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Author(s):  
ROBERTO SIMONINI ◽  
SARA RIGHI ◽  
FEDERICA ZANETTI ◽  
SERGIO FAI ◽  
DANIELA PREVEDELLI

The fireworm Hermodice carunculata (Annelida) is emerging as a native invader and a neonative species in the Central Mediterranean basins. Its ongoing areal expansion has probably been triggered and pursued by the climate alterations which are affecting the Mediterranean environments and biota. However, increased H. carunculata abundance and distribution may be miscalculated and underestimated due to the lack of effective tools for collection and monitoring. Indeed, fireworms spend most of the daytime in crevices and holes, making it impossible to obtain reliable data in underwater surveys.In this study, traps were developed to provide suitable shelter and food to fireworms, and their effectiveness and specificity were assessed by testing different immersion times, environmental conditions and types of bait. Pierced plastic baskets adapted for fireworm capture proved to be extremely easy to set up, reproducible, cheap, and highly specific. The devices were used in 11 sites located along the Ionian Apulian coast (Italy). They resulted suitable and effective: more than 90% of the traps baited with raw fish succeeded in capturing H. carunculata specimens, with an average of 8-9 fireworms captured per trap. The traps were deployed in a depth range of 1.5-9 m with immersion times of up to 4 h, and even large sized fireworms (> 32 cm in length) were caught. These attracting devices could be successful in different forthcoming challenges, allowing the collection of a great number of fireworms to investigate their impact on rocky bottom communities, distribution and potential for bioprospecting. Besides, the cheapness and ease of use of the traps also make them suitable for Citizen Science studies and sampling campaigns aiming at characterizing the expanding populations. Future applications will be critical to improve deployment success and test user friendliness.


2021 ◽  
Vol 12 (3) ◽  
pp. 188
Author(s):  
Siti Auliaddina ◽  
Adiva Arini Puteri ◽  
Iedam Fardian Anshori

AbstrakWebsite e-commerce yang merupakan website untuk melakukan transaksi jual beli haruslah memiliki User Interface (UI) yang menarik agar dapat membuat banyak user tertarik menggunakan websitenya dalam transaksi jual beli. User Interface merupakan salah satu faktor yang menentukan banyaknya pengunjung pada suatu website. User Interface dibahas dalam ilmu disiplin HCI (Human and Computer Interaction) atau biasa disebut juga interaksi manusia dan computer. Karena begitu pentingnya User Interface pada suatu web maka diperlukan Usability Test, untuk mengecek seberapa efisien dan efektifnya User Interface website tersebut. Dalam penelitian ini penulis melakukan perbandingan Usability Test dua website e-commerce yaitu Bukalapak dan Shopee yang merupakan 2 dari 3 besar website e-commerce terbesar di Indonesia. Metode yang digunakan adalah metode Heuristic yang semua karakeristiknya dapat digunakan untuk mengetest semua karakteristik User Interface yang efisien dan efektif. Penelitian dilakukan dengan menyebarkan kuesioner kepada 70 orang koresponden. Dari hasil penelitian ini didapat bahwa website Shopee lebih efektif dan efisien untuk digunakan diabndingkan dengan website Bukalapak. Kata Kunci : Interaksi Manusia dan computer, Metode Heursitic, Usability Test, User Interface, Website. AbstractAn e-commerce website which is a website for conducting buying and selling transactions must have an attractive User Interface (UI) in order to make many users interested in using their website in buying and selling transactions. The User Interface is one of the factors that determine the number of visitors to a website. User Interface is discussed in the discipline of HCI (Human and Computer Interaction) or also known as human and computer interaction. Because the User Interface is so important on a website, a Usability Test is needed, to check how efficient and effective the website's User Interface is. In this study, the authors compare the Usability Tests of two e-commerce websites, namely Bukalapak and Shopee, which are 2 of the 3 biggest e-commerce websites in Indonesia. The method used is the Heuristic method which all of its characteristics can be used to test all the characteristics of an efficient and effective User Interface. The research was conducted by distributing questionnaires to 70 correspondents. From the results of this study, it was found that the Shopee website was more effective and efficient to use compared to the Bukalapak website. Keywords : Heuristic Method, Usability Test, Human and Computer Interaction, User Interface, Website.


2021 ◽  
Vol 174 (32) ◽  
pp. 31-37
Author(s):  
S. Reine De Reanzi ◽  
P. Ranjith Jeba Thangiah
Keyword(s):  

Author(s):  
Mohd Rahmat Mohd Noordin, Et. al.

