153 results on '"Interactive environment"'
Search Results
52. Insight into Kansei Color Combinations in Interactive User Interface Designing
- Author
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Tharangie, K. G. D., Matsuzaki, Shuichi, Marasinghe, Ashu, Yamada, Koichi, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and Jacko, Julie A., editor
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- 2009
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53. Integration of Agents and Data Mining in Interactive Web Environment for Psychometric Diagnostics
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Ilić, Velibor and Cao, Longbing, editor
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- 2009
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54. STI4-RT: A Support Environment for Teaching Thoracic Radiology
- Author
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Caldas, Felipe, Nascimento Figueiredo, Thiago, Júnior, Antônio Lima, Ferneda, Edílson, Brasil, Lourdes, Azevedo, Fernando, Kim, Sun I., editor, Suh, Tae Suk, editor, Magjarevic, R., editor, and Nagel, J. H., editor
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- 2007
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55. Surface Morphologies and Mechanical Properties of Mg-Zn-Ca Amorphous Alloys under Chemistry-Mechanics Interactive Environments
- Author
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Yongyan Li, Zhuofan Liang, Lianzan Yang, Weimin Zhao, Yalong Wang, Hui Yu, Chunling Qin, and Zhifeng Wang
- Subjects
Mg-Zn-Ca ,amorphous alloy ,mechanical property ,interactive environment ,Mining engineering. Metallurgy ,TN1-997 - Abstract
Mg-Zn-Ca amorphous alloys are considered as potential bone implants. A large number of works have focused on the alloys under free corrosion environment. However, the real service environment of bone implants is a kind of chemistry-mechanics interactive environment in which the materials not only suffer corrosion by body fluids but also bear applied force induced by body movement. In order to imitate the real service environment, surface morphologies and mechanical properties of Mg-Zn-Ca amorphous alloys were studied under different chemistry-mechanics interactive environments in this paper. It was found that cracks and Ca/Mg phosphates formed on the surface of amorphous alloys. The compressive strength of the alloys decreased seriously but could still reach an acceptable value to avoid material failure. Fan-shaped patterns found on all the samples implied that brittle fracture was the main fracture form. Moreover, vein-like patterns could still be found in some areas, showing a locally plastic deformation. This was the reason why the alloy could maintain a high compressive strength after severe and interactive treatments. The study could guide related works in the establishment of experimental environments in the future, which will facilitate a more accurate biomedical evaluation of bone implants.
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- 2019
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56. Design of Interactive Environment for Numerically Intensive Parallel Linear Algebra Calculations
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Luszczek, Piotr, Dongarra, Jack, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Bubak, Marian, editor, van Albada, Geert Dick, editor, Sloot, Peter M. A., editor, and Dongarra, Jack, editor
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- 2004
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57. SmartTools: A Generator of Interactive Environments Tools
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Attali, Isabelle, Courbis, Carine, Degenne, Pascal, Fau, Alexandre, Parigot, Didier, Pasquier, Claude, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, and Wilhelm, Reinhard, editor
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- 2001
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58. Human neuroimaging reveals that agency in a video game boosts functional connectivity within and between networks
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Davidson, Emily J
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Anti-correlation ,Dynamic environment ,Video-games ,Naturalistic neuroimaging ,Interactive environment ,Cognitive Neuroscience - Abstract
In naturalistic settings, brains continuously interface with a dynamic and interactive external environment. The inclusion of such an environment in an fMRI study is difficult, given the practical constraints imposed by the machine itself. This study sought to test whether the ecological validity of fMRI could be enhanced by testing a new paradigm that incorporated a dynamic and interactive virtual environment (DIVE). To determine the viability of this paradigm, functional connectivity was assessed during a DIVE condition and compared to functional connectivity patterns acquired in conditions with equally dynamic stimuli but that lacked interactivity with the environment. This study found significant differences in functional connectivity between the DIVE condition and non-interactive conditions, suggesting that control within an environment may have a major impact on patterns of brain activation. Further, this may also suggest that DIVE paradigms could be viable candidates for increasing the ecological validity of fMRI experiments.
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- 2022
59. Augmented Reality and Maps: New Possibilities for Engaging with Geographic Data.
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de Almeida Pereira, Gabriel Henrique, Stock, Kristin, Stamato Delazari, Luciene, and Centeno, Jorge Antonio Silva
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AUGMENTED reality , *LEARNING , *LEARNING problems , *GEODATABASES , *CENSUS data processing - Abstract
Among the systems that aim to help users to perform map reading tasks, augmented reality (AR) is one of the most promising. However, the impact of this new technology in terms of acceptance, motivation and improvement of the learning process has still not been sufficiently explored. This study aims to assess the contribution of an AR system for map reading and for improving users’ understanding of geographic data. Landscape and census data from New Zealand were used to evaluate the performance of an AR system in an experiment involving 60 participants. Differences in the participants’ backgrounds were reflected in the way they completed the task for both printed maps and the AR system and 90% of the participants preferred to work with the AR system rather than with traditional printed maps. Users that had previous experience of the geographical dataset provided performed the task better using only the printed maps, while those without that experience performed better with the AR system. [ABSTRACT FROM AUTHOR]
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- 2017
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60. An interactive environment based on a task model
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Furet, C., Bass, Leonard J., editor, and Unger, Claus, editor
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- 1996
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61. Interactive Environment for Digital Preservation and Preservation of Fashion Objects
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Lilia Pavlova and Vladimir Sapundjiev
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Fashion Domain ,Interactive Environment ,Functionality ,Services ,eLearning ,Digital Content Management ,Information technology ,T58.5-58.64 - Abstract
This paper presents the overall structure and the functional specification of an interactive environment for digital preservation and preservation of fashion objects connected with digital data repository, developed to serve the students’ learning needs of the National Art Academy.
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- 2015
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62. Interactivity and Intelligent Advisory Strategies in a Multimedia Learning Environment: Human Factors, Design Issues and Technical Considerations
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Giardina, Max and Giardina, Max, editor
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- 1992
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63. Interactive Environment for Digital Preservation and Preservation of Fashion Objects
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Desislava Paneva-Marinova, Lilia Pavlova, Vladimir Sapundjiev, and Maya Bogdanova
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Fashion Domain ,Interactive Environment ,Functionality ,Services ,eLearning ,Digital Content Management ,Information technology ,T58.5-58.64 - Abstract
This paper presents the overall structure and the functional specification of an interactive environment for digital preservation and preservation of fashion objects, developed to serve the students’ learning needs of the National Art Academy.
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- 2014
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64. Exploring the Design Space of InterActive Urban Environments: Triggering physical activity through embedded technology
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Van Renswouw, L., Vos, S., Van Wesemael, P., Lallemand, Carine, Van Renswouw, L., Vos, S., Van Wesemael, P., and Lallemand, Carine
- Abstract
Promoting healthy lifestyles is an essential endeavor for public health. The design of active urban environments can be an effective medium to nudge people into moving. With technology increasingly integrated into our daily lives, designers have access to more data than ever. In this pictorial, we explore the design space of interActive environments (contraction of ginteractive' and gactive'); places designed to increase the physical activity of users or passers-by through the use of interactive technology. Through sketches, a benchmark of existing concepts and an analysis of designed artefacts, we map the different intervention levels, interaction modalities, behavior change strategies and technological opportunities to design such interActive environments. With this work, we invite the community to consider how digital technology can help understand and shape human behavior in urban environments, and provide inspiration to designers and practitioners. © 2021 Owner/Author.
