internet cafes
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Author(s):  
Sheila Mae S ◽  

This experimental research study was conducted to compare the round-trip time of commonly used network cables among Internet Cafés in Estancia, Iloilo. Specifically, it focused on the brand names of network cable and the distance of cable from the access point to remote terminal. This study attempted to determine whether there was no significant difference among cables which differs from their brand names and distances. The research instrument used in gathering the data was the researchers-made survey form which was submitted to the three panels of experts for face validation before the instrument was given to Internet Cafe Owner’s and computer stores in the Municipality of Estancia. The statistical tools used were the frequency counts, percentages, rank, arithmetic mean, and chi-square. The results revealed that there were significant differences in the round-trip time between brands of network cables when tested at long and short distances from access point to remote terminal. It was found out that there was no significant difference in the overall round-trip time between brands of network cables when tested at long, medium, and short distances from access point to remote terminal. This simply showed that Internet Cafés can make use of any brand available in the market because they perform the same. However, among the three brands being tested it was also revealed that the best brand of network cables in terms of round-trip time was the Belden.


2021 ◽  
Vol 1 (1) ◽  
pp. 31-40
Author(s):  
Mukhlis Mukhlis ◽  
Ilham Ilham ◽  
Surya Baskara

One of the advances in entertainment facilities and facilitation in the city of Kendari is progress in the internet (virtual world) and in the field of games. This can be seen with the emergence of various entertainment facilities that are engaged in internet cafes (internet cafes) and games. Game Center in Kendari with the Morphosis Architecture Approach is the process of making a container or place that is centered to provide entertainment about the development of games in Kendari City with the process of forming an innovative, iconic building and friendly to the urban environment. The basic concept of Game Center planning and design in Kendari City through interior and exterior structuring with an emphasis on innovative studies iconic buildings and friendly to the urban environment as a goal of the Game Center with the concept of Morphosis Architecture. Game Center Planning in Kendari with the Morphosis Architecture approach must be used in accordance with the functions outlined in the design reference so that it can have a positive impact both for the building manager, the government, the drafting of further references and the wider community.


2021 ◽  
Vol 12 ◽  
Author(s):  
ZhiMin Xiao ◽  
Steve Higgins

This study examines how adolescent experience in Internet cafés (known as wangba in Chinese) relates to academic attainment in urban, rural, and Tibetan schools of China. By documenting the frustrations teenagers express in their negotiations with adults surrounding access to and use of wangba and, by comparing self-reported academic standing of students from similar backgrounds with how they differ in their experience in wangba, the study finds that visiting wangba is not strongly correlated with the probability of students reporting either high- or under-achievement. While students without any experience in wangba are substantially less likely to report academic underperformance, the association disappears after matching when the logit regression model is less model-dependent and vulnerable to the problems associated with missing data. The paper concludes that visiting wangba alone is not systematically correlated with academic attainment, and that much adult anxiety concerning adolescent visit to wangba represents moral-technological panic and, offers a simplified explanation for educational problems that have deep macrosocial roots.


2021 ◽  
Vol 5 (1) ◽  
pp. 77
Author(s):  
Hermawati Hermawati

Al-Qur'an and Hadith have an important role especially in high school-age children, where very few of them learn and understand the contents of the Qur'an and Hadith. In addition, students do not yet understand the importance of understanding the Qur'an and Hadith for the future. Many of them lack interest, lack parental roles, and an unsupportive environment. This study aims to increase knowledge and understanding related to the Effectiveness of the Additional Lesson Activity (Qur'an) Hadith in the afternoon at SMAN 15 Takengon guided by Tereng Antara. Local policies began to erode with the inclusion of modern culture. For example, many Takengon students spend time playing games in internet cafes so that they do not have time to practice the Koran and the Koran as room decoration, even making antiques that are only displayed in a glass cabinet, never read moreover study it. Reflecting on this, there is great hope for educators to apply the teachings of Al-Qur'an Hadith to all students.


2021 ◽  
Author(s):  
Alison Powell

"The purpose of this paper is to begin the examination of the internet as one aspect of everyday life, particularly in an urban context, and to chart the various ways that internet technology facilitates in-person social interactions."--Page 2.


2021 ◽  
Author(s):  
Alison Powell

"The purpose of this paper is to begin the examination of the internet as one aspect of everyday life, particularly in an urban context, and to chart the various ways that internet technology facilitates in-person social interactions."--Page 2.


2021 ◽  
Author(s):  
Catherine A. Middleton

This paper addresses a simple question. In an environment where more and more people have broadband internet access at home, what is the role of internet cafés? In answering this question, a contribution is made to the limited existing knowledge of how consumers use public internet points, with a specific focus on how broadband services are used. This study is novel because work to date has focused on understanding how consumers use broadband in their homes, with the assumption being that once everyone has residential broadband connectivity, public access points like internet cafés will disappear. This paper offers a description of user behaviours observed in 28 internet cafés and 4 free public access points. The paper documents diversity in users and usage patterns, and suggests that internet cafés continue to offer valuable services to their users. Broadband connectivity is used for gaming, but few other uses that required broadband connectivity were observed.


2020 ◽  
Vol 23 (3) ◽  
pp. 237
Author(s):  
Tangguh Okta Wibowo ◽  
Wening Udasmoro ◽  
Ratna Noviani

In the Indonesian context, we did not find any previous study on internet cafes that discussed the transformation from warnet to internet cafe. Based on our study in Yogyakarta, we found a new internet cafe style that we did not find in other cities. This study offers a new understanding of analyzing internet cafes that users not only consume a computer to access the internet, but they “consume” space as well. This study aims to explore that transformation and to reveal the expansion of consumption patterns. This study emphasizes the empirical investigation to gather the data. We conducted qualitative in-depth interviews and observations from January to June 2018. We also examined several previous studies about internet cafes to expose a gap that can be extended in this study. Based on findings, we found that the transformation from warnet was a way to survive amid mobile technology. This transformation gives an implication to the new means of consumption. However, the expansion of consumption patterns can be explored from the consumption of space and digital content. Overall, digital content is the new insight to understand that internet cafes are not only a place to copy contents, but this can be seen as a symbol of empowerment to local users. Therefore, internet cafes can be seen as media-industry bottom lines to promote a culture of resistance to digital content without going to the store or going to the cinema.


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