Integrating multiple data source technologies is essential for organizations to respond to highly dynamic market needs. Although physical data integration systems have been considered to have better query processing systems, they pose higher implementation and maintenance costs. Meanwhile, virtual data integration has become an alternative topic that is increasingly attracting the attention of researchers in the current era of big data. Various data integration methodologies have been developed and used in various domains, processing heterogeneous data using various approaches. This review article aims to provide an overview of heterogeneous data integration research focusing on methodology and approaches. It surveys existing publications, highlighting key trends, challenges, and open research topics. The main findings are: (i) Research has been conducted in various domains. However, most focus on big data rather than specific study domains; (ii) researchers primarily focus on semantics challenges, and (iii) gaps still need to be addressed and related to integration issues involving semantics and unstructured data formats that must be thoroughly addressed. Furthermore, considering elements of cutting-edge technology, such as machine learning and data integration, about privacy concerns provides a chance for additional investigation. Finally, we provide insight into the potential for a broader review of integration challenges based on case studies.
1 January 2023 in International Journal of Information and Education Technology
Technological development provides many benefits in learning process, such as the development of the learning method, media, strategy, and design. Based on the observation had been done at History department, UNDIKSHA showed that the students had problems in learning process especially in Indonesian Prehistory Course. The lecturer still focused on teacher-centered method and book only without using technological development. That is why, students’ interest, motivation, and understanding towards the learning process could be categorized as low. This research aimed to describe the implementation of gamification technique and virtual reality in developing an educational game to help students in recognizing the prehistoric objects, increasing the students’ motivation and activeness, and giving immersive experience learning toward the metaverse. This research used ADDIE Model method and was analyzed by using descriptive quantitative and qualitative. The subjects were 20 students of the History department at UNDIKSHA. The result showed that the average response of the 20 users was 91.81% which could be categorized as very positive. The effect score was 0.80 which could be categorized as very effective. It was counted by using N-Gain Score. So, gamification based on virtual reality could increase the students’ activeness, interest, motivation, and understanding toward the prehistoric objects.
27 August 2024 in Information Processing & Management
Breast cancer is defined as a malignant neoplasm disease originating from the parenchyma. This disease is most commonly afflicted by women and is the second killer after lung cancer. By the end of 2012, the WHO shows the prevalence of breast cancer worldwide reaching 6.3 million spread across 140 countries. Symptoms of the disease are diagnosed using mammogram. The results will be examined by paramedics, to find out if the cancer is malignant or not. However, the accuracy of the diagnoses obtained is directly proportional to the level of paramedical expertise. The general objective of this research aims to classify breast cancer types based on the extracted breast cancer features, and the specific purpose is to offer a hybrid machine learning method. To help increase the accuracy of the diagnosis, through this study, a CAD-based scheme was developed by applying a combination of Wrapper and Naive Bayes algorithms. The Wrapper algorithm is used at the feature selection stage, while the Naive Bayes algorithm is used at the classification stage. There are 683 data taken from the UCI Knowledge Repository consisting of two class, namely 444 benign cancers and 239 malignant cancers, with 9 types of attributes. The data is divided into two groups, with the various amount for each class in each group. The first group was used as a training group for the feature selection stage, and the second group as the testing group for the classification stage. The classification results show the accuracy up to 99.27%, sensitivity and specificity on each up to 99.30%. Based on these results, the proposed scheme is expected to contribute in the development of CAD for the diagnosis of breast cancer.
1 April 2020 in Journal of Physics: Conference Series
The purpose of this study was to develop an application of a car rental system with recommendations using the AHP and SAW methods in a decision support system. The purpose of developing this system was to help the public in knowing the car rental system and carry out the car rental process complete with recommendations. The development of this system uses the ADDIE method which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. There are 3 tests carried out namely the black box test, white box, and user response test. This research succeeded in developing a car rental system after passing the black box test and white box test. User response test conducted on this car rental system is included in a very good range with the System Usability Scale (SUS) 93.13.
1 April 2020 in Journal of Physics: Conference Series
The main goal of this study was to create an android game that introduces and maintains Balinese Folklore I Sangging Lobangkara. Balinese Folklore I Sangging Lobangkara has a lot of moral value that began to be forgotten. This folklore was about a very famous painter, I Sangging Lobangkara. Hearing the news of I Sangging Lobangkara's skill in drawing, The King invited him to The Palace to test his skill. Those challenges from The King were packed as the challenge of the game. The game of Balinese folklore I Sangging Lobangkara was developed using Android Studio with library libGdx. The testing of the application was done by white box testing, black box testing, content expert testing, media expert testing, and user usability testing. Balinese folklore "I Sangging Lobangkara" game in Android successfully applied in all of the android's features which is tested and there was not any error found.