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Using the Prototype of Table Tennis Software in Managing Table Tennis Tournament

机译:使用乒乓球软件的原型在管理乒乓球锦标赛中

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Currently, the table tennis game still has many problems. Poor registration process often stirs up controversy due to the limitation placed on the number of participants who can attend the game. The magnitude of the participants due to the large numbers of diverse age groups further complicates timely and accurate scheduling. There are also varieties of age fraud being done as a result of lack of computerization in athlete registration system. This study is aimed at: (1) The production of the design for the table tennis software and (2) Getting a good performance from the table tennis software design. The special research is targeted at a well-performing and well-validated table tennis information system. In this research, the creation of the system is founded upon the software design method in reference to Pressman (2012). The first step is analysis, which consists of user needs analysis, job analysis and technology analysis. The next includes the design of block diagrams, interface design and program flowchart design (flowchart). After that comes the process of translating the modules of the design results-using the programming language, into the form of application or as it is commonly called; coding / implementation. The last stage is testing the system using Black Box Testing system. In this stage, the functionality of each button and the items contained in each form is tested for effectiveness. The result of functional testing with black box testing as a base is; first, it states that all buttons, interface pages and menus can work properly. The app is then further tested for eligibility by the users of the tournament, referee and general users. As a result, the referee's feasibility test scores 90 from a scale of 100 (very feasible), and the user aspect scores 80 out of a 100 (feasible) scale. Generally, referee users and ordinary users attest to the fact that this app is worth using.
机译:目前,乒乓球比赛仍然存在很多问题。由于可以参加游戏的参与者数量的限制,差的注册过程经常激起争议。由于大量不同年龄组而导致的参与者的大小进一步复杂化了及时和准确的调度。由于运动员登记系统中缺乏计算机化,还有各种年龄欺诈。本研究旨在:(1)制作乒乓球软件的设计和(2)从乒乓球软件设计获得良好的性能。特殊研究是针对良好且验证良好的乒乓球信息系统的目标。在这项研究中,系统的创建基于新闻稿(2012)的软件设计方法。第一步是分析,由用户需求分析,工作分析和技术分析组成。下一个包括框图的设计,接口设计和程序流程图设计(流程图)。之后是将设计结果的模块翻译使用编程语言,进入应用程序的形式或通常称为;编码/实施。最后一级正在使用黑匣子测试系统测试系统。在该阶段,测试每个按钮的功能和每个表单中包含的项目以获得有效性。用黑色盒子测试作为基础的功能测试的结果是;首先,它指出所有按钮,接口页面和菜单可以正常工作。然后,该应用程序进一步测试了锦标赛,裁判和一般用户的用户的资格。结果,裁判的可行性测试从100的范围(非常可行)的等级来评分90,并且用户方面以100(可行)的比例中的80分。通常,裁判用户和普通用户证明这个应用程序值得使用的事实。

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