymmetric system in the normal-GVD regime, where the coupling induces and controls the MI, as well as for the system with opposite GVD signs in the two cores. Following the analytical consideration of the MI, numerical simulations are carried out to explore nonlinear development of the MI, revealing the generation of periodic chains of localized peaks with growing amplitudes, which may transform into arrays of solitons.
Silica-Based Sol-Gel Coating on Magnesium Alloy with Green Inhibitors
Authors: Upadhyay Vinod , Bergseth Zachary , Kelly Brett , Battocchi Dante
Published: June 2017

In this work, the performances of several natural organic inhibitors were investigated in a sol-gel system (applied on the magnesium alloy Mg AZ31B substrate). The inhibitors were quinaldic acid (QDA), betaine (BET), dopamine hydrochloride (DOP), and diazolidinyl urea (DZU). Thin, uniform, and defect-free sol-gel coatings were prepared with and without organic inhibitors, and applied on the Mg AZ31B substrate. SEM and EDX were performed to analyze the coating surface properties, the adhesion to the substrate, and the thickness. Electrochemical measurements, including electrochemical impedance spectroscopy (EIS) and anodic potentiodynamic polarization scan (PDS), were performed on the coated samples to characterize the coatings’ protective properties. Also, hydrogen evolution measurement—an easy method to measure magnesium corrosion—was performed in order to characterize the efficiency of coating protection on the magnesium substrate. Moreover, scanning vibrating electrode technique (SVET) measurements were performed to examine the efficiency of the coatings loaded with inhibitors in preventing and containing corrosion events in defect areas. From the testing results it was observed that the formulated sol-gel coatings provided a good barrier to the substrate, affording some protection even without the presence of inhibitors. Finally, when the inhibitors’ performances were compared, the QDA-doped sol-gel was able to contain the corrosion event at the defect.
An Exploration Algorithm for Stochastic Simulators Driven by Energy Gradients
Authors: Georgiou Anastasia , Bello-Rivas Juan , Gear Charles , Wu Hau-Tieng , Chiavazzo Eliodoro , Kevrekidis Ioannis
Published: June 2017

In recent work, we have illustrated the construction of an exploration geometry on free energy surfaces: the adaptive computer-assisted discovery of an approximate low-dimensional manifold on which the effective dynamics of the system evolves. Constructing such an exploration geometry involves geometry-biased sampling (through both appropriately-initialized unbiased molecular dynamics and through restraining potentials) and, machine learning techniques to organize the intrinsic geometry of the data resulting from the sampling (in particular, diffusion maps, possibly enhanced through the appropriate Mahalanobis-type metric). In this contribution, we detail a method for exploring the conformational space of a stochastic gradient system whose effective free energy surface depends on a smaller number of degrees of freedom than the dimension of the phase space. Our approach comprises two steps. First, we study the local geometry of the free energy landscape using diffusion maps on samples computed through stochastic dynamics. This allows us to automatically identify the relevant coarse variables. Next, we use the information garnered in the previous step to construct a new set of initial conditions for subsequent trajectories. These initial conditions are computed so as to explore the accessible conformational space more efficiently than by continuing the previous, unbiased simulations. We showcase this method on a representative test system.