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Hasil Pencarian

Ditemukan 39 dokumen yang sesuai dengan query
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Norman, Kent L.
Abstrak :
"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
cover
Boko Susilo
Abstrak :
Sejak diperkenalkannya Human-Computer Interaction (HCI) pada tahun 80-an, maka aspek-aspek pemakai (kenyamanan, keamanan), functionalittiy dan usability sistem sangat diperhatikan dan diutamakan dalam suatu rancangan. Dengan keunggulan-keunggulan HCI sebagai disiplin ilmu (merupakan bidang ilmu interdisipliner) yang membahas hubungan timbal-balik antara manusia-komputer beserta efek-efek yang terjadi diantaranya, maka berkembanglah penggunaan teknologi komputer ke berbagai kehidupan, misalnya perdagangan, pertahanan, pendidikan dan sebagainya. Tugas akhir ini bertujuan untuk mencari, merancang dan menguji kesesuaian bentuk-bentuk gambar ikon strategi belajar siswa sekolah menengah. Sampel dalam penelitian ini adalah siswa SMU di Jakarta yang telah mengenal dan atau menggunakan komputer berbasis windows. Prosedur penelitian dilakukan dalam tiga tahap. Pertama adalah Tahap Pencarian Data Awal dengan jumlah sampel 12 siswa(responden), kedua adalah Tahap Penyeleksian Data dengan jumlah sampel 30 responden dan ketiga adalah Tahap Ujicoba dengan sampel 30 responden. Seluruh sampel didapat dengan teknik purposive sampling. Sampel yang ditarik dari setiap tahap adalah berbeda-beda. Obyek yang dijadikan sasaran dalam perancangan ikon ini adalah 16 jenis strategi belajar siswa basil peneltian TIM URGE-ICAI Universitas Indonesia. Tahap Pencarian Data Awal adalah mencarilmenemukan bentuk-bentuk gambar ikon strategi belajar dari responden. Pada tahap ini diperoleh coretan gambar bakal ikon strategi belajar sebanyak 64 buah dengan perincian 48 buah gambar/coretan gambar berasal dari responden dan 16 buah gambarlcoretan gambar bcrasal dari perancang. Selanjutnya. ke-48 gambar/coretan gambar bakal ikon yang berasal dari responden diserahkan kepada seorang ahli gambar untuk digambar ulang agar diperoleh bentuk gambar yang lebih baik, sesusai dengan yang dimaksudkan oleh para responden. Tahap Penyeleksian Data adalah kegiatan memilih atau inenycleksi gambar-gambar (bakal) ikon strategi belajar hasil dari tahap pencarian data awal. Penyeleksian gambar dilakukan oleh 30 responden (sampel atau responden ini bcrbeda dengan responden pada tahap pencarian data awal). Dari kegiatan ini berhasil dikumpulkan 16 gambar talon ikon, masing-masing mewakili gambar dari responden 14 buah dan mewakili perancang 2 buah. Langkah selanjutnya adalah menggambar 16 gambar talon ikon tersebut dengan perangkat lunak yang dipilih. agar bisa diakses ke komputer melalui instrumen ujicoba yang dirancang. Perangkat lunak yang digunakan dalam kegiatan ini adalah imagedil dan paintbrush yang masing-masing diakses dad MS Foxpro 3.0 dan MS Window 3.11. Tahap Ujicoba adalah kegiatan mengujicobakan ke-16 gambar ikon strategi belajar dengan media komputer kepada 30 responden (sampel atau responder ini berbeda dengan responden yang diambil baik pada tahap pencarian data awal ataupun pada tahap penyeleksian data). Instrumen ujicoba adalah program yang dibuat dengan bahasa pemrogranlan Visual Basic. Instrumen pengujian ini dinamakan Sistem Konstrajar. Analisa data yang digunakan dalam penelitian ini adalah analisa diskriptif. Kriteria yang digunakan pada Tahap Penyeleksian Data adalah bahwa gambar ikon dianggap mewakili strategi belajar yang bersangkutan bila ia mendapatkan frekuensi pilihan terbanyak dari responden. Sedangkan kriteria pada Tahap Ujicoba adalah bahwa ikon tersebut akan mewakili strategi belajar yang bersangkutan bila persentase kecocokan pilihan responden pada ikon terhadap banyaknya kemunculan think aloud (yang mewakili strategi belajar siswa) adalah sama dengan atau lebih besar 60 %. Kriteria 60% berdasarkan penilaian acuan patokan (criterion-referenced evaluation). Hasil ujicoba menunjukkan bahwa ada 11 buah ikon atau 68,75 % yang memenuhi kriteria, sedangkan yang tidak memenuhi kriteria sebanyak 5 buah ikon atau 31.25%. Ikon-ikon yang tidak memenuhi krteria adalah ikon strategi belajar tanya informasi, ikon strategi belajar elaborasi, ikon strategi belajar penyimpulan, ikon strategi belajar verifikasi dan ikon strategi belajar antisipasi. Ikon-ikon yang tidak memenuhi kriteria tersebut kemudian diujicoba ulang lagi ke lapangan setelah dilakukan perbaikan-perbaikan berdasarkan respon atau masukan dari responden. Setelah dilakukan ujicoba ulang dengan perubahan-perubahan yang terjadi pada ke-5 ikon tadi, ternyata ikon-ikon tersebut memenuhi kriteria, dengan rata-rata 80 %. Dengan meliliat persentase kecocokan tersebut bisa dikatakan bahwa ikon-ikon tersebut signifikan terhadap model mental siswa SMU.
