Artykuły w czasopismach na temat „Media memorability”

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1

Jo, Sang-Yeong, i Jin-Woo Jeong. "Prediction of Visual Memorability with EEG Signals: A Comparative Study". Sensors 20, nr 9 (9.05.2020): 2694. http://dx.doi.org/10.3390/s20092694.

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Visual memorability is a method to measure how easily media contents can be memorized. Predicting the visual memorability of media contents has recently become more important because it can affect the design principles of multimedia visualization, advertisement, etc. Previous studies on the prediction of the visual memorability of images generally exploited visual features (e.g., color intensity and contrast) or semantic information (e.g., class labels) that can be extracted from images. Some other works tried to exploit electroencephalography (EEG) signals of human subjects to predict the memorability of text (e.g., word pairs). Compared to previous works, we focus on predicting the visual memorability of images based on human biological feedback (i.e., EEG signals). For this, we design a visual memory task where each subject is asked to answer whether they correctly remember a particular image 30 min after glancing at a set of images sampled from the LaMemdataset. During the visual memory task, EEG signals are recorded from subjects as human biological feedback. The collected EEG signals are then used to train various classification models for prediction of image memorability. Finally, we evaluate and compare the performance of classification models, including deep convolutional neural networks and classical methods, such as support vector machines, decision trees, and k-nearest neighbors. The experimental results validate that the EEG-based prediction of memorability is still challenging, but a promising approach with various opportunities and potentials.
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Li, Jing, Xin Guo, Fumei Yue, Fanfu Xue i Jiande Sun. "Adaptive Multi-Modal Ensemble Network for Video Memorability Prediction". Applied Sciences 12, nr 17 (27.08.2022): 8599. http://dx.doi.org/10.3390/app12178599.

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Video memorability prediction aims to quantify the credibility of being remembered according to the video content, which provides significant value in advertising design, social media recommendation, and other applications. However, the main attributes that affect the memorability prediction have not been determined so that making the design of the prediction model more challenging. Therefore, in this study, we analyze and experimentally verify how to select the most impact factors to predict video memorability. Furthermore, we design a new framework, Adaptive Multi-modal Ensemble Network, based on the chosen vital impact factors to predict video memorability efficiently. Specifically, we first conduct three main impact factors that affect video memorability, i.e., temporal 3D information, spatial information and semantics derived from video, image and caption, respectively. Then, the Adaptive Multi-modal Ensemble Network integrates the three individual base learners (i.e., ResNet3D, Deep Random Forest and Multi-Layer Perception) into a weighted ensemble framework to score the video memorability. In addition, we also design an adaptive learning strategy to update the weights based on the importance of memorability, which is predicted by the base learners rather than assigning weights manually. Finally, the experiments on the public VideoMem dataset demonstrate that the proposed method provides competitive results and high efficiency for video memorability prediction.
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Druzhba, Olga, i Roksana Khan. "The perception of various media formats of educational content by the youth audience". E3S Web of Conferences 363 (2022): 03026. http://dx.doi.org/10.1051/e3sconf/202236303026.

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The development of information and communication technologies, along with the influence of restrictions caused by the global coronavirus pandemic, leads to a revision of current education technologies, in which the format of presentation of educational material plays an important role. The format of the presentation of educational content directly affects the involvement of students in the process of obtaining information, which, in turn, contributes to better memorability and assimilation of the material. The article attempts to assess the perception of the youth audience representatives of various formats of content presentation used in the learning process: visual, auditory, text. It is also made an attempt to determine the most and least popular formats among the audience. The research is based on a questionnaire of respondents with experimental elements. During the survey of 250 respondents, it was revealed that the video format is a priority in terms of ease of perception, memorability, and ease of presentation of the material.
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Kleinlein, Ricardo, Cristina Luna-Jiménez, David Arias-Cuadrado, Javier Ferreiros i Fernando Fernández-Martínez. "Topic-Oriented Text Features Can Match Visual Deep Models of Video Memorability". Applied Sciences 11, nr 16 (12.08.2021): 7406. http://dx.doi.org/10.3390/app11167406.

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Not every visual media production is equally retained in memory. Recent studies have shown that the elements of an image, as well as their mutual semantic dependencies, provide a strong clue as to whether a video clip will be recalled on a second viewing or not. We believe that short textual descriptions encapsulate most of these relationships among the elements of a video, and thus they represent a rich yet concise source of information to tackle the problem of media memorability prediction. In this paper, we deepen the study of short captions as a means to convey in natural language the visual semantics of a video. We propose to use vector embeddings from a pretrained SBERT topic detection model with no adaptation as input features to a linear regression model, showing that, from such a representation, simpler algorithms can outperform deep visual models. Our results suggest that text descriptions expressed in natural language might be effective in embodying the visual semantics required to model video memorability.
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Pricilia, Cindy, Sudirman i Marlina. "Analisis Usability pada Aplikasi Just Meme berdasarkan Model Nielsen". KHARISMA Tech 19, nr 1 (7.11.2023): 13–25. http://dx.doi.org/10.55645/kharismatech.v19i1.406.

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Just Meme merupakan sebuah platform digital berbasis mobile dimana pengguna dapat membuat atau mengedit meme yang dapat dibagikan ke sosial media mana saja, seperti Instagram, Whatsapp, dan media sharing lainnya yang sudah tersedia pada aplikasi. Penelitian ini bertujuan untuk menganalisis tingkat usability pada aplikasi Just Meme. Untuk mengetahui tingkat usability Just Meme maka diperlukan analisis dengan menggunakan model Nielsen yang terdiri dari 5 parameter yaitu Learnability, Memorability, Efficiency, Error, dan Satisfaction. Pengumpulan data dilakukan dengan menggunakan kuesioner Google Form dengan total responden 37 orang dan diuji secara statistik menggunakan IBM SPSS26. Kuesioner yang digunakan dalam penelitian ini berbasis pada model Nielsen untuk mengukur kegunaan (usability) dengan kelima variabel utama. Hasil analisis menunjukkan bahwa variabel efficiency dan satisfaction berpengaruh secara positif dan signifikan terhadap usability. Sedangkan variabel learnability, memorability, dan error berpengaruh secara positif dan tidak signifikan terhadap usability. Selain itu, dari kelima variabel tersebut memiliki kontribusi sebesar 8,2% terhadap usability Just Meme.
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Izzat Luthfi, Muhammad, Umi Hayati i Irfan Ali. "ANALISIS SYSTEM USABILITY APLIKASI ARtomotif BERBASIS ANDROID". JATI (Jurnal Mahasiswa Teknik Informatika) 7, nr 1 (15.03.2023): 484–90. http://dx.doi.org/10.36040/jati.v7i1.6344.

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Perkembangan teknologi menghasilkan banyak manfaat bagi para penggunanya, termasuk aplikasi ARtomotif. Aplikasi ARtomotif menjadi salah satu media pembelajaran baru yang bertujuan untuk memudahkan peserta didik dalam mengenal alat-alat otomotif. Penelitian ini bertujuan untuk menganalisis usability aplikasi ARtomotif melalui metode System Usability Scale (SUS). Penelitian dilakukan dengan menyebarkan kuesioner sebagai instrumen penelitian. Kuesioner terdiri dari 5 (lima) indikator yaitu Learnability, Memorability, Effeciency, Error, danUser’s Satisfaction, dimana masing-masing indikator memiliki 5 pernyataan. Dari 5 (lima) indikator tersebut menghasilkan pernyataan bahwa aplikasi ARtomotif telah memenuhi semua indikator usability. pada indikator Learnability dan Memorability memperoleh skor 51,7 sendangkan indikator Effeciency, Error, dan User’s Satisfaction memperoleh skor 84,7. Dengan begitu dapat disimpulkan bahwa aplikasi ARtomotif memiliki tingkat kemudahan yang tinggi bagi para penggunanya.
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Supriyatna, Alam. "PENERAPAN USABILITY TESTING UNTUK PENGUKURAN TINGKAT KEBERGUNAAN WEB MEDIA OF KNOWLEDGE". Teknois : Jurnal Ilmiah Teknologi Informasi dan Sains 8, nr 1 (8.08.2019): 1–16. http://dx.doi.org/10.36350/jbs.v8i1.17.

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PT. Bank Mega Tbk sejak tahun 2000 sudah memiliki Contact Center, yang di dukung dengan teknologi yang canggih. Salah satu teknologi yang ada pada Contact Center PT Bank Mega Tbk adalah aplikasi berbasis web yang disebut Media of Knowledge, yang merupakan salah satu sumber informasi yang menunjang pekerjaan staff Contact Center di PT. Bank Mega Tbk. Penelitian ini bertujuan untuk mengetahui tingkat kebergunaan dari aplikasi berbasis web tersebut. Evaluasi terhadap aplikasi Media of Knowledge menggunakan metode Usability Testing yang terdiri dari variabel Learnability, Efficiency, Memorability, Errors, dan Satisfaction. Dengan menggunakan metode Usability peneliti dapat mengetahui tingkat kebergunaan dari aplikasi Media of Knowledge di PT Bank Mega Tbk. Hasil dari pengukuran berdasarkan jumlah respon karyawan, yang menunjukan variabel memorability memiliki respon yang paling baik yaitu dengan nilai 3,97 yang masuk dalam kategori baik. Kemudian di peringkat kedua variabel satisfaction dengan nilai 3,87 yang masuk dalam kategori baik. Selanjutnya di peringkat ketiga variabel learnability dengan nilai 3,82 yang masuk dalam kategori baik. Pada peringkat keempat variabel error dengan nilai 3,27 yang masuk dalam kategori cukup baik. Variabel efficiency peringkat kelima atau yang terakhir dengan nilai 2,77 yang masuk dalam kategori cukup baik. Berdasarkan nilai dari evaluasi penelitian ini dapat di ketahui variabel efficiency menjadi hal yang perlu di tingkatkan kembali dalam aplikasi Media of Knowledge. Secara keseluruhan aplikasi Media of Knowledge ini memiliki tingkat kebergunaan yang baik.
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Sarvia, Elty, Andrijanto ., Winda Halim i Muhammad Rafi. "Kajian Ulang Penggunaan Media Digital Dalam Aktivitas Belajar Mengajar di Program Studi Teknik Industri". Journal of Integrated System 3, nr 2 (28.12.2020): 136–47. http://dx.doi.org/10.28932/jis.v3i2.2982.

