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1

Holmes, Peter. "iPod Shuffle not Random." Teaching Statistics 28, no. 3 (2006): 71–74. http://dx.doi.org/10.1111/j.1467-9639.2006.00253.x.

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2

STARK, DUDLEY. "Information Loss in Top to Random Shuffling." Combinatorics, Probability and Computing 11, no. 6 (2002): 607–27. http://dx.doi.org/10.1017/s0963548302005382.

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A top to random shuffle of a deck of cards is performed by taking the top card off of the deck and replacing it in a randomly chosen position of the deck. We find approximations of the relative entropy of a deck of n cards after m successive top to random shuffles. Initially the relative entropy decays linearly and for larger m it decays geometrically at a rate that alters abruptly at m = n log n. It converges to an explicitly given expression when m = [n log n+cn] for a constant c.
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3

Bernstein, Megan, and Evita Nestoridi. "Cutoff for random to random card shuffle." Annals of Probability 47, no. 5 (2019): 3303–20. http://dx.doi.org/10.1214/19-aop1340.

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4

Mitchell, Rory, Daniel Stokes, Eibe Frank, and Geoffrey Holmes. "Bandwidth-Optimal Random Shuffling for GPUs." ACM Transactions on Parallel Computing 9, no. 1 (2022): 1–20. http://dx.doi.org/10.1145/3505287.

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Linear-time algorithms that are traditionally used to shuffle data on CPUs, such as the method of Fisher-Yates, are not well suited to implementation on GPUs due to inherent sequential dependencies, and existing parallel shuffling algorithms are unsuitable for GPU architectures because they incur a large number of read/write operations to high latency global memory. To address this, we provide a method of generating pseudo-random permutations in parallel by fusing suitable pseudo-random bijective functions with stream compaction operations. Our algorithm, termed “bijective shuffle” trades incr
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Askar, Askar, Pasnur Pasnur, Asrul Asrul, Amran Amiruddin, Muhammad Resha, and Andri Wijaya T. "Implementation of Random Shuffle Algorithm to Randomize Questions in Anti-Corruption Prevention Game." Brilliance: Research of Artificial Intelligence 3, no. 2 (2023): 244–51. http://dx.doi.org/10.47709/brilliance.v3i2.3126.

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Socializing anti-corruption education in Indonesia is crucial to fostering public aversion towards corruption. Games are a highly effective medium for disseminating anti-corruption prevention during school years. This research aims to implement anti-corruption education within a game using the shuffle random algorithm to ensure the successful randomization of anti-corruption questions. This data was obtained through a literature review. The method used in this study is the Multimedia Development Life Cycle (MDLC). The results of this research indicate that the testing yielded a 100% accuracy r
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Abe, Yuta, Yu-ichi Hayashi, Takaaki Mizuki, and Hideaki Sone. "Five-Card AND Computations in Committed Format Using Only Uniform Cyclic Shuffles." New Generation Computing 39, no. 1 (2021): 97–114. http://dx.doi.org/10.1007/s00354-020-00110-2.

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AbstractIn card-based cryptography, designing AND protocols in committed format is a major research topic. The state-of-the-art AND protocol proposed by Koch, Walzer, and Härtel in ASIACRYPT 2015 uses only four cards, which is the minimum permissible number. The minimality of their protocol relies on somewhat complicated shuffles having non-uniform probabilities of possible outcomes. Restricting the allowed shuffles to uniform closed ones entails that, to the best of our knowledge, six cards are sufficient: the six-card AND protocol proposed by Mizuki and Sone in 2009 utilizes the random bisec
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Nurcholis, Muhammad Tofa, Arif Dwi Laksito, and Hafizh Fauzi Fathurahman. "Implementasi Algoritme Fisher Yates Shuffle untuk Pengacakan Soal Tes IQ Berbasis Android." Progresif: Jurnal Ilmiah Komputer 19, no. 1 (2023): 436. https://doi.org/10.35889/progresif.v19i1.1168.

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<p><em>This study aims to implement the Fisher Yates Shuffle algorithm on an Android-based IQ test application to ensure random and unbiased randomization of questions. Fisher Yates Shuffle Algorithm is one of the randomization algorithms used to reduce bias and ensure good random distribution in randomizing elements in an array. The results of this study indicate that the implementation of the Fisher Yates Shuffle algorithm in an Android-based IQ test application ensures that the questions displayed to the user are always in random order, so that there is no bias in the test resul
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Shi, Qinghongya, Hong-Bo Zhang, Zhe Li, Ji-Xiang Du, Qing Lei, and Jing-Hua Liu. "Shuffle-invariant Network for Action Recognition in Videos." ACM Transactions on Multimedia Computing, Communications, and Applications 18, no. 3 (2022): 1–18. http://dx.doi.org/10.1145/3485665.

