Academic literature on the topic 'Consider the prototype of a User Interface (UI)'

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Journal articles on the topic "Consider the prototype of a User Interface (UI)"

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Suparmanto, Nova, Anna Maria Sri Asih, Andi Sudiarso, and Paulus Insap Santosa. "Interface design features and evaluation of batik 4.0 mobile application." Indonesian Journal of Electrical Engineering and Computer Science 33, no. 3 (2024): 1604. http://dx.doi.org/10.11591/ijeecs.v33.i3.pp1604-1619.

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The use of information and communication technology could increase the quantity and quality of small medium enterprises (SME) production, including batik industry. This study focuses on the development of batik 4.0, a custom batik mobile-based interface that makes it easier for customer which can be used to quickly produce high-quality digital batik designs. The findings of this study simplify the ordering process for potential clients who want to acquire custom batik designs. Ease of transactions, namely down payments (DP) where users can make advance payments, so that users are relieved in t
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Suparmanto, Nova, Anna Maria Sri Asih, Andi Sudiarso, and Paulus Insap Santosa. "Interface design features and evaluation of batik 4.0 mobile application." Indonesian Journal of Electrical Engineering and Computer Science 33, no. 3 (2024): 1604–19. https://doi.org/10.11591/ijeecs.v33.i3.pp1604-1619.

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The use of information and communication technology could increase the quantity and quality of small medium enterprises (SME) production, including batik industry. This study focuses on the development of batik 4.0, a custom batik mobile-based interface that makes it easier for customer which can be used to quickly produce high-quality digital batik designs. The findings of this study simplify the ordering process for potential clients who want to acquire custom batik designs. Ease of transactions, namely down payments (DP) where users can make advance payments, so that users are relieved in t
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Alsswey, Ahmed, and Hosam Al-Samarraie. "The role of Hofstede's cultural dimensions in the design of user interface: the case of Arabic." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 35, no. 1 (2021): 116–27. http://dx.doi.org/10.1017/s0890060421000019.

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AbstractA user interface (UI) design that meets the preferences, differences, and needs of the group of users can potentially increase the usability of a system. Users, in general, feel more familiar with the context that reflects their cultural values and practices. The Arabic culture plays a significant role in how Arab users interact and communicate with technologies. The customs, artifacts, and traditions of the Arab world are different in nature from the Western cultures. Thus, it is essential to consider these differences when designing the UI prototype. This study investigated the role
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Fastabiq Furoqonul, Pratama, Rahma Feby Revita, Abdurahman Salman, Dewi Yulia, Yulianto Yulianto, and Huda Miftahul. "PERANCANGAN USER INTERFACE (UI) PERPUSTAKAAN ONLINE BERBASIS ANDROID." JAMI: Jurnal Ahli Muda Indonesia 4, no. 2 (2023): 158–62. http://dx.doi.org/10.46510/jami.v4i2.173.

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Online libraries have become an important source of information in modern life. To facilitate access and use of libraries, designing a good and intuitive User Interface (UI) is essential. This research aims to design an Android-based online library UI using the prototype method. The prototype method is a design approach that focuses on iterative development of the initial design. This research adopts this method to produce an online library UI that can meet the needs of users effectively. The design process involves steps such as user needs analysis, initial design, prototype implementation, e
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Zahra, Dara Shafira, Wella Wella, and Aditya Satyagraha. "User Interface Analysis of Gapura Universitas Multimedia Nusantara Website." Ultimart: Jurnal Komunikasi Visual 14, no. 2 (2021): 124–35. http://dx.doi.org/10.31937/ultimart.v14i2.2027.

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The user interface (UI) of the Gapura site is proven to have various problems such as a poor visual hierarchy, UI that confuses its users, and UI that are considered unattractive by users. These things result in the poor feedback of its users. This study aims to examine the problems in the Gapura site by using the guidelines of the e-book published by UXPin, "Web UI Best Practice". The series of tests that will be conducted are blur test, scenario test, questionnaire and survey. After that, a prototype will be built according to the results of the tests with the aim of improving the UI Gapura
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Lutfiyani, Anisa, Riyan Jaya Sumantri, and Tri Anggoro. "Teknik Desain User Interface dengan Wareframing untuk Rancangan Layout Website Perpustakaan Online Menggunakan Figma." JURNAL KRIDATAMA SAINS DAN TEKNOLOGI 6, no. 01 (2024): 146–59. http://dx.doi.org/10.53863/kst.v6i01.1092.

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Perkembangan teknologi pada zaman sekarang ini semakin hari semakin berkembang, penting bagi instansi untuk memahami user experience (UX), dan user interface (UI) guna menunjang peningkatan kepuasan pelanggan. Dalam penelitian ini, peneliti merancang wareframe desain user Interface (UI), prototype rancangan sistem Perpustakaan online berbasis web dengan menggunakan Figma, yang bertujuan untuk menghasilkan konsep alur dalam rancangan wareframe desain yang menarik dan menerapkan hasil desain ke dalam prototype. Focus penelitian adalah merancang tampilan user interface website dengan melihat kebu
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Bunadi, Dennys, Abdul Munir S, and Hendra Surasa. "PERANCANGAN USER INTERFACE PADA APLIKASI NAVYFRIEND DENGAN MENGGUNAKAN METODE DESIGN THINKING." KHARISMA Tech 19, no. 2 (2024): 45–57. https://doi.org/10.55645/kharismatech.v19i2.454.

