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1

&NA;. "A Walkthrough." PACEsetterS 4, no. 3 (2007): 22–25. http://dx.doi.org/10.1097/01.jbi.0000393570.66235.8a.

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2

Morse, Janice M. "The Armchair Walkthrough." Qualitative Health Research 9, no. 4 (1999): 435–36. http://dx.doi.org/10.1177/104973299129121956.

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3

Hamblin, Lydia E., Lynnette Essenmacher, Mark Luborsky, et al. "Worksite Walkthrough Intervention." Journal of Occupational and Environmental Medicine 59, no. 9 (2017): 875–84. http://dx.doi.org/10.1097/jom.0000000000001081.

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4

Lv, Hong Yan, Fang Liu, and Lin Lin. "Application of Scene Simulation Technology to the Walkthrough System." Applied Mechanics and Materials 373-375 (August 2013): 2165–68. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.2165.

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In this paper, the application of Scene Simulation technology to walkthrough is introduced in detail, and two key links of system implement with the scene simulation technology are analyzed, which are the construction of three-dimensional model and the implement of the walkthrough drive engine. MultiGen and OpenGVS are selected to be the walkthrough system development platform. The whole system realization from the construction of three-dimensional model to implement of the walkthrough drive engine is discussed particularly.
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5

Feng, Xiaohan, and Makoto Murakami. "Exploring the Potential use of Game Walkthrough in Education: Comparison of Various Forms of Serious Games." International Journal on Integrating Technology in Education 11, no. 3 (2022): 35–48. http://dx.doi.org/10.5121/ijite.2022.11303.

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The advantages of using serious games for education have already been proven in many studies, especially narrative VR games, which allow players to remember more information. On the other hand, game walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience. This study investigates whether game walkthrough of serious games can have the same learning effect as serious games. Use game creation (samples) and questionnaires, this study will compare the information that viewers remember from game walkthrough and actual game play, analyze their strengths and we
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6

Mody, Christopher. "OCT case study walkthrough." Optician 2016, no. 9 (2016): 145834–1. http://dx.doi.org/10.12968/opti.2016.9.145834.

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Chiu, Chih Ming, Shao Shin Hung, Jyh Jong Tsay, and Kuo Kuang Fan. "Utilizing Traveral Sequence Order for Storage Layout in Walkthrough." Applied Mechanics and Materials 311 (February 2013): 147–52. http://dx.doi.org/10.4028/www.scientific.net/amm.311.147.

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3D walkthrough (henceforth referred as WT) becomes popular and apparent when the volume of query processing in some 3D scenery (e.g., the walkthrough system and the 3D museum navigation systems) is considered. In this scenario, different people with similar behaviours induce completely different space-time traversal patterns in a recoded traversal sequence. This is because they navigate different paths, and their surrounding backgrounds are different. What are common across such sequences of the same behaviours are the underlying induced walkthrough fields. We want to make use of regions of co
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Zheng, Gang, Ping Xu, and Huan Xin. "The Research of City Walkthrough System Based on Voice Navigation." Advanced Materials Research 490-495 (March 2012): 766–69. http://dx.doi.org/10.4028/www.scientific.net/amr.490-495.766.

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Digital walkthrough technology has been widely applied in the city planning in resent years, while the existing techniques of digital walkthrough has the disadvantage of unitary operation and speech interaction deficiency. Based on the above analysis, aimed to overcome the conventional techniques disadvantage, the paper introduces the novel theory of virtual technology and voice control technology, researching the application of voice navigation in digital walkthrough designed and studied by combining the actual need of the city planning.
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Kitajima, Muneo. "Cognitive Walkthrough for the Web." Journal of Japan Society for Fuzzy Theory and Systems 14, no. 5 (2002): 446–60. http://dx.doi.org/10.3156/jfuzzy.14.5_14.

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10

Shah, Razeef Mohd, Muheet Ahmed Butt, and Majid Zaman Baba. "Predictive Analytic Modeling: A Walkthrough." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 6 (2017): 421–26. http://dx.doi.org/10.23956/ijarcsse/v7i6/0305.

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11

Iwata, Hiroo. "Force displays for walkthrough simulator." Journal of the Acoustical Society of America 92, no. 4 (1992): 2438. http://dx.doi.org/10.1121/1.404587.