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The local key features in video are important for improving the accuracy of human action recognition. However, most end-to-end methods focus on global feature learning from videos, while few works consider the enhancement of the local information in a feature. In this article, we discuss how to automatically enhance the ability to discriminate the local information in an action feature and improve the accuracy of action recognition. To address these problems, we assume that the critical level of each region for the action recognition task is different and will not change with the region locati
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Octaviani, Hayara, Bambang Pramono, and Rizal Adi Saputra. "Perbandingan Algoritma Fisher-Yates Shuffle Dan Linear Congruent Method Pada Aplikasi Game Susun Ayat Al-Qur’an Berbasis Android." Jurnal Ilmiah Informatika 8, no. 1 (2023): 24–36. http://dx.doi.org/10.35316/jimi.v8i1.24-36.

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A problem that is often encountered among Qur’an memorized is the inability to memorize verses randomly. Therefore, a system is needed that is able to train the memorization of the Qur'an memorization so that it is able to memorize even with the position of the scrambled verses. To randomize verse chunks, a method is needed that can generate random numbers. Among the algorithms capable of generating random numbers are the Linear Congruent Method and the Fisher-Yates Shuffle. Of the two algorithms, no more effective algorithm has been found. For this reason, a comparison will be made by applyin
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10

Fauzi, Rahmad Rizky, Lilyana Lilyana, and Ahmad Fahrijal Pukeng. "MEMBANGUN PERMAINAN EDUKASI ANDROID “FLORA THE EXLPORER” PENGENALAN TUMBUH-TUMBUHAN." Sebatik 23, no. 1 (2019): 271–76. http://dx.doi.org/10.46984/sebatik.v23i1.495.

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Permainan edukasi berbasis simulasi didesain untuk mensimulasikan permasalahan yang ada sehingga diperoleh ilmu yang dapat digunakan untuk menyelesaikan permasalahan tersebut. Permainan simulasi dengan tujuan edukasi ini dapat digunakan sebagai salah satu media edukasi yang memiliki pola pembelajaran learning by doing. Berdasarkan pola yang dimiliki oleh permainan tersebut, pemain dituntut untuk belajar sehingga dapat menyelesaikan permasalahan yang ada. Dalam pembuatan permainan edukasi android “Flora The Explorer pengenalan tumbuh-tumbuhan. Aplikasi yang digunakan dalam membuat permainan ada
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Charitos, Nicolaos, and Evi Papaioannou. ""DRAWS": an application for small-scale electronic draws." Technium: Romanian Journal of Applied Sciences and Technology 2, no. 3 (2020): 43–48. http://dx.doi.org/10.47577/technium.v2i3.490.

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We present "Draws", an application for conducting small-scale draws. The efficiency of the procedure and the true random and unbiased nature of the computed results stems from the theoretical soundness of the exploited shuffling algorithms, namely Durstenfeld-Knuth shuffle and its predecessor, Fisher-Yates shuffle. Using the application does not require advanced computer skills or sophisticated equipment. The application could highly facilitate and enhance administrative procedures offering speed and transparency.
 
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Arviansyah, Yanuar, Nurfaizah Nurfaizah, and Retno Waluyo. "Penerapan Algoritma Fisher Yates Shuffle Pada Aplikasi TOEFL Preparation Berbasis Web." Jurnal Buana Informatika 11, no. 2 (2020): 111. http://dx.doi.org/10.24002/jbi.v11i2.3622.

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Abstract. Applying Fisher Yates Shuffle Algorithm on The Web-Based TOEFL Preparation Application. TOEFL (Test of English as a Foreign Language) in Indonesia has been using paper all this time so the questions given to participants are still the same. Therefore, an application for randomizing the TOEFL questions is needed. The algorithm for randomizing the questions used is the Fisher Yates Shuffle algorithm, which is an algorithm to generate random permutations from a finite set. The purpose of this research is to make an application of the Fisher Yates Shuffle algorithm in the web based TOEFL
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13

Yusnita, Amelia, Pajar Pahruddin, and Theana Dwi Aprillita. "Implementation of Random Shuffle Algorithm In "Hangbit" Education Games." TEPIAN 2, no. 2 (2021): 74–78. http://dx.doi.org/10.51967/tepian.v2i2.352.

