Apple dan Steve Jobs
Wednesday, October 05th, 2011 | Author:

Apple dan Steve Jobs Mengubah Dunia

Steve Jobs

Pendiri Apple Inc  Steve Jobs meninggal, Rabu (waktu AS) setelah pertempuran panjang dengan kanker pankreas. Berikut adalah beberapa tonggak sejarah Apple dalam dunia gadget:

1976 - Duo karib sejak SMU, Steven Wozniak dan Steve Jobs memulai Apple Computer. Produk pertama mereka, Apple I, dibangun dalam bentuk papan sirkuit. Mereka memeragakannya di “Homebrew Computer Club” di Palo Alto, California.

1977 - Apple meluncurkan Apple II. Sebuah komputer pribadi pertama dalam desain casing plastik dan grafis internal warna.

1983 - Apple Mulai menjual “Lisa”, sebuah komputer desktop untuk bisnis dengan antarmuka yang legendaris. Antarmuka yang masih digunakan (prinsipnya) oleh komputer sampai hari ini.

1984 - Apple merilis debut komputer Macintosh.

1985 - Apple memecat Steve Jobs terkait pertarungan internal.

September 1997 - Jobs kembali sebagai CEO sementara di Apple setelah perusahaan itu merugi lebih dari 1,8 miliar dolar AS.

November 1997 – Jobs memperkenalkan barisan baru komputer Macintosh G3 dan website yang memungkinkan konsumen membeli langsung dari Apple.

1998 - Apple memperkenalkan komputer desktop iMac.

2001 - Apple memperkenalkan iPod.

2003 - Apple membuka iTunes Store, toko online memungkinkan pengguna untuk membeli dan men-download musik, audiobooks, film dan TV.

Agustus 2004 - Jobs mengumumkan ia menjalani operasi yang sukses untuk mengangkat kanker pankreasnya.

Januari 2007 – Apple memperkenalkan iPhone.

2008 – Apple membuka App Store sebagai update ke iTunes.

Januari 2009 – Jobs mengambil cuti karena alasan kesehatan. COO Tim Cook memimpin perusahaan sementara.

Juni 2009 – Jobs kembali ke Apple setelah menjalani transplantasi hati.

April 2010 – Apple mulai menjual iPad, tablet layar sentuh 10 inci, dan memiliki pangsa 84 persen dari pasar tablet di akhir 2010.

17 Januari 2011 – Jobs mengumumkan bahwa ia akan mengambil cuti medis lain.

2 Maret 2011 – Apple meluncurkan iPad 2.

9 Agustus 2011 – Apple dipandang sebagai perusahaan AS yang paling berharga.

24 Agustus 2011 – Jobs mundur sebagai CEO dan digantikan oleh Tim Cook, chief operating officer Apple.

5 Oktober 2011 - Jobs meninggal pada usia 56 setelah pertempuran panjang dengan kanker pankreas.

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Mengapa Steve Jobs menggunakan nama buah apel untuk nama perusahaannya yang didirikan bersama Steve Wozniak?
Dilaporkan dari situs pecinta Apple, Macamour.com, ada beberapa fakta yang mungkin berhubungan dengan pemberian nama tersebut. Berikut fakta-faktanya:

Jobs pernah bekerja selama musim panas di perkebunan apel dan mengagumi label rekaman Beatles, Apple. Dia juga merasa apel adalah buah yang paling sempurna. Dikabarkan, ketika proses pemberian nama perusahaanya, Jobs dan Wozniak tidak menemukan nama yang lebih baik dari Apple.

Sedangkan untuk logo, mereka sempat memutuskan untuk menggunakan logo pohon dan banner yang mengatakan Apple Computer. Namun Jobs merasa, mereka butuh logo yang sederhana dan mereka memilih buah apel yang menjadi logo sekarang tanpa digigit. Karena merasa bentuknya seperti buah jeruk, maka diputuskan apel digigit adalah logo mereka.

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sejarah Apple lebih lanjut dapat anda baca dengan klik disini.

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-Steve Jobs & Steve Wozniak, orangkomputer fans The Beatles-

Hello Goodbye, All You Need is Love, Strawberry Fields Forever, The Beatles.

Man-Computer Symbiosis
Thursday, May 12th, 2011 | Author:

Man-Computer Symbiosis

J. C. R. Licklider
IRE Transactions on Human Factors in Electronics,
volume HFE-1, pages 4-11, March 1960

Summary

Man-computer symbiosis is an expected development in cooperative interaction between men and electronic computers. It will involve very close coupling between the human and the electronic members of the partnership. The main aims are 1) to let computers facilitate formulative thinking as they now facilitate the solution of formulated problems, and 2) to enable men and computers to cooperate in making decisions and controlling complex situations without inflexible dependence on predetermined programs. In the anticipated symbiotic partnership, men will set the goals, formulate the hypotheses, determine the criteria, and perform the evaluations. Computing machines will do the routinizable work that must be done to prepare the way for insights and decisions in technical and scientific thinking. Preliminary analyses indicate that the symbiotic partnership will perform intellectual operations much more effectively than man alone can perform them. Prerequisites for the achievement of the effective, cooperative association include developments in computer time sharing, in memory components, in memory organization, in programming languages, and in input and output equipment.

1 Introduction

1.1 Symbiosis

The fig tree is pollinated only by the insect Blastophaga grossorun. The larva of the insect lives in the ovary of the fig tree, and there it gets its food. The tree and the insect are thus heavily interdependent: the tree cannot reproduce wit bout the insect; the insect cannot eat wit bout the tree; together, they constitute not only a viable but a productive and thriving partnership. This cooperative “living together in intimate association, or even close union, of two dissimilar organisms” is called symbiosis [27].

“Man-computer symbiosis is a subclass of man-machine systems. There are many man-machine systems. At present, however, there are no man-computer symbioses. The purposes of this paper are to present the concept and, hopefully, to foster the development of man-computer symbiosis by analyzing some problems of interaction between men and computing machines, calling attention to applicable principles of man-machine engineering, and pointing out a few questions to which research answers are needed. The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today.

1.2 Between “Mechanically Extended Man” and “Artificial Intelligence”

As a concept, man-computer symbiosis is different in an important way from what North [21] has called “mechanically extended man.” In the man-machine systems of the past, the human operator supplied the initiative, the direction, the integration, and the criterion. The mechanical parts of the systems were mere extensions, first of the human arm, then of the human eye. These systems certainly did not consist of “dissimilar organisms living together…” There was only one kind of organism-man-and the rest was there only to help him.

In one sense of course, any man-made system is intended to help man, to help a man or men outside the system. If we focus upon the human operator within the system, however, we see that, in some areas of technology, a fantastic change has taken place during the last few years. “Mechanical extension” has given way to replacement of men, to automation, and the men who remain are there more to help than to be helped. In some instances, particularly in large computer-centered information and control systems, the human operators are responsible mainly for functions that it proved infeasible to automate. Such systems (“humanly extended machines,” North might call them) are not symbiotic systems. They are “semi-automatic” systems, systems that started out to be fully automatic but fell short of the goal.

Man-computer symbiosis is probably not the ultimate paradigm for complex technological systems. It seems entirely possible that, in due course, electronic or chemical “machines” will outdo the human brain in most of the functions we now consider exclusively within its province. Even now, Gelernter’s IBM-704 program for proving theorems in plane geometry proceeds at about the same pace as Brooklyn high school students, and makes similar errors.[12] There are, in fact, several theorem-proving, problem-solving, chess-playing, and pattern-recognizing programs (too many for complete reference [1, 2, 5, 8, 11, 13, 17, 18, 19, 22, 23, 25]) capable of rivaling human intellectual performance in restricted areas; and Newell, Simon, and Shaw’s [20] “general problem solver” may remove some of the restrictions. In short, it seems worthwhile to avoid argument with (other) enthusiasts for artificial intelligence by conceding dominance in the distant future of cerebration to machines alone. There will nevertheless be a fairly long interim during which the main intellectual advances will be made by men and computers working together in intimate association. A multidisciplinary study group, examining future research and development problems of the Air Force, estimated that it would be 1980 before developments in artificial intelligence make it possible for machines alone to do much thinking or problem solving of military significance. That would leave, say, five years to develop man-computer symbiosis and 15 years to use it. The 15 may be 10 or 500, but those years should be intellectually the most creative and exciting in the history of mankind.

2 Aims of Man-Computer Symbiosis

Present-day computers are designed primarily to solve preformulated problems or to process data according to predetermined procedures. The course of the computation may be conditional upon results obtained during the computation, but all the alternatives must be foreseen in advance. (If an unforeseen alternative arises, the whole process comes to a halt and awaits the necessary extension of the program.) The requirement for preformulation or predetermination is sometimes no great disadvantage. It is often said that programming for a computing machine forces one to think clearly, that it disciplines the thought process. If the user can think his problem through in advance, symbiotic association with a computing machine is not necessary.

