Abstract:Abstract: This study aims to analyze the response time of fruit marker detection in an Augmented Reality system based on the color similarity of the markers. The system was developed using Unity and Vuforia Engine, with…
fruit image markers used to display corresponding 3D objects. Testing was conducted under three scenarios: individual marker detection, switching between markers with different colors, and switching between markers with similar colors. A total of 95 tests were performed, consisting of 55 individual marker detection tests, 20 different-color marker switching tests, and 20 similar-color marker switching tests. The results showed that the average response times were 2.02 seconds for individual marker detection, 2.74 seconds for different-color marker switching, and 3.39 seconds for similar-color marker switching. All tests successfully detected the markers and displayed the corresponding 3D objects, with no misidentification observed and stable tracking performance. The ANOVA results indicated a significant difference in response time among the three testing groups (p=0.0016), which was also supported by the Kruskal-Wallis test (p<0.001). However, pairwise comparison showed that the difference in response time between different-color and similar-color marker switching was not statistically significant (p=0.3086). Therefore, although similar-color markers descriptively exhibited a higher average response time, the results are insufficient to conclude that color similarity directly causes an increase in marker detection response time.
Keywords: Augmented Reality, fruit marker, response time, color similarity, Vuforia Engine.
Abstrak: Penelitian ini bertujuan menganalisis waktu respons pendeteksian marker buah pada sistem Augmented Reality berdasarkan kondisi kemiripan warna marker. Sistem dikembangkan menggunakan Unity dan Vuforia Engine dengan marker berupa gambar buah yang digunakan untuk menampilkan objek 3D yang sesuai. Pengujian dilakukan pada tiga skenario, yaitu pendeteksian individual marker, pertukaran marker dengan warna berbeda, dan pertukaran marker dengan warna serupa. Sebanyak 95 pengujian dilakukan, terdiri atas 55 pengujian individual marker, 20 pengujian pertukaran marker berbeda warna, dan 20 pengujian pertukaran marker warna serupa. Hasil pengujian menunjukkan rata-rata waktu respons masing-masing sebesar 2,02 detik pada pendeteksian individual marker, 2,74 detik pada pertukaran marker berbeda warna, dan 3,39 detik pada pertukaran marker warna serupa. Seluruh pengujian berhasil mendeteksi marker dan menampilkan objek 3D yang sesuai, tanpa ditemukan misidentification, serta menunjukkan kondisi tracking yang stabil. Hasil analisis ANOVA menunjukkan terdapat perbedaan rata-rata waktu respons yang signifikan antar kelompok pengujian (p=0,0016), yang juga didukung oleh uji Kruskal-Wallis (p<0,001). Namun, hasil uji perbandingan berpasangan menunjukkan bahwa perbedaan waktu respons antara marker berbeda warna dan marker warna serupa tidak signifikan (p=0,3086). Dengan demikian, secara deskriptif marker dengan warna serupa menunjukkan rata-rata waktu respons yang lebih tinggi, tetapi hasil penelitian ini belum cukup untuk menyatakan bahwa kemiripan warna secara langsung menyebabkan peningkatan waktu respons pendeteksian.
Kata kunci: Augmented Reality, marker buah, waktu respons, kemiripan warna, Vuforia
Engine.
Abstract:Abstract: The rise of "Indoglish," a hybrid language that combines Indonesian and English in online communication, is one way that the growing use of social media has impacted bilingual communication habits among Indonesian…
ian users. The purpose of this study is to describe how Indoglish reflects social and digital communication patterns among Indonesian social media users, as well as to identify the many forms of code-mixing employed in Indoglish expressions and assess their communicative purposes. This study used a sociolinguistic approach in conjunction with a descriptive qualitative method. Twenty-five Indonesian social media comments using Indoglish expressions that were gathered using a documentation technique made up the data. Hoffman's communicative function theory, Muysken's theory of code-mixing, and sociolinguistic viewpoints on digital communication were used to analyze the data. Four types of code- mixing were identified by the results: intra-sentential, alternation, insertion, and tag switching. In the comments, intra-sentential code-mixing was the most common of these categories. Furthermore, the analysis demonstrated that Indoglish fulfilled a number of communicative purposes, such as identity- related, religious, persuasive, supportive, expressive, and solidarity. Additionally, the results show that Indoglish reflects modern digital communication techniques related to online identity formation, audience interaction, and emotional expression. According to the study's findings, Indoglish is a dynamic multilingual communication technique used in Indonesian social media interactions
Keywords: Code-Mixing, Digital Communication, Indoglish, Social Media, Sociolinguistics.
