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Hasil Pencarian

Ditemukan 25157 dokumen yang sesuai dengan query
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Tommy Teja
Jakarta: Kompas Gramedia, 2022
302.23 TOM m
Buku Teks SO  Universitas Indonesia Library
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Yearimdang
Jakarta: PT Elex Media Komputindo, 2023
302.23 YEA w
Buku Teks SO  Universitas Indonesia Library
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Kuksa, Iryna
"The use of Virtual worlds (VWs) has increased in the last decade. VWs are used for communication, education, community building, creative arts, and more. A good deal of research has been conducted into learning and VWs, but other areas remain ripe for investigation. Factors from technological platforms to the nature and conventions of the communities that use VWs must be considered, in order to achieve the best possible interaction between virtual spaces and their users. Making sense of space focuses on the background to these issues, describing a range of case studies conducted by the authors. The book investigates the innovative and creative ways designers employ VWs for research, performance-making, and audience engagement. Secondly, it looks into how educators use these spaces to support their teaching practice. Lastly, the book examines the potential of VWs as new methods of communication, and the ways they are changing our perception of reality. This book is structured into four chapters. An introduction provides a history and outline of important themes for VWs, and subsequent chapters consider the design of virtual spaces, experience of virtual spaces, and communication in virtual spaces."
Oxford, UK: Chandos , 2014
e20427179
eBooks  Universitas Indonesia Library
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Stefanus Andriano
"Tesis ini membahas proses komunikasi online menuju offline komunitas virtual di Indonesia. Selain proses komunikasi, tesis ini juga membahas konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia. Untuk dapat mengetahui proses komunikasi online ke offline dan konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia maka digunakan studi etnometodologis dengan pendekatan interpretatif. Hasil penelitian menunjukkan bahwa terdapat dua skema dalam proses komunikasi online menuju offline yaitu skema sirkular (loop) dan spontanitas (linier). Untuk dapat menemukan konsep 'from cyber to brother' dalam komunitas virtual di Indonesia, peneliti menggunakan observasi dan wawancara mendalam terhadap anggota komunitas virtual. Hasil penelitian menunjukkan bahwa terjadi konsep 'from cyber to brother' dalam komunitas virtual di Indonesia.

This thesis discussed the process on online to offline communication virtual community in Indonesia. Other than the process of the communication itself, this thesis also discussed the concept of ?from cyber to brother? which occured on virtual community in Indonesia. In order to found out whether the process of online to offline communication and ?from cyber to brother? concept occured on virtual community in Indonesia, therefore the author used ethnomethodology method with interpretative approach. The result showed that there were two schemes on the process of offline to online community, which were circular scheme (loop) and spontaneous (linear). Other ways to found out the concept of ?from cyber to brother? on virtual community in Indonesia, the author engaged with the members of virtual community in terms of observation and interview. The finding showed that the concept of ?from cyber to brother? was indeed occurred on virtual community in Indonesia."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2015
T44508
UI - Tesis Membership  Universitas Indonesia Library
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Buick, Joanna
Cambride: Icon Books, 1995
003.5 BUI c
Buku Teks SO  Universitas Indonesia Library
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Mihelj, Matjaz
"This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system.
The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation."