- Published
- 2021
65. РОЛЬ ГРАММАТИКИ В ОБУЧЕНИИ РУССКОМУ ЯЗЫКУ КАК ИНОСТРАННОМУ (ДО УРОВНЯ A2) НА ПОДГОТОВИТЕЛЬНЫХ ФАКУЛЬТЕТАХ ТЕХНИЧЕСКИХ ВУЗОВ
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интерактивная среда ,interactive environment ,Russian as a foreign language ,lexical approach ,русский язык как иностранный ,communication ,role of grammar ,лексический подход ,коммуникация ,роль грамматики ,языковой паттерн ,chunk ,чанк ,language pattern - Abstract
В статье рассматривается роль грамматики в обучении русскому языку иностранных студентов (до уровня A2), а также предпринимается попытка уяснения синтетического характера усвоения языка и потому – необходимости комплексного преподнесения грамматического материала. Лексический подход (The Lexical Approach), популярный в западноевропейской и американской методиках обучения иностранным языкам, который подробно проанализировал М. Льюис в конце XX в., тогда же становится всё более распространённым и в России. Наиболее авторитетные учебно-методические комплексы базируются, в том числе, и на этом западном опыте, несмотря на специфику русского языка с развитой падежной системой, различными способами словообразования, многосотенным лексиконом. В данной статье исследователи пытаются проанализировать роль русской грамматики в комплексном процессе обучения РКИ на начальном этапе (преимущественно на элементарном уровне), полагаясь на весомое мнение автора всемирно известных учебников по языку М. Свона. Усвоение грамматики как таковой в большинстве случаев не может быть итогом изучения языка, поэтому целесообразно использовать её вкупе с лексическим методом – даже на раннем этапе обучения. Выводы в данной статье иллюстрируются некоторыми примерами заданий, которые могут быть использованы на занятиях для проверки грамматических навыков, а также рецептивных и продуктивных коммуникативных умений., The article examines the role of grammar in teaching Russian to foreign students (up to level A2). The researchers study the specifics of understanding the synthetic nature of language acquisition and therefore the need for a comprehensive presentation of grammatical material. The Lexical Approach, popular in Western European and American methods of teaching foreign languages, which were analyzed in detail by M. Lewis at the end of the XX century, at the same time these approaches are becoming widespread in Russia. The most authoritative educational and methodological complexes are based on this Western experience, despite the specifics of the Russian language, with a developed case system, various ways of word formation, and a multi-hundred lexicon. The researchers analyzes the role of Russian grammar in the complex process of teaching Russian grammar at the Breakthrough level and partly Waystage level, relying on the weighty opinion of the author of the world-famous textbooks on the language, M. Swan. The comprehensive understanding of grammar, but only as constituents of the words and collocations, in most cases cannot be the result of learning languages, so it is advisable to use it together with the Lexical Approach — even at an early stage of learning Russian. Conclusions are illustrated with some examples of tasks that can be used in the lessons to develop grammatical skills, as well as receptive and productive communication skills.
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- 2021
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66. ALGUNAS CARENCIAS DETECTADAS EN LOS ESTUDIANTES QUE INGRESAN A INTEC Y RECIBEN FÍSICA GENERAL EN SUS CARRERAS. CONSIDERACIONES SOBRE EL DESARROLLO Y USO DEL VIDEO JUEGO EN LA ENSEÑANZA DE LA FÍSICA.
- Author
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Aceituno, José Antonio, Marmolejos, Marcos, Marte, Evangelista, Bolívar, Pablo, and Aceituno, Alejandro
- Abstract
Copyright of Ciencia y Sociedad is the property of Ciencia y Sociedad and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2014
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67. Application of a four degrees of freedom SCARA robot for arranging purposes
- Author
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Puljić, Tajana and Pavković, Danijel
- Subjects
interactive environment ,industrijska robotska ruka ,RobotStudio ,SCARA ,TECHNICAL SCIENCES. Mechanical Engineering. General Mechanical Engineering (Construction) ,manipulator ,''Hangman'' game ,igra ''Vješala'' ,industrial robot arm ,TEHNIČKE ZNANOSTI. Strojarstvo. Opće strojarstvo (konstrukcije) ,industrijska robotska ruka, SCARA, manipulator, igra ''Vješala'', premještanje komponenata, interaktivni okoliš, RobotStudio ,component repositioning ,interaktivni okoliš ,premještanje komponenata - Abstract
Industrijske robotske ruke sve više čine sastavni dio automatizacije te se primjenjuju u sve širem spektru industrija. Sam proces automatizacije, u okviru primjene navedenih manipulatora, uključuje niz različitih disciplina među kojima se jednako ističu razvoj software-a i hardware-a. U okviru ovog diplomskog rada stoga je obuhvaćen razvojni proces koji uključuje konstrukciju potrebnih komponenata te kreiranje upravljačkog koda koji omogućuje upravljanje manipulatorom i alatima u svrhu obavljanja željenog zadatka. Odabrani se manipulator, SCARA robotska ruka sa četiri stupnja slobode gibanja, pri tome koristiti za raspoređivanje većeg broja komponenata sa početnih nedefiniranih pozicija na točno određene finalne pozicije. Za opisanu je pick&place primjenu SCARA manipulator, zbog jedinstvenog radnog prostora i specifičnih karakteristika, odabran kao optimalno rješenje. Premještane će komponente uglavnom predstavljati slova abecede čijim će se nizanjem na finalnoj lokaciji omogućavati interakcija s korisnikom. Kako bi omogućilo premještanje opisanih komponenata, osim samog alata za prihvat komponenata, razvijeni su dodatni dijelovi nužni za obavljanje definiranog zadatka, pozicionirani u radnom okolišu manipulatora. Kao glavni fokus diplomskog rada, stvaranje interaktivnog okoliša je, osim ispisa nizanjem određenog broja komponenata, ostvareno i u obliku interaktivne igre ''Vješala'' gdje odabrani SCARA manipulator zamjenjuje jednog od igrača nužnih za igranje odabrane igre. Manipulator pri tome, uporabom upravljačkog koda, obavlja zadatke odabira riječi za pogađanje, premještanja određene komponente ovisno o odabiru slova igrača te definiranje pobjede ili gubitka igre, nakon čega slijedi povrat komponenata na njihovu originalnu poziciju. U završnom su dijelu rada spomenuta potencijalna proširenja, nadogradnje i različite moguće primjene kreiranog sustava. Samo je rješenje predstavljeno i kreireno u okviru virtualnog okruženja odabranog ABB softwarea, RobotStudio, koji je odabran u kombinaciji sa IRB 910SC-3/0.45 SCARA manipulatorom. Ostatak je komponenata kreiran pomoću CAD softwarea, Solidworks. Industrial robot arms are increasingly becoming an essential part of automation and are being implemented in a growing number of industries. The process of automation itself, including the application of aforementioned manipulators, consists of several different disciplines among which the development of the software and the hardware are equally important. This Master’s thesis will therefore deal with the development processes, including both the design of necessary components and the control code which enables the control of the manipulator and adjacent tools, with the purpose of performing a desired task. The chosen manipulator, SCARA robot arm with four degrees of freedom is used within the scope of this work for the arranging of a relatively large number of components from undefined start positions to exactly defined final position. SCARA manipulator was chosen as an optimal solution for the described pick&place application due to its unique work envelope and specific attributes. The components, which are mostly representing alphabet letters, will be transferred to their final location subsequently, where they are used to facilitate straightforward interaction with the user. To enable the transfer of described components, beside the tool needed to grip the components, additional parts (required to fulfil the required task) were designed and then positioned inside of the manipulator work envelope. As the main focus of the thesis was to create an interactive environment, beside write-outs which are created by subsequently positioning a number of components, an interactive game of ''Hangman'' was created where the chosen SCARA manipulator acts as one of the players necessary for the chosen game. The manipulator, through the use of the control code, performs the following tasks: choosing a word which is to be guessed, repositioning of the components depending on the choice of the player and defining a victory or a loss of a game, after which the components are repositioned back to their original positions. In the final part of this thesis possible expansions, build-ups and different applications of the created system are mentioned. The solution itself is presented and created in a virtual environment of a chosen ABB software, Robotstudio, which was chosen alongside an IRB 910SC-3/0.45 SCARA manipulator. The rest of the components were created using a CAD software, Solidworks.
