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Hasil Pencarian

Ditemukan 85 dokumen yang sesuai dengan query
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""This book addresses the main issues of interest within the culture and design of interaction between humans and computers,exploring the emerging aspects of design, development, and implementation of interfaces"--"
Hershey, PA: Information Science Reference, 2014
004.019 EME
Buku Teks SO  Universitas Indonesia Library
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Ilham Aji Pratomo
"Penelitian ini mengkhususkan pada efektivitas iklan online dengan memanfaatkan sudut pandang ilmu sistem interaksi atau lazim disebut human-computer interaction. Pendekatan yang dipergunakan dalam pengukuran efektivitas adalah jumlah klik. Tujuan dari penelitian ini adalah mengetahui faktor-faktor apa saja yang berkaitan dengan ilmu sistem interaksi yang mempengaruhi efektivitas tersebut. Metode yang dipergunakan adalah metode kuantitatif dengan populasi civitas akademika Universitas Indonesia. Setelah melakukan penelitian ini, peneliti menemukan bahwa faktor-faktor tersebut berpengaruh besar terhadap efektivitas iklan online sesuai dengan pendekatan jumlah klik yang diterapkan pada penelitian ini. Kata kunci: Efektivitas iklan, human-computer interaction, iklan online."
Depok: Universitas Indonesia, 2008
S-Pdf
UI - Skripsi Open  Universitas Indonesia Library
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Sarmento, Anabela
"Buku ini berisi kumpulan studi mengenai interaksi antar orang yang menggunakan komputer."
Hershey: IRM Press, 2005
004.019 SAR i
Buku Teks SO  Universitas Indonesia Library
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P. Insap Santosa
Yogyakarta: Andi Yogyakarta, 2009
004.019 INS i
Buku Teks SO  Universitas Indonesia Library
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Sudarmawan
Yogyakarta: Andi, 2007
004.019 SUD i
Buku Teks SO  Universitas Indonesia Library
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Sik Sumaedi
"Adopsi teknologi oleh pelanggan merupakan salah satu topik yang banyak dibahas dalam literatur pemasaran. Meski demikian, literatur yang membahas adopsi smartphone android masih sangat terbatas. Untuk mengisi kesenjangan yang ada dalam literatur, penelitian ini bermaksud untuk mengkaji adopsi smartphone android.
Lebih spesifik, penelitian ini bertujuan untuk menguji : (1) pengaruh attitude toward using terhadap intention to adopt smartphone android, (2) pengaruh perceived content terhadap attitude toward using smartphone android, (3) pengaruh interface convenience terhadap attitude toward using smartphone android, (4) pengaruh perceived infrastructure terhadap attitude toward using smartphone android, (5) pengaruh design aesthetics terhadap attitude toward using smartphone android, dan (6) pengaruh moderasi hedonic orientation terhadap hubungan design aesthetics dan attitude toward using smartphone android.
Penelitian dilakukan dengan metodologi penelitian kuantitatif. Pengumpulan data dilakukan dengan survey menggunakan instrumen kuesioner. Responden penelitian ini adalah 125 mahasiswa S1 FEUI. Analisis regresi digunakan untuk menguji hipotesis-hipotesis yang diajukan.
Hasil penelitian menunjukkan bahwa attitude toward using memiliki pengaruh positif dan signifikan terhadap intention to adopt smartphone android. Selain itu, hasil penelitian juga menunjukkan bahwa perceived content, interface convenience, dan perceived infrastructure memiliki pengaruh positif dan signifikan terhadap attitude toward using smartphone android. Akan tetapi, penelitian ini menunjukkan bahwa pengaruh design aesthetics terhadap attitude toward using smartphone android serta pengaruh moderasi hedonic orientation terhadap hubungan design aesthetics dan attitude toward using smartphone android tidak signifikan secara statistik.

