This document discusses the development of a multimedia application to aid in teaching computer graphics, specifically the rendering of 3D objects. It analyzes data from students showing that many have difficulty understanding this material. The application aims to help both students and faculty by providing an interactive learning tool with tutorials, demonstrations, exercises and references. It was created using a process that included problem identification, requirements analysis, design, development, and testing. The conclusion is that the application can help improve student learning and support faculty in teaching this subject.
“Magic Boosed” an elementary school geometry textbook with marker-based augme...TELKOMNIKA JOURNAL
Recently media that is used on mathematic study is just board and printed book. Usually teacher uses, modelling tool to visualize study objects like geometry, but students must be in alternatively to fulfill that demand requires application which can deliver 3-dimension geometry to emphasize students understanding of volume and surface area. This research will implement based tracking marker method on textbook and develop geometry study application based on augmented reality, it is called “Magic Boosed”. The existence of AR combination technology, then geometry which will be taught by teacher to elementary school student will be more interesting and make students are easier to learn shape and geometry formulas, this is evident from data analysis test on student learning improvement using kolmogorov-smirnov testing.
Random forest application on cognitive level classification of E-learning co...IJECEIAES
The document describes a proposed framework that uses machine learning, specifically random forest classification, to classify e-learning content into different difficulty levels (beginner, intermediate, advanced) based on cognitive levels. The framework is trained on a dataset collected from multiple e-learning websites through web scraping. It aims to help learners more easily find e-learning content suitable to their knowledge level by recommending content based on the classification. The framework preprocessing the data, extracts features, and adds Bloom's taxonomy verbs to improve classification accuracy before using random forest to classify new e-learning content links from websites. The random forest model was found to accurately recommend content at different difficulty levels to users based on tests of the framework on real e-learning websites
Educational Data Mining is used to find interesting patterns from the data taken from
educational settings to improve teaching and learning. Assessing student’s ability and performance with
EDM methods in e-learning environment for math education in school level in India has not been
identified in our literature review. Our method is a novel approach in providing quality math education
with assessments indicating the knowledge level of a student in each lesson. This paper illustrates how
Learning Curve – an EDM visualization method is used to compare rural and urban students’ progress
in learning mathematics in an e-learning environment. The experiment is conducted in two different
schools in Tamil Nadu, India. After practicing the problems the students attended the test and their
interaction data are collected and analyzed their performance in different aspects: Knowledge
component level, time taken to solve a problem, error rate. This work studies the student actions for
identifying learning progress. The results show that the learning curve method is much helpful to the
teachers to visualize the students’ performance in granular level which is not possible manually. Also it
helps the students in knowing about their skill level when they complete each unit.
Learning to Rank Image Tags With Limited Training Examples1crore projects
IEEE PROJECTS 2015
1 crore projects is a leading Guide for ieee Projects and real time projects Works Provider.
It has been provided Lot of Guidance for Thousands of Students & made them more beneficial in all Technology Training.
Dot Net
DOTNET Project Domain list 2015
1. IEEE based on datamining and knowledge engineering
2. IEEE based on mobile computing
3. IEEE based on networking
4. IEEE based on Image processing
5. IEEE based on Multimedia
6. IEEE based on Network security
7. IEEE based on parallel and distributed systems
Java Project Domain list 2015
1. IEEE based on datamining and knowledge engineering
2. IEEE based on mobile computing
3. IEEE based on networking
4. IEEE based on Image processing
5. IEEE based on Multimedia
6. IEEE based on Network security
7. IEEE based on parallel and distributed systems
ECE IEEE Projects 2015
1. Matlab project
2. Ns2 project
3. Embedded project
4. Robotics project
Eligibility
Final Year students of
1. BSc (C.S)
2. BCA/B.E(C.S)
3. B.Tech IT
4. BE (C.S)
5. MSc (C.S)
6. MSc (IT)
7. MCA
8. MS (IT)
9. ME(ALL)
10. BE(ECE)(EEE)(E&I)
TECHNOLOGY USED AND FOR TRAINING IN
1. DOT NET
2. C sharp
3. ASP
4. VB
5. SQL SERVER
6. JAVA
7. J2EE
8. STRINGS
9. ORACLE
10. VB dotNET
11. EMBEDDED
12. MAT LAB
13. LAB VIEW
14. Multi Sim
CONTACT US
1 CRORE PROJECTS
Door No: 214/215,2nd Floor,
No. 172, Raahat Plaza, (Shopping Mall) ,Arcot Road, Vadapalani, Chennai,
Tamin Nadu, INDIA - 600 026
Email id: 1croreprojects@gmail.com
website:1croreprojects.com
Phone : +91 97518 00789 / +91 72999 51536
This study was conducted in an undergraduate level
with the use of e-learning
particularly in analytic geometry to lessen the com
mon fear of Filipino students to
mathematics. Since teen age students used to engros
s themselves with the use of
technology specifically computers, this study maxim
ized the capability of computers
in reducing math anxiety by teaching mathematics su
bject using e-learning thus
improving student academic performance.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
Informatics Research at Informatics Depatment Universitas PadjadjaranSetiawan Hadi
VisiLab is a computer vision research laboratory at the Informatics Department of Padjadjaran University. It focuses on extracting semantic information from images through acquisition, processing, analysis, feature extraction, and recognition. The lab has several active research projects in areas like face detection, medical imaging, and cultural preservation. It also oversees undergraduate theses and has published works in computer vision conferences and journals since the late 1990s.
Towards Semantic Clustering – A Brief OverviewCSCJournals
Image clustering is an important technology which helps users to get hold of the large amount of online visual information, especially after the rapid growth of the Web. This paper focuses on image clustering methods and their application in image collection or online image repository. Current progress of image clustering related to image retrieval and image annotation are summarized and some open problems are discussed. Related works are summarized based on the problems addressed, which are image segmentation, compact representation of image set, search space reduction, and semantic gap. Issues are also identified in current progress and semantic clustering is conjectured to be the potential trend. Our framework of semantic clustering as well as the main abstraction levels involved is briefly discussed.
“Magic Boosed” an elementary school geometry textbook with marker-based augme...TELKOMNIKA JOURNAL
Recently media that is used on mathematic study is just board and printed book. Usually teacher uses, modelling tool to visualize study objects like geometry, but students must be in alternatively to fulfill that demand requires application which can deliver 3-dimension geometry to emphasize students understanding of volume and surface area. This research will implement based tracking marker method on textbook and develop geometry study application based on augmented reality, it is called “Magic Boosed”. The existence of AR combination technology, then geometry which will be taught by teacher to elementary school student will be more interesting and make students are easier to learn shape and geometry formulas, this is evident from data analysis test on student learning improvement using kolmogorov-smirnov testing.
Random forest application on cognitive level classification of E-learning co...IJECEIAES
The document describes a proposed framework that uses machine learning, specifically random forest classification, to classify e-learning content into different difficulty levels (beginner, intermediate, advanced) based on cognitive levels. The framework is trained on a dataset collected from multiple e-learning websites through web scraping. It aims to help learners more easily find e-learning content suitable to their knowledge level by recommending content based on the classification. The framework preprocessing the data, extracts features, and adds Bloom's taxonomy verbs to improve classification accuracy before using random forest to classify new e-learning content links from websites. The random forest model was found to accurately recommend content at different difficulty levels to users based on tests of the framework on real e-learning websites
Educational Data Mining is used to find interesting patterns from the data taken from
educational settings to improve teaching and learning. Assessing student’s ability and performance with
EDM methods in e-learning environment for math education in school level in India has not been
identified in our literature review. Our method is a novel approach in providing quality math education
with assessments indicating the knowledge level of a student in each lesson. This paper illustrates how
Learning Curve – an EDM visualization method is used to compare rural and urban students’ progress
in learning mathematics in an e-learning environment. The experiment is conducted in two different
schools in Tamil Nadu, India. After practicing the problems the students attended the test and their
interaction data are collected and analyzed their performance in different aspects: Knowledge
component level, time taken to solve a problem, error rate. This work studies the student actions for
identifying learning progress. The results show that the learning curve method is much helpful to the
teachers to visualize the students’ performance in granular level which is not possible manually. Also it
helps the students in knowing about their skill level when they complete each unit.
Learning to Rank Image Tags With Limited Training Examples1crore projects
IEEE PROJECTS 2015
1 crore projects is a leading Guide for ieee Projects and real time projects Works Provider.
