An Evaluation of the Software through Pictures/T Tool (StP/T) for the Software Support Activity (SSA).

1994 ◽  
Author(s):  
Virgil Banowetz
2020 ◽  
Vol 1 (2) ◽  
pp. 3-19
Author(s):  
Tatiana Antipova ◽  
Ioana Riurean ◽  
Simona Riurean

The pandemic situation at the beginning of March 2020 forced teachers to develop alternative teaching methods, and most important to find the best ways to keep teaching for every student no matter the situation, as for example, the lack of computer knowledge or hardware/software support. Teachers worldwide struggled to support, encourage, find the best ways not only to help students to keep learning but support them emotionally. At the end of the academic year, teachers made efforts to develop fair, appropriate evaluation procedures adapted to distance education. This paper summarizes the Distance Teaching-Learning-Evaluation (DTLE) evolution in Russia and Romania and some methods developed from March to December 2020 to support the educational activity. Some benefits, challenges and difficulties are identified during the same period of time in different DTLE scenarios, from the point of view of teachers and students, as well. Examples of new adapted methods, dedicated to the DTLE scenarios are al-so addressed in this work.


2018 ◽  
Vol 2 (2) ◽  
pp. 99-108
Author(s):  
Imelda Telaumbanua ◽  
Erwin Panggabean ◽  
Asaziduhu Gea

Abstrak   Komputer saat ini merupakan perangkat yang sudah menjangkau hampir sebagian besar masyarakat. Kemajuan teknologi dalam bidang komputer telah menjadikan komputer sebagai alat bantu untuk memudahkan pekerjaan manusia dalam berbagai aspek. Salah satu contohnya menghasilkan suatu pendekatan utntuk dapat mengetahui jenis penyakit yang terserag pada tanaman dengan menggunakan metode Certainty Factor. Sistem ini, dapat membantu seseorang untuk mengetahui penyakit yang terserang berdasarkan gejala yang ada pada tanaman serta memberikan solusi untuk penaggulangan atau membasmi penyakit serta hama yang terdapat pada tanaman wortel dengan metode certainty Factor.Dalam  upaya pengendalian hama dan penyakit tanaman wortel secara strategis, seseorang pakar dibutuhkan  untuk bertindak sebagai media bantu, mengingat terbatasnya pengetahuan para praktisi petani wortel dalam mengetahui penyakit pada tanaman serta memberikan solusi kepada petani untuk membasmi penyakit yang terserang pada tanaman wortel.Sistem pakar tanaman memiliki tujuan mengetahui jenis hama dan penyakit, gejala, penyebab, pencegahan, dan menyediakan alternatif solusi penanggulangan hama dan penyakit pada setiap tanaman. Sistem pakar ini juga akan dapat membantu untuk mendukung aktivitas dalam pemecahan masalah.   Kata Kunci: Sistem Pakar, Wortel, Hama dan Penyakit, Certainty Factor, Web     Abstract   Computer current’s is device that has reach almost large part comumunity. Progress technology in subject computer has make computer as tool help for facilitate job human in various aspect. Either for example produce disease that stricken at plant with use method certinty factor. System’s, can help someone for know disease that stircken based on symptom that is at plant and give solution fo handling or eradicate disease and pest that there are at plant carrot with use method certainty factor. In effort pest control and plant disease carrot strategically, someone expert needed for act as media help, remember lomited knowedge some practitioner farmer carrot in know disease at plant and give solution to farmer to exterminate disease that stircken at plant carrot. Expert system plant have purpose know type pest and disease, symptom, cause, prevention and provide alternative solution handling pest and disease at every plant. Expert su=ystem this will can help for support activity in prevention problem.   Keywords: Expert System, Carrot, Pest and Disease, Certainty Factor, Web


Electronics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 388
Author(s):  
Santos Bringas ◽  
Rafael Duque ◽  
Alicia Nieto-Reyes ◽  
Cristina Tîrnăucă ◽  
José Luis Montaña

Collaborative systems support shared spaces, where groups of users exchange interactions. In order to ensure the usability of these systems, an intuitive interactions’ organization and that each user has awareness information to know the activity of others are necessary. Usability laboratories allow evaluators to verify these requirements. However, laboratory usability evaluations can be problematic for reproducing mobile and ubiquitous contexts, as they restrict the place and time in which the user interacts with the system. This paper presents a framework for building software support that it collects human–machine interactions in mobile and ubiquitous contexts and outputs an assessment of the system’s usability. This framework is constructed through learning that is based on neural networks, identifying sequences of interactions related to usability problems when users carry out collaborative activities. The paper includes a case study that puts the framework into action during the development process of a smartphone application that supports collaborative sport betting.


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