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1

Bennett, Gaymon. "THE DIGITAL SUBLIME." Angelaki 25, no. 3 (2020): 41–52. http://dx.doi.org/10.1080/0969725x.2020.1754019.

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Shabangu, Mohammad. ""Zombies", Attention and the Sublime in the Digital Anthropocene." Ecozon@: European Journal of Literature, Culture and Environment 16, no. 1 (2025): 135–55. https://doi.org/10.37536/ecozona.2025.16.1.5594.

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This essay offers a meta-critique of the aesthetic and political categories of “the Anthropocene sublimes.” It is interested in the short-film Zombies (2019) by filmmaker Baloji, and takes it as an aesthetic catalyst to address some timely questions about the Anthropocene vis-à-vis the digital ecosystem that surround us: What are the prospects of the sublime in an era of generalized attention deficiency? How is the imaginative potential of the sublime foreclosed by our collective suffering of attention deficiency in a Capitalocene? Relatedly, what is the link between, on the one hand, the common interruption of a sustained attention and, on the other hand, the thwarted efficacy of the sublime as an apparatus of critical and eco-consciousness? I look to the film Zombies to consider the possibility of responding to its inferred injunction to reclaim attention as one practice in countering the snares of a networked global economy driven by an abiding digital imperative.
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O'Sullivan, James. "'The Dream of an Island': Dear Esther and the Digital Sublime." Paradoxa 29 (December 14, 2017): 313–26. https://doi.org/10.5281/zenodo.3235648.

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Kant remarks that beauty “is what pleases in the mere judgment (and there not by the medium of sensation in accordance with a concept of understanding),” and the sublime “pleases immediately through its opposition to the interest of sense”. Lyotard’s position is such that the sublime, as construed by Burke and Kant, “outlined a world of possibilities for artistic experiments in which the avant-gardes would later trace out their paths”. It is within this framework—the established connection between the sublime and the avant-garde—that I will situate my argument that electronic literature and literary games avail of an aesthetic of the sublime.
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4

Hutchins, Brett. "Tales of the digital sublime." Convergence: The International Journal of Research into New Media Technologies 22, no. 5 (2016): 494–509. http://dx.doi.org/10.1177/1354856515587163.

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Dorsen, Annie. "The Sublime and the Digital Landscape." Theater 48, no. 1 (2018): 55–67. http://dx.doi.org/10.1215/01610775-4250956.

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6

Hildebrand, Julia M. "On Self-Driving Cars as a Technological Sublime." Techné: Research in Philosophy and Technology 23, no. 2 (2019): 153–73. http://dx.doi.org/10.5840/techne2019722100.

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Driverless automobility presents a “technological sublime” (Marx 1964; Nye 1994, 1997) encompassing both promises and perils. The light side of the emerging transportation future lies, for instance, in the newly gained freedom from driving. The dark side of this sublime includes ethical challenges and potential harm resulting from the required socio-technical transformations of mobility. This article explores contemporary visions for the self-driving car future through the lens of the sublime and some of its theoretical variations, such as the natural (Kant 1965), technological (Marx 1964; Nye 1994, 1997), electrical (Carey and Quirk 1989), and digital (Mosco 2005) sublime. Nissan’s IDS Concept preview clip (2015) and the Chevrolet FNR trailer (2015) serve as examples for this analysis, which aims to demythologize the visual rhetoric of the depicted awe-inspiring self-driving systems. The sublime’s inherent dialectic of inducing both pleasure and displeasure is removed in the corporate utopian visions in favor of an exalting partnership between human and machine. This strategy succeeds by setting the mobility future in the context of controlled parameters such as the trustworthy communicative vehicle, the vital and independent protagonists, and the harmless and unharmed environment. Recognizing such recurring strategies and identifying the controlled parameters which allow the sublime object to electrify, not terrify, is key for a sensible engagement with such imagined futures and their social, cultural, political, economic, environmental, and ethical implications. Such premediations (Grusin 2010) of awe-inspiring technological formations and the underlying logics ask to be unpacked toward decision making that considers all potential facets of the sublime future.
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Wilkins, S. T. A. "The Digital Sublime: Myth, Power, and Cyberspace." Contemporary Sociology: A Journal of Reviews 34, no. 4 (2005): 385–86. http://dx.doi.org/10.1177/009430610503400425.

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8

Webster, Frank. "The Digital Sublime: Myth, Power, and Cyberspace." European Journal of Communication 21, no. 1 (2006): 110–12. http://dx.doi.org/10.1177/026732310602100109.

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9

Fleischmann, Kenneth R. "The digital sublime: Myth, power, and cyberspace." Journal of the American Society for Information Science and Technology 57, no. 7 (2006): 989–90. http://dx.doi.org/10.1002/asi.20344.

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10

Taylor. "Curating The American Algorists: Digital Art and National Identity." Arts 8, no. 3 (2019): 106. http://dx.doi.org/10.3390/arts8030106.

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This essay details the curating strategies and central premise behind the 2013 traveling exhibition The American Algorists: Linear Sublime. This group exhibition, which showcased the artwork of Jean-Pierre Hébert, Manfred Mohr, Roman Verostko, and Mark Wilson, marked the 20th anniversary of New York Digital Salon. In organizing this exhibit, I attempted to expand the discourse of digital art curation by linking the Algorists, a group formed at the Los Angeles SIGGRAPH conference in 1995, to the broader narrative of American art. Through the exhibition catalogue, I constructed a detailed history of the Algorists and connected the movement’s narrative to ideas of national identity and myth. To cultivate this nexus, I interpreted the Algorists’ unique approach to linear abstraction through the various theories of the sublime active within the history of American art. Ultimately, this case study reveals the incongruities of aligning this group of digital artists—who shared a decidedly internationalist outlook—with a national narrative. While the Algorists resisted parochial characterizations, the concept of the sublime provided a useful vehicle for theorizing the aesthetic response to computer-generated abstraction. The travelling exhibition also offered a potential model, based on effective partnerships and resource sharing, for small college and university galleries.
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11

Burkart, Patrick. "Music in the Cloud and the Digital Sublime." Popular Music and Society 37, no. 4 (2013): 393–407. http://dx.doi.org/10.1080/03007766.2013.810853.

