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Abstract Topic: Digital Humanities

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A Design of Computer Adaptive Test (CAT) Based on Holistic Problem Solving Methodology
Nono Suwarno (a*)

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Corresponding Author
Nono Suwarno

Institutions
a) Master of Information Systems, Faculty of Post Graduate, Universitas Komputer Indonesia
Jl. Dipati Ukur No. 112-116, 40132, Bandung, Jawa Barat, Indonesia
*nono.suwarno[at]email.unikom.ac.id

Abstract
Computerized Adaptive Test (CAT) is one of the computer based test, that choose test items according to participants ability. To quickly measure participant ability in practical case, holistic problem can be used. Computerized Adaptive Test use item selection method to determine which test item will be used for the test. A test item contains problems that must solved by the participant. Holistic Problem Solving Methodology can be used to ajust the item selection method in Computer adaptive Test to create holistic problem in the test items in order to chalange the paticipant ability. Steps taken by participants can be measured so the result can show the participant ability profile about the test topic. Test time be more efficient because every aspect in the test topic have been summarized into a holistic problem.

Keywords
Computerized Adaptive Test, holistic problem, item selection method, Holistic Problem Solving Methodology

Topic
Digital Humanities

Link: https://ifory.id/abstract/kyLvgchewaKU


A DISCOURSE ANALYSIS OF INTERPERSONAL METAFUNCTION IN DONALD TRUMPS SPEECH RECOGNIZING JERUSALEM AS CAPITAL OF ISRAEL
Muhammad Rayhan Bustam

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Corresponding Author
Muhammad Rayhan Bustam

Institutions
Program Studi Sastra Inggris, Universitas Komputer Indonesia

Abstract
This study examines the discourse strategies used by Donald Trump in his speech recognizing Jerusalem as Israel-s capital. In implementing the analysis, the study employs Systemic Functional Grammar (SFG) theoretical framework, specifically interpersonal metafunction elements, to analyze all uses of language in expressing social and personal relations in the speech. Interpersonal metafunction is commonly realized by mood and modality analysis. In Mood analysis, it can be revealed the role of the speaker wanted to be in the speech situation, and also the role the speaker wanted to assign to the hearer. Furthermore, in Modality analysis, it can be revealed not only how the speaker views and thinks to the problem of the speech topic, but also the power relationship and the formality scale between the speaker and the hearer. The results show that the design of the Donald Trump-s speech reflects his political intention. It is all shown not only by its interpersonal metafunction discourse strategies he uses but also by its interpersonal meaning he creates in his speech. This is quite understandable since Trump tries to persuade the world that what he did in in his speech is a correct decision, and it does not threaten the world peace.

Keywords
Discourse Analysis; Interpersonal Metafunction; Trump-s Speech

Topic
Digital Humanities

Link: https://ifory.id/abstract/MCN6fAuZGXEy


A Tracer Study of Japanese Department Graduates in West Java
Soni Mulyawan Setiana, Rusman, Mohammad Ali

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Corresponding Author
Soni Mulyawan Setiana

Institutions
Universitas Komputer Indonesia

Abstract
This study was aimed to describe the profile of Japanese Department Graduates in West Java which includes waiting period to get the first job, type of job, type of company where alumni work, Japanese Language Proficiency Test (JLPT) owned by graduates, and feedback given by alumni to the Japanese Department. This study used a descriptive evaluative method with a survey approach. Respondents in this study were graduates of the Japanese department and the head of the Japanese department from four private universities in Bandung, including Universitas Kristen Maranatha, Universitas Komputer Indonesia, Universitas Nasional Pasim, and STBA Yapari ABA. The results of this study are expected to be able to obtain comprehensive information about the profile of Japanese department graduates and feedback from alumni to improve the quality of graduates of the Japanese Department.