It has been provided Lot of Guidance for Thousands of Students & made them more beneficial in all Technology Training.
Dot Net
DOTNET Project Domain list 2015
1. IEEE based on datamining and knowledge engineering
2. IEEE based on mobile computing
3. IEEE based on networking
4. IEEE based on Image processing
5. IEEE based on Multimedia
6. IEEE based on Network security
7. IEEE based on parallel and distributed systems
Java Project Domain list 2015
1. IEEE based on datamining and knowledge engineering
2. IEEE based on mobile computing
3. IEEE based on networking
4. IEEE based on Image processing
5. IEEE based on Multimedia
6. IEEE based on Network security
7. IEEE based on parallel and distributed systems
ECE IEEE Projects 2015
1. Matlab project
2. Ns2 project
3. Embedded project
4. Robotics project
Eligibility
Final Year students of
1. BSc (C.S)
2. BCA/B.E(C.S)
3. B.Tech IT
4. BE (C.S)
5. MSc (C.S)
6. MSc (IT)
7. MCA
8. MS (IT)
9. ME(ALL)
10. BE(ECE)(EEE)(E&I)
TECHNOLOGY USED AND FOR TRAINING IN
1. DOT NET
2. C sharp
3. ASP
4. VB
5. SQL SERVER
6. JAVA
7. J2EE
8. STRINGS
9. ORACLE
10. VB dotNET
11. EMBEDDED
12. MAT LAB
13. LAB VIEW
14. Multi Sim
CONTACT US
1 CRORE PROJECTS
Door No: 214/215,2nd Floor,
No. 172, Raahat Plaza, (Shopping Mall) ,Arcot Road, Vadapalani, Chennai,
Tamin Nadu, INDIA - 600 026
Email id: 1croreprojects@gmail.com
website:1croreprojects.com
Phone : +91 97518 00789 / +91 72999 51536
This study was conducted in an undergraduate level
with the use of e-learning
particularly in analytic geometry to lessen the com
mon fear of Filipino students to
mathematics. Since teen age students used to engros
s themselves with the use of
technology specifically computers, this study maxim
ized the capability of computers
in reducing math anxiety by teaching mathematics su
bject using e-learning thus
improving student academic performance.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
Informatics Research at Informatics Depatment Universitas PadjadjaranSetiawan Hadi
VisiLab is a computer vision research laboratory at the Informatics Department of Padjadjaran University. It focuses on extracting semantic information from images through acquisition, processing, analysis, feature extraction, and recognition. The lab has several active research projects in areas like face detection, medical imaging, and cultural preservation. It also oversees undergraduate theses and has published works in computer vision conferences and journals since the late 1990s.
Towards Semantic Clustering – A Brief OverviewCSCJournals
Image clustering is an important technology which helps users to get hold of the large amount of online visual information, especially after the rapid growth of the Web. This paper focuses on image clustering methods and their application in image collection or online image repository. Current progress of image clustering related to image retrieval and image annotation are summarized and some open problems are discussed. Related works are summarized based on the problems addressed, which are image segmentation, compact representation of image set, search space reduction, and semantic gap. Issues are also identified in current progress and semantic clustering is conjectured to be the potential trend. Our framework of semantic clustering as well as the main abstraction levels involved is briefly discussed.
Autonomous Educational Testing System Using Unsupervised Feature Learning.IJITE
With the increase of ubiquitous data all over the internet, intelligent classroom systems that integrate
traditional learning techniques with modern e-learning tools have become quite popular and necessary
today. Although a substantial amount of work has been done in the field of e-learning, specifically in
automation of objective question and answer evaluation, personalized learning, adaptive evaluation
systems, the field of qualitative analysis of a student’s subjective paragraph answers remains unexplored to
a large extent.
The traditional board, chalk, talk based classroom scenario involves a teacher setting question papers
based on the concepts taught, checks the answers written by students manually and thus evaluates the
students’ performance. However, setting question papers remains a time consuming process with the
teacher having to bother about question quality, level of difficulty and redundancy. In addition the process
of manually correcting students’ answers is a cumbersome and tedious task especially where the class size
is large.
In this paper, we put forth the design, analysis and implementation details along with some experimental
outputs to build a system that integrates all the above mentioned tasks with minimal teacher involvement
that not only automates the traditional classroom scenario but also overcomes its inherent shortcomings
and fallacies.
The document summarizes the progress made on a design project to develop an immersive virtual reality learning tool to help students understand complex engineering drawing topics like projection and section of solids. It describes the objectives, literature review conducted, user research including interviews with students and instructors to identify problems, prototyping done to test different solids and rotations, a second literature review on evaluation methods, and plans for an empirical study including development of test materials and questionnaires.
This study aims to determine the effect of the use of learning media Virtual Reality Laboratory (VR-Lab) on the conceptual understanding of Senior high school students on the concept of electrolytes and non-electrolytes. The learning media used were developed using models adapted from the ADDIE model, while the type of research as a whole uses this type of research, namely Quasy experiment with posttest only design. The instrument used in this study was a multiple choice question of 40 items. This research was conducted using 84 students consisting of the control class, experiment I, and experiment II. The analysis technique used one-way ANOVA. The results obtained in this study were that between the control class and experiment I class there were no significant differences with a mean of 44.91 and 45.67. Whereas for the experimental II class had a significant difference with the other two classes with an average of 68.66.
NLP-based personal learning assistant for school education IJECEIAES
Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future.
HIGH-LEVEL SEMANTICS OF IMAGES IN WEB DOCUMENTS USING WEIGHTED TAGS AND STREN...IJCSEA Journal
The multimedia information retrieval from World Wide Web is a challenging issue. Describing multimedia object in general, images in particular with low-level features increases the semantic gap. From WWW, information present in a HTML document as textual keywords can be extracted for capturing semantic information with the view to narrow the semantic gap. The high-level textual information of images can be extracted and associated with the textual keywords, which narrow down the search space and improve the precision of retrieval. In this paper, a strength matrix is being proposed, which is based on the frequency of occurrence of keywords and the textual information pertaining to image URLs. The strength of these textual keywords are estimated and used for associating these keywords with the images present in the documents. The high-level semantics of the image is described in the HTML documents in the form of image name, ALT tag, optional description, etc., is used for estimating the strength. In addition, word position and weighting mechanism is also used for further improving the association textual keywords with the image related text. The effectiveness of information retrieval of the proposed technique is found to be comparatively better than many of the recently proposed retrieval techniques. The experimental results of the proposed method endorse the fact that image retrieval using image information and textual keywords is better than those of the text based and the content-based approaches.
A Survey on Research work in Educational Data Miningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
THE IMPACT OF USING VISUAL PROGRAMMING ENVIRONMENT TOWARDS COLLEGE STUDENTS’ ...ijma
ABSTRACT
This study aimed to identify the impact of using a visual programming environment on college students’ achievement and understanding when learning computer programming. In this quasi-experimental study, 91 students were divided systematically into an experimental group (53 students) and a control group (38 students). The experimental group were exposed with a visual programming environment while the control group were using an ordinary text-based programming environment. Data was collected using pre-test and post-test, then analysed using paired t-test, independent sample t-test and thematic content analysis. A significant increase in the students’ achievement was recorded during the paired t-test for both groups. However, there is no significant difference in the students’ achievement between the groups. Surprisingly, the thematic analysis showed that students’ understanding in the experimental group were improved relatively better than in the control group. Thus, we conclude that visual programming environment have better impact to the students’ understanding.
Embedded System Practicum Module for Increase Student Comprehension of Microc...TELKOMNIKA JOURNAL
The result of applying the embedded system in education for students is successfully applied in
university. On the other side, many people in Indonesia use smart equipment’s (Hand phone, Remote), but
none of those equipments are used in education. University as the source of knowledge should overcome
the problem by encouraging the students to use a technology with learning about it first. Embedded
System Practicum Module Design needs a prototype method so that the practicum module that is desired
can be made. This method is often used in real life. A prototype considered of a part of a product that
expresses logic and physical of external interface that is being displayed and this method will fully depend
on user contentment. Embedded System Practicum Module Design is made to increase student
comprehension of embedded system course and to encourage students to innovate, so that many
technologies will be developed and also to help lecturers deliver course subjects. With this practicum it is
hoped that the student comprehension will increase significantly. The result of this research is a decent
practicum module, hardware or software that can help students to know better about technology and the
course subjects so that it will encourage the students to create an embedded system technology. The
result of the test has been done; there is an increase of learning value obtained by 7.8%.