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12

Bowker, Geoffrey C. "The Digital Sublime: Myth, Power, and Cyberspace (review)." Technology and Culture 46, no. 2 (2005): 436–37. http://dx.doi.org/10.1353/tech.2005.0063.

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13

López Gabrielidis, Alejandra, and Toni Navarro. "The Digital Sublime: Orientation Strategies for a Vertiginous World." Temes de Disseny, no. 37 (July 22, 2021): 226–43. http://dx.doi.org/10.46467/tdd37.2021.226-243.

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This article addresses the increasing levels of complexity and abstraction that digital technologies produce, which generate a feeling of amazement nowadays similar to what the philosophy of art and aesthetics deemed the experience of the sublime. Through the idea of the “digital sublime”, we aim to find ways to find direction in this vertiginous world. Our intention is to research the extent to which art and design can function as mediators of scales that translate the digital sublime into concrete images that are more digestible, as well as easy to understand and perceive. We believe this is one of the challenges that these disciplines must face in our era governed by extra-human scales, both technological (the cloud, artificial intelligence, 5G, etc.) and geological (the Anthropocene and global climate change). With this in mind, we will analyse the work of several artists whose careers reflect their commitment to these issues.
 If we, and our bodies, are constantly translated into data, can art and design reverse meaning and make our data transform into bodies in such a way as to produce an aesthetic (sensible) experience of them? Can this help us to understand digital infrastructure and its materiality in a more intuitive and approachable way so that a body can imagine and/or visualise it? Can these actions encourage the production of collective emancipation strategies that allow us to be active agents when reconfiguring the governance and algorithmic regulations imposed on us?
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Ouellet, Maryse. "Par-delà le naturalisme : médiatisation du sublime dans les oeuvres d’Olafur Eliasson et Ryoji Ikeda." RACAR : Revue d'art canadienne 41, no. 2 (2016): 105–20. http://dx.doi.org/10.7202/1038075ar.

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Although the sublime is commonly associated with nature, the historical determinants of this relation are frequently ignored. Art historians and curators who attempt to define a contemporary sublime often anachronistically link recent artworks with modern categories marked by a now contested representation of the world. Such is the case of the “natural sublime,” which emerged around the turn of the eighteenth century and exemplifies what Philippe Descola describes as a “naturalistic” cosmology characterized by a separation between Nature and Culture. Starting from a case study of two recent art installations associated with the sublime, namely The weather project (2003) by Olafur Eliasson and the series systematics and datamatics (2012) by Ryoji Ikeda, this article examines how these works reconfigure the relation between the subject and the world, in order to characterize the contemporaneity of their representation of the sublime. It suggests that these installations help reformulate our interpretation of it by emphasizing the power of technological and digital mediations to connect the human and the non-human worlds.
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Storey, Thomas. "Romantic Cybernetics: Jorie Graham, Trevor Paglen, and the Sublime Contradictions of the Anthropocene." Ecozon@: European Journal of Literature, Culture and Environment 16, no. 1 (2025): 116–34. https://doi.org/10.37536/ecozona.2025.16.1.5555.

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The Anthropocene sublime is a necessarily hybrid concept, one that is generated from a palimpsest of previous iterations of sublimity, and which is critically modified by contemporary crisis. Alexander R. Galloway’s notion of the “juridico-geometric sublime” captures this hybridity in its combination of Romantic play with the homeostatic model of cybernetics, which brings into effect a synthesis of digital unrepresentability and Romantic freedom. Operating as a figure for the incommensurability generated by the confluence of the Romantic sublime and the cybernetic control paradigm, this version of the sublime also relates the concept to the impact of systems of power on aesthetic representation. This article aims to fill in the ecological gap in Galloway’s conceptualization, while applying this hybrid sublime to the current era of environmental entanglement. In doing so, it argues that a contemporary, Anthropocene sublime reveals both the lingering impact of Romantic modes of environmental thought and the dominance of a cybernetics-derived concept of a mappable technological biosphere. The magnitude of the totality such a hybrid form constitutes is what inspires the experience of terror and awe that characterizes the sublime. The work of the poet Jorie Graham and the artist Trevor Paglen provide vital documents of the hybrid states and representational impasses of this contemporary sublime, as they demonstrate how natural processes are always already folded into economic and technological systems, while nature is both in our devices and irrevocably exteriorized. In different ways, their work demonstrates the essential incommensurability that is generated by the combination of the Romantic and the cybernetic modes of sublimity, while mapping out the political suspension that an Anthropocene sublime necessarily generates.
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16

Huang, Yi-hui. "Investigating the Digital Sublime through Photographers’ Views of Reality." International Journal of the Arts in Society: Annual Review 6, no. 1 (2011): 251–60. http://dx.doi.org/10.18848/1833-1866/cgp/v06i01/35971.

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17

Huang, Yi-hui. "Digital Sublime Photography: Lessons from Harri Kallio’s Dodo Project." International Journal of Visual Design 9, no. 3 (2015): 15–22. http://dx.doi.org/10.18848/2325-1581/cgp/v09i03/38768.

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18

Shade, Leslie Regan. "Book Review: The Digital Sublime: Myth, Power, and Cyberspace." New Media & Society 7, no. 2 (2005): 280–82. http://dx.doi.org/10.1177/1461444805050775.

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19

Moloney, Jules. "Kinetic Architectural Skins and the Computational Sublime." Leonardo 42, no. 1 (2009): 65–70. http://dx.doi.org/10.1162/leon.2009.42.1.65.

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The idea of the computational sublime has been introduced into discourse within the generative electronic arts. The author proposes that, for an artwork to exploit the sublime, the form and context in which the mapping of computational process occurs are crucial. He suggests that digital-analogue hybrids within an urban setting allow engagement with a wider audience and the capacity for the work to be surveyed over multiple timescales. To this end, a framework for the design of kinetic architectural skins is presented for artists to consider as a potential resource for collaboration.
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20

Huang, Yi-hui. "Digital Sublime Photography: A Case Study of Notari’s "Mythic" Project." International Journal of the Image 3, no. 2 (2013): 1–9. http://dx.doi.org/10.18848/2154-8560/cgp/v03i02/44078.