- Published
- 2020
68. Guided by Lights: Stimulating Physical Activity through an Outdoor Interactive Light System
- Author
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Rensvouw, van, Loes, Lallemand, Carine, Fok, Bodi, Jetten, Maaike, Ritzema, Ayu, Smeets, Heleen, and Vos, Steven
- Subjects
interactive environment ,public park ,design ,physical activity ,health ,behaviour change ,urban design ,urban environment ,Multidisciplinaire, généralités & autres [H99] [Sciences sociales & comportementales, psychologie] ,running ,nudging ,Multidisciplinary, general & others [H99] [Social & behavioral sciences, psychology] ,running route ,lights - Abstract
Increasing physical inactivity and its subsequent health concerns have made promoting healthy and active lifestyles an important endeavour for many governing agencies. In this paper we focus on the influence of the environment to encourage people to move more. As a second iteration of an existing ‘Smart Exercise Route’, a 1.8 km walking and running path consisting of LED tiles in a public park, we designed a system that supports runners or walkers to set personal goals and gain intrinsic motivation to be physically active. The design focuses on aspects that positively impact motivation and/or performance: personalization, goal setting, and feedback mechanisms. An initial evaluation of a prototype placed in three public parks, showed that participants (N=35) appreciated the personalization of the route and its goal-setting opportunities. While one third of participants indicated the prototype as directly motivating, these positively experienced features are expected to indirectly increase motivation to be more active even further.
- Published
- 2020
69. Using Mobile Apps in Vocal Training to Develop Creative Thinking.
- Author
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Du, Dingran
- Subjects
CREATIVE thinking ,VOICE culture ,MOBILE apps ,CREATIVE ability ,INTERACTIVE learning - Abstract
• The study investigates the effectiveness of special Voice Training mobile apps. • The study used The Torrance Tests of Creative Thinking to identify the degree of creative thinking development. • The research findings show increased effectiveness of using mobile apps. Mobile technology can have a significant positive effect on vocal training and facilitate the development of creative thinking. The study investigates the effectiveness of special Voice Training mobile apps: Learn To Sing and Swiftscales Vocal Trainer. During the study, the synergy of traditional and interactive learning was practiced for six months. In addition, the paper examines the effects of mobile apps on students' creative thinking. The study used The Torrance Tests of Creative Thinking (TTCT) to identify the degree of creative thinking development. The study was conducted among students in [BLINDED] from January to June 2021. The sample size is 374 participants. The research findings show increased effectiveness (11.0% and 17.8% higher than in the control group) of using mobile apps in teaching vocal performance to students. The observed correlations between assessment criteria and creative abilities were weak to medium. This study has practical and research value because it demonstrates the high effectiveness of mobile apps used in vocal learning, as well as their medium effectiveness in developing creative thinking skills. The research results may be applied by educational institutions not only in the People's Republic of China, but by users around the world who are interested in finding ways to develop creative thinking skills and improve vocal learning. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
70. Teaching Strategies to Increase EFL Speaking Skills in a Communicative Learning Environment
- Author
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Jejo, Sara, Haji, Sanaa, Jejo, Sara, and Haji, Sanaa
- Abstract
Even though developing speaking skills is the essential key to achieving proficiency in a target language, there are some pupils (grades 4-6) who do not participate in communication tasks in English classroom. Thus, the purpose of this literature overview is to investigate the reasons for the unwillingness of some young learners to speak and interact in English. In addition, a variety of effective teaching strategies will be observed and analyzed. The used methods were different electronic databases, such as ERC, ERIC and Google Scholar, to access relevant peer-reviewed journal articles to our research questions. The observed and analyzed articles showed that there are some pupils who do not interact because English teachers often focus too much on reading and writing skills rather than on speaking skills. The limitation of communication tasks and large classroom sizes are other mitigating factors. In addition, teachers often using the first language in class resulted in pupils doing the same. This contributes to a lack of motivation and confidence in speaking English for some learners. This study identifies teaching strategies and activities that can be used by the teacher to raise motivation and confidence in speaking English. Results have indicated that the use of Vygotsky's sociocultural learning theory was very useful to involve every pupil in authentic communication tasks, which also provided a supportive communicative environment. Task-based and theme-based learning, such as stories, songs, games, project work and pair work is shown to be beneficial to increase pupils’ motivation towards speaking.
- Published
- 2020
71. UTJECAJ INFORMACIJSKE TEHNOLOGIJE NA POSLOVNU KOMUNIKACIJU.
- Author
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Zvonimir Jurković and Katarina Marošević
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BUSINESS communication ,COMMUNICATION & technology ,EMPLOYEES' magazines, newsletters, etc. ,COMMUNICATION in management ,INFORMATION technology - Abstract
Copyright of Ekonomski Vjesnik is the property of Ekonomski Vjesnik and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2013
72. Transforming Marketing Education of the Future: The Role of Intelligent Agent Technologies (IATs) in Enhancing Student Learning.
- Author
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Dixit, Ashutosh, Dass, Mayukh, Pendleton, Glenna C., and Lundstrom, William J.
- Subjects
MARKETING education in universities & colleges ,INTELLIGENT agents ,COLLEGE curriculum - Abstract
This conceptual paper introduces IATs and discusses how such intelligent and interactive applications can translate into better education environment for marketing curriculum, particularly marketing research. We present a conceptual model based on extant literature. We present some initial test of our conceptual model of IAT usage in marketing education in a marketing research class. [ABSTRACT FROM AUTHOR]
- Published
- 2013
73. Modeling Your College Library after a Commercial Bookstore? The Hong Kong Design Institute Library Experience.
- Author
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Lo, Patrick, Chiu, Dickson K. W., and Chu, Wilson
- Subjects
- *
ACADEMIC library research , *VOCATIONAL education , *INFORMATION commons , *BOOKSTORES , *LIBRARIANS - Abstract
The Hong Kong Design Institute (HKDI) is a leading design education institute in Hong Kong under the Vocational Training Council (VTC) group. Opened in September 2010, the HKDI Learning Resources Centre is a specialist library for the study of art and design. The mission of the HKDI Library is to support and promote the academic goals of the Institute, i.e., to prepare the students for professional careers; emphasize learning through a creative and interactive environment; meanwhile uphold a positively relaxing, and yet inviting environment that is very much similar to a commercial bookstore. In order to accomplish this, the HKDI Library aims to serve as a user-centered library for creative learning—by providing an important place for both students and faculty to actively engage in study, research, as well as socializing. Through a series of small focus group interviews with both students and faculty staff at the HKDI, the study investigates how influential the library environment could be in fostering students’ learning and other social activities under a creative environment. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
- Full Text
- View/download PDF
74. Learning about Ecological Systems by Constructing Qualitative Models with DynaLearn.
- Author
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Leiba, Moshe, Zuzovsky, Ruth, Mioduser, David, Benayahu, Yehuda, and Nachmias, Rafi
- Subjects
- *
JOINT ventures , *ENVIRONMENTAL sciences , *EDUCATION , *STUDENTS , *LEARNING - Abstract
A qualitative model of a system is an abstraction that captures ordinal knowledge and predicts the set of qualitatively possible behaviours of the system, given a qualitative description of its structure and initial state. This paper examines an innovative approach to science education using an interactive learning environment that supports learners in expressing and simulating conceptual knowledge by building qualitative models in ecology. The learning environment and tools are being developed as part of the Dynalearn qualitative modeling research project, funded by the European Union's 7th framework programme and carried out by a consortium of eight participant universities. In summing up the results, it is clear that from the perspective of systems thinking, the modeling activity affected students' perception of systems making them able to represent it in a more dynamic and comprehensive way. [ABSTRACT FROM AUTHOR]
- Published
- 2012
75. Poster Sessions in Marketing Education.
- Author
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Stegemann, Nicole and Sutton-Brady, Catherine
- Subjects
MARKETING ,POSTER presentations ,EDUCATORS ,STUDENTS ,GENDER ,AGE ,LEARNING ,TEACHERS ,CREATIVE ability - Abstract
Poster sessions provide a creative and stimulating alternative to traditional assessment methods in marketing. Poster sessions, as a means of assessment, have long been used in science fields. This article presents the successful implementation of poster sessions as a means of assessment in a postgraduate unit of study. Poster sessions in conference style were used as an alternative method of assessment in a postgraduate unit. The article provides information for marketing educators seeking to use poster presentations as a means of assessment in addition to providing the first empirical examination of the use of posters in a marketing education context. It focuses on gaining a better understanding of student perceptions of anxiety, stress, the level of creativity, and academic confidence in addition to understanding independent variables such as gender, age, and cultural background. Findings show that students are enthusiastic about poster sessions, which encourage creativity and provide an interactive learning environment. [ABSTRACT FROM AUTHOR]
- Published
- 2009
- Full Text
- View/download PDF
76. NUEVAS TENDENCIAS PARA ENSEÑAR PROBABILIDADES USANDO CDPYE.
- Author
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Ligero, M. J. García, Hermoso, A., Maldonado, J. A., Román, P., and Torres, F.