PREDICTING STUDENT ACADEMIC PERFORMANCE IN BLENDED LEARNING USING ARTIFICIAL ...ijaia
Along with the spreading of online education, the importance of active support of students involved in
online learning processes has grown. The application of artificial intelligence in education allows
instructors to analyze data extracted from university servers, identify patterns of student behavior and
develop interventions for struggling students. This study used student data stored in a Moodle server and
predicted student success in course, based on four learning activities - communication via emails,
collaborative content creation with wiki, content interaction measured by files viewed and self-evaluation
through online quizzes. Next, a model based on the Multi-Layer Perceptron Neural Network was trained to
predict student performance on a blended learning course environment. The model predicted the
performance of students with correct classification rate, CCR, of 98.3%.
This document discusses classifying user preferences of web learning systems using a neural network with genetic algorithm optimization. It begins with an abstract describing using cognitive attributes from user questionnaires to train classifiers to identify areas for improving a web learning system's layout. A multilayer perceptron neural network was proposed to classify user preferences, and genetic algorithm was used to optimize the neural network parameters to improve performance. 182 students were given questionnaires assessing their cognitive responses to known and unknown subjects on a learning website to collect training data for the proposed genetically optimized neural network classifier.
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
INTELLIGENT ELECTRONIC ASSESSMENT FOR SUBJECTIVE EXAMS cscpconf
In education, the use of electronic (E) examination systems is not a novel idea, as Eexamination systems have been used to conduct objective assessments for the last few years. This research deals with randomly designed E-examinations and proposes an E-assessment system that can be used for subjective questions. This system assesses answers to subjective questions by finding a matching ratio for the keywords in instructor and student answers. The matching ratio is achieved based on semantic and document similarity. The assessment system is composed of four modules: preprocessing, keyword expansion, matching, and grading. A survey and case study were used in the research design to validate the proposed system. The examination assessment system will help instructors to save time, costs, and resources, while increasing efficiency and improving the productivity of exam setting and assessments.
IRJET- Student Placement Prediction using Machine LearningIRJET Journal
This document describes a study that uses machine learning algorithms to predict whether students will be placed in jobs after graduating. Specifically, it uses Naive Bayes and K-Nearest Neighbors classifiers to analyze historical student data and predict placements. The algorithms consider parameters like academic results, skills, and previous placement data to make predictions. This system aims to help institutions increase placement percentages by identifying students' strengths and areas for improvement. It is intended to benefit both students in preparing for careers and placement cells in targeting support. Accurately predicting placements could boost a school's reputation by demonstrating career outcomes.
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
GRAPHICAL REPRESENTATION IN TUTORING SYSTEMSijcsit
Visual representation and organization of the knowledge have been utilized in different ways in tutoring systems to upgrade their usefulness. This paper concentrates on the usage of various graphical formalisms, for example, the conceptual graph, ontology, and concept map in tutoring systems. The paper addresses what is way of the utilization of every formalism and the offering of the potential outcomes to assist the student in education systems.
Kajian ini bertujuan untuk meneroka penerapan nilai formalistik dan kebolehcapaian dalam pengajaran matematik guru sekolah menengah lepasan UPSI. Data diperoleh melalui pemerhatian kelas dan temubual dengan dua orang guru. Dapatan menunjukkan nilai formalistik dan kebolehcapaian terlaksana secara implisit melalui pengajaran berpusatkan guru dan kecenderungan membantu pelajar.
Penelitian ini menggunakan sensor ultrasonik dan Arduino Uno untuk mengukur perubahan posisi kereta dinamika pada bidang miring secara real time. Grafik perubahan posisi ditampilkan secara otomatis di GUI Matlab. Hasil menunjukkan percepatan kereta meningkat dengan peningkatan massa.
Dokumen tersebut membahas tentang penggunaan Squid untuk penyaringan akses internet pada sistem operasi Linux. Squid digunakan sebagai proxy server untuk membatasi akses website tertentu dan membagi bandwidth antar pengguna. Sistem operasi Linux dipasang sebagai alternatif pengganti Windows untuk memenuhi peraturan HAKI.
Laporan Tugas Grafika Komputer bangun 2 dimensi Code BlockIhsan Nurhalim
Dokumen tersebut membahas tentang grafika komputer dan aplikasinya. Ia menjelaskan bahwa grafika komputer adalah bagian dari ilmu komputer yang berkaitan dengan pembuatan dan manipulasi gambar secara digital, mulai dari 2D hingga 3D. Dokumen tersebut kemudian menjelaskan beberapa jenis aplikasi grafika komputer seperti pengolah gambar, presentasi, CAD, animasi, dan permainan. Ia juga menamp
Autonomous Educational Testing System Using Unsupervised Feature Learning.IJITE
With the increase of ubiquitous data all over the internet, intelligent classroom systems that integrate
traditional learning techniques with modern e-learning tools have become quite popular and necessary
today. Although a substantial amount of work has been done in the field of e-learning, specifically in
automation of objective question and answer evaluation, personalized learning, adaptive evaluation
systems, the field of qualitative analysis of a student’s subjective paragraph answers remains unexplored to
a large extent.
The traditional board, chalk, talk based classroom scenario involves a teacher setting question papers
based on the concepts taught, checks the answers written by students manually and thus evaluates the
students’ performance. However, setting question papers remains a time consuming process with the
teacher having to bother about question quality, level of difficulty and redundancy. In addition the process
of manually correcting students’ answers is a cumbersome and tedious task especially where the class size
is large.
In this paper, we put forth the design, analysis and implementation details along with some experimental
outputs to build a system that integrates all the above mentioned tasks with minimal teacher involvement
that not only automates the traditional classroom scenario but also overcomes its inherent shortcomings
and fallacies.
The document summarizes the progress made on a design project to develop an immersive virtual reality learning tool to help students understand complex engineering drawing topics like projection and section of solids. It describes the objectives, literature review conducted, user research including interviews with students and instructors to identify problems, prototyping done to test different solids and rotations, a second literature review on evaluation methods, and plans for an empirical study including development of test materials and questionnaires.
This study aims to determine the effect of the use of learning media Virtual Reality Laboratory (VR-Lab) on the conceptual understanding of Senior high school students on the concept of electrolytes and non-electrolytes. The learning media used were developed using models adapted from the ADDIE model, while the type of research as a whole uses this type of research, namely Quasy experiment with posttest only design. The instrument used in this study was a multiple choice question of 40 items. This research was conducted using 84 students consisting of the control class, experiment I, and experiment II. The analysis technique used one-way ANOVA. The results obtained in this study were that between the control class and experiment I class there were no significant differences with a mean of 44.91 and 45.67. Whereas for the experimental II class had a significant difference with the other two classes with an average of 68.66.
NLP-based personal learning assistant for school education IJECEIAES
Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future.
HIGH-LEVEL SEMANTICS OF IMAGES IN WEB DOCUMENTS USING WEIGHTED TAGS AND STREN...IJCSEA Journal
The multimedia information retrieval from World Wide Web is a challenging issue. Describing multimedia object in general, images in particular with low-level features increases the semantic gap. From WWW, information present in a HTML document as textual keywords can be extracted for capturing semantic information with the view to narrow the semantic gap. The high-level textual information of images can be extracted and associated with the textual keywords, which narrow down the search space and improve the precision of retrieval. In this paper, a strength matrix is being proposed, which is based on the frequency of occurrence of keywords and the textual information pertaining to image URLs. The strength of these textual keywords are estimated and used for associating these keywords with the images present in the documents. The high-level semantics of the image is described in the HTML documents in the form of image name, ALT tag, optional description, etc., is used for estimating the strength. In addition, word position and weighting mechanism is also used for further improving the association textual keywords with the image related text. The effectiveness of information retrieval of the proposed technique is found to be comparatively better than many of the recently proposed retrieval techniques. The experimental results of the proposed method endorse the fact that image retrieval using image information and textual keywords is better than those of the text based and the content-based approaches.