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Penelitian ini bertujuan untuk mengubah user interface (UI) aplikasi chatting Navyfriend menjadi lebih baik dengan menggunakan metode design thinking. Proses pengubahan user interface berdasarkan opini dari sebaran data kuesioner terhadap 21 responden menggunakan Google Form. Pada tahap Emphatize, Data yang terkumpul kemudian diolah dengan menggunakan metode SUS. Pada tahap Define, Hasil pengujian awal diperoleh nilai 31.4 dengan penilaian ‘poor’ sehingga tampilan UI tersebut perlu dirancang ulang. Pada tahap Ideate, aplikasi chatting Navyfriend dirancang ulang dengan mengubah komposisi warna
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Neng Ayu Herawati, Widodo, and Hamidillah Ajie. "PERANCANGAN USER INTERFACE WEBSITE SISTEM PENGELOLAAN KURIKULUM UNIVERSITAS NEGERI JAKARTA DENGAN PENDEKATAN USER EXPERIENCE." PINTER : Jurnal Pendidikan Teknik Informatika dan Komputer 8, no. 1 (2024): 10–23. https://doi.org/10.21009/pinter.8.1.2.

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Kualitas kurikulum akan mempengaruhi proses berjalannya pendidikan dan luaran proses pendidikan, oleh karena itu dalam penyusunannya diperlukan proses pengelolaan kurikulum yang matang untuk menghasilkan kurikulum yang baik, namun saat ini belum adanya sistem pengelolaan kurikulum di UNJ, maka sistem pengelolaan kurikulum UNJ diperlukan, namun belum ada rancangan User interface (UI) pada sistem pengelolaan kurikulum di UNJ yang mempertimbangkan karakteristik penggunanya, oleh karena itu penelitian ini terfokus pada perancangan UI dengan pendekatan User experience (UX). Hasil dari perancangan U
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Latifah Nurul Habibah and Indrawan Ady Saputro. "Perancangan UI/UX pada Toko Pizza dengan Metode Design Thinking." Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2, no. 5 (2024): 77–83. http://dx.doi.org/10.61132/jupiter.v2i5.521.

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This study focuses on the design of the user interface (UI) and user experience (UX) for a pizza shop application using the Design Thinking method. Aiming to enhance convenience and efficiency in the ordering process, the method involves five stages: empathize, define, ideate, prototype, and test. The UI design is developed to ensure an attractive and user-friendly interface, while the UX emphasizes ease of navigation and user satisfaction. The resulting prototype includes essential features such as product menus, shopping cart, and order tracking. Usability testing shows that the application
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Hartawan, Muhammad Syarif. "PENERAPAN USER CENTERED DESIGN (UCD) PADA WIREFRAME DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI SINOPSIS FILM." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 1 (2022): 43–47. http://dx.doi.org/10.56486/jeis.vol2no1.161.

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The purpose of this research is as a prototype for the application of User Centered Design in the development of User Interface Design and User Experience on the Film Synopsis android application. In developing android applications, the design of the User Interface (UI) and User Experience (UX) is a very important initial stage in using the application. This UI/UX will provide a user experience in using and interacting with this android application. In this article, we explain how UI/UX is designed in Film Synopsis using a User Centered Design (UCD) approach. At UCD there are 4 (four) stages i
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Dissertations / Theses on the topic "Consider the prototype of a User Interface (UI)"

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Pilát, Peter. "Posílení principů UX do existujících uživatelských rozhraní." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-264980.

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This thesis explains meaning of user experience, its main aspects, selected methodology, its integration into agile development process and what UX maturity level can be represented in real company. It also deals with analysis of selected existing user interfaces used for network print management and its end users. Prototyping and user testing methods are iteratively applied to these user interfaces. Evaluation of these methods concludes the thesis with a recommendation what UX processes should be integrated for future development of user interfaces in Y Soft.
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Machado, Ana Raquel Brinca. "UX/UI na Buildtoo." Master's thesis, 2020. http://hdl.handle.net/10316/92544.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>A dissertação que ora se submete a apreciação crítica tem por objeto o redesign da plataforma Buildtoo para dispositivos mobile, nomeadamente o smartphone. Esta plataforma online possui funcionalidades que permitem a comunicação entre várias entidades, reposição de documentos e visualização de dados em tempo real sobre o progresso do projeto, da fase de financiamento, passando pelo projeto até à obra. Este produto de software foi concebido para facilitar os utilizadores – os colaboradores da em
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Book chapters on the topic "Consider the prototype of a User Interface (UI)"

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Giannakos, Michail. "Educational Interface Design and the Role of Artifacts." In Experimental Studies in Learning Technology and Child–Computer Interaction. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-14350-2_3.