- Subjects
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PROBABILITY theory , *STATISTICS education , *INTERACTIVE learning , *TEACHING methods , *MULTIMEDIA systems in education , *MEDIA programs (Education) , *EDUCATION - Abstract
CDPYE is an interactive environment designed to provide an attractive material to the students of Probability and Statistics, which complements the contents developed by the teacher in the classroom, allowing them to have a mechanism of autonomous learning. This question is carried out by means of several interrelated modules including the different steps followed by a student in the learning process. In this paper we present this environment and provide a description of its modules, showing their capacities in this context. In addition, we develop a teaching scheme with CDPYE focused on mathematic students. [ABSTRACT FROM AUTHOR]
- Published
- 2009
77. Advanced learning tools: From real needs to useful student support [Instrumentation Notes].
- Author
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Ando, B. and Ascia, A.
- Abstract
Educational tools discussed in this paper that have been developed by researchers at the DIEES department of the University of Catania are a computer science class teaching aid for the visually impaired, several virtual instruments, and online laboratory sessions for electrical and electronic measurement courses. An interactive environment has also been developed to reduce the time needed to write an accurate technical report. A common word processor (PC) used for writing technical papers is connected via the network (either local or Internet) to a host computer that has an interactive set of digital instruments. The PC uses suitable routines implemented in SCPI language (Standard Command for Programmable Instruments) to allow local control of the digital instruments. [ABSTRACT FROM PUBLISHER]
- Published
- 2008
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78. Contact and Deformation Modeling for Interactive Environments.
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Qi Luo and Jing Xiao
- Subjects
- *
DEFORMATIONS (Mechanics) , *SIMULATION methods & models , *PROTOTYPES , *ROBOTICS , *CONCURRENT engineering , *COMPLIANT platforms - Abstract
Contact and deformation modeling for interactive environments has seen many applications, from surgical simulation and training, to virtual prototyping, to teleoperation, etc., where both visual feedback and haptic feedback are needed. High-quality feedback demands a high level of physical realism as well as a high update rate in rendering, which are often conflicting requirements. In this paper, we present a unique approach to modeling force and deformation between a rigid body and an elastic object under complex contacts, which achieves a good compromise of reasonable physical realism and real-time update rate (at least 1 kHz). We simulate contact forces based on a nonlinear physical model. We further introduce a novel approximation of material deformation suitable for interactive environments based on applying Bernoulli-Euler bending beam theory to the simulation of elastic shape deformation. Our approach is able to simulate the contact forces exerted upon the rigid body (that can be virtually held by a user via a haptic device) not only when it forms one or more than one contact with the elastic object, but also when it moves compliantly on the surface of the elastic object, taking friction into account. Our approach is also able to simulate the global and local shape deformation of the elastic object due to contact. All the simulations can be performed in a combined update rate of over 1 kHz, which we demonstrate in several examples. [ABSTRACT FROM PUBLISHER]
- Published
- 2007
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79. [Untitled]
- Subjects
interactive environment ,�������������������������������� ������������������������������ ,�������������������������� �������������������� ,self-development ,������������������������ ,�������������������������������� ������������ ,pedagogical systems ,methodological knowledge ,�������������������������� ���������� ,���������������������������� �������������� ,professional self-organization ,interactive technologies - Abstract
������������������������������ ���������������������� �������������������������� �������������������� �� ���������������� �� ������������������ ������������ ������������������������������ �� �������������������� ���������� ���������������������������� ��������������������������. ���������������� ���������������������������� ������������������ �������������������������� ���������������� , �������������������������������� ������������������������������ , �������������������������������� ������������ , ������������������������ ���������������������������� ��������������. ����������������, ������ ���������������������������� ���������������� ������������������������ ���������� ��������������������, ������������������������ ������������������������������ ��������������, �� �������������� ������������������ ������������������ ������������������������������. ���������������� �������������������������� ���������������� ������������������������������ �� ������������������������. ��������������������, ������ �������������������������� ������������������������������ �������������������� �������������� �������������������������������� �������������������� ������������������������ �������������������� ����������������, �������������� �������������� ������������������ �� ���������������������� ������������������������������ �� ������������ �������������������� �������������� ����������������. ���������������������� �� �������������������������������� �������������������� �������������������� �������������������������� �������������������� ���������������� �������������������������������� ������������������������������ ������������������. �� ���� ���������� ���������������� �������������������� �������������������������������� �� �������������������� ������������, ���������������������������� �� ������������������ �������������������� �� �������������������� ������������������, �������������������������� ������������ ������������������ �� ����������������������, �������������������� ����������������������������, �� ���������� ������������������ ��������������������., The possibilities of interactive technologies in the development of students self-organization skills and management of their cognitive activities are considered. The pedagogical categories interactive training, professional self-organization, methodological knowledge, and the self-development of the pedagogical system are clarified. It is shown that pedagogical processes are nonlinear, unstable synergetic systems in which self-organization inevitably arises. The specific properties of self-organization and self-development are revealed. It is noted that interactive educational technologies give the professional training of specialists a dynamic character, which requires mobile and operational self-organization in each specific educational situation. Adequate interactive technologies for the development of professional self-organization of students have been developed and experimentally substantiated. Among them are the technologies of structuring and connotation of knowledge, stimulating and supporting students initiatives and activities, supporting students work with information, group interaction, as well as design technologies., ������������ ���������������������� ��������������, ������������ 6 2020
- Published
- 2020
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80. Music education: Which is more effective – Traditional learning or the introduction of modern technologies to increase student motivation?
- Author
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Wang, Yueli
- Subjects
- *
ACADEMIC motivation , *MUSIC education , *MUSIC in education , *VOICE culture , *MOBILE operating systems , *SINGING - Abstract
• The aim was to compare the effectiveness of the traditional educational program and interactive music services. • The study relies on two vocal training apps: Yousician and Voice Training: Learn To Sing. • Research demonstrates the effectiveness of the impact of mobile applications in the context of vocal studies. The introduction of mobile technologies and platforms in music education improves the efficiency of the educational process and can influence the motivation of students in higher educational institutions. The purpose of this study was to compare the effectiveness of the traditional educational program and the program with the introduction of interactive music services, as well as to identify the impact of the introduction of specialized applications in the vocal training process on student motivation. The study relies on two vocal training apps: Yousician and Voice Training: Learn To Sing. A total of 322 students from three Chinese educational institutions took part in the experiment. The effectiveness of the use of mobile applications in the context of teaching students vocal skills and increasing their motivation for learning was established. It is worth noting that the Voice Training: Learn To Sing application has shown itself to be more effective, which can be explained by the clear specialization of this software, while Yousician was created not only to teach learners to sing but also to play musical instruments, which is what most of the app functionality is devoted to. There was an increase in the motivation of students from groups B and C when using interactive mobile environments by 24.8 % and 38.8 %, respectively. It was also shown that high rates of student motivation were ensured by the introduction of modern interactive environments in vocal training. This study can help in shaping the experience of using modern technologies in the context of rising student motivation. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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81. interactive environment
- Author
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Weik, Martin H. and Weik, Martin H.
- Published
- 2001
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82. Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces
- Author
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Universitat Politècnica de València. Departamento de Sistemas Informáticos y Computación - Departament de Sistemes Informàtics i Computació, Ministerio de Educación, Ministerio de Economía y Empresa, Pons Tomás, Patricia, Carrion-Plaza, Alicia, Jaén Martínez, Francisco Javier, Universitat Politècnica de València. Departamento de Sistemas Informáticos y Computación - Departament de Sistemes Informàtics i Computació, Ministerio de Educación, Ministerio de Economía y Empresa, Pons Tomás, Patricia, Carrion-Plaza, Alicia, and Jaén Martínez, Francisco Javier
- Abstract
[EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals.