A Survey on Research work in Educational Data Miningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
THE IMPACT OF USING VISUAL PROGRAMMING ENVIRONMENT TOWARDS COLLEGE STUDENTS’ ...ijma
ABSTRACT
This study aimed to identify the impact of using a visual programming environment on college students’ achievement and understanding when learning computer programming. In this quasi-experimental study, 91 students were divided systematically into an experimental group (53 students) and a control group (38 students). The experimental group were exposed with a visual programming environment while the control group were using an ordinary text-based programming environment. Data was collected using pre-test and post-test, then analysed using paired t-test, independent sample t-test and thematic content analysis. A significant increase in the students’ achievement was recorded during the paired t-test for both groups. However, there is no significant difference in the students’ achievement between the groups. Surprisingly, the thematic analysis showed that students’ understanding in the experimental group were improved relatively better than in the control group. Thus, we conclude that visual programming environment have better impact to the students’ understanding.
Embedded System Practicum Module for Increase Student Comprehension of Microc...TELKOMNIKA JOURNAL
The result of applying the embedded system in education for students is successfully applied in
university. On the other side, many people in Indonesia use smart equipment’s (Hand phone, Remote), but
none of those equipments are used in education. University as the source of knowledge should overcome
the problem by encouraging the students to use a technology with learning about it first. Embedded
System Practicum Module Design needs a prototype method so that the practicum module that is desired
can be made. This method is often used in real life. A prototype considered of a part of a product that
expresses logic and physical of external interface that is being displayed and this method will fully depend
on user contentment. Embedded System Practicum Module Design is made to increase student
comprehension of embedded system course and to encourage students to innovate, so that many
technologies will be developed and also to help lecturers deliver course subjects. With this practicum it is
hoped that the student comprehension will increase significantly. The result of this research is a decent
practicum module, hardware or software that can help students to know better about technology and the
course subjects so that it will encourage the students to create an embedded system technology. The
result of the test has been done; there is an increase of learning value obtained by 7.8%.
PREDICTING STUDENT ACADEMIC PERFORMANCE IN BLENDED LEARNING USING ARTIFICIAL ...ijaia
Along with the spreading of online education, the importance of active support of students involved in
online learning processes has grown. The application of artificial intelligence in education allows
instructors to analyze data extracted from university servers, identify patterns of student behavior and
develop interventions for struggling students. This study used student data stored in a Moodle server and
predicted student success in course, based on four learning activities - communication via emails,
collaborative content creation with wiki, content interaction measured by files viewed and self-evaluation
through online quizzes. Next, a model based on the Multi-Layer Perceptron Neural Network was trained to
predict student performance on a blended learning course environment. The model predicted the
performance of students with correct classification rate, CCR, of 98.3%.
This document discusses classifying user preferences of web learning systems using a neural network with genetic algorithm optimization. It begins with an abstract describing using cognitive attributes from user questionnaires to train classifiers to identify areas for improving a web learning system's layout. A multilayer perceptron neural network was proposed to classify user preferences, and genetic algorithm was used to optimize the neural network parameters to improve performance. 182 students were given questionnaires assessing their cognitive responses to known and unknown subjects on a learning website to collect training data for the proposed genetically optimized neural network classifier.
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
INTELLIGENT ELECTRONIC ASSESSMENT FOR SUBJECTIVE EXAMS cscpconf
In education, the use of electronic (E) examination systems is not a novel idea, as Eexamination systems have been used to conduct objective assessments for the last few years. This research deals with randomly designed E-examinations and proposes an E-assessment system that can be used for subjective questions. This system assesses answers to subjective questions by finding a matching ratio for the keywords in instructor and student answers. The matching ratio is achieved based on semantic and document similarity. The assessment system is composed of four modules: preprocessing, keyword expansion, matching, and grading. A survey and case study were used in the research design to validate the proposed system. The examination assessment system will help instructors to save time, costs, and resources, while increasing efficiency and improving the productivity of exam setting and assessments.
IRJET- Student Placement Prediction using Machine LearningIRJET Journal
This document describes a study that uses machine learning algorithms to predict whether students will be placed in jobs after graduating. Specifically, it uses Naive Bayes and K-Nearest Neighbors classifiers to analyze historical student data and predict placements. The algorithms consider parameters like academic results, skills, and previous placement data to make predictions. This system aims to help institutions increase placement percentages by identifying students' strengths and areas for improvement. It is intended to benefit both students in preparing for careers and placement cells in targeting support. Accurately predicting placements could boost a school's reputation by demonstrating career outcomes.
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
GRAPHICAL REPRESENTATION IN TUTORING SYSTEMSijcsit
Visual representation and organization of the knowledge have been utilized in different ways in tutoring systems to upgrade their usefulness. This paper concentrates on the usage of various graphical formalisms, for example, the conceptual graph, ontology, and concept map in tutoring systems. The paper addresses what is way of the utilization of every formalism and the offering of the potential outcomes to assist the student in education systems.
Kajian ini bertujuan untuk meneroka penerapan nilai formalistik dan kebolehcapaian dalam pengajaran matematik guru sekolah menengah lepasan UPSI. Data diperoleh melalui pemerhatian kelas dan temubual dengan dua orang guru. Dapatan menunjukkan nilai formalistik dan kebolehcapaian terlaksana secara implisit melalui pengajaran berpusatkan guru dan kecenderungan membantu pelajar.
Penelitian ini menggunakan sensor ultrasonik dan Arduino Uno untuk mengukur perubahan posisi kereta dinamika pada bidang miring secara real time. Grafik perubahan posisi ditampilkan secara otomatis di GUI Matlab. Hasil menunjukkan percepatan kereta meningkat dengan peningkatan massa.
Dokumen tersebut membahas tentang penggunaan Squid untuk penyaringan akses internet pada sistem operasi Linux. Squid digunakan sebagai proxy server untuk membatasi akses website tertentu dan membagi bandwidth antar pengguna. Sistem operasi Linux dipasang sebagai alternatif pengganti Windows untuk memenuhi peraturan HAKI.
Laporan Tugas Grafika Komputer bangun 2 dimensi Code BlockIhsan Nurhalim
Dokumen tersebut membahas tentang grafika komputer dan aplikasinya. Ia menjelaskan bahwa grafika komputer adalah bagian dari ilmu komputer yang berkaitan dengan pembuatan dan manipulasi gambar secara digital, mulai dari 2D hingga 3D. Dokumen tersebut kemudian menjelaskan beberapa jenis aplikasi grafika komputer seperti pengolah gambar, presentasi, CAD, animasi, dan permainan. Ia juga menamp
2. jurnal (media pembelajaran interaktif jaringan komputer)Reskiani Embatau
Media pembelajaran interaktif jaringan komputer dikembangkan menggunakan Macromedia Flash 8 untuk meningkatkan pembelajaran materi jaringan komputer. Penelitian menghasilkan media yang dinilai layak oleh ahli dan siswa berdasarkan uji coba. Media ini diharapkan dapat mendukung proses pembelajaran.
Makalah ini membahas tentang jaringan komputer, mulai dari latar belakang pentingnya jaringan komputer, perumusan masalah yang akan dibahas seperti definisi, jenis, topologi, peralatan dan software jaringan komputer, serta tujuan penulisan makalah ini."
Laporan praktikum ini membahas tentang transformasi 2 dimensi dan 3 dimensi serta penggunaan bahasa pemrograman OpenGL untuk menggambar objek. Mahasiswa melakukan percobaan dengan menggunakan fungsi-fungsi dasar OpenGL seperti translasi, rotasi, dan skala untuk mengimplementasikan transformasi tersebut pada objek 2D dan 3D.
Dokumen ini membahas tentang pemahaman jaringan komputer untuk membangun Local Area Network (LAN). Topik utama yang dibahas meliputi model koneksi jaringan, jenis-jenis jaringan berdasarkan jarak, pengkabelan dan pengalamatan internet, pengujian koneksi antar komputer, pemindaian alamat IP, pengawasan jaringan, pendeteksian alamat IP baru, dan pengelolaan pengguna.
Jurnal Merancang dan Membangun Hotspot Menggunakan Linux Ubuntu Serverhandrian123
Jurnal Tugas Akhir
Politeknik Negeri Bengkalis Angkatan 2009 Jurusan Teknik Informatika
Judul Tugas Akhir :
Merancang dan Membangun Hotspot Menggunakan OS Linux Ubuntu di Kantor Badan Pertanahan Nasional Kabupaten Bengkalis
The document provides an introduction to PHP, including:
- PHP is a scripting language originally designed for web pages and runs on most operating systems.
