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Papers by Nungki Selviandro
Bring your own device or BYOD is one of the technological trends that give direct impact for orga... more Bring your own device or BYOD is one of the technological trends that give direct impact for organizations, because of technology information adaptation in organizati ons. BYOD referred to an environment in which employees use personal technology such as laptops, smartphones, tablets, and even desktop PCsto access corporate networks, applications, and data. Furthermore, basic motivation of this study is trying to answer whether implementing BYOD in organizations with respect to organizational culture and adaptation of cloud management control, may gives better result while implementing it without considering organizational culture and adaptation of cloud management control. In this study, the organizational culture will refer to OCAI organizational types and BYOD implementation will refer to BYOD privacy concerns indicators. This paper shall discuss the formulation and methodology to develop a proposed framework and the expected benefits while implementing BYOD by considering organizations culture.
2015 3rd International Conference on Information and Communication Technology (ICoICT), 2015
During the last years, the most of educational institution have applying e-learning, however it i... more During the last years, the most of educational institution have applying e-learning, however it is becoming not in line for social changes and educational progress. Hence, redesign the educational system is strong required. At the same time, Cloud computing is growing rapidly and created a global phenomenon on Information and Communication Technology (ICT) which playing cross over in any area, including education and often called Cloud Learning. In this paper we elaborate why cloud learning is widely accepted today, what considerable risk when adopting this practices, and what about the business model on Cloud Learning.
The increasing research in the areas of information technology have a positive impact in the worl... more The increasing research in the areas of information technology have a positive impact in the world of education. The implementation of e-learning is one of contribution from information technology to the world of education. The implementation of e-learning has been implemented by several educational institutions in Indonesia. E-Learning provides many benefits such as flexibility, diversity, measurement, and so on. The current e-learning applications required large investments in infrastructure systems regardless of commercial or open source e-learning application. If the institution tended to use open source e-learning application it would need more cost to hire professional staff to maintain and upgrade the e-learning application. It can be challenging to implement e-learning in educational institutions. Another problem that can arise in the use of e-learning trend today is more likely to institution building their own e-learning system itself. If two or more institutions are willing to build and use an e-learning so they can minimise the expenditure to develop the system and share learning materials more likely happened. This paper dis- cuss the current state and challenges in e-learning and then explained the basic concept and previous proposed architectures of cloud computing. In this paper authors also proposed a model of cloud-based e-learning that consists of five layer, namely : (1) infrastructure layer; (2) platform layer; (3) application layer; (4) access layer; and (5) user layer. In addition to this paper we also illustrated the shift paradigm from conventional e-learning to cloud-based e- learning and described the expected benefits by using cloud-based e-learning.
Culture is an important element in representing the personality of a nation. Indonesia has a very... more Culture is an important element in representing the personality of a nation. Indonesia has a very rich culture due to various ethnics that spread into thousands of archipelago. There is a tendency, Indonesian young generation do not recognize their cultures. "Desa Maya Budaya Indonesia" (DayaBaya) : Virtual Village with Indonesian Culture - is a game developed to introduce Indonesian culture to young generation. This game simulates a virtual village located in a region in Indonesia that can be developed according to the player’s desires and wishes. The simulation will help young generation to know various cultures of Indonesia at the early stage.
This paper presents a research on clustering an image collection using multi-visual features. The... more This paper presents a research on clustering an image collection using multi-visual features. The proposed method extracted a set of visual features from each image and performed multi-dimensional K-Means clustering on the whole collection. Furthermore, this work experiments on different number of visual features combination for clustering. 2, 3, 5 and 7 pair of visual features chosen from a total of 8 visual features used, to measure the impact of using more visual features towards clustering performance. The result show that the accuracy of multi-visual features clustering is promising, but using too many visual features might set a drawback.
Indonesia is a developing country that began to utilize information technology in education. A fo... more Indonesia is a developing country that began to utilize information technology in education. A form of its implementation is the use of e-learning. However, in practice there are still some obstacles, such as learning resources are not evenly distributed, limited access to services provided, qualified educators resources are concentrated in specific areas. This led to the emergence of disparities educational process, and technology gap due to differences in ICT infrastructure owned by any educational institution.