Abstrak: Meningkatnya penggunaan media sosial telah memengaruhi kebiasaan komunikasi bilingual di kalangan pengguna Indonesia, salah satunya melalui munculnya “Indoglish,” yaitu bahasa hibrida yang menggabungkan bahasa Indonesia dan bahasa Inggris dalam komunikasi daring. Penelitian ini bertujuan untuk mendeskripsikan bagaimana Indoglish merefleksikan pola komunikasi sosial dan digital di kalangan pengguna media sosial Indonesia, serta mengidentifikasi berbagai bentuk campur kode yang digunakan dalam ekspresi Indoglish dan menilai fungsi komunikatifnya. Penelitian ini menggunakan pendekatan sosiolinguistik dengan metode deskriptif kualitatif. Data penelitian berupa dua puluh lima komentar media sosial berbahasa Indoglish yang dikumpulkan melalui teknik dokumentasi. Data dianalisis menggunakan teori fungsi komunikatif Hoffman, teori campur kode Muysken, serta perspektif sosiolinguistik mengenai komunikasi digital. Hasil penelitian mengidentifikasi empat jenis campur kode, yaitu intra-sentensial, alternasi, penyisipan, dan tag switching. Di antara kategori tersebut, campur kode intra-sentensial merupakan jenis yang paling dominan ditemukan dalam komentar. Selain itu, analisis menunjukkan bahwa Indoglish memiliki berbagai tujuan komunikatif, seperti fungsi identitas, religius, persuasif, suportif, ekspresif, dan solidaritas. Hasil penelitian juga menunjukkan bahwa Indoglish mencerminkan teknik komunikasi digital modern yang berkaitan dengan pembentukan identitas daring, interaksi audiens, dan ekspresi emosional. Berdasarkan temuan penelitian, Indoglish dapat dipahami sebagai teknik komunikasi multilingual yang dinamis dalam interaksi media sosial di Indonesia.
Kata Kunci: Campur Kode, Komunikasi Digital, Indoglish, Media Sosial, Sosiolinguistik.
Abstract:Abstract: The phenomenon of brain rot poses a serious threat to the decline of students' cognitive function due to excessive exposure to low-quality digital content. This study aims to analyze the severity of brain rot and…
nd identify the most dominant digital behavioral factors of this phenomenon among students. As a solution to predict the level of risk quantitatively, this study implemented a machine learning approach using the Random Forest Regressor method. Data were collected from 500 student respondents through observation and questionnaires covering variables such as scrolling duration, app switching, GPA, study time, and cognitive symptoms. The test results showed that the model has not achieved optimal performance with an R2-Score of -0.177, RMSE 35.41, and MAE 31.1661. The low accuracy was influenced by inconsistencies in input data units and weak feature correlation in capturing non-linear patterns in the dataset. The study concluded that although scrolling duration was identified as the main influencing factor, the Random Forest model experienced high bias (underfitting). Therefore, hyperparameter optimization and data quality improvement are needed for future use.
Keyword: brainrot; students; machine learning; random forest regressor; digital behavior.