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Learning Media for Carnivorous Animals, Herbivorous Animals, Omnivorous Animals with PC-based Problem Randomization, an application designed to help students understand the introduction of carnivorous, herbivorous and omnivorous animals. The purpose of this study was to assist teachers in teaching lessons on introduction to carnivores, herbivores and omnivores, which consisted of animation, sound and text. This application was built using SwishMax4 and with the Shuffle Random Algorithm on learning questions so that it does not become a monotonous and predictable game. This study produces a mul
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14

Yusnita, Amelia, Andi Yushika Rangan, and Fery Setiawan. "MEMBANGUN GAME FUN ANIMAL PUZZLE MENGGUNAKAN ALGORITMA SHUFFLE RANDOM." Sebatik 15, no. 1 (2016): 1–6. http://dx.doi.org/10.46984/sebatik.v15i1.68.

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Game adalah salah satu implementasi bidang ilmu komputer yang perkembangannya sudah sangat pesat. Game juga merupakan bentuk aplikasi yang edukatif, artinya bisa dijadikan sebagai media pembelajaran dimana prosesnya bisa dilakukan dengan konsep belajar sambil bermain untuk anak-anak. Fun Animal Puzzle adalah permainan berjenis Drag and Drop Puzzle dan Match-Up Puzzle yang dirancang untuk mengasah ketepatan dan daya ingat anak. Dalam permainan ini pemain harus memasangkan potongan gambar yang sama dan mencocokkan dua gambar yang sama, pemain harus mengingat posisi gambar yang akan dicocokkan.&#
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15

Lewis, Joel Brewster, and Mehr Rai. "An absorbing version of the top-to-random shuffle." Involve, a Journal of Mathematics 17, no. 4 (2024): 603–32. http://dx.doi.org/10.2140/involve.2024.17.603.

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16

Morris, Ben, Weiyang Ning, and Yuval Peres. "Mixing time of the card-cyclic-to-random shuffle." Annals of Applied Probability 24, no. 5 (2014): 1835–49. http://dx.doi.org/10.1214/13-aap964.

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17

Asfi, Marsani, Maria Ulva, and Indah Triyani. "Penerapan Metode Shuffle Random pada Aplikasi Sistem Penentuan Playlist Lagu." Journal of Practical Computer Science 3, no. 1 (2023): 1–8. http://dx.doi.org/10.37366/jpcs.v3i1.2355.

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Radio memiliki program siaran musik yang dikelola oleh music director. Music Director memiliki peran sangat penting dalam mengatur format musik. Sebelum lagu siap didengarkan oleh pendengar, music director mengelola playlist harian dengan menyusun lagu-lagu yang dikategorikan playlist harian. Proses pemilihan lagu masih dilakukan secara manual dan belum ada sistem khusus yang mengelola program musik. Oleh karena itu, dalam pengelolaan lagu-lagu yang akan masuk kedalam sebuah playlist digunakan metode Shuffle Random. Penelitian ini membahas tentang penentuan playlist lagu dengan menggunakan met
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18

Yusnita, Amelia, and Tabrani Rija’i. "Implementasi Algoritma Shuffle Random pada Pembelajaran Panca Indra Berbasis Android." JUITA : Jurnal Informatika 7, no. 1 (2019): 19. http://dx.doi.org/10.30595/juita.v7i1.3647.

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19

Zheng, Yanting, Jingping Yang, and Jianhua Z. Huang. "Shuffle of min’s random variable approximations of bivariate copulas’ realization." Communications in Statistics - Theory and Methods 47, no. 10 (2018): 2337–50. http://dx.doi.org/10.1080/03610926.2014.964808.

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20

Defliyanto and Panji Pangestu. "THE EFFECT OF MULTIBALL TRAINING ON INCREASING BACKHAND BLOCKS IN THE SPARTA TABLE TENNIS GAME, MAKASSAR STATE UNIVERSITY." Kinestetik : Jurnal Ilmiah Pendidikan Jasmani 6, no. 1 (2022): 198–202. http://dx.doi.org/10.33369/jk.v6i1.19377.

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This study aims to determine the effect of multiball practice on improving backhand skills in table tennis and how multiball training affects backhand skills in table tennis. The research was conducted by random sampling to the population of all Spartan athletes, which amounted to 45 people . Data collection using test and measurement techniques. The test instrument used was In out shuffle-plyo push up to determine the effect of multiball training. The variables of this study included multiball as the independent variable, and improving backhand skills as the dependent variable. The data analy
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21

Kania, Markani. "APLIKASI GAME EDUKASI PUZZLE DENGAN KECERDASAN BUATAN BERBASIS ANDROID." JURNAL ILMIAH ILMU KOMPUTER 7, no. 2 (2021): 62–69. http://dx.doi.org/10.35329/jiik.v7i2.205.