Therefore this study propose an architecture of cloud-based open learning to solve these problems. The term open learning is used in order to encouraging the development of the concept of Indonesia Open Educational Resources (IOER) and as well as the adoption of concept of cloud computing. This research through several phases of research including analysis, design, implementation, testing and evaluation. The design of the proposed architecture consists of six layers: (1) Infrastructure, (2) Platform, (3) Application, (4) Service, (5) Access, (6) User. As a results of the implementation from this architecture is a prototype of Indonesia - Virtual Open Learning System (iVOLS).
In experiment, personalization e-learning runs as a service that need large storage and other shared facilities to conduct the program so the system can delivered different learning materials to different learners. The personalization e-learning in cloud environment successed when the learners got the best performance on learning and it shown by their evaluation score. Based on the test results and evaluation showed that the availability on Cloud-Based Open Learning further meet user needs. This is indicated by the presence of a simple infrastructure services, application services with just one stage and the availability of a wider range of data and the resource sharing. In accessibility, Cloud-Based Open Learning provides easy access to the user. By economically, the result of evaluation showed that Cloud-Based Open Learning has an investment of 35.61% efficiency, increase return on investment (ROI) of 60.95% and an increase in benefits (NPV) of 81.97% from the user's perspective. While from the provider’s perspective, Cloud-Based Open Learning has an investment of 200% efficiency, increase return on investment (RoI) of 220.4% and an increase in benefits (NPV) of 109.55%.
ndonesia is a country consisting of thousands of islan. With many islands in Indonesia then there... more ndonesia is a country consisting of thousands of islan. With many islands in Indonesia then there are many cultures of various ethnic groups scattered across Indonesia. With the cultural diversity that exist in Indonesia, then the existing culture must be preserved because the culture is a very important element in representing the personality of a country. There is a tendency that Indonesian young generation do not recognize their cultures. "Desa Maya Budaya Indonesia" (DayaBaya) : Virtual Village with Indonesian Culture - is a game developed to introduce Indonesian culture to young generation. This game simulates a virtual village located in a region in Indonesia that can be developed according to the player’s desires and wishes. The simulation will help young generation to know various cultures of Indonesia at the early stage. This game has also been tested on 48 students from Vocational High School,and a result from this experiment shows that the game improves user’s knowledge about cultures.
In previous studies, it was revealed that the importance of learning styles, motivation, and know... more In previous studies, it was revealed that the importance of learning styles, motivation, and knowledge ability factors are facilitated diverse learners in e-learning. However, the overall of factors are not yet fully accommodated in e-learning process. Meanwhile, the results of preliminary study of this research indicated that the existence of these factors as the inherent structure that reflect the relationship among learning styles and motivation to the knowledge ability (Triple-Factor) in e- learning process. In order to accommodate the existence of inherent structure, this study explores the learning types based on triple-factor in e-learning process. The approach can be used as the basis for the learning recommendation and personalization in e-learning process. The approach consists of three steps: (1) identifying activity and evaluation of learning outcome, (2) forming Triple-Factor, and (3) detecting learning types based on Triple-Factor. The approach use 36 types of learning which consists of: 18 learning types that has the ability of knowledge good or very good, irrespective of the learning styles and motivation; and 18 learning types that has the ability of knowledge fail or sufficient, irrespective of the learning styles and motivation. Furthermore, the experiment for testing steps was carried by dividing two stages: the first stage did not implement the approach, second stage using learning recommendation and personalization. Result of the testing of these two stages are: step of " identifying activity and evaluation of learning outcome " at the second stage, showed that there was a significant increase on the activity of learning (0.007<0.05), and discussion forums (0.006<0.05), meanwhile the evaluation of learning outcomes (0.227>0.05) did not increase significantly. Step of "forming Triple-Factor", and " detecting learning type base on Triple-Factor" at the second stage showed: learning styles and motivation with the knowledge ability of good and very good increased from 57 to 69 students. In contrast learning styles and motivation with the knowledge ability of fail and sufficient decreased from 61 to 49. The results show that the approach used in the study successfully improve the learning process and its outcomes through learning recommendation and personalization.