However, many problems that can be thought through in advance are very difficult to think through in advance. They would be easier to solve, and they could be solved faster, through an intuitively guided trial-and-error procedure in which the computer cooperated, turning up flaws in the reasoning or revealing unexpected turns in the solution. Other problems simply cannot be formulated without computing-machine aid. Poincare anticipated the frustration of an important group of would-be computer users when he said, “The question is not, ‘What is the answer?’ The question is, ‘What is the question?’” One of the main aims of man-computer symbiosis is to bring the computing machine effectively into the formulative parts of technical problems.

The other main aim is closely related. It is to bring computing machines effectively into processes of thinking that must go on in “real time,” time that moves too fast to permit using computers in conventional ways. Imagine trying, for example, to direct a battle with the aid of a computer on such a schedule as this. You formulate your problem today. Tomorrow you spend with a programmer. Next week the computer devotes 5 minutes to assembling your program and 47 seconds to calculating the answer to your problem. You get a sheet of paper 20 feet long, full of numbers that, instead of providing a final solution, only suggest a tactic that should be explored by simulation. Obviously, the battle would be over before the second step in its planning was begun. To think in interaction with a computer in the same way that you think with a colleague whose competence supplements your own will require much tighter coupling between man and machine than is suggested by the example and than is possible today.

3 Need for Computer Participation in Formulative and Real-Time Thinking

The preceding paragraphs tacitly made the assumption that, if they could be introduced effectively into the thought process, the functions that can be performed by data-processing machines would improve or facilitate thinking and problem solving in an important way. That assumption may require justification.

3.1 A Preliminary and Informal Time-and-Motion Analysis of Technical Thinking

Despite the fact that there is a voluminous literature on thinking and problem solving, including intensive case-history studies of the process of invention, I could find nothing comparable to a time-and-motion-study analysis of the mental work of a person engaged in a scientific or technical enterprise. In the spring and summer of 1957, therefore, I tried to keep track of what one moderately technical person actually did during the hours he regarded as devoted to work. Although I was aware of the inadequacy of the sampling, I served as my own subject.

It soon became apparent that the main thing I did was to keep records, and the project would have become an infinite regress if the keeping of records had been carried through in the detail envisaged in the initial plan. It was not. Nevertheless, I obtained a picture of my activities that gave me pause. Perhaps my spectrum is not typical–I hope it is not, but I fear it is.

About 85 per cent of my “thinking” time was spent getting into a position to think, to make a decision, to learn something I needed to know. Much more time went into finding or obtaining information than into digesting it. Hours went into the plotting of graphs, and other hours into instructing an assistant how to plot. When the graphs were finished, the relations were obvious at once, but the plotting had to be done in order to make them so. At one point, it was necessary to compare six experimental determinations of a function relating speech-intelligibility to speech-to-noise ratio. No two experimenters had used the same definition or measure of speech-to-noise ratio. Several hours of calculating were required to get the data into comparable form. When they were in comparable form, it took only a few seconds to determine what I needed to know.

Throughout the period I examined, in short, my “thinking” time was devoted mainly to activities that were essentially clerical or mechanical: searching, calculating, plotting, transforming, determining the logical or dynamic consequences of a set of assumptions or hypotheses, preparing the way for a decision or an insight. Moreover, my choices of what to attempt and what not to attempt were determined to an embarrassingly great extent by considerations of clerical feasibility, not intellectual capability.

The main suggestion conveyed by the findings just described is that the operations that fill most of the time allegedly devoted to technical thinking are operations that can be performed more effectively by machines than by men. Severe problems are posed by the fact that these operations have to be performed upon diverse variables and in unforeseen and continually changing sequences. If those problems can be solved in such a way as to create a symbiotic relation between a man and a fast information-retrieval and data-processing machine, however, it seems evident that the cooperative interaction would greatly improve the thinking process.

It may be appropriate to acknowledge, at this point, that we are using the term “computer” to cover a wide class of calculating, data-processing, and information-storage-and-retrieval machines. The capabilities of machines in this class are increasing almost daily. It is therefore hazardous to make general statements about capabilities of the class. Perhaps it is equally hazardous to make general statements about the capabilities of men. Nevertheless, certain genotypic differences in capability between men and computers do stand out, and they have a bearing on the nature of possible man-computer symbiosis and the potential value of achieving it.

As has been said in various ways, men are noisy, narrow-band devices, but their nervous systems have very many parallel and simultaneously active channels. Relative to men, computing machines are very fast and very accurate, but they are constrained to perform only one or a few elementary operations at a time. Men are flexible, capable of “programming themselves contingently” on the basis of newly received information. Computing machines are single-minded, constrained by their ” pre-programming.” Men naturally speak redundant languages organized around unitary objects and coherent actions and employing 20 to 60 elementary symbols. Computers “naturally” speak nonredundant languages, usually with only two elementary symbols and no inherent appreciation either of unitary objects or of coherent actions.

To be rigorously correct, those characterizations would have to include many qualifiers. Nevertheless, the picture of dissimilarity (and therefore p0tential supplementation) that they present is essentially valid. Computing machines can do readily, well, and rapidly many things that are difficult or impossible for man, and men can do readily and well, though not rapidly, many things that are difficult or impossible for computers. That suggests that a symbiotic cooperation, if successful in integrating the positive characteristics of men and computers, would be of great value. The differences in speed and in language, of course, pose difficulties that must be overcome.

4 Separable Functions of Men and Computers in the Anticipated Symbiotic Association

It seems likely that the contributions of human operators and equipment will blend together so completely in many operations that it will be difficult to separate them neatly in analysis. That would be the case it; in gathering data on which to base a decision, for example, both the man and the computer came up with relevant precedents from experience and if the computer then suggested a course of action that agreed with the man’s intuitive judgment. (In theorem-proving programs, computers find precedents in experience, and in the SAGE System, they suggest courses of action. The foregoing is not a far-fetched example. ) In other operations, however, the contributions of men and equipment will be to some extent separable.

Men will set the goals and supply the motivations, of course, at least in the early years. They will formulate hypotheses. They will ask questions. They will think of mechanisms, procedures, and models. They will remember that such-and-such a person did some possibly relevant work on a topic of interest back in 1947, or at any rate shortly after World War II, and they will have an idea in what journals it might have been published. In general, they will make approximate and fallible, but leading, contributions, and they will define criteria and serve as evaluators, judging the contributions of the equipment and guiding the general line of thought.

In addition, men will handle the very-low-probability situations when such situations do actually arise. (In current man-machine systems, that is one of the human operator’s most important functions. The sum of the probabilities of very-low-probability alternatives is often much too large to neglect. ) Men will fill in the gaps, either in the problem solution or in the computer program, when the computer has no mode or routine that is applicable in a particular circumstance.

The information-processing equipment, for its part, will convert hypotheses into testable models and then test the models against data (which the human operator may designate roughly and identify as relevant when the computer presents them for his approval). The equipment will answer questions. It will simulate the mechanisms and models, carry out the procedures, and display the results to the operator. It will transform data, plot graphs (“cutting the cake” in whatever way the human operator specifies, or in several alternative ways if the human operator is not sure what he wants). The equipment will interpolate, extrapolate, and transform. It will convert static equations or logical statements into dynamic models so the human operator can examine their behavior. In general, it will carry out the routinizable, clerical operations that fill the intervals between decisions.

In addition, the computer will serve as a statistical-inference, decision-theory, or game-theory machine to make elementary evaluations of suggested courses of action whenever there is enough basis to support a formal statistical analysis. Finally, it will do as much diagnosis, pattern-matching, and relevance-recognizing as it profitably can, but it will accept a clearly secondary status in those areas.

5 Prerequisites for Realization of Man-Computer Symbiosis

The data-processing equipment tacitly postulated in the preceding section is not available. The computer programs have not been written. There are in fact several hurdles that stand between the nonsymbiotic present and the anticipated symbiotic future. Let us examine some of them to see more clearly what is needed and what the chances are of achieving it.

5.1 Speed Mismatch Between Men and Computers

Any present-day large-scale computer is too fast and too costly for real-time cooperative thinking with one man. Clearly, for the sake of efficiency and economy, the computer must divide its time among many users. Timesharing systems are currently under active development. There are even arrangements to keep users from “clobbering” anything but their own personal programs.

It seems reasonable to envision, for a time 10 or 15 years hence, a “thinking center” that will incorporate the functions of present-day libraries together with anticipated advances in information storage and retrieval and the symbiotic functions suggested earlier in this paper. The picture readily enlarges itself into a network of such centers, connected to one another by wide-band communication lines and to individual users by leased-wire services. In such a system, the speed of the computers would be balanced, and the cost of the gigantic memories and the sophisticated programs would be divided by the number of users.

5.2 Memory Hardware Requirements

When we start to think of storing any appreciable fraction of a technical literature in computer memory, we run into billions of bits and, unless things change markedly, billions of dollars.