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 1998
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Ilham Aji Pratomo
Abstrak :
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
cover
Abstrak :
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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Samur, Evren
Abstrak :
The book begins by identifying the components of a general image registration system, and then describes the design of each component using various image analysis tools. The text reviews a vast array of tools and methods, not only describing the principles behind each tool and method, but also measuring and comparing their performances using synthetic and real data.
London: Springer, 2012
e20407729
eBooks  Universitas Indonesia Library
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Steimle, Jurgen
Abstrak :
This book provides the first theoretical interaction model of pen-and-paper user interfaces and an integrated set of interaction techniques for knowledge workers. The model proposes a ‘construction set’ of core interactions that are helpful in designing solutions that address the diversity of pen-and-paper environments. The interaction techniques, concrete instantiations of the model, provide innovative support for working with printed and digital documents. They integrate well-established paper-based practices with concepts derived from hypertext and social media.
Berlin: [Springer, ], 2012
e20419883
eBooks  Universitas Indonesia Library
cover
Abstrak :
The main contemporary human-system interaction (H-SI) problems consist in design and/or improvement of the tools for effective exchange of information between individual humans or human groups and technical systems created for humans aiding in reaching their vital goals. This book is a second issue in a series devoted to the novel in H-SI results and contributions reached for the last years by many research groups in European and extra-European countries. The preliminary (usually shortened) versions of the chapters were presented as conference papers at the 3rd International Conference on H-SI held in Rzeszow, Poland, in 2010. A large number of valuable papers selected for publication caused a necessity to publish the book in two volumes. The given, 1st Volume consists of sections devoted to: I. Decision Supporting Systems, II. Distributed Knowledge Bases and WEB Systems and III. Impaired Persons Aiding Systems. The decision supporting systems concern various application areas, like enterprises management, healthcare, agricultural products storage, visual design, planning of sport trainings, etc. Other papers in this area are devoted to general decision supporting methods and tools. In the group of papers concerning knowledge bases and WEB-based systems are some focused on new computer networks technologies, models of malicious network traffic and selected problems of distributed networks resources organization and tagging. The concepts of a distributed virtual museum and of managing the process of intellectual capital creation in this part of the book are also presented. The last part of this volume contains a dozen of papers concerning various concepts and realizations of disabled persons aiding systems. Among them, the systems aimed at aiding visual or motion disability affected persons can be mentioned. The problems of residential infrastructure for ubiquitous health supervision and graphics- and gesture-based interactive children therapy supporting systems design in this volume are also presented.
Berlin : Springer, 2012
e20425838
eBooks  Universitas Indonesia Library
cover
Abstrak :
This volume of the book contains a collection of chapters selected from the papers which originally (in shortened form) have been presented at the 3rd International Conference on Human-Systems Interaction held in Rzeszow, Poland, in 2010. The chapters are divided into five sections concerning. IV. Environment monitoring and robotic systems, V. Diagnostic systems, VI. Educational Systems, and VII. General Problems. The novel concepts and realizations of humanoid robots, talking robots and orthopedic surgical robots, as well as those of direct brain-computer interface are examples of particularly interesting topics presented in Sec. VI. In Sec. V the problems of skin cancer recognition, colonoscopy diagnosis, and brain strokes diagnosis as well as more general problems of ontology design for medical diagnostic knowledge are presented. Example of an industrial diagnostic system and a concept of new algorithm for edges detection in computer-analyzed images are also presented in this Section. Among the educational systems, in Sec. VII the remote teaching and testing methods in higher education, a neurophysiological approach to aiding the learning process, an entrepreneurship education system and a magnetic levitation laboratory systems are presented. Sec. VII contains papers devoted to selected general human-computer systems interaction problems. Among them the problems of rules formulation for automatic reasoning, creation of ontologies, Boolean recommenders in decision systems and languages for proteins structural similarity description can be mentioned. The chapters included into both, I and II volumes of the book illustrate a large variety of problems arising and methods used in the rapidly developing Human-System Interaction research domain.
Berlin : Springer, 2012
e20425839
eBooks  Universitas Indonesia Library
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Kuksa, Iryna
Abstrak :
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
cover
Abstrak :
Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in human-computer interaction through a careful selection of research contributions. Split into five sections, users as agents, agents and accessibility, agents and interactions, agent-centric paradigms and approaches, and collective agents.
Berlin: [Springer, ], 2012
e20398383
eBooks  Universitas Indonesia Library
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