Claim Missing Document
Check
Articles

Found 2 Documents
Search

Exploring User Experiences of Chat GPT and Google Gemini AI : A SUS and EUCS Approach Rizky Abriansah, Fausta; Dwi Kurniawan, Nanda; Rendi Ferdian, Praditya; Nurin Nabil Ma'arif, Daffa; Maulana Firdaus, Azmi; Angga, Pratama
Journal of Information Technology, Computer Engineering and Artificial Intelligence (ITCEA) Vol. 1 No. 2 (2024): Journal of Information Technology, Computer Engineering and Artificial Intellig
Publisher : Redtech Putra Benua

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study evaluates user experience and satisfaction of two AI platforms, Chat GPT and Google Gemini, using the System Usability Scale (SUS) and End-User Computing Satisfaction (EUCS) approaches. The study involved 78 respondents from diverse backgrounds who provided evaluations based on five main dimensions of usability (Learnability, Efficiency, Memorability, Error, Pleasantness) and five dimensions of user satisfaction (Content, Accuracy, Format, Ease of Use, Timeliness). The results show that both platforms achieved a "Satisfied" category with an average usability and satisfaction score above 3.75. The lowest scores were recorded in Error and Timeliness variables, while Learnability and Format showed the highest scores. This study also revealed a significant positive correlation between usability and user satisfaction, providing recommendations for improvements in Error and Timeliness areas. These findings offer valuable insights for developing more user-friendly and responsive AI platforms in the future. 
Pelatihan Virtual Reality untuk Branding Sekolah di Era Digital Angga, Pratama; Widodo, Edi; Winarti, Titin
Jurnal Pengabdian Masyarakat Teknologi dan Pendidikan (MANTAP) Vol. 1 No. 2 (2024): Jurnal Pengabdian Masyarakat Teknologi dan Pendidikan (Jurnal Mantap)
Publisher : Redtech Putra Benua

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This training program aims to enhance the skills of students at SMK Kristen Surakarta in utilizing Virtual Reality (VR) technology to support school branding. The program was designed to provide an in-depth understanding of how VR can be used as an innovative and effective promotional tool. The training involved 27 students from grades X to XII, with pretest and posttest participation from 21 and 18 respondents, respectively. The results showed an increase in understanding of VR integration for promotional media from 20% to 94%. Additionally, 96% of participants demonstrated improved critical thinking skills in utilizing VR technology for school branding. These findings indicate that the training successfully enhanced participants' skills and understanding in effectively leveraging VR.