Phonics is one of the techniques to teach kids to learn alphabet. This technique used the sound of alphabet to teach kids. This project is to improve word reading skills by learn how to spell. The user’s mood of study can increase by the time. The memorizing technique which is Spaced Repetition Algorithm that implemented in the application can help the slow learner that have problem to memorize. The spaced repetition approach will strengthen memory, although at another efficiency using intervals. The Fonik Application (FA) target user is slow learner. This project provides the video of lips motion of how to sound the alphabet using phonics technique. It also provides two tests to view the user understanding of the learner. The tests are test of pronunciation and test of hearing. In pronunciation test, user needs to input the voice of the word that display in the screen. Speech recognition will recognize whether the speech that user input is correct or wrong. In the hearing test, user need to recognize the sound of the phonics that have given and answer the right alphabet by choosing the correct alphabet.


2021 ◽  
Vol 8 (1) ◽  
pp. 375-387
Author(s):  
Adila Safitri ◽  
Ni’mah Akbar Habibie ◽  
Illyin Almeito ◽  
Moh. Hasyimi ◽  
Yonathan Saputra ◽  
...  

This research was conducted to test user acceptance (agent and base) of SIM3LON system using Technology Acceptance Model (TAM). This test was done by measuring the influence of variable Perceived Ease of Use, Perceived Usefulness and Intention to use with a likert value of 1-5 with TAM method. The testing method is done using the R GUI tool to generate validity and reliability values and perform calculations using the "product moment correlation" method. The data was obtained through a questionnaire distributed to respondents PT Catur Karya agent and the base. This study resulted in an average validity value of 0.77 which means agents and bases feel SIM3LON is easy to use, while the reliability value is 0.72 which means agents and bases feel this SIM3LON system benefits in the work.


Author(s):  
Vera Puglisi ◽  
Jasmine Ghorbani ◽  
Yan Chen ◽  
Manuel Nyagisere ◽  
Grace Babalola ◽  
...  

Touch-screen GUIs have become a key feature of modern consumer electronics. The purpose of this study is to investigate the effect that reducing the number of icons on the GUI of a popular soda machine has on drink selection time and user satisfaction. Twenty subjects participated in the study, with 10 assigned to the control and experimental groups respectively. Time to make a drink selection was recorded and compared between groups using unpaired t-test. User satisfaction was measured using a five-point scale questionnaire. The results suggested that user satisfaction, except for the display dependability category, is not affected by the reduction of the number of icons on the soda machine GUI and no change was observed in drink selection time.


2020 ◽  
Vol 10 (2) ◽  
pp. 231
Author(s):  
Fauzi Bakri ◽  
Handjoko Permana ◽  
Suci Wulandari ◽  
Dewi Muliyati

Practicum based learning is required to provide opportunities for students in finding and applying concepts by observation. Student worksheet with discovery learning model and equipped with AR video are needed as learning tool, so students will be able to have good work in laboratory and implementation of practicum is effective. This study aims to produce LKPD and AR media that is videos related to the topic of practicum. The method used in this study is a research and development method with the Dick and Carey model approach. The feasibility test was carried out on the product using a Likert scale instrument. Feasibility test on material experts obtained a score of 96.93%, on media experts at 89.95%, on learning experts at 81% and obtained an average score of 89.29% with a very proper interpretation. Next, a user trial was conducted on the product with respondents, which are at SMAN 54 Jakarta. Trials on teachers obtained a score of 97.61%, and trials on students obtained a score of 88.47%. The limited trials is done by doing pre-test and post-test on students. Limited trial results obtained an average n-gain score of 0.47. Based on the results of the feasibility test, user trials, and limited trials, it can be concluded that the developed student worksheet is very suitable to be used as a learning tool in physics practicum activities in senior high school at 10th grade.


