bluuebunny/crossref_metadata_2025 huggingface dataset:
Selecting Non-Line of Sight Critical Scenarios for Connected Autonomous Vehicle Testing
Authors: Allidina Tanvir , Deka Lipika , Paluszczyszyn Daniel , Elizondo David
Published: July 2022

The on-board sensors of connected autonomous vehicles (CAVs) are limited by their range and inability to see around corners or blind spots, otherwise known as non-line of sight scenarios (NLOS). These scenarios have the potential to be fatal (critical scenarios) as the sensors may detect an obstacle much later than the amount of time needed for the car to react. In such cases, mechanisms such as vehicular communication are required to extend the visibility range of the CAV. Despite there being a substantial body of work on the development of navigational and communication algorithms for such scenarios, there is no standard method for generating and selecting critical NLOS scenarios for testing these algorithms in a scenario-based simulation environment. This paper puts forward a novel method utilising a genetic algorithm for the selection of critical NLOS scenarios from the set of all possible NLOS scenarios in a particular road environment. The need to select critical scenarios is pertinent as the number of all possible driving scenarios generated is large and testing them against each other is time consuming, unnecessary and expensive. The selected critical scenarios are then validated for criticality by using a series of MATLAB based simulations.
Reclamation of Salt-Affected Land: A Review
Authors: Shaygan Mandana , Baumgartl Thomas
Published: July 2022

Reclamation of salt-affected soil has been identified by the FAO as being critical to meet the needs to increase agricultural productivity. This paper reviews commonly used reclamation methods for salt-affected soils, and provides critical identifiers for an effective reclamation practice of salt-affected soil. There are widely used methods to reduce salinity and sodicity of salt-affected soils, including salt leaching, addition of amendments, revegetation using halophytes and salt scrapping. Not all reclamation techniques are suitable for salt-affected land. The reclamation strategy must be tailored to the site, and based on understanding the soil, plant and climate interactions. On some occasions, a combination of techniques may be required for reclamation. This can include salt scrapping to remove salts from the surface soil, the addition of physical amendments to improve soil pore systems and enhance salt leaching, followed by amelioration of soil by chemical amendments to preserve soil physical conditions, and then halophyte establishment to expand the desalinization zone. This study reveals that soil hydro-geochemical models are effective predictive tools to ascertain the best reclamation practice tailored to salt-affected land. However, models need to be calibrated and validated to the conditions of the land before being applied as a tool to combat soil salinity.
Exploration of Mycotoxin Accumulation and Transcriptomes of Different Wheat Cultivars during Fusarium graminearum Infection
Authors: Li Kailin , Yu Dianzhen , Yan Zheng , Liu Na , Fan Yingying , Wang Cheng , Wu Aibo
Published: July 2022

Fusarium graminearum is one of the most devastating diseases of wheat worldwide, and can cause Fusarium head blight (FHB). F. graminearum infection and mycotoxin production mainly present in wheat and can be influenced by environmental factors and wheat cultivars. The objectives of this study were to examine the effect of wheat cultivars and interacting conditions of temperature and water activity (aw) on mycotoxin production by two strains of F. graminearum and investigate the response mechanisms of different wheat cultivars to F. graminearum infection. In this regard, six cultivars of wheat spikes under field conditions and three cultivars of post-harvest wheat grains under three different temperature conditions combined with five water activity (aw) conditions were used for F. graminearum infection in our studies. Liquid chromatography tandem mass spectrometry (LC–MS/MS) analysis showed significant differences in the concentration of Fusarium mycotoxins deoxynivalenol (DON) and its derivative deoxynivalenol-3-glucoside (D3G) resulting from wheat cultivars and environmental factors. Transcriptome profiles of wheat infected with F. graminearum revealed the lower expression of disease defense-factor-related genes, such as mitogen-activated protein kinases (MAPK)-encoding genes and hypersensitivity response (HR)-related genes of infected Annong 0711 grains compared with infected Sumai 3 grains. These findings demonstrated the optimal temperature and air humidity resulting in mycotoxin accumulation, which will be beneficial in determining the conditions of the relative level of risk of contamination with FHB and mycotoxins. More importantly, our transcriptome profiling illustrated differences at the molecular level between wheat cultivars with different FHB resistances, which will lay the foundation for further research on mycotoxin biosynthesis of F. graminearum and regulatory mechanisms of wheat to F. graminearum.
The Trauma of Perinatal Loss: A Scoping Review
Authors: Berry Shandeigh N.
Published: July 2022

Perinatal loss, the loss of a fetus or neonate between conception and 28 days after birth, is a worldwide phenomenon impacting millions of individuals annually. Whether due to miscarriage, stillbirth, life-limiting fetal diagnoses, or neonatal death, up to 60% of bereaved parents exhibit symptoms of depression, anxiety, and posttraumatic stress disorder. Despite the high prevalence of posttraumatic stress symptoms, perinatal loss is not framed using a trauma lens. The purpose of this scoping review is to gain insight into the trauma within the perinatal loss experience.
Specific T-Cell Immune Response to SARS-CoV-2 Spike Protein over Time in Naïve and SARS-CoV-2 Previously Infected Subjects Vaccinated with BTN162b2
Authors: Vega-Magaña Natali , Muñoz-Valle José Francisco , Peña-Rodríguez Marcela , Viera-Segura Oliver , Pereira-Suárez Ana Laura , Hernández-Bello Jorge , García-Chagollan Mariel
Published: July 2022