Dordrecht: Springer, 2012
e20410780
eBooks  Universitas Indonesia Library
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Ridho Pangestu Adhitio R
"Dalam sisi akademis, riset mengenai metaverse saat ini masih didominasi pada konteks pendidikan. Permasalahan lainnya adalah minat masyarakat Indonesia terhadap Metaverse kian menurun dari tahun 2021-2023 padahal Metaverse merupakan salah satu ekosistem digital yang tengah dibangun oleh pemerintah Indonesia. Penelitian ini bertujuan menganalisis faktor-faktor yang mempengaruhi minat generasi y dan generasi z di Indonesia dalam menggunakan Metaverse untuk kegiatan virtual event. Desain penelitian yang aplikasikan adalah cross sectional. Data penelitian didapatkan dari 167 responden yang termasuk kedalam generasi y dan generasi z, belum pernah menggunakan namun memiliki pemahaman dasar mengenai metaverse dan berdomisili di Indonesia. Technology Acceptance Model merupakan framework dalam membangun model penelitian ini. Hasil penelitian menunjukkan bahwa 3 dari 13 hipotesis tidak berpengaruh signifikan, yaitu perceived ease of use terhadap perceived usefulness dan juga perceived usefulness terhadap behavioral intention pada metaverse. Selain itu, ditemukan bahwa perceived enjoyment merupakan faktor terbesar yang dapat mempengaruhi minat penggunaan metaverse pada generasi y dan generasi z di Indonesia. Penelitian ini berkontribusi secara akademis dalam memberikan pemahaman mengenai bagaimana faktor-faktor dalam TAM mampu mempengaruhi minat masyarakat Indonesia terhadap metaverse. Selain itu penelitian ini juga mengkombinasikan 2 model penelitian terdahulu sehingga mendapatkan hasil yang lebih komprehensif.

In the academic realm, research on the metaverse is currently predominantly focused on educational contexts. Another issue is the declining interest of the Indonesian public in the metaverse from 2021 to 2023, despite it being one of the digital ecosystems being developed by the Indonesian government. This study aims to analyze the factors influencing the interest of Generation Y and Generation Z in Indonesia in using the metaverse for virtual events. The research design applied is cross-sectional. Data were collected from 167 respondents who belong to Generation Y and Generation Z, have not yet used the metaverse but have a basic understanding of it, and reside in Indonesia. The Technology Acceptance Model (TAM) serves as the framework for constructing this research model. The results indicate that 3 out of 13 hypotheses are not significantly influential, namely, perceived ease of use on perceived usefulness and perceived usefulness on behavioral intention in the metaverse. Furthermore, it was found that perceived enjoyment is the most significant factor influencing the interest in using the metaverse among Generation Y and Generation Z in Indonesia. This study academically contributes by providing an understanding of how TAM factors can influence the Indonesian public's interest in the metaverse. Additionally, this study combines two previous research models to obtain more comprehensive results."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
T-pdf
UI - Tesis Membership  Universitas Indonesia Library
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"Immersive multimodal interactive presence presents advanced interdisciplinary approaches that connect psychophysical and behavioral haptics research with advances in haptic technology and haptic rendering.
It delivers a summary of the results achieved in the IMMERSENCE European project and includes selected chapters by international researchers. Organized into two parts : I. Psychophysical and behavioral basis and II. Technology and rendering, it is an excellent example of interdisciplinary research directed towards the advancement of multimodal immersive virtual environments with particular focus on haptic interaction.
The twelve chapters of the book are grouped around three different scenarios representing different types of interactions in virtual environments: Person-Object (PO), Person-Object-Person (POP) and Person-Person (PP) interaction. Recent results of psychophysical and behavioral studies are reported along with new technological developments for haptic displays and novel haptic rendering techniques."