- PHP syntax is quite easy if familiar with C-type languages, and it is designed to output to browsers but can also create CLI apps.
- Variables, constants, naming conventions, data types, and basic control structures like if/else, while loops and foreach loops are discussed.
- Combining PHP with XHTML is covered, recommending using functions and an object-oriented approach.
- User input via forms is mentioned, linking to a resource on processing forms with PHP.
The document discusses the benefits of exercise for both physical and mental health. It notes that regular exercise can reduce the risk of diseases like heart disease and diabetes, improve mood, and reduce feelings of stress and anxiety. The document recommends that adults get at least 150 minutes of moderate exercise or 75 minutes of vigorous exercise per week to gain these benefits.
The Effects of Computer-assisted and Distance Learning of Geometric ModelingRushan Ziatdinov
Omer Faruk Sozcu, Rushan Ziatdinov, Ismail Ipek. (2013). The effects of computer assisted and distance learning of geometric modelling, European Researcher 39(1-2), pp. 175-181.
The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics.
Online Learning Management System and Analytics using Deep LearningDr. Amarjeet Singh
The document describes a proposed online learning management system and analytics platform that utilizes various machine learning and deep learning techniques. Specifically, it discusses implementing gamification elements and augmented reality content to increase student engagement. It also explores using business intelligence and data mining of student data to perform learning analytics, such as predicting student performance and factors affecting achievement, in order to help educators optimize their teaching methods. A variety of classification algorithms like decision trees, random forests, support vector machines, and logistic regression are evaluated for their ability to model student grades based on demographic and academic attributes.
Animation to Develop Mathematical Connections in StudentsMangaiK4
Abstract - The main purpose of this paper is to improve mathematical connection in e-learning using animations that will help the students in learning. Animation content is displayed to students. To know the mathematical evaluation abilities in students, pre-test and post-test were administrated before and after teaching and learning process. At last the result was found to be that animation content had significant effect on mathematical connections between students and it has also been helpful to improve mathematical connection than that of normal approach in teaching and learning
The latest technology in education- 3D PrinterShanyu See
This document discusses the benefits of 3D printing in education. It explains that 3D printing allows teachers to create three-dimensional models and visual aids to help students better understand difficult concepts. It provides examples of how different subjects like biology, engineering, and history could utilize 3D printing to enhance hands-on learning and interactive class activities. The document also lists the various types of students who could use 3D printing for their studies and the different ways teachers and students can utilize 3D printers, such as printing existing models, capturing real-life objects, designing original content, and more.
This document discusses the benefits of 3D printing in education. It explains that 3D printing allows teachers to create three-dimensional models and visual aids to help students better understand difficult concepts. It provides examples of how different subjects like biology, engineering, and history could utilize 3D printing to enhance hands-on learning and interactive class activities. The document also lists the various types of students who could use 3D printing for their studies, such as engineering students prototyping designs or biology students examining organs and cells. Finally, it suggests some ideas for how teachers and students can utilize 3D printing, such as printing existing models, capturing something from the environment, or designing something new.
This document discusses the impact of 3D animation on memory for visual communication learners. It notes that 3D animation can improve both short-term and long-term memory by making concepts more engaging and visually stimulating. The document also describes a study that tested the memory of 30 visual communication students after viewing 3D animated tutorials on 3D modeling software. The study found that 3D animation had a significant positive impact on the students' ability to recall and retain concepts, and that attributes like color, narration and design influence the effectiveness of 3D animated learning materials. In conclusion, the document advocates for using 3D animation in teaching visual communication topics to better engage students and develop their digital skills.
Visualization tools allow learners to visualize ideas in ways that help interpret and communicate concepts. There are two main uses - interpretive tools help extract meaning from information, while expressive tools help convey meaning. Examples of interpretive tools include programs that enable visualizing science concepts like molecular structures. Expressive tools include drawing programs. Visualizing mathematics with technologies also helps comprehension through manipulatives and graphing calculators. Digital cameras, videos, and phones further aid visualization.
Pedagogical Aspects of Virtual Reality Implementation in Mechanical Engineeri...Tanil Ozkan
Pedagogical Aspects of Virtual Reality Implementation in Mechanical Engineering Materials and Manufacturing Labs at Texas A&M, Engineering Pedagogy, Virtual Reality Aided Engineering Labs, Educational Content Development for Virtual Reality in Materials and Manufacturing Labs
This document discusses the use of multimedia applications in teaching visual art education among school and university students. It aims to identify the causes of lack of preparation among teachers in using multimedia, examine student reaction to multimedia applications in art education, and determine the effectiveness of multimedia applications in teaching visual art. The document provides background on the importance of visual art education and multimedia learning. It also outlines the research objectives, questions, hypotheses, operational definitions, limitations, and significance of the study.
International Journal of Engineering Research and DevelopmentIJERD Editor
Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
The document describes the Dynamic Mathematical Display (DMD) project created by students to help other students visualize complicated 3D graphs through kinesthetic and visual learning. The DMD uses a 3x3 grid of motorized pins connected to potentiometers and an Arduino board to move the pins based on 3D graph coordinates. LEDs attached to the pins change color to represent the graph's depth, height, and peaks. The goal is to make abstract math concepts more concrete and accessible through a physical, interactive display.
Project MLExAI: Machine Learning Experiences in AIbutest
The project aims to develop a framework for teaching core AI topics with a focus on machine learning. It involves hands-on term projects where students design and implement learning systems for applications like web document classification, web user profiling, and character recognition. Preliminary results found students had positive experiences applying machine learning concepts to real-world problems.
Project MLExAI: Machine Learning Experiences in AIbutest
The project aims to develop a framework for teaching core AI topics with a focus on machine learning. It involves hands-on term projects where students design and implement learning systems for applications like web document classification, user profiling, and character recognition. Preliminary results found students had positive experiences applying machine learning concepts to real-world problems.
A Multimedia Visualization Tool For Solving Mechanics Dynamics ProblemLeonard Goudy
This document describes a multimedia visualization tool developed to help students learn mechanics dynamics problems involving projectile motion. The tool uses multimedia elements like text, graphics, audio and animation to present problem steps and solutions in an interactive virtual environment. A study found the tool effectively promoted learning by enabling visualization and interactivity. It allowed students to solve problems quickly by exploring on their own pace. The tool aims to complement traditional teaching through interactive virtual experiments.
IMAGE CONTENT DESCRIPTION USING LSTM APPROACHcsandit
In this digital world, artificial intelligence has provided solutions to many problems, likewise to
encounter problems related to digital images and operations related to the extensive set of
images. We should learn how to analyze an image, and for that, we need feature extraction of
the content of that image. Image description methods involve natural language processing and
concepts of computer vision. The purpose of this work is to provide an efficient and accurate
image description of an unknown image by using deep learning methods. We propose a novel
generative robust model that trains a Deep Neural Network to learn about image features after
extracting information about the content of images, for that we used the novel combination of
CNN and LSTM. We trained our model on MSCOCO dataset, which provides set of annotations for a particular image, and after the model is fully automated, we tested it by providing raw images. And also several experiments are performed to check efficiency and robustness of the system, for that we have calculated BLUE Score.
This research proposal aims to study the use of information and communication technologies (ICT) in teaching visual arts and design. The researcher believes that ICT can help address some issues in visual arts education like motivating students and improving artwork quality. The study objectives are to motivate students, improve artwork quality, and enhance teaching quality. A literature review of previous studies on using ICT in teaching subjects like visual arts, English, and math will inform the study. Data will be collected through questionnaires, interviews, and observations of students to understand perceptions of using ICT and its effectiveness. The population is Form 4 and 5 students who have less experience with ICT in visual arts. The findings could help attract more students to visual arts and pursue art
Technology Integration in the ES Math Classroomstrifman
This document discusses strategies for integrating technology into elementary school math classrooms. It provides examples of using the internet, tool-based software, productivity software, instructional software, and skill-building software to address common problems students face understanding math concepts and practicing skills. For each type of software, it outlines the integration strategy, advantages, and example resources and links to support math teaching and learning. The goal is to thoughtfully select technologies that enhance math education.