Due to the COVID-19 pandemic, the rapid development of vaccines against SARS-CoV-2 has been promoted. BNT162b2 is a lipid-nanoparticle mRNA vaccine with 95% efficacy and is the most administered vaccine globally. Nevertheless, little is known about the cellular immune response triggered by vaccination and the immune behavior over time. Therefore, we evaluated the T-cell immune response against the SARS-CoV-2 spike protein and neutralization antibodies (nAbs) in naïve and SARS-CoV-2 previously infected subjects vaccinated with BTN162b2. Methods: Forty-six BTN162b2 vaccinated subjects were included (twenty-six naïve and twenty SARS-CoV-2 previously infected subjects vaccinated with BTN162b2). Blood samples were obtained at basal (before vaccination), 15 days after the first dose, and 15 days after the second dose, to evaluate cellular immune response upon PBMC’s stimulation and cytokine levels. The nAbs were determined one and six months after the second dose. Results: SARS-CoV-2 previously infected subjects vaccinated with BTN162b2 showed the highest proportion of nAbs compared to naïve individuals one month after the second dose. However, women were more prone to lose nAbs percentages over time significantly. Furthermore, a diminished CD154+ IFN-γ+ CD4+ T-cell response was observed after the second BTN162b2 dose in those with previous SARS-CoV-2 infection. In contrast, naïve participants showed an overall increased CD8+ IFN-γ+ TNF-α+ T-cell response to the peptide stimulus. Moreover, a significant reduction in IP-10, IFN-λI, and IL-10 cytokine levels was found in both studied groups. Additionally, the median fluorescence intensity (MFI) levels of IL-6, IFNλ-2/3, IFN-𝛽, and GM-CSF (p < 0.05) were significantly reduced over time in the naïve participants. Conclusion: We demonstrate that a previous SARS-CoV-2 infection can also impact cellular T-cell response, nAbs production, and serum cytokine concentration. Therefore, the study of T-cell immune response is essential for vaccination scheme recommendations; future vaccine boost should be carefully addressed as continued stimulation by vaccination might impact the T-cell response.
Human-Borne Pathogens: Are They Threatening Wild Great Ape Populations?
Authors: Köster Pamela C. , Lapuente Juan , Cruz Israel , Carmena David , Ponce-Gordo Francisco
Published: July 2022

Climate change and anthropic activities are the two main factors explaining wild great ape habitat reduction and population decline. The extent to which human-borne infectious diseases are contributing to this trend is still poorly understood. This is due to insufficient or fragmented knowledge on the abundance and distribution of current wild great ape populations, the difficulty obtaining optimal biological samples for diagnostic testing, and the scarcity of pathogen typing data of sufficient quality. This review summarises current information on the most clinically relevant pathogens of viral, bacterial, parasitic, and fungal nature for which transmission from humans to wild great apes is suspected. After appraising the robustness of available epidemiological and/or molecular typing evidence, we attempt to categorise each pathogen according to its likelihood of truly being of human origin. We further discuss those agents for which anthroponotic transmission is more likely. These include two viral (Human Metapneumovirus and Respiratory Syncytial Virus), one bacterial (diarrhoeagenic Escherichia coli), and two parasitic (Cryptosporidium spp. and Giardia duodenalis) pathogens. Finally, we identify the main drawbacks impairing research on anthroponotic pathogen transmission in wild great apes and propose research lines that may contribute to bridging current knowledge gaps.
Social aspects of economic security
Authors:   Department of Economics, Management and Humanities, Kursk State Agricultural Academy named after Professor I.I. Ivanov, Russia, Ustinovich Elena Stepanovna
Published: July 2022

Economic security serves as the foundation and material basis of national security. Manifesting itself in the spheres of influence of other types of security, penetrating into them and interacting with them, accumulates their effects. The methodological foundations of economic security concepts have ancient origins, since there has always been a desire of more developed countries to use their competitive advantages in the level of economic development in relation to less developed countries. In accordance with Russian legislation, economic security is a state of protection of the national economy from the possibility of harming objectively significant economic needs of the country, which ensures the independence of the state in conducting domestic and foreign policy, taking into account international obligations, the unity of its economic space, conditions for the implementation of strategic national priorities of the Russian Federation. In this article, among other tasks to be solved, the role of public-private partnership as a tool for the implementation of economic security issues is substantiated. Using the example of infrastructure construction and other PPP projects, it is shown that the key to economic development in the next decade is due to the creation of new jobs, reduction of travel time and transport costs in the structure of the cost of goods and services. It is concluded that PPP projects, including the creation of new high-speed transport corridors, will ensure targeted economic growth and an increase in the level and quality of life of the population, which is a priority of state policy.
Distance learning technologies as a new stage of modern education
Authors:   Department of Roman and Germanic Philology and Methods of Teaching a Foreign Language, FSBEI HE Orenburg State Pedagogical University, Russia, Makarova Evgeniya Vladimirovna , Vakhrousheva Marina Ivanovna ,   Department of Roman and Germanic Philology and Methods of Teaching a Foreign Language, cand. of Sciences (Philology), FSBEI HE Orenburg State Pedagogical University, Russia
Published: July 2022

This article focuses on the concept of «distance learning». This concept has been studied by many scientists and researchers. The purpose of the study is to identify this phenomenon which is very relevant in teaching today. Particular attention is paid to the advantages and disadvantages of this type of learning. The platforms that allow for distance learning are presented. We have revealed that this learning has an innovative form. The results of the study can be used both in practical pedagogical activities and in further research on the feasibility of using distance learning forms in modern language education. Thanks to the introduction of innovative technologies, distance learning is becoming popular.
Pertumbuhan Rohani Berdasarkan 1 Petrus 2:1-4 dan Aplikasinya dalam Kehidupan Orang Percaya
Authors: Santo Joseph Christ , Arifianto Yonatan Alex
Published: July 2022