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Penelitian ini bertujuan untuk melakukan evaluasi usability pada media digital yang digunakan sejak tahun 2014 sebagai sarana pendukung pembelajaraan di Program Studi Teknik Industri. Adapun media yang digunakan adalah blog dan course learning system (CLS). Blog digunakan sebagai media yang dinilai dapat menjembatani antara dosen dengan mahasiswa terkait informasi seputar perkuliahan. CLS digunakan sebagai media dosen untuk menyimpan materi perkuliahan, seperti teori dan modul praktikum, serta untuk mengadakan kuis online. Evaluasi usability akan mengukur media yang digunakan berdasakan kriteria learnability, efficiency, memorability, errors dan satisfaction. Hal ini dilakukan untuk menentukan pengembangan lebih lanjut media digital sebagai sarana komunikasi yang diwajibkan oleh pemerintah. Penelitian dilakukan dengan menyebarkan kuesioner selama tahun 2019 dengan metode sampling purposive kepada dosen yang telah menggunakan sarana media khususnya blog dan CLS untuk mendukung proses pengajaran yang dilakukan. Dari hasil kuesioner diperoleh bahwa 2 kriteria dari lima kriteria Nielsen di atas rata-rata keseluruhan (2,97) yaitu Efficiency (3,07) dan Satisfaction (3,00) yang mengindikasikan bahwa media digital blog sudah efisien dalam operasinya dan pengguna (dosen) cukup puas dalam menggunakan. Sedangkan untuk sistem e-learning CLS terdapat 3 kriteria di atas rata-rata keseluruhan (2,72) yaitu Learnability (2,74), Memorability (2,77) dan Satisfaction (2,8) yang mengindikasikan bahwa mudah dipelajari, mudah diingat dan pengguna (dosen) cukup puas dalam menggunakan. Semua dosen sudah puas terhadap semua variabel untuk keenam konten, akan tetapi pada sistem CLS, dosen berpendapat bahwa variabel ‘Upload Latihan Soal’ belum memenuhi prinsip Efficiency dan beberapa variabel ‘UploadLatihan Soal’ dan ‘Info Tugas Kuliah’ belum memenuhi prinsip usability. Kata kunci (keywords): media digital, e-learning, Nielsen usability model
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Candra, Ayung. "ANALISIS USER EXPERIENCE UNTUK VIRTUAL GALLERY 3D MENGGABUNGKAN PANORAMA FOTO SEBAGAI MEDIA INFORMASI CANDI HINDU BUDHA". Jurnal Ilmiah Teknologi Infomasi Terapan 8, nr 1 (15.12.2021): 85–91. http://dx.doi.org/10.33197/jitter.vol8.iss1.2021.725.

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Teknologi realitas maya dan dunia virtual menjadi salah satu perkembangan teknologi yang terus dikembangkan sebagai media untuk menyampakan informasi maupun konten dalam bentuk digital. Kebutuhan akan media yang inovatif di era revolusi Industri 4.0 menjadi keharusan dan tantangan baru terutama melihat potensi budaya dan sejarahnya yang harus tetap dilestarikan seiring dengan perkembangan zaman dan teknologi. Salah satu topik yang menjadi tantangan dalam inovasi media saat ini adalah model media informasi yang sebelumnya di desain konvensional dalam menampilkan informasi terutama bidang sejarah, baik itu keilmuan murni maupun sejarah untuk media pembelajaran. Informasi sejarah candi Hindu Budha pada dasarnya merupakan sejarah yang sangat menarik dan wajib diketahui oleh semua orang, baik bagi anak anak, remaja maupun masyarakat umum. Penelitian ini berfokus pada perancangan user experience (UX) untuk virtual galeri 3D menggabungkan panorama foto sebagai media informasi Candi Hindu budha di Jawa Barat berdasarkan pada kemudahan, efisiensi, dan kegunaan untuk pengguna. Metode dalam penelitian ini adalah Desain and Development (DnD). Penelitian dilakukan dengan menggunakan kuesioner sebagai instrumen penelitian. Kuesioner penelitian yang disebar terdiri atas 15 pertanyaan yang dikelompokkan menjadi lima variabel usability. Berdasarkan pengolahan data diperoleh hasil bahwa dari 5 variabel usability yang digunakan pada kuesioner, hanya 1 variabel yang signifikan digunakan untuk menganalisis usability aplikasi yaitu memorability. Dari 5 variabel tersebut aplikasi virtual gallery 3D memenuhi 4 variabel lainnya sehingga dapat disimpulkan bahwa aplikasi android belum memenuhi kriteria-kriteria Usability, Learnability 85,6 %, System Performance 76,9 %, Eficiency 79,9 %, Memorability 74,2 %, Satisfaction 85,04 %.
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Prakoso, Bakhtiyar Hadi, Gandu Eko Julianto Suyoso, Veronika Vestine, Dina Fitriyah, Surya Dewi Puspita i Angga Rahagiyanto. "Evaluasi Aplikasi Simen Sebagai Media Pembelajaran Menarche pada Kader PKK di Desa Kemuning Lor Jember". PEKAT: Jurnal Pengabdian Kepada Masyarakat 2, nr 1 (2.02.2023): 1–9. http://dx.doi.org/10.37148/pekat.v2i1.17.

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Menarche is the first menstruation that occurs in young women. Knowledge about menarche will be an important provision for young women in facing menarche and the next menstrual period. Dissemination of valid information regarding menarche can be facilitated using information technology in the 4.0 revolution era, one of which is the Simen application. Simen applications, like other applications/software, need to be evaluated. Evaluation will show the advantages and disadvantages of an application, which will become the basis for further development of an application. The evaluation method used is usability analysis with 5 variables (learnability, memorability, efficiency, error and satisfaction). The instrument used was a questionnaire addressed to 20 Simen application users. The results of the questionnaire showed that the variable memorability (average score of the questionnaire was 4.15), the variable efficiency (the average value of the questionnaire was 4.07), and the error variable (the average value of the questionnaire was 4.10) was good. Meanwhile, the learnability variable (the average value of the questionnaire is 3.24) and the satisfaction variable (the average value of the questionnaire is 3.56) is sufficient. Based on these results, the Simen application still requires further improvements regarding the user interface and content.in the abstract.
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Yuniarti, Dwi Ariani, Gramandha Wega Intyanto i Ari Setyani Pawening. "DGMATH: Media Digital Matematika Berbasis Android untuk Siswa Sekolah Dasar Materi Operasi Bilangan Menggunakan Metode RnD". Edumatica : Jurnal Pendidikan Matematika 12, nr 01 (30.04.2022): 41–51. http://dx.doi.org/10.22437/edumatica.v12i01.17241.

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Pembelajaran matematika di masa pandemic covid-19 menemui banyak kendala, khususnya pada jenjang sekolah dasar. Penerapan pembelajaran di rumah menjadikan siswa sekolah dasar kurang terbimbing sehingga penyampaian materi pun kurang maksimal. Perkembangan teknologi yang semakin pesat dapat mempermudah pelaksanaan pembelajaran matematika bagi siswa sekolah dasar yaitu dengan penggunaan media digital interaktif dalam pembelajaran matematika. Penelitian ini bertujuan merancang sebuah aplikasi yang dapat digunakan sebagai media pembelajaran matematika khususnya materi operasi bilangan, aplikasi ini diberi nama DGMATH. Metode yang digunakan adalah metode Research and Development (RnD) dengan model 4D (Define, Design, Development dan Disseminate). Instrumen yang digunakan adalah usability test, yaitu model usability heuristic dan System Usability Scale. Model usability heuristic dengan lima (5) indikator usability yaitu learnability, memorability, efficiency, errors dan satifaction yang ditujukan kepada empat (4) orang ahli. Adapun hasil yang diperoleh adalah empat indikator termasuk kedalam kriteria baik sekali yaitu sebesar 4,5 untuk indicator learnability dan satisfaction, untuk indikator memorability dan efficiency sebesar 4, 125 sedangkan 3,5 untuk indicator errors dimana termasuk pada kriteria baik. Model System Usability Scale ditujukan kepada 30 orang siswa yang merupakan pengguna akhir aplikasi DGMATH dengan nilai sebesar 77,3 yang termasuk pada kriteria acceptable (dapat diterima).
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Harrington, Robert J., Michael C. Ottenbacher, Laura Schmidt, Jessica C. Murray i Burkhard von Freyberg. "Experience perceptions, memorability and life satisfaction: a test and theory extension in the context of Oktoberfest". International Journal of Contemporary Hospitality Management 33, nr 2 (18.01.2021): 735–54. http://dx.doi.org/10.1108/ijchm-07-2020-0723.

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Purpose Based on the Oktoberfest context and memory-dominant logic (MDL), the purpose of the study included assessing drivers of the perceptions of experience uniqueness; if these drivers and experience uniqueness perceptions transformed in memorable experiences; and if memorable experiences translated into enhanced life satisfaction. Based on these relationships, a typology and theory extension is provided integrating practical examples. Design/methodology/approach A five-factor model was tested using exploratory structural equation modeling and structural equation modeling; the factors included food and beverage quality; connectedness; experience uniqueness; meaningfulness and memorability; and life satisfaction. Findings Guests connectedness impacted life satisfaction perceptions. Positive perceptions of the experience uniqueness resulted in higher memorability. Food and beverage quality impacted both memorability and life satisfaction. Higher memorability resulted in higher life satisfaction. Attendee nationality impacted the relationship among several of the study’s factors. Research limitations/implications Progress was made on assessing the MDL concepts and translating them into quantitative values. Study results supported the impact of connectedness and product quality on perceptions of Oktoberfest experience uniqueness along with the impact of meaningfulness of the experience on life satisfaction perceptions. The authors acknowledged limitations because of one Oktoberfest beer tent focus and the weaknesses of survey methodology, limiting pre- and post-activity reporting and future investigation of moderating effects. Practical implications The consideration of higher order impacts (i.e. life satisfaction) is needed when delivering experiences and to entice loyalty and social media apostles. Consumers’ experience connectedness with high-quality perceptions and unique service design are likely to translate to memorable experiences, leading to life satisfaction perceptions. The concept of creating the experience “with” the customer appears to be a key aspect of memorability. Originality/value These results tested aspects of MDL and a typology emerged of ideal types as a modified MDL framework driven by two continua: transactional vs experiential quality and experiences designed “to” vs “with” customers.
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Yadi, Yadi. "Analisa Usability Pada Website Traveloka". Jurnal Ilmiah Betrik 9, nr 03 (30.11.2018): 172–80. http://dx.doi.org/10.36050/betrik.v9i03.43.

