In this time, the need of research, the development and the implementation of the result of research in health is increasing both from the researchers, the government, the academic even of from the public general. One of the ways to find out the health research trend is by topic modeling. The method that used in this research is topic modeling LDA (Latent Dirichlet Allocation) method. The purpose of this research is to identify how modeling topic method LDA analyze modeling topic to some health research in Indonesia by Sinta Journal and to know how the coherence value in each topic of the model that has been made. Besides, hopefully it can be used as a reference to do heath research in Indonesia based the topic that has been modeled. The development of this research uses Anaconda3 Python Programming Language Tools and utilizes the LDA library that provided to get the topic model. To examine the result of this research the respondent are medical worker, health researcher and academics. The result of this research the topic modeling that used 94,1% respondent say very good and 5,9% say good.
Abstract− Augmented Reality (AR) is a technology that is developing rapidly nowadays, the use of Augmented reality technology is widely used in various fields, one of which is health. The application of augmented reality to health is not only done technically but also in the form of learning. There are still many things that have not been achieved regarding Health education. This research was conducted to realize innovative and interesting learning for students, this application is designed to simplify, save costs and increase student interest in learning without having to reduce the information conveyed. The result of this research is the Design of an Augmented Reality Mobile Application for health that focuses on learning. Test results 80% of students said that 80% said they were very good at implementing AR applications for health learning.
Augmented Reality merupakan sebuah teknologi yang menggabungkan dua konten antara dunia nyata dengan dunia virtual secara real-time. Pada dasarnya AR dapat digunakan sebagai metode pembelajaran terbaru bagi anak – anak usia dini karena bersifat interaktif dan mudah diimplementasikan. Tujuan dari penelitian ini adalah mengembangkan atau merancang media pembelajaran pengenalan 7 Keajaiban Dunia yang interaktif berbasis filter Snapchat dengan teknologi Augmented Reality. Metode yang digunakan Marker Based Tracking. Perancangan AR pada Snapchat ini menggunakan pendekatan objek 3D yang bertujuan anak – anak usia dini mempunyai gambaran terkait bangunan – bangunan yang sudah ditetapkan sebagai 7 Keajaiban di dunia.
Health research is research approved in the medical field. Health research in Indonesia is increasingly being approved by researchers in Indonesia, therefore research is stored in repositories. Many health research journal repositories are available, but there is minimal research for analysis and modeling in the health research network in Indonesia. This research proposes a knowledge modeling with Neo4j graphic database to implement it. In this study, data obtained from the SINTA Journal with web scraping techniques. The purpose of this research is to produce network knowledge using CQL (Chyper Query Language) which is useful in the medical field. The results of this study are expected to be useful for the government, academics, researchers, or the public for health research network researchers in Indonesia. The results of research testing modeling of health research network knowledge using a graph database of 95.2% said very good
Desa Wisata (Desa Wisata) Segajih terletak di Hargotirto, Kulon Progo, Yogyakarta, Indonesia. Desa ini dikenal dengan keindahan alamnya yang memukau, seperti bukit-bukit hijau, air terjun, sungai, dan sawah yang luas. Selain itu, di Desa Wisata Segajih juga terdapat beberapa homestay/penginapan dan menyajikan makanan khas daerah. Desa Wisata Segajih mengusung konsep "Live in Education," di mana para wisatawan dapat mengalami pengalaman pendidikan yang meliputi proses membatik, pembuatan gula semut, melukis, memainkan gamelan, dan kegiatan lainnya. Namun, terdapat permasalahan di Desa Wisata Segajih, yaitu kurang optimalnya dalam mengidentifikasi potensi wisata dan pemetaan yang memberikan informasi kepada pengunjung tentang lokasi relatif potensi wisata. Metode pengabdian masyarakat yang dilakukan meliputi observasi, penyuluhan, FGD (Focus Group Discussion), diskusi, pelatihan, dan pendampingan kepada pengelola Desa Wisata. Tolak ukur ketercapain dengan cara wawancara mendalam. Tujuan dari pengabdian kepada masyarakat ini adalah memberdayakan masyarakat dalam pemetaan dan optimalisasi potensi Desa Wisata Segajih untuk kemajuan dan kesejahteraan masyarakat desa. Hasil dari Pengabdian Kepada Masyarakat (PKM) ini mencakup penyusunan peta potensi Desa Wisata Segajih dan sekitarnya. Selain itu, PKM ini juga menghasilkan identifikasi potensi, permasalahan, dan solusi yang relevan.
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