Technology adoption by customer is a topic widely discussed in marketing literature. However, literature discussing the android smartphone adoption is still very limited. In order to fulfill the gap in the literature, this research aims to study the Smartphone android adoption.
More specifically, this research aims to examine: (1) the effect of attitude toward using on intention to adopt android smartphone, (2) the effect of perceived content on attitude toward using android smartphone, (3) the effect of interface convenience on attitude toward using android smartphone, (4) the effect of perceived infrastructure on attitude toward using android smartphone, (5) the effect of design aesthetics on attitude toward using android smartphone, and (6) the moderation effect of hedonic orientation on the relationship between design aesthetics and attitude toward using android smartphone.
This research was performed using the research methodology of quantitative. The data collection was carried out using survey with questionnaire. The research respondents are 125 FEUI undergraduate students. Regression analysis was performed to test the proposed hypotheses.
The research result shows that attitude toward using has positive and significant impact on intention to adopt android smartphone. In addition, the result also shows that perceived content, interface convenience, and perceived infrastructure have positive and significant impact on attitude toward using android smartphone. However, this research shows that the effect of design aesthetics on attitude toward using android smartphone and the moderation effect of hedonic orientation on the relationship between design aesthetics and attitude toward using android smartphone are not statistically significant."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2014
T39380
UI - Tesis Membership  Universitas Indonesia Library
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London: Academic Press, 2017
004.019 EMO
Buku Teks SO  Universitas Indonesia Library
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Norman, Kent L.
""This textbook provides a comprehensive overview of the human-computer interface in clear, non-technical language, making it an ideal introduction for students of both psychology and computer science. Covering the past, present, and future developments in technology and psychology, it combines cutting-edge academic research with engaging illustrations and examples that show students how the material relates to their lives. Topics addressed include: human factors of input devices, and the basics of sensation and perception; memory and cognitive issues of users navigating their way through interfaces; communication via programming languages and natural speech interaction; cyberpathologies such as techno-stress and Internet addiction disorders; and challenges surrounding automation and artificial intelligence. This thoroughly updated second edition features new chapters on virtual reality and cybersecurity; expanded coverage of social media, mobile computing, e-learning, and video games; and end-of-chapter review questions that ensure students have mastered key objectives"--
"Psychology as a science and a discipline must do more than merely acknowledge that we live in a digital environment with computers and automation. It must do more than add a footnote, chapter, or illustration to current texts while perpetuating theories developed in the pre-digital world. Instead, it must rethink its basic theories in every area - from sensory and perception to social and clinical. Fortunately, this is already occurring in many areas. Cognitive science and neuroscience were founded in the digital age, and human factors psychology has embraced the interaction with computers, but some areas have fallen behind. Rather than make too much of this now, instead we will develop and push these areas forward as we go through the successive chapters of this book. In doing so, we will try to cover the full range of psychology"--"
Cambridge, United Kingdom: Cambridge University Press, 2017
004.019 NOR c
Buku Teks SO  Universitas Indonesia Library
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Net York : Ellis Horwood, 1992
004.19 NEU
Buku Teks SO  Universitas Indonesia Library
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Samiaji
"Pervasive computing merupakan suatu teknologi yang menyatu dengan lingkungan user. Pervasive computing menghubungkan berbagai informasi yang independen dari suatu divais baik yang diam maupun yang bergerak dengan tujuan untuk memberikan layanan seperti komputasi, penginderaan atau layanan komunikasi kepada sekelompok user secara transparan yang biasanya dapat diatur secara personal dengan tetap menjaga keamanan dan privasi dari usernya. User interface pada sistem ini akan dunstal pada handheld user. Bahasa pemrograman yang digunakan dalam pembuatan user interface ini adalah Java 2 Micro Edition (J2ME), yaitu bahasa pengembangan dari Java yang disesuaikan dengan keterbatasan resources dari handheld. Handheld user yang dimaksud adalah smartphone yang dilengkapi dengan koneksi bluetooth. Alasan pemilihan smartphone sebagai user interface sistem dikarenakan saat ini banyak user yang mengenal penggunaan smartphone ini dari segala batasan umur. VeRAS memenuhi requirement untuk pervasive computing secara umum yang menuntut agar interaksi user dengan sistem dibuat seminimal mungkin, namun sistem tetap dapat berbuat semaksimal untuk user dan tetap mempertahankan prinsip pembuatan user interface yang baik. Hal ini dibuktikan dengan berjalannya fitur profile pada sistem, sehingga sistem dapat melakukan keinginan user pada jam tertentu, jika user telah berada pada area jangkauan bluetooth server. Selain itu dengan user interface VeRAS yang sederhana, user terbukti dapat mengendalikan dengan mudah TV dan lampu pada rumah. Pada analisa kinerja sistem terbukti bahwa sistem memerlukan waktu sekitar 15 detik untuk mendeteksi keberadaan user dan terhubung dengan user. Namun setelah seluruh sistem terhubung, sistem dapat berjalan secara real time.

Pervasive computing is a technology that is embedded to the user environment. Pervasive computing connects all kinds of independent information from a device either it is static or mobile to give services such as computing, sensing, or transparent communication services to a group of user and usually can be managed personally to keep the privacy of its users. User interface on this system are installed on user's handholds. The programming language that is used on creating this user interface is Java 2 Micro Edition (J2ME), which is a development of JA VA programming language that has been adjusted to cope with the resource limitation of handheld. The handheld that were referred here are smart phones that have been equipped with Bluetooth connection. Smart phones are selected as the user interface for this system because its familiarity to users from all ages. VeRAS meets the requirements of pervasive computing generally, which demands minimum user interaction to the system, but maintain its maximum benefit for the user while holds the principal of good user interface. This is proven by the profile feature of the system so that VeRAS accomplish user tasks on specific time, given the user is within the server's Bluetooth area. The simple yet intituitive VeRAS user interface is capable of controlling lamps and TV easily The system performance analysis shows that the system requires around 15 seconds to detect user's present and establishes connection. However, if the whole system has already connected, the system performs in real time manner."
Depok: Fakultas Teknik Universitas Indonesia, 2006
S40253
UI - Skripsi Membership  Universitas Indonesia Library
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