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Traveloka salah satu penyedia pelayanan jasa memanfaatkan situs website sebagai salah satu media informasi paling efektif untuk menyampaikan sebuah informasi yang cepat dan akurat. Namun agar sebuah media informasi dapat berguna dengan baik dibutuhkan sebuah analisa untuk mengetahui seberapa besar tingkat kemudahan user dalam menggunakan website tersebut. Usability adalah sebuah metode yang digunakan untuk menguji sebuah kebergunaan perangkat lunak dan mengetahui tingkat pemahaman dan kepuasan user dalam menggunakan perangkat tersebut. Tujuan dari analisis usability ini untuk menganalisa seberapa besar tingkat kebergunaan (usability) website penyedia pelayanan jasa seperti Traveloka.com bagi user. Dengan jenis penelitian yang digunakan ialah deskriptif kuantitatif, sedangkan pengukuran usability yang dilakukan meliputi aspek learnability, efficiency, memorability, errors dan satisfaction. Hasil dari penelitian yang telah dihitung dengan menggunakan aplikasi Spss 20, peneliti mendapatkan tingkat kebergunaan sebesar 75% dari nilai angket yang telah di nilai oleh responden bahwa dengan adanya situs pelayanan jasa seperti traveloka sangat bermanfaat dan dapat membantu bagi pengguna. Hal ini dapat dilihat dari hasil setiap aspek usability menyatakan pada setiap variabel seperti learnability 85%, Efficiency 70%, Memorability 80%, Erorr 60% dan satisfaction 85%. Dengan tingkat usability website Traveloka.com dapat dinilai baik dan berguna untuk mendukung aktifitas pekerjaan user
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Rusman, NFN. "PENGEMBANGAN MODEL E-LEARNING UNTUK MENINGKATKAN HASIL BELAJAR MAHASISWA". Jurnal Kwangsan 4, nr 1 (12.06.2016): 1. http://dx.doi.org/10.31800/jkwangsan-jtp.v4n1.p1--15.

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AbstrakDunia online dalam dunia pendidikan, dengan be- gitu cepat telah menjadi sumber informasi utama bagi guru dan peserta didik, salah satunya situs radioedukasi.kemdik- bud.go.id yang dikembangkan sejak tahun 2008 oleh BPMR- PK. Tulisan ini disusun untuk mendeskripsikan kemampuan penggunaan media audio pendidikan digital melalui website BPMRPK menurut pandangan guru PAUD. Hasil penelitian menunjukkan bahwa kemampuan penggunaan media audio pendidikan digital oleh guru PAUD melalui website BPM- RPK tergolong baik untuk komponen learnability, e siensi, dan kepuasan. Dua komponen yang lain, yaitu memorability dan errors dinilai buruk oleh pengguna. Tiga (3) hal yang per- lu dibahas sehubungan dengan temuan tersebut antara lain: (1) bimbingan teknis pemanfaatan kepada calon pengguna; (2) akses internet di DIY; dan (3) potret digital immigrant. AbstractThe online world in the world of education had be- came the main source of information for teachers and learners with so quickly. One of it was radioedukasi.kemdikbud.go.id that was developed in 2008 by BPMRPK. This paper described how the usability of digital audio media education through the website BPMRPK according to the view of teachers in early childhood education. The results showed that the ability of the use of digital audio media education by teachers through BPMRPK website belongs were rated good either to the components of learnability, e ciency, and satisfac- tion. The other two components, namely the memorability and errors were rated poorly by the user. Three (3) things that need to be addressed with respect.
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Rusman, NFN. "PENGEMBANGAN MODEL E-LEARNING UNTUK MENINGKATKAN HASIL BELAJAR MAHASISWA". Jurnal Kwangsan 4, nr 1 (12.06.2016): 1. http://dx.doi.org/10.31800/jurnalkwangsan.v4i1.31.

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AbstrakDunia online dalam dunia pendidikan, dengan be- gitu cepat telah menjadi sumber informasi utama bagi guru dan peserta didik, salah satunya situs radioedukasi.kemdik- bud.go.id yang dikembangkan sejak tahun 2008 oleh BPMR- PK. Tulisan ini disusun untuk mendeskripsikan kemampuan penggunaan media audio pendidikan digital melalui website BPMRPK menurut pandangan guru PAUD. Hasil penelitian menunjukkan bahwa kemampuan penggunaan media audio pendidikan digital oleh guru PAUD melalui website BPM- RPK tergolong baik untuk komponen learnability, e siensi, dan kepuasan. Dua komponen yang lain, yaitu memorability dan errors dinilai buruk oleh pengguna. Tiga (3) hal yang per- lu dibahas sehubungan dengan temuan tersebut antara lain: (1) bimbingan teknis pemanfaatan kepada calon pengguna; (2) akses internet di DIY; dan (3) potret digital immigrant. AbstractThe online world in the world of education had be- came the main source of information for teachers and learners with so quickly. One of it was radioedukasi.kemdikbud.go.id that was developed in 2008 by BPMRPK. This paper described how the usability of digital audio media education through the website BPMRPK according to the view of teachers in early childhood education. The results showed that the ability of the use of digital audio media education by teachers through BPMRPK website belongs were rated good either to the components of learnability, e ciency, and satisfac- tion. The other two components, namely the memorability and errors were rated poorly by the user. Three (3) things that need to be addressed with respect.
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Endistira, Leli, Citra Prasiska Puspita Tohamba i Faridawati Faridawati. "EFL Student's Perception On Whatsapp Use For Learning English At Junior High School". Jurnal Pendidikan dan Pengajaran (JPP) 3, nr 3 (30.10.2022): 151–61. http://dx.doi.org/10.51454/jpp.v3i3.513.

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Penelitian ini bertujuan untuk mengetahui persepsi siswa dalam menggunakan WhatsApp sebagai media pembelajaran bahasa Inggris pada siswa kelas VII-2 di SMPN 1 Wundulako Kabupaten Kolaka Provinsi Sulawesi Tenggara. Penelitian ini dilaksanakan di SMP Negeri 1 Wundulako pada bulan Oktober 2021. Untuk menjawab pertanyaan penelitian digunakan desain penelitian kualitatif dengan subjek penelitian adalah siswa kelas VII-2. Data diperoleh dengan melakukan wawancara yang di dasarkan oleh 5 aspek yang di adaptasi oleh teori Rubin & Chisnell (2008), yaitu learnability, efficiency, memorability, error dan satisfaction. Hasil penelitian menunjukkan kecenderungan ke persepsi positif di aspek learnability, efficiency, memorability dan satisfaction. Sebagian besar siswa EFL merasa senang karena belajar bahasa Inggris melalui WhatsApp mudah karena dapat belajar dimana saja dan kapan saja. Melalui fitur-fiturnya, WhatsApp memudahkan komunikasi dan meningkatkan interaksi dengan guru atau teman sekelas, meningkatkan sikap positif siswa, meningkatkan hasil belajar siswa di kelas, siswa menjadi lebih aktif, lebih fasih berbahasa Inggris dan dapat mengetahui kosakata bahasa Inggris baru.
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Amengual, Xesca, Anna Bosch i Josep Lluís de la Rosa. "How to Measure Memorability and Social Interestingness of Images: A Review". International Journal of Pattern Recognition and Artificial Intelligence 31, nr 02 (12.01.2017): 1754004. http://dx.doi.org/10.1142/s0218001417540040.

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An entire industry has been developed around keyword optimization for buyers of advertising space. However, the social media landscape has shifted to photo-driven behaviors, and there is a need to overcome the challenge of analyzing the large amount of visual data that users post on the internet. We will address this analysis by providing a review on how to measure image and video interestingness and memorability from content that is tacked in real time on social networks. We will investigate state-of-the-art methods that are used to analyze social media images and present experiments that were performed to obtain comparable results based on the studied proposals and to determine which are the best characteristics and classifiers. Finally, we will discuss future research directions that could be beneficial to both users and companies.
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PURBASARI, Yuntari, i Nurmayanti Nurmayanti. "Analisis Tingkat Kepuasan Pengguna pada Aplikasi Media Pembayaran OVO". JSK (Jurnal Sistem Informasi dan Komputerisasi Akuntansi) 5, nr 2 (14.07.2021): 19–26. http://dx.doi.org/10.56291/jsk.v5i2.73.

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Kota Prabumulih berada di provinsi Sumatera Selatan, memiliki populasi dengan penduduk berusia tujuh belas tahun ke atas sebanyak 200.087 orang. Berdasarkan yang dapat bersumbe dari Dinas Kependudukan Dan Pencatatan Sipil tersebut dapat ditentukan sampel penelitian sebanyak 80 orang, untuk menguji kebergunaan (usability) dari aplikasi OVO dari sisi pengguna. Hasil penelitian menunjukkan bahwa lima variabel yang digunakan terdiri dari learnability, efficiency, memorability, error, dan satisfaction yaitu: berdasarkan perhitungan menggunakan interval dari skala likert, untuk aplikasi OVO hanya memiliki dua variabel yang nilai akhirnya lebih besar yaitu pada variabel learnability dan Satisfaction. Dapat disimpulkan dari variabel learnability pengguna lebih mudah mempelajari aplikasi OVO yang artinya pengguna lebih mudah dalam memahami dan mempelajari OVO baik dari menu-menu yang ada, mudah dalam melakukan transaksi, sedangkan pada variabel satisfaction dapat di simpulkan bahwa pada variable satisfaction, pengguna menyukai tampilan dan pelayanan pada aplikasi OVO serta respon cepat yang di lakukan oleh pihak aplikasi OVO.
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Andrew, Heather, Helen Haines i Shaun Seixas. "Using neuroscience to understand the impact of premium digital out-of-home media". International Journal of Market Research 61, nr 6 (17.06.2019): 588–600. http://dx.doi.org/10.1177/1470785319851316.

