57,867 research outputs found

    Pembekalan Kompetensi Siswa Mengikuti Uji Kompetensi Bidang Multimedia bagi Siswa SMKN 1 Payung

    Get PDF
    Technological developments are increasingly developing. This requires students to improve skills in the field of multimedia to assist in dealing with school competency tests. All students are expected to be able to take the test and are required to pass as one of the graduation requirements. In this pandemic era, learning activities were a little disrupted so that it demanded that the school provide maximum provision for students. SMKN 1 Payung students still do not understand how to apply multimedia. Based on the above problems, it is necessary to provide provision on multimedia so that students are ready to face school competency exams. Some applications that can be used as a tool for creating multimedia are the Corel Draw X7 application specifically for designing multimedia and Adobe Illustrator for creating animations. The method used in this provision is direct multimedia design practice. It is hoped that this debriefing activity can improve the abilities of all students in facing competency tests so that they can graduate on time

    Dynamic interactive learning systems

    Get PDF

    Establishing the design knowledge for emerging interaction platforms

    Get PDF
    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Libraries in transition: evolving the information ecology of the Learning Commons: a sabbatical report

    Get PDF
    This sabbatical report studied various models in order to determine best practices for design, implementation and service of Leaning Commons, a library service model which functionally and spatially integrates library services, information technology services, and media services to provide a continuum of services to the user

    Reviews

    Get PDF
    Europe In the Round CD‐ROM, Guildford, Vocational Technologies, 1994

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

    Get PDF
    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    Measuring usability for application software using the quality in use integration measurement model

    Get PDF
    User interfaces of application software are designed to make user interaction as efficient and as simple as possible. Market accessibility of any application software is determined by the usability of its user interfaces. A poorly designed user interface will have little value no matter how powerful the program is. Thus, it is significantly important to measure usability during the system development lifecycle in order to avoid user disappointment. Various methods and standards that help measure usability have been developed. However, these methods define usability inconsistently, which makes software engineers hesitant in implementing these methods or standards. The Quality in Use Integrated Measurement (QUIM) model is a consolidated approach for measuring usability through 10 factors, 26 criteria, and 127 metrics. It decomposes usability into factors, criteria, and metrics, and it is a hierarchical model that helps developers with no or little background of usability metrics. Among 127 metrics of QUIM, essential efficiency (EE) is the most specific metric used to measure the usability of user interfaces through an equation. This study involves a comparative analysis between three case studies that use the QUIM model to measure usability in terms of EE for three case studies: (1) Public University Registration System, (2) Restaurant Menu Ordering System, and (3) ATM system. A comparison is made based on the percentage of EE for each element of the use cases in each use case diagram. The results obtained revealed that the user interface design for Restaurant Menu Ordering System scored the highest percentage of EE, thus proving to be the most user-friendly application software among its counterparts
    corecore