Klaim Artikel Anda
Verifikasi kepemilikan artikel akademik
Apakah artikel-artikel ini milik Anda?
Daftarkan diri Anda sebagai author untuk mengklaim artikel dan dapatkan profil akademik terverifikasi dengan fitur lengkap.
Badge Verifikasi
Profil terverifikasi resmi
Statistik Lengkap
H-index, sitasi, dan metrik
Visibilitas Tinggi
Tampil di direktori author
Kelola Publikasi
Dashboard artikel terpadu
Langkah-langkah Klaim Artikel:
- 1. Daftar akun author dengan email akademik Anda
- 2. Verifikasi email dan lengkapi profil
- 3. Login dan buka menu "Klaim Artikel"
- 4. Cari dan klaim artikel Anda
- 5. Tunggu verifikasi dari admin (1-3 hari kerja)
Menampilkan 1–2 dari 2 artikel
Enhancing the GLANCE Framework for Line-Level Defect Prediction: An Empirical Study of Semantically-Aware Metrics and Non-Linear Classifiers
Mujaddid, Zahid
; University of Amikom Yogyakarta
; Utami, Ema
; University of Amikom Yogyakarta
Telematika
Vol 18
, No 2
(2026)
Line-level defect prediction (LLDP) is critical for reducing software maintenance costs, yet its industrial adoption is often hindered by high false alarm rates that erode developer trust. While the state-of-the-art GLANCE-LR framework offers a lightweight solution, it relies on linear classifiers and purely syntactic heuristics, failing to capture the non-linear defect patterns and semantic risks associated with complex code constructs. To bridge the gap between operational efficiency and seman...
Sumber Asli
Google Scholar
DOI
Comparison of Inverse Kinematics and Forward Kinematics Methods on Walk Cycle Animation Characters
Aini, Afifah Nur
; University of Amikom Yogyakarta
; Utami, Ema
; Universitas Amikom Yogyakarta
; Raharjo, Suwanto
; Universitas Amikom Yogyakarta
Telematika
Vol 14
, No 1
(2021)
The 3D animation industry is currently growing rapidly, but the process of animating 3D characters is not always fast, because it is often constrained at the animation stage due to the complexity or irregularity of the function of each rig on the 3D character object, therefore it takes a proper rig creation stage to support the animation process that is more efficient in terms of process and time. Kinematics in animation is used for reference when an object is moving. The animation uses a Kinema...
Sumber Asli
Google Scholar
DOI