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In this article, Heather Andrew and Dr Shaun Seixas of Neuro-Insight, and Helen Haines from Ocean Outdoor explain how modern brain imaging technology can be applied to measure people’s emotional, subconscious responses to different forms of outdoor media, from static paper and paste posters to multisensory advertising screens. With reference to visual attention, emotional intensity, desirability, and memorability, they describe a program of research that investigated brain response to the latest generation of outdoor advertising locations, and which explains the cognitive processes that underlie their success, not just in the context of out–of-home advertising, but in the broader digital world. The conclusions have implications that are fundamental to the planning, design, and development of media campaigns, identifying the role that outdoor advertising can play vis a vis other media, and how different media platforms can work together to the benefit of advertisers.
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Nirmala, Bagus Made Sabda, i Made Liandana. "ANALISIS USABILITAS PADA APLIKASI MOBILE TRIP PLANNER ETOURISM PARIWISATA DI BALI". Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 6, nr 3 (4.01.2018): 243. http://dx.doi.org/10.23887/janapati.v6i3.11928.

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Pariwisata merupakan salah satu sektor industri yang sangat berkembang di Bali. Masyarakat lokal seperti di desa Gobleg, desa Munduk, desa Sambangan, Desa Wanagiri dan desa lainnya di Bali mempertahankan cara alami dalam mengolah hasil alam mereka. Masyarakat lokal di desa ini, perlu mendapat perhatian lebih, dalam memperkenalkan sumber daya alam, sumber daya manusia serta kearifan lokal yang mereka miliki dalam industri pariwisata tanpa merusak tradisi yang sudah dimiliki desa tersebut. Saat ini masih kurang sarana untuk memperkenalkan kunjungan wisatawan domestik maupun mancanegara tentang potensi desa dan kearifan lokal di Bali. Kunjungan terhadap desa wisata jarang mendapat sentuhan promosi pariwisata pada umumnya. Kearifan lokal hingga desa wisata masih kurang memanfaatkan teknologi informasi serta media promosi yang efektif. Penelitian ini bertujuan untuk mengembangkan aplikasi mobile android Trip Planner, dalam bidang etourism yang dapat digunakan oleh wisatawan untuk mengetahui lokasi tempat wisata di sekitar desa wisata yang ada di Bali. Penelitian ini berfokus pada kebergunaan atau usabilitas dari aplikasi trip planner dengan mengukur aspek efficiency of use, learnability, satisfaction, memorability dan error frequency. Pengujian usabilitas ini digunakan untuk menunjukkan kemudahan user dalam menggunakan aplikasi ini. Pengujian dilakukan dengan memberikan pertanyaan terkait aspek usabilitas. Hasil pengujian menunjukkan nilai 3,73 dari skala 5 dalam hal kemudahan user mengingat kembali tampilan dan menu aplikasi ini yang mencakup aspek memorability dan satisfaction.
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K. Pongiannan, Dr. "An Implicative Analysis on the Memorability of Functional Forms of Advertisements in Web Media". International Journal of Computer Applications 28, nr 2 (31.08.2011): 1–6. http://dx.doi.org/10.5120/3364-4644.

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Basavaraju, Sathisha, i Arijit Sur. "Multiple instance learning based deep CNN for image memorability prediction". Multimedia Tools and Applications 78, nr 24 (12.10.2019): 35511–35. http://dx.doi.org/10.1007/s11042-019-08202-y.

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Basavaraju, Sathisha, Sibaji Gaj i Arijit Sur. "Object Memorability Prediction using Deep Learning: Location and Size Bias". Journal of Visual Communication and Image Representation 59 (luty 2019): 117–27. http://dx.doi.org/10.1016/j.jvcir.2019.01.008.

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Taufik, Ahmad, Rouly Doharma, Agus Budiyantara, T. Husain Husain i Asrul Sani. "THE EFFECTIVENESS OF THE USABILITY OF RESEARCHGATE AS A MEDIA IN HELPING THE INDEXING OF SCIENTIFIC WORK PUBLICATIONS". Proceedings of the 1st International Conference on Social Science (ICSS) 1, nr 1 (17.07.2022): 393–99. http://dx.doi.org/10.59188/icss.v1i1.51.

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In the information era of borderless internet development and massive unlimited data access, especially in science and technology, one of which requires researchers and lecturers to rectify innovation, the quality, and quantity of research in Indonesia. This research examines the importance of empirically proving the success of the ResearchGate social media platform derived from Usability as a medium for indexing scientific paper publications that are needed for academic researchers these days. The following study is causality type research with a quantitative approach. The final sampling only involved 70 respondents who fulfilled the proviso's active ResearchGate account of at least one month. This research assesses Usability using a statistical inferential, i.e., linear regression analysis. These results concluded that generally, determinant Usability consists of Learnability, Memorability, Efficiency, and Errors, which have no implication partially, but Satisfaction has implication toward Usability. Still, Usability has substance simultaneously with a strong enough contribution score of 63.7 percent in ability ResearchGate indexing scientific paper publication
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Pambudi, Ryo, i Florentina Yuni Arini. "Analisis dan Pengukuran Tingkat Ketergantungan (Usability) Penggunaan Website E-learning di Jurusan Ilmu Komputer Universitas Negeri Semarang". Techno.Com 17, nr 2 (21.05.2018): 171–78. http://dx.doi.org/10.33633/tc.v17i2.1670.

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E-learning merupakan suatu jenis media untuk melakukan proses belajar mengajar secara mandiri yang memungkinkan tersampaikan bahan ajar ke mahasiswa melalui media jaringan komputer atau internet. E-learning semakin banyak digunakan oleh lembaga pendidikan karena mempermudah para pengguna untuk dapat mengakses dimanapun dan kapanpun tanpa adanya pembatasan ruang dan waktu sehingga mahasiswa dapat dengan leluasa memperoleh materi-materi kuliah yang ditempuh. Tetapi untuk e-learning yang berbasis web ini dirasa masih banyak yang kekurangan sehingga dirasa sangat sulit digunakan atau tidak menarik penggunanya dan tidak dipakai secara efektif dan efisien sebagaimana mestinya. Hal ini dikarenakan usability pada web tidak diperhatikan sehingga hubungan interaksi antara manusia yang merupakan salah satu faktor penting dalam sebuah sistem terabaikan. Usabilitas terdiri dari learnability (mudah dipelajari), efficiency (efisien), memorability (kemudahan dalam mengingat), errors (pencegahan kesalahan), dan satisfaction (kepuasan pengguna). Penelitian ini bertujuan untuk mengukur seberapa tinggi tingkat usabilitas yang telah ada pada sistem dan bagaimana respon pengguna terhadap web e-learning tersebut. Hasil penelitian adalah tingkat usability dari website e-learning sehingga dapat mengetahui kriteria apa saja yang belum diperbaiki sebagai dasar pengembangan user interface dari e-learning tersebut.
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Darko, Cyprian Danso. "Weak Credential Information as a Threat to Online Security". Advances in Multidisciplinary and scientific Research Journal Publication 1, nr 1 (20.07.2022): 35–40. http://dx.doi.org/10.22624/aims/crp-bk3-p6.

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Weak credential information poses lots of threats to online security. Online credentials form an integral part of online activities with the increasing number of activities of human life now on the web like transactions involving the transfer of funds, social media handles, medical records and other sensitive data hosted in the clouds which can be accessed from anywhere using the web. It is important to have strong online credentials that would curb if not remove the threats it poses when weak credentials are chosen. This paper looks at weak credential information as a threat to online security, review current situation and evaluate the need for a stronger credential information as a means to reduce the threat to online security. Another objective of this paper is to suggest better ways to choosing stronger credential information on the web like biometric authentication. Keywords: Passwords, Authentication, Complexity, Memorability, Cybercrime, cyber safety
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Ezhova, Elena N., i Alena V. Belokoneva. "Artifacts of History in Modern Media and Advertising Discourse". Current Issues in Philology and Pedagogical Linguistics, nr 2 (25.06.2023): 163–76. http://dx.doi.org/10.29025/2079-6021-2023-2-163-176.

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This article is devoted to the study of the problem of historical artifacts integration into the structure of modern media and advertising discourse. This work systematizes scientific research on the problem of advertisers’ appeal to images of the past, analyzes the semiotic codes of advertising related to the problem of historicity and their role in the construction of social reality images. The research outlines the concept of an artifact, which can refer to any creation (either physical or mental) used within the cultural and semantic field. The artifact of history in the structure of a polymodal advertising text is understood as a cognitive model represented by verbal, visual and acoustic means, connected with historical reality through images of personalities, events, and entire eras. This study is based on a large empirical foundation, encompassing over 250 Russian and foreign advertisements which were dispersed in the media from the 90s till the present day. Examining empirical materials allowed us to identify the most common ways of depicting historical artifacts in modern media and advertising discourse: through the images of historical figures, by presenting facts and events, and showcasing the functional-stylistic code of a particular historical era and the associated way of thinking. The basis of the complex research method was the structural and semiotic analysis and functional approach, which made it possible to identify ways of representing historical artifacts in the structure of the advertising text and to analyze the role of the functional and stylistic codes of the past in the organization of media and advertising discourse. The results of a sociolinguistic study showed that the use of artifacts of national history in the structure of an advertising text can arouse interest among potential consumers, positively affects the degree of memorability of an advertising message, and makes an advertising message more effective.
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Aziza, Nadia Layra, Shelyca Surrayensih, Tita Wijayanti i Arwin Datumaya Wahyudi Sumari. "Usability Effectiveness of the State Polytechnic of Malang’s Learning Management System as e-Learning Media". Compiler 12, nr 1 (30.05.2023): 38. http://dx.doi.org/10.28989/compiler.v12i1.1612.

