Search results for "tietokone"

showing 10 items of 350 documents

Laboratory phase‐contrast nanotomography of unstained Bombus terrestris compound eyes

2021

Imaging the visual systems of bumblebees and other pollinating insects may increase understanding of their dependence on specific habitats and how they will be affected by climate change. Current high-resolution imaging methods are either limited to two dimensions (light- and electron microscopy) or have limited access (synchrotron radiation x-ray tomography). For x-ray imaging, heavy metal stains are often used to increase contrast. Here, we present micron-resolution imaging of compound eyes of buff-tailed bumblebees (Bombus terrestris) using a table-top x-ray nanotomography (nano-CT) system. By propagation-based phase-contrast imaging, the use of stains was avoided and the microanatomy co…

HistologyMaterials sciencecompound eyesOsmium Tetroxidemedia_common.quotation_subjectSynchrotron radiation02 engineering and technologyPathology and Forensic Medicinelaw.inventionlaboratory nano-CT03 medical and health scienceschemistry.chemical_compoundNuclear magnetic resonancelawContrast (vision)AnimalsMicroscopy Phase-Contrasttietokonetomografia030304 developmental biologymedia_common0303 health sciencesbiologykimalaisetCompound eyeX-Ray MicrotomographybumblebeeBees021001 nanoscience & nanotechnologybiology.organism_classificationphase contrast systemkuvantaminenOsmium tetroxidechemistryTransmission electron microscopycomparisonBombus terrestrisTomographyElectron microscope0210 nano-technologyLaboratoriesTomography X-Ray ComputedSynchrotronssilmät
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NewSQL Database Management System Compiler Errors : Effectiveness and Usefulness

2022

Modern database management is often faced with a high number of concurrent end-users, and the need for database distribution to ensure fault tolerance and high throughput. To flexibly address these challenges, many modern database management systems (DBMS) provide highly automated and effortless, i.e., highly usable database distribution, deployment, and maintenance. However, the usability considerations are yet to extend from the aforementioned DBMS features to query language compilers. In this study, based on participant answers (N = 157), we compare the error message qualities of four modern DBMSs (CockroachDB, SingleStore, NuoDB, and VoltDB) using one objective and three subjective metr…

Human-Computer InteractionSQLkäytettävyysihmisen ja tietokoneen vuorovaikutusviestitvirheettietokannatHuman Factors and ErgonomicskyselykieletComputer Science Applicationstietojärjestelmätkäyttäjätutkimus
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Self‐Directed Learning in Creative Activity : An Ethnographic Study in Technology‐Based Work

2020

Under conditions of rapid changes in working life, there is an urgent need to examine the nature of creativity and learning in organizations. The aim of this study was to investigate the nature of self‐directed learning (SDL) practices in creative activity in technology‐based work. We focus on both individual and collective practices but also on the importance of organizational culture. The data consist of 46 interviews and observational field notes collected from participating organizations. Thematic and ethnographic analyses were utilized as tools to reveal the nature of SDL in creative activity. We found three themes describing of the nature of SDL in creative activity: a combination of …

Independent studyetnografiaVisual Arts and Performing ArtsoppiminenitseohjautuvuusOrganizational cultureethnographyEducationself‐directed learningWork (electrical)PedagogyEthnographyDevelopmental and Educational PsychologyAutodidacticismtechnology organizationtietokoneavusteinen oppiminenluovuusteknologialuova toimintaPsychologycreative activity
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Interactionist Approach to Visual Aesthetics in HCI

2021

Visual Aesthetics has gathered interest among scholars in HCI research. The growing interest stems from examinations of the aesthetic-usability effect (“what is beautiful is usable”), and possibly vice versa. Thus, numerous studies focus on understanding how we make sense and experience visual entities in interacting with technology. However, theoretical, and methodological stances vary, which impact conclusions of the studies conducted, and thus, affect design implications. Visual experience research in HCI lacks detailed conceptualizations of the constituents of visual experience and understanding of how these conceptualizations affect the overall research results through implicit methodo…

InteractionismVisual perceptionComputer sciencevisualisointiihmisen ja tietokoneen vuorovaikutusFluencyhuman-computer interactionSubjectivismCognitive sciencekokeminenConceptualizationkäytettävyyskuvallinen viestintävisuaalisuusPerspective (graphical)metodologiavisual aestheticsvisuaalinen viestintäCognitionmethodologyinteractionismkognitiiviset prosessitestetiikkavisual experienceObjectivismhahmottaminentutkimus
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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Mitigating technostress is not easy, but it’s doable

2021

Although personal use of digital technologies is often characterised as fun and voluntary, technostress is anything but. Floods of push notifications and information from personal devices and the constant pressure to be available online can contribute to poor well-being, fatigue, and concentration problems. Markus Salo, Henri Pirkkalainen, Cecil Chua and Tiina Koskelainen explain how technostress develops over time and how users can mitigate it. nonPeerReviewed

Internethenkinen hyvinvointitietokoneetpsyykkinen kuormittavuustieto- ja viestintätekniikkahyvinvointipsyykkiset vaikutuksetstressinhallintastressitietotekniikkakäyttöteknostressikeskittyminen
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The relationship between ICT use and reading literacy : focus on 15-year-old Finnish students in PISA studies

2014

InternetmediakasvatusPISA-tutkimustieto- ja viestintätekniikkaliteracymedia educationtietotekniikkamultiliteracyreadingtietokoneetlukutaitoadolescentsinformation and communication technology (ICT)murrosikäisetOECD's Programme for International Student Assessment (PISA)
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Kansalaiset viestintäteknologian ja aikuiskoulutuksen käyttäjinä Keski-Pohjanmaalla

2002

InternettietokoneetKeski-Pohjanmaaelinikäinen oppiminensähköpostikoulutushalukkuustilastottietotekniikkakäyttötietoverkotviestintätekniikkamatkapuhelimetaikuisopiskelu
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Jyväskylän pelialan tilannekatsaus

2014

JyväskyläpelialaJyväskylän ammattikorkeakouluJyväskylän yliopistotietokonepelittieto- ja viestintätekniikka-ala
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HR scenario game : Learning human resource management in a virtual environment

2021

This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.

Knowledge managementHigher educationoppiminenComputer sciencepelisuunnitteluEducational systemscomputer.software_genrecomputer scenario gamegame developmenthenkilöstöjohtaminenhuman resource managementComputingMilieux_COMPUTERSANDEDUCATIONtietokoneavusteinen oppiminenLearningtietokonepelitVideo game developmentbusiness.industryTeachingComputingMilieux_PERSONALCOMPUTINGGame developmentHigher Educationskenaariotvirtuaaliympäristöverkko-oppiminenCollaborationcollaborationComputer scenario gameVirtual machineHuman resource managementhigher educationkorkea-asteen koulutusHuman resource managementyhteistoiminnallinen oppiminenhenkilöstöhallintobusinesscomputerEducational systems
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