Ditemukan 3078 dokumen yang sesuai dengan query
Charles
Cambridge, UK: Harvard University Press, 1973
001.609 CHA c
Buku Teks SO Universitas Indonesia Library
Bryant, Randal E.
New Jersey: Prentice-Hall, 2003
005.2 BRY c
Buku Teks SO Universitas Indonesia Library
"Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in human-computer interaction through a careful selection of research contributions. Split into five sections, users as agents, agents and accessibility, agents and interactions, agent-centric paradigms and approaches, and collective agents."
Berlin: [Springer, ], 2012
e20398383
eBooks Universitas Indonesia Library
London: MIT Press, 1991
004 RES
Buku Teks Universitas Indonesia Library
"Human-computer Interaction : an empirical research perspective is the definitive guide to empirical research in HCI. The book begins with foundational topics including historical context, the human factor, interaction elements, and the fundamentals of science and research. From there, you'll progress to learning about the methods for conducting an experiment to evaluate a new computer interface or interaction technique. There are detailed discussions and how-to analyses on models of interaction, focusing on descriptive models and predictive models. Writing and publishing a research paper is explored with helpful tips for success. Throughout the book, you'll find hands-on exercises, checklists, and real-world examples. This is your must-have, comprehensive guide to empirical and experimental research in HCI, an essential addition to your HCI library."
Waltham, MA: Morgan Kaufmann, 2013
e20427037
eBooks Universitas Indonesia Library
Massachussets: MIT Press, 1979
006.3 ART
Buku Teks Universitas Indonesia Library
Muthia Zahra Feriani
"Skripsi ini berisi tentang perlindungan program komputer di bidang teknologi dilihat dari perspektif undang-undang paten di Indonesia. Pokok permasalahan terdapat pada apakah Undang-Undang Paten di Indonesia memungkinkan untuk memberikan perlindungan terhadap program komputer yang dimana di Indonesia selama ini suatu prpogram komputer dilindungi dengan Undang-Undang Hak Cipta. Selain itu ditinjau pula kemungkinan terjadi perlindungan ganda (double protection) yaitu dengan rezim hak cipta dan paten sekaligus terhadap suatu program komputer. Penelitian ini adalah penelitian yuridis-normatif dimana sumber data diperoleh dari data sekunder dan dianalisis secara kualitatif. Hasil penelitian menunjukkan bahwa terdapat kemungkinan Program komputer dilindungi dengan Undang-Undang Paten namun tetap harus dilihat secara substansial bahwa program komputer tersebut memenuhi syarat-syarat paten dan memiliki fungsi paten.
This focus of this study is about the legal protection of computer programs is seen from the perspective of patent law in Indonesia. The subject matter is contained in the Patents Act in Indonesia makes it possible to provide protection to computer programs which in Indonesia is a computer program protected by Copyright Law. In addition it also reviewed the possibility of (double protection) to protect the computer programs. This research is a juridical-normative which source data obtained from secondary and analyzed qualitatively. The results showed that there is a possibility of a computer program is protected by patent law, but remains to be seen that a computer program substantially meets the requirements patents and has patents functions."
Depok: Fakultas Hukum Universitas Indonesia, 2013
S44795
UI - Skripsi Membership Universitas Indonesia Library
Ryski Nur Ramdhan
"Komputer sebagai salah satu teknologi canggih juga menjadi ruang bagi manusia untuk melakukan aktivitas. Ruang virtual adalah bagaimana orang-orang menyebutnya. Salah satu bentuk aktivitas yang dilakukan adalah dengan bermain 3D computer game. Arsitektur, sebagai ilmu yang mempelajari ruang, ternyata dapat digunakan untuk menganalisis ruang di dalam 3D computer games dan persepsi yang ditimbulkan. Skripsi ini berisi tentang perbandingan antara dua jenis permainan, dengan menganalisis aspek keruangan melalui teori perspektif dan proyeksi paralel sebagai representasi ruang secara arsitektural. Dua jenis representasi ruang yang berbeda menghasilkan spatial experience yang berbeda. Spatial experience yang dirasakan pemain memiliki kaitan dengan persepsi visual yang datang melalui mata masing-masing pemain. Pada akhirnya, ternyata lebih banyak orang yang memilih untuk bermain permainan dengan representasi ruang secara paralel dibandingkan dengan permainan yang bertampilan perspektif. Permainan dengan sudut pandang perspektif yang lebih nyata tidak menjamin permainan ini akan lebih menarik bagi pemain.
Computer, as one of sophisticated technologies, has become a new space for human activities. This space is called virtual space. One of the activities people do in virtual space is playing 3D computer game. Architecture which learns about space can be used to analyze the space in 3D computer games. Focus of this final assignment is to see the comparation between two types of image in 3D computer games. The comparation of these games associated with theory of perspective and parallel projection as an architectural representation. These two different representations, each of them, gives different spatial experience relating to the players’ perception. This perception could be different for each player because it depends on visual experience, which comes up by the eyes of each player. Apparently, more players prefer to play the game with parallel view rather than the one with perspective view. It turns out that even though the view is more realistic, we cannot ensure that it will be more interesting for players."
Depok: Fakultas Teknik Universitas Indonesia, 2013
S47233
UI - Skripsi Membership Universitas Indonesia Library
Catt, Ivor
London: Pitman, 1973
004 CAT c
Buku Teks Universitas Indonesia Library
Englewood Cliffs, N.J.: Prentice-Hall, 1972
004.6 COU c
Buku Teks Universitas Indonesia Library