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 This study aims to see the designer and implementation of a puzzle educational game application with artificial intelligence using a finite state machine (FSM) and android-based random shuffle based on android. The data research method is by browsing the internet, studyng books, journals, theses, and SWOT system analysis. The shuffle random algorithm for randomizing puzzles and game agents uses a control system (finite state machine) FSM as AI (artificial intelligence). UML method (integrated modeling language). The results of this research application of fruit, animal, and tran
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22

Anwar, Anwar, Fauziah Fauziah, and Ratih Titi Komala Sari. "Implementasi Algoritma Shuffle Random dan Linear Congruent Method (LCM) pada Media Pembelajaran Pengenalan Icon Kota." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 6, no. 2 (2022): 267–73. http://dx.doi.org/10.35870/jtik.v6i2.419.

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Semakin berkembangnya ilmu pengetahuan dan teknologi media elektronik yang digunakan dari setiap orang menggunakan smartphone, untuk perangkat smartphone ini anak usia dini hanya mengenal adanya game dalam perangkat ini. Terdapat banyak metode yang digunakan dalam pembelajaran jarak jauh ini dengan mengunakan perangkat smartphone. Tujuan dari penelitian ini untuk merancang aplikasi pembelajaran kepada anak usia 7 -Â 12 tahun agar mengenal icon kota di indanesia dengan menggunakan metode drag and drop dengan penempatan kontrol pada soal acak. pada game ini juga menerapkan algoritma Shuffle Rand
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Ramanda, Febri, Jefdy Kurniawan, and Delyardi Nur. "Augmented Reality Untuk Pembelajaran Pengenalan Rumah Adat Indonesia Berbasis Andorid." Jurnal Pengembangan Teknologi Informasi dan Komunikasi (JUPTIK) 1, no. 2 (2023): 52–61. http://dx.doi.org/10.52060/juptik.v1i2.1660.

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Abstract Rumah adat merupakan rumah yang mempunyai ciri khas bangunan suatu daerah yang melambangkan kebudayaan daerah itu sendiri. Rumah adat juga memiliki keunikan dari segi bentuk, fungsi dan makna bangunannya. Sebagai masyarakat Indonesia kita harus mengenalkan salah satu budaya yang ada agar tidak dilupakan oleh masyarakat khususnya anak sekolah. Dilihat dari perkembangan teknologi, kita harus menciptakan sesuatu yang baru dalam memperkenalkan rumah adat. Dari hasil penelitian yang dilakukan di SD IT BINA INSANI, para guru disana masih menggunakan media konvensional berupa buku teks dan b
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Ghosh, Subhajit. "Total variation cutoff for the flip-transpose top with random shuffle." Latin American Journal of Probability and Mathematical Statistics 18, no. 1 (2021): 985. http://dx.doi.org/10.30757/alea.v18-36.

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Munandar, Aris, Muthmainnah Muthmainnah, and Mochamad Ari Saptari. "Game Edukasi Puzzle Fun Animal Menggunakan Metode Shuffle Random Berbasis Android." Sisfo: Jurnal Ilmiah Sistem Informasi 8, no. 1 (2024): 36. http://dx.doi.org/10.29103/sisfo.v8i1.18087.

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Penelitian ini bertujuan untuk membuat game puzzle edukasi berbasis Android yang menggunakan metode shuffle random untuk anak usia 5-7 tahun. Tujuan lainnya adalah untuk menerapkan metode tersebut ke dalam game puzzle, sehingga setiap sesi puzzle dapat memberikan pengalaman yang berbeda pada setiap permainan. Metode yang digunakan adalah pembuatan game puzzle melalui proses demi proses, desain dan pembuatan animasi menggunakan program Game engine unity 3D, dan pengujian menggunakan teknik Blackbox. Game ini terdiri dari 10 level, dengan 5 level pada setiap game, yaitu drag and drop puzzle dan
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Saputro, Nugroho Dwi, Triana Romadhani, and Febrian Murti Dewanto. "Designing Android Based Education Game Aksara Jawa Using Shuffle Random Algorithm." IOP Conference Series: Materials Science and Engineering 835 (May 23, 2020): 012040. http://dx.doi.org/10.1088/1757-899x/835/1/012040.

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Hirata, Yoshito, Shunsuke Horai, Hideyuki Suzuki, and Kazuyuki Aihara. "Testing serial dependence by Random-shuffle surrogates and the Wayland method." Physics Letters A 370, no. 3-4 (2007): 265–74. http://dx.doi.org/10.1016/j.physleta.2007.05.061.

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28

Ghosh, Subhajit. "Total Variation Cutoff for the Transpose Top-2 with Random Shuffle." Journal of Theoretical Probability 33, no. 4 (2019): 1832–54. http://dx.doi.org/10.1007/s10959-019-00945-6.

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Heri, Fransiskus, Amak Yunus, and Alexius Endy Budianto. "PENERAPAN METODE ALGORITMA SHUFFLE RANDOM PADA GAME 2D PERTUALANGAN PEMUDA DESA." Kurawal - Jurnal Teknologi, Informasi dan Industri 4, no. 2 (2021): 155–68. http://dx.doi.org/10.33479/kurawal.v4i2.464.