This document contains a research proposal submitted by Noor Hasmida Binti Mohd Khair to study the use of ICT in teaching visual arts and design. The proposal includes an introduction providing background on ICT and how it relates to visual arts. It then states the problem being examined, which is students' lack of interest and skills in visual arts. The objectives are to determine how ICT can motivate students, improve artwork quality, and enhance teaching effectiveness. The proposal also includes research questions, hypotheses, definitions of key terms, and limitations. The significance is explained as providing benefits to students, teachers, and educational institutions for developing creative skills using ICT.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
This document contains a syllabus for an English course focusing on tenses and TOEFL test preparation. It provides explanations and examples of 12 English tenses: simple present, present continuous, present perfect, present perfect continuous, simple past, past continuous, past perfect continuous, past perfect, simple future, future continuous, future perfect, and future perfect continuous. It also includes sample TOEFL questions testing understanding of tense usage. The course aims to help students improve their English proficiency, particularly for the TOEFL test.
ASCII adalah tabel kode karakter standar yang digunakan untuk menyimpan dan mentransmisikan teks. Tabel ini menetapkan nomor kode untuk setiap karakter alfabet, angka, dan simbol yang digunakan dalam komputer dan telekomunikasi. ASCII memungkinkan pertukaran data antara sistem komputer yang berbeda.
Pengaruh teknologi dalam pembentukan kreatifitas mahasiswa Lela Warni
Dokumen tersebut membahas pengaruh teknologi dalam pembentukan kreativitas mahasiswa. Teknologi informasi memiliki dampak positif seperti memudahkan akses informasi dan komunikasi, namun juga berpotensi menurunkan minat belajar mahasiswa. Dokumen tersebut juga membahas definisi dan manfaat teknologi informasi serta dasar hukum yang mengatur teknologi di Indonesia. Tujuan dokumen adalah memberikan pemahaman tentang perkembangan te
Ringkasan dokumen tersebut adalah:
(1) Konsep jaringan komputer pertama kali muncul pada tahun 1940-an untuk memungkinkan beberapa komputer berbagi sumber daya secara efisien.
(2) Pada tahun 1950-an, sistem berbagi waktu memungkinkan beberapa terminal terhubung ke komputer tunggal, memperkenalkan konsep jaringan.
(3) Perkembangan selanjutnya meliputi proses distribusi pada
Dokumen tersebut membahas sejarah perkembangan prosesor mulai dari prosesor 4004 pada tahun 1971 hingga prosesor Intel Quad-Core Xeon. Beberapa prosesor yang diuraikan antara lain prosesor 4004, 8008, 8080, 8086, 286, 386, 486, Pentium, dan prosesor-prosesor berikutnya dari Intel maupun produsen lain seperti AMD dan Cyrix.
Instalasi linux ubuntu dan windows 7 lengkap Lela Warni
Persiapan instalasi sistem operasi pada komputer meliputi: (1) memeriksa hardware komputer, (2) menentukan apakah instalasi baru atau reinstalasi, (3) memilih sistem operasi yang akan diinstal, (4) menyiapkan media instalasi, dan (5) membackup data penting. Hal ini penting untuk memastikan proses instalasi berjalan lancar.
1. The document discusses a meeting between two parties to negotiate an agreement.
2. Various topics were discussed including compensation, terms of service, confidentiality, and non-compete clauses.
3. An overall agreement was reached but details still need to be ironed out regarding intellectual property rights, trademarks, and proprietary technology transfer.
Este documento contiene una serie de símbolos y caracteres sin significado aparente. Carece de una estructura narrativa o argumentativa clara. No parece comunicar ninguna información relevante de alto nivel.
Dokumen tersebut membahas tentang representasi bilangan integer dalam sistem biner untuk digunakan dalam komputer. Terdapat beberapa metode representasi seperti unsigned integer, nilai tanda, bias, dan komplemen dua. Komplemen dua dijelaskan sebagai metode representasi paling baik karena mampu menangani bilangan positif dan negatif beserta operasinya dengan baik.
Modul kuliah ini membahas sejarah dan perkembangan jaringan komputer serta pembagian jenis jaringan komputer. Jaringan komputer pertama kali dikembangkan pada tahun 1940-an untuk memungkinkan beberapa pengguna menggunakan satu komputer secara bersamaan. Konsep jaringan kemudian berkembang dengan munculnya sistem berbagi waktu dan pemrosesan terdistribusi pada tahun 1950-1970an. Jenis jaringan k
Dokumen tersebut membahas sejarah perkembangan prosesor mulai dari prosesor 4004 pada tahun 1971 hingga prosesor Intel Quad-Core Xeon. Beberapa prosesor penting yang disebutkan antara lain prosesor Intel 4004 (1971), Intel 8086 (1978), Intel 80386 (1985), Intel Pentium (1993), dan Intel Quad-Core Xeon (2011).
1. Dokumen tersebut membahas pengertian algoritma dan bahasa C++. Terdapat penjelasan tentang definisi algoritma, struktur dasar algoritma, penyajian algoritma, dan pengenalan bahasa C++ seperti include, fungsi main, dan variabel.
Dinamika pelaksanaan undang – undang dasar 1945 Lela Warni
Dokumen tersebut membahas dinamika pelaksanaan Undang-Undang Dasar 1945 sejak masa awal kemerdekaan hingga reformasi. Terdapat perubahan-perubahan yang terjadi akibat berbagai kondisi politik, serta penyimpangan yang terjadi pada masa pemerintahan Orde Lama dan Orde Baru seperti hilangnya hak rakyat dan praktik korupsi yang meluas.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
1. 1
JOURNAL
MEDIA OBJECT RENDERING PROCESS LEARNERS
COURSE IN COMPUTER-BASED MULTIMEDIA
GRAFIKA
DI SUSUN OLEH :
KELOMPOK 1
Nama Kelompok:
Ulfah Wulandari
Nova Purnama Sari
Lela Warni
Moster Manulang
Fitrah Irwan
Rizal Anshar
M. Khaidir
Rido
Habib
UNIVERSITAS PEMBANGUNAN PANCA BUDI
FAKULTAS TEKNIK
MEDAN
2014
2. 2
Jurnal Sarjana Teknik Informatika e-ISSN: 2338-5197
Volume 1 Nomor 1, June 2013
MEDIA OBJECT RENDERING PROCESS LEARNERS COURSE IN COMPUTER-
BASED MULTIMEDIA GRAFIKA
Angga Prasetio Romadhon (07,018,288), Murinto (0510077302)
Engineering Program Information
Ahmad Dahlan University
Prof. Dr. Supomo, SH, Janturan, Umbulharjo, Yogyakarta 55164
Email: rama_esta@yahoo.com
Email: murintokusno@tif.uad.ac.id
ABSTRACT
Learning Computer Graphic Rendering on material objects for some students it is
difficult to understand. Based on data obtained from 20 students who were and who never
took a computer graphics course, be seen that the amount of the percentage of students who
do not understand the material object rendering more than the students who understand the
material object rendering. The number of students who need aids, instructional media are
more than the number of students who are not in need. For applications it is necessary to
build learning computer graphics rendering, especially in the material object to be used as a
learning tool and students facilitate faculty in presenting the material.
Subjects in this study were of multimedia applications as a learning medium computer
graphics rendering on material objects. Collecting data in this study using the method of
literature review, observation, and interview methods. Applications compiled with procedures
that include problem identification obtained, requirements analysis, designing concept,
designing the content, design document and navigational charts, manuscripts designing,
graphic designing, producing system, testing the system with a black box and the alpha test.
The results of this study are multimedia applications as a learning medium in the computer
graphics object rendering material for students of Informatics at the University of Ahmad
Dahlan is based on the test results it can be concluded that the application of this study can
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help the learning process of the students to understand the material and can be used as a tool
help lecturers to support learning computer graphics.
Keywords: Computer graphics, Rendering Objects, Learning, Multimedia.
1. INTRODUCTION
Multimedia has changed the culture of the user to interact with a computer through the
incorporation of media text, graphics, sound, and animation. One area that is expanding the
field of education is a form of interactive teaching and learning in order to make it easier to
understand the lessons presented. Sometimes learning activities are exposed to materials that
can not be done in the classical style. For example, a trial takes a long time, while the limited
learning time is 100 minutes or object is difficult to be shown and explored by students.
While the subject of this object rendering learn about the representation of 3D objects and
object rendering process.
