Ditemukan 17614 dokumen yang sesuai dengan query
Cimiano, Philipp
New York: Springer, 2006
006.331 CIM o
Buku Teks Universitas Indonesia Library
D. Teja Santosh
"Online reviews have a profound impact on the customer or newbie who want to purchase or consume the product via web 2.0 e-commerce. Online reviews contain features which form half of the analysis in opinion mining. Most of the today’s systems work on the summarization taking the average of the obtained features and their sentiments leading to structured review information. Often the context surrounding the feature is undermined which helps in clearly classifying the sentiment of the review. Web 3.0 based machine interpretable Resource Description Framework (RDF) also structures these unstructured reviews in the form of features and sentiments obtained from traditional preprocessing and extraction techniques with the context data also provided for future ontology based analysis taking support of Wordnet 2.1 lexical database for word sense disambiguation and Sentiwordnet 3.0 scores used for sentiment word extraction. Many popular RDF vocabularies are helpful in the creation of such machine process-able data. In the work to follow, this instance RDF forms the basis for creating/upgrading the (available) OWL Ontology that can be used as structured data model with rich semantics towards supervised machine learning generating sentiment categories and are validated for precise sentiments. These are sent back to the interface as corresponding {feature, sentiment} pair so that reviews are filtered clearly and helps in satisfying the feature set of the customer."
Depok: Faculty of Engineering, Universitas Indonesia, 2015
UI-IJTECH 6:2 (2015)
Artikel Jurnal Universitas Indonesia Library
"This edited book covers recent advances of techniques, methods and tools treating the problem of learning from data streams generated by evolving non-stationary processes. The goal is to discuss and overview the advanced techniques, methods and tools that are dedicated to manage, exploit and interpret data streams in non-stationary environments. The book includes the required notions, definitions, and background to understand the problem of learning from data streams in non-stationary environments and synthesizes the state-of-the-art in the domain, discussing advanced aspects and concepts and presenting open problems and future challenges in this field.
-Provides multiple examples to facilitate the understanding data streams in non-stationary environments;
-Presents several application cases to show how the methods solve different real world problems;
-Discusses the links between methods to help stimulate new research and application directions."
Switzerland: Springer Cham, 2019
e20502053
eBooks Universitas Indonesia Library
Oxford: Pergamon Press, 1984
304.6 GEO
Buku Teks Universitas Indonesia Library
Firriyal Bin Yahya
"Zaman sekarang banyak orang yang memiliki minat di bidang pemrograman. Adanya perkembangan aplikasi-aplikasi kursus online atau e-learning saat ini membuat mereka beramai-ramai mencari ilmu disana. Meskipun begitu, masih banyak pula ditemukan orang- orang yang memiliki berbagai kendala dan kesulitan dalam memahami materi pemrograman. Oleh karena itu, penelitian ini bertujuan untuk meninjau desain interaksi aplikasi e-learning di bidang pemrograman studi kasus Codecademy, W3Schools, dan Coursera dan mengetahui pengaruhnya terhadap pembelajaran pemrograman mereka. Penelitian ini menggunakan pendekatan metode campuran. Dilakukan pelaksanaan kuesioner daring untuk mendapatkan data kuantitatif dan kualitatif serta usability testing untuk mendapatkan data kualitatif. Selain itu, pada penelitian ini diterapkan prinsip-prinsip dari Shneiderman's Eight Golden Rules of Interface Design. Hasil menunjukkan bahwa dari segi kuantitatif perhitungan SUS, Codecademy dan W3Schools berada pada rentang “OK” dan Coursera berada pada rentang “GOOD”. Tetapi hasil dari segi kualitatif masih perlu dilakukan perbaikan untuk ketiga aplikasi tersebut.