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12

Goswami, Sumit, Hemu Agrawal, Ashok Kumar Ashok Kumar, S. C. Saxena, and Mohinder Singh. "Virtual Walkthrough System for Library." DESIDOC Bulletin of Information Technology 26, no. 1 (2006): 3–16. http://dx.doi.org/10.14429/dbit.26.1.3670.

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13

Mody, Christopher. "Case study: OCT assessment walkthrough." Optician 2016, no. 5 (2016): 141595–1. http://dx.doi.org/10.12968/opti.2016.5.141595.

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Mody, Christopher. "Case study: OCT assessment walkthrough." Optician 2016, no. 6 (2016): 142841–1. http://dx.doi.org/10.12968/opti.2016.6.142841.

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15

Co, Annalene Grace Edu, and Roselle Matammu Soriano. "Classroom walkthrough observations in a state university: On grounded theory." International Journal of Evaluation and Research in Education (IJERE) 11, no. 2 (2022): 839. http://dx.doi.org/10.11591/ijere.v11i2.21900.

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The primary goal of this classroom walkthrough observation study was to come up with a theoretical framework that improves the instruction process in a public university in Region 02, Philippines. Walkthroughs in classrooms are done quickly and unexpectedly, usually by school administrators in the facility. In addition to deans and program chairpersons, nine educational leaders (deans and program co-chairs) and 37 faculty members took part in the study by the chain or snowball sampling. A core category (phenomena) was formed, conceptual tags were assigned, and a theoretical model that describe
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16

Esclapés, Javier, Daniel Tejerina, Marco Aurelio Esquembre, and Joaquim Bolufer. "Propuesta metodológica para la generación de recorridos virtuales interactivos." Virtual Archaeology Review 4, no. 9 (2013): 212. http://dx.doi.org/10.4995/var.2013.4276.

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<p>Virtual walkthroughs have become one of the most effective tools for the dissemination of archaeological heritage, particularly in those cases in which the site, by location or by their morphology, can not be visited. In this paper we describe the workflow for producing such tools, focusing on its two main phases: 3D digital documentation and the use of a game engine to create a virtual walkthrough. In this same line, as a case study, we describe the intervention in the archaeological site “Cova del Barranc del Migdia”, located on the southern face of Mount Montgó, within the Montgó N
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17

Liu, Fang, Li Hui, and Wei Tong. "The Research and Application of Virtual Transformer Substation Roaming Platform Based on the OpenGVS." Applied Mechanics and Materials 347-350 (August 2013): 3804–8. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.3804.

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Roaming platform is the most important part of the virtual reality, with which can shorten the exploitation time to a great extend. This walkthrough platform is based on virtual transformer substation, and has added collision detect, mouse identifying, natural phenomenon simulation and some other key technologies. This system can basically come to the need of a walkthrough platform.
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18

Sharma, Kinshuk, Saif Hameed, S. M. P. Khurana, and Zeeshan Fatima. "The ‘Monster‘ of Tuberculosis: A Walkthrough." Biotech Today 3, no. 1 (2013): 21. http://dx.doi.org/10.5958/j.2322-0996.3.1.003.

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19

Taylor, Craig E., Stuart D. Werner, and Steve Jakubowski. "Walkthrough Method for Catastrophe Decision Making." Natural Hazards Review 2, no. 4 (2001): 193–202. http://dx.doi.org/10.1061/(asce)1527-6988(2001)2:4(193).

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20

Rajbhandari, Sachit, and Johannes Keizer. "The AGROVOC Concept Scheme – A Walkthrough." Journal of Integrative Agriculture 11, no. 5 (2012): 694–99. http://dx.doi.org/10.1016/s2095-3119(12)60058-6.

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21

Fathy, Ghada M., Hanan A. Hassan, Walaa M. Sheta, and Reem Bahgat. "Efficient framework for mobile walkthrough application." Pervasive and Mobile Computing 18 (April 2015): 40–54. http://dx.doi.org/10.1016/j.pmcj.2014.08.008.

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22

Tang, Sosena TW. "Binocular vision walkthrough part 3 - diplopia." Optician 2016, no. 8 (2016): 144603–1. http://dx.doi.org/10.12968/opti.2016.8.144603.