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21

Day, Ronald E. "A Review of: “The Digital Sublime: Myth, Power, and Cyberspace’." Information Society 21, no. 3 (2005): 223–24. http://dx.doi.org/10.1080/01972240490951999.

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22

Hellar, Ben. "The Digital Sublime: Myth, Power, and Cyberspace20052Vincent Mosco. The Digital Sublime: Myth, Power, and Cyberspace. Cambridge, MA: MIT Press 2004. 232 pages $27.95, ISBN: 026213439X." Information Technology & People 18, no. 4 (2005): 407–8. http://dx.doi.org/10.1108/09593840510633347.

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23

Dumitriu, Anna. "Cybernetic Bacteria 2.0: Investigating the sublime in bacterial and digital communication." Technoetic Arts 11, no. 1 (2013): 27–46. http://dx.doi.org/10.1386/tear.11.1.27_1.

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24

Huang. "The Digital Sublime: Lessons from Kelli Connell's Double Life." Journal of Aesthetic Education 46, no. 4 (2012): 70. http://dx.doi.org/10.5406/jaesteduc.46.4.0070.

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Whitelaw, Mitchell. "Accretor: Generative Materiality in the Work of Driessens and Verstappen." Artificial Life 21, no. 3 (2015): 307–12. http://dx.doi.org/10.1162/artl_a_00171.

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Accretor, by the Dutch artists Erwin Driessens and Maria Verstappen, is a generative artwork that adopts and adapts artificial life techniques to produce intricate three-dimensional forms. This article introduces and analyzes Accretor, considering the enigmatic quality of the generated objects and in particular the role of materiality in this highly computational work. Accretor demonstrates a tangled continuity between digital and physical domains, where the constraints and affordances of matter inform both formal processes and aesthetic interpretations. Drawing on Arp's notion of the concrete artwork and McCormack and Dorin's notion of the computational sublime, the article finally argues that Accretor demonstrates what might be called a processual sublime, evoking expansive processes that span both computational and non-computational systems.
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Bégin, Richard. "Digital Traumascape." Space and Culture 17, no. 4 (2014): 379–87. http://dx.doi.org/10.1177/1206331214543868.

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Ever since its much noticed use in the 1973 film Westworld (Michael Crichton, USA, 1973) CGI (computer-generated imagery) has been continuously altering cinematic perception of reality. One of the major changes concerns the production of space. Though CGI is regularly employed to create fantasy worlds or utopian landscapes, it is worth noting that more and more filmmakers are turning to it in order to produce contemporary landscapes of devastation brought about by an atomic, military, or environmental catastrophe. Films such as Wall e (Andrew Stanton, USA, 2008) or 9 (Shane Acker, USA, 2009) are symptomatic in this respect of the aesthetic importance filmmakers now attach to the use of CGI for the representation of devastation. This phenomenon, which can be described here as a “new aesthetic of disaster,” leads us to examine the concept of “Traumascape” in connection with current digital culture, and more particularly in relation to the cinematic “virtualization” of spatial reality. In our view, this “virtualization” allows for a visual “exponentiation” of said reality, thus making it ascend to the power of the “Traumatic Real” in which originates the enigmatic sublimeness of space. Generally speaking, our article intends to analyse the production of digital traumatic space in cinema and to demonstrate its novel relationship with the sublime.
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Edmond, Jacob. "Scripted Spaces: The Geopoetics of the Newspaper from Tret’iakov to Prigov." Slavic Review 75, no. 2 (2016): 299–330. http://dx.doi.org/10.5612/slavicreview.75.2.299.

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AbstractThis essay examines Sergei Tret’iakov’s and Dmitrii Prigov’s turn to the newspaper in their search for a symbolic form adequate to the geopolitical flux at the beginning and endpoints of Soviet history. Fusing the epic and the sublime with the modernist montage principle, both present the newspaper as embodying simultaneously totalizing and disintegrative imaginings of space. Reflecting his avant-gardist and statist commitments, Tret’iakov’s newspaper-epic andocherkjournalism figure the tension between socialist internationalism and socialism in one country and between federal and centralist models of the state. Prigov’s newspaper art embodies the contrary pressures of resurgent nationalisms and globalization in perestroika-era and post-Soviet Russia. Having linked the decline of print culture to the Soviet Union’s demise, Prigov addresses the return of an imperial Russian spatial imaginary by highlighting how the tension between spatial boundlessness and totality in the print newspaper anticipates and complicates the information sublime of the digital age.
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Dina, Dinda Franciska Mey. "Normalisasi Database Rancangan Sistem Penyewaan Buku Berbayar." Computing Insight : Journal of Computer Science 4, no. 1 (2024): 56–61. http://dx.doi.org/10.30651/comp_insight.v4i1.15814.

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Rendahnya minat baca di indonesia ini membuat beberapa kalangan membuka perpustakaan berbayar dengan biaya yang terjangkau dan ramah dikantong. Namun dalam dunia digital ini perpustakaan memerlukan manajemen yang bersifat digital tanpa perlu tulis tangan. Dibuatnya sistem perancangan penyewaan buku membutuhkan beberapa normalisasi database, normalisasi ini sangat penting karena ini langkah awal dalam membangun suatu sistem. Macam-macam normalisasi database yaitu 1NF,2NF,3NF,BCNF,4NF,5NF,DKNF,6NF. Dalam mengisi sebuah tabel hasil normalisasi dapat menggunakan syntax DML yaitu Update, Insert, dan Delete. Setelah didapatkan hasil normalisasi dapat dibuat juga diargam yang dinamakan diagram ERD ( Entity Relationship Diagram ). Hasil normalisasi dapat direalitaskan menjadi sebuah aplikasi atau website dengan menggunakan beberapa tool ataupun apps tambahan seperti xampp,sublim text dan lain-lain. Kata kunci: Perancangan, Normalisasi, DML, ERDThe low interest in reading in Indonesia has prompted some groups to open paid libraries that are affordable and pocket-friendly. However, in this digital world, libraries require digital management without the need for handwriting. The creation of a book rental design system requires some database normalization, this normalization is very important because this is the first step in building a system. Various kinds of database normalization, namely 1NF, 2NF, 3NF, BCNF, 4NF, 5NF, DKNF, 6NF. In filling out a normalized table, you can use the DML syntax, namely Update, Insert, and Delete. After obtaining the normalization results, a diagram called an ERD (Entity Relationship Diagram) diagram can also be made. The results of normalization can be realized into an application or website by using several additional tools or apps such as xampp, sublime text and others. Keywords : Design, Normalization, DML, ERD
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Treré, Emiliano. "The Sublime of Digital Activism: Hybrid Media Ecologies and the New Grammar of Protest." Journalism & Communication Monographs 20, no. 2 (2018): 137–48. http://dx.doi.org/10.1177/1522637918770435.