Abstrak: Fenomena brainrot (pembusukan otak) menjadi ancaman serius bagi penurunan fungsi kognitif mahasiswa akibat paparan konten digital yang berlebihan dan tidak berkualitas. Penelitian ini bertujuan untuk menganalisis tingkat keparahan brainrot serta mengidentifikasi faktor perilaku digital yang paling mendominasi fenomena tersebut pada kalangan mahasiswa. Sebagai solusi untuk memprediksi tingkat risiko secara kuantitatif, penelitian ini mengimplementasikan pendekatan machine learning dengan metode Random Forest Regressor. Data dikumpulkan dari 500 responden mahasiswa melalui observasi dan kuesioner yang mencakup variabel durasi scrolling, app switching, IPK, lama waktu belajar, dan gejala kognitif. Hasil pengujian menunjukkan bahwa model belum mencapai performa optimal dengan nilai R2-Score sebesar -0,177, RMSE 35,41, dan MAE 31,1661. Rendahnya akurasi dipengaruhi oleh ketidakkonsistenan satuan data input serta korelasi fitur yang kurang kuat dalam menangkap pola non-linear pada dataset. Simpulan penelitian menunjukkan bahwa meskipun durasi scrolling teridentifikasi sebagai faktor pengaruh utama, model Random Forest mengalami high bias (underfitting) sehingga diperlukan optimasi hyperparameter dan penyempurnaan kualitas data untuk penggunaan di masa mendatang..
Kata kunci: brainrot; mahasiswa; machine learning; random forest regressor; perilaku digital.
Abstract:Abstract: Power factor is the most important parameter in an electrical system AC electrical systems because it affects the efficiency of energy transmission and operational costs. Understanding power factor correction should…
hould be taught not only theoretically but also through practice so that students can directly understand its application. To support this learning, a power factor correction system was designed using a capacitor bank with an automatic switching mechanism. This study used a descriptive quantative method to describe the process of designing and testing the system. The system employs a PZEM-004T sensor to read electrical parameters, then automatically calculates the required power factor correction and activates capacitor combinations through a 4-channel relay module. The measurement results are displayed on an LCD and cam be monitored through the Blynk application based on the Internet of Things. Testing showed that the system successfully increased the power factor from an initial value below 0.75 to above 0.84. With automatic switching and IoT-based monitoring features, this tool is expected to be effective as an interactive learning simulator to understand the principles of power factor correction.
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Keyword: Power Factor Correction, Capacitor Bank, Internet of Things
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Abstrak: Faktor daya merupakan parameter terpenting yang ada pada sistem kelistrikan AC karena memengaruhi efisiensi penyaluran energi dan biaya operasional. Pemahaman mengenai koreksi faktor daya perlu diajarkan tidak hanya secara teoritis, tetapi juga melalui praktik agar mahasiswa dapat memahami penerapannya secara langsung. Untuk mendukung pembelajaran tersebut, dirancang sebuah sistem perbaikan faktor daya berbasis kapasitor bank dengan mekanisme switching otomatis. Penelitian ini akan menggunakan metode deskriptif kuantitatif untuk menggambarkan proses perancangan dan pengujian sistem. Sistem menggunakan sensor PZEM-004T untuk membaca parameter kelistrikan, kemudian sistem secara otomatis menghitung kebutuhan perbaikan faktor daya dan mengaktifkan kombinasi kapasitor melalui modul relay 4 channel. Hasil pembacaan parameter kelistrikan ditampilkan pada LCD serta dapat dipantau melalui aplikasi Blynk berbasis Internet of Things. Pengujian menunjukkan bahwa sistem berhasil meningkatkan faktor daya dari nilai awal di bawah 0,75 menjadi di atas 0,84. Dengan fitur switching otomatis dan monitoring berbasis IoT, alat ini diharapkan efektif digunakan sebagai simulator pembelajaran yang interaktif untuk memahami prinsip koreksi faktor daya.
