COPYRIGHT (in Indonesia)

copyright adalah suatu produk yang sudah dilindungi hak
ciptanya oleh undang-undang. seharusnya masyarakat
mematuhi undang2 hak cipta tersebut dengan membeli
semua yang benar2 asli, bukan bajakan. tetapi dengan
semakin berkembangnya tekhnologi, semakin tinggi pula
tingkat pembajakan yang ilegal di Indonesia. pemikiran
masyarakat memang cerdas, mereka ingin semua yg di
jualnya laris di pasaran, tetapi mereka tidak memikirkan
sebenarnya pembajakan itu mempunyai sanksi hukum.
 tapi begini lah kenyataannya yang terjadi di indonesia.
tingkat ekonmi yang semakin menurun dan harga yang
berlabel asli sangat mahal mengakibatkan semua masalah
biaya bisa di atasi tanpa memikirkan pertanggungjawaban
untuk melakukan pembajakan tersebut.contohnya adalah
kaset vcd, dvd, bahkan software software pun banyak
sekali yang memakai bajakan.tetapi pada hal itu semua mereka
mencantumkan tulisan/kata-kata yang meyakinkan bahwa itu semua asli.
sungguh pintar sekali masyarakat kita membuat sesuatu yang bajakan.
itu semua sangat sulit di atasi lagi banyaknya masyarakat
indonesia membat hal tersebut  semakin menyebar
luas ke pemikiran2 masyarakat. mungkin sedikit sekali
atau hanya beberapa yang menggunakan sesuatu yang benar2
asli hak ciptanya. demi mewujudkan indonesia yang benar2
bisa mematuhi undang2 hak ciptam kita sebagai masyarakat
sedikit demi sedikit seharusnya mencoba belajar memiliki
sesuatu yang benar2 asli.

Management Information System

Faculty members in Management Information Systems (MIS) examine information technology and information systems within an organizational context. Members of the group have established research programs that span a wide range of topics —from technical issues, such as the use of artificial intelligence to valuate strategic alternatives and the impact of different graphical representations in systems analysis and design, to organizational and strategic issues, such as adoption and diffusion of innovative and disruptive technologies in small businesses, the role of Institutional Theory in understanding technology selection, knowledge transfer between information technology (IT) and non-IT professionals within a firm, knowledge management, project management, on-line education, and electronic government. A diverse set of research methodologies are employed to investigate these topics, including computer simulations, laboratory experiments, large-scale surveys, in-depth interviews, and participant observation. The common thread throughout this body of research is rich interaction between people, processes, and technology.

Overview of Windows Embedded NavReady

Windows Embedded NavReady is the development tool that provides the technologies for building handheld portable navigation devices (PNDs) that connect to online services, Bluetooth-capable mobile phones, Windows-based PCs, and the Internet. Windows Embedded NavReady is based on Windows Embedded CE. PNDs built on Windows Embedded NavReady provide location-aware services and connect to other devices to make hands-free phone calls, stream music, and exchange data. The architecture of the OS supports the connected navigation device experience, which enables applications to receive information or access services from various sources, including Bluetooth-enabled devices, Internet servers, Live Search Engines, desktop computers, or car audio kits. Devices built with Windows Embedded NavReady are based on an ARM microprocessor, provide USB connectivity, and include a custom portable navigation device (PND) user interface (UI). Users can carry these devices when they are in the car or on-the-go, enabling them to stay connected with their phone contacts, music, and information about the latest news, weather, and traffic.
Windows Embedded NavReady provides new technologies in componentized form that can be incorporated into new or existing CE 5.0 designs, with the same support and product lifecycle as CE 5.0. The Bluetooth profiles delivered in NavReady are based on proven Bluetooth software stacks that are thoroughly tested and delivered on production-quality code. NavReady also provides the key elements needed to enable Internet-based Live Search: client component, API, protocol, proxy, and service; and the Windows SideShow components that help build PNDs which offer rich experiences when connected to one of many types of Windows Vista PCs via Wi-Fi, Bluetooth, or USB.