London: Springer, 2012
e20407721
eBooks  Universitas Indonesia Library
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Anton Ade Putra
"Universitas T memiliki rencana (roadmap) untuk mengembangkan berbagai jenis Metaverse di masa depan. Namun, ada kekhawatiran bahwa roadmap yang telah dibuat mungkin tidak sesuai dengan kebutuhan masyarakat. Oleh karena itu, penelitian ini bertujuan untuk menganalisis sentimen dan pemodelan topik tentang Metaverse di media sosial guna memberikan wawasan yang penting bagi roadmap pengembangan Metaverse di Universitas T dengan memperhatikan pendapat dan sentimen masyarakat. Data yang digunakan dalam penelitian ini adalah twit berbahasa Indonesia yang dikumpulkan dari bulan Agustus 2021 hingga April 2023. Untuk analisis, digunakan pustaka LazyPredict yang menghasilkan lima model klasifikasi, yaitu Bernoulli Naive Bayes (BernoulliNB), Nearest Centroid, Calibrated Classifier CV, Logistic Regression, dan Linear Support Vector Classification (LinearSVC). Hasil menunjukkan bahwa model BernoulliNB memiliki performa terbaik dengan nilai rata-rata F1 sebesar 0,788. Selain itu, penelitian ini juga mengidentifikasi topik-topik yang dibahas terkait dengan Metaverse menggunakan pustaka Bertopic. Temuan menunjukkan adanya topik negatif seperti ketidakpastian pengembangan Metaverse, skeptisisme terhadap teknologi baru, keterbatasan infrastruktur internet, kekhawatiran etika dan syariah, ketidakpastian legalitas, kekhawatiran privasi dan keamanan, serta skeptisisme terhadap kesiapan Indonesia dalam membangun Metaverse. Di sisi lain, topik positif meliputi peluncuran Metaverse Jagat Nusantara, potensi kripto dalam konteks Metaverse, perubahan nama Facebook menjadi Meta, konser virtual di Metaverse, kehidupan di dunia Metaverse, pengembangan teknologi Metaverse di dalam negeri, transformasi digital dan inovasi di era Metaverse, penggunaan blockchain, kripto, dan NFT dalam teknologi Metaverse, serta Manasik Haji di Metaverse. Hasil analisis sentimen dan pemodelan ini dapat memberikan wawasan yang berharga bagi Universitas T dalam memahami tren dan pandangan masyarakat terkait Metaverse. Hal ini akan membantu universitas dalam mengevaluasi roadmap Metaverse yang telah dibuat untuk memastikan kesesuaiannya dengan kebutuhan masyarakat.

Universitas T has a roadmap to develop various types of Metaverse in the future. However, there are concerns that the existing roadmap may not align with the needs of society. Therefore, this research aims to analyze the sentiment and topic modeling related to Metaverse on social media to provide valuable insights for the development roadmap of Metaverse at Universitas T, taking into account the opinions and sentiments of the public. The data used in this study are Indonesian tweets collected from August 2021 to April 2023. The LazyPredict library is utilized for analysis, which generates five classification models: Bernoulli Naive Bayes (BernoulliNB), Nearest Centroid, Calibrated Classifier CV, Logistic Regression, and Linear Support Vector Classification (LinearSVC). The results show that the BernoulliNB model performs the best with an F1 score of 0.788. Additionally, this research identifies various topics discussed in relation to Metaverse using Bertopic library. Findings indicate the presence of negative topics such as uncertainty in Metaverse development, skepticism towards new technologies, limitations of internet infrastructure, ethical and Sharia concerns, legal uncertainties, privacy and security concerns, as well as skepticism about Indonesia's readiness in building the Metaverse. On the other hand, positive topics include the launch of Metaverse Jagat Nusantara, the potential of cryptocurrencies in the context of Metaverse, the name change of Facebook to Meta, virtual concerts in the Metaverse, life in the Metaverse world, domestic Metaverse technology development, digital transformation and innovation in the era of Metaverse, the use of blockchain, cryptocurrencies, and NFTs in Metaverse technology, as well as Manasik of Hajj in the Metaverse. The results of sentiment analysis and topic modeling can provide valuable insights for Universitas T to understand the trends and public perspectives regarding Metaverse. This will assist the university in evaluating the existing Metaverse roadmap to ensure its alignment with the needs of society."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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"Analyzing the social web provides a framework for the analysis of public data currently available and being generated by social networks and social media, like Facebook, Twitter, and Foursquare. Access and analysis of this public data about people and their connections to one another allows for new applications of traditional social network analysis techniques that let us identify things like who are the most important or influential people in a network, how things will spread through the network, and the nature of peoples' relationships. Analyzing the Social Web introduces you to these techniques, shows you their application to many different types of social media, and discusses how social media can be used as a tool for interacting with the online public."
Waltham, MA: Elsevier, 2013
e20426795
eBooks  Universitas Indonesia Library
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