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Kata kunci: Perbaikan Faktor Daya, Kapasitor Bank, Internet of Things
Abstract:Abstract: This study aims to examine the varieties of language used by Indonesian language teachers in classroom interactions at MAS Bahrul Uluum Al-Kamal, Asahan Regency. It investigates the forms, pragmatic functions,…
and contextual factors influencing the teacher's language choices. The research employed a descriptive qualitative approach with a case study design. Data were collected through participatory observation, audio-video recordings, in-depth interviews, and document analysis. Data analysis followed Miles and Huberman’s interactive model, consisting of data reduction, data display, and conclusion drawing. The findings reveal that teachers employed three primary language varieties: formal, consultative, and casual. Formal language was dominant in delivering lessons and explaining linguistic rules, while consultative and casual varieties emerged during discussions and classroom management. Code-switching and code-mixing phenomena were also identified, involving shifts between Indonesian, regional languages (Melayu and Javanese), and Arabic, especially in religious or culturally significant expressions. These shifts were found to be strategic rather than arbitrary, aimed at enhancing meaning, emotional engagement, and cultural relevance. In terms of pragmatic functions, the teacher’s utterances reflected six functions based on Halliday’s taxonomy: representational, heuristic, interactional, personal, instrumental, and imaginative. Factors influencing language choices included students’ ethnic backgrounds, instructional objectives, cultural-religious context, and the teacher's teaching experience. The use of consultative and casual registers positively impacted student participation and comfort, although it raised concerns regarding the imitation of informal styles in formal academic writing. To address this, a reflective strategy—such as formal language recapitulation at the end of lessons—is recommended. Overall, the study highlights that teacher language variety is not merely a linguistic variation but a pedagogical medium laden with social, cultural, and educational implications, playing a crucial role in shaping students' literacy habits and classroom atmosphere.
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Keywords: Language Variety; Code-Switching; Classroom Interaction
Abstrak: Penelitian ini bertujuan untuk mengkaji ragam bahasa yang digunakan guru Bahasa Indonesia dalam interaksi kelas di MAS Bahrul Uluum Al-Kamal, Kabupaten Asahan, dengan menelaah bentuk, fungsi pragmatis, serta faktor-faktor yang memengaruhi pemilihannya. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan pendekatan studi kasus. Data dikumpulkan melalui observasi partisipatif, rekaman audio-video, wawancara mendalam, dan studi dokumentasi. Analisis dilakukan menggunakan model interaktif Miles dan Huberman yang meliputi reduksi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa guru menggunakan tiga ragam bahasa utama, yaitu ragam resmi, konsultatif, dan santai. Ragam resmi dominan dalam pengantar dan penjelasan materi, sedangkan ragam konsultatif dan santai muncul dalam diskusi serta pengelolaan suasana kelas. Fenomena alih kode dan campur kode juga ditemukan dalam bentuk peralihan antara Bahasa Indonesia, bahasa daerah (Melayu dan Jawa), serta bahasa Arab. Penggunaan variasi ini bersifat strategis untuk memperjelas makna, membangun kedekatan afektif, serta menyesuaikan konteks kultural religius pesantren. Dari segi fungsi pragmatis, tuturan guru mencakup enam fungsi menurut klasifikasi Halliday: representasional, heuristik, interaksional, personal, instrumental, dan imajinatif. Faktor-faktor penentu dalam pemilihan ragam meliputi latar etnis siswa, tujuan instruksional, budaya lokal, serta pengalaman mengajar guru. Penggunaan ragam konsultatif dan santai terbukti meningkatkan partisipasi dan kenyamanan siswa, namun menimbulkan risiko imitasi gaya informal dalam konteks akademik formal. Oleh karena itu, disarankan strategi reflektif seperti rekapitulasi dengan ragam baku di akhir sesi pembelajaran. Penelitian ini menyimpulkan bahwa ragam bahasa guru dalam kelas adalah sarana pedagogik yang tidak hanya mencerminkan variasi linguistik, tetapi juga mengonstruksi dinamika sosial, budaya, dan pembentukan habitus literasi siswa.