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Zhonghe, Yu. "The Philosophical Inspiration of Arendt’s View of Labor on Digital Labor." Advances in Social Science and Culture 5, no. 2 (2023): p194. http://dx.doi.org/10.22158/assc.v5n2p194.

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While introducing Hannah Arendt’s attitude towards labor in her works, Christian Fuchs’ concept of digital labor is introduced, and Arendt’s view of labor is summarized for contemporary labor The critique of the state, the hidden words behind Arendt’s labor thesis, tell people to reflect on the current materialistic and consumer-oriented policy guidance, and to be alert to the hidden danger of laborers who are hidden behind the digital labor under high-tech. At the same time, it expresses as a political philosopher, I have the relentless pursuit of the sublime human nature and the insufficient thoroughness of Marx’s thought of overcoming alienated labor. On the basis of acknowledging Marx’s labor ontology and labor alienation, drawing on Arendt’s labor research results can guide people to pursue a more liberal and ideal world order.
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Wulandari, Ria, Dendy Jonas, and Naufal Fadhil Alwarits. "Design of Expert System Application for Android-Based DSLR Camera Damage Diagnosis." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 1, no. 2 (2019): 99–107. http://dx.doi.org/10.34306/itsdi.v1i2.19.

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In the digital age it is possible for everyone to do anything including documenting moments. One of them is digital camera based on Digital Single Lens Reflex or DSLR. But sometimes the use that is not according to the procedure can cause damage to the camera. As a layman, of course, will be confused with the problems that arise when there is damage and will be more decided to buy a new one or sell it, even though the damaged camera can still be repaired alone or by expert technicians. To solve the problem, an Expert System was created to diagnose damage to the Digital Single Lens Reflex camera. The method used in this research is the method of needs analysis and data collection. The results of this expert system application can diagnose damage to the Digital Single Lens Reflex camera along with alternative solutions. This application can help people to be more sensitive to the condition of their Digital Single Lens Reflex cameras. The design of this application was created with the help of joomla and sublime text.
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Luis, Castelo Sardina. "Paisajes perdidos de un Norte y Sur imaginarios." ASRI. Arte y Sociedad. Revista de Investigación en Arte y Humanidades Digitales, no. 19 (September 30, 2019): 189–208. https://doi.org/10.5281/zenodo.7657033.

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La introducción de programas informáticos de generación de paisajes en 3D elimina la histórica relación con el referente. Establezco paralelismos entre la creación del paisaje romántico del siglo XIX por parte de los pintores, junto con los fotógrafos que abordan el tema de lo sublime en el paisaje desde los orígenes de la fotografía a la actualidad, y los someto a una comparación con la realidad generada a través de procesos informáticos para la creación de paisajes y territorios. Estas nuevas realidades sintéticas e hiperrealistas sustituyen la forma de relacionarnos tradicionalmente con el paisaje. Lo digital se transforma en incorpóreo, cuestionando el testimonio de los sentidos. The introduction of computer programs for the generation of 3D landscapes eliminates the historical relationship with the referent. I establish parallelisms between the creation of the romantic landscape of the 19th century by the painters, together with the photographers who approach the subject of the sublime in the landscape from the origins of photography to the present day, and I submit them to a comparison with reality. generated through computer processes for the creation of landscapes and territories. These new synthetic and hyper-realistic realities replace the traditional way of relating to the landscape. The digital becomes incorporeal, questioning the testimony of the senses.
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Rahmat, Dadan, Sylpha A'zizah, and Sri Mulyani. "PERKALIAN MENGGUNAKAN BAHASA PEMROGRAMAN PERULANGAN (LOOPING) BERBANTU SUBLIME TEXT DAN XAMPP." Djtechno: Jurnal Teknologi Informasi 3, no. 2 (2022): 149–55. http://dx.doi.org/10.46576/djtechno.v3i2.2417.

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AbstrakPesatnya kemajuan teknologi di Era digital ini membuat kita sadar bahwa pentingnya pengetahuan tentang pemanfaatan internet yang bisa membantu dalam hal Pendidikan. Khususnya dalam Pendidikan Matematika, dimana siswa kurang menyukai pelajaran Matematika. Dengan internet kita bisa sharring dan mencari referensi-referensi mengenai pembuatan media pembelajaran atau alat peraga untuk digunakan saat pembelajaran berlangsung yang dapat mempermudah dan membuat pembelajaran menjadi asyik dan menyenangkan sehingga alur pembelajaran dapat terlaksana dengan baik. Dalam Matematika, ada beberapa masalah atau soal yang jika dikerjakan secara manual membutuhkan waktu lama atau tidak terselesaikan. Itulah sebabnya sangat penting kita belajar mengenai pemrograman khususnya Teknik perulangan (Looping) yang dapat membantu dalam masalah Matematika Perkalian yang dimana jika perkaliannya sudah sangat banyak misal perkalian 50 akan sulit jika dikerjakan secara manual tetapi jika menggunakan pemrograman ini akan sangat mempercepat prosesnya. Kata Kunci: Perulangan, Perkalian, Matematika
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Malčík, Martin, Roman Rakowski, Miroslava Miklošíková, Tomáš Zemčík, and Jaromír Feber. "Philosophical Background of Computational Thinking." International Journal of Emerging Technologies in Learning (iJET) 18, no. 17 (2023): 126–35. http://dx.doi.org/10.3991/ijet.v18i17.41139.

