bluuebunny/crossref_metadata_2025_split huggingface dataset:
Withdrawal Notice: Study Of Coleus Amboinicus Extract in Increasing of Transforming Growth Factor-β1 (TGF-β1) Concentration and Docking Prediction Quercetin Derivatives in 4X0M Receptor on Uric Acid-Induced in Rats
Authors: Solfaine Rondius , Muniroh Lailatul , Hamid Iwan Sahrial 
Published: July 2020

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Overview on Phyto-based Treatment for Anxiety
Authors: Alambayan Jyoti , Garg Vandana 
Published: July 2020

Background:
The prevalence of psychiatric disorders, such as anxiety, is very
common and affects many people all around the world. Currently, many synthetic pharmacological
products/ drugs are available in the market to cure the disorder but associated
with various adverse reactions or side effects, which may cause discomfort and sometimes
other disorders to the patients. In the past years, the use of complementary and alternative
medicine has increased. The exploration in the area of herbal psychopharmacology has received
much attention as people are using more herbal treatment to benefit their health.

Objective:
To provide comprehensive information on anxiety disorder and its herbal
treatment.

Methods:
In this review, we enlisted the plants, plant extracts and isolated components
(if any) along with models used to explore anxiolytic property; in retrospect, still a lot of
research required to establish them clinically.

Result:
Literature revealed that a variety of medicinal plants are effective for the treatment
of anxiety like Ginkgo biloba, Passiflora incarnata, Gelsemium sempervirens, Piper methysticum,
Bauhinia variegate, Matricaria recutita, Brassica oleracea, Hypericum perforatum,
Echium amoenum, and Scutellaria lateriflora.

Conclusion:
Exploration of herbal plants may be beneficial to establish more potential
compounds for the treatment of anxiety disorders.
Weak Measurements in Nano-optics
Authors: Modak Niladri , Singh Ankit K. , Guchhait Shyamal , BS Athira , Pal Mandira , Ghosh Nirmalya 
Published: July 2020

Background:
Weak measurement involves weak coupling between the system
and the measuring device (pointer) enables large amplification and high precision
measurement of small physical parameters. The outcome of this special measurement
procedure involving nearly mutually orthogonal pre- and post-selection of states in such
weakly interacting systems leads to weak value that can become exceedingly large and lie
outside the eigenvalue spectrum of the measured observable. This unprecedented ability of
weak value amplification of small physical parameters has been successfully exploited for
various metrological applications in the optical domain and beyond. Even though it is a
quantum mechanical concept, it can be understood using the classical electromagnetic
theory of light and thus can be realized in classical optics.

Objective:
Here, we briefly review the basic concepts of weak measurement and weak value
amplification, provide illustrative examples of its implementation in various optical domains.
The applications involve measuring ultra-sensitive beam deflections, high precision
measurements of angular rotation, phase shift, temporal shift, frequency shift and so forth, and
expand this extraordinary concept in the domain of nano-optics and plasmonics.

Methods:
In order to perform weak value amplification, we have used Gaussian beam and
spectral response as the pointer subsequently. The polarization state associated with the
pointer is used as pre and post-selection device.

Results:
We reveal the weak value amplification of sub-wavelength optical effects namely
the Goos-Hänchen shift and the spin hall shift. Further, we demonstrate weak measurements
using spectral line shape of resonance as a natural pointer, enabling weak value
amplification beyond the conventional limit, demonstrating natural weak value
amplification in plasmonic Fano resonances and so forth. The discussed concepts could
have useful implications in various nano-optical systems to amplify tiny signals or effects.

Conclusion:
The emerging prospects of weak value amplification towards the development
of novel optical weak measurement devices for metrological applications are extensively
discussed.
Archetypes of Gamification: Analysis of mHealth Apps
Authors: Schmidt-Kraepelin Manuel , Toussaint Philipp A , Thiebes Scott , Hamari Juho , Sunyaev Ali 
Published: July 2020

Background
Nowadays, numerous health-related mobile apps implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspectives. Existing research primarily draws on conceptual knowledge that is gained from research prototypes, and isolated from industry best practices. We still lack knowledge on how gamification has been successfully designed and implemented within the industry and whether certain gamification approaches have shown to be particularly suitable for certain health behaviors.

Objective
We address this lack of knowledge concerning best practices in the design and implementation of gamification for health-related mobile apps by identifying archetypes of gamification approaches that have emerged in pertinent health-related mobile apps and analyzing to what extent those gamification approaches are influenced by the underlying desired health-related outcomes.