- Published
- 2019
83. Interactive Environment for Testing SfM Image Capture Configurations
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Ivan Adriyanov Nikolov, Claus B. Madsen, Kerren, Andreas, Hurter, Christophe, and Braz, Jose
- Subjects
Product design ,Unity ,Computer science ,business.industry ,interactive environment ,3D reconstruction ,Process (computing) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Object (computer science) ,Structure from Motion ,Image (mathematics) ,Cultural heritage ,Resource (project management) ,SfM ,Structure from motion ,Computer vision ,Artificial intelligence ,business ,Evaluation ,Simulation - Abstract
In recent years 3D reconstruction has become an important part of the manufacturing industry, product design, digital cultural heritage preservation, etc. Structure from Motion (SfM) is widely adopted, since it does not require specialized hardware and easily scales with the size of the scanned object. However, one of the drawbacks of SfM is the initial time and resource investment required for setting up a proper scanning environment and equipment, such as proper lighting and camera, number of images, the need of green screen, etc, as well as to determine if an object can be scanned successfully. This is why we propose a simple solution for approximating the whole capturing process. This way users can test fast and effortlessly different capturing setups. We introduce a visual indicator on how much of the scanned object is captured with each image in our environment, giving users a better idea of how many images would be needed. We compare the 3D reconstruction created from images from our solution, with ones created from rendered images using Autodesk Maya and V-Ray. We demonstrate that we provide comparable reconstruction accuracy at a fraction of the time.
- Published
- 2019
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84. Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces
- Author
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Alicia Carrion-Plaza, Javier Jaen, and Patricia Pons
- Subjects
Computer Networks and Communications ,Computer science ,Mobile application ,02 engineering and technology ,Space (commercial competition) ,Child computer interaction ,Animal computer interaction ,Human–computer interaction ,Interactive environment ,0202 electrical engineering, electronic engineering, information engineering ,Remote play ,business.industry ,Social change ,ComputingMilieux_PERSONALCOMPUTING ,020206 networking & telecommunications ,Cognition ,Computer Science Applications ,Knowledge base ,Hardware and Architecture ,020201 artificial intelligence & image processing ,business ,LENGUAJES Y SISTEMAS INFORMATICOS ,Software ,Information Systems - Abstract
[EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals., This work is supported by the European Development Regional Fund (EDRF-FEDER), Spain and Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by the Spanish MECD (FPU13/03831). Special thanks to the dogs and children who participated in our study, the dogs' owners and the children's families. The authors also gratefully acknowledge the teachers of the Unidad Pedagogica Hospitalaria La Fe and Oncologia Pediatrica La Fe and also Olga and Astrid from Buma's Doggy Daycare facility, for their invaluable support, collaboration and dedication.
- Published
- 2019
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85. Современные социокультурные условия развития личности (креативные практики на основе сказок)
- Subjects
интерактивная среда ,interactive environment ,культурология ,creative thinking ,сказка ,дизайн ,cultural studies ,design ,fairy tale ,творческое мышление - Abstract
В статье показана актуальность процессов формирования и адаптации креативных практик, основанных на материалах сказок, к современным социокультурным условиям развития личности. Актуализировано представление о сказках как одном из древнейших жанров традиционного фольклора, способствующем этнокультурной преемственности, сохраняющем духовные и языковые связи между поколениями. Выявлены семантические связи сказочного жанра с научной фантастикой и креативностью как относительно устойчивой характеристикой личности, способствующей генерации новых идей и нестандартных решений проблемных ситуаций. Изучен передовой отечественный и зарубежный опыт активизации творческого мышления посредством приобщения к сказкам. Так, «сказочные» технологии находят широкое применение в создании интерактивной обучающей среды с элементами геймификации, то есть с использованием игрового мышления и динамики игр, для решения творческих задач, вовлечении детей в творческий процесс, развитии творческого воображения. Особое внимание уделено вопросам практического использования «сказочных» технологий в современной культуроориентированной образовательной деятельности, кросс-культурных коммуникациях и дизайн-проектировании объектов предметной среды. Отмечено, что сказки выступают трансляторами проектно-творческой культуры человека, поэтому формирование проектных компетенций и активизация творческого (креативного) мышления на материалах сказок – одна из актуальных задач современных конкурсных мероприятий. Результаты исследования нашли воплощение в ходе организации и проведения всероссийского детско-юношеского конкурса СКАЗКА#ДИЗАЙН на базе ФГБОУ ВО «Костромской государственный университет». Цели и задачи конкурса были направлены на выявление и развитие у обучающихся творческих, художественнотехнических и коммуникативных способностей, интереса к проектной деятельности; создание необходимых условий для поддержки творчески одаренных школьников, воспитание уважительного отношения к историко-культурному наследию. Анализ результатов конкурса позволяет констатировать, что в современных социокультурных условиях развития личности сказка может выступать эффективным инструментом активизации творческого мышления в процессе генерации новых идей, основанных на концептуальном, культурологическом, семиотически обусловленном подходе к решению проектных задач., The relevance of the processes of formation and adaptation of creative practices based on the materials of fairy tales to modern socio-cultural conditions of personal development is shown. The idea of fairy tales as one of the most ancient genres of traditional folklore promoting ethnocultural continuity, keeping spiritual and language links between generations is updated. The semantic connections of the fairy-tale genre with science fiction and creativity are revealed as a relatively stable characteristic of the personality, contributing to the generation of new ideas and non-standard solutions to problem situations. The advanced domestic and foreign experience of activation of creative thinking by means of introduction to fairy tales is studied. So, «Firy tale» technologies find broad application in creation of the interactive training environment with gamification elements, that is with the use of game thinking and dynamics of games for solving creative tasks, involvement of children into the creative process, development of creative imagination. Particular attention is paid to the practical use of «fairy-tale» technologies in modern educational activities, crosscultural communications and design of objects of the subject environment. It is noted that fairy tales act as translators of the person’s design and creative culture, therefore formation of design competences and activization of creative thinking on materials of fairy tales is one of relevant problems of modern competitive actions. The results of the study were reflected in the organization and conduct of children and youth competition FAIRY tale#DESIGN on the basis of FSBEI HE «Kostroma State University». The purposes and problems of the competition were directed to identify and develop students’ creative, art and technical and communicative abilities, interest in design activity; creation of necessary conditions to support creatively gifted school students, training to respect historical and cultural heritage. The analysis of competition results allows us to note that in modern sociocultural conditions of personal development the fairy tale can act as an effective instrument to activize creative thinking in the course of generation of new ideas based on the conceptual, culturological, semiotics caused approach to the solution of design tasks.