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The presented study deals with the philosophical background of computational thinking, which is currently widespread in educational programs across all types of education. The current era is characterized by a turn to the digital environment, which is organized especially by algorithms and the collection of big data. New technologies have literally become the backdrops of our everyday life. The problem, however, is that society uses new technologies as black boxes, which also leads to the fact that it is difficult to adequately interpret and change this technological totality (technological or digital sublime). Computational thinking thus offers a cognitive tool for navigating this technological turn. It also seems that computational thinking can serve as a flexible thinking tool in the context of Society 4.0.
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Fuchs, Christian. "Vincent Mosco’s Critical-Humanist Political Economy of Communication." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 22, no. 1 (2024): 86–101. http://dx.doi.org/10.31269/triplec.v22i1.1493.

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Vincent Mosco (1948-2024) grounded and advanced the approach of the Political Economy of Communication (PEC). This paper discusses some aspects of his Critical-Humanist approach to the Political Economy of Communication. It engages with the foundations of Vincent Mosco’s thought; the roles that labour and communication play in it; Karl Marx and Marxian scholarship in Media and Communication Studies; culture, ideology critique, and the digital sublime; as well as democracy, the media, and the public good. Vincent Mosco’s life and work will forever be remembered and will shape future generations of activist-scholars.
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Sanjek, David. "“I Ain't Afraid of No Kids!” Douglas Rushkoff and the Ascendance of the Digital Sublime." Review of Education, Pedagogy, and Cultural Studies 20, no. 2 (1998): 173–87. http://dx.doi.org/10.1080/1071441980200205.

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Selma Karomi Shafira, Nurma Yuwita, and Nurul Izzah. "Pendampingan Perancangan Sistem Aplikasi Pelayanan Desa (SIMPEDA) Berbasis Android di Desa Lemahbang Sebagai Parameter Desa Digital." Khidmatuna: Jurnal Pengabdian Kepada Masyarakat 4, no. 1 (2023): 34–48. http://dx.doi.org/10.51339/khidmatuna.v4i1.900.

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Pada pemerintahan saat ini pelayanan publik yang efisien dan efektif dalam hal administrasi kependudukan sangat dibutuhkan oleh masyarakat. Pengabdian ini dilakukan untuk membantu mengatasi kendala yang dihadapi sistem pencatatan dan pengelolaan data penduduk di desa Lemahbang yang masih menggunakan sistem pencatatan dan pengelolaan data penduduk secara manual. Maka dibuatlah aplikasi layanan surat menyurat berbasis android yang dapat memudahkan perangkat desa dan juga masyarakat. Aplikasi dibuat dengan menggunakan software Android Studio, Sublime dan menggunakan bahasa pemrograman Java dan php. Aplikasi ini juga menggunakan database MySQL sebagai penyimpanan datanya. Metode yang dipilih dalam penelitian ini adalah metode ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi). Dengan adanya aplikasi ini proses layanan surat menyurat menjadi lebih cepat dan efektif.
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Gunawan, Arie, Munir Munir, Yudi Wibisono, and Chairul Furqon. "INTEGRATION OF BLOCKCHAIN TECHNOLOGY IN DIGITAL LIBRARIES: A SOFTWARE ENGINEERING DESIGN." JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 9, no. 2 (2024): 161–71. http://dx.doi.org/10.33480/jitk.v9i2.5010.

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This research aims to design software engineering that integrates blockchain technology in digital libraries to improve system security and reliability. This integration is expected to overcome challenges related to data security, service reliability, and efficiency in digital library management. The research methodology involves collecting data through literature, expert interviews, and observations, on the implementation of blockchain technology in digital libraries, then analyzing data to support data design such as etherum, smart contracts, address, node.js, solidity, metamask, and sublime text, then using the Agile Extreme Programming (XP) method for software development. The research results include the design of a decentralized blockchain architecture, the use of smart contracts, and the application of cryptographic techniques to enhance security. Immutability testing in the context of blockchain involves verifying data consistency, validating the process of adding data, testing the ability to delete data, testing against attacks, and activities on immutable data. These tests were conducted using the Truffle framework. The results show that the system is able to maintain data integrity well.
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Sarwindah, Sarwindah, Laurentinus Laurentinus, Okkita Rizan, and Hamidah Hamidah. "Memanfaatkan Digital Marketing bagi Usaha Rumahan Sayuran Hidroponik dengan E-Commerce sebagai Media Promosi." Jurnal Teknologi Terpadu 7, no. 2 (2021): 65–69. http://dx.doi.org/10.54914/jtt.v7i2.338.

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Penelitian ini bertujuan untuk menggunakan strategi digital marketing menggunakan e-commerce sebagai sarana promosi dimana budidaya sayur dan buah saat ini sedang dikembangkan dan dibudidayakan di industri. Alat-alat pertanian berlomba-lomba bagi petani untuk menanam di ladang - ladang kebun sayur. Salah satu metode yang digunakan dalam penelitian ini menggunakan model FAST dan memanfaatkan digital marketing e-commerce pada sayuran hidroponik. Oleh karena itu daya tarik setiap sayuran mempengaruhi penjualan dengan menggunakan strategi digital marketing dengan e-commerce. Sulitnya dan minimnya penjualan materi iklan di sentra atau bidang hidroponik menjadi dasar dibangunnya sistem informasi hidroponik yang dapat memanfaatkan digital marketing untuk meningkatkan periklanan promosi dan meningkatkan kinerja penjualan. Metode pencarian yang digunakan adalah model FAST, aplikasi dikembangkan menggunakan PHP, database yang digunakan MySQL, dan script dikembangkan menggunakan Sublime Text. Tujuan dari penelitian ini adalah memanfaatkan e-commerce untuk membuat sistem yang memberikan kemudahan promosi dan penjualan, sehingga memudahkan pemilik kebun atau pemilik usaha rumahan ini untuk melihat laporan transaksi dan penjualan lebih mudah. Dengan demikian, semua pengelolaan data yang ada dapat dipantau melalui sistem sebagai proses yang lebih sederhana.
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Bennett, Alison. "vegetal/digital: Photogrammetry point-clouds of Australian flowers." Philosophy of Photography 15, no. 1 (2024): 61–77. http://dx.doi.org/10.1386/pop_00092_7.