Dalam Kekristenan, pertumbuhan rohani menjadi prioritas para pemimpin gereja orang percaya maupun para pelayan. Pertumbuhan rohani tidak lepas dari tantangan, dan hal itu merupakan ujian kualitas iman dalam menghadapi tantangan. Harapan dari pertumbuhan rohani adalah orang Kristen yang dengan imannya mampu menghadapi dan mengatasi tantangan yang dihadapi. Tujuan penelitian ini adalah mendeskripsikan pertumbuhan rohani  berdasarkan 1 Petrus 2:1-4, dan harapan yang dapat dicapai bila pertumbuhan rohani iman Kristen ini diaplikasikan dalam hidup orang percaya. Peneliti menggunakan metode penelitian pustaka dengan pendekatan kualitatif deskriptif. Kesimpulan dari penelitian ini adalah bahwa orang-orang percaya dan pemimpin gereja harus memahami bahwa indikasi pertumbuhan rohani  berdasarkan surat 1 Petrus 2:1-4 adalah hidup dalam kesucian, rasa haus dan lapar akan firman Tuhan, dan hidup bergantung kepada Tuhan dalam persekutuan. Agar pertumbuhan rohani teraplikasi dalam kehidupan orang percaya diperlukan keterlibatan gembala dan warga jemaat sebagai pengajar pertumbuhan rohani.
The Mireuksanseong Fortress Through Archaeological Materials
Authors:   THE RESEARCH INSTITUTE FOR THE MAHAN-BAEKJE CULTURE, Seo Jeong-Seog
Published: July 2022

The Mireuksanseong Fortress of Iksan, located in Mireuksan Mountain in Geumma-myeon, Iksan city. It is located in moutain behind the Mireuksa Temple and seen anywhere in Iksan area. Therefore it has received attention of academic world in Korea. In addition the Mireuksanseong Fortress has received more attention of academic by over and above legend constructed by King Joon in Gojoseon.
By the way excavation investigation is going to be held, the Mireuksanseong Fortress is unconnected with King Joon. And discovered characteristic of the Mireuksanseong Fortress shows it was constructed to unified Silla Dynasty.
Recentry it was confirmed biulding site in the Mireuksanseong Fortress. Most of them was a stone walled buiding. It was have been known storehouse, and contructed to unified Silla Dynasty.
Trajetórias pessoais na antropologia (audio)visual no Brasil. Volume 1
Authors: Almino de Freitas Nilson , Turra Magni Claudia , Lustosa Bandeira Philipi Emmanuel
Published: July 2022

O ano de 2022 segue nos presenteando com os frutos do projeto Território Científico. Chegamos agora ao terceiro volume, Trajetórias pessoais na antropologia (audio)visual no Brasil, na verdade, o primeiro livro de uma série de três, trazendo alguns dos maiores nomes da Antropologia (áudio)Visual brasileira. É possível aprender muito com grandes mestres. Com os mestres reunidos neste livro, aprendemos que uma trajetória não é um caminho solitário, que a Antropologia não se faz só de texto, é visual, é a arte da escuta, é uma forma de se aproximar do mundo, de nos tornarmos protagonistas da nossa própria história, que não há uma Antropologia que não dialogue com as outras áreas. Aprendemos ainda que se agirmos como se estivéssemos sempre encantados, poderemos perceber que a representação está carregada de afetos, que a generosidade, a solidariedade e o sonho existem. E podemos conhecer juntos, e podemos aprender que as imagens se recusam a dizer o que pensam, porque pensam de outra maneira.
A Antropologia é a arte da escuta: entrevista com Lisabete Coradini
Authors: Coradini Lisabete , Bessa Sales Telma , Nakaóka Elias Alexsânder
Published: July 2022

Entrevista com Lisabete Coradini
Toda antropologia é visual: entrevista com Sylvia Caiuby
Authors: Caiuby Novaes Sylvia , Machado Garcia Tanize
Published: July 2022

Entrevista com Sylvia Caiuby
Como se estivesse sempre encantado: entrevista com João Martinho
Authors: Martinho Braga de Mendonça João , Nobre Lisboa Caio
Published: July 2022

Entrevista com João Martinho
A gente queria se tornar protagonista da nossa própria história: entrevista com Takumã Kuikuro
Authors: Kuikuro Takumã , Barbosa Lopes Alessandro
Published: July 2022

Entrevista com Takumã Kuikuro
O que é que podemos conhecer juntos: entrevista com Ana Lúcia Ferraz
Authors: Marques Camargo Ferraz Ana Lúcia , Lins de Freitas Antonio Jerfson , Nakaóka Elias Alexsânder
Published: July 2022

Entrevista com Ana Lúcia Ferraz
Estática y dinámica en el análisis económico
Authors: Saavedra García Jorge Alejandro , Elías Guardián Angela Cecilia
Published: July 2022

El presente artículo busca aportar en el diseño de instrumentos que demuestren la importancia de los modelos dinámicos en la ciencia económica. Para ello, además de un repaso de antecedentes bibliográficos en torno a los conceptos de dinámica y estática, se optará por el uso del método lógico deductivo, el cual es un proceso de pensamiento que va de lo general (leyes o principios) a lo particular (fenómenos o hechos concretos). Según el método deductivo, la conclusión se halla dentro de las propias premisas referidas o, dicho de otro modo, la conclusión es consecuencia de estas. De ese modo, se verá como resultado los instrumentos de aplicación donde se valida la importancia de los modelos dinámicos en la Economía. Tras estos resultados, se incidirá en la necesidad de implementar en las facultades de ciencias económicas la asignatura de métodos cuantitativos en la economía para agrupar las diferentes tendencias del análisis matemático enseñado con las teorías económicas, los que no permite una visión cuantificada del comportamiento bio-psico-económico-social.
La belleza y la ruptura del dualismo platónico: entre el Simposio y el Fedro
Authors: Lagos Liberato David
Published: July 2022

