Search results for "INTERACTION"

showing 10 items of 5710 documents

Learning About Forces Using Multiple Representations

2017

We present two research-based interventions to measure upper secondary student learning of forces using multiple representations (MRs). The first intervention is the Representational Variant of the Force Concept Inventory (R-FCI) – a multiple-choice test for evaluating students’ representational consistency in answering triplets of isomorphic items in the context of forces. The second intervention is an interaction diagram (ID) – a visual representation that helps students to identify forces resulting from interactions between two objects. Students’ representational consistency on the R-FCI pre-test correlated with their normalised learning gain on the Force Concept Inventory (FCI) suggesti…

Consistency (negotiation)Diagram (category theory)Interaction overview diagramContext (language use)Free body diagramPsychologyRepresentation (mathematics)Force Concept InventoryTest (assessment)Cognitive psychology
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CONTENT-BASED ANALYSIS OF MODES IN DESIGN ENGINEERING

2007

Content based analysisComputer scienceHuman–computer interactionMental representationDesign thinkingReflective thinking
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Examining the Performance of Brand-Extended Thematic-Content : The Divergent Impact of Avid- and Skim-Reader Groups

2017

Today, the reading online content is a daily habit for many users. In an online environment, users encounter brands, who hope to attract visitors to their online spheres of influence through brand-extended thematic-content. The purpose of this study is to investigate this phenomenon and assess its impact on both the readers of the content and the brands. To do this, we use structural equation modeling to analyze data from two groups, skim readers and avid readers, who vary in terms of the behaviors they invest in the reading of brand-extended thematic-content. The findings reveal that brand-extended thematic-content affects divergently on the brand attitude formation of these two groups. Sp…

Content marketingmedia_common.quotation_subjectcontent marketinguses and gratificationsAffect (psychology)Structural equation modelingArts and Humanities (miscellaneous)Reading (process)Phenomenon0502 economics and businessinteraction frequencySocial mediaContent (Freudian dream analysis)ta512General Psychologymedia_commonAttitudebusiness.industry05 social sciencessocial media brandingHuman-Computer Interactionaffect transfer050211 marketingPsychologybusinessSocial psychology050203 business & managementComputers in Human Behavior
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A conceptual framework for ubiquitous mobile environments.

2008

The aim of this paper is to reflect upon and develop a conceptual framework that addresses the relationship between real and virtual life, with a particular focus on mobile gaming as one potential methodology for learning. The comprehension of the virtual-real life relationship is relevant not only to mobile gaming, but also to the ongoing discussions about and development of ubiquitous computing.

Context-aware pervasive systemsUbiquitous robotUbiquitous computingConceptual frameworkComputer scienceHuman–computer interactionMobile computingMobile searchMobile WebMobile technologyPORTABLE-POLYTRONIC 2008 - 2nd IEEE International Interdisciplinary Conference on Portable Information Devices and the 2008 7th IEEE Conference on Polymers and Adhesives in Microelectronics and Photonics
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Context and User-Centered Approaches: Icons in Cross-Cultural Context

2014

Culture is embodied in how people interact with other individuals and with their environment. It is a way of life formed under specific historical, natural and social conditions. Cross-cultural communication environment, user/actor and task/situation is the key triplet in our context research. In this chapter, context is discussed as a multidimensional concept and icons in cross-cultural environments are introduced. The authors present Kiyoki's semantic associative search method, and introduce an example of applying an icon-based platform for cross-cultural communication with Kiyoki’s method for searching and creating context-dependent cross-cultural information. This cross-cultural communi…

Contextual designComputer scienceHuman–computer interactionEmbodied cognitionKey (cryptography)Natural (music)Context (language use)IconcomputerStructuringcomputer.programming_languageTask (project management)
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La enseñanza basada en preguntas : La ley de Ampère y el término de Maxwell

2020

Frecuentemente a los maestros de Física y de Matemáticas se les recomienda una enseñanza activa de estas áreas del conocimiento, que consiste en una interacción continua entre el maestro y el estudiante. Con una metáfora de un interrogatorio adecuado, se pretende mostrar al docente una manera de orientar al estudiante en su aprendizaje, motivándolo a recuperar conocimientos previos o causándole un conflicto cognitivo que lo lleve a reformular su aprendizaje. Esta manera de proceder didácticamente se ha llamado enseñanza basada en preguntas, cuya primera referencia histórica nos remite a la Grecia antigua. En este trabajo se presenta la enseñanza de la ley de Ampère con la generalización de …