The first thing to face is that we shall not store all the technical and scientific papers in computer memory. We may store the parts that can be summarized most succinctly-the quantitative parts and the reference citations-but not the whole. Books are among the most beautifully engineered, and human-engineered, components in existence, and they will continue to be functionally important within the context of man-computer symbiosis. (Hopefully, the computer will expedite the finding, delivering, and returning of books.)

The second point is that a very important section of memory will be permanent: part indelible memory and part published memory. The computer will be able to write once into indelible memory, and then read back indefinitely, but the computer will not be able to erase indelible memory. (It may also over-write, turning all the 0′s into l’s, as though marking over what was written earlier.) Published memory will be “read-only” memory. It will be introduced into the computer already structured. The computer will be able to refer to it repeatedly, but not to change it. These types of memory will become more and more important as computers grow larger. They can be made more compact than core, thin-film, or even tape memory, and they will be much less expensive. The main engineering problems will concern selection circuitry.

In so far as other aspects of memory requirement are concerned, we may count upon the continuing development of ordinary scientific and business computing machines There is some prospect that memory elements will become as fast as processing (logic) elements. That development would have a revolutionary effect upon the design of computers.

5.3 Memory Organization Requirements

Implicit in the idea of man-computer symbiosis are the requirements that information be retrievable both by name and by pattern and that it be accessible through procedure much faster than serial search. At least half of the problem of memory organization appears to reside in the storage procedure. Most of the remainder seems to be wrapped up in the problem of pattern recognition within the storage mechanism or medium. Detailed discussion of these problems is beyond the present scope. However, a brief outline of one promising idea, “trie memory,” may serve to indicate the general nature of anticipated developments.

Trie memory is so called by its originator, Fredkin [10], because it is designed to facilitate retrieval of information and because the branching storage structure, when developed, resembles a tree. Most common memory systems store functions of arguments at locations designated by the arguments. (In one sense, they do not store the arguments at all. In another and more realistic sense, they store all the possible arguments in the framework structure of the memory.) The trie memory system, on the other hand, stores both the functions and the arguments. The argument is introduced into the memory first, one character at a time, starting at a standard initial register. Each argument register has one cell for each character of the ensemble (e.g., two for information encoded in binary form) and each character cell has within it storage space for the address of the next register. The argument is stored by writing a series of addresses, each one of which tells where to find the next. At the end of the argument is a special “end-of-argument” marker. Then follow directions to the function, which is stored in one or another of several ways, either further trie structure or “list structure” often being most effective.

The trie memory scheme is inefficient for small memories, but it becomes increasingly efficient in using available storage space as memory size increases. The attractive features of the scheme are these: 1) The retrieval process is extremely simple. Given the argument, enter the standard initial register with the first character, and pick up the address of the second. Then go to the second register, and pick up the address of the third, etc. 2) If two arguments have initial characters in common, they use the same storage space for those characters. 3) The lengths of the arguments need not be the same, and need not be specified in advance. 4) No room in storage is reserved for or used by any argument until it is actually stored. The trie structure is created as the items are introduced into the memory. 5) A function can be used as an argument for another function, and that function as an argument for the next. Thus, for example, by entering with the argument, “matrix multiplication,” one might retrieve the entire program for performing a matrix multiplication on the computer. 6) By examining the storage at a given level, one can determine what thus-far similar items have been stored. For example, if there is no citation for Egan, J. P., it is but a step or two backward to pick up the trail of Egan, James … .

The properties just described do not include all the desired ones, but they bring computer storage into resonance with human operators and their predilection to designate things by naming or pointing.

5.4 The Language Problem

The basic dissimilarity between human languages and computer languages may be the most serious obstacle to true symbiosis. It is reassuring, however, to note what great strides have already been made, through interpretive programs and particularly through assembly or compiling programs such as FORTRAN, to adapt computers to human language forms. The “Information Processing Language” of Shaw, Newell, Simon, and Ellis [24] represents another line of rapprochement. And, in ALGOL and related systems, men are proving their flexibility by adopting standard formulas of representation and expression that are readily translatable into machine language.

For the purposes of real-time cooperation between men and computers, it will be necessary, however, to make use of an additional and rather different principle of communication and control. The idea may be highlighted by comparing instructions ordinarily addressed to intelligent human beings with instructions ordinarily used with computers. The latter specify precisely the individual steps to take and the sequence in which to take them. The former present or imply something about incentive or motivation, and they supply a criterion by which the human executor of the instructions will know when he has accomplished his task. In short: instructions directed to computers specify courses; instructions-directed to human beings specify goals.

Men appear to think more naturally and easily in terms of goals than in terms of courses. True, they usually know something about directions in which to travel or lines along which to work, but few start out with precisely formulated itineraries. Who, for example, would depart from Boston for Los Angeles with a detailed specification of the route? Instead, to paraphrase Wiener, men bound for Los Angeles try continually to decrease the amount by which they are not yet in the smog.

Computer instruction through specification of goals is being approached along two paths. The first involves problem-solving, hill-climbing, self-organizing programs. The second involves real-time concatenation of preprogrammed segments and closed subroutines which the human operator can designate and call into action simply by name.

Along the first of these paths, there has been promising exploratory work. It is clear that, working within the loose constraints of predetermined strategies, computers will in due course be able to devise and simplify their own procedures for achieving stated goals. Thus far, the achievements have not been substantively important; they have constituted only “demonstration in principle.” Nevertheless, the implications are far-reaching.

Although the second path is simpler and apparently capable of earlier realization, it has been relatively neglected. Fredkin’s trie memory provides a promising paradigm. We may in due course see a serious effort to develop computer programs that can be connected together like the words and phrases of speech to do whatever computation or control is required at the moment. The consideration that holds back such an effort, apparently, is that the effort would produce nothing that would be of great value in the context of existing computers. It would be unrewarding to develop the language before there are any computing machines capable of responding meaningfully to it.

5.5 Input and Output Equipment

The department of data processing that seems least advanced, in so far as the requirements of man-computer symbiosis are concerned, is the one that deals with input and output equipment or, as it is seen from the human operator’s point of view, displays and controls. Immediately after saying that, it is essential to make qualifying comments, because the engineering of equipment for high-speed introduction and extraction of information has been excellent, and because some very sophisticated display and control techniques have been developed in such research laboratories as the Lincoln Laboratory. By and large, in generally available computers, however, there is almost no provision for any more effective, immediate man-machine communication than can be achieved with an electric typewriter.

Displays seem to be in a somewhat better state than controls. Many computers plot graphs on oscilloscope screens, and a few take advantage of the remarkable capabilities, graphical and symbolic, of the charactron display tube. Nowhere, to my knowledge, however, is there anything approaching the flexibility and convenience of the pencil and doodle pad or the chalk and blackboard used by men in technical discussion.

1) Desk-Surface Display and Control: Certainly, for effective man-computer interaction, it will be necessary for the man and the computer to draw graphs and pictures and to write notes and equations to each other on the same display surface. The man should be able to present a function to the computer, in a rough but rapid fashion, by drawing a graph. The computer should read the man’s writing, perhaps on the condition that it be in clear block capitals, and it should immediately post, at the location of each hand-drawn symbol, the corresponding character as interpreted and put into precise type-face. With such an input-output device, the operator would quickly learn to write or print in a manner legible to the machine. He could compose instructions and subroutines, set them into proper format, and check them over before introducing them finally into the computer’s main memory. He could even define new symbols, as Gilmore and Savell [14] have done at the Lincoln Laboratory, and present them directly to the computer. He could sketch out the format of a table roughly and let the computer shape it up with precision. He could correct the computer’s data, instruct the machine via flow diagrams, and in general interact with it very much as he would with another engineer, except that the “other engineer” would be a precise draftsman, a lightning calculator, a mnemonic wizard, and many other valuable partners all in one.

2) Computer-Posted Wall Display: In some technological systems, several men share responsibility for controlling vehicles whose behaviors interact. Some information must be presented simultaneously to all the men, preferably on a common grid, to coordinate their actions. Other information is of relevance only to one or two operators. There would be only a confusion of uninterpretable clutter if all the information were presented on one display to all of them. The information must be posted by a computer, since manual plotting is too slow to keep it up to date.

The problem just outlined is even now a critical one, and it seems certain to become more and more critical as time goes by. Several designers are convinced that displays with the desired characteristics can be constructed with the aid of flashing lights and time-sharing viewing screens based on the light-valve principle.

The large display should be supplemented, according to most of those who have thought about the problem, by individual display-control units. The latter would permit the operators to modify the wall display without leaving their locations. For some purposes, it would be desirable for the operators to be able to communicate with the computer through the supplementary displays and perhaps even through the wall display. At least one scheme for providing such communication seems feasible.

The large wall display and its associated system are relevant, of course, to symbiotic cooperation between a computer and a team of men. Laboratory experiments have indicated repeatedly that informal, parallel arrangements of operators, coordinating their activities through reference to a large situation display, have important advantages over the arrangement, more widely used, that locates the operators at individual consoles and attempts to correlate their actions through the agency of a computer. This is one of several operator-team problems in need of careful study.