Keywords
Tracer Study, Japanese Department, Graduates

Topic
Digital Humanities

Link: https://ifory.id/abstract/kLMHDyfjm7zv


Digital Literacy and Literary Appreciation
Fenny Febrianty

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Corresponding Author
Fenny Febrianty

Institutions
Universitas Komputer Indonesia

Abstract
Digital literacy or internet literacy is the ability to find information needed by using the internet. Today, one of the digital literacies that young people are interested in is reading manga online. When reading manga it means that someone has done an appreciation of manga as a literary work. Literary appreciation is an activity of recognizing, appreciating, understanding, interpreting literary works, then applying the values of literature in life. This study aims to describe the role of manga digital literacy on the literary appreciation of the younger generation. The research is a descriptive study with the same method, and questionnaire as research instrument . The research respondents were students of Japanese Department, University Komputer Indonesia.

Keywords
digital literacy; literary appreciation; manga

Topic
Digital Humanities

Link: https://ifory.id/abstract/Qyzf6U2bPEB7


EMPOWERING SEMIOTIC CODES FOR PERSUASION
Retno Purwani Sari, Diba Basar

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Corresponding Author
Retno Purwani Sari

Institutions
Faculty of Letters, Universitas Komputer Indonesia
Jl. Dipatiukur No. 112 Bandung 40132, Indonesia
retno.purwani.sari[at]email.unikom.ac.id

Scientific Publication and Intellectual Property Right Unit, Faculty of Medicine, Universitas Padjadjaran
Gedung RSP Universitas Padjadjaran Lt. 3 Jl. Eijkman No. 38 Bandung, Indonesia
Artsiyanti[at]gmail.com

Abstract
This study explores how persuasive technology applications namely movie poster can enhance children-s mature morality. The combination of Aladdin poster-s semiotic modes initiates children to experience critical evaluation. In this mechanism, this study investigates Aladdin poster-s semiotic resources: (1) linguistic affordance; (2) visual affordance; and (3) spatial affordance. Moreover, by focusing on the use of semiotic resources to maximize the persuasive effect, Jewitt et.al.-s social semiotics is applied to approach to multimodality. Social and cultural construction influence meaning. This study implemented analytic descriptive method to explain the phenomena. The findings highlight meaning is invented using all semiotic modes which initiate children to experience imaginatively a specific journey. Children are motivated to make a certain evaluation, and to judge moral values conveyed in the poster. The obtained results also facilitate adults with a means to promote morals intended, and suggest persuasive strategies to communicate information.

Keywords
persuasive strategy, semiotic modes, social semiotics.

Topic
Digital Humanities

Link: https://ifory.id/abstract/phFyDUb3rX8L


Japanese Aesthetic in Bentou Japanese Lunch Box
Pitri Haryanti

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Corresponding Author
Pitri Haryanti

Institutions
UNIKOM

Abstract
This research aimed to find out the Japanese aesthetic through the way they serve bentou. This research apply descriptive qualitative method which data were gathered from magazines, books. As a conclusion, beside the balance of the food, it is also important for the Japanese to consider the type of the foods that match with five colours that must exist in bentou such as white, red, green, black, yellow and also type of food that can represent the season.

Keywords
Japanese aesthetic, bentou,

Topic
Digital Humanities

Link: https://ifory.id/abstract/KuxmGVe6fg2j


LIFE REITERATION IN “LIFE IS STRANGE” VIDEO GAMES
Nenden Rikma Dewi S

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Corresponding Author
Nenden Rikma Dewi S

Institutions
Universitas Komputer Indonesia

Abstract
A story within a video game can be defined clearly yet the narrative is various based on the nodal situation and structures; thus this paper focuses on the representation of life reiteration in a non-unilinearity narrative. This research is significant to be executed since through its- players can learn that options are exist and able to alter facts. The paper then suggests that video games simulating reality can be used as a method to learn and comprehend probabilities and opportunities occurred in players daily life. As a part of qualitative research, this paper applies a qualitative methodological approach in video games called as interface study to discuss the game interfaces which leads to the non-unilinearity narrative. Life is strange itself is mentioned as an interactive drama games which allows players to experience stories. Those experiences is perceived as real-time reactions achieved through a character who is rekindling relationship with her best friend. Through the research, this paper shows video game can be used as a method to help teenagers or young adults in learning life and its consequences.