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- 2019
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86. КОМП'ЮТЕРНА ГРАФІКА У ВИЩИХ НАВЧАЛЬНИХ ЗАКЛАДАХ УКРАЇНИ: КОМПЕТЕНТНІСНИЙ ПІДХІД
- Subjects
interactive environment ,higher school ,didactic principles ,Ukrainian high school ,competence ,teaching methods ,self-knowledge ,ComputingMilieux_COMPUTERSANDEDUCATION ,Internet technologies ,globalization ,discipline - Abstract
The article is devoted to the problem of modernization of higher education in Ukraine. The main content guide of modernization is determined by the level of achievements of the world community in the development of information and communication technologies (ICT). Informatization of society allowed to form the classification signs of digital competence of the individual for harmonious adaptation in the information society. It was considered the official documents of international organizations with declared model of digital competence of the person. The emphasis is placed on the possibility of introducing computer technologies into the organization of the educational process in the high school of Ukraine in order to achieve the level of professional competence for this model. The importance of training computer graphics programs, the professional skills and abilities that are in demand in the market for the production of information products is updated. The training of specialists for such a meaningful information and technology orientation allows the domestic high school to get closer to the criteria for assessing the professional competence of professionals by European measurement. It is proved that the main purpose of teaching computer graphics programs for higher education institutions is to create an environment in which the motivated student’s behavior is formed in relation to the possibilities and the need for mastering applied knowledge. The distance learning form is also facilitates the decision of such a target orientation of the educational process. The use of ICT for distance learning contributes to the formation of the main motivational aspect of student behavior – self-knowledge. The article is devoted to the provision of relatively effective computer program training, depending on the personal motivation of students who seek professional skills of a specialist. It is recognized that it is necessary to create systemic ways to improve the educational process in teaching computer graphics as a separate normative discipline in the context of informatization of society in Ukraine. Considering the didactic principles of learning process developing, it is desirable to consider the motivational component as a methodological key factor in the organization of training process. Therefore, modern research information of ICT competence must focus on identifying problems with meaningful identification of the student’s personal motivation and finding effective ways to improve the teaching methodology of computer graphics, especially in Ukrainian high schools. The creative range of teachers has to include technologically tested European and “Atlantic” high schools (mainly USA) distance learning forms, as the Internet – online webinars, teleconferences, as well as Skype, Viber, Messenger. The pedagogical strategy in such a methodological dimension of the educational process has to be oriented on creating environment in which the student would formulate the level of personal awareness. Also its necessary to pay attention to the motives of behavior regarding the learning process in order to self-fulfillment of their professional abilities without the participation of the teacher, or minimizing the dialogue time between the teacher and the student. Methodically substantiated such a pedagogical process turns into a unique educational environment defined by the theory of pedagogy as a “system informational and pedagogical construct”. The globalization processes of the world and the intentions of the Ukrainian society to expand their digital world and lead it out of the monitor screen, smartphone or other popular gadget encourages the development of a national educational strategy regarding the normativity of computer disciplines. Computer graphics is one of such content-defining disciplines of modern digital competence of the individual. At the same time it allows to exist into society at the special level maker of computer products or their users. The alternatives to the individual digital competence in the world, especially of educational space does not just exist today. The professional content of the content of digital competence at the level of methodology and didactics for each national educational space is determined, above all, by the level of information society. Indicators of informatization of the industrial and domestic spheres of each country form the quantitative and qualitative content guidelines for the field of university training of specialists due to the monitoring method. The national strategic measurement of the information importance and communication technologies in production and everyday life, for higher education, becomes an instrument for finding effective teaching methods specifically for computer disciplines. The methodological issues studying in the training of computer graphics programs in the field of higher education in Ukraine must focus on teaching methods developing. Studying the computer graphics programs that would enhance, owing to student’s motivation has to increase the computer knowledge and gain skills to solve creative tasks independently of the teacher. There are a lot of ways to develop the various dialog forms. New approaches to the studying programs, oriented to the high school students, and to the higher educational computer graphics programs sing various methodological techniques are also considered by the theorists and practitioners of the pedagogical process in higher education.
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- 2018
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87. ПІДГОТОВКА МАЙБУТНІХ УЧИТЕЛІВ ІСТОРІЇ ДО ІННОВАЦІЙНОЇ ДІЯЛЬНОСТІ В КОНТЕКСТІ ІНТЕГРАЦІЇ УКРАЇНИ В ЄВРОПЕЙСЬКИЙ ОСВІТНІЙ ПРОСТІР
- Author
-
KULYK, I.
- Subjects
interactive environment ,innovative activity ,ComputingMilieux_COMPUTERSANDEDUCATION ,transdisciplinary approach ,інтерактивне середовище ,трансдисциплінарний підхід ,pedagogical conditions ,педагогічні умови ,інноваційна діяльність - Abstract
The article defines the most important pedagogical conditions for the preparation of future teachers of history for innovation in the context of Ukraine's integration into the European educational space. The determining pedagogical condition for the formation of the readiness of future teachers of history to the challenges of today is the organization the interactive educational environment in educational institutions : organization of active pedagogical interaction between the teacher and the students, when both the teacher and students are subjects of studying; strengthening the role of self student learning; creation of comfortablet conditions for educational and cognitive activity; education of the emotional-volitional sphere and the ability to self-fulfillment of the student; strengthening of the practical component of professional training of students; study of world pedagogical experience; establishing contacts with international organizations; holding of joint international events and projects on the problems of formation of vocational and pedagogical competence; use of creative potential of teachers-practitioners, scientists, business structures, public associations in improving the educational process; use of the key idea of transdisciplinarity -global unification of various academic disciplines (psychological, pedagogical, historical, philological, etc.) and pedagogical practice for the solution of educational problems.Scientifi, methodological and logistical support as a pedagogical condition for the formation of readiness of future teachers of history for innovation activity includes: creating of the new training programs, tutorials, books, methodical recommendations for the professional training of history teachers, developed in the light of future activities in the current conditions for the creation of a pan-European educational space. The content provision of the pedagogical process involves the formation of future knowledge teachers of history in the system of knowledge: in historical, psychological and pedagogical disciplines; about the essence of modern European and world trends in education; formation of a system of professional skills and abilities., У статті визначаються найважливіші педагогічні умови підготовки майбутніх учителів історії до інноваційної діяльності в контексті інтеграції України в європейський освітній простір. Визначальною педагогічною умовою формування готовності майбутніх учителів історії до інноваційної діяльності є створення в навчальних закладах інтерактивного освітнього середовища: організація активної педагогічної взаємодії між викладачем та студентами, посилення ролі самостійного навчання та практичної складової професійної підготовки студентів; вивчення світового педагогічного досвіду.
- Published
- 2018
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88. The Pervasive Discourse: An Analysis.
- Author
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Nieuwdorp, Eva
- Subjects
DEFINITIONS ,UBIQUITOUS computing ,GAMBLING ,VIDEO gambling ,ELECTRONIC data processing - Abstract
In this article I argue for a critical analysis and re-evaluation of the term pervasive. Due to ambiguous definitions in both the discourse on computing and gaming, this term has become theoretically entangled with others. This has led to multiple definitions, and also, in the case of gaming, to the neglect of the different perspectives in which a game can be pervasive. In the current nascent stage of research into pervasive gaming, in which attempts are being made to theorize this concept, I argue for an analytical overview of the use of the term pervasive in order to understand the different perspectives in which it is used. [ABSTRACT FROM AUTHOR]
- Published
- 2007
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- View/download PDF
89. REALIZATION OF THE PRINCIPLE OF PRESENTATION IN TRAINING IN THE HIGHER MATHEMATICS MEANS OF GEOGEBRA
- Author
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Казанский (Приволжский) федеральный университет
- Subjects
интерактивная среда ,interactive environment ,the higher mathematics ,modeling ,informatization ,моделирование ,mathematical preparation ,geometrical interpretation ,информатизация ,математическая подготовка ,геометрическая интерпретация ,principle of presentation ,высшая математика ,принцип наглядности - Abstract
124-129 В рамках статьи предложены механизмы внедрения новой интерактивной среды GeoGebra в учебный процесс по дисциплине "Высшая математика" в экономическом университете c целью реализации принципа наглядности. Отмечается, что информатизация высшего экономического образования требует внедрения новых инструментальных средств и информационных технологий поддержки геометрического (графического) анализа различных экономико-математических моделей. Приведены примеры прикладных и исследовательских возможностей интерактивной геометрической среды GeoGebra при решении задачи о разложении функции в ряд Маклорена, являющейся одной из типовых задач дисциплины "Высшая математика". Within article mechanisms of introduction of the new interactive GeoGebra environment in educational process on discipline "Higher mathematics" at the economic university with the purpose of realization of the principle of presentation are offered. It is noted that informatization of the higher economic education demands introduction of new tools and information technologies of support of the geometrical (graphic) analysis of various economic-mathematical models. Examples of applied and research opportunities of the interactive geometrical GeoGebra environment at the solution of a task on the function decomposition in a row Maklorena which is one of standard problems of discipline "Higher mathematics" are given.