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Arising out of the heightened sensory perceptions of extended lockdown, this creative investigation began with contemplation of flowering street-trees. Through 262 days of lock down, residents of Melbourne retreated to the hyper-local, often reinforced by a 5-km travel bubble and a one-hour daily time limit outdoors. The sublime ephemeral springtime flowers of street-trees were amplified by the extreme sensory and social constraints of social distancing. Drawing us into a suspended moment of slow encounter, we attuned to the contained glowing pulse of plants. The works were created using photogrammetry, a technique for generating 3D models from a large set of photographs taken from all angles of the botanical specimen. Whilst the point-cloud models remain the central artefact of vegetal/digital, it has been presented in a range of formats throughout 2022–23, including multichannel video loops, augmented reality, webXR, gestural interactive works and still prints. This work invites an embodied experience of attuning to both the vegetal and the digital. This is consistent with my alignment with queer and autistic politics, of siding with the object. Increasingly, queer cultural practices are employing new materialism and posthumanism to interrogate the agency of things and the culturally constituted hierarchies of objects and subjects. The reconfiguration of embodied relations is necessary in order to reconceive a viable future.
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Mundirin, Mundirin, and Muhammad Dezan Adistira. "SISTEM INFORMASI PERPUSTAKAAN (SIPUSTAKA) MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT (RAD)." JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 15, no. 2 (2024): 263–68. https://doi.org/10.51903/jtikp.v15i2.868.

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Library Information System at SMKN 13 Jakarta will be built to overcome various existing problems, such as the lack of information providers, difficulties in accessing books and magazines and lack of ease in searching bookshelf data. So it is necessary to create a Digital Library information system. This library information system was built using the PHP programming language, Sublime Text, Bootstrap, Java Script, CSS and MySQL database. The development method used is the Rapid Application Development (RAD) method. The presence of this library information system is expected to make it easier for library staff, school principals and library members in managing data about the library, and also for members to make reading and borrowing books easier.
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BJELAJAC, ŽELJKO, and ALEKSANDAR FILIPOVIĆ. "FLEXIBILITY OF DIGITAL MEDIA FOR MANIPULATIVE ACTIVITIES OF SEXUAL PREDATORS." Kultura polisa, no. 44 (March 8, 2021): 51–67. http://dx.doi.org/10.51738/kpolisa2021.18.1r.2.01.

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The Internet has undoubtedly become a dynamic and sublime tool of communication. It gives us the freedom to create and maintain contacts with individuals and groups from all over the world, to cooperate, socialize and exchange information, content and experiences. At the same time, nowadays it is almost impossible to imagine an internet business or presentation without a presence on social networks / media. These are online web services that open unlimited spaces for users for various forms of communication and personal promotion. Some of the most popular social networks that are especially receptive to most users from global spaces are: Twitter, Facebook, Instagram, Google+, LinkedIn, TikTok… By the way, on most social networks, the presence is free. Digital media have the capacity to inform visitors in the most efficient and practical way about important events, current campaigns and innovations related to the business, products or services offered, with the quality content of the texts they manifest. Also, their significant impact is reflected in the domain of education and / or providing certain advice. In addition to colossal achievements and obvious positive sides, with the advent of the Internet and digital media, sexual predators have been given a new field / playground, in which to establish contacts with others (often with children). In this digital environment, they manipulatively lurk and recruit potential victims for various forms of abuse and sexual exploitation.
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САЛТАНАЕВА, Е. А., Р. И. ЭШЕЛИОГЛУ, И. М. ЛОГИНОВА та Н. А. ЛОГИНОВ. "РАЗВИТИЕ КРИПТОВАЛЮТ И СОЗДАНИЕ СОБСТВЕННОГО КРИПТООБМЕННИКА". Экономика и предпринимательство, № 10(171) (7 жовтня 2024): 110–13. http://dx.doi.org/10.34925/eip.2024.171.10.019.

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В данной статье рассмотрены понятие криптовалют и их разновидности. Криптовалюта - это цифровая онлайн-децентрализованная валюта, которую можно использовать для покупки товаров и услуг. Описаны транзакционные особенности криптовалюты, а также выбор между тремя основными типами криптоплатформ. Дана архитектура криптобиржи, которая включает в себя: матчинговый движок, кошельки, панель администратора, торговая платформа, кабинет пользователя. Рассмотрены три основных способа создания криптобиржи: разработка криптовалютной биржи с нуля, покупка решения под ключ, и разработка под заказ. Изучены особенности криптообменных сделок, а также результаты разработки веб-сайта для обмена криптовалюты. Задача была решена методами структурного и объектно-ориентированного программирования. Проект разработан в среде Sublime Text 4 с использованием базы данных MySQL на языке программирования. This article discusses the concept of cryptocurrencies and their varieties. Cryptocurrency is an online digital, decentralized currency that can be used to purchase goods and services. The transactional features of cryptocurrency are described, as well as the choice between the three main types of crypto platforms. The architecture of the crypto exchange is given, which includes: a matching engine, wallets, admin panel, trading platform, user account. Considered three main ways to create a crypto exchange: developing a cryptocurrency exchange from scratch, purchasing a turnkey solution, and custom development. The features of crypto exchange transactions were studied, as well as the results of developing a website for cryptocurrency exchange. The problem was solved using structural and object-oriented programming methods. The project was developed in the Sublime Text 4 environment using the MySQL database in the programming language.
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Brito, Cleiton de Miranda, Dhavidy de Almeida Silva, Dhevidy de Almeida Silva, and Diêgo Pereira da Conceição. "Produção na licenciatura em computação: o jogo digital desafio dos filósofos." Cuadernos de Educación y Desarrollo 16, no. 6 (2024): e4586. http://dx.doi.org/10.55905/cuadv16n6-157.