Keywords
interactivity, narrative, non-unilinearity, real-time reactions

Topic
Digital Humanities

Link: https://ifory.id/abstract/qeERuC4vZWfU


Model of Travel Planning and Tourism Costs With Integration of Creative Industries Information Using Web and Mobile Technology
Rahma Wahdiniwaty (a*), Eko Budi Setiawan (b), Deden A Wahab (c)

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Corresponding Author
RAHMA WAHDINIWATY

Institutions
a) Master of Management Program, Universitas Komputer Indonesia, Bandung 40132, Indonesia
*rahma[at]unikom.ac.id

b) Informatics Engineering, Universitas Komputer Indonesia, Bandung 40132, Indonesia

c) Master of Management Program, Universitas Komputer Indonesia, Bandung 40132, Indonesia

Abstract
Planning travel in a tourist activity needs to be done so that when the implementation is in accordance with expectations and does not exceed the planned costs. This research provides a model that can be used when planning a tourism activity so that some recommendations can be obtained, namely the total costs needed, information on weather forecasting in the destination and information on creative industries located around tourist destinations. Android-based web and mobile technology are modeled using so that the model in this study becomes a blueprint for system design that is ready to be implemented. Based on the testing and validation of the user acceptance test model using the Likert scale from the aspect of technology feature assessment, ease of use and completeness of the information provided, it was concluded that the model produced in this study obtained a value that was at a good interval. Thus, this model can be accepted by the community and then implemented into the next stage.

Keywords
travel planning, tourism cost, creative industry, android technology, weather forecasting

Topic
Digital Humanities

Link: https://ifory.id/abstract/YCq8GumecKy7


News Web Easy as Japanese Learning Media
Anisa Arianingsih

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Corresponding Author
Anisa Arianingsih

Institutions
Universitas Komputer Indonesia

Abstract
This study aims to describe the function of News Web Easy as Japanese Learning Media and students- response of this media. This research used a descriptive method with sample of 20 persons of the 2nd grade UNIKOM Japanese Department students in 2018/2019 academic year. The research instrument is a questionnaire using Google forms and literature studies. The result shows that News Web Easy can improve the Japanese skills, such as reading skills, listening skills, speaking skills, vocabulary and kanji skills, and grammar skills. Moreover, this media can help to know about the latest news about Japan in simple Japanese. Moreover, this media can be used as an alternative media for Japanese learning.

Keywords
News Web Easy, Japanese, Learning Media

Topic
Digital Humanities

Link: https://ifory.id/abstract/Q7RdqhyNbEkU


PERLOCUTIONARY OF THE COMMISIVES ILLOCUTIONARY IN THE NETIZEN POSTING IN IG JusticeForAudrey
Juanda

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Corresponding Author
Juanda Juanda

Institutions
Universitas Komputer Indonesia

Abstract
This article studies the perlocutionary of the commissive illocutionary on netizens posts in IG JusticeForAudrey. The case of Audrey, a junior high school student in Pontianak who was assaulted by 12 female students of high school. This case gave the various comments from netizens who felt empathy for the case experienced by Audrey. The forms of diversity in empathy towards Audreys victims and demands for cases against perpetrators expressed netizens through very diverse language expressions but implications for a demand for an event. The method analysis used is the analysis of speech acts by making the implications of focusing on the illocutionary effects posed by netizens. Some of the examples below are some of the forms of language expression through a syela.trifena_16 account. Life prison is just the culprit; andre_welemully The local government should not neglect in handling this case; angelica_go God, I hope the perpetrators will get more karma than they do. The findings from the data of this study that the commisives illocutionary gives impact to non-linguistic attitudes or attitudes such as demands on the court or the government to act and try fairly on this case.