- Published
- 2018
90. Stress treatment through virtual reality
- Author
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Alamar Porter, Nerea, Universitat Jaume I. Departament d'Enginyeria i Ciència dels Computadors, and Marín Prades, Raúl
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interactive environment ,stress ,Bachelor's Degree in Video Game Design and Development ,Grado en Diseño y Desarrollo de Videojuegos ,Unity3D ,Grau en Disseny i Desenvolupament de Videojocs ,relaxing - Abstract
Treball Final de Grau. Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic 2016/2017 This technical report presents the design and implementation details involved in the development of an interactive environment using the Unity3D game engine. The main objective of this project is to decrease the user’s stress level. To achieve this objective the project consists of a virtual reality application that includes different relaxation techniques like audios, images and graphic elements. Moreover, the application obtains and uses user data from an external sensor, eHealth. These dates are indices of skin temperature and conductance and are used to calculate the stress level of the user during the virtual experience. The application is for Android devices, using Cardboard glasses and a bluetooth gamepad to move inside the environment. The virtual experience consists in an interactive environment in third-person in which the user can walk through the stage, exploring the scene while a relaxing background music is played and accesing to other scenes consisting in relaxation audio guides and relaxing places (taking advantage of the realism of virtual reality). As said before, this project was developed using mainly Unity3D, although I also used software like MonoDeveloped and Visual Studio 2017 for developing the codebase, 3ds Max for modeling, animating and texturizing, Adobe Photoshop CS6 for texture customizing, Arduino for the eHealth Sensor implementation and Word 2016 for the creation of this report.
- Published
- 2017
91. THE DEVELOPMENT OF AN INTERACTIVE VIRTUAL ENVIRONMENT FOR HISHAM PALACE IN JERICHO, PALESTINE
- Author
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Shadi Ghadban, Ramzi Hassan, Omar Aboudi, and Yousef Khateeb
- Subjects
interactive environment ,Palestine ,lcsh:NA9000-9428 ,Hisham Palace ,virtual reality ,immersive media ,3D modeling ,lcsh:Aesthetics of cities. City planning and beautifying - Abstract
This study aims to introduce Virtual Reality (VR) techniques as a tool to develop an interactive environment for cultural heritage sites in Palestine; these sites have their own specific problems and challenges, which have significantly affected most of the existing sites and cause their continuous deterioration. The virtual replicas of these sites and landscapes can act as a medium for their preservation, documentation, interpretation and intervention, assisting in education, tourism and an increase in public awareness regarding their significant value. For this purpose, Hisham Palace in Jericho was chosen as a case study. The historical layers of Hisham Palace were studied and visualized using advanced 3D visualization techniques by applying a five-step approach to analyze and model different elements of the palace to assemble them at a later stage. This approach was implemented due to the critical condition of the physical remains and the insufficient literature on the history of the palace. As a result, a initial 3D virtual reality model was obtained, presented and discussed in a 3D immersive environment at the Virtual Reality Lab (VR Lab) at Birzeit University.
- Published
- 2013
92. BENEFITS OF INTERACTIVE ENVIRNMENT IN PUBLIC SPACE DESIGN
- Author
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Boychenko, K.
- Subjects
interactive environment ,architecture ,society ,communication ,public space - Abstract
The article describes positive impact of interactive environment for public space and society. It explains how interactive architectural elements influence society and their role in communication between space and people.
- Published
- 2017
- Full Text
- View/download PDF
93. E-learning through online assignments: EFL students' and EFL teachers' perspective
- Author
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Zelyüt, Ayşe, Kaya, Ebru, İngiliz Dili Eğitimi Anabilim Dalı, Şire Kaya, Ebru, and Çukurova Üniversitesi, Sosyal Bilimler Enstitüsü, İngiliz Dili Eğitimi Anabilim Dalı
- Subjects
online ödev ,interactive environment ,online assignment ,Electronical media ,ağ tabanlı öğreticiler ,Eğitim ve Öğretim ,Teachers ,Electronic learning ,E-learning ,web-based tutorials ,interaktif ortam ,Interactive learning ,Learning methods ,English ,E-öğrenme ,technology ,Education and Training ,Learning ,Homework ,Study of languages ,Foreign language learning ,teknoloji - Abstract
Teknolojideki son gelişmeler, onu hayatımızın önemli bir parçası haline getirmiş ve yabancı dil eğitimi de bundan payını almıştır. E-posta, e-alışveriş, e-pazarlama ve e-ticaretin yanı sıra yabancı dil eğitimi de artık elektronik ortamda gerçekleşmektedir. E-öğrenme ile yabancı dil eğitimini ağ tabanlı öğreticiler yoluyla interaktif bir ortam oluşturarak desteklemek mümkün olmuştur. Dilbilgisi çalışma kâğıtları, kelime pratikleri, okuma, yazma çalışmaları ve birçok diğer alıştırma artık elektronik olarak hazırlanıp değerlendirilebilmekte ki bu da öğrencinin kendi hızında ve dilediği mekânda çalışmasına olanak sağlamaktadır. Bu çalışma, National Geographic'e bağlı bir ders kitabı olan 'Life' 'ın ek uygulaması olan e-öğrenme öğreticisi 'MyElt' 'nin etkililiğini, sistemi kullanan öğretmen ve öğrenciler açısından değerlendirmeyi amaçlamaktadır. Çalışmaya Fırat Üniversitesi yabancı dil hazırlık sınıfında okuyan 203 öğrenci ile Fırat Üniversitesi'nde çalışan 6 öğretmen katılmıştır. Öğrencilerin e-öğrenmeye bakışaçısını değerlendirmek için anket uygulanmış, 20 kişilik bir EFL grubu gözlenmiş ve araştırmacının yönlendirmeleri doğrultusunda toplamda 4 kez minute paper toplanmıştır. Sonuç olarak öğrenciler, teknoloji kaynaklı problemlere rağmen e-öğrenmeden memnun olduklarını ifade etmişlerdir. Ek olarak öğrenciler, online ödevlerin istedikleri yer ve zamanda çalışma olanağı sunduğunu belirtmişlerdir. Yabancı dil öğretmenlerinin e-öğrenme konusundaki düşüncelerini saptamak için öğretmenlerle görüşme yapılmıştır. Sonuçlar, yabancı dil öğretmenlerinin e-öğrenmeye karşı genel olarak olumlu bir bakış açısı sergilediğini göstermektedir. Öğretmenler online ödevlerin eğlenceli olduğunu ve öğrencilerini yabancı dil öğrenmeye karşı motive ettiğini ifade etmişlerdir. Sonuç olarak e-öğrenme ile görsel ve işitsel ögelerle desteklenmiş özgün materyallerin öğrencilerin kullanımına sunulduğu saptanmıştır. Ayrıca, e-öğrenmeyi de kapsayan yeni bir müfredatın oluşturulmasının yabancı dil eğitimini daha verimli hale getirebileceği sonucuna varılmıştır.Anahtar Kelimeler: E-öğrenme, interaktif ortam, online ödev, teknoloji, ağ tabanlı öğreticiler. Recent advances in technology have made it an essential part of our lives, and foreign language pedagogy has also its own share. Besides e-mail, e-shopping, e-marketing, and e-commerce, foreign language education occurs in electronic setting, too. With e-learning, it is possible to support foreign language learning through web-based tutorials by creating an interactive environment. Grammar worksheets, vocabulary practices, reading and writing tasks, speaking activities and many other exercises can be prepared and assessed electronically, by giving a chance to the EFL students to study at their own places and paces. This study is aimed at assessing the effectiveness of an e-learning tutorial, MyElt, a supplement of the coursebook 'Life' by National Geographic from both EFL students' and EFL teachers' perspectives. 203 EFL preparation (prep) class students and 6 EFL teachers working in Fırat University participated in this study. The EFL students' perception of e-learning has been investigated through a questionnaire, an EFL group of 20 students has been observed and minute papers (4 times in total) have been collected with the guidance of the researcher. The EFL students have stated that, despite technological problems, they are satisfied with e-learning via online assignments. Moreover, they have added that online assignments give them the opportunity to study at any place and time. The perceptions of the EFL teachers about e-learning have been investigated through interviews. The results show that the EFL teachers have positive attitudes towards e-learning in general. The EFL teachers have stated that online assignments are enjoyable and they motivate their students towards foreign language learning. As a result it has been ascertained that with e-learning, authentic materials supported with visual and audial aids are made available at the EFL students' disposal, It has also been cocluded that creating a new curriculum in which e-learning is covered can make foreign language learning more effective.Key Words: E-learning, interactive environment, online assignment, technology, webbased tutorials 104
- Published
- 2017
94. Where,What,Whye How: Uma abordagem prática para desenvolvimento de ambientes interativos
- Author
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Rehem Neto, Almerindo Nascimento, Santos, Celso Alberto Saibel, Apolinário Júnior, Antonio Lopes, Vieira, Vaninha, Santana, Ivani Lúcia de, and Gourlarte, Rudinei