Methods
A 3-step research approach is employed. As a first step, a database of 143 pertinent gamified health-related mobile apps from the Apple App Store and Google Play Store is set up. Second, the gamification approach of each app within the database is classified based on an established taxonomy for gamification in health-related apps. Finally, a 2-step cluster analysis is conducted in order to identify archetypes of the most dominant gamification approaches in pertinent gamified health-related mobile apps.

Results
Eight archetypes of gamification emerged from the analysis of health-related mobile apps: (1) competition and collaboration, (2) pursuing self-set goals without rewards, (3) episodical compliance tracking, (4) inherent gamification for external goals, (5) internal rewards for self-set goals, (6) continuous assistance through positive reinforcement, (7) positive and negative reinforcement without rewards, and (8) progressive gamification for health professionals. The results indicate a close relationship between the identified archetypes and the actual health behavior that is being targeted.

Conclusions
By unveiling salient best practices and discussing their relationship to targeted health behaviors, this study contributes to a more profound understanding of gamification in mobile health. The results can serve as a foundation for future research that advances the knowledge on how gamification may positively influence health behavior change and guide practitioners in the design and development of highly motivating and effective health-related mobile health apps.
Mobile Health Apps That Help With COVID-19 Management: Scoping Review
Authors: John Leon Singh Hanson , Couch Danielle , Yap Kevin 
Published: July 2020

Background
Mobile health (mHealth) apps have played an important role in mitigating the coronavirus disease (COVID-19) response. However, there is no resource that provides a holistic picture of the available mHealth apps that have been developed to combat this pandemic.

Objective
Our aim is to scope the evidence base on apps that were developed in response to COVID-19.

Methods
Following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines for scoping reviews, literature searches were conducted on Google Search, Google Scholar, and PubMed using the country’s name as keywords and “coronavirus,” “COVID-19,” “nCOV19,” “contact tracing,” “information providing apps,” “symptom tracking,” “mobile apps,” “mobile applications,” “smartphone,” “mobile phone,” and “mHealth.” Countries most affected by COVID-19 and those that first rolled out COVID-19–related apps were included.

Results
A total of 46 articles were reviewed from 19 countries, resulting in a total of 29 apps. Among them, 15 (52%) apps were on contact tracing, 7 (24%) apps on quarantine, 7 (24%) on symptom monitoring, and 1 (3%) on information provision. More than half (n=20, 69%) were from governmental sources, only 3 (10%) were from private organizations, and 3 (10%) from universities. There were 6 (21%) apps available on either Android or iOS, and 10 (34%) were available on both platforms. Bluetooth was used in 10 (34%) apps for collecting data, 12 (41%) apps used GPS, and 12 (41%) used other forms of data collection.

Conclusions
This review identifies that the majority of COVID-19 apps were for contact tracing and symptom monitoring. However, these apps are effective only if taken up by the community. The sharing of good practices across different countries can enable governments to learn from each other and develop effective strategies to combat and manage this pandemic.
Rancang Bangun Control dan Monitoring Sensor Node WSN Menggunakan Protokol Message Queue Telemetry Transport (MQTT)
Authors: Prasetyo Inung Bagus , Faiqurahman Mahar , Sari Zamah 
Published: July 2020

The WSN network is increasingly gaining attention because of the potential for new and attractive solutions in the field of industrial automation, asset processing, environmental preparation and others. But there are some problems in building the WSN network. Sensor nodes must manage small, cost-effective, low-resource, node sensors must be managed properly with WSN networks Managing WSN networks, can be done by controlling sensor nodes such as giving commands to data transmission activities and monitoring to determine the condition of sensor nodes. The MQTT protocol with the type of publishing / subscription communication is designed with characteristics similar to the characteristics of the WSN network, which are simple, lightweight, energy efficient and easy to implement.In this study, a server will be implemented that can control and monitor the sensors of the WSN network node using the MQTT protocol. Then RTT parameters are used, Qo parameters include Delay, Jitter, Throughput, Packet Loss and sensor node memory condition parameters when using the MQTT protocol. The RTT and QoS scenarios use variations in data size of 16,32,48,64,80 and 96 bytes. Monitoring memory nodes, performing for 1 minute with a total of 30 data transmissions. The RTT parameter testing results are quite stable. QoS testing is very good with stable delay, jitter, increasing throughput, and 0% of data lost when packet loss testing. The Test Memory node sensor, shows erratic results.
Penerapan Metode UCD (User Centered Design) pada Perancangan aplikasi Darurat Berbasis Android
Authors: Iqbal Muhammad , Marthasari Gita Indah , Nuryasin Ilyas 
Published: July 2020