3) Automatic Speech Production and Recognition: How desirable and how feasible is speech communication between human operators and computing machines? That compound question is asked whenever sophisticated data-processing systems are discussed. Engineers who work and live with computers take a conservative attitude toward the desirability. Engineers who have had experience in the field of automatic speech recognition take a conservative attitude toward the feasibility. Yet there is continuing interest in the idea of talking with computing machines. In large part, the interest stems from realization that one can hardly take a military commander or a corporation president away from his work to teach him to type. If computing machines are ever to be used directly by top-level decision makers, it may be worthwhile to provide communication via the most natural means, even at considerable cost.

Preliminary analysis of his problems and time scales suggests that a corporation president would be interested in a symbiotic association with a computer only as an avocation. Business situations usually move slowly enough that there is time for briefings and conferences. It seems reasonable, therefore, for computer specialists to be the ones who interact directly with computers in business offices.

The military commander, on the other hand, faces a greater probability of having to make critical decisions in short intervals of time. It is easy to overdramatize the notion of the ten-minute war, but it would be dangerous to count on having more than ten minutes in which to make a critical decision. As military system ground environments and control centers grow in capability and complexity, therefore, a real requirement for automatic speech production and recognition in computers seems likely to develop. Certainly, if the equipment were already developed, reliable, and available, it would be used.

In so far as feasibility is concerned, speech production poses less severe problems of a technical nature than does automatic recognition of speech sounds. A commercial electronic digital voltmeter now reads aloud its indications, digit by digit. For eight or ten years, at the Bell Telephone Laboratories, the Royal Institute of Technology (Stockholm), the Signals Research and Development Establishment (Christchurch), the Haskins Laboratory, and the Massachusetts Institute of Technology, Dunn [6], Fant [7], Lawrence [15], Cooper [3], Stevens [26], and their co-workers, have demonstrated successive generations of intelligible automatic talkers. Recent work at the Haskins Laboratory has led to the development of a digital code, suitable for use by computing machines, that makes an automatic voice utter intelligible connected discourse [16].

The feasibility of automatic speech recognition depends heavily upon the size of the vocabulary of words to be recognized and upon the diversity of talkers and accents with which it must work. Ninety-eight per cent correct recognition of naturally spoken decimal digits was demonstrated several years ago at the Bell Telephone Laboratories and at the Lincoln Laboratory [4], [9]. To go a step up the scale of vocabulary size, we may say that an automatic recognizer of clearly spoken alpha-numerical characters can almost surely be developed now on the basis of existing knowledge. Since untrained operators can read at least as rapidly as trained ones can type, such a device would be a convenient tool in almost any computer installation.

For real-time interaction on a truly symbiotic level, however, a vocabulary of about 2000 words, e.g., 1000 words of something like basic English and 1000 technical terms, would probably be required. That constitutes a challenging problem. In the consensus of acousticians and linguists, construction of a recognizer of 2000 words cannot be accomplished now. However, there are several organizations that would happily undertake to develop an automatic recognize for such a vocabulary on a five-year basis. They would stipulate that the speech be clear speech, dictation style, without unusual accent.

Although detailed discussion of techniques of automatic speech recognition is beyond the present scope, it is fitting to note that computing machines are playing a dominant role in the development of automatic speech recognizers. They have contributed the impetus that accounts for the present optimism, or rather for the optimism presently found in some quarters. Two or three years ago, it appeared that automatic recognition of sizeable vocabularies would not be achieved for ten or fifteen years; that it would have to await much further, gradual accumulation of knowledge of acoustic, phonetic, linguistic, and psychological processes in speech communication. Now, however, many see a prospect of accelerating the acquisition of that knowledge with the aid of computer processing of speech signals, and not a few workers have the feeling that sophisticated computer programs will be able to perform well as speech-pattern recognizes even without the aid of much substantive knowledge of speech signals and processes. Putting those two considerations together brings the estimate of the time required to achieve practically significant speech recognition down to perhaps five years, the five years just mentioned.

References

[1] A. Bernstein and M. deV. Roberts, “Computer versus chess-player,” Scientific American, vol. 198, pp. 96-98; June, 1958.

[2] W. W. Bledsoe and I. Browning, “Pattern Recognition and Reading by Machine,” presented at the Eastern Joint Computer Conf, Boston, Mass., December, 1959.

[3] F. S. Cooper, et al., “Some experiments on the perception of synthetic speech sounds,” J. Acoust Soc. Amer., vol.24, pp.597-606; November, 1952.

[4] K. H. Davis, R. Biddulph, and S. Balashek, “Automatic recognition of spoken digits,” in W. Jackson, Communication Theory, Butterworths Scientific Publications, London, Eng., pp. 433-441; 1953.

[5] G. P. Dinneen, “Programming pattern recognition,” Proc. WJCC, pp. 94-100; March, 1955.

[6] H. K. Dunn, “The calculation of vowel resonances, and an electrical vocal tract,” J. Acoust Soc. Amer., vol. 22, pp.740-753; November, 1950.

[7] G. Fant, “On the Acoustics of Speech,” paper presented at the Third Internatl. Congress on Acoustics, Stuttgart, Ger.; September, 1959.

[8] B. G. Farley and W. A. Clark, “Simulation of self-organizing systems by digital computers.” IRE Trans. on Information Theory, vol. IT-4, pp.76-84; September, 1954

[9] J. W. Forgie and C. D. Forgie, “Results obtained from a vowel recognition computer program,” J. Acoust Soc. Amer., vol. 31, pp. 1480-1489; November, 1959

[10] E. Fredkin, “Trie memory,” Communications of the ACM, Sept. 1960, pp. 490-499

[11] R. M. Friedberg, “A learning machine: Part I,” IBM J. Res. & Dev., vol.2, pp.2-13; January, 1958.

[12] H. Gelernter, “Realization of a Geometry Theorem Proving Machine.” Unesco, NS, ICIP, 1.6.6, Internatl. Conf. on Information Processing, Paris, France; June, 1959.

[13] P. C. Gilmore, “A Program for the Production of Proofs for Theorems Derivable Within the First Order Predicate Calculus from Axioms,” Unesco, NS, ICIP, 1.6.14, Internatl. Conf. on Information Processing, Paris, France; June, 1959.

[14] J. T. Gilmore and R. E. Savell, “The Lincoln Writer,” Lincoln Laboratory, M. I. T., Lexington, Mass., Rept. 51-8; October, 1959.

[15] W. Lawrence, et al., “Methods and Purposes of Speech Synthesis,” Signals Res. and Dev. Estab., Ministry of Supply, Christchurch, Hants, England, Rept. 56/1457; March, 1956.

[16] A. M. Liberman, F. Ingemann, L. Lisker, P. Delattre, and F. S. Cooper, “Minimal rules for synthesizing speech,” J. Acoust Soc. Amer., vol. 31, pp. 1490-1499; November, 1959.

[17] A. Newell, “The chess machine: an example of dealing with a complex task by adaptation,” Proc. WJCC, pp. 101-108; March, 1955.

[18] A. Newell and J. C. Shaw, “Programming the logic theory machine.” Proc. WJCC, pp. 230-240; March, 1957.

[19] A. Newell, J. C. Shaw, and H. A. Simon, “Chess-playing programs and the problem of complexity,” IBM J. Res & Dev., vol.2, pp. 320-33.5; October, 1958.

[20] A. Newell, H. A. Simon, and J. C. Shaw, “Report on a general problem-solving program,” Unesco, NS, ICIP, 1.6.8, Internatl. Conf. on Information Processing, Paris, France; June, 1959.

[21] J. D. North, “The rational behavior of mechanically extended man”, Boulton Paul Aircraft Ltd., Wolverhampton, Eng.; September, 1954.

[22] 0. G. Selfridge, “Pandemonium, a paradigm for learning,” Proc. Symp. Mechanisation of Thought Processes, Natl. Physical Lab., Teddington, Eng.; November, 1958.

[23] C. E. Shannon, “Programming a computer for playing chess,” Phil. Mag., vol.41, pp.256-75; March, 1950.

[24] J. C. Shaw, A. Newell, H. A. Simon, and T. O. Ellis, “A command structure for complex information processing,” Proc. WJCC, pp. 119-128; May, 1958.

[25] H. Sherman, “A Quasi-Topological Method for Recognition of Line Patterns,” Unesco, NS, ICIP, H.L.5, Internatl. Conf. on Information Processing, Paris, France; June, 1959

[26] K. N. Stevens, S. Kasowski, and C. G. Fant, “Electric analog of the vocal tract,” J. Acoust. Soc. Amer., vol. 25, pp. 734-742; July, 1953.

[27] Webster’s New International Dictionary, 2nd e., G. and C. Merriam Co., Springfield, Mass., p. 2555; 1958.