- Subjects
Modelos para Ambientes Interativos ,Event-Driven ,Natural Interaction ,Design Centrado no Usuário ,Sistemas Computacionais ,Software Development ,User Centered Design ,Interactive Environment ,Ambientes Interativos - Abstract
Submitted by Kleber Silva (kleberbs@ufba.br) on 2017-06-06T18:36:46Z No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) Approved for entry into archive by Vanessa Reis (vanessa.jamile@ufba.br) on 2017-06-16T15:25:18Z (GMT) No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) Made available in DSpace on 2017-06-16T15:25:18Z (GMT). No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) O advento do Kinect desencadeou o crescimento de aplicações voltadas à interação natural, reconhecimento de gestos e ambientes interativos. Com o tempo, percebeu-se que as soluções de interfaces baseadas nesses novos tipos de interação cresciam de maneira rápida e desordenada, sem qualquer preocupação com a formalização de etapas de desenvolvimento. Além disso, questões relativas à forma de representar estas interações, ao contexto onde elas ocorrem e qual o comportamento do ambiente em resposta a estas interações tornaram-se relevantes. Neste sentido, esse trabalho traz como contribuição uma abordagem prática para o desenvolvimento de ambientes interativos através do modelo Where-What-Why-How, ou simplesmente, 3W1H. A solução teve como base uma compilação de tarefas comumente executadas neste tipo de desenvolvimento e relatadas em diversos trabalhos correlatos. A solução parte de três questões principais: (I) quais as reações devem ser disparadas no ambiente interativo; (II) quais as situações que disparam a execução destas reações no ambiente; e, (III) qual o comportamento esperado uma vez que estas situações sejam reconhecidas. O comportamento esperado do ambiente pode ser visto como um conjunto de estados que definem o controle das reações e mudanças dentro do ambiente real ou virtual. A transição entre estes estados comportamentais é feita a partir da composição entre eventos associados, por exemplo, ao reconhecimento de gestos do usuário quando interage com o sistema. A validação da proposta é feita através de alguns estudos de casos completos, que contemplam todas as fases de desenvolvimento e a implementação física do ambiente interativo. Os estudos de caso foram construídos com o auxílio do framework Touch The Air - TTair, uma outra contribuição importante do trabalho.
- Published
- 2016
95. Bodytext: somatic data as agency in interactive dance
- Author
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Biggs, Simon, Hawksley, Sue, and Paine, Garth
- Subjects
interactive environment ,electronic literature ,dance technology ,performance - Abstract
The chapter in this book concerns the interactive performance work 'Bodytext, produced by the authors. The book evolved from original papers presented at an international conference organised in Lisbon, Portugal, to mark the closure of the TKB project “A Transmedia Knowledge-Base for Performing Arts”. Under the title “Multimodal Communication: Language, Performance and Digital Media”. The conference provided a multidisciplinary forum for researchers and artists from different research fields, interested in the study and documentation of the performing arts. The book offers contributions on issues of multimodality in human interaction and performance, embodied cognition and metaphor, gesture studies, video annotation for creative processes, and performance and digital media.
- Published
- 2016
96. Undergraduate Histology Education: Fostering an Engaging and Interactive Environment is the Key
- Author
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Smirle, Jeffrey, Parent, Adam D., Canuel, Maryssa, and Mandato, Craig A.
- Published
- 2012
- Full Text
- View/download PDF
97. The spatial allocation of attention in an interactive environment.
- Author
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Wood, Katherine and Simons, Daniel J.
- Subjects
UNOBTRUSIVE measures ,ATTENTION ,ECOLOGY ,BLINDNESS - Abstract
Inattentional blindness methods allow for an unobtrusive measure of the spatial distribution of attention; because subjects do not expect the critical object, they have no reason to devote attention to task-irrelevant regions in anticipation of it. We used inattentional blindness to examine the spatial allocation of attention in an interactive game in which subjects navigated through a dynamic environment and avoided hazards. Subjects were most likely to notice unexpected objects in the areas with the greatest risk of contact with a hazard, and less likely to notice equally proximal objects in inaccessible areas of the display or areas in which hazards no longer posed a threat. These results suggest that both the content of the environment and how a subject can interact with it influence the spatial allocation of attention. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
98. Surface Morphologies and Mechanical Properties of Mg-Zn-Ca Amorphous Alloys under Chemistry-Mechanics Interactive Environments.
- Author
-
Li, Yongyan, Liang, Zhuofan, Yang, Lianzan, Zhao, Weimin, Wang, Yalong, Yu, Hui, Qin, Chunling, and Wang, Zhifeng
- Subjects
AMORPHOUS alloys ,SURFACE morphology ,BRITTLE fractures ,TRIBO-corrosion ,FRACTURE mechanics ,MATERIAL plasticity - Abstract
Mg-Zn-Ca amorphous alloys are considered as potential bone implants. A large number of works have focused on the alloys under free corrosion environment. However, the real service environment of bone implants is a kind of chemistry-mechanics interactive environment in which the materials not only suffer corrosion by body fluids but also bear applied force induced by body movement. In order to imitate the real service environment, surface morphologies and mechanical properties of Mg-Zn-Ca amorphous alloys were studied under different chemistry-mechanics interactive environments in this paper. It was found that cracks and Ca/Mg phosphates formed on the surface of amorphous alloys. The compressive strength of the alloys decreased seriously but could still reach an acceptable value to avoid material failure. Fan-shaped patterns found on all the samples implied that brittle fracture was the main fracture form. Moreover, vein-like patterns could still be found in some areas, showing a locally plastic deformation. This was the reason why the alloy could maintain a high compressive strength after severe and interactive treatments. The study could guide related works in the establishment of experimental environments in the future, which will facilitate a more accurate biomedical evaluation of bone implants. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
99. Generación automática de entornos urbanos y su visualización interactiva en 3D
- Author
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Jorge Cano, Javier
- Subjects
Three.js ,Generación procedural ,Interactive graphics systems ,Grado en Ingeniería Informática-Grau en Enginyeria Informàtica ,Ciudad procedural ,Procedural generation ,Interactive environment ,Modelización de escenarios urbanos ,WebGL ,Sistemas gráficos interactivos ,Entornos interactivos ,Procedural city ,LENGUAJES Y SISTEMAS INFORMATICOS ,Urban modeling - Abstract
[ES] La actual industria del entretenimiento exige la generación de contenidos de diversa índole, tanto para ofrecer al jugador nuevas experiencias, como para sorprender al espectador con nuevos planteamientos. Dentro de estos contenidos, la generación de escenarios donde se desarrolla la acción es uno de los mayores retos a los que se enfrentan los sistemas gráficos interactivos. En concreto, los escenarios urbanos, plantean una amplia problemática y una gran complejidad. Plasmar qué distribución de carreteras establecer, o qué estructura y tamaño tendrán los edificios de una forma automática, es un problema de estudio desde hace décadas. Por ello, en este trabajo, se plantea un marco teórico y práctico donde se ha desarrollado una librería de generación de entornos urbanos sintéticos, así como su interacción en 3D bajo la tecnología del navegador, todo ello mediante WebGL y three.js., [EN] The current state of the industry of entertainment, requires generating contents of diverse kind, in order to offer new experiences to the player and surprise the spectator with new approaches. Regarding the contents, one of the major challenges for the interactive graphics systems is the generation of scenarios where action occurs. These scenarios, specifically the urban ones, contemplate wide difficulties and a huge complexity. Thus, since decades, one important case of study is shaping and set up the road distribution or reflect the size or which shape will have the buildings in an automatic way. For that reason, a theoretical and practical framework to deal with this problem is proposed in this project. Thus, a library of generation of urban synthetic environment has been developed, allowing the interaction in 3D under the technology of the browser, all by means of WebGL and three.js.
- Published
- 2015
100. Interactive Installations
- Author
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Simanowski, Roberto, author
- Published
- 2011
- Full Text
- View/download PDF
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