Today many people have an interest in programming. The development of online course applications or e-learning at this time makes them flock to seek knowledge there. Even so, there are still many people who have various obstacles and difficulties in understanding programming material. Therefore, this study aims to review the interaction design of e-learning applications in the field of Codecademy, W3Schools, and Coursera case study programming and determine its effect on their programming learning. This study uses a mixed methods approach. An online questionnaire was conducted to obtain quantitative and qualitative data as well as usability testing to obtain qualitative data. In addition, this research applies the principles of Shneiderman's Eight Golden Rules of Interface Design. The results show that in terms of quantitative calculations, SUS, Codecademy and W3Schools are in the “OK” range and Coursera is in the “GOOD” range. However, the results in terms of qualitative still need to be improved for the three applications."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Magill, Richard A.
Boston: McGraw-Hill, 1998
152.334 MAG m
Buku Teks Universitas Indonesia Library
Magill, Richard A.
Boston: McGraw-Hill, 2001
152.334 MAG m
Buku Teks Universitas Indonesia Library
Magill, Richard A.
New York : McGraw-HIll, 2001
152.334 MAG m
Buku Teks Universitas Indonesia Library
Gillespie, Robert
Paris: Unesco, 1981
304.66 GIL m
Buku Teks Universitas Indonesia Library
Andira Anggun Maharani S Darmadji
"
Penelitian ini dipicu oleh minimnya penelitian yang berkaitan dengan desain antarmuka aplikasi e-learning environment yang sesuai dengan kebutuhan siswa SMA jurusan IPA dan IPS. Penelitian ini bertujuan mengidentifikasi, menganalisis, dan mengimplementasikan fitur-fitur yang dibutuhkan oleh siswa SMA dalam proses e-learning. User Centered Design menjadi metode yang digunakan untuk memastikan desain yang dihasilkan menjawab kebutuhan pengguna. Pengumpulan kebutuhan pengguna dilakukan dengan mewawancarai 15 pelajar SMA jurusan IPA dan IPS. Hasil analisis kebutuhan pengguna menjadi dasar rancangan low fidelity prototype dan high fidelity prototype berupa clickable mockup yang mengacu pada teori Shneiderman’s Eight Golden Rules of Interface Design, active learning, dan perkembangan kognitif oleh Piaget. Low fidelity prototype bertujuan untuk memberikan gambaran tata letak pada desain yang dirancang. Kemudian, high fidelity prototype bertujuan untuk memberikan gambaran utuh terkait desain antarmuka yang dirancang. Hasil high fidelity prototype dievaluasi melalui usability testing dan kuesioner System Usability Scale. Penelitian ini menyimpulkan bahwa hampir keseluruhan fitur yang diajukan memiliki completion rate dan error-free rate sebesar 100%, yang menunjukkan bahwa pengguna dapat menyelesaikan task tanpa adanya kesulitan yang berarti. Hasil akhir penelitian ini mengajukan high fidelity prototype dan rekomendasi perbaikan yang didasarkan pada umpan balik yang bermakna selama proses evaluasi yang dapat dijadikan acuan untuk melakukan pengembangan pada desain antarmuka e-learning environment.
This research is driven by the lack of research related to the interface design of an e-learning environment application that suits the needs of high school students majoring in science and social studies. This research aims to identify, analyze, and implement the features needed by the high school students during online learning. We applied the User Centered Design (UCD) method to ensure the results meet the user needs. We interviewed 15 high school students majoring in science and social studies to gather the requirements needed. The results became the basis for designing a low fidelity prototype and a high fidelity prototype in the form of a clickable mockup while still referring to the theory of Shneiderman's Eight Golden Rules of Interface Design, active learning, and cognitive development by Piaget. Low fidelity prototype aims to provide an overview of the layout of the design. Then, the high fidelity prototype aims to provide a complete picture regarding the interface design. We evaluated the high fidelity prototype through usability testing and the System Usability Scale (SUS) questionnaire. This study concludes that almost all of the proposed features have a completion rate and error-free rate of 100%, which indicates that users can complete tasks without any significant difficulties. This study proposes a high fidelity prototype and recommendations based on meaningful feedback during the evaluation as a reference for designing the interface of an e-learning environment.
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
S-pdf
UI - Skripsi Membership Universitas Indonesia Library