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Game 2D Pertualangan Pemuda Desa adalah karakter seorang pemuda desa yang sangat prosesif untuk menjaga kawasannya dari para pendatang yang akan merusak atau mengganggu kawasan tempat tinggalnya. Game ini memiliki genre action dimana game ini dapat berpindah ke kiri, kanan, menyerang dan melompat. Untuk dapat menjadikan sebuah game yang menarik maka sangat diperlukan musuh yang mempunyai sebuah kemampuan kecerdasan buatan untuk menampilkan game agar lebih terlihat alami dan efektif. Pada game ini, musuh memiliki kemampuan masing-masing yaitu terdiri dari menyerang, mengejar, serta memiliki kem
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Purnomo, Ariana Tulus, Raffy Frandito, Edrick Hansel Limantoro, Rafie Djajasoepena, Muhammad Agni Catur Bhakti, and Ding-Bing Lin. "Enhancing Respiratory Disease Diagnosis through FMCW Radar and Machine Learning Techniques." G-Tech: Jurnal Teknologi Terapan 8, no. 1 (2024): 408–16. http://dx.doi.org/10.33379/gtech.v8i1.3693.

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Respiratory diseases require early diagnosis and continuous monitoring, but existing methods involve risky physical contact. This study proposes a new system that uses FMCW radar and machine learning to monitor breathing without contact. FMCW radar can detect respiratory movements in real-time, while machine learning can classify respiratory waveforms. This study evaluates the system with cross-validation Shuffle Split, K-fold, and Stratified K-fold. The results show that Random Forest has the highest accuracy of 94.6% and Naïve Bayes has the shortest time of 0.055 seconds. Shuffle Split perfo
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Ismanto, Edi, and Melly Novalia. "Komparasi Kinerja Algoritma C4.5, Random Forest, dan Gradient Boosting untuk Klasifikasi Komoditas." Techno.Com 20, no. 3 (2021): 400–410. http://dx.doi.org/10.33633/tc.v20i3.4576.

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Penentuan komoditas unggulan pada suatu daerah merupakan hal yang sangat penting untuk dilakukan, salah satunya di Provinsi Riau. Memahami mengenai prioritas perencanaan pengembangan wilayah yang diarahkan pada pengembangan komoditas unggulan. Sejauh ini Provinsi Riau memiliki potensi komoditas disektor perkebunan yang sangat menjajikan, data yang ada sebelumnya banyak digunakan sebagai laporan, dalam bentuk data excel. Data komoditas bisa digali dengan teknik data mining untuk mendapatkan pola klasifikasi, sehingga lebih memudahkan Pemerintah Provinsi Riau dalam mendapatkan informasi komodita
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Khoirunnita, Aulia, Rasni Alex, and Rosmasari Rosmasari. "The Bajau-Tainment: An AI-Powered Puzzle Game for Learning the Bajau Language Using Finite State Machine and Shuffle Techniques." TEPIAN 5, no. 3 (2024): 94–101. http://dx.doi.org/10.51967/tepian.v5i3.3140.

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The research titled "Bajau-tainment" Educational Game (Edu-game) is a research project that focuses on the development of a Puzzle Game designed to improve memory, specifically in language learning. In this game, players must arrange randomized letters to form a word in the Bajau language. This research applies the shuffle random algorithm, which aims to ensure that the arrangement of letters is always shuffled, making the gameplay dynamic, non-monotonous, and engaging. AI Artificial Intelligence (AI) technology will also be applied in this research. Using the Finite State Machine (FSM) model
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Annazili, Ahmad Haqi, and Anita Qoiriah. "Implementasi Algoritma Fisher-Yates Shuffle Dan Fuzzy Tsukamoto Pada Game Petualangan Si Thole Berbasis Android Menggunakan Game Engine Unity." Journal of Informatics and Computer Science (JINACS) 1, no. 04 (2020): 188–99. http://dx.doi.org/10.26740/jinacs.v1n04.p188-199.

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Abstrak—Belajar secara konvensional dengan cara membaca buku membuat siswa merasa bosan dan mengurangi daya minat siswa dalam belajar, terlebih lagi belajar mata pelajaran yang dianggap sulit oleh siswa seperti matematika. Game merupakan suatu permainan yang saat ini banyak digemari oleh semua kalangan terutama pelajar. Game bukan hanya sebagai media rekreasi, namun juga bisa dimanfaatkan sebagai media edukasi dalam menyampaikan materi khususnya pelajaran matematika. Game edukasi merupakan game yang dirancang sebagai media dalam menyampaikan materi pembelajaran siswa, game edukasi saat ini keb
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Qomariah, Siti, Andi Yusika Rangan, and Muhammad Muhaimin. "MEDIA PEMBELAJARAN PADA MATA KULIAH SISTEM OPERASI DENGAN MENGGUNAKAN METODE SHUFFLE RANDOM." Jurnal Informatika Wicida 10, no. 2 (2021): 62–69. http://dx.doi.org/10.46984/inf-wcd.1826.