Based on the results of interviews with lecturers for computer graphics courses Murinto S.Si.
father, M.Kom. on December 28, 2011 stated that there are many students who get poor
grades in the final exams. Exam at the end of the semester computer graphics course covers
the historical development of computer graphics matter, Introduction to OpenGL, 2D and 3D
Transformations, 3D object representation and Ray Tracing where the weight of the material
to be focused about the representation of 3D objects and Ray Tracing. Based on the results of
the semester Final Exam FY 2010/2011, of 240 161 students obtained facts or 60.08% of
students scored below 60. Lecturers also outlines that the object is rendering the material
rendering it difficult for students because the object has several important components to
generate objects from the rendering process, one of which is the rendering algorithm in which
the student difficulties in understanding the algorithm. Based on the data from the
questionnaire that was obtained from 20 students who have been and are taking a computer
graphics course, a large part menyabutkan that meteri object rendering is very difficult to
understand, the number of 14 students or 70% of students said they agree, the difficulty of
working on the problems in the course computer graphics rendering for material objects with
16 students or 80% agreed, students not only learn the material computer graphics just look at
the power point and an explanation of lecturers in the lecture course with 18 students or 90%
agreed, the level of student understanding and interest in learning, especially eyes lecture
materials computer graphics rendering for objects still less if only diperkuliahan course with
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16 students or 80% agreed, therefore, 85% of students expect any other tools in the form of a
more interactive medium of learning about the material object rendering.
Based on the above background, it will be made "OBJECT RENDERING PROCESS
MEDIA LEARNING COURSE ON COMPUTER-BASED MULTIMEDIA GRAFIKA"
which is a general overview of the elaboration of the computer graphics matter. The goal is to
help facilitate faculty and students in giving and understanding the material object rendering
in computer graphics courses.
2 . LITERATURE
Previous research with the title " Software engineering 3D object using VB " by Herni
Ardani. In this study, the authors apply the processes in the manufacture of three-dimensional
objects using Visual Basic applications such as lighting, viewpoint and some other processes
forming three-dimensional objects on the object that was shaped two- dimensional. The study
will be conducted also refer to the study entitled " Comparison of algorithms Scanline, Ray -
Casting algorithm and algorithm accuracy Ray - Tracing the lighting in the software 3Ds Max
" by Eva Handriyantin that in doing comparative research quality of an object that fotoralistik
with several rendering algorithms algorithm in order to obtain what should be used in 3D
computer graphics for rendering an object with the accuracy of the optimal lighting. This
research was supported by the visualization of each stage of the process of rendering images
that display information in detail .
Other previous studies is the application of " Making Learning Media For Conversion
Process In Finate Automata -Based Multimedia " by Wantah Satria. This study discusses the
material in the course Automata Theory Languages , especially the conversion process on
finate automata using Adobe Flash CS3. In the discussion of research material delivered by
any method, program menu display, spesific color, and combines with Articulate QuizMaker
'09 with Flash CS3 is already quite good. This application is able to simulate the process of
converting the finate automata and also a matter of evaluating the results of the evaluation
can be sent to email lecturers.
Based on the above studies, this research conducted to develop how to create a learning tool
in computer graphics courses which include display, suitability animations, demos and add a
reference to the analysis of media interactive learning aids especially rendering the material
object on a computer graphics course that Students will be able to master the material
properly in terms of both theory and practice. In these multimedia applications in addition to
showing a tutorial session material in interactive material that will also feature several
5. 5
exercises that serves as an evaluation.
2.1 The concept of computer graphics ( Computer Vision )
The concept of computer graphics (Computer Vision) an idea which represents an
abstract science or theory. A concept according to Brunner, Goodnow, and Austin has five
elements: having a name, emblem or attribute has, has a definition, has a value, price, atatu
formulation, and has examples.
The concept is always related to natural phenomena and the symptoms are usually expressed
in a state of mathematical language that is easy or difficult. Graphic Concepts Computer
(Computer Vision ) basically trying to imitate the workings of the human visual system
(human vision) which actually very complex.
2.2 Basic Concepts of 3D Objects
3D objects are representations of 3 -dimensional geometric data as a result of the
processing and delivery of light effects to 2D computer graphics. This result is sometimes
shown in real time ( real time ) for simulation purposes. In general, the principle is similar to
that used 2d object, in which case : the use of algorithms, vector graphics, wire frame models
(wire frame models), and graphics rasternya.
3D objects are often referred to as 3D models. However, the 3D model is more emphasis on
mathematical representation for 3D objects. The mathematical data can not be regarded as
graphic images displayed visually to date on the computer screen or printer. Process
performances of a mathematical model to form 2D image is usually known as 3D rendering
process.
2.3 Representation of 3D Objects
To present 3D Objects can be done by several methods , including :
2.3.1 . equations Geometry
A 3D object can be represented directly using the geometry of the object equation .
2.3.2 . Constructive Solid Geometry ( CSG )
6. 6
CSG is a way of shaping objects by way of combining or cutting ( reducing ) of some
primitive 3D object.
Operators are used to form a CSG object are :
a. Merging (union).
b . The intersection (intersection).
c . The difference (difference).
CSG difference with regular geometry object lies in the differences in the calculation of the
time when the light hit the object.
2.3.3 . Bezier Curves and Surfaces
Bezier curves formed by four dots , one dot serves as a starting point ( x0 , y0 ) , 1 as
the end point ( x3 , y3 ) and the other is 2 points ( x1 , y1 ) and ( x2 , y2 ) serves as a control
point .
Image 1. The points on the Bezier curve
Bezier curve is a function defined on a single parameter that inserts a sequence of points.
When parameters are changed, the line formed a line from the first point to the last point,
moving along the curve is influenced by the control points.
2.4 Basic Concept Rendering 3D Objects .
Rendering is a process for generating a 2D image from 3D data. This process aims to
to provide visualization of the 3D data about the user through the monitor or printer can only
display 2D data.
The image created through digital rendering process is a digital image or raster image, the
7. 7
same type of image that we see everyday on the computer desktop or wallpaper. The digital
images created through the digital rendering process as the last major step before compiled
into an animation. Animation is used as a final destination in the movies, video games,
computer games, simulators, and for special effects in television. Each uses a digital
rendering process that uses different features and techniques to achieve the desired results.
In general, the process to produce a two- dimensional rendering of 3D objects involves five
main components :
1 . geometry
2 . camera
3 . light
4 . Surface characteristics
5 . Rendering algorithm
2.4.1 . camera
In 3D graphics, the angle of view (point of view ) is part of the camera. The camera in
the 3D graphics are usually not defined physically, but only to determine our perspective on a
world, so it is often called a virtual camera.
On camera, known field of view is the area seen by a camera. Field of view at the pyramid-
shaped 3D graphics, because a computer monitor screen quadrangular. Objects that are in the
field of view it will be seen from the screen, while objects that are outside the field of view is
not visible on the monitor screen. Field of view is very important in the selection of objects to
be processed in the rendering. Objects outside the field of view is usually not taken into
account, so the calculations in the rendering process, does not need to be done on the entire
object .
Image 3. Angle field of view
8. 8
2.4.2 . Light
The light source in the 3D graphics is an object that is important, because the light is a
visible world and can do the rendering process. The light source also makes a world
becoming more realistic by the shadow of a 3D objects that exist.
A light source has a type. In 3D graphics known several kinds of light sources, namely :
2.4.2.1 . Point Light
Radiating in all directions, but the intensity of light received depends on the position
of the object light source . This type is similar to incandescent lamps in the real world .
2.4.2.2 . Spotlight
Emit light into certain areas in the form of a cone. The light source is located at the
apex of the cone. Only objects that lie in the cone area will appear.
2.4.2.3 . Ambient Light
Light background / nature. This light is received with the same intensity by each
surface on the object. The backlighting is modeled to follow what happens in nature, in a
state without a light source though, the object can still be seen.
2.4.2.4 . Area Light
2.4.2.5 . Directional Light
Emit light with the same intensity in a particular direction. The layout does not affect
the intensity of light. This type of effect as if the light source is very far away from the object.
2.4.2.6 . Parallel Point
Similarly, the directional light, only the lighting direction and position.
9. 9
Image 4. reflectance of light
2.4.3 . Surface Characteristics
Surface characteristics of an object is the nature of the surface of an object.