En casi toda la literatura sobre Platón se reconoce y subraya el dualismo que el filósofo planteó a partir de su “segunda navegación”. Con ella, Platón no solo habría fundado la metafísica, sino también, introducido uno de los principales obstáculos a la relación entre mundo sensible y mundo inteligible que intentó superar en el diálogo Parménides, aunque sin éxito. El problema de dicha relación parece haberse motivado, además de las posibles críticas dentro de la Academia, por la experiencia que Platón tenía de la belleza, que en el Fedro señala como la única Forma que tuvo el privilegio de ser la más manifiesta en este mundo. El presente artículo es un intento de mostrar el valor de belleza sensible para Platón a partir del análisis de dos de los diálogos de su madurez, el Banquete y el Fedro, y postular que es la Belleza, en la mentalidad de Platón, la Forma que hace su aparición en este mundo rompiendo, en su experiencia, el dualismo que él mismo había establecido entre lo sensible y lo suprasensible. El artículo está dividido en dos partes: primero analizaremos el Simposio a partir del discurso Diótima y, en segundo lugar, analizaremos el Fedro comentando el numeral 250d. Ambos textos comentados de la mano de especialistas para sostener nuestra posición. Finalmente, desarrollaremos el valor de la belleza sensible a partir de lo comentado y se señalará si es posible o no encontrar en la belleza el concepto que superaría el dualismo sensible-inteligible.
La mediación en el aprendizaje humano. Una aproximación conceptual: la mediación cultural del patrimonio en las aulas
Authors: Sánchez Crisóstomo Nancy
Published: July 2022

El presente artículo describe y analiza las concepciones en las que se fundamenta la mediación en el aprendizaje humano y su implicancia en el ámbito de la educación, para así promover la comprensión de esta temática desde el punto de vista psicológico, pedagógico o educativo, y que a partir de esta comprensión se brinde, con especial énfasis a los docentes, las bases teóricas que afiancen sus prácticas educativas, fundamenten sus actuaciones y fortalezcan sus conocimientos pedagógicos. Todo esto a través de los aportes de tres importantes estudiosos y autores contemporáneos que se han ocupado de la mediación para el proceso de aprender y de esta en el ámbito educativo; aportes que se encuentran contenidos en revistas científicas y de investigación indexadas en repositorios, aparecidos entre 1997 hasta la actualidad.

A pesar de la existencia de una diversidad de información sobre la mediación desde diferentes perspectivas, son pocos los artículos que exploran de manera descriptiva y con ejemplos los fundamentos que sostienen las diversas concepciones de la mediación del aprendizaje y su implicancia en el campo de la educación, así como las maneras de actuar o acciones docentes que fomenten su práctica.
IMPLEMENTASI PROGRAM PELAYANAN IZIN DI TEMPAT DENGAN HANGAT, AMANAH, TRANSPARAN DAN INOVATIF (PELITA HATI) DALAM PEMBUATAN SURAT IZIN USAHA DI KABUPATEN PROBOLINGGO
Authors: Septiandika Verto , Sholeha Alvia
Published: July 2022

Currently, services in the licensing administration sector are the types of services that are quite in demand such as Building Construction Permits, Transportation Uzaha Permits, Fisheries Business Permits, Plantation Business Permits, Industrial Business Permits, more specifically regarding Trading Business Permits. Through the Investment Coordinating Board (BKPM) the Probolinggo Regency created an innovative on-site permit service program, namely PELITA HATI which aims to assist the community in making business licenses. This study aims to describe the Implementation of a Warm, Trustworthy, Transparent and Innovative Service Permit Service Program (Pelita Hati) in Making Business Licenses in Probolinggo Regency. The research method used is descriptive qualitative. The selection of informants was chosen deliberately who was considered to understand the problem, took data from relevant sources according to the theme raised, so as to produce reliable data and determine the accuracy of the research results. The results showed that the implementation of the Pelita Hati program in making business licenses in Probolinggo Regency was running well and optimally.
DAMPAK MODEL PEMBELAJARAN ONLINE MENGGUNAKAN MOODLE UNTUK MATA KULIAH DESAIN GRAFIS di ERA COVID-19
Authors: Jusuf Heni
Published: July 2022

Abstrak. Mata kuliah Desain Grafis merupakan salah satu keterampilan yang penting untuk dimiliki oleh mahasiswa program studi Pariwisata, Fakultas Ekonomi dan Bisnis, Universitas Nasional. Mata kuliah desain grafis selama ini dilaksanakan di ruang laboratorium komputer, bentuk pembelajarannya berupa tutorial membuat sebuah objek desain, hasil akhir dari mata kuliah ini adalah mahasiswa mampu membuat karya desain grafis berdasarkan kreativitas dan daya seni dari masing-masing mahasiswa. Kebutuhan akan strategi pembelajaran baru di era pandemic covid-19 untuk mata kuliah desain grafis menjadi salah satu isu dalam pendidikan tinggi. Tujuan dari penelitian ini adalah melakukan Intervensi untuk membantu mahasiswa dalam mata kuliah desain grafis. Mahasiswa diharapkan tidak hanya mampu mengikuti langkah-langkah dasar dari aplikasi desain grafis, namun juga mampu membuat sebuah karya desian yang kreatif. Salah satu intervensi yang bisa dilakukan dosen adalah dengan mendesain pembelajaran mata kuliah desain grafis menjadi pembelajaran online dan pembelajaran online collaborative. Hasil belajar model pembelajaran online dengan kolaboratif memberikan hasil 16.24% lebih baik dari kelompok online reguler, dan 96,97% dari kelompok kolaboratif dinyatakan kompeten, sedangkan kelompok online reguler 91,89% dinyatakan kompeten. Kata kunci: Covid-19, Online learning, Desain grafis, Online collaborative