Your Watch Your Personality
Saturday, July 10th, 2010 | Author:

Saat ini arloji tidak lagi sekedar sebagai penanda waktu, tetapi sudah menjadi gaya hidup yang unik bagi masing-masing pribadi seseorang. Your Watch  your personality, bisa jadi ini kalimat yang tepat menggambarkan pergeseran peran arloji saat ini.

Petunjuk waktu (Jam) ada jenis Jam Tangan (arloji), Jam poket dan Jam Dinding/Jam Meja.

Jenis Arloji (Jam) di lihat dari mesin nya terbagi menjadi 2 yaitu Elektronik dan Mekanik.

Jam Elektronik terbagi dua kembali yaitu

1a. Elektronik Digital,  yaitu jam yang tampilannya menggunakan angka digit atau tampilan analog seperti menggunakan jarum yg berputar (Jarum Panjang sebagai penunjuk menit, jarum pendek sebagai penunjuk Jam, dan jarum panjang halus sebagai penunjuk detik) dalam layar LCD (Liquid Crystall Display), menggunakan battere sebagai sumber tenaga listrik, ada juga yg menggunakan tenaga matahari atau solar cell sebagai sumber listrik jam digital ini, ada juga yang menggunakan Quartz sebagai sumber tenaga dan pembangkit sinyal (Oscillator)  untuk menggerakkan mekanik yang stabil di jam jenis ini. Kelebihannya Akurat, kelemahannya bila battere yang habis harus di ganti, jam ini di dukung oleh komponen elektronik yang terintegrasi dan full komponen elektronik tidak ada unsur mekanik dalam jam jenis ini, apabila rusak komponen elektroniknya tidak dapat di perbaiki.

1b. Elektronik Analog, yaitu jam yang tampilannya menggunakan jarum yang berputar (Jarum Panjang sebagai penunjuk menit, jarum pendek sebagai penunjuk Jam, dan jarum panjang halus sebagai penunjuk detik) menggunakan penggerak mekanik, sumber penggerak mekanik ini menggunakan battere. Kelebihannya Akurat, kelemahannya bila battere yang habis harus di ganti, jam ini gabungan komponen elektronik dan komponen mekanik.

Jam Mekanik terbagi dua kembali  juga yaitu

2a. Mekanik Manual,  yaitu jam yang tampilannya menggunakan jarum yang berputar dengan kata lain analog (Jarum Panjang sebagai penunjuk menit, jarum pendek sebagai penunjuk Jam, dan jarum panjang halus sebagai penunjuk detik) dan menggunakan penggerak mekanik, sebagai sumber penggerak mekanik ini adalah per pegas yg harus di putar manual melalui crown (kenop utama). Pada saat memutar crown ini yang perlu diperhatikan adalah putaran crown jangan sampai melebihi torsi maksimum per movement. Pemutaran crown yang melebihi kekuatan maksimum akan dapat menyebabkan kerusakan pada movement (per patah dll). Berhentilah memutar crown saat dirasakan putaran crown sudah mulai berat. Hal ini menunjukkan bahwa per movement sudah hampir mencapai putaran maksimum. Disarankan melakukan aktifitas ini pada pagi hari sebelum anda melakukan aktifitas karena dengan demikian aktifitas anda tidak akan terganggu karena harus memutar jam.

Teiwe Premiere

2b. Mekanik Automatik, yaitu jam yang tampilannya menggunakan jarum yang berputar dengan kata lain analog (Jarum Panjang sebagai penunjuk menit, jarum pendek sebagai penunjuk Jam, dan jarum panjang halus sebagai penunjuk detik). tenaga untuk menggerakkan jam akan terisi secara otomatis saat pengguna bergerak saat mengenakan jam. Gerakan jam membuat bandul automatic di dalam jam berputar dan mengisi tenaga untuk bergerak. Apabila anda tidak menggunakan jam dalam waktu lebih dari 40 jam, kemungkinan jam anda akan mati karena tenaga yang tersimpan sudah habis. Untuk tetap membuat jam itu berfungsi meskipun tidak digunakan, anda dapat memutar crown secara manual untuk mengisi tenaga jam itu kembali atau meletakkannya dalam sebuah watch winder (alat pemutar jam). Beberapa arloji automatic tidak memiliki kemampuan untuk diisi tenaga secara manual (seperti arloji buatan Jepang pada umumnya), sehingga untuk ‘memanaskan’ mesti harus digoyang-goyang.  Jam tangan mekanik ini tidak memerlukan baterai untuk sumber penggerak jam tersebut. Saat jam tersebut dikenakan, setiap gerakan si pemakai akan menggerakkan sebuah komponen bernama rotor (bentuknya seperti piringan) yang selalu berputar pada sumbuk aksis. Rotor tersebut akan menghasilkan energy yang kemudian disalurkan pada per untuk menyimpan tenaga, sehingga jam tangan tersebut akan selalu bekerja selama masih dikenakan. Apabila jam tangan automatic dilepas, jam ini masih tetap hidup sampai tenaga yang disimpan pada per tadi habis.

Seiko 5 Sport Automatic 23 jewels

Jenis jam Kinetik adalah jenis jam yang menggabungkan teknik mekanik automatic dan elektronik yaitu dengan menggunakan komponen elektronika yang di sebut Electrolit Capacitor atau di singkat ElCo yang berfungsi sebagai penyimpan listrik yang di hasil kan oleh gerakan ‘oscillating weights’ yang berputar. Oscillating weights adalah sebuah piringan metal berat yang berputar bebas ke dua arah. Pergerakan ini kemudian menghasilkan muatan magnet, kemudian medan magnet berputar melalui kumparan kabel, yang merangsang arus listrik pada kabel. Agar arus tidak mengalir kembali dan menghilangkan arus yang dihasilkan, ‘oscillating weights’ diletakkan tidak ditengah, sehingga arus selalu kearah yang diinginkan, membuat kumpulan energi positif dan mengisi batere. Tampilan jam ini rata2 analog menggunakan jarum yang berputar dengan kata lain analog (Jarum Panjang sebagai penunjuk menit, jarum pendek sebagai penunjuk Jam, dan jarum panjang halus sebagai penunjuk detik).

Jenis Jam di lihat dari Fungsi dan Kebutuhan

Chronomatic Watches

Ini adalah desain Chrono-matic dengan layar 24-jam asli, merek khas yang berasal dari pengalamannya dalam ruang eksplorasi pada awal 1960-an. Pada model ini, jam tangan berkisar pada dial dalam 24 jam, bukan 12 jam seperti yang terlihat pada layar jam tangan tradisional. 24 jam Chrono-Matic juga dilengkapi dengan mekanisme Flyback. Fungsi tambahan ini berfungsi untuk memulai operasi waktu berturut-turut tanpa perlu berhenti, reset dan restart chronograph tersebut.

Konfigurasi dial, dengan subdials pada jam 3 dan 9 dan kalender pada 06:00, masih sama dengan yang aslinya. Diatur oleh kepedulian yang sama untuk keaslian, yang Chrono-Matic membawa tanda tangan Breitling atasnya dengan B awal, simbol merek era tersebut. The-Chrono matic juga memiliki Bingkai slide-aturan, yang mengendarai sayap dan punjung yang bekerja pada panel batin. The Chrono-Matic ini didukung oleh 38-permata Breitling Kaliber 22LC, resmi kronometer-bersertifikat oleh COSC, seperti semua gerakan mengemudi Breitling instrumen pergelangan tangan.

Produksi Chrono-matic ini dibatasi sampai 1000 unit. 250 unit juga diproduksi di sebuah emas meningkat cepat 12Hour.

Specifications

Model: Chrono-Matic LE 24H
Production Years: 2006
Gender: Mens
Case Materials Available: Steel
Movement: Breitling 22LC
Power Reserve: 42 Hours
Water Resistance: 30m
Bezel: Bidirectional
Crown: Push-Down
Crystal: Sapphire
Diameter: 44mm
Thickness: 13.6mm
Weight: 98.7g
Bracelet: Navitimer
Lug Width: 22mm
Watchwinder Direction: Both
Reference Numbers: a22360

Chronograph Watches

Jam Chronograph adalah Jam tangan yang sering digunakan untuk mengukur waktu dalam acara perlombaan (Stopwatch) dan bisa juga berfungsi sebagai melihat kondisi malam atau siang hari, Moonphase.  Jam jenis kebanyakan menggunakan battere masuk dalam jenis Jam elektronik. Umumnya jam tangan chorongraph mekanik memiliki tiga tombol di bagian samping kanan. Tombol paling atas digunakan untuk mengukur detik yang dapat mengukur kecepatan sampai 1/100 (seperseratus) detik. Kemudian tombol tengah berfungsi untuk menyetel jam dan menit, sama seperti fungsi pada jam tangan biasa. Sedangkan tombol paling bawah berfungsi untuk menghentikan detik yang dinyalakan oleh tombol atas dan mebailkkannya ke posisi semula, yaitu di angka 12.