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23

Tang, Sosena T. W. "Binocular vision walkthrough part 1 - asthenopia." Optician 2016, no. 3 (2016): 116–1. http://dx.doi.org/10.12968/opti.2016.3.116.

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24

Hung, Shao-Shin, and Damon Shing-Min Liu. "Using prefetching to improve walkthrough latency." Computer Animation and Virtual Worlds 17, no. 3-4 (2006): 469–78. http://dx.doi.org/10.1002/cav.149.

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25

Chan, Bin, Wenping Wang, and Mark Green. "Design and Speedup of an Indoor Walkthrough System." International Journal of Virtual Reality 4, no. 4 (2000): 55–70. http://dx.doi.org/10.20870/ijvr.2000.4.4.2656.

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This paper describes issues in designing a practical walkthrough system for indoor environments. We propose several new rendering speedup techniques implemented in our walkthrough system. Tests have been carried out to benchmark the speedup brought about by different techniques. One of these techniques, called dynamic visibility, which is an extended view frustum algorithm with object space information integrated. It proves to be more efficient than existing standard visibility preprocessing methods without using pre-computed data.
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26

Funkhouser, Thomas, Seth Teller, Carlo Séquin, and Delnaz Khorramabadi. "The UC Berkeley System for Interactive Visualization of Large Architectural Models." Presence: Teleoperators and Virtual Environments 5, no. 1 (1996): 13–44. http://dx.doi.org/10.1162/pres.1996.5.1.13.

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Realistic-looking architectural models with furniture may consist of millions of polygons and require gigabytes of data—far than today's workstations can render at interactive frame rates or store in physical memory. We have developed data structures and algorithms for identifying a small portion of a large model to load into memory and render during each frame of an interactive walkthrough. Our algorithms rely upon an efficient display database that represents a building model as a set of objects, each of which can be described at multiple levels of detail, and contains an index of spatial ce
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27

Bligård, Lars-Ola, and Anna-Lisa Osvalder. "Enhanced Cognitive Walkthrough: Development of the Cognitive Walkthrough Method to Better Predict, Identify, and Present Usability Problems." Advances in Human-Computer Interaction 2013 (2013): 1–17. http://dx.doi.org/10.1155/2013/931698.

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To avoid use errors when handling medical equipment, it is important to develop products with a high degree of usability. This can be achieved by performing usability evaluations in the product development process to detect and mitigate potential usability problems. A commonly used method is cognitive walkthrough (CW), but this method shows three weaknesses: poor high-level perspective, insufficient categorisation of detected usability problems, and difficulties in overviewing the analytical results. This paper presents a further development of CW with the aim of overcoming its weaknesses. The
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28

Zhao, Pengcheng, Qingwu Hu, Zhixiong Tang, and Mingyao Ai. "A Smooth Transition Algorithm for Adjacent Panoramic Viewpoints Using Matched Delaunay Triangular Patches." ISPRS International Journal of Geo-Information 9, no. 10 (2020): 596. http://dx.doi.org/10.3390/ijgi9100596.

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The unnatural panoramic image transition between two adjacent viewpoints reduces the immersion and interactive experiences of 360° panoramic walkthrough systems. In this paper, a dynamic panoramic image rendering and smooth transition algorithm for adjacent viewpoints is proposed. First, the feature points of adjacent view images are extracted, a robust matching algorithm is used to establish adjacent point pairs, and the matching triangles are formed by using the homonymous points. Then, a dynamic transition model is formed by the simultaneous linear transitions of shape and texture for each
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29

Tang, Sosena TW. "Binocular vision walkthrough part 4 – cosmetic appearance." Optician 2016, no. 12 (2016): 149185–1. http://dx.doi.org/10.12968/opti.2016.12.149185.

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30

Rizal, Aminuddin. "A Quick Walkthrough untuk Pengenalan Teknologi IC." Ultima Computing : Jurnal Sistem Komputer 11, no. 1 (2019): 24–28. http://dx.doi.org/10.31937/sk.v11i1.1103.

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Technology brought by human race has been evolving from known stone age, axe age, wood age and until we now reach the point where semiconductor or integrated circuit (IC) technology support human life. Its implicitly important to us to know, how current technology developed and what possible next technology look like. In this paper, we emphasize the quick walkthrough how our scientist and practical engineer made IC. Furthermore, a cheat sheet provided for a very basic equation we use when we made IC. Experiment on this research performed by using open source software which allow others to redo
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31

Stansfield, S. A. "Virtual Environments for Architectural Walkthrough: Three Applications." International Journal of Virtual Reality 2, no. 3 (1996): 36–43. http://dx.doi.org/10.20870/ijvr.1996.2.3.2612.