Abstract. Graphic Design courses are one of the important skills for students of the Tourism study program, Faculty of Economics and Business, National University. Graphic design courses have been carried out in computer laboratory rooms, the form of learning is in the form of tutorials to make a design object, the final result of this course is that students are able to make graphic design work based on the creativity and artistic power of each student. The need for new learning strategies in the Covid-19 pandemic era for graphic design courses is one of the issues in higher education. The purpose of this study is to conduct interventions to assist students in graphic design courses. Students are expected not only to be able to follow the basic steps of a graphic design application, but also to be able to create a creative design work. One of the interventions that lecturers can do is to design graphic design course learning into online learning and collaborative online learning. The learning outcomes of the collaborative online learning model gave 16.24% better results than the regular online group, and 96.97% of the collaborative group were declared competent, while the regular online group 91.89% were declared competent. Keywords: Covid-19, Online learning, Graphic design, Online collaborative
Rancang Bangun Sistem Informasi Pemesanan Paket Wisata Berbasis Web (Studi Kasus pada Jams Tour)
Authors: Sutanto Prasojo Herdy , Lidwan Nanang , Ridwan Wawan , Lahat Mohamad Amas , Al Atas M. Mahdi
Published: July 2022

Abstrak.  Jams Tour adalah sebuah biro jasa tour yang masih memproses pemesanan paket wisata bagi konsumen melalui telepon atau melalui kunjungan langsung ke perusahaan, memperkenalkan paket wisata melalui brosur kertas dan spanduk, dan mencatata kegiatan administrasi menggunakan media kertas. Dengan proses transaksi tradisional, terjadi kesalahan penjadwalan paket tour yang dipesan, kesulitan dalam temu kembali data sehingga berdampak pada meruginya perusahaan. Untuk meningkatkan kinerja manajemen prusahaan, dipandang perlu mengembangkan sistem transaksi pemesanan yang menggunakan teknologi komputer secara menyeluruh. Papert ini menyajikan rancangan sistem informasi tour berbasis web sebagai solusi yang lebih efektive dan efisien. Pengembangan sistem melalui beberapa tahapan yang mencakup analisis kebutuhan, pembuatan model berbasis UML, pemrograman berbasis WEB yaitu PHP dan database MySql, serta Pengujian Black Box dan Alpha. Model sistem yang dikembangkan dapat mencegah kesalahan transaksi data pesanan, dapat memantau informasi pelanggan dan memudahkan untuk pencarian data juga promosi paket wisata yang baru. Kata kunci: Travel, Paket Wisata, Sistem Informasi Berbasis Web

Abstract. Jams Tour is a tour service agency that still processes tour package bookings for consumers via telephone or direct visits to companies, introduces tour packages through paper brochures and banners, and records administrative activities using paper media. With the traditional transaction process, there was an error scheduling the tour package that was booked, difficulties in data retrieval, which resulted in losses for the company. To improve company management performance, it is deemed necessary to develop an order transaction system that uses computer technology as a whole. This Papert presents a web-based tour information system design as a more effective and efficient solution. System development in several stages including needs analysis, UML-based modeling, WEB-based programming, namely PHP and MySql databases, and Black Box and Alpha testing. The model system developed can prevent order data transaction errors, can access customer information and make it easier to find data as well as promote new tour packages. Keywords: Travel, Tour Packages, Web-Based Information Systems
Model Sistem Informasi Penyandang Masalah Sosial Yang Tidak Terjangkau (Studi Kasus: Dinas Sosial Provinsi Dki Jakarta)
Authors: Andiani Andiani , Saputri Nadya Paramitha
Published: July 2022

The existing social welfare problems have not yet been fully resolved, indicated by the fact that there are still people with social problems (beggars, homeless people, and neglected people) who have not been properly recorded. Seeing these problems, the DKI Jakarta Social Service needs to examine using a brief case study regarding people with social problems who have not been reached. Through reports provided by service officers, supervision, and social control when conducting socialization, by utilizing integrated smartphone technology. The method used in building the system is the prototype method, starting from requirements analysis, prototype making, system design, system coding, testing, and system evaluation. The output of the mobile-based application in the form of map and camera features with reports will be received by the DKI Jakarta Social Service on a web-based system.

Keywords: Information System, People with Social Problems, Web-Based

 

ABSTRAK. Masalah kesejahteraan sosial yang ada hingga saat ini belum dapat sepenuhnya diselesaikan, ditandai dengan masih terdapat penyandang masalah sosial (pengemis, gelandangan, dan orang terlantar) yang belum terdata dengan baik. Melihat permasalahan tersebut, Dinas Sosial DKI Jakarta perlu mengkaji dengan menggunakan studi kasus singkat mengenai penyandang masalah sosial yang belum terjangkau. Melalui laporan yang diberikan petugas pelayanan, pengawasan, dan pengendalian sosia (P3S) saat melakukan sosialisasi, dengan memanfaatkan teknologi smartphone terintegrasi. Metode yang digunakan dalam membangun sistem adalah metode prototipe, dimulai dari analisis kebutuhan, pembuatan prototipe, perancangan sistem, pengkodean sistem, pengujian, serta evaluasi sistem. Luaran aplikasi berbasis mobile berupa fitur peta dan kamera dengan laporan akan diterima oleh Dinas Sosial DKI Jakarta pada sistem berbasis web.

