Coral reefs are very important ecosystem which are the foundation of all life on this earth, but now they are under threat. Coral bleaching are happening now at a serious rate and the ultimate goal of conservation effort toward this issue is behaviour change. One of the most important parts of conservation effort is monitoring. However, monitoring the success of the coral bleaching campaign on behaviour change requires extensive data collection so traditional methods are not effective because they require resources that may not be met. The goal of this study is to build fast and vast automation in analyzing the stage of behaviour change. Social media data has prospect to become good alternative to be used because social media usage is currently increasing every year, including Twitter. Therefore, an automatic classification model was designed which can identify the stages of behaviour change based on the Five Doors Theory on Twitter. Five Doors Theory define 5 stages of behavior change: Desirability, Enabling Context, Can Do, Buzz, and Invitation. The data was fetched through a trusted repository, Mendeley Data, with title "An Annotated Dataset for Identifying Behaviour Change Based on Five Doors Theory Under Coral Bleaching Phenomenon on Twitter". There are 1,222 tweets with keywords related to coral bleaching that have been annotated according to the behaviour change stages. There are two proposed designs: embedding extraction which utilizes the output of each encoder layer in BERTweet and stacking ensemble which uses several BERTweet models with different hyperparameters that are ensembled using a logistic regression model. The best accuracy of 0.7796 with an f1-score of 0.7945 was obtained in the stacking ensemble design scenario. The classification model created can identify each class at the stage of behaviour change well, even though the dataset is unbalanced in its distribution. The proposed design has a performance that exceeds all baseline models and the standalone BERTweet. In conclusion, the automatic classification model create the process of monitoring the stages of behavior change run effectively and efficiently so that the success of the coral bleaching campaign can be monitored and achieved.
Abstrak. Aplikasi Virtual Reality Gamelan Bonang Barung adalah aplikasi Virtual Reality yang membantu pengguna belajar salah satu jenis gamelan yaitu Bonang Barung. Aplikasi Virtual Reality memiliki aspek penting yaitu User Experience dan harus dilakukan pengukuran. Pengukuran User Experience harus dilakukan karena mempengaruhi kesuksesan aplikasi. Usability adalah aspek penting dalam User Experience yang merupakan aspek yang menentukan sejauh mana aplikasi dapat menyelesaikan tugas dengan efektif dan memuaskan pengguna. Oleh karena itu, diperlukan pengujian atau Usability Testing. Pengujian ini untuk bahan penulis untuk mengevaluasi aplikasi dan mengukur tingkat kepuasan pengguna. Usability Testing yang digunakan pada penelitian ini adalah User Experience Questionnaire (UEQ). Metode ini berupa kuesioner yang memiliki 26 pertanyaan dengan penilaian dari nilai 1-7. Dengan metode ini, dapat diketahui bahwa Aplikasi Virtual Reality Gamelan Bonang Barung ini bersifat cukup baik. Lima aspek memiliki nilai di atas rata-rata dan 1 aspek di bawah rata-rata. Hal ini karena aplikasi masih memiliki banyak kekurangan. Abstract. Bonang Barung Gamelan Virtual Reality Application is a Virtual Reality application that helps users learn one type of gamelan, namely Bonang Barung. Virtual Reality applications have an important aspect, namely User Experience, and must be measured. User Experience measurement must be done because it affects the success of the application. Usability is an important aspect in User Experience which is an aspect that determines the extent to which an application can complete tasks effectively and satisfy users. Therefore, testing or Usability Testing is needed. This test is for the author's material to evaluate the application and measure the level of user satisfaction. The usability testing used in this study is the User Experience Questionnaire (UEQ). This method is in the form of a questionnaire which has 26 questions with an assessment of a value of 1-7. With this method, it can be seen that the Gamelan Bonang Barung Virtual Reality Application is quite good. 5 aspects have values above the average and 1 aspect below the average. This is because the application still has many shortcomings.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.