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This paper presents a review of three virtual environments (VE) for architectural walkthrough currently available within the Virtual Reality/Intelligent Simulation Laboratory at Sandia National Laboratories. The applications for which these VEs were designed are discussed and a brief description of the modeling procedures is presented.
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32

Cohen-Or, D., Y. L. Chrysanthou, C. T. Silva, and F. Durand. "A survey of visibility for walkthrough applications." IEEE Transactions on Visualization and Computer Graphics 9, no. 3 (2003): 412–31. http://dx.doi.org/10.1109/tvcg.2003.1207447.

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33

KITA, Yusuke, and Teruyuki MONNAI. "DESCRIPTION OF URBAN MODALITIES BY WALKTHROUGH EXPERIMENTS." Journal of Architecture and Planning (Transactions of AIJ) 75, no. 651 (2010): 1159–68. http://dx.doi.org/10.3130/aija.75.1159.

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34

Novick, David G. "Using the cognitive walkthrough for operating procedures." Interactions 6, no. 3 (1999): 31–37. http://dx.doi.org/10.1145/301153.301166.

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Bennett, David J., and Paul Stephens. "A cognitive walkthrough of Autopsy Forensic Browser." Information Management & Computer Security 17, no. 1 (2009): 20–29. http://dx.doi.org/10.1108/09685220910944731.

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Herrmann, Thomas, Kai‐Uwe Loser, and Isa Jahnke. "Sociotechnical walkthrough: a means for knowledge integration." Learning Organization 14, no. 5 (2007): 450–64. http://dx.doi.org/10.1108/09696470710762664.

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37

Baccouche, Alexandre, Kevin Montagne, Adrien Padirac, Teruo Fujii, and Yannick Rondelez. "Dynamic DNA-toolbox reaction circuits: A walkthrough." Methods 67, no. 2 (2014): 234–49. http://dx.doi.org/10.1016/j.ymeth.2014.01.015.

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38

Hundhausen, C. D., D. Fairbrother, and M. Petre. "An Empirical Study of the “Prototype Walkthrough”." ACM Transactions on Computer-Human Interaction 19, no. 4 (2012): 1–36. http://dx.doi.org/10.1145/2395131.2395133.

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Yospanya, Poonna, and Yachai Limpiyakorn. "Decoding Deformed Barcode Images with Scanpath Walkthrough." International Journal of Multimedia and Ubiquitous Engineering 10, no. 1 (2015): 137–248. http://dx.doi.org/10.14257/ijmue.2015.10.1.13.

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Patel, Preyesh. "Access cavity walkthrough: lower mandibular first molar." Dental Update 42, no. 10 (2015): 983–85. http://dx.doi.org/10.12968/denu.2015.42.10.983.

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41

Beer, Tyra, Tatyana Anodenko, and Andrew Sears. "A Pair of Techniques for Effective Interface Evaluation: Cognitive Walkthroughs and Think-Aloud Evaluations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (1997): 380–84. http://dx.doi.org/10.1177/107118139704100184.

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Developing effective user interfaces is an iterative process. Early evaluations tend to focus on finding severe problems that need to be fixed as early as possible. As the design evolves, attention shifts toward smaller details so less severe problems are also of interest. To succeed, it is important to apply the most effective evaluation techniques at each stage. In this paper, we explain why cognitive walkthrough and think-aloud evaluations complement each other and report the results of a study that compares these techniques for use late in the development process. Our study shows that cogn
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42

Tang, Sosena TW. "Binocular vision walkthrough Part 2 – unilateral reduced acuity." Optician 2016, no. 5 (2016): 130–1. http://dx.doi.org/10.12968/opti.2016.5.130.

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43

Light, Ben, Jean Burgess, and Stefanie Duguay. "The walkthrough method: An approach to the study of apps." New Media & Society 20, no. 3 (2016): 881–900. http://dx.doi.org/10.1177/1461444816675438.