Kata kunci: Sistem Informasi, Penyandang Masalah Sosial, Berbasis Web
Rancangan Arsitektur Enterprise Pada Industri Restoran
Authors: Kristianto Eka Waras , Indrajit Richardus Eko , Dazki Erick
Published: July 2022

Abstrak. Industri restoran merupakan industri yang mempunyai potensi menjanjikan dan mengalami perkembangan yang sangat cepat. Dengan berkembangnya teknologi digital, industri restoran juga harus melakukan inovasi dalam pemanfaatan teknologi tersebut. System yang digunakan dalam melakukan pelayanan ke pelanggan, masih kurang maksimal. System informasi hanya menggunakan front end di kasir, serta back end menggunakan system pencatatan barang keluar masuk (system inventory), system keuangan. Management restoran melakukan perubahan system informasi menjadi lebih baik, dengan cara melakukan IT Planning sebelum melakukan perubahan sistem informasi. Penggunaan Enterprise Architecture sebagai landasan dalam melakukan perencanaan, menggunakan Framework TOGAF. Framework TOGAF yang digunakan dalam perancangan adalah Preliminary Phase, Business Architecture, Application Architecture, Information Architecture, Technology Architecture dan Implementation Governance. Implementation Governance dilakukan untuk tahap penerapan dari Enterprise Architecture pada industri restoran.

Kata kunci: Enterprise Architecture, Implementation Governance, TOGAF, Business Architecture, Application Architecture

Abstract. The restaurant industry is an industry that has promising potential and is experiencing very fast development. With the development of digital technology, the restaurant industry must also innovate in the use of this technology. The system used in providing services to customers is still not optimal. The information system only uses the front end at the cashier, and the back end uses the inventory system and the financial system. Restaurant management changes the information system for the better, by doing IT Planning before making changes to the information system. The use of Enterprise Architecture as a basis for planning, using the TOGAF Framework. The TOGAF framework used in the design is Preliminary Phase, Business Architecture, Application Architecture, Information Architecture, Technology Architecture and Implementation Governance. Implementation Governance is carried out for the implementation stage of the Enterprise Architecture in the restaurant industry.

Keyword: Enterprise Architecture, Implementation Governance, TOGAF, Business Architecture, Application Architecture
Implementasi Finite State Machine Pada Karakter NPC Musuh Dalam Game Adventure In Java
Authors: Pranselga Argia , Setiawan Iwan Rizal , Apriandari Winda
Published: July 2022

Abstrak. Dalam industri game terdapat banyak inovasi yang dapat di implementasikan pada sebuah game, salah satu diantaranya adalah mengimplementasikan kecerdasan buatan pada karakter Non Playable Character (NPC) agar game lebih hidup dan tidak membosankan saat dimainkan. Game bergenre Role Playing Games (RPG) adalah salah satu Game yang dapat mengimplemetasi-kan kecerdasan buatan, dimana player mengontrol penuh aksi dari karakter di dalam sebuah dunia viksi dalam video game. Kecerdasan buatan yang dikembangkan dalam game ini yaitu mengimplementasikan Finite State Machine yang akan digunakan untuk merancang dan mengatur respon perilaku dari Non Player Character (NPC) musuh untuk menyergap, menyerang, mengejar dan bertarung dengan player agar respon dari NPC musuh dapat di tentukan berdasarkan interaksi yang dilakukan oleh player. Hasil uji penelitian ini menunjukan bahwa Finite State Machine dapat memberikan kecerdasan buatan kepada perilaku dan sifat karakter NPC musuh berdasarkan interaksi yang dilakukan oleh player sehingga game terasa lebih hidup dan tidak membosankan.

Kata kunci: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character

Abstract. In the game industry, there are many innovations that can be implemented in a game, one of which is implementing artificial intelligence on Non-Playable Character (NPC) characters so that the game is more lively and not boring when played. Game genre Role Playing Games (RPG) is one game that can implement artificial intelligence, where the player fully controls the action of the characters in a fictional world in video games. The artificial intelligence developed in this game is to implement the Finite State Machine which will be used to design and regulate the behavioral response of the enemy's Non-Player Character (NPC) to ambush, attack, chase and fight with players so that the response of the enemy NPCs can be determined based on the interactions that occur. done by the player. The test results of this study indicate that the Finite State Machine can provide artificial intelligence to the behavior and character traits of enemy NPCs based on interactions made by players so that the game feels more alive and not boring.

Keywords: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character
Rancang Bangun Sistem Informasi Berbagai Potensi Perpajakan (Studi Kasus pada Villa Bendega Canggu)
Authors: Tada Afner Kadu
Published: July 2022

Abstrak. Laporan keuangan masih dibuat secara manual serta proses perhitungan pajak yang dilakukan pada “Villa Bendega Canggu” masih menggunakan jasa pihak ketiga sehingga tidak efisien. Informasi yang berkaitan dengan pajak perusahaan juga belum dapat diakses setiap saat secara cepat oleh manajer perusahaan. Paper ini menyajikan rancangan sistem informasi perpajakan untuk melakukan perhitungan semua potensi pajak, mengelola dan menyajikan laporan keuangan bagi jajaran manajemen “Villa Bendega Canggu”. Pengembangan sistem mengikuti tahapan-tahapan utama dalam Metode waterfall, dengan menggunakan bahasa pemograman laravel dan sistem database mysql sublimetext. Hasil uji fungsionalitas sistem menunjukkan fungsi-fungsi utama pada sistem aplikasi telah sesuai dengan hasil analisis kebutuhan sistem, yaitu dapat digunakan untuk melakukan perhitungan berbagai potensi pajak serta mengelola laporan dan menyajikan informasi serta laporan keuangan perusahaan secara periodik.