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Media Pembelajaran Mata Kuliah Sistem Operasi adalah aplikasiyang bergenre media pembelajaran yang dibuat dengan menggunakan aplikasi Construct 2 yang bersifat global dalam pembuatan aplikasiini.
 Media Pembelajaran Mata Kuliah Sistem Operasiini memiliki konsep yang bertujuan untuk sebagai opsi pembelajaran pada saat dikelas.Media Pembelajaran Mata Kuliah Sistem Operasi ini juga menyediakan game kuis, bertujuan untuk mengevaluasi mahasiswa sampai sejauh mana mereka memahami materi yang disampaikan.
 Kesimpulan dari penelitian ini yakni berupa Media Pembelajaran Mata Kuliah Sistem Ope
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Harpad, Bartolomius, Salmon Salmon, and Yohanes Rombe Paran. "PENERAPAN ALGORITMA SHUFFLE RANDOM PADA GAME EDUKASI TEBAK LAGU DAERAH KALIMANTAN TIMUR." Sebatik 23, no. 2 (2019): 476–81. http://dx.doi.org/10.46984/sebatik.v23i2.801.

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Permainan adalah merupakan salah satu faktor yang bisa dibilang cukup penting dalam proses tumbuh kembang anak. Pemanfaatan dan penggunaan game tebak lagu daerah dan lirik lagu daerah dapat menunjang proses pembelajaran terhadap anak ketika ia ingin belajar sambil bermain tentang lagu daerah terkusus lagu daerah Kalimantan Timur. Game Edukasi Tebak Lagu dan Lirik Lagu Daerah Kalimantan Timur merupakan permainan Random Game yang dirancang untuk mengasah daya tanggap anak terhadap pengenalan lagu daerah Kalimantan Timur. Dalam permainan ini pemain harus menjawab soal dengan menebak judul lagu da
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36

Pinsky, Ross G. "Probabilistic and combinatorial aspects of the card-cyclic to random insertion shuffle." Random Structures & Algorithms 46, no. 2 (2013): 362–90. http://dx.doi.org/10.1002/rsa.20505.

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SUZUKI, SATOSHI, YOSHITO HIRATA, and KAZUYUKI AIHARA. "DEFINITION OF DISTANCE FOR MARKED POINT PROCESS DATA AND ITS APPLICATION TO RECURRENCE PLOT-BASED ANALYSIS OF EXCHANGE TICK DATA OF FOREIGN CURRENCIES." International Journal of Bifurcation and Chaos 20, no. 11 (2010): 3699–708. http://dx.doi.org/10.1142/s0218127410027970.

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Recurrence plots are effective in analyzing nonstationary time series. Further, it is desirable to make the recurrence plot-based analysis applicable to marked point process data such as foreign exchange tick data. In this paper, we define a distance for marked point process data and establish the basis for further analyses. We also show that foreign exchange tick data have serial dependence using recurrence plots and the random shuffle surrogate method.
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Shimada, Yutaka, Kohei Yamamoto, and Tohru Ikeguchi. "Detecting prediction limit of marked point processes using constrained random shuffle surrogate data." Chaos: An Interdisciplinary Journal of Nonlinear Science 31, no. 1 (2021): 013122. http://dx.doi.org/10.1063/5.0005267.

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Zhang, Wei, Shuwen Wang, Weijie Han, Hai Yu, and Zhiliang Zhu. "An Image Encryption Algorithm Based on Random Hamiltonian Path." Entropy 22, no. 1 (2020): 73. http://dx.doi.org/10.3390/e22010073.

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In graph theory, Hamiltonian path refers to the path that visits each vertex exactly once. In this paper, we designed a method to generate random Hamiltonian path within digital images, which is equivalent to permutation in image encryption. By these means, building a Hamiltonian path across bit planes can shuffle the distribution of the pixel’s bits. Furthermore, a similar thought can be applied for the substitution of pixel’s grey levels. To ensure the randomness of the generated Hamiltonian path, an adjusted Bernoulli map is proposed. By adopting these novel techniques, a bit-level image en
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Reza, Andrea, and Palupi Shinta. "MEMBANGUN EDUGAME "BONI KIDS – BORNEO ANIMAL KIDS" PERMAINAN MATCH-UP DENGAN TEKNIK PENGACAKAN SHUFFLE DAN PENGEMBANGAN AGEN CERDAS DENGAN MODEL FINITE STATE MACHINE (FSM)." SEBATIK 19, no. 1 (2018): 6–10. https://doi.org/10.5281/zenodo.1251800.

