15,400 research outputs found

    When does determinacy imply expectational stability?

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    In the recent literature on monetary and fiscal policy design, adoption of policies that induce both determinacy and learnability of equilibrium has been considered fundamental to economic stabilization. We study the connections between determinacy of rational expectations equilibrium, and expectational stability or learnability of that equilibrium, in a general class of purely forward-looking models. We ask what types of economic assumptions drive differences in the necessary and sufficient conditions for the two criteria. We apply our result to a relatively general New Keynesian model. Our framework is sufficiently flexible to encompass lags in information, a cost channel for monetary policy, and either Euler equation or infinite horizon approaches to learning. We are able to isolate conditions under which determinacy does and does not imply learnability, and also conditions under which long horizon forecasts make a clear difference to conclusions about expectational stability. The sharpest result is that informational delays break equivalence connections between determinacy and learnability.Rational expectations (Economic theory)

    Perancangan Aplikasi Penyedia Informasi Perguruan Tinggi Bagi Pelajar SMA/ Sederajat dengan Metode Participatory Design

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    Continuing study to higher education is an important thing for most of high school students,  but there are still obstacles related to the information availability of higher education for high school students. These constraints can be divided into 3 categories, namely limited university information, limited department information, and limited registration information. Currently, there are university information apps, however those applications have not been able to overcome the three categories of obstacles faced. Thus, an design for application that can handle these problems. In this research, a design for application for information about higher education providers was conducted. The application design consists of 4 stages, started by determining needs using the focus group discussion method which involved 9 respondents and produced 23 needs. The second stage, determining design alternatives using the participatory design workshop method involving 8 respondents and producing 4 design alternatives, and selecting an alternative design involving 19 respondents. The third stage is making a high-fidelity prototype with the help of Adobe XD software. In the last stage, evaluation and improvement are carried out by considering the factors of usefulness, effectiveness, efficiency, learnability, and satisfaction. The result of this research is a design of  application that provide information about university that meets aspects of functionality and usability. Those aspects including the usefulness factor 81.79%, the effectiveness factor 82.14%, the efficiency factor 82.14%, the learnability factor 71.43%, and the satisfaction factor 79.64%. Based on these results, this application able to use and meets user needs

    What is usability in the context of the digital library and how can it be measured?

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    This paper reviews how usability has been defined in the context of the digital library, what methods have been applied and their applicability, and proposes an evaluation model and a suite of instruments for evaluating usability for academic digital libraries. The model examines effectiveness, efficiency, satisfaction, and learnability. It is found that there exists an interlocking relationship among effectiveness, efficiency, and satisfaction. It also examines how learnability interacts with these three attributes

    Analyzing library collections with starfield visualizations

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    This paper presents a qualitative and formative study of the uses of a starfield-based visualization interface for analysis of library collections. The evaluation process has produced feedback that suggests ways to significantly improve starfield interfaces and the interaction process to improve their learnability and usability. The study also gave us clear indication of additional potential uses of starfield visualizations that can be exploited by further functionality and interface development. We report on resulting implications for the design and use of starfield visualizations that will impact their graphical interface features, their use for managing data quality and their potential for various forms of visual data mining. Although the current implementation and analysis focuses on the collection of a physical library, the most important contributions of our work will be in digital libraries, in which volume, complexity and dynamism of collections are increasing dramatically and tools are needed for visualization and analysis

    Experiences with starfield visualizations for analysis of library collections

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    This paper presents a qualitative and formative study of the uses of a starfield-based visualization interface for analysis of library collections. The evaluation process has produced feedback that suggests ways to significantly improve starfield interfaces and the interaction process to improve their learnability and usability. The study also gave us clear indication of additional potential uses of starfield visualizations that can be exploited by further functionality and interface development. We report on resulting implications for the design and use of starfield visualizations that will impact their graphical interface features, their use for managing data quality and their potential for various forms of visual data mining. Although the current implementation and analysis focuses on the collection of a physical library, the most important contributions of our work will be in digital libraries, in which volume, complexity and dynamism of collections are increasing dramatically and tools are needed for visualization and analysis
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