Chronometer Watches

Jam Chronometer adalah Jam tangan yang dapat digunakan pula untuk mengukur arah kompas, ketinggian (Longitude), Lintang (altitude), dan Bujur (Latitude) sama seperti halnya GPS (Global Positioning System) juga dapat mengukur suhu (Temperature).  Jam jenis ini  menggunakan mesin elektronik dan tampilan digital.

Sport Watches

Jam tangan sport biasanya dirancang untuk keperluan berbeda-beda. Misalnya jenis diver yang dirancang khusus untuk digunakan oleh penyelam.  Atau jam tangan untuk pilot yang memiliki penunjuk waktu untuk banyak negara.

Scuba Watches

Pilot WristWatches

Luxury Watches

Adalah Jam Tangan eksklusif yang dibuat dengan material berkualitas tinggi seperti emas, platinum, berlian, dan batu berharga lainnya. Untuk mengimbangi tampilan luar, biasanya jam tangan ini juga menggunakan mesin yang rumit dengan ratusan sparepart kecil (contohnya: mesin tourbillon) agar dapat memuaskan konsumennya yang merupakan golongan menengah ke atas.

Ana-Dig Watches

Jam Analog-Digital (Ana-Dig) adalah jam tangan elektronik yang menggunakan 2 tampilan sekaligus yaitu menggunakan putaran jarum jam dan angka digital.

Water Resistant Watches

Jam tangan tahan air adalah jam tangan yang tahan terhadap cipratan air maupun berada di dalam air.  Karena kadang jam juga sering dalam kondisi basah, dibawa saat berenang, atau tidak sengaja masuk kedalam air, kena hujan, kabut atau embun.

Jam tangan yang berinformasi  3 ATM berarti tahan air sampai kedalaman kurang lebih 30 meter.  Karena ATM singkatan dari Aqua Thermo Metrik adalah tekanan dalam air yang dalam ilmu fisika dinominasikan sbg bar, 1 ATM = 10 meter.

Digital Watches Trend Saat ini

Saat ini ada banyak jenis jam digital yang bisa menjadi bermacam-macam fungsi selain fungsi jam, yaitu ada sebagai GPS, music player, perekam suara, perekam gambar, memainkan gambar, sebagai foto camera, penyimpan data, sebagai telpon wireless , dan internet-an.

GPS Watches

Watches with music player & recording

Watches with Camera player & Recording

Watches with USB Flash Disk storage

WristWatches with Phone

Wristwatches Digital Now Generation

Tips Merawat Jam Tangan

Jam Tangan, sebuah aksesoris yang biasa digunakan oleh Pria dan Wanita. Berbeda dengan saya yang nggak pernah menggunakan Jam Tangan, buat apa jam yang ada diblogger kalau masih pakai jam tangan he he he, atau buat apa Handphone ada jam-nya kalau masih pakai jam tangan.

Berikut ini saya sampaikan tips merawat jam tangan bagi Anda pemakai jam tangan.

  1. Usahakan jamtangan selalu kering. Meski memiliki teknologi waterproof dan stainless stell, air yang terus menerus dibiarkan membasahi jam tangan akan memiliki efek merusak, bahkan mampu menimbulkan karat.
  2. Jangan dikenakan pada saat melakukan aktifitas berat. Hal ini akan menghindari resiko terpapar oleh panas, goncangan, cairan kimia maupun kerusakan mekanis.
  3. Bersihkan dengan sabun lunak yang tidak reaktif. Khusus bahan kulit, kristal atau berlian cukup gunakan kain kering dan bersih. Sabun digunakan dengan konsentrasi rendah, serta jumlah yang seminimal mungkin.
  4. Juka terjadi kerusaakan sebaiknya dibawa pada layanan servis sesuai merk jam tangan anda.

Sumber        :  catatanlasya.wordpress.com

Tips Beli Jam Tangan

Bagi seorang pemula dalam mengoleksi arloji kuno biasanya masih emosional (lha wong yang lama juga kadang begitu) dan biasanya kalau dibarengi dengan keadaan finansial yang baik, semua jenis jam tangan akan dibeli asal kuno tanpa memperhitungkan hal-hal lain. Dan biasanya setelah membeli lama-kelamaan dia lihat bahwa jam rolex antik yang dibeli ternyata tidak sreg atau tidak bisa dinikmati. Untuk menghindari hal-hal semacam itu, 2 orang member milist arloji antik yaitu Bang Marga dan Wiyono memiliki beberapa tip yang mungkin bisa berguna.

1. Pertama-tama kita membeli yang kita suka. Selera adalah nomor satu. Apapun merknya, kalau sudah senang apa mau dikata? Tetapi jangan kaget kalau selera Anda berubah dari waktu ke waktu. Sekarang senang model A, besok bosan pengen model B, minggu depan pengen model A lagi, dst. Seorang rekan memiliki jam tangan antik ratusan dari berbagai merek dan rentang harga yang jauh karena memang dasar pembelian adalah rasa suka.

2. Kedua perhatikan kondisi. Usahakan beli yang seorisinil mungkin pada toko jam. Kalaupun ada yang tidak orisinil, hendaknya bagian-bagian yang masih bisa ditoleransi, misalnya kaca jam rolex dan putaran (crown). Ada orang yang mempermasalahkan plat grafir (redial atau refinish) ada yang tidak. Ada juga orang yang mengutamakan keotentikan sehingga plat kotorpun asal itu karena faktor usia akan lebih bagus bila dipertahankan.

3. Usahakan membeli yang seluruhnya masih berjalan normal. Perhatikan kondisi mesin, ketepatan, bunyi detik dsb. Dari bunyi saja kita bisa tahu kondisi mesin. Kalau masalah kelambatan atau kecepatan jarum jam berjalan juga harus bisa ditoleransi misalnya tidak boleh lebih dari 5 menit. carilah pada toko jam tangan antik yang sudah berpengalaman dan professional.

4. Pertimbangan lain, beli tipe-tipe yang memang collectors’ item cth jam tangan rolex. Selain mudah menjualnya kembali (jika terpaksa), jenis-jenis tertentu mengundang kebanggaan tersendiri dan value-nya seringkali meningkat dari waktu ke waktu. Misalnya Omega NASA, Seiko first diver 6217, Rolex Explorer pertama dsb

5. Pertimbangan lain, harga. Paling baik membeli di bawah harga standar, berarti kita harus tahu lebih dulu ancar-ancar harga standar carilah di toko jam tangan antik. Kalaupun di atas harga standar, harus ada alasannya, misalnya barang benar-benar kondisi istimewa, benar-benar langka, atau benar-benar suka (beli seneng).  Mengenai harga dibawah harga standar ini juga kita harus jelas, standar siapa yang kita pakai. kalau standar yang kita pakai standar harga beli pedagang, wah kita nggak bakalan bisa dapat barang. Kecuali kita punya akses langsung ke sumber barangnya para pedagang atau toko jam tangan.

6. Dalam koleksi sebaiknya ada ‘tema’nya. Misalnya koleksi sport merek tertentu, koleksi khusus diver, koleksi dari era tahun tertentu saja, dsb. Dengan begitu kita punya banyak ‘cerita’ dan punya kekhasan dalam koleksi kita. Selain juga merupakan cara untuk mengerem kita supaya tidak gelap mata dalam membeli semua jam asal antik cth jam tangan rolex dan lainya.

Sumber: http://jamkuno.blogspot.com/2007/11/collecting-vintage-watches-tips.html

Menggunakan Tachymeter

Jika Anda membeli jam tangan, dan di lingkaran luarnya terlihat banyak angka-angka yang menunjukkan suatu skala, atau malah ada tulisan kecil tachymeter,tachymetre, atau tacheometer, maka Anda bisa melakukan pengukuran cepat terhadap kecepatan rata-rata atau memperkirakan jumlah benda yang melintas dalam satu jam tertentu.

Tachymeter

Sayangnya, kebanyakan manual yang menyertai jam tangan berfasilitas tachymeter tidak memberikan penjelasan yang memadai (atau malah tidak ada sama sekali petunjuk tentang keberadaan tachymeter ini). Untungnya, kebanyakan manual untuk jam yang beredar saat ini sudah menyertakan penjelasan tentang tachymeter ini.

Bagaimana menggunakannya ? Ambil contoh untuk mengukur kecepatan suatu mobil. Jalankan stopwatch atau chronograph ketika mobil melewati suatu “garis start” (garis start disini bisa berupa apa saja). Ketika sudah melintasi jarak 1 km atau “garis finish” (sekali lagi, garis finish hanya merupakan pembatas akhir pengukuran), stop stopwatch tersebut. Lihat pembacaan jarum stopwatch yang menunjuk ke skala tachymeter.

Lalu lihat jarum stopwatch tersebut, ambil contoh stopwatch berhenti di 30 detik. Lihat pembacaan di skala tachymeter. Pembacaan menunjukkan angka 120. Artinya kecepatan rata-rata mobil tersebut adalah 120 km/jam.