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The rapid development of information technology has impacted the education sector by supporting a more efficient and effective learning process. During the Covid-19 pandemic, online learning through e-Learning flourished and encouraged the transformation of conventional education to digital form, one of which is the Learning Management System (LMS). This research is aimed to carry out a deep analysis of its utilization as a learning media and the influencing factors of its utilization to determine the level of its usage effectiveness at the State Polytechnic of Malang. This research uses a quantitative descriptive method with a questionnaire as the research instrument for collecting data. The research uses System Usability Scale (SUS) evaluation method for determining scenarios, selecting respondents, collecting data, and performing calculations. The overall measurement results show that the SUS assessment score is 54.67, with a Learnability, Efficiency, and Memorability aspect score of 33.61. Then the Errors aspect score is 21.06, while the Satisfaction aspect score is 12.77. The LMS at the State Polytechnic of Malang has a low usability value, with a description Acceptability of Marginal, Grade Scale of D, and Adjective Rating of OK. Based on the final SUS score, the level of usage effectiveness of State Polytechnic of Malang’s LMS is still relatively low. However, its utilization is still accepted but needs improvement in some aspects.
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Shidqa Irahman, Muhammad, i Evy Nurmiati. "EVALUASI USABILITY APLIKASI MICROSOFT WORD MENGGUNAKAN QUESTIONNAIRES NIELSEN'S ATTRIBUTES OF USABILITY (NAU) (STUDI KASUS : MAHASISWA PROGRAM STUDI BIOLOGI UIN SYARIF HIDAYATULLAH JAKARTA TAHUN 2021)". JURNAL PERANGKAT LUNAK 5, nr 2 (30.06.2023): 217–23. http://dx.doi.org/10.32520/jupel.v5i2.2640.

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Microsoft 365 merupakan suatu platform yang berisi kumpulan media perangkat lunak (software) yang bertujuan untuk mendukung produktivitas dan membantu dalam mengakses suatu informasi para penggunanya. Microsoft 365 ini juga merupakan software yang berbasis pada cloud dan terdiri dari berbagai software pendukung yang bertujuan untuk memenuhi produktivitas para penggunanya. Microsoft 365 terdiri dari berbagai software Microsoft lainnya seperti Microsoft Word, Microsoft Excel, Microsoft Power Point, dan lain sebagainya. Salah satu software yang ada pada Microsoft 365 ialah Microsoft Word. Microsoft Word biasanya digunakan oleh para penggunanya untuk melakukan perubahan (editing) pada suatu dokumen yang berisi teks laporan dan dokumen tertulis lainnya yang bersifat digital. Oleh karena itu para pengguna Microsoft Word harus mudah memahami penggunaan fitur pada Microsoft Word. Pada paper ini penulis akan melakukan Evaluasi Usability terhadap penggunaan Microsoft Word yang menggunakan Questionnaires Nielsen’s Attributes Of Usability (NAU) sebagai Teknik pengujiannya. Oleh karena itu, dalam paper ini dilakukan pengujian evaluasi usability berdasarkan 5 kategori yaitu Learnability, Efficiency, Memorability, Error, dan Satisfaction.
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Kusumawati, Tri Ika Jaya, i Teja Endra Eng Tju. "PENDAMPINGAN UMKM SAAT PANDEMI COVID-19 DENGAN TEKNOLOGI INFORMASI BERBASIS CMS WORDPRESS PADA ALPHONSE SHOE DI JAKARTA SELATAN". SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan 4, nr 3 (27.10.2021): 892. http://dx.doi.org/10.31764/jpmb.v4i3.5403.

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ABSTRAKAlphonse Shoe merupakan UMKM yang telah didampingi dalam kegiatan pengabdian masyarakat ini dengan tujuan agar dengan pemanfaatan teknologi informasi dapat berjualan secara daring dan bahkan berkembang lebih luas pemasarannya. Teknologi informasi berupa e-commerce berbasis CMS (Content Management System) WordPress. Di masa pendemi ini dengan alphonseshoe.com kegiatan pejualan sepatu tetap bisa dilakukan. Sebelumnya transaksi yang dilakukan belum optimal, media informasi berupa Instagram yang digunakan hanya untuk menampilkan barang-barang yang tersedia pada Alphonse Shoe sehingga pelanggan yang ingin membeli harus datang ke toko, dirasa masih kurang dalam memperbanyak tingkat penjualan barang. Metode pelaksanaan kegiatan terdiri dari tahap persiapan (observasi, wawancara, analisa), identifikasi dan pengolahan (desain, pengkodean, uji coba, implementasi), evaluasi (feedback, kuesioner), dan pembuatan laporan pengabdian masyarakat. Hasil dari pembuatan e-commerce telah dilakukan penilaian dengan kuesioner yang diperoleh hasil learnability 79,87%, efficiency 78,21%, memorability 83,10%, error 83,73%, satisfaction, 87,77%, sehingga secara kesuluruhan nilai penerimaan user terhadap sistem e-commerce yang dibangun didapat nilai 82.54%. Angka ini menunjukkan bahwa aplikasi atau sistem yang dibangun dapat diterima dengan baik dan berhasil memenuhi aspek usability system. Kata kunci: content management; e-commerce; pandemi. ABSTRACTAlphonse Shoe is an MSME that has been assisted in this community service activity with the aim that by using information technology it can sell online and even expand its marketing. Information technology in the form of e-commerce based on WordPress CMS (Content Management System). During this pandemic, with alphonseshoe.com, sales activities can be carried out. Previously the transactions were not optimal, the information media in the form of Instagram was used only to display the goods available on Alphonse Shoe so customers who wanted to buy had to come to the store, it was felt that they were still lacking in increasing the level of sales of goods. The method consists of the preparation stage (observation, interview, analysis), identification and processing (design, coding, testing, implementation), evaluation (feedback, questionnaire), and making paper reports. The results of the e-commerce creation have been assessed using a questionnaire. The results obtained are 79.87% learnability, 78.21% efficiency, 83.10% memorability, 83.73% error, satisfaction, 87.77%, so that the overall acceptance value users of the built e-commerce system obtained a value of 82.54%. This figure shows that the application or system that is built can be well received and successfully fulfills the usability aspect of the system. Keywords: content management; e-commerce; pandemic.
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Vinichenko, Vera. "Lexico-Stylistic Specificity of Mediatexts in the Formation of the University's Image Online". Theoretical and Practical Issues of Journalism 10, nr 2 (7.06.2021): 366–80. http://dx.doi.org/10.17150/2308-6203.2021.10(2).366-380.

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Image as an intangible attribute of the educational institution’s social and communicative activity plays a significant role in achieving strategic goals, promotion of educational services, strengthening trust and a favorable attitude of the target audience. A website as a means of mass communication is a tool for attracting consumers, a "visiting card" of a university on the Internet. A well-designed image identifies the university in the Internet space, distinguishes it favorably from other educational institutions, and increases the level of memorability in the selection process. The concepts, structure of the image, factors influencing its formation are presented in different ways in the review of domestic and foreign publications. The media text acts as a basic tool for the creation of an organization's image, which reflect characteristic features of the desired image. This complex phenomenon of virtual media space is considered as a new communication product, as an integrative multi-level sign, as a synthetic type of text with a multi-level structure. With the help of various lexical and stylistic means, media texts influence the perceptions of target audiences about an educational institution, help to retain users’ attention. Since the number of publications on this topic is limited, the research interest of the author of the article is aimed at studying the lexical and stylistic features of media texts that affect the creation of the image of the North-Eastern Federal University named after M.K. Ammosov online. The author analyzed the website’s media material of this institution at the lexical, morphological, and syntactic level and established the importance of linguistic means in creating a positive image of the main university of the republic. As a result of the study, we identified lexical and stylistic features of media texts that play a significant role in the idea formation of public groups about the educational organization.
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Harahap, Ardiansyah, Adi Sucipto i Jupriyadi Jupriyadi. "PEMANFAATAN AUGMENTED REALITY (AR) PADA MEDIA PEMBELAJARAN PENGENALAN KOMPONEN ELEKTRONIKA BERBASIS ANDROID". Jurnal Ilmiah Infrastruktur Teknologi Informasi 1, nr 1 (30.06.2020): 20–25. http://dx.doi.org/10.33365/jiiti.v1i1.266.