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Software applications (apps) are now prevalent in the digital media environment. They are the site of significant sociocultural and economic transformations across many domains, from health and relationships to entertainment and everyday finance. As relatively closed technical systems, apps pose new methodological challenges for sociocultural digital media research. This article describes a method, grounded in a combination of science and technology studies with cultural studies, through which researchers can perform a critical analysis of a given app. The method involves establishing an app’s
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44

Andre, Terence S., H. Rex Hartson, and Robert C. Williges. "Determining the Effectiveness of the Usability Problem Inspector: A Theory-Based Model and Tool for Finding Usability Problems." Human Factors: The Journal of the Human Factors and Ergonomics Society 45, no. 3 (2003): 455–82. http://dx.doi.org/10.1518/hfes.45.3.455.27255.

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Despite the increased focus on usability and on the processes and methods used to increase usability, a substantial amount of software is unusable and poorly designed. Much of this is attributable to the lack of cost-effective usability evaluation tools that provide an interaction-based framework for identifying problems. We developed the user action framework and a corresponding evaluation tool, the usability problem inspector (UPI), to help organize usability concepts and issues into a knowledge base. We conducted a comprehensive comparison study to determine if our theory-based framework an
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Tremoulet, Patrice D. "Clinical decision support for intervention reduction in neonatal patients: A usability assessment." DIGITAL HEALTH 8 (January 2022): 205520762211136. http://dx.doi.org/10.1177/20552076221113696.

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Objective This study investigated how effectively simplified cognitive walkthroughs, performed independently by four nonclinical researchers, can be used to assess the usability of clinical decision support software. It also helped illuminate the types of usability issues in clinical decision support software tools that cognitive walkthroughs can identify. Method A human factors professor and three research assistants each conducted an independent cognitive walkthrough of a web-based demonstration version of T3, a physiologic monitoring system featuring a new clinical decision support software
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46

Ikemoto, Kazuo, Hiroshi Nozawa, Atuki Naka, Naoki Saiwaki, and Shogo Nishida. "A Data Management Structure for Spatio-Temporal Walkthrough." IEEJ Transactions on Electronics, Information and Systems 121, no. 1 (2001): 142–49. http://dx.doi.org/10.1541/ieejeiss1987.121.1_142.

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47

Susanto, M. Rifky Naratama, Annisa Adytia Putri, Muh Andriansya Azhari, and Lutfi Rahmatuti Maghfiroh. "Uji Kegunaan Perangkat Lunak menggunakan Metode Cognitive Walkthrough." Seminar Nasional Official Statistics 2021, no. 1 (2021): 918–25. http://dx.doi.org/10.34123/semnasoffstat.v2021i1.758.

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Praktek Kerja Lapangan (PKL) Politeknik Statistika STIS angkatan 60, khususnya divisi Sistem Komunikasi dan Kolaborasi (Sikoko) merancang sebuah forum diskusi daring berbasis web untuk memenuhi kebutuhan kegiatan, yaitu wadah diskusi saat pelaksanaan kegiatan PKL sedang berlangsung. Hal tersebut menimbulkan suatu permasalahan tentang tampilan web yang harus dibuat menyesuaikan pengguna, yaitu mahasiswa. Apabila tampilannya tidak ramah pengguna, tentu akan menghambat pengguna untuk menggunakan forum tersebut. Penelitian mengenai desain antarmuka pengguna dari web Forum PKL dilakukan dengan meng
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WEI, Wei, Xin-yu GUO, Chun-jiang ZHAO, and Sheng-lian LU. "View-dependent greenhouse scene modeling and interactive walkthrough." Journal of Computer Applications 29, no. 3 (2009): 888–91. http://dx.doi.org/10.3724/sp.j.1087.2009.00888.

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Chhugani, J., B. Purnomo, S. Krishnan, et al. "vLOD: High-Fidelity Walkthrough of Large Virtual Environments." IEEE Transactions on Visualization and Computer Graphics 11, no. 01 (2005): 35–47. http://dx.doi.org/10.1109/tvcg.2005.17.

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50

Jimmy Chim, R. W. H. Lau, Hong Va Leong, and Antonio Si. "Cyberwalk: a web-based distributed virtual walkthrough environment." IEEE Transactions on Multimedia 5, no. 4 (2003): 453–65. http://dx.doi.org/10.1109/tmm.2003.819094.

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