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O presente artigo foi desenvolvido durante a disciplina de Sistemas Operacionais do curso Licenciatura em Ciências da Computação e aborda a utilização de jogos digitais no nível superior. Tem como objetivo apresentar a importância do uso das ferramentas tecnológicas no processo de ensino-aprendizagem de conteúdos relacionados a comunicação entre processos como exclusão mútua, região crítica, condições de corrida, Starvation e Deadlock. Para isso, foi desenvolvido um software chamado de “desafio dos filósofos” como material didático, a fim de apresentar a importância da utilização das atividades lúdicas. Como procedimentos metodológicos foram realizadas pesquisas bibliográficas em livros, revistas e artigos sobre jogos digitais e o conteúdo específico, o Jantar dos Filósofos. Para o desenvolvimento do jogo foram utilizadas as tecnologias HTML 5, CSS 3, JavaScript, PHP, framework CodeIgniter 3, framework Bootstrap, XAMPP e o editor de texto sublime text. Para análise dos resultados foi utilizado um formulário de avaliação da ferramenta com alunos do curso superior em Licenciatura em Ciências da Computação do Instituto Federal Baiano campus Senhor do Bonfim - BA. Como resultado constatou-se que os jogos digitais possuem um lugar de importância na aprendizagem de estudantes do nível superior; além disso, a construção do jogo proporcionou aos estudantes da Licenciatura em Ciência da Computação uma perspectiva autoral de material didático enquanto futuros profissionais da educação.
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Dedi, Dedi, Wira Hadinata, Rani Ramadhan, and Ahmad Arifin. "Pemanfaatan Sistem Berbasis Web dalam Memperluas Lingkup Pemasaran Produk UMKM." JURNAL TREN BISNIS GLOBAL 3, no. 2 (2023): 98. http://dx.doi.org/10.38101/jtbg.v3i2.10645.

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Internet dalam bidang bisnis dijadikan sebagai media promosi untuk mengembangkan bisnis dan mampu bersaing di era digital, meningkatkan pendapatan penjualan, serta memperluas jangkauan pasar. Pojok UKM Jatiuwung merupakan sebuah forum untuk mempromosikan produk para pelaku usaha UMKM (Usaha Mikro, Kecil, Menengah) Kecamatan Jatiuwung yang masih memiliki kendala yaitu promosi yang dijalankan masih menggunakan sistem konvensional seperti membuat brosur, mengikuti pameran, mempromosikan dari mulut ke mulut. Tujuan dari penelitian ini adalah untuk merancang sistem informasi pemasaran berbasis web yang dijadikan untuk sarana promosi serta media penyampaian informasi produk secara online, Adanya website ini diharapkan bisa meningkatkan hasil penjualan dan bisa memperluas jangkauan pasar. Metode yang dilakukan dalam penelitian ini yaitu metode observasi, wawancara, studi pustaka dan metode perancangan menggunakan UML (Unified Modelling Language) serta menggunakan bahasa pemrograman PHP, Sublime Text, dan database MySQL.
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Cobby, Roy William. "Searching for sustainability in the digital agriculture debate: an alternative approach for a systemic transition." Teknokultura. Revista de Cultura Digital y Movimientos Sociales 17, no. 2 (2020): 224–38. http://dx.doi.org/10.5209/tekn.69475.

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One of the key challenges for agriculture today is feeding an increasing population without contributing to climate change. Increasingly, digital agriculture is discussed as a new sociotechnical regime that could help limit emissions for farmers worldwide. While sustainability is an important issue, recent papers in the field of digital agriculture do not address the problem directly. After a literature review, this paper will focus on the importance of shared perspectives as enablers in socio-technical transitions. This paper argues that the myth of the digital sublime could act in favour of the existing and unsustainable model of agriculture. This is partly a result of hardware production and connectivity already being resource-intensive. Precisely because of this high environmental impact, the following discussion will employ the legacy of the Green Revolution to highlight the importance of precaution in deploying digital agriculture. In theory, in order to address the shortcomings of the current system, private sector companies are developing proprietary software solutions that could in practice entrench unsustainable business models. As an alternative, this paper suggests, existing open-source platforms that encourage not-for-profit collaborations between farmers should be scaled up. Through bottom-up processes, future researchers and developers should seek ways to place sustainability at the centre of their analyses, and encourage the adoption of practices that can be tailored to the diverse needs of farmers. Ultimately, stakeholders in digital agriculture should understand that sustainability principles must be encoded at all stages in the deployment of digital agriculture technologies.
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M Lutfi MA and Mevta Sinthia Rahasti. "SISTEM INFORMASI PENGELOLAAN ARSIP DIGITAL PADA NOTARIS DAN PPAT SORAYA ISNAINI, SH., M.Kn. KOTA MAGELANG." Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis 1, no. 2 (2022): 01–11. http://dx.doi.org/10.55606/jupsim.v1i3.647.

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Tujuan penelitian ini adalah dapat menyelesaikan permasalahan pengarsipan yang ada di kantor Notaris dan PPAT Soraya Isnaini, SH., M.Kn. Permasalahannya terdapat pada banyaknya berkas yang dikelola namun pengarsipannya masih menggunakan pengarsipan konvensional. Permasalahan tersebut dapat diselesaikan dengan merancang serta membangun sistem informasi pengelolaan arsip digital pada Notaris dan PPAT Soraya Isnaini, SH., M.Kn. Kota Magelang. Metodologi penelitian yang digunakan adalah rekayasa perangkat lunak (Software Engineering), dengan model proses waterfall. Jenis data yang dikumpulkan yaitu data primer dan sekunder yang dikumpulkan dengan cara observasi, wawancara, dokumen, angket dan studi pustaka. Perancangan yang digunakan pada penelitian ini terdiri dari perancangan proses, perancangan basis data dan perancangan interface. Perancangan proses menggunakan diagram konteks dan DFD. Perancangan basis data menggunakan MySQL. Perancangan interface menggunakan figma, serta implementasinya menggunakan framework bootstraps, framework codeigniter 3 dan text editor sublime text. Hasil penelitian ini berupa sistem informasi pengelolaan arsip digital pada notaris dan PPAT Soraya Isnaini, SH., M.Kn. Sistem informasi pengelolaan arsip digital ini telah dilakukan pengujian oleh notaris Soraya Isnaini, SH., M.Kn. beserta staf-stafnya. Hasil pengujiannya 76,67% sangat setuju dan 23,33% setuju, bahwa sistem informasi pengelolaan arsip notaris dan PPAT Soraya Isnaini, SH., M.Kn. mampu menyelesaikan permasalahan yang ada pada notaris dan PPAT Soraya Isnaini, SH., M.Kn.
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M Lutfi MA and Mevta Sinthia Rahasti. "SISTEM INFORMASI PENGELOLAAN ARSIP DIGITAL PADA NOTARIS DAN PPAT SORAYA ISNAINI, SH., M.Kn. KOTA MAGELANG." Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis 1, no. 2 (2022): 01–11. http://dx.doi.org/10.55606/jupsim.v1i2.647.