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@font-face{ font-family:"Times New Roman"; } @font-face{ font-family:"宋体"; } p.MsoNormal{ mso-style-name:Normal; mso-style-parent:""; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } p.MsoFooter{ mso-style-name:Footer; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } p.MsoHeader{ mso-style-name:Header; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } mso-style-name:"Abstract Text"; margin-top:6.0000pt; margin-bottom:6.0000pt; text-align:justify; text-justify:inter-ideograph; font-family:'Times New Roman'; font-size:12.0000pt; } span.msoIns{ mso-style-type:export-only; mso-style-name:""; text-decoration:underline; text-underline:single; color:blue; } span.msoDel{ mso-style-type:export-only; mso-style-name:""; text-decoration:line-through; color:red; } } div.Section0{page:Section0;}Perkembangan teknologi di bidang elektronika menuntut kalangan pelajar dan pengajar untuk dapat mengenali, mengetahui dan memahami komponen-komponen yang berhubungan dengan elektronika. Penelitian ini bertujuan merancang suatu aplikasi yang dapat memberikan informasi tentang symbol komponen elektronika berupa nama, fungsi dan gambar bentuk fisik sesuai dengan markerless yang telah diinput kedalam library Vuforia SDK. Penelitian ini mengembangkan aplikasi Augmented Reality sebagai pengenalan Komponen Elektronika dengan menggunakan beberapa tools seperti : MDLC, Unity, ARToolkit, dan Blender agar semakin mengenali pelajar tentang Komponen Elektronika. Penerapan Augmented Reality pada penelitian ini menggunakan metode Marker Based dan Monitor Based System. Aplikasi Augmented Reality Komponen Elektronika diuji menggunakan BlackBox dengan hasil lulus uji fungsional sistem 100% dan hasil pengujian usability menggunakan kuesioner Aspek learnability 4,47, efficiency 4,43, memorability 4,2, errors 4,5, dan satisfaction 4,52, aplikasi ini teruji dalam kategori “Baik”, Meskipun kendala terdapat pada kualitas kamera dan pencahayaan namun hasil pengujian menunjukan bahwa aplikasi ini menarik,dan layak untuk dikembangkan kembali, sehingga penerapan Augmented Reality di SMK Nusantara 1 Kotabumi merupakan langkah tepat guna mendukung konsep metode pembelajaran.Kata Kunci: simbol, komponen elektronika, Augmented Reality, Unity, Marker based
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Murwonugroho, Wegig. "Mediating Role of Social Media in the Memorability of Street Sculpture Art: Jogja Street Sculpture Project 2017 as Case Study". Wacana Seni Journal of Arts Discourse 18, nr - (15.11.2019): 95–124. http://dx.doi.org/10.21315/ws2019.18.5.

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Susanto, Novie, Heru Prastawa, Manik Mahachandra i Dinda Ayu Rakhmawati. "Evaluation of Usability on Bionic Anthropomorphic (BIMO) Hand for Disability Hand Patient". Jurnal Ilmiah Teknik Industri 18, nr 2 (19.12.2019): 124–33. http://dx.doi.org/10.23917/jiti.v18i2.8133.

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One aspect that needs to be assessed to make better product is usability. Testing the level of usability on BIMO hand is performed using adapted Southampton Hand Assesment Procedure (SHAP) method. Users are given the task of using prosthetic hand to perform daily activities according to performance measurement rules. Based on the opinion of Jacob Nielsen, the theory used to measure usability are 5 main parameters, i.e: Learnability, Memorability, Efficiency, Satisfaction, and Errors. Testing is done by giving 15 task daily activity to the respondent. After testing, respondents were given USE questionnaires (Usefulness, Satisfaction and Ease of use) as a media for usability assessmentand received suggestions from respondents. Some suggestions were obtained from the respondents after the research was conducted, such as the size of the product, censoric product respond, the suitability shape and weight of product. Based on the percentage of USE questionnaire assessment known Usability Prosthetic hand level tested is in the status of GOOD, this indicates the respondents feel the product is good to use.
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Sari, Mila Kartika, Hario Jati Setyadi i Vina Zahrotun Kamila. "PENERAPAN MODEL USE QUESTIONNAIRE UNTUK MENGANALISIS USABILITY YANG DIPENGARUHI OLEH USER EXPERIENCE PADA APLIKASI SHOPEE". JITSI : Jurnal Ilmiah Teknologi Sistem Informasi 4, nr 2 (4.06.2023): 64–73. http://dx.doi.org/10.30630/jitsi.4.2.129.

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E-commerce diartikan sebagai kegiatan transaksi jual beli secara online melalui media berupa internet dan perangkat yang terhubung dengan internet. Shopee merupakan salah satu platform marketplace terpopuler yang dipilih oleh masyarakat pada tahun 2022 berdasarkan data iPrice Group. Aspek kegunaan suatu aplikasi perlu diperhatikan untuk meningkatkan pengalaman pengguna. Usability dapat mempengaruhi pengalaman pengguna selama penggunaannya. Penelitian ini bertujuan untuk mengetahui pengaruh user experience dapat mempengaruhi usability dan untuk mengetahui faktor-faktor yang mempengaruhi kepuasan pengguna saat menggunakan aplikasi Shopee. Salah satu metode yang digunakan dalam mengalisa usability dan kepuasan pengguna yaitu dengan Use Questionnaire yang memiliki 4 parameter pengukuran yaitu Usefulness (kebergunaan), Ease of Use (kemudahan penggunaan), Ease of Learning (kemudahan mempelajari), dan Satisfaction (kepuasan penggunaan). Pengolahan data dilakukan dengan pengukuran usability dan bantuan software SmartPLS v4.0.8. Responden dalam penelitian ini yaitu pengguna aktif pengguna aplikasi Shopee di Kota Samarinda, Kalimantan Timur. Hasil penelitian menunjukkan bahwa variabel usefulness, ease of use, dan ease of learning memiliki pengaruh secara signifikan terhadap kepuasan pengguna dan yang mempengaruhi user experience pada tingkat usability yaitu variabel memorability, learnability, dan efficiency.
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Perednya, D. G., i O. V. Filimonov. "Intensification of the Educational Process using the Method of Focused Group Interview". Alma mater. Vestnik Vysshey Shkoly, nr 8 (sierpień 2021): 36–43. http://dx.doi.org/10.20339/am.08-21.036.

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Researched is the experience of intensification of education based on the application of the method of focused group interview within the system of higher departmental education in Russia. This method is proposed to adapt and apply as a kind of practical training. The article proves that the use of this method activates the educational process due to group dynamics, that is, the use of new types of social interactions that are traditionally not accepted to use in departmental universities. The characteristic of the trainees is given and the main educational effects of the method application are described, such as: relevance and novelty of knowledge, its practical value, persuasiveness, memorability, increased interest in the course of the lesson. The method was applied in conducting trainings courses (heads of subdivisions on interaction with civil society institutions and media of the bodies of internal Affairs of Russia) at the Higher academic courses of Academy of management of MVD of Russia. The proposed method allowed us to switch to two specific practices (strategies) for organizing this pedagogical interaction, including taking into account the regional specifics of students. Thanks to the intensification of group dynamics in the course of classes, students have the opportunity to get a lot of “fresh”, relevant examples of interaction with the media; to avoid previously unpredictable negative consequences of various types and forms of interaction in their future practice.
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Breitsohl, Louis Levi. "Bearing Witness in Analog and Digital Witness Films: Ethical Aesthetics in Shoah [1985] and Waltz with Bashir [2008]". Genealogy 6, nr 1 (11.02.2022): 14. http://dx.doi.org/10.3390/genealogy6010014.

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In the ongoing and passionate debates over the digitalization of visual media, many questions about the ontology or materiality of the new digital image have been raised. Analog representation is often thought of in terms of indexicality and sometimes a naive belief in the truthfulness of the photographic image, whereas the digital image is, in a way, no longer an image anymore, but a set of data in flux, superficially coded and easy to manipulate. The following article examines how this shift to digitalization affects the ethical genre per se: the witness film. In a film analytical close reading of Claude Lanzmann’s Shoah and Ari Folman’s Waltz with Bashir, resonances become visible to psychoanalysis, Deleuzian film philosophy and the debates over the materiality of the analog and digital image. Lanzmann draws on a specific kind of indirect indexicality, which is highly interested in the psychic and embodied realities of surviving, witnessing and the passing of time, whereas Folman develops a politics of the powers of the false: truthfulness, accessibility and memorability are abolished in favor of false images, screen-memories and traumatic mis/representation, which are staged noticeably digital and altered, revolving around the impossibility to grasp the ungraspable.
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KROM, İpek. "Celebrity Endorsement Strategy Uses and Popular Culture: ‘A Fidgety Coca-Cola’ Ad". Erciyes İletişim Dergisi 10, nr 2 (30.07.2023): 609–29. http://dx.doi.org/10.17680/erciyesiletisim.1273357.

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The use of celebrity endorsement strategy in ads brings attributes like admiration, advertising appeals, favorable attitudes, famousness, memorability, popularity, attractiveness, likability, and sympathy. Furthermore, celebrity endorsement enables an increase in sales as well as market share. Popular culture, on the other hand, is a set of values and practices that are adapted by subcultures through globalization, media and consumption culture, which become widespread as a mechanism aiming to oppose the system while integrating with it. In this research ‘A Fidgety Coca-Cola’ advertisement, in which the global brand uses the celebrity endorsement strategy is analyzed using the descriptive content analysis method according to Hofstede’s Cultural Onion Model and Hofstede’s Cultural Dimensions Theory. The research aims to find out the uses of celebrity endorsement strategy as well as the role of celebrity endorsement strategy in producing hybrid popular codes. The celebrity endorsement strategy uses in the ad is for the means of producing popular culture codes like following trends, being trendy, bringing trendiness to the product as well as embracing celebrity culture and consumption culture. The celebrity endorsement strategy is used in the ad to internalize globalized American cultural value dimensions through proposing trendy self-images and symbolic consumption.
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Alavesa, Paula, Minna Pakanen, Timo Ojala, Matti Pouke, Hannu Kukka, Alexander Samodelkin, Alexander Voroshilov i Mohamed Abdellatif. "Embedding virtual environments into the physical world: memorability and co-presence in the context of pervasive location-based games". Multimedia Tools and Applications 79, nr 5-6 (27.12.2018): 3285–309. http://dx.doi.org/10.1007/s11042-018-7077-z.

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Belova, Alla. "Storytelling in advertising and branding". 22, nr 22 (2.08.2021): 13–26. http://dx.doi.org/10.26565/2218-2926-2021-22-01.