Author(s):  
I Wayan Andika Raditya ◽  
Gede Mahendra Darmawiguna ◽  
I Gede Partha Sindu

AbstrakPengembangan Virtual Reality untuk Digitalisasi Pura Penataran Agung bagian Mandala 1, 5, 6 dan 7 merupakan salah satu pemanfaatan teknologi yang digunakan sebagai media konservasi untuk melestarikan Pura Penataran Agung bagian Mandala 1, 5, 6 dan 7 sebagai bagian dari Pura Agung Besakih dan juga sebagai warisan budaya. Media berupa aplikasi Virtual Reality ini mengajak pengguna untuk dapat melihat keadaan Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7 dengan detail selain itu pengguna juga dapat melakukan perpindahan ke arah mana yang ingin dilihat sehingga dirasakan sebuah pengalaman seolah-olah berada di Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7. Pengembangan Virtual Reality untuk Digitalisasi Pura Penataran Agung Besakih bagian Mandala 1, 5, 6 dan 7 menggunakan metode waterfall. Pengujian penelitian ini menggunakan 6 tahapan proses pengujian : (1) Uji whitebox dengan penerapan di setiap prosesnya sudah sesuai, (2) uji blackbox dengan 5 responden didapat hasil tidak terdapat kesalahan, (3) uji usability dengan 5 responden di dapat rata-rata persentase 80% termasuk baik, (4) uji performance efficiency dengan 5 responden didapatkan rata-rata persentase 86% termasuk sangat baik, (5) uji data integrity dengan 2 responden ahli di dapat rata-rata persentase 89% termasuk sangat baik(6) uji User Experience Questionnaire (UEQ) di dapat persentase rata-rata dari 20 responden dengan has AbstractDevelopment of Virtual Reality for Digitization of the Penataran Agung Temple Mandala parts 1, 5, 6 and 7 is one of the uses of technology that is used as a conservation medium to preserve the Penataran Agung Temple Mandala parts 1, 5, 6 and 7 as part of the Besakih Agung Temple and also as cultural heritage. The media in the form of Virtual Reality application invites users to be able to see the state of the Penataran Agung Besakih Temple Mandala parts 1, 5, 6 and 7 in detail, besides that the user can also move to which direction he wants to be seen so that an experience is felt as if in Penataran Agung Besakih Temple Mandala parts 1, 5, 6 and 7. Development of Virtual Reality for Digitizing Penataran Agung Temple Besakih Mandala parts 1, 5, 6 and 7 using the waterfall method. The testing of this study uses 6 stages of the testing process: (1) The whitebox test with the application in each process is appropriate, (2) the blackbox test with 5 respondents found that there are no errors, (3) usability test with 5 respondents obtained the average percentage 80% including good, (4) performance efficiency test with 5 respondents found an average percentage of 86% including very good, (5) data integrity test with 2 expert respondents at an average percentage of 89% including very good (6) test User Experience Questionnaire (UEQ) obtained an average percentage of 20 respondents with positive results.


2020 ◽  
Vol 7 (1) ◽  
pp. 43-51
Author(s):  
Wayan Dony Mahendra ◽  
I Made Sukarsa ◽  
AA.Kt. Agung Cahyawan

Generally, vehicle service is a must for the vehicle owner. However, due to tight work routines, people often forget to service their vehicles. In addition, the service process is still using a manual system, such as taking a queue number which leads to the long queue of the service time. An Android-based Motorcycle Repair Shop Information System provides a solution to remind people to do a regular service on their vehicles with a reminder feature and make online bookings.  The system development uses the SDLC (System Development Life Cycle) method. The implementation process requires an Android smartphone and a computer device by using MySQL as data storage, Firebase as a notification sender, React native and Visual Studio Code are used for developing the system. The results of the UAT test (user acceptance testing) from 20 users show 55,8% answered agree to the display, features and flow of the system, 39,5% answered strongly agree to the three question parameters, and 4,7% answered disagree with the flow and display of the system.


2020 ◽  
Vol 6 ◽  
Author(s):  
Álvaro M. Chang-Arana ◽  
Matias Piispanen ◽  
Tommi Himberg ◽  
Antti Surma-aho ◽  
Jussi Alho ◽  
...  

Empathic design highlights the relevance of understanding users and their circumstances in order to obtain good design outcomes. However, theory-based quantitative methods, which can be used to test user understanding, are hard to find in the design science literature. Here, we introduce a validated method used in social psychological research – the empathic accuracy method – into design to explore how well two designers perform in a design task and whether the designers’ empathic accuracy performance and the physiological synchrony between the two designers and a group of users can predict the designers’ success in two design tasks. The designers could correctly identify approximately 50% of the users’ reported mental content. We did not find a significant correlation between the designers’ empathic accuracy and their (1) performance in design tasks and (2) physiological synchrony with users. Nevertheless, the empathic accuracy method is promising in its attempts to quantify the effect of empathy in design.


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