Continuous interactionRecallMetaphormedia_common.quotation_subjectCognitionAncient GreeceGeneralization (learning)Mathematics educationComputingMilieux_COMPUTERSANDEDUCATION:PEDAGOGÍA [UNESCO]AmpereUNESCO::PEDAGOGÍAmedia_commonMathematics
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UNIVERSITY STUDENTS’ GROWTH GOALS, OPPORTUNITIES FOR GOAL FULFILLMENT, AND PERCEIVED UNIVERSITY AND MESOSYSTEM SUPPORT

2021

This study assessed the relationship between students’ growth goals and perceived opportunities to achieve these goals in Latvia and the perceived support from the university and the mesosystem. Socialization models emphasize that the setting of personal goals occurs in continuous interaction with the sociocultural context, which includes perceived opportunities to achieve these goals and the interpersonal environment. Both – perceived support from close people (mesosystems) and perceived support from the university – are significant for students. The study involved 432 university students between 18 and 49. We have assessed the extent to which students’ goals regarding education, work, and…

Continuous interactionacademic support; growth goals; mesosystem support; perceived opportunitiesbusiness.industrymedia_common.quotation_subjectSocializationSocial environmentInterpersonal communicationStructural equation modelingPersonal developmentWork (electrical)InstitutionbusinessPsychologySocial psychologymedia_commonSOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference
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A novel strategy for solving the stochastic point location problem using a hierarchical searching scheme

2014

Stochastic point location (SPL) deals with the problem of a learning mechanism (LM) determining the optimal point on the line when the only input it receives are stochastic signals about the direction in which it should move. One can differentiate the SPL from the traditional class of optimization problems by the fact that the former considers the case where the directional information, for example, as inferred from an Oracle (which possibly computes the derivatives), suffices to achieve the optimization-without actually explicitly computing any derivatives. The SPL can be described in terms of a LM (algorithm) attempting to locate a point on a line. The LM interacts with a random environme…

Continuous-time stochastic processMathematical optimizationOptimization problemControlled random walkTime reversibilityDiscretized learning02 engineering and technologyTime reversibilityLearning automataStochastic-point problem0202 electrical engineering electronic engineering information engineeringElectrical and Electronic EngineeringStochastic neural networkMathematicsBinary treeLearning automata020206 networking & telecommunicationsRandom walkComputer Science ApplicationsHuman-Computer InteractionControl and Systems Engineering020201 artificial intelligence & image processingStochastic optimizationSoftwareInformation Systems
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Reliable Planar Object Pose Estimation in Light Fields From Best Subaperture Camera Pairs

2018

International audience; A light-field camera can obtain richer information about a scene than a usual camera. This property offers a lot of potential for robot vision. In this paper, we present a method for pose estimation of a planar object with a light-field camera. The light-field camera can be regarded as a set of sub-aperture cameras. Although any combination of them can theoretically be used for the pose estimation, the accuracy depends on the combination. We show that the estimated pose error can be reduced by selecting the best pair of sub-aperture cameras. We have evaluated the accuracy of our approach with real experiments using a light-field camera in front of planar targets held…

Control and OptimizationComputer scienceProperty (programming)Biomedical EngineeringComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONSet (abstract data type)PlanarArtificial Intelligence[INFO.INFO-RB]Computer Science [cs]/Robotics [cs.RO]Computer visionPoseComputer Science::DatabasesGround truthbusiness.industryMechanical EngineeringAstrophysics::Instrumentation and Methods for Astrophysics[INFO.INFO-CV]Computer Science [cs]/Computer Vision and Pattern Recognition [cs.CV]16. Peace & justiceObject (computer science)Computer Science ApplicationsHuman-Computer InteractionControl and Systems EngineeringComputer Science::Computer Vision and Pattern RecognitionComputer Vision and Pattern RecognitionArtificial intelligencebusiness
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Evaluating Accessibility and Usability of an Experimental Situational Awareness Room

2018

New advanced emergency management facilities such as a control room which is equipped with advanced ICT technologies should consider universal design principles and ensure the accessibility and usability of some important technical functions available in the room. This paper aims at evaluating the accessibility and usability of an experimental control room. This room has a flexible architecture, i.e., the information displays are interchangeable through drag-drop system on a control-panel. We used a complementary heuristic and user testing approach. A video analysis, open questionnaire and discussion with testers were applied to detect technology usage barriers. The results show that the pr…

Control roomsEmergency managementSituation awarenessbusiness.industryComputer scienceUniversal designUsability05 social sciencesControl (management)Usability02 engineering and technologyAccessibilityControl roomUniversal designSituational awarenessInformation and Communications TechnologyHuman–computer interaction0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing0501 psychology and cognitive sciencesbusinessUser testing050107 human factorsDesk
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