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Penelitian membangun Edugame "Boni Kids - Borneo Animal Kids" merupakan penelitian pengembangan permainan berjenis Match-Up Game yang dirancang untuk mengasah daya ingat. Dalam permainan ini pemain harus mencocokkan 2 gambar hewan-hewan khas Kalimantan yang sama, pemain harus mengingat posisi gambar yang akan dicocokkan. Algoritma pengacakan shuffle diterapkan dalam penelitian ini, dengan tujuan membuat susunan posisi gambar selalu teracak dan permainan menjadi tidak monoton dan membosankan. Teknologi AI (kecerdasan buatan) juga diterapkan pada penelitian ini. Menggunakan metode mode
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Valarmathy, G., K. Sekar, and V. Balaji. "An Automated Framework to Segment and Classify Gliomas Using Efficient Shuffled Complex Evolution Convolutional Neural Network." Journal of Medical Imaging and Health Informatics 11, no. 11 (2021): 2765–70. http://dx.doi.org/10.1166/jmihi.2021.3868.

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Detection of Glioma and its segmentation can be a very challenging task for clinicians and radiologists. Accuracy in classifying glioma is required where brain tumorsgrow from the star-shaped glial cells among adults. Magnetic Resonance Imaging (MRI) indicates the human soft tissue and its anatomical structure away from displaying the location, histological traits, and location of the lesions used to diagnose glioma clinically. An automated framework for the identification of gliomas is presented. Feature extraction will present much higher imaging features such as texture, color, contrast, an
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Abdussalam, Abdussalam, Elkaf Rahmawan Pramudya, Muslih Muslih, Ajib Susanto, Karis Widyatmoko, and Rico Rian Alvian. "APLIKASI MENGENAL AKSARA JAWA DENGAN ALGORITMA SHUFFLE RANDOM BERBASIS ANDROID UNTUK MENDUKUNG BELAJAR MANDIRI." Dinamik 26, no. 2 (2021): 107–16. http://dx.doi.org/10.35315/dinamik.v26i2.8672.

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Disrupsi teknologi yang besar-besaran saat ini selain berdampak positif juga berdampak negative,dampak ini terlihat terhadap anak-anak yang mempunyai kecenderungan untuk tidak peduli dengan sosial budaya. Bahasa Jawa yang memiliki Aksara Jawa salah satu yang berdampak, Aksara Jawa hanya diajarkan 1-2 jam per minggunya tingkat SD sampai SMA/sederajat, hanya membaca buku dan lermbar kerja siswa (LKS) yang menimbulkan kebosanan dan tidak menarik belajar Aksara Jawa. Penelitian ini mengusulkan aplikasi berbasis android untuk belajar Aksara Jawa untuk mendukung belajar mandiri bagi anak Sekolah Das
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Fassina, Lorenzo, and Francesco Paolo Lo Muzio. "A random shuffle method to expand a narrow dataset: A heart failure cohort example." Vascular Pharmacology 146 (October 2022): 107041. http://dx.doi.org/10.1016/j.vph.2022.107041.

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Sarawan, Kamthorn, and Pornsiri Khumla. "Efficient Route Planning in Northeast Thailand Using a Random Shuffle Enhanced 2-opt Algorithm." Journal of Information Systems and Technology Research 4, no. 1 (2025): 28–36. https://doi.org/10.55537/jistr.v4i01.1017.

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This research presents a detailed comparative analysis of algorithms designed to solve the Traveling Salesman Problem (TSP) within the Northeast region of Thailand, encompassing 20 provinces. The study evaluates the performance of several heuristic algorithms, including Nearest Neighbor, Farthest Insertion, traditional 2-opt, and a novel variant termed 2-optRS, which integrates a random shuffle mechanism. The primary aim is to minimize the total travel distance while considering the computational trade-offs of these algorithms. Authentic distance data between provinces were sourced from Google
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Pahrudin, Pajar, Nursobah Nursobah, Heny Pratiwi, and Syamsuddin Mallala. "EDUCATIONAL GAME “P3K-KIDS” PERMAINAN EDUKASI PERTOLONGAN PERTAMA PADA KECELAKAAN BERBASIS ANDROID MENGGUNAKAN IMPLEMENTASI SHUFFLE RANDOM." Sebatik 23, no. 1 (2019): 58–64. http://dx.doi.org/10.46984/sebatik.v23i1.444.