The surface characteristics include :
2.4.3.1 . Color
Color parameters in surface characteristics represented by the three basic colors, ie
RGB. When rendering, the color of an object depends on the color of the surface
characteristics and color of the light that hit it.
2.4.3.2 . Texture
Texture parameter is represented by a file name. This file will be the texture on the
surface of the object. In addition, there are several parameters in a texture that is useful to
determine the position of a texture on an object, textural properties, looping texture, and
others.
2.4.3.3 . Surface Properties
The surface properties, such as diffuseness, refleksisifitas, and others are represented
by a value. This value determines the nature of these parameters. For example, the roughness,
the greater the value of the parameter, the object is more coarse.
2.4.4 . Rendering algorithm
Rendering algorithm is a procedure that is used by a program to do the calculation to
generate 2D images from 3D data.
Most existing rendering algorithm uses an approach called scan - line rendering which means
the program look of each pixel, one at a time, horizontally and calculate the pixel color.
Currently known 3 methods :
2.4.4.1. Ray – Casting
The method in which an image of the entire visible surface of the object is obtained
by a line beam emitting from a camera / viewer to the objects and processes implemented in
each pixel of the display monitor .
10. 10
Image 5. (a). Basic Ray-Casting, (b). Results of the Ray-Casting lighting.
2.4.4.2. Ray-Tracing
This method gives results similar to the Ray-Casting, but able to give a better optical
effects, such as the simulation of reflection and refraction are more accurate with better
output results.
Ray tracing works by looking for traces (tracing) a line of light that intersect (intersect) with
the camera lens, so that a variety of visual information from the whole scene was collected
and generated on the point of view of the camera / eye.
Image 6. Lighting results with Ray-Tracing method.
2.4.4.3. Radiosity
This method is a rendering technique based on a detailed analysis of the reflection of
light from the surface diffusion. This technique divides the field into a smaller field to find
details of the color so that the process is slow, but the resulting visualization is very neat and
smooth. Some examples of the results of rendering the rendering algorithm in image 27
above shows the following.
11. 11
(a) (b) (c)
Image 7. (a). Radiosity, (b). Ray tracing, (c). Ray casting
3.METHODS
3.1 Method of Data Collection
3.1.1 Methods Library Studies
This method is used by reading library books / references relating to computer
graphics such as Books Computer Graphics by James D. Foley, Materials Slide Show power
point computer graphics as well as studying the reports and other books relating to research.
3.1.2 Method Interview ( interview )
The method is carried out by means of direct questioning to students who have or are
taking courses in computer graphics. This method is performed to ensure that the data
obtained on the material rendering 3D objects in computer graphics courses really fit with the
facts.
3.1.3 Observation Mettode
Is a method of direct observation of the way the learning computer graphics that is
currently on the UAD . In addition to making observations also keep records of documents
pertaining to the subject of careful and systematic study.
3.1.4 Methods Koesioner
This method is done by giving questionnaires to students who have taken Computer
Graphic courses to see the problems faced by students in the classroom learning, especially in
learning the material Rendering Objects.
12. 12
3.2 Analysis of Data
Phase analysis of the data is a very important step, because errors at this stage will
bringing error on the next research phase. Data analysis was conducted by means of
classifying the data that serves to classify data according to the type and function. Data were
managed dikupulkan a voice data, image data, text data, animation data, as well as
information relating to the data on the material that is computer graphics rendering 3D
objects and 3D objects.
3.3 System Design Method
Stages of system design is a continuation of the analysis of the data, so that data can
be compiled to be made easily, and right on target that has been set before making an
application. Steps that must be done is to make the design of an application to the problems
discussed in the hope of making an application that does not extend from the point.
4 . RESULTS AND DISCUSSION
Implementation application Rendering Process Learning Media Objects are as follows :
4.1 Main Menu Page
Image 1 Main Menu Page
Display the Main Menu page is displayed when the Enter key on the intro page on
click. The main menu page has 7 main buttons, namely the menu button to return to the main
menu when you're entering the other page, an introduction to the key competencies and the
introduction into the page, go to the key material for the material and the process of rendering
3D Objects, exercise key to the exercise yard, button evaluation to the evaluation page, the
13. 13
button about me to the page, exit button (X) to exit the program and the volume for the sound
setting.
4.2 Content Page Views
Image 2 Page Content
This page displays the sub-sub-menus that exist in the material menu page.
4.3 Tutorial Page
This page shows the tutorial video rendering using 3D Studio Max.
4.4 Exercise Page
Image 4 Page Exercise
14. 14
This page presents the exercises of the whole matter by entering the answers then check
whether the results are true or false. If the answers are correct then it will go to the next
question and if the answer is wrong then there will be a notice to the correct answer.
4.5 Evaluation Page
images 5 Page Evaluation
This page shows the evaluation questions.
4.6 Testing System
Testing the system using two types of testing that is :
1) Black Box Test
The test is performed by Mr. Murinto S.Si., M.Kom. faculty member in the Computer
Graphic Ahmad Dahlan University Department of Information Engineering, the percentage
of test results can be concluded that the material presented was appropriate.
2) Alpha Test
Users of this test method is a student in the University of Ahmad Dahlan and the College of
Engineering Department of Information Engineering Adisudjipto Yogyakarta who have been
and are currently studying Computer Graphic courses totaling 10 students.
16. 16
REFERENCES
[1] Handriyantini, Eva, 2010, Perbandingan algoritma Scanline, algoritma Ray-Casting dan
algoritma Ray-Tracing terhadap akurasi pencahayaan pada piranti lunak 3Ds Max. Malang
:skripsi S-1, Sekolah Tinggi Informatika dan Komputer Indonesia (STIKI).
[2] Ardani, Herni. 2001. Rekayasa perangkat lunak objek 3D menggunakan VB. Yogyakarta:
Skripsi S-1, Universitas Ahmad Dahlan.
[3] Nasution, S. 2006. Berbagai Pendekatan Dalam Proses Belajar Dan Mengajar. Jakarta: Bumi
Aksara.
[4] Murinto. 2011, rendering objek 3D, yogyakarta, materi slideshow grafika lanjut, Universitas
Ahmad Dahlan.
[5] Foley, James D. 1996, Computer graphics: principles and practice The systems programming
series, Addison-Wesley systems programming series. USA: Addison-Wesley.
[6] id.wikipedia.org/wiki/Grafika_komputer_3D , diunduh 5 Desember 2011.
[7] Satria, Wantah. 2011. Pembuatan Media Pembelajaran Untuk Proses Konversi Pada Finate
Automata Berbasis Multimedia. Yogyakarta: Skripsi S-1, Universitas Ahmad Dahlan.
[8] http://silvesternanda.blog.fisip.uns.ac.id/2011/01/18/5-artikel-tentang-grafika-komputer/,
diunduh 6 Desember 2011.
[9] http://www.ittelkom.ac.id/staf/faz/kuliah/grafcit/20111/slides/Chapter11-3D%20Viewing.ppt
diunduh 2 Desember 2011.
[10] http://www.ittelkom.ac.id/staf/faz/kuliah/grafcit/20111/slides/GrafCit2011-1%20-
%2012%20-%20Rendering.ppt diunduh 26 November 2011.
[11] http://www.info-teknologi.com/search/belajar+grafika+komputer/ diunduh 25 November
2011.
[12] http://www.scribd.com/doc/71518306/model-rendering-3D, diunduh 25 November 2011.
[13] http://usmanrizal.blogspot.com/2008/10/quantum-learning.html, Dr. Vernon A. Magnesen.
1983. Tentang Teknik Belajar. 27 November 2011
[14] http://www.ittelkom.ac.id/staf/faz/kuliah/grafcit/20111/slides/Chapter09-
Pengantar%20Grafika%203D.ppt, diunduh 25 November 2011.
[15] http://my.opera.com/taniadwy/blog/graphic-3d-2#comments, diunduh 26 November 2011.
[16] gambar.mitrasites.com/grafika-komputer-3d.html, diunduh 5 Desember 2011.
[17] http://www.owlnet.rice.edu/~comp360/lectures/CSG-Web.pdf, di unduh 13 mei 2012
[18] Liliana, dkk.2006. Pembuatan Generator Ruled Surface dan Rotational Object Dengan
Menggunakan Kurva Bezier dan B- splines.Surabaya: Jurnal. UK