Ambil contoh lain, kita akan mengukur kecepatan rata-rata seorang pelari jarak pendek 100 m. Ketika mulai berlari, jalankan stopwatch. Ketika sudah melintasi garis finish, hentikan stopwatch. Misalkan waktu yang dihabiskan untuk berlari 100 m adalah 10 detik. Lihat pembacaan di skala tachymeter yang menunjukkan angka 400, berarti si pelari berlari dengan kecepatan 400 km/jam ? Tunggu dulu, kenyataannya si pelari hanya berlari 100 m atau 1/10 km. Angka 400 perlu dibagi dengan 10 untuk mendapatkan kecepatan rata-rata 40 km/jam.

Tachymeter hanya berfungsi dengan baik ketika waktu tempuh diatas 7,2 detik tetapi dibawah 60 detik. Jika lebih dari 1 menit, ikuti saja trik diatas, perkecil pengukuran dalam beberapa ratus meter misalnya, jangan lupa dibagi dulu agar pembacaannya mendekati akurat.

Bagaimana jika objek bergerak sangat cepat, roket misalnya ? Coba saja ukur dengan waktu yang sedikit lebih lama, diatas 7,2 detik. Misal saja dalam pengukuran didapat angka 25 detik (skala tachymeter adalah 140), tetapi kita bisa menebak bahwa jarak yang ditempuh adalah 5 km. Tinggal kalikan saja angka 140 dengan 5, artinya kecepatan rata-rata adalah 700 km/jam.

Aplikasi lainnya, bisa saja untuk mengukur unit yang diproduksi dalam satu jam. Misal kita akan mengukur berapa banyak suatu barang diproduksi dalam satu jam. Jalankan stopwatch, dan anggaplah setelah 10 unit kita menghentikan pengukuran dan jarum stopwatch menunjukkan angka 45 detik. Skala tachymeter menunjukkan angka 80.

Kalikan saja angka 80 dengan 10 untuk mendapatkan angka 800 unit yang diproduksi tiap jamnya. Itulah sedikit contoh pengukuran dengan tachymeter. Tachymeter dirancang independen terhadap satuan (kilometer per jam, mil per jam, atau bahkan unit diproduksi per jam).

Gampangnya, tachymeter mengubah waktu tempuh dalam detik per X ke X per jamnya.

Sumber: http://mashaki.wordpress.com/2008/01/26/menggunakan-tachymeter/

Arloji (merujuk istilah untuk jam tangan) menurut versi sejarah barat mulai dikembangkan pada tahun 1600an yang merupakan pengembangan jam berpenggerak per/pegas pada tahun 1400an. Timeline untuk perkembangan arloji adalah sebagai berikut :

  • 1500-an (german); Peter henlein membua arloji saku pertamakali.
  • 1485; Leonardo d Vinci membuat sketsa penggerak jam
  • Awal 1600-an; Arloji makin digemari, modelnya dibentuk seperti hewan atau objek lain. Tema-tema religi adalah tema yang paling populer.
  • 1635; penggerak arloji diadaptasi dari jam ke arloji
  • 1659 – 1675; Christian Huygens menemukan “Remontoire”
  • 1687; Daniel Quare mematenkan mekanisme pengeluangan yang menggunakan bel untuk setiap 1/4 jam dan 1 jam.
  • 1750; pembuat arloji mulai menggunakan lapisan pada permukaan arloji
  • 1775; Abraham Lous Breguet membangun Toko pembuat jam di Paris – Prancis
  • 1791; J.F. Bautte membangung perusahaan arloji yang nantinya menjadi cikal bakal Girard-Perragaux
  • 1807; Thomas Young menemukan perekam chronograph
  • 1809; Luther Goddard of Shrewsbury, Massachusetts merupakan manufaktur arloji pertama di Amerika
  • 1820; Thomas Prest mematenkan arloji penggerak otomatiknya
  • 1833 Antoine LeCoultre memulai bisnis pembuatan arlojinya yang nantinya berkembang menjadi Jaeger-LeCoultre
  • 1837; Toko Tiffany untuk pertamakalinya dibuka.
  • 1843; Adrien Philippe mengembangkan arloji dengan penggerak dan pengatur melalui “crown”
  • 1844; Fungsi Mulai, Berhenti dan reset Chronograph ditemukan oleh Adolph Nicole
  • 1844; Antoine LeCoultre menemukan millionometre
  • 1848; Louis Brandt membuka bengkel arlojinya di La Chaux-de-Fonds yang nantinya berkembang menjadi perusahaan arloji Omega
  • 1853; Tissot membuat arloji dua zona waktu yang pertama
  • 1858; Minerva di dirikan.
  • 1860; Heuer di dirikan.
  • 1865; Zenith di dirikan
  • 1881; Movado di dirikan
  • 1884; Grenwich, Ingris dinyatakan sebagai titik nol meridian dan digunakan sebagai basis zona waktu dunia
  • 1886; Geneva Seal dikembangkan
  • 1894; Universal Geneve dikembangkan
  • 1905; Hans Wilsdorf memulai perusahaan arloji Rolex
  • 1914; Eterna memperkenalkan arloji pertama dengan alarm
  • 1918; Jepang: Perusahaan arloji Shakosha dibuka yang nantinya berkembang menjadi Citizen di tahun 1931
  • 1923; John Harwood adalah yang pertama kali memproduksi massal arloji penggerak otomatik
  • 1924; Tokyo: Merek Seiko di perkenalkan oleh Kinttaro Hattori
  • 1926; Rolex memperkenalkan casing tahan air untuk pertama kalinya yang dikenal dengan “Oyster”
  • 1929; Arloji pertama yang anti magnet dibuat oleh Tissot
  • 1933; Ingersoll memperkenalkan arloji mickey mouse
  • 1956; Rolex memperkenalkan arloji pertama yang menampilkan hari dan tanggal
  • 1957; Hamilton memperkenalkan arloji pertama yang menggunakan tenaga batterai
  • 1962; Rado memperkenalkan arloji pertama yang tahan gores dan dikenal dengan “Diastar 1?
  • 1962; ETA Swis mengembangkan arloji modern bertanaga batterai
  • 1970; Hamilton mengeluarkan “Pulsar”, arloji digital elektronik yang pertama.
  • 1972; Longines dan Seiko memperkenalkan LCD (Liquid Crystal Display)
  • 1980; Hublot didirikan
  • 1983; SMH Swiss memperkenalkan merek Swatch
  • 1985; Swiss Heuer Company merger dengan TAG dan berganti nama menjadi TAG Heuer
  • 1986; Audemars Piguet memperkenalkan pertama kali penggerak tourbillon
  • 1991; Franck Muller didirikan
  • 1999; Casio berinovasi dengan arloji dengan GP

http://www.hobbiarloji.com

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Top Ten Tips For Implementing E-Learning
Tuesday, July 06th, 2010 | Author:

Berikut kutipan pendapat seorang pakar dari Inggris, Jane Knight. Beliau adalah pendiri e-Learning Centre, suatu lembaga konsultasi independen tentang e-learning, sekaligus editor situs http://www.e-learningcentre.co.uk.

Ada beberapa tips yang perlu diperhatikan bagi siapa saja yang ingin mengimplementasikan e-learning didalam organisasi. Bacalah petunjuk dibawah ini :

[1] E-learning lebih dari sekedar e-training. Banyak pelatihan di organisasi di masa lalu yang mengambil pola pelatihan dalam bentuk sangat formalÍÅisebut ÅÌursus¡¦ Adapun kini, banyak orang sudah mengetahui bahwa sekitar 70% proses pembelajaran berlangsung di lingkungan informal organisasi, semisal tidak dalam ruang kelas atau ketika bekerja melalui kursus online, namun sesungguhnya dalam aktivitas kerja sehari-hari, para pekerja membawa pulang pekerjaan merekaÍÎencari informasi, membaca dokumen, berbicara dengan kolega mereka, dan sebagainya. Itulah sebentuk aktivitas pembelajaran informal yang perlu didukung dan diperkuat melalui fasilitas yang online. Oleh karena itu, e-learning tidak hanya e-training, melainkan juga mengenai informasi, komunikasi, kolaborasi, dukungan kinerja dan berbagi pengetahuan.

[2] Ųuick n Dirty Works”. Kompleks, rumit, interaktif, instruksional, banyak biaya untuk multimedia e-learning, waktu yang lama untuk membangun, dan kemungkinan perangkat komputer yang sudah tidak up-to-date dengan perkembangan terakhir. Dalam banyak kasus, solusi termudah adalah adanya respon yang cepat dari pengelola, termasuk penyediaan kebutuhan pembelajaran.