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Tujuan penelitian ini adalah dapat menyelesaikan permasalahan pengarsipan yang ada di kantor Notaris dan PPAT Soraya Isnaini, SH., M.Kn. Permasalahannya terdapat pada banyaknya berkas yang dikelola namun pengarsipannya masih menggunakan pengarsipan konvensional. Permasalahan tersebut dapat diselesaikan dengan merancang serta membangun sistem informasi pengelolaan arsip digital pada Notaris dan PPAT Soraya Isnaini, SH., M.Kn. Kota Magelang. Metodologi penelitian yang digunakan adalah rekayasa perangkat lunak (Software Engineering), dengan model proses waterfall. Jenis data yang dikumpulkan yaitu data primer dan sekunder yang dikumpulkan dengan cara observasi, wawancara, dokumen, angket dan studi pustaka. Perancangan yang digunakan pada penelitian ini terdiri dari perancangan proses, perancangan basis data dan perancangan interface. Perancangan proses menggunakan diagram konteks dan DFD. Perancangan basis data menggunakan MySQL. Perancangan interface menggunakan figma, serta implementasinya menggunakan framework bootstraps, framework codeigniter 3 dan text editor sublime text. Hasil penelitian ini berupa sistem informasi pengelolaan arsip digital pada notaris dan PPAT Soraya Isnaini, SH., M.Kn. Sistem informasi pengelolaan arsip digital ini telah dilakukan pengujian oleh notaris Soraya Isnaini, SH., M.Kn. beserta staf-stafnya. Hasil pengujiannya 76,67% sangat setuju dan 23,33% setuju, bahwa sistem informasi pengelolaan arsip notaris dan PPAT Soraya Isnaini, SH., M.Kn. mampu menyelesaikan permasalahan yang ada pada notaris dan PPAT Soraya Isnaini, SH., M.Kn.
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Syifana Putri, Riska, Ukhta Shila Rochmana, Atika Sari Mulina, et al. "INOVASI KAMUS DIGITAL TERMINOLOGI MEDIS SISTEM MUSKULOSKELETAL (MusTerm) UNTUK PENUNJANG PEMBELAJARAN MAHASISWA." VISIKES 23, no. 1 (2024): 165–73. https://doi.org/10.60074/visikes.v23i1.11234.

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The implementation of coding requires information recorded on the form including the writing of medical terminology. In the medical field, understanding medical terms is very important, because in the medical world there are many terms that are difficult to understand. The use of the internet is characterized by the development of web-based systems. The delivery of information with the website only takes a short time and can be done anywhere. Whereas currently the learning method has not used a system or application so that students find it difficult to understand and remember medical terms. The design of a website-based dictionary of medical terms aims to facilitate the learning of medical terms for students. The service is made using a Research and Development (R&D) research design with the Rapid Application Development model. PHP programming language with the help of sublime text. The result of this PKM is a digital dictionary website for medical terminology of the musculoskeletal system which consists of three stages, namely needs analysis, design, and implementation. The data in this study were collected by interviews, literature studies, and questionnaires. The digital dictionary website of medical terminology of musculoskeletal system can be implemented and used for learning media in DIII Medical Records and Health Information Study Program, Faculty of Health, Dian Nuswantoro University (Udinus).
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Junaedi, Arief, Danni Drajat, Rakha Ikbar Syihabuddin, Ullya' Maulida Damayanti, and Muhammad Fathurrochman Wahyutama. "Perancangan Perpustakaan Digital Berbasis Website Pada SMAN 18 Kabupaten Tangerang." ADI Bisnis Digital Interdisiplin Jurnal 2, no. 2 (2021): 20–26. http://dx.doi.org/10.34306/abdi.v2i2.550.

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Perkembangan dunia teknologi setiap tahunnya selalu mengalami peningkatan dan memudahkan kita melakukan hal apapun di bidangnya masing-masing. Salah satu perkembangan teknologi saat ini yang sangat penting bagi institusi pendidikan adalah teknologi sistem informasi. Sistem operasional perpustakaan yang berjalan saat ini pada SMAN 18 Kabupaten Tangerang masih bersifat manual, dalam bentuk fasilitas fisik didalam sebuah ruangan perpustakaan dengan strukur tata letak rak untuk buku-buku berbentuk fisik. Pada kondisi terkini terkait pandemi virus yang menerapkan protokol agar menghindari segala bentuk media fisik yang digunakan secara masal agar tidak menjadi media penularan virus lebih diutamakan. Hal tersebut belum dapat dipastikan sampai kapan metode pembelajaran jarak jauh (daring) dilaksanakan, untuk menyesuaikan dengan pembelajaran daring perlu juga untuk membuat sebuah perpustakaan yang dapat diakses secara online, dengan dibuatnya perancangan sistem perpustakaan digital berbasis web ini dapat mempermudah siswa/i dalam membaca dimanapun dan kapanpun tanpa perlu mendatangi perpustakaan sekolah secara langsung. Metode penelitian yang digunakan adalah pengumpulan data melalui : observasi, wawancara, dan literatur review (studi pustaka). Untuk metode analisis menggunakan metode analisa SWOT. Sistem ini dibuat dengan menggunakan perancangan model UML (Unified Modelling Language), menggunakan bahasa pemrograman PHP, menggunakan framework CI, Mysql untuk pembuatan database, Sublime Text 3 untuk membuat desain atau tampilan, Xampp sebagai server atau penghubung bahasa pemrograman dan metode pengujian yang digunakan yaitu metode Black Box Testing. Hasil yang didapat dari penelitian ini adalah sebuah perancangan perpustakaan digital berbasis website yang dapat membantu petugas pustakawan SMAN 18 Kabupaten Tangerang serta siswa/i dimasa pandemi ini.
 
 Kata Kunci: Perpustakaan, SWOT, Digital.
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