AbstrakKasus bencana alam atau kecelakaan yang sering terjadi di Indonesia menimbulkan banyaknya nyawa korban yang melayang, hal ini dikarenakan keterlambatan dalam hal pertolongan utama, selain itu banyak dari masyarakat yang tidak tahu informasi mengenai instansi atau nomor telepon darurat yang harus dihubungi ketika dalam keadaan darurat. Kecanggihan teknologi yang semakin berkembang pesat mampu memberikan inovasi terbaru sehingga menciptakan telepon pintar (Smartphone). Salah satu bentuk pemanfaatan teknologi yang ada adalah dengan cara menciptakan sebuah aplikasi darurat untuk menangani berbagai macam kasus seperti bencana alam, kriminal, kecelakaan, dan kebakaran. Tujuan dari penelitian ini adalah menghasilkan rancangan sistem aplikasi darurat dengan metode User Centered Design (UCD) untuk menganalisa kebutuhan sistem dan desain terdiri dari fitur, tata letak, huruf, ukuran huruf, dan warna, lalu menggunakan metode Waterfall untuk implementasi sistemnya. Penelitian ini menghasilkan sebuah aplikasi darurat yang sesuai dengan kebutuhan pengguna terdiri dari fitur kondisi, panggil, berita, petunjuk arah, share facebook, login, daftar, dan edit profile, lalu untuk desain sistem pengguna memilih huruf Times New Roman, ukuran huruf sedang, serta warna biru tua, biru muda, dan putih.Abstract Due to the delay of giving the first aid, the case of natural disasters and accidents that frequently happened in Indonesia cause the rise of fatalities. Besides, there are a lot of people who lack information about where and who to contact when they are in an emergency situation. Indeed, nowadays, technology is rapidly growing that it is able to provide innovations. The latest innovation that is created is the smartphone. Creating an application−that helps to handle various cases such as natural disaster, crime, accident, as well as fire−in a smartphone is one of the existing uses of technology. As for the main purpose of this research is to generate the design of the emergency application system with User-Centered Design (USD) method to analyze system needs. The design itself consists of the feature, layout, font, size of the font, and color. In addition, for system implementation, Waterfall method is used. As a final product, this research produces a useful emergency application that suits the users’ needs. The application comes with many features: conditions, calls, news, directions, share to Facebook, log in, sign up, and edit profile. On the system design, the users can choose Times New Roman font, medium font size, and colors in dark blue, light blue, and white.
Analysis of The Readiness Level of Children Encyclopedia Using Technology Readiness Index (TRI)
Authors: Kristy Rellanti Diana , Wahyuni Evi Dwi , Hayatin Nur 
Published: July 2020

AbstrakAnapedia merupakan sebuah teknologi baru sehingga memerlukan pengukuran tingkat kesiapan penggunanya. Pengukuran tersebut bertujuan untuk mengetahui tingkat keberhasilan penerapaan anapedia. Metode yang digunakan untuk mengukur tingkat kesiapan pengguna adalah Technology Readinesss Index (TRI). TRI merupakan indeks yang digunakan untuk mengukur kesiapan pengguna dalam menerima dan menggunakan teknologi baru untuk mencapai tujuan dalam kehidupan sehari-hari dan pekerjaan. Variabel penelitian yang digunakan adalah optimism, innovativeness, discomfort, dan insecurity. Analisis data yang digunakan adalah statistik inferensial yaitu metode statistik untuk mengumpulkan, mengolah, menyajikan dan menganalisis data kuantitatif. Data penelitian didapatkan dari penyebaran kuesioner kepada 108 responden yang terdiri dari 97 siswa dan 11 guru di SDN 2 Bandungrejosari Malang. Berdasarkan hasil analisis yang dilakukan didapatkan nilai TRI sebesar 3,6 yang berarti pengguna berada didalam tingkat high technology readiness. Pengguna sudah siap dalam penerapan anapedia. Abstract Anapedia is a new technology so it requires measurement of the level of readiness of its users. The measurement aims to determine the success rate of anapedia application. The method used to measure the level of readiness of users is the Technology Readinesss Index (TRI). TRI is an index used to measure the readiness of users to accept and use new technology to achieve goals in their daily lives and work. The research variables used are optimism, innovativeness, discomfort, and insecurity. Data analysis used is inferential statistics namely statistical methods to collect, process, present and analyze quantitative data. The research data was obtained from the distribution of questionnaires to 108 respondents consisting of 97 students and 11 teachers at SDN 2 Bandungrejosari Malang. Based on the results of the analysis carried out, the TRI value is 3.6 which means that the user is in the level of high technology readiness. Users are ready to implement anapedia.
Penerapan Teknologi Augmented Reality Sebagai Informasi Dan Navigasi Pada Taman Rekreasi Sengkaling
Authors: Triambodo Tirto Adhi , Kholimi Ali Sofyan , Husniah Lailatul 
Published: July 2020