Kata Kunci: Sisten Informasi, Potensi Pajak, Laporan Keuangan, Waterfall.

Abstract. Financial reports are still made manually and the tax calculation process carried out at "Villa Bendega Canggu" still uses third party services so it is not efficient. Information related to corporate taxes also cannot be accessed at any time quickly by company managers. This paper presents the design of a tax information system to calculate all potential taxes, manage and present financial reports for the management of "Villa Bendega Canggu". The system development follows the main stages in the waterfall method, using the Laravel programming language and the mysql sublimetext database system. The results of the system functionality test show that the main functions of the application system are in accordance with the results of the analysis of system requirements, which can be used to calculate various potential taxes and manage reports and present information and company financial reports periodically.

Keywords: Information System, Tax Potential, Financial Report, Waterfall.
Model Aplikasi Animasi Berbasis Android Untuk Pembelajaran Bahasa Isyarat Indonesia Bagi Penyandang Tunarungu
Authors: Imanibillah Shilva , Setiawan Iwan Rizal , Apriandari Winda
Published: July 2022

Abstrak. Jumlah pengajar yang terbatas dan Kamus Bahasa Isyarat Indonesia (Bisindo) yang tidak tersebar secara merata menyebabkan penyandang tunarungu yang tidak mengikuti pendidikan formal dan masyarakat umum yang ingin mempelajari bahasa isyarat mengalami kesulitan. Makalah ini menyajikan model aplikasi visualisasi untuk pembelajaran Bisindo berbasis Android bagi penyandang Tunarungu. Pengembangan sistem mengikuti tahapan dalam metode Multimedia Development Life Cycle (MDLC), menggunakan software Adobe Flash Profesional CS6 dan CorelDraw X7 dalam pembuatan gambar animasi. Fitur dasar aplikasi terdiri atas penyajian bahan ajar berbasis animasi dan Kuis. Ruang lingkup pembelajaran mencakup pembelajaran mendasar 1 yang terdiri atas abjad, angka, dan perkenalan hingga pembelajaran mendasar 5 yang mencakup kata tanya, salam, serta kata benda. Kuis disajikan dengan teknik acak bertingkat dan bersyarat. Hasil pengujian fungsionalitas sistem yang terdiri dari fungsi penyajian materi, penyajian kuis, pengujian animasi, serta pengujian backsound telah valid sesuai hasil analisis kebutuhan sistem.  

Kata kunci: Aplikasi Animasi, Bahasa Isyarat, Berbasis Android, Multimedia Develoment Life Cycle (MDLC)

Abstract. The limited quantity of teachers and the unequal distribution of the Indonesian Sign Language Dictionary (Bisindo) cause deaf people who do not attend formal education and the general public who want to learn sign language to experience difficulties. This paper presents a visualization application model for Android-based Bisindo learning for people with hearing impairments. System development follows the stages in the Multimedia Development Life Cycle (MDLC) method, using Adobe Flash Professional CS6 and CorelDraw X7 software in making animated images. The basic features of the application consist of presenting animation-based teaching materials and quizzes. The scope of learning includes basic learning 1 which consists of the alphabet, numbers, and introductions to basic learning 5 which includes question words, greetings, and nouns. The quiz is presented with a stratified and conditional randomized technique. The results of the system functionality testing consisting of the function of presenting material, presenting quizzes, testing animations, and testing backsound have been valid according to the results of the analysis of system requirements.

Keywords: Animation Application, Sign Language, Android Based, Multimedia Development Life Cycle (MDLC)
Model Aplikasi Pembelajaran Pengenalan dan Pencegahan Covid-19 Berbasis Game Edukasi
Authors: Saksenai Santi , Kusdinar Asep Budiman , Apriandari Winda
Published: July 2022

Abstrak. Kurangnya pengetahuan mengenai pengenalan dan pencegahal covid 19 pada siswa sekolah dasar yang hanya bersumber dari para orang tua, guru, maupun sosial media, menjadi landasan untuk megembangkan aplikasi pengenalan dan pencegahan covid 19 berbasis Game Edukasi. Pengembangan aplikasi menggunakan metode Multimedia Development Life Cycle melalui enam tahapan yaitu konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Pengembangan animasi menggunakan software Adobe Flash dengan Action Script agar objek animasi menjadi lebih hidup, sedangkan efek suara untuk keperluan backsound dibangkitkan melalui aplikasi Adobe Audition. Adapun proses editing vidio menggunakan aplikasi Wondershare filmora X yang cukup ringan namun mempunyai efek-efek vidio yang memadai. Struktur aplikasi mencakup fitur belajar melalui vidio tutorial berbasis animasi dan fitur kuis melalui Game. Hasil pengujian fitur-fitur fungsional pada aplikasi menunjukkan fungsi-fungsi pembelajaran dan fungsi kuis yang terdapat pada aplikasi telah berjalan sesuai dengan kebutuhan yang telah diidentifikasi.

Kata kunci: Covid 19, Media Pembelajaran Interaktif, Game Edukasi, Multimedia Development Life Cycle

Abstract. The lack of knowledge about the introduction and prevention of covid 19 in elementary school students, which only comes from parents, teachers, and social media, is the basis for developing applications for the introduction and prevention of covid 19 based on educational games. Application development using the Multimedia Development Life Cycle method through six stages, namely concept, design, collection of materials, manufacture, testing, and distribution. Animation development using Adobe Flash software with Action Script so that animated objects become more alive, while sound effects for backsound purposes are generated through the Adobe Audition application. The video editing process uses the Wondershare Filmora X application which is quite light but has adequate video effects. The structure of the application includes learning features through animation-based tutorial videos and quiz features through games. The results of testing the functional features on the application show that the learning functions and quiz functions contained in the application have run according to the identified needs.