Indonesia is a developing country that began to utilize information technology in education. A fo... more Indonesia is a developing country that began to utilize information technology in education. A form of its implementation is the use of e-learning. However, in practice there are still some obstacles, such as learning resources are not evenly distributed, limited access to services provided, qualified educators resources are concentrated in specific areas. This led to the emergence of disparities educational process, and technology gap due to differences in ICT infrastructure owned by any educational institution.
Therefore this study proposes architecture of cloud-based open learning to solve these problems. The term open learning is used in order to encouraging the development of the concept of Indonesia Open Educational Resources (IOER) and as well as the adoption of concept of cloud computing. There are several phase that we conducted in this research such as analysis, design, implementation, testing, and evaluation phase. The design of the proposed architecture consists of six layers: (1) Infrastructure, (2) Platform, (3) Application, (4) Service, (5) Access, (6) User. As a result of the implementation from this architecture is a prototype of Indonesia - Virtual Open Learning System (iVOLS).
In experiment, personalization e-learning runs as a service that need large storage and other shared facilities to conduct the program so the system can delivered different learning materials to different learners. The e-learning personalization in cloud environment classified successful if the learners got the best performance on learning and it shown by their evaluation score. Based on the test results and evaluation showed that the availability on Cloud-Based Open Learning further meet user needs. This is indicated by the presence of a simple infrastructure services, application services with just one stage and the availability of a wider range of data and the resource sharing. In accessibility, Cloud-Based Open Learning provides easy access to the user. By economically, the result of evaluation showed that Cloud-Based Open Learning has an investment of 35.61% efficiency, increase Return On Investment (ROI) of 60.95% and Net Present Value (NPV) of 81.97% from the user's perspective. While from the provider’s perspective, Cloud-Based Open Learning has an investment of 200% efficiency, increase Return On Investment (RoI) of 220.4% and Net Present Value (NPV) of 109.55%.
Bring your own device or BYOD is one of the technological trends that give direct impact for orga... more Bring your own device or BYOD is one of the technological trends that give direct impact for organizations, because of technology information adaptation in organizati ons. BYOD referred to an environment in which employees use personal technology such as laptops, smartphones, tablets, and even desktop PCsto access corporate networks, applications, and data. Furthermore, basic motivation of this study is trying to answer whether implementing BYOD in organizations with respect to organizational culture and adaptation of cloud management control, may gives better result while implementing it without considering organizational culture and adaptation of cloud management control. In this study, the organizational culture will refer to OCAI organizational types and BYOD implementation will refer to BYOD privacy concerns indicators. This paper shall discuss the formulation and methodology to develop a proposed framework and the expected benefits while implementing BYOD by considering organizations culture.
2015 3rd International Conference on Information and Communication Technology (ICoICT), 2015
During the last years, the most of educational institution have applying e-learning, however it i... more During the last years, the most of educational institution have applying e-learning, however it is becoming not in line for social changes and educational progress. Hence, redesign the educational system is strong required. At the same time, Cloud computing is growing rapidly and created a global phenomenon on Information and Communication Technology (ICT) which playing cross over in any area, including education and often called Cloud Learning. In this paper we elaborate why cloud learning is widely accepted today, what considerable risk when adopting this practices, and what about the business model on Cloud Learning.
The increasing research in the areas of information technology have a positive impact in the worl... more The increasing research in the areas of information technology have a positive impact in the world of education. The implementation of e-learning is one of contribution from information technology to the world of education. The implementation of e-learning has been implemented by several educational institutions in Indonesia. E-Learning provides many benefits such as flexibility, diversity, measurement, and so on. The current e-learning applications required large investments in infrastructure systems regardless of commercial or open source e-learning application. If the institution tended to use open source e-learning application it would need more cost to hire professional staff to maintain and upgrade the e-learning application. It can be challenging to implement e-learning in educational institutions. Another problem that can arise in the use of e-learning trend today is more likely to institution building their own e-learning system itself. If two or more institutions are willing to build and use an e-learning so they can minimise the expenditure to develop the system and share learning materials more likely happened. This paper dis- cuss the current state and challenges in e-learning and then explained the basic concept and previous proposed architectures of cloud computing. In this paper authors also proposed a model of cloud-based e-learning that consists of five layer, namely : (1) infrastructure layer; (2) platform layer; (3) application layer; (4) access layer; and (5) user layer. In addition to this paper we also illustrated the shift paradigm from conventional e-learning to cloud-based e- learning and described the expected benefits by using cloud-based e-learning.