Taman Rekreasi Sengkaling memiliki luas keseluruhan 9 hektar yang terdiri dari 6 hektar diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.
Impelementasi High Availability Mailbox Server dengan Mail Zimbra Multi Cluster Virtual Menggunakan Hypervisor Proxmox VE pada PT. LV Logistics Indonesia
Authors: Sudirman Sudirman , Faiqurahman Mahar , Akbi Denar Regata 
Published: July 2020

Ketersediaan suatu layanan dalam suatu perusahaan merupakan hal yang harus dipenuhi agar proses bisnis yang ada dalam perusahaan dapat berjalan lancer PT. LV Logistics Indonesia saat ini masih menggunakan teknologi server mail yang selama ini masih menyesewa lisensi dari google untuk menyediakan layanan email bagi para pegawainya. Penggunaan teknologi tersebut tentu tidak dapat diandalkan apabila kita menginginkan layanan memiliki tingkat ketersediaan yang tinggi (high availability) dan untuk memotong budget pengeluaran perusahaan. Teknologi high availability mailbox server dengan mail zimbra multi cluster virtual menggunakan hypervisor proxmox ve merupakan opsi yang digunakan untuk meningkatkan layanan email di PT. LV Logistics Indonesia agar memiliki tingkat ketersediaan yang tinggi. Tingkat ketersediaan tinggi juga menjadi kelebihan yang dimiliki oleh sistem multi server mail zimbra. Jika ada server di dalam cluster yang down maka semua request akan dialihkan ke server yang masih aktif. Sehingga tidak mengganggu request yang datang ke sistem. Maka berdasarkan permasalahan diatas mendorong penulis untuk membuat dan menerapkan sistem tersebut pada PT. LV Logistics Indonesia serta membuat usulan penelitian Impelementasi High Availability Mailbox Server dengan Mail Zimbra Multi Cluster Virtual Menggunakan Hypervisor Proxmox VE pada PT. LV Logistics Indonesia dengan harapan dapat meningkatkan mutu pelayanan dan memudahkan kinerja staff di PT. LV Logistics Indonesia.
Analisa Perbandingan LSB Steganografi Random Color pada Operasi Bilangan Bit XOR
Authors: Sundari Rohsih Hana , Arifianto Sofyan , Sari Zamah 
Published: July 2020

Steganografi merupakan teknik untuk menyembunyikan keberadaan data ke dalam data lain sehingga keberadaannya tidak diketahui. Sehingga selain pengirim dan penerima tidak ada yang mengetahui isi dari pesan tersebut dan tidak mudah untuk dicurigai[1]. Beberapa algoritma yang cocok dengan teknik steganography, salah satunya yaitu algoritma LSB (Least Significant Bit). Algoritma LSB juga dikembangkan di beberapa penelitian seperti LSB Shifting dan LSB Random Color. LSB Random color merupakan algoritma yang menyisipkan nilai bit ke dalam warna pixel (RGB). Penyisipan pesan ke dalam cover image dilakukan dengan cara perkalian XOR pixel pada bit terakhir warna green dan bit terakhir nilai ASCI dari password. Hasil XOR akan menentukan posisi bit secret image dalam menggantikan nilai bit terakhir pada cover image. Penelitian ini bertujuan untuk menganalisa dan membandingkan LSB steganografi random color pada operasi bilangan XOR dan tanpa operasi bilangan XOR. Proses menentukan posisi bit secret image pada LSB tanpa XOR akan dilakukan menggunakan nilai ASCII dari password. Pengujian diukur dengan menghitung nilai MSE dan PSNR pada file stegano image. Penelitian ini menggunakan 3 jenis file cover image berwarna dengan jumlah masing-masing file yang berbeda, dan menggunakan 1 file secret image yang sama. Hasil perbandingan membuktikan algoritma LSB random color tanpa XOR memiliki hasil yang lebih baik daripada random color tanpa XOR dengan nilai MSE sebesar 0,44375 dan PSNR sebesar 51,65945 dB, sedangkan random color dengan XOR bernilai MSE sebesar 0,47955 dan PSNR sebesar 51,32245 dB.