Keywords: Covid 19, Interactive Instructional Media, Educational Games, Multimedia Development Life Cycle
Rancang Bangun Game Edukasi Bermain Dan Belajar Bahasa Inggris Berbasis Mobile Untuk Anak Usia Dini
Authors: Rosanensi Melati , Kartarina Kartarina , Yunanda Wisnu
Published: July 2022

Abstrak. Pembelajaran Bahasa Inggris bagi anak usia dini pada PAUD Semai Harapan Bangsa, selama ini dilakukan secara langsung di kelas dengan metode bermain tebak lagu dan praktik percakapan langsung. Namun dengan adanya kebijakan pembatasan akibat Pandemi Covid-19, metode ini tidak dapat dilakukan, sehingga perlu metode pembelajaran alternatif agar pembelajaran dapat berlangsung secara efektif. Makalah ini mengusulkan model game edukasi bermain dan belajar Bahasa Inggris berbasis mobile bagi anak usia dini untuk mengefektifkan proses belajar di masa Pandemi Covid-19. Aplikasi dikembangkan dengan metode pengembangan perangkat lunak multimedia versi Luther Sutopo. Aplikasi dibuat menggunakan software Adobe Ilustrator CS6 untuk mendesai antar muka dan gambar lainnya, sedangkan audio menggunakan fitur Google Voice. MIT App Inventor merupakan platform yang digunakan dalam pembuatan aplikasi. Fitur fungsional dalam aplikasi Game yang diusulkan berupa fitur belajar dan fitur Hiburan berupa Tebak Lagu, Tebak Gambar, dan Ngobrol Santai. Interpretasi hasil uji coba lapangan berada dalam rentang nilai 3,33 – 4,16, yang berarti “Layak” untuk digunakan.

Kata kunci: Aplikasi Multimedia; Multimedia Development Life Cycle; Luther Sutopo; Adobe Ilustrator

 

Abstract. Learning English for early childhood at Early childhood education programs “PAUD Semai Harapan Bangsa”, has so far been carried out directly in the classroom using the guessing song method and direct conversation practice. However, with the policy of restrictions due to the Covid-19 pandemic, this method cannot be carried out, so alternative learning methods are needed so that learning can take place effectively. This paper proposes a mobile-based educational game model for playing and learning English for early childhood to streamline the learning process during the Covid-19 pandemic. The application was developed using the Luther Sutopo version of the multimedia software development method. The application is made using Adobe Illustrator CS6 software to design the interface and other images, while the audio uses the Google Voice feature. MIT App Inventor is a platform used in making applications. Functional features in the proposed Game application are learning features and entertainment features in the form of guessing songs, guessing pictures, and chatting casually. The interpretation of the results of field trials is in the range of values from 3.33 to 4.16, which means "Eligible" to be used.

Keywords: Multimedia Application; Multimedia Development Life Cycle; Luther Sutopo; Adobe Illustrator
Penerapan Enterprise Architecture Pada Industri Kosmetik dengan TOGAF ADM
Authors: Diana Diana , Indrajit Richardus Eko , Dazki Erick
Published: July 2022

Abstrak. Industri kosmetik di Indonesia menempati urutan ketiga pasar terbesar Asia, menjadikan peluang besar para pelaku industri kosmetik untuk pasar internasional. Untuk bersaing secara global, perencanaan yang matang terhadap proses bisnis diperlukan. Tulisan ini mengusulkan rancangan dengan memaksimalkan CRM (Customer Relation Management) sistem yang ditujukan untuk menentukan strategi pemasaran efektif. Pengaruh pada penyediaan produk, nilai kualitas, pengalaman yang memuaskan dapat menjangkau segmen pelanggan yang lebih besar. Pengembangan CRM sistem menggunakan kerangka kerja Business Model Canvas yang tepat di industri kosmetik. Adaptasi diperlukan dengan kerangka kerja TOGAF ADM dan bahasa pemodelan Archimate Core Framework, menghasilkan model bisnis proses yang lebih rapi dan mengggambarkan struktur organisasi yang terintegrasi. Dimulai dari penargetan pasar, pengumpulan data, promosi, pemesanan, pembagian informasi, dan layanan konsumen yang saling terhubung. Hasil penelitian ini menambahkan tahapan Migration Planning dan Change Management dimana kedua tahapan ini sangat diperlukan dalam menjalankan kegiatan operasional industri komestik secara baik dan tertata rapi sesuai dengan kebutuhan bisnis.

Kata kunci: Customer Relation Management; Business Model Canvas; Archimate Core Framework; Migration Planning; Change Management

 

Abstract. The cosmetic industry in Indonesia is the third largest market in Asia, creating a great opportunity for cosmetic industry players for the international market. To compete globally, careful planning of business processes is required. This paper proposes a design by maximizing the CRM (Customer Relation Management) system aimed at determining an effective marketing strategy. Influence on product provision, quality value, satisfying experience can reach larger customer segments. CRM system development using the Business Model Canvas framework is right in the cosmetics industry. Adaptation is required with the TOGAF ADM framework and the Archimate Core Framework modeling language, resulting in a more streamlined business process model and depicting an integrated organizational structure. Starting from market targeting, data collection, promotion, ordering, information sharing, and connected consumer service. The results of this study add the stages of Migration Planning and Change Management where these two stages are very necessary in carrying out the operational activities of the cosmetic industry well and neatly in accordance with business needs.

Keywords: Customer Relations Management;Business Model Canvas; Archimate Core Framework; Migration Planning; Change Management