Culture is an important element in representing the personality of a nation. Indonesia has a very... more Culture is an important element in representing the personality of a nation. Indonesia has a very rich culture due to various ethnics that spread into thousands of archipelago. There is a tendency, Indonesian young generation do not recognize their cultures. "Desa Maya Budaya Indonesia" (DayaBaya) : Virtual Village with Indonesian Culture - is a game developed to introduce Indonesian culture to young generation. This game simulates a virtual village located in a region in Indonesia that can be developed according to the player’s desires and wishes. The simulation will help young generation to know various cultures of Indonesia at the early stage.
This paper presents a research on clustering an image collection using multi-visual features. The... more This paper presents a research on clustering an image collection using multi-visual features. The proposed method extracted a set of visual features from each image and performed multi-dimensional K-Means clustering on the whole collection. Furthermore, this work experiments on different number of visual features combination for clustering. 2, 3, 5 and 7 pair of visual features chosen from a total of 8 visual features used, to measure the impact of using more visual features towards clustering performance. The result show that the accuracy of multi-visual features clustering is promising, but using too many visual features might set a drawback.
Indonesia is a developing country that began to utilize information technology in education. A fo... more Indonesia is a developing country that began to utilize information technology in education. A form of its implementation is the use of e-learning. However, in practice there are still some obstacles, such as learning resources are not evenly distributed, limited access to services provided, qualified educators resources are concentrated in specific areas. This led to the emergence of disparities educational process, and technology gap due to differences in ICT infrastructure owned by any educational institution.
Therefore this study propose an architecture of cloud-based open learning to solve these problems. The term open learning is used in order to encouraging the development of the concept of Indonesia Open Educational Resources (IOER) and as well as the adoption of concept of cloud computing. This research through several phases of research including analysis, design, implementation, testing and evaluation. The design of the proposed architecture consists of six layers: (1) Infrastructure, (2) Platform, (3) Application, (4) Service, (5) Access, (6) User. As a results of the implementation from this architecture is a prototype of Indonesia - Virtual Open Learning System (iVOLS).
In experiment, personalization e-learning runs as a service that need large storage and other shared facilities to conduct the program so the system can delivered different learning materials to different learners. The personalization e-learning in cloud environment successed when the learners got the best performance on learning and it shown by their evaluation score. Based on the test results and evaluation showed that the availability on Cloud-Based Open Learning further meet user needs. This is indicated by the presence of a simple infrastructure services, application services with just one stage and the availability of a wider range of data and the resource sharing. In accessibility, Cloud-Based Open Learning provides easy access to the user. By economically, the result of evaluation showed that Cloud-Based Open Learning has an investment of 35.61% efficiency, increase return on investment (ROI) of 60.95% and an increase in benefits (NPV) of 81.97% from the user's perspective. While from the provider’s perspective, Cloud-Based Open Learning has an investment of 200% efficiency, increase return on investment (RoI) of 220.4% and an increase in benefits (NPV) of 109.55%.
ndonesia is a country consisting of thousands of islan. With many islands in Indonesia then there... more ndonesia is a country consisting of thousands of islan. With many islands in Indonesia then there are many cultures of various ethnic groups scattered across Indonesia. With the cultural diversity that exist in Indonesia, then the existing culture must be preserved because the culture is a very important element in representing the personality of a country. There is a tendency that Indonesian young generation do not recognize their cultures. "Desa Maya Budaya Indonesia" (DayaBaya) : Virtual Village with Indonesian Culture - is a game developed to introduce Indonesian culture to young generation. This game simulates a virtual village located in a region in Indonesia that can be developed according to the player’s desires and wishes. The simulation will help young generation to know various cultures of Indonesia at the early stage. This game has also been tested on 48 students from Vocational High School,and a result from this experiment shows that the game improves user’s knowledge about cultures.