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Information communication technologies accelerated numerous trends in the world including the shift to online communication and further content digitalization. Technological innovations reverberate throughout complex social and demographic trends which make a significant impact on business, international companies including. The article focuses on linguistic analysis of the current changes in advertising and branding, mainly in the fashion industry. COVID-19 pandemic with online communication and remote work contributed to further transformation of choice, preferences, and options as well as to popularity of social media as an instrument of information search, as the environment for communication and sharing opinions. Lockdowns and quarantines during COVID-19 pandemic, lack of direct contact with clients entailed the shift to online marketing and advertising. Looking for effective online marketing instruments some companies select storytelling as a basis for their videos. Underpinned theoretically by multimodal discourse analysis and narrative studies, this paper shows how storytelling with its appeal to emotions and memorability potential is becoming a noticeable marketing trend and advertising strategy against the background of current radical technological changes in the information abundant world. Companies manufacturing lux products began to diversify marketing strategies and generate multimodal narrative – a string of stories about the brand, its founders, technologies they use. COVID-19 pandemic accelerated the shift to multimodal videos. During COVID-19 pandemic, fashion houses created marketing masterpieces to attract attention to new collections. They replaced traditional physical shows and set a new perspective for online fashion shows. These short films telling brand stories become chapters of a brand’s lookbook available in social media.
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Nasution, Salhazan, i Syachrodi. "PINDIT: an Online Digital Signage at Department of Electrical Engineering, University of Riau". International Journal of Electrical, Energy and Power System Engineering 4, nr 1 (28.02.2021): 113–20. http://dx.doi.org/10.31258/ijeepse.4.1.113-120.

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Digital information boards are widely used for displaying one-way information and announcements in a fast, precise, and up-to-date manner. In the Department of Electrical Engineering University of Riau, the media used to convey information and announcements is still conventional, which is using wall magazines and banners. This study aims to build a digital information board or Papan Informasi Digital (PINDIT), a web-based information system that will be displayed on a monitor screen or LED TV and placed in front of the Electrical Engineering office. The academic community or visitors can easily access information or announcements related to campus activities through these digital information boards. Information on PINDIT can be updated by administrators from anywhere via the internet and displayed in real-time. PINDIT uses Rasberry Pi as a device that connects the information system with the LED TV screen, it also equipped with an RFID device which is used as a tool to record lecturers' attendance status in the room. We conducted Usability Testing for PINDIT on 33 respondents using the USE Questionnaire with aspects of learnability, efficiency, memorability, errors, and satisfaction. From the overall test results, PINDIT can be categorized as "Very Satisfactory" with an average percentage of each aspect of 86.23%.
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Lynch, Deidre. "The Unwritten History of the Woman of Genius (Austen, Staël, Siddons): What She Says, Goes". Romanticism 29, nr 2 (lipiec 2023): 165–76. http://dx.doi.org/10.3366/rom.2023.0597.

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Jane Austen, Clifford Siskin once proposed, was for a long time the sole exception to the ‘Great Forgetting’: the only female author from a period when women in fact dominated the literary marketplace whom English-language readers still remembered a century later. The better to recover Austen’s own thinking about the memorability and durability of female achievement, this article puts Austen’s third novel, Mansfield Park (1814) into conversation with the Swiss-French novelist Germaine de Staël’s Corinne, or Italy (1807). It traces Austen’s response to Stael’s influential storyline of female genius, as well as the allusions to the English tragedienne Sarah Siddons that form another link between the two novels. In Staël’s story of a brilliant but doomed improvisatrice, the glamour of the female genius is associated, poignantly, with a vocality that eludes archiving in written marks or signs. Yet the premise that what the woman of genius says, goes, and that her words are fated to vanish into thin air, also becomes within Corinne the foundation for Stael’s investigation of cultural transmission and of the limitations of written forms as archives of transient aural experiences. With its commentaries on performance, memory, and ephemerality, Mansfield Park continues this project of media theory.
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Larasati, Inggrit. "Evaluasi Penggunaan Website Universitas Islam Negeri Syarif Hidayatullah Jakarta Dengan Menggunakan Metode Usability Testing". Computatio : Journal of Computer Science and Information Systems 4, nr 1 (25.07.2020): 68. http://dx.doi.org/10.24912/computatio.v4i1.6689.

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The University website has become an important part in supporting the success of a university to provide all information about the University such as: vision and mission, campus profiles, faculties and departments in it, about academics, about lecturers, important information and up to date news about the University and many others. But from web-based services there are still many that are difficult to use and do not function properly. This study was conducted to evaluate whether the Syarif Hidayatullah State Islamic University website already has acceptance testing criteria for usability. The study was conducted using a questionnaire as a research instrument. The questionnaire distributed by the study consisted of 16 questions which were grouped into 5 usability variables. The results of this study are that the UIN Syarif Hidayatullah Jakarta website in general has considered the usability or usable factor. This is evidenced by the average score of data processing test results for the aspects of Learnability 3.52, Effeciency 3.30, Memorability 3.15, Errors 3.64 and Satisfaction 3.67 for satisfaction by respondents. But there are still a number of things that still need to be considered especially in the Errors aspect, there is a menu that is clicked on does not respond to anything and in the satisfaction aspect, the news and information that are published are always up to date, like on other UIN Jakarta social media.AbstrakWebsite Universitas telah menjadi bagian penting dalam mendukung keberhasilan sebuah universitas untuk memberikan segala informasi mengenai Universitas seperti: visi dan misi, profil kampus, fakultas dan jurusan yang ada didalamnya, mengenai akademik, mengenai dosen, informasi penting serta berita yang up to date mengenai Universitas serta masih banyak yang lainnya. Tetapi dari layanan berbasis web masih banyak yang sulit digunakan dan tidak berfungsi dengan baik. Penelitian ini dilakukan untuk mengevaluasi apakah situs web Universitas Islam Negeri Syarif Hidayatullah Jakarta telah memiliki kriteria penerimaan pengujian kegunaan. Penelitian dlakukan dengan menggunakan kuesioner sebagai instrument penelitian. Kuesioner yang disebar penelitian terdiri dari 16 pertanyaan yang dikelompokkan ke dalam 5 variabel kegunaan. Skor yang diperoleh, kemudian dikonversi menjadi data kualitatif skala 5 (Sukardjo, 2006). Hasil dari penelitian ini adalah bahwa website UIN Syarif Hidayatullah Jakarta secara umum sudah memperhatikan faktor usability atau usable. Hal ini dibuktikan dengan skor rata rata pengujian hasil pengolahan data untuk aspek Learnability 3,52, Effeciency 3,30, Memorability 3,15, Errors 3,64 dan Satisfaction 3,67 untuk kepuasan oleh responden. Namun masih ada beberapa hal yang masih harus diperhatikan terutama pada aspek Errors, terdapat menu yang diklik tidak merespon apapun dan pada aspek satisfaction, seharusnya berita dan informasi yang di publish selalu up to date, seperti di media sosial UIN Jakarta lainnya.
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Nirmala, Bagus Made Sabda. "Analisis Kebergunaan: Aplikasi Pemesanan Fastboat Berbasis Mobile di Bali". JTIM : Jurnal Teknologi Informasi dan Multimedia 1, nr 4 (22.02.2020): 344–50. http://dx.doi.org/10.35746/jtim.v1i4.74.

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The technology usefulness are very important especially on the transportation industry. Watertransportation still important in Bali. This kind of transportation very useful to help tourist orlocals reach the remote island like Nusa Penida or Nusa Lembongan. In Bali also known asfastboat. This one very popular to use to visit Nusa Penida, one of the small islands in the eastof Bali. But the conditions today, everyone who wants to go to Nusa Penida, always take offastboat transportation, by buying fastboat tickets on Sanur Beach, Kusamba Beach orPadang Bai Harbour. Tourists who come to Bali also do the same thing if they want to go toNusa Penida. tourists still have to use social media to search for fastboat tickets and book viachat application. In addition, there are also those who are looking for boat tickets bycontacting one by one the existing boat operators either by telephone, or whatsapp shortmessage. This condition is a problem because tourists and people who want to go there mustspend time longer. In addition, there is still potential for crime through social media, forexample selling fake fastboat tickets by unofficial agents. because not all boat ticket sellersare partner with existing official fastboat operators. This study aims to examine the usefulnessor usability of android mobile applications for online booking of fastboat tickets from Bali toNusa Penida or return. In addition, this research has succeeded in building applications thatcan facilitate users to compare boat ticket prices and can order at once on the same platform.This usability test contains 5 aspects of usability: learnability, efficiency of use, memorability,error and satisfaction. The usability test results in this application showed 83.3% stated theease of use of the application login that contained aspects of efficiency of use, memorabilityand satisfaction.
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Jin, Hyun Seung, Gayle Kerr i Jaebeom Suh. "Impairment effects of creative ads on brand recall for other ads". European Journal of Marketing 53, nr 7 (8.07.2019): 1466–83. http://dx.doi.org/10.1108/ejm-10-2017-0674.

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Purpose The creativity-based facilitation effect, well documented by previous research, shows that creative advertisements (ads) are more memorable than regular (or less creative) ads, that is, creativity facilitates memory. This current research aims to extend our understanding by investigating the impact of creativity on regular ads and competitive advertising. It examines whether creative ads impair the memorability of regular ads to determine whether a “creativity-based impairment effect” exists. Design/methodology/approach Three experiments were conducted. Experiment 1 tested creativity-based impairment effects in brand recall. Experiment 2 replicated and validated the impairment effect in recall, using a different presentation order of ads. In Experiment 3, effects of creative ads on competing vs non-competing brands were examined. Findings Results found that creative ads impaired the brand recall of regular ads, creative ads impaired the recall of competing brands more than non-competing brands and creative ads were recalled earlier in top-of-mind recall positions. Research limitations/implications Future research may look at whether different memory measures (e.g. recognition), different proportions of creative ads, and ads of familiar vs unfamiliar brands produce differential impairment effects. Practical implications One suggestion from this research could be to not only copy-test your own brand’s advertising, but also test the advertising of other brands so that the target ad’s relative levels of creativity can be assessed before media buying. As a result of this testing, when the brand identifies any potential impairment effects, the identified creative ads could then be tracked in terms of media placement, providing a guide of where “not to schedule” advertising. Originality/value This research makes an important theoretical contribution as the first to explore impairment effects in the context of creative advertising. In doing so, it offers important managerial insights for regular and competitive advertising.
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Werner, Tino. "A review on instance ranking problems in statistical learning". Machine Learning 111, nr 2 (18.11.2021): 415–63. http://dx.doi.org/10.1007/s10994-021-06122-3.