Human-Centered Intranet Design

Have you ever tried discussing Tolstoy with a vacuum cleaner? This is precisely how many users feel when trying to interact with their systems in a technologically driven work environment. And I do mean interact. Although the word is usually associated with social activity, interacting with technology is exactly what we're doing every time we sit in front of our computers.
There's an unfortunate disconnect between how humans naturally function and what a lot of technology delivers. Technology needs to function as an extension of our own abilities, but users are often left scratching their heads or pounding their keyboards in frustration. It's ironic that while intranets aim to bring workers together in collaborative effort they can also alienate individual users who struggle to decipher poorly developed or overly complicated systems. This makes about a much sense as creating more bureaucracy to eliminate red tape.
The human-computer relationship can be an uneasy one. But it doesn't, and shouldn't, have to be that way. Just as physical ergonomics is important to the health of the body, cognitive ergonomics is important to the health of the mind. Developers need to have a deeper understanding that regardless of what technology allows them to do, the end product must conform to the natural way in which humans work.
Human-System Disconnect
Users have always tried to reconcile the way in which they naturally work with how technology makes them work (or in some cases changes the way they work). For those not in a technology-driven field, or not used to working with computers beyond a word processor, this is not an easy task — especially when software is getting bigger; more elaborate; and consequently, more complicated.
We've all heard the same buzzwords associated with software — intuitive, user-friendly, easy-to-learn, ready out-of-the-box — but more often than not, users are in conflict, rather than in concert, with their systems. Simplicity is touted as a major selling point to convince users that what they're about to install or use isn't threatening. But user manuals end up longer than the code itself, system interfaces make users cross-eyed, and figuring out how to perform a task requires more effort than the task itself. This makes users feel as though they have to run a mile to gain an inch; and the payoff of technology, in the long run, isn't always apparent to those outside of IT.
This disparity in the human-computer relationship can be fueled by the manner in which software is developed. Too often solutions are created with technology as the primary focus, when it should be the users. This notion of human-centered design isn't a new one, but it's one that hasn't received the attention it should from developers.
The vast discipline of human-computer interaction (HCI) is dedicated to improving the relationship between human users and computer tools. The ACM and SIGCHI defines HCI as "...a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them." HCI practitioners include professionals from various fields including engineers, designers, psychologists, and social scientists. 

Understanding the Causes of Human-Computer Disconnect
There's really no single overriding cause for this human-computer disconnect, and it varies from individual user to user. The list of human factors affecting interaction with technology is a long one. It can be the result of poorly written software, human limitations and behaviors, personal intuition, user habits, prior experience, cultural biases, and environmental conditions.
Effective use of technology, like most other skills, must be learned. No one can use a brand new system with efficiency from the outset regardless of how user-friendly it claims to be, or how much skill the user has. The opinion users get during this stage will form the basis for their future interaction with the system — a sort of technological first impressions. They will either connect with it after some basic training and independent experimentation, or they will find the system too difficult to use (or learn to use) effectively and eschew the technology for simpler manual methods.
It's the intranet developers' responsibility to make this connection with users. But it's easy for them to get carried away when developing new systems with new technology because of the initial WOW-factor. Soon they start adding in bells-and-whistle just because they can, and the central focus of development slips to technology and experimenting with what it can do. Developers can't connect with users through their own excitement with technology. Users don't care what it can do, they just want to do.

Computer Game on Mars; Design for Communication Device

As the pictures from the Mars Rover and the Mars Satellites come back in greater detail we will begin to see computer video games, which will have the Martian Surface as their backdrop. These computer video games are becoming more and more defined and realistic. NASA themselves have put together virtual reality and augmented reality settings to train astronauts and the CAVE Institute has also been gather data sets and digital pictures and video to make VR Mars experiences a reality here on Earth. Currently there are over 1.6 million digital high quality pictures of the Martian Surface which have been beamed back to Earth and this is enough to make a super Xbox 360 experience for you in your own living room your new Plasma High Definition TV.

One of the challenges now to go with that backdrop is to design realistic components, space surface vehicles astronaut suits, space habitats and devices, such as hand held communication devices that the video game characters will use. Now then this will take a little extra thought, as it is important for video programmers to stay ahead of the game. First off these astronauts will not be holding in their hands anything looking as silly as a cellular phone. Chances are they will communicate via devices on their neck which will sense the vibrational movements of their vocal cords and send them via voice activated sound or directly to a device in their fellow astronauts ear or a tiny microchip inside the ear near the ear bones, which will run off the electromagnetic induction of a miniaturized unit catching pulse and brain waves to power it up. So to be realistic as a gamming programmer you need to be thinking here.