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Kata kunci: Ragam Bahasa; Alih Kode; Interaksi Kelas
Abstract:Abstract: Technological developments in the current era of globalization cannot be denied, especially in the business and social fields, technological developments provide enormous benefits and make it easier for people…
to carry out business transactions and communicate. Technology also plays a role in improving the quality of the community's economy. Competition in the modern world, especially in the digital world, is increasing with its use in community activities, one of which is the marketplace. Its use is quite easy and efficient, causing many people to be interested in it. This research aims to analyze optimal marketplace competition strategies using Game Theory and Markov Chain methods. Game Theory is a theory in operations research that discusses marketing or competition problems for a company or object being studied. In solving Game Theory using pure strategy and mixed strategy. Apart from determining the optimal strategy in competition, it is also necessary to look at market conditions regarding consumer movements in using marketplaces with Markov chains. Markov chain is a method used to predict the market share of a product in the current period as a basis for predicting future market share. The research results obtained show that Shopee produces optimal strategies, namely security and vouchers and cashback, while Tokopedia produces optimal strategies, namely price, security and promotions. Brand switching using Markov Chain produces a probability for Shopee of 0.431 and Tokopedia of 0.569.
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Keywords: game theory, markov chain, marketplace, competition, optimal strategy, brand switching
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Abstrak: Perkembangan teknologi di era globalisasi seperti saat ini tidak dapat dipungkiri lagi terutama dibidang bisnis maupun sosial, perkembangan teknologi memberikan manfaat yang begitu besar dan lebih memudahkan masyarakat dalam melakukan transaksi bisnis dan berkomunikasi. Tekonologi juga berperan dalam peningkatan mutu perekonomian masyarakat. Persaingan di dunia modern terutama dalam dunia digital semakin meningkat dengan pemanfaatannya dalam kegiatan masyarakat salah satunya adalah marketplace. Penggunaannya yang cukup mudah dan efisien menyebabkan banyak masyarakat meminatinya. Penelitian ini bertujuan untuk menganalisis strategi persaingan marketplace yang optimal menggunakan metode Teori Permainan dan Rantai Markov. Dalam penyelesaian Game Theory menggunakan strategi murni dan strategi campuran. Selain menentukan strategi optimal dalam persaingan, dibutuhkan juga untuk melihat kondisi pasar tentang perpindahan konsumen dalam menggunakan marketplace dengan markov chain. Markov chain merupakan salah satu metode yang digunakan untuk memprediksi pangsa pasar suatu produk pada periode saat ini sebagai dasar untuk memprediksi pangsa pasar yang akan datang. Hasil penelitian yang diperoleh menunjukkan bahwa pada Shopee menghasilkan strategi optimal yaitu keamanan dan voucher dan cashback, sedangkan pada Tokopedia menghasilkan strategi optimal yaitu harga, keamanan, dan promosi. Perpindahan merek menggunakan Markov Chain menghasilkan probabilitas Shopee 0,431 dan Tokopedia 0,569.