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AbstractRanking problems, also known as preference learning problems, define a widely spread class of statistical learning problems with many applications, including fraud detection, document ranking, medicine, chemistry, credit risk screening, image ranking or media memorability. While there already exist reviews concentrating on specific types of ranking problems like label and object ranking problems, there does not yet seem to exist an overview concentrating on instance ranking problems that both includes developments in distinguishing between different types of instance ranking problems as well as careful discussions about their differences and the applicability of the existing ranking algorithms to them. In instance ranking, one explicitly takes the responses into account with the goal to infer a scoring function which directly maps feature vectors to real-valued ranking scores, in contrast to object ranking problems where the ranks are given as preference information with the goal to learn a permutation. In this article, we systematically review different types of instance ranking problems and the corresponding loss functions resp. goodness criteria. We discuss the difficulties when trying to optimize those criteria. As for a detailed and comprehensive overview of existing machine learning techniques to solve such ranking problems, we systematize existing techniques and recapitulate the corresponding optimization problems in a unified notation. We also discuss to which of the instance ranking problems the respective algorithms are tailored and identify their strengths and limitations. Computational aspects and open research problems are also considered.
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Padang, Samuel Yakobus, Melki Garonga i Irene Devi Damayanti. "PENERAPAN USER CENTERED DESIGN (UCD) PADA E-COMMERCE MERCHANDISE TORAJA". Journal Dynamic Saint 7, nr 2 (17.03.2023): 21–27. http://dx.doi.org/10.47178/dynamicsaint.v7i2.1896.

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Perkembangan teknologi informasi yang meningkat pesat pada tahun-tahun terakhir dapat membawa beberapa dampak pada beberapa aspek kehidupan manusia termasuk perkembangan dunia bisnis. Salah satu dampak dari perkembangan teknologi informasi adalah penggunaan media elektronik seperti pada kegiatan penjualan online. Proses penjualan secara online diharapkan dapat mempertahankan daya saing dan dapat bertahan mengikuti perkembangan zaman. Toraja merupakan suatu suku di Pulau Sulawesi yang sangat unik dan terkenal dengan budayanya, rumah adatnya, hingga upacara adatnya. Salah satu destinasi wisata di Toraja Utara adalah Ke’te’ Kesu’. Ke’te’ Kesu’ merupakan objek wisata yang masih mempertahankan tradisi masyarakat kuno Toraja yang memakamkan jenazah-jenazah dengan cara disimpan dalam peti kemudian digantung disebuah tebing. Ke’te’ Kesu’ juga menyediakan banyak merchandise yang dapat dibeli saat berkunjung kesana. Namun, dalam memasarkan produk-produk masih bergantung pada pengunjung yang berkunjung ke ke’te’ kesu’ secara langsung sehingga proses pemasaran belum luas. Dari permasalahan ini, maka dibutuhkan suatu aplikasi berbasis website untuk menjual produk-produk tersebut sehingga dapat dijangkau oleh masyarakat luas dan dapat memenuhi kebutuhan pengguna. Website yang akan dibuat menggunakan metode UCD (User Centered Design). Tujuan menggunakan metode ini adalah untuk mengetahui aplikasi website yang telah dibuat sudah sesuai dengan keinginan pengguna. Hasil pengujian blackbox yang dilakukan semuanya berhasil dan tidak ada kesalahan (error), dan hasil pengujian usability pada sistem yang telah dibuat sudah sangat baik karena menghasilkan nilai rata-rata persentase yang diperoleh dari learnability 91,99%, efficiency 92,66%, memorability 87,33%, error 92% dan satisfaction 89,66% dengan hasil akhir Usability Testing 90,72%.
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Gede Agung Aji Andar Sakti, I Made Widiartha i Gst Ayu Vida Mastrika Giri. "USABILITY TESTING PROTOTYPE WEBSITE DESA BULELENG". Jurnal Pengabdian Informatika 1, nr 1 (1.11.2022): 179–88. http://dx.doi.org/10.24843/jupita.2022.v01.i01.p26.

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Kemajuan teknologi menjadi penting bagi kehidupan manusia. Salah satunya yaitu website yang menjadi media penyampaian informasi dan konten, dimana website terintegrasi dengan jaringan internet sehingga dapat diakses oleh siapapun, dimanapun dan kapanpun. Website desa adalah salah satu contoh penerapan website yang sangat berguna karena dapat membantu urusan dan penyampaian informasi seputar desa. Dalam membuat website yang baik dan user friendly harus melalui banyak tahapan. Salah satu tahapan dalam pembuatan website adalah tahapan membuat prototipe. Dalam membuat prototipe yang baik perlu dilakukan uji usability agar nantinya saat direalisasikan menjadi sebuah website utuh, maka hasil uji usability sudah dapat diketahui lebih awal. Prototipe website Desa Buleleng merupakan sebuah skema rancangan user interface dan user experience Desa Buleleng dimana prototipe ini merupakan sebuah rancangan yang diharapkan dapat menjadi acuan template website desa manapun. Usability testing ini menggunakan lima indikator yaitu learnability, memorability, efficiency, errors, dan satisfaction. Kelima indikator direpresentasikan dalam bentuk kuesioner melalui Google Forms. Total item pernyataan adalah 18 item. Total responden yang berpartisipasi adalah 45 responden. Untuk memvalidasi kuesioner dilakukan uji validitas dan reliabilitas. Dimana pada uji validitas, semua item dinyatakan valid karena nilai r hitung ≥ 0,294 dan nilai signifikansi < 0.05. Untuk uji reliabilitas diperoleh nilai Alpha Cronbach sebesar 0,934. Setelah uji validitas dan reliabilitas, dilakukan uji usability dengan mencari nilai rata-rata setiap indikator dan diperoleh bahwa indikator learnability merupakan indikator yang lebih unggul pada prototype Desa Buleleng.
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Cherniavska, L. "ТРАНСФОРМАЦІЯ МЕДІАРЕАЛЬНОСТІ В УМОВАХ ВІЙНИ В УКРАЇНІ". State and Regions. Series: Social Communications, nr 2(50) (2.12.2022): 78. http://dx.doi.org/10.32840/cpu2219-8741/2022.2(50).9.

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<p><strong><em>The purpose</em></strong><em> of the study</em><strong><em> </em></strong><em>- characterization of the meme as one of the visual images of the media reality, which takes part in its formation in the conditions of war.</em></p><p><strong><em>Research methodology.</em></strong><em> Methods of systematization, analysis and synthesis, interpretation were used to study modern trends in the development of media reality</em><em> </em><em>during the war</em><em> </em><em>in the country</em><em> </em><em>on the example of one of its</em><em> </em><em>visual images. The review of scholars’ researches of memes’ creation technologies and their role in creation of media space was made. Memes created during the first two months of the Russian war against Ukraine in the English-language discourse and in the Ukrainian media space are analyzed.</em></p><p><strong><em>Results. </em></strong><em>The analysis of scientific literature made it possible to identify three main types of memes according to the structure and participation of media components in the formation of a meme, the principles of the humorous in memes are considered, and the means of the comic in memes are outlined. Memes have become mediaformations that have made it possible to identify reactions to the events of Russian aggression in Ukraine and trace their main themes in the English-language discourse and the Ukrainian media space.</em></p><p><em>In the early days of the war, ordinary American and European users, in order to demonstrate their support for Ukraine, began to create memes and distribute reviews of memes about Russian aggression against Ukraine. English-speaking users noted the need to resist Russian propaganda, which put forward its information front not only against Ukraine, but also the entire civilized world. The task of the meme was to reproduce the media reality not disfigured by Russian messages.</em></p><p><em>The task of Ukrainian memes was to support Ukrainians, glorify warriors and ordinary Ukrainians who showed courage and determination in confronting Russian aggression.</em></p><p><strong><em>Novelty.</em></strong><em> Memocreation is a powerful tool for creating mediareality and in modern conditions, entertainment content has strengthened its function of responding to current events. The English-language discourse presents broad support for Ukraine in the situation of Russia's collective aggression through memorability. Ukrainian-language media discourse actively uses humor tools to combat Russian information aggression. </em></p><p><strong><em>Practical significance. </em></strong><em>The results of the research can be used in the process of studying courses on communication, formation of media reality in the specialties </em><em>«</em><em>Journalism</em><em>»</em><em>, </em><em>«</em><em>Advertising and Public Relations</em><em>»</em><em>, </em><em>«</em><em>Information Business</em><em>»</em><em>, as well as media practitioners in matters of interaction with the audience.</em></p><p><strong><em>Key words: </em></strong><em>mediareality, visual image, meme, media content, media space, meme creation, entertainment content, theory of generations.</em></p>
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50

Lahner, Benjamin, Yalda Mohsenzadeh, Caitlin Mullin i Aude Oliva. "Visual perception of highly memorable images is mediated by a distributed network of ventral visual regions that enable a late memorability response". PLOS Biology 22, nr 4 (1.04.2024): e3002564. http://dx.doi.org/10.1371/journal.pbio.3002564.

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Behavioral and neuroscience studies in humans and primates have shown that memorability is an intrinsic property of an image that predicts its strength of encoding into and retrieval from memory. While previous work has independently probed when or where this memorability effect may occur in the human brain, a description of its spatiotemporal dynamics is missing. Here, we used representational similarity analysis (RSA) to combine functional magnetic resonance imaging (fMRI) with source-estimated magnetoencephalography (MEG) to simultaneously measure when and where the human cortex is sensitive to differences in image memorability. Results reveal that visual perception of High Memorable images, compared to Low Memorable images, recruits a set of regions of interest (ROIs) distributed throughout the ventral visual cortex: a late memorability response (from around 300 ms) in early visual cortex (EVC), inferior temporal cortex, lateral occipital cortex, fusiform gyrus, and banks of the superior temporal sulcus. Image memorability magnitude results are represented after high-level feature processing in visual regions and reflected in classical memory regions in the medial temporal lobe (MTL). Our results present, to our knowledge, the first unified spatiotemporal account of visual memorability effect across the human cortex, further supporting the levels-of-processing theory of perception and memory.
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