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Educational game “P3K-Kids” merupakan edugame yang dibangun untuk proses pembelajaran pada anak usia 8 sampai dengan 9 tahun, edugame ini dibangun agar anak – anak dapat mengetahui bagaimana cara menangani Pertolongan Pertama Pada Kecelakaan (P3K) pada saat mereka bermain. Pada penelitian membangun edugame ini diterapkan algoroitma pengacakan posisi dengan shuffle random, dengan tujuan mengacak tantangan mengobati pasien setiap level­nya. Game dibangun menggunakan desain storyboard dan struktur hybrid dan bagan alir Unified Modeling Language (UML) dan menggunakan software SwishMax4, edugame ya
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Kasih Laia, Berkat. "Modifikasi Algoritma Lucifer Dengan Menerapkan Pembangkitan Kunci Berdasarkan Naive Shuffle." Journal of Informatics, Electrical and Electronics Engineering 1, no. 3 (2022): 110–18. http://dx.doi.org/10.47065/jieee.v1i3.355.

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Data security is a matter of maintaining the confidentiality of information, especially those containing sensitive information that only authorized parties may know, especially if the transmission is done via a public network, what if the data is not secured first, it will be very easy to be tapped and retrieved. know the contents of the information by parties who do not have the authority. One way to secure it is to use cryptographic techniques, namely by using the Lucifer algorithm technique and then randomizing the keys based on the Naïve Shuffle, this is done so that the keys in the data a
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Kumar, T. Pavan, Odugu Srinivasa Rao, and K. Saraswathi. "Enhanced Image Encryption using Chaotic Substitution, DNA Encoding, and Random Permutation." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 3767–79. https://doi.org/10.22214/ijraset.2025.69071.

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Abstract: With the increasing challenges of securing multimedia transmission over the internet, image encryption has emerged as a critical research area. This paper presents a novel image encryption scheme that integrates chaotic substitution, DNA encoding, and random permutation techniques to enhance security. The proposed method exploits the unpredictability of chaotic sequences, the computational benefits of DNA encoding, and the randomness of permutation to strengthen encryption.In this approach, pixel values are initially converted into DNA sequences using a predefined encoding scheme. A
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Akram, Muhammad, Nia Kurniati, and Yulita Salim. "Penerapan Algoritma Fisher Yates Shuffle pada Sistem Pembelajaran Tes Online berbasis Aplikasi." Jurnal Telekomunikasi dan Komputer 10, no. 3 (2020): 145. http://dx.doi.org/10.22441/incomtech.v10i3.8753.

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Pembelajaran online merupakan model pembelajaran yang tidak hanya berorientasi pada pemberian materi dan tugas secara online namun juga pada sebuah tahap evaluasi. Tahap evaluasi dapat dilakukan melalui sistem terkomputerisasi. Pada proses evaluasi, kecurangan saat menyelesaikan soal dapat terjadi. Penyajian soal secara acak merupakan salah satu alternatif yang dapat diterapkan. Penelitian ini dilakukan di Fakultas Ilmu Komputer Universitas Muslim Indonesia untuk mengukur kemampuan mahasiswa berdasarkan mata kuliah yang telah diajarkan. Pengukuran kemampuan mahasiswa diperoleh dari tahap prose
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Hidayat, Rezha Arzhan, Sumaryanti Sumaryanti, Sigit Nugroho, and Muhamad Ichsan Sabillah. "The effectiveness of lateral box shuffle plyometric exercise on increasing limb muscle power of badminton athletes." Retos 65 (March 6, 2025): 1098–106. https://doi.org/10.47197/retos.v65.104383.

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Introduction: The problem in this study is the low muscle power ability of badminton athletes. Objective: This study aims to determine: 1) the effect of pliyometric lateral box shuffle training on increasing leg muscle power of badminton athletes. 2) the difference in the effect of pliyometric lateral box shuffle training between the treatment group and the control group on increasing leg muscle power. Methodology: This type of research is an experiment with pre test and post test control group design. The sample in this study amounted to 78 athletes who were taken using random sampling techni
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Vennos, Amy, and Alan Michaels. "Shannon Entropy Loss in Mixed-Radix Conversions." Entropy 23, no. 8 (2021): 967. http://dx.doi.org/10.3390/e23080967.

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This paper models a translation for base-2 pseudorandom number generators (PRNGs) to mixed-radix uses such as card shuffling. In particular, we explore a shuffler algorithm that relies on a sequence of uniformly distributed random inputs from a mixed-radix domain to implement a Fisher–Yates shuffle that calls for inputs from a base-2 PRNG. Entropy is lost through this mixed-radix conversion, which is assumed to be surjective mapping from a relatively large domain of size 2J to a set of arbitrary size n. Previous research evaluated the Shannon entropy loss of a similar mapping process, but this
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