Kata kunci: teori permainan, rantai markov, marketplace, persaingan, strategi  optimal, perpindahan merek
Abstract:The Clos Network is a switching network that represents an ideal theory of many level telephone switching systems in practice. analyze the performance of the Clos switching system on processor-memory interconnects. The performance…
erformance analyzed is the probability of blocking. To measure the performance of the Clos switching system, you must first know how to build a network, how it works, and what performance can be measured from the Clos switching network without buffers. Blocking probability will be calculated using the Lee method and Jacobeus method. The results obtained show an accurate calculation of the Clos switching system that is the probability of blocking with the Lee and Jacobeus method with the parameters of the number of input switches n (with values of 64, 120, and 240), the number of switches between m (with a value of 64, 68,
72, 76, 128, and 256) and the probability given by the input and output links is busy Ï (with a value of 0.6 to 0.95 with a range of 0.05), where with the increase of the switch value the probability blocking value with the Lee method and the Jacobeus method of the switching system it decreases with the difference in the results obtained is quite small. For the value of n = 64, m = 64, Ï = 0.6, the value of the blocking probability is smaller that is 7.97365x10-6 for the Pb value of the Lee method and 7.15779x10-6 for the Pb value of the Jacobeus method and for n = 240, m = 256, and Ï = 0.6, the smaller Pb value is 1.3263x10-25 for the Pb value of the Jacobeus method and 1.24705x10-24 for the Lee Pb method value. If the difference in the number of input switches and switches between is not too large, both methods (Lee and Jacobeus) can be chosen because they show almost the same performance, but if the difference in the number of input switches and between the greater, the Jacobeus method produces better performance
Abstract:Code-switching is a phenomenon that happening nowadays in daily conversation that used by teenager and adult. It’s occur not only in conversation, social media and networking but also in printed media. This research attempt…
ch attempt to know if there any code-switching that used in an english course, the function and who are the user of it. This research subject consist of 3 students and an english teacher. The data consist of audio-recordings of authentic teacher and student conversation held in the English course. From the result of the research: There is function of code-switching in an English course, the functions of code-switching in an English course are happen to change in situation and the teacher is the most participants who used code-switching in an English course.
Keywords: code-switching, language
Abstract:The development of information technology has significantly influenced information management and dissemination, including in road infrastructure. However, road condition data collection in Muara Bulian is still conducted…
d manually, resulting in ineffective data management and limited public access to accurate information. This study aims to design and develop a web-based Geographic Information System (Web-GIS) for road conditions in Muara Bulian. The study employed a descriptive qualitative method using observation, interviews, documentation, and literature review for data collection. The system was developed using the Waterfall model, consisting of requirements analysis, system design, implementation, and testing. The application was developed using Python and the Flask framework, with SQLite as the database and Leaflet.js and QGIS to support interactive map visualization. The results show that the system can display road condition information through interactive digital maps, provide road location search and detailed information, support basemap switching, facilitate road data management, and generate reports. Black Box Testing confirmed that all system functions operated according to the specified requirements. The Web-GIS is expected to support the government in managing road infrastructure data and facilitate public access to road condition information effectively and efficiently.
Abstract:The growth of the cosmetics industry in Indonesia is influenced by the increasing demand for beauty products. One of the contributing factors to this trend is a common issue faced by women, especially Gen Z, which is dull…
l skin. One of the most purchased beauty products by Gen Z is facial serum. The aim of this research is to examine the influence of Negative EWOM (Electronic Word of Mouth) and variety seeking on brand switching behavior, with customer engagement as an intervening variable for Scarlett facial serum among Gen Z consumers. This study employs a quantitative approach with descriptive and causal research methods. Data collection is done through a questionnaire survey with 300 respondents who use Scarlett facial serum in Indonesia. The data analysis technique used is Structural Equation Modeling (SEM) using SmartPLS for research data analysis. The research findings indicate that Negative EWOM have a positive influence on brand switching behavior, Negative EWOM have a negative influence on customer engagement, variety seeking have a negative influence on customer engagement, variety seeking have a positive influence on brand switching behavior, customer engagement have a negative influence on brand switching behavior, Variety seeking on brand switching behavior through customer engagement as an intervening variable have a positive influence, Negative E-WOM on brand switching behavior through customer engagement as an intervening variable also have a positive influence.This research has implications for companies, including the need for companies to enhance product quality and their brand image in response to Negative E-WOM. Companies should also continue to innovate by improving product quality and uniqueness. Additionally, understanding customer preferences and market trends is crucial for competing in a market with many similar products. Maintaining customer interactions can also keep the company top of mind among customers, preventing them from switching to other brands. These actions are necessary to retain customers and prevent brand switching. Referring to several previous studies, research on negative word of mouth, brand switching behavior, variety seeking, and customer engagement has never been conducted simultaneously with the same variables and object.