Keywords
netizens, perlocutionary, empathy

Topic
Digital Humanities

Link: https://ifory.id/abstract/NXGcDY8Tzt7L


Photogrammetry 3D Scanning Method Application in Design Education
Arianti Ayu Puspita, Meirina Triharini, Muhammad Risfan Badrus

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Corresponding Author
Arianti Ayu Puspita

Institutions
Institut Teknologi Bandung

Abstract
Photogrammetry is one of the 3d scanning methods for artefacts that can be said to be quite economical, when compared to other 3d scanning methods such as using a laser. This method allows everyone tp be able to record digital visual data in sufficient detail. The use of 3d scanning photogrammetry has not been sufficiently optimized for design education in Indonesia. Through this study, the researcher took several traditional West Java artifact samples to record the data using close-range photogrammetry 3d scanning method. The results are divided into two parts. Part one are the evaluation of photogrammetry method that has been done. Part two are the alternative application of digital data from artifacts that have been recorded for their application in design science, especially product design.

Keywords
photogrammetry, 3d scanning, digital artefact, product design, education

Topic
Digital Humanities

Link: https://ifory.id/abstract/LUnHe3Afhz9g


Refining Abstrak using Machine Translation
Mr. Tatan Tawami, Mrs. Susi Yuliawati

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Corresponding Author
Tatan Tawami

Institutions
English Department, Universitas Komputer Indonesia
tatan.tawami[at]email.unikom.ac.id
English Department, Universitas Padjadjaran
susi.yuliawati[at]unpad.ac.id

Abstract
This paper investigates steps in which abstrak of paper may be well translated into abstract using particular computer aided tool. In analysing the steps mentioned, narrative-descriptive method is implemented in order to specify the sequence of the steps. In the process, it turned out that there were at least 6 steps to perform in order to create a well translated abstrak into abstract. Five steps can be done in order to create one well-translated abstrak. Each steps requires systematic analysis in order to achieve correct and accurate translation. Finishing the steps mean the translated abstrak may require further action in order to achieve best result. By performing these systematic and step by step sequences, the abstrak can express your best thought, additionally, the steps can even be extended to the entire paper to achieve the accurate translation.

Keywords
abstrak, translation, computer-aided tool.

Topic
Digital Humanities

Link: https://ifory.id/abstract/2drkVZhjCAUb


Speaking through silence: Trauma in Literary Work
Nungki Heriyati, Riris K. Sarumpaet, Chirstina T. Suprihatin

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Corresponding Author
Nungki Heriyati

Institutions
Universitas Komputer Indonesia, Universitas Indonesia

Abstract
Traumatic experience is hard to express easily because it is beyond comprehension and too threatening to be accepted into the consciousness. As one of traumatic history in Indonesia 1965 history is inaccessible and haunts Indonesian. New Order strictly control the history by silencing the certain group that against their power. The fall of New Order regime in 1998 triggers the survivors, researchers, and sympathizers to re-examine the history which resulted in the various reports and testimonies. Literary work is also take part in representing the historical atrocity. Literary work is regarded as a means to give testimony for those who cannot survive during the catastrophe. However, it also faces difficulty in representing the unpresentable event. The paper analyzes how the traumatic experience depicted and problematized in Lasmi [11]. By using the concept of trauma, the paper attempts to unveil the strategy used to represent inaccessible traumatic experience. The analysis underlies two points. First, collective and personal experience are intertwined in historical trauma. Second, silence is part of strategies as well as resistance of the survivor to voicing their voice.

Keywords
Indonesia, Lasmi, traumatic experience and 1965

Topic
Digital Humanities

Link: https://ifory.id/abstract/CmeG6tvbPpnJ


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