[3] Komunikasi dan kolaborasi adalah kuncinya. Jangan lupa bahwa pembelajaran adalah suatu aktivitas sosial, dan terkadang anda akan lebih ÅÑowerful¡¦atau ÅÎenjadi lebih tenang¡¦ketika mengikuti proses pembelajaran yang melibatkan sekian banyak komunitas online dan jaringan, dan dengan memperkuat kolaborasi diantara para pembelajar dimana kita dapat saling bertukar bahan. Yakinkan diri anda bahwa anda memang menyediakan peluang dan kesempatan bagi banyak orang untuk komunikasi, berkolaborasi dan berbagi pengetahuan.

[4] ŵhe magic is in the mix¡¦ Banyak solusi pembelajaran formal terkadang bekerja ketika mereka dikombinasikan (campuran) dengan hal-hal tradisional, yaitu aktivitas face-to-face, untuk membentuk solusi ÅÄampuran¡¦ Cara ini akan memberikan pengalaman pembelajaran yang lebih lengkap dan bervariasi bagi siapa saja yang perlu bekerja dalam program pembelajaran sepanjang waktu.

[5] Pembelajaran harus diawali dari kebutuhan individu. Coba anda temukan apa yang diperlukan oleh orang banyak tentang kebutuhan mereka untuk belajar tentang pekerjaan mereka dan temukan pula bagaimana, dimana atau kemana dan kapan mereka menginginkan belajar. Lalu, jika sudah, coba rancang solusi pembelajaran yang dapat membantu mereka. Giatkan para pekerja untuk swa-motivasi (self-directed) dalam pembelajaran dan tumbuhkan rasa tanggung jawabnya dan bantulah mereka dalam memahami dan membangun e-learning.

[6] Ūf you build it, they wonÃÕ necessarily use it¡¦ Perhatikan, jangan mentang-mentang anda sudah menciptakan solusi dalam e-learning, lalu anda memaksakan para pembelajar untuk datang beramai-ramai dan menggunakannya. Anda mungkin akan menemui dan harus menanggulangi beberapa hambatan yang datang dari organisasi dan personal, sebelum para pembelajar ÅÎembeli¡¦dan ÅÎembawa pulang¡¦ e-learning. Intinya, mereka perlu melihat dan membuktikan e-learning sebagai sesuatu yang membawa keuntungan bagi mereka dan memantapkan langkah mereka dalam belajar.

[7] E-learning harus disesuaikan dengan kondisi organisasi bersangkutan. Ingatlah, tidak ada formula ajaib dalam merancang e-learning dalam sebuah organisasi; anda akan melihat banyak perbedaan di setiap organisasi. Maka, e-learning harus disesuaikan dengan sasaran-sasaran bisnis, budaya organisasi, keinginan-keinginan para pekerja dan gaya belajar setiap individu. Dengan memperhatikan faktor-faktor itu, anda akan dapat merancang solusi e-learning yang paling cocok bagi organisasi anda.

[8] Ŧ-learning = solusi bisnis¡¦ Suatu strategi e-learning yang dirancang dengan baik sangatlah diperlukan dalam kaitannya dengan sasaran bisnis, semisal peningkatan produktivitas atau penjualan, atau meningkatkan loyalitas konsumen. Banyak organisasi masih begitu concern dengan melatih sekian banyak orang, dan yang menjadi pertanyaan, apakah setiap pekerja yang mengikuti pelatihan itu lulus. Pada akhir pelatihan, tidaklah penting seberapa banyak yang telah dipelajari para pekerja, yang penting justru adalah bagaimana mereka mengaplikasikan apa yang telah mereka pelajari, dan bagaimana kinerja setiap individu dan pada akhirnya, peningkatan kinerja perusahaan. E-learning, sebagaimana pembelajaran itu sendiri, bermakna bagaimana akhir dari sesuatu, tetapi bukan akhir itu sendiri.

[9] Koordinasikan segala upaya e-learning anda. Bagian Human Resources, Teknologi Informasi dan unit-unit bisnis perlu bekerjasama untuk menciptakan suatu lingkungan yang efektif bagi aplikasi e-learning. Banyak organisasi telah menemukan bahwa setiap perbedaan dalam bisnis telah menjadi bahan kompetisi bagi vendor yang berbeda. Untuk itulah diperlukan beberapa pusat pengendali untuk memilih sistem e-learning yang tepat sehingga keputusan yang diambil dapat berguna bagi setiap bagian di dalam organisasi.

[10] Just Do It !¡¦ Akhirnya, anda harus tahu bahwa banyak organisasi yang menghabiskan waktu hanya untuk merencanakan penggunaan e-learning. Mereka ingin tahu apakah segalanya akan bekerja jika mereka menggunakannya. Nah, nasihat terbaik yang bisa saya berikan adalah : START SMALL, THINK BIG and GO !!!

Apa itu E-learning ?
Tuesday, July 06th, 2010 | Author:

Teknologi mengalami kemajuan pesat di segala bidang termasuk di bidang pendidikan. Untuk itu metode pendidikan lama atau konvensional menjadi kurang efektif karena terbentur masalah ruang dan waktu. Maka dari itu metode e-learning menjadi solusinya. Apa sebenarnya e-learning itu? dan bagaimana penerapannya dalam dunia pendidikan?.

Secara definisi E-learning adalah semua yang mencakup pemanfaatan komputer dalam menunjang peningkatan kualitas pembelajaran, termasuk di dalamnya penggunaan mobile technologies seperti PDA dan MP3 players. Juga penggunaan teaching materials berbasis web dan hypermedia, multimedia CD-ROM atau web sites, forum diskusi, perangkat lunak kolaboratif, e-mail, blogs, wikis, computer aided assessment, animasi pendidikan, simulasi, permainan, perangkat lunak manajemen pembelajaran, electronic voting systems, dan lain-lain. Juga dapat berupa kombinasi dari penggunaan media yang berbeda [Thomas Toth, 2003; Athabasca University, Wikipedia].

Dapat disimpulkan bahwa E-learning adalah sistem atau konsep pendidikan yang memanfaatkan teknologi informasi dalam prose belajar mengajar. Jadi teknologi informasi berperan besar di sini.

Sejarah E-learning

E-learning atau pembelajaran elektronik pertama kali diperkenalkan oleh universitas Illionis di Urbana-Champaign dengan menggunakan sistem instruksi berbasis komputer (computer-assisted instruktion) dan komputer bernama PLATO. Sejak saat itu, perkembangan e-learning berkembang sejalan dengan perkembangan dan kemajuan teknologi. Berikut perkembangan e-learning dari masa ke masa :

* Tahun 1990 : Era CBT (Computer-Based Training) di mana mulai bermunculan aplikasi e-learning yang berjalan dalam PC standlone ataupun berbentuk kemasan CD-ROM. Isi materi dalam bentuk tulisan maupun multimedia (Video dan Audio) DALAM FORMAT
mov, mpeg-1, atau avi.

* Tahun 1994 : Seiring dengan diterimanya CBT oleh masyarakat sejak tahun 1994 CBT muncul dalam bentuk paket-paket yang lebih menarik dan diproduksi secara masal.

* Tahun 1997 : LMS (Learning Management System). Seiring dengan perkembangan teknologi internet, masyarakat di dunia mulai terkoneksi dengan internet. Kebutuhan akan informasi yang dapat diperoleh dengan cepat mulai dirasakan sebagai kebutuhan mutlak dan jarak serta lokasi bukanlah halangan lagi. Dari sinilah muncul LMS. Perkembangan LMS yang makin pesat membuat pemikiran baru untuk mengatasi masalah interoperability antar LMS yang satu dengan lainnya secara standar. Bentuk standar yang muncul misalnya standar yang dikeluarkan oleh AICC (Airline Industry CBT Commettee), IMS, IEEE LOM, ARIADNE, dsb.

* Tahun 1999 sebagai tahun Aplikasi E-learning berbasis Web. Perkembangan LMS menuju aplikasi e-learning berbasis Web berkembang secara total, baik untuk pembelajar (learner) maupun administrasi belajar mengajarnya. LMS mulai digabungkan dengan situs-situs informasi, majalah dan surat kabar. Isinya juga semakin kaya dengan perpaduan multimedia, video streaming serta penampilan interaktif dalam berbagai pilihan format data yang lebih standar dan berukuran kecil.

Untuk menyampaikan pembelajaran nya, e-learning tidak harus selalu menggunakan internet. Banyak media -media lain yang dapat digunakan selain internet. Seperti intranet, cd, dvd, mp3, PDA dan lain-lain.. Penggunaan teknologi internet pada e-learning umumnya dengan pertimbangan memiliki jangkauan yang luas. Ada juga beberapa lembaga pendidikan dan perusahaan yang menggunakan jaringan intranet sebagai media e-learning sehingga biaya yang disiapkan relatif lebih murah.

Keuntungan lain belajar dengan metode e-learning seperti menghemat waktu , mengenhemat biaya perjalanan, menghemat biaya pendidikan, menjangkau wilayah geograis yang luas dan melatih kemandirian para pelajar dalam mendapatkan ilmu pengetahuan.semoga metode pembelajaran ini menjadi solusi pendidikan di indonesia.