In previous studies, it was revealed that the importance of learning styles, motivation, and know... more In previous studies, it was revealed that the importance of learning styles, motivation, and knowledge ability factors are facilitated diverse learners in e-learning. However, the overall of factors are not yet fully accommodated in e-learning process. Meanwhile, the results of preliminary study of this research indicated that the existence of these factors as the inherent structure that reflect the relationship among learning styles and motivation to the knowledge ability (Triple-Factor) in e- learning process. In order to accommodate the existence of inherent structure, this study explores the learning types based on triple-factor in e-learning process. The approach can be used as the basis for the learning recommendation and personalization in e-learning process. The approach consists of three steps: (1) identifying activity and evaluation of learning outcome, (2) forming Triple-Factor, and (3) detecting learning types based on Triple-Factor. The approach use 36 types of learning which consists of: 18 learning types that has the ability of knowledge good or very good, irrespective of the learning styles and motivation; and 18 learning types that has the ability of knowledge fail or sufficient, irrespective of the learning styles and motivation. Furthermore, the experiment for testing steps was carried by dividing two stages: the first stage did not implement the approach, second stage using learning recommendation and personalization. Result of the testing of these two stages are: step of " identifying activity and evaluation of learning outcome " at the second stage, showed that there was a significant increase on the activity of learning (0.007<0.05), and discussion forums (0.006<0.05), meanwhile the evaluation of learning outcomes (0.227>0.05) did not increase significantly. Step of "forming Triple-Factor", and " detecting learning type base on Triple-Factor" at the second stage showed: learning styles and motivation with the knowledge ability of good and very good increased from 57 to 69 students. In contrast learning styles and motivation with the knowledge ability of fail and sufficient decreased from 61 to 49. The results show that the approach used in the study successfully improve the learning process and its outcomes through learning recommendation and personalization.
Indonesia is a developing country that began to utilize information technology in education. A fo... more Indonesia is a developing country that began to utilize information technology in education. A form of its implementation is the use of e-learning. However, in practice there are still some obstacles, such as learning resources are not evenly distributed, limited access to services provided, qualified educators resources are concentrated in specific areas. This led to the emergence of disparities educational process, and technology gap due to differences in ICT infrastructure owned by any educational institution.
Therefore this study proposes architecture of cloud-based open learning to solve these problems. The term open learning is used in order to encouraging the development of the concept of Indonesia Open Educational Resources (IOER) and as well as the adoption of concept of cloud computing. There are several phase that we conducted in this research such as analysis, design, implementation, testing, and evaluation phase. The design of the proposed architecture consists of six layers: (1) Infrastructure, (2) Platform, (3) Application, (4) Service, (5) Access, (6) User. As a result of the implementation from this architecture is a prototype of Indonesia - Virtual Open Learning System (iVOLS).
In experiment, personalization e-learning runs as a service that need large storage and other shared facilities to conduct the program so the system can delivered different learning materials to different learners. The e-learning personalization in cloud environment classified successful if the learners got the best performance on learning and it shown by their evaluation score. Based on the test results and evaluation showed that the availability on Cloud-Based Open Learning further meet user needs. This is indicated by the presence of a simple infrastructure services, application services with just one stage and the availability of a wider range of data and the resource sharing. In accessibility, Cloud-Based Open Learning provides easy access to the user. By economically, the result of evaluation showed that Cloud-Based Open Learning has an investment of 35.61% efficiency, increase Return On Investment (ROI) of 60.95% and Net Present Value (NPV) of 81.97% from the user's perspective. While from the provider’s perspective, Cloud-Based Open Learning has an investment of 200% efficiency, increase Return On Investment (RoI) of 220.4% and Net Present Value (NPV) of 109.55%.