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AbstractUser interfaces (UI) are an inherent part of any technology with human end-users. The design of the UI depends heavily on the intended end-user and is therefore extremely important for research in both learning technology (where the learner is the end-user) and CCI (where the child is the end-user). Another important concept of learning technology and CCI research (and also in neighboring fields) is that of “artifact”. Artifacts correspond to novel designs (which may be prototype systems, interfaces, materials, or procedures) that have a certain set of qualities or components (such as functionalities and affordances) and that allow us to experiment (e.g., to isolate and test certain components). This chapter describes how researchers can design educational interfaces, visualizations, and other artifacts to support their experiments and enhance learners’ and children’s experience with technology.
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Masuhr, Christian, Julian Koch, and Thorsten Schüppstuhl. "Augmented Reality Authoring for Efficient Inspections in Green Aviation: Evaluating Accuracy and Usability." In Lecture Notes in Mechanical Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-93891-7_36.

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Abstract This paper addresses the gap in AR-guided inspection by developing and evaluating an AR authoring tool tailored for green aviation. The tool aims to overcome the current limitations by assisting the inspector in the data acquisition process using hand-held sensors. The study introduces a sensor guidance prototype applicable to various inspection scenarios prone to human error. Usability assessments reveal positive feedback on real-time guidance and an intuitive interface, though challenges in tracking accuracy and managing complex trajectories are identified, particularly with the Microsoft HoloLens 2. Testing on the Magic Leap 2 (ML2) showed sufficient position accuracy of 1.39 mm, suitable for mobile authoring and tracking of trajectories. While results are promising, further optimization in tracking, user interface (UI), and real-world validation is needed.
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Kanstrup Anne Marie, Christiansen Marion Berg, and Nøhr Christian. "Four Principles for User Interface Design of Computerised Clinical Decision Support Systems." In Studies in Health Technology and Informatics. IOS Press, 2011. https://doi.org/10.3233/978-1-60750-740-6-65.

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The paper presents results from a design research project of a user interface (UI) for a Computerised Clinical Decision Support System (CDSS). The ambition has been to design Human-Computer Interaction (HCI) that can minimise medication errors. Through an iterative design process a digital prototype for prescription of medicine has been developed. This paper presents results from the formative evaluation of the prototype conducted in a simulation laboratory with ten participating physicians. Data from the simulation is analysed by use of theory on how users perceive information. The conclusion is a model, which sum up four principles of interaction for design of CDSS. The four principles for design of user interfaces for CDSS are summarised as four A's: All in one, At a glance, At hand and Attention. The model emphasises integration of all four interaction principles in the design of user interfaces for CDSS, i.e. the model is an integrated model which we suggest as a guide for interaction design when working with preventing medication errors.
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Wu, Finch C. T., Oscar N. J. Hong, Amy J. C. Trappey, and Charles V. Trappey. "VR-Enabled Chatbot System Supporting Transformer Mass-Customization Services." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200088.

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Chatbot is a conversational question answering (Q&amp;A) system capable of natural language communication between a computer system and a person. The use of chatbots for 24-hour customer service provides quick responses that solve problems online. This approach is quickly becoming a convenient way for companies to enhance their customer services without location or knowledgeable staff limitations. This research proposes a system framework and develops a prototype virtual reality (VR) enabled transformer mass-customization consultation chatbot. The chatbot technique is a retrieval-based intelligent system. First, thousands of transformer specific frequently asked questions (FAQs) are collected as a Q&amp;A dataset for technical supports retrieval. More than 1.2 million engineering Wikipedia pages and engineering technical papers are used to train a word embedding model used for natural language processing and question-answer retrieval. The chatbot is integrated into a virtual reality (VR) immersive user interface (UI) environment enabling users to make transformer design changes while querying the system about specifications and standards while interacting with 3D models from the company’s knowledge base archive. The system provides two unique UIs for personal computer (PC) and a helmet-based immersive interface. The system supports real-time consultation of mass-customized transformers and their bills of materials (BOM) for design review, analysis and cost estimation.
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Morais, Bianca Stephanie Guimarães, Álvaro Sobrinho, Helder Oliveira, Lenardo Chaves e Silva, and Robson Locatelli Macedo. "Design of a Home Automation App to Assist Elderly and Limited Mobility People." In The IoT and the Next Revolutions Automating the World. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9246-4.ch005.

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This research focuses on a solution to assist elderly and limited-mobility people. It aims to improve the autonomy, and, consequently, the quality of life of this target audience by automating daily tasks conducted at home, such as turning on the lights and manipulating electronic devices. However, it is important to consider the costs and quality attributes (e.g., usability) related to the design of solutions to automate a specific environment, that may include hardware platforms and physical adaptations. In this context, the authors present in this chapter the software requirements discovery and elicitation of a home automation app considering the real needs of the elderly and limited-mobility people. Additionally, we conduct the requirements specification using the unified modeling language (UML) to improve completeness, along with graphical user interface (GUI) prototypes. Finally, we present a mobile app prototype using the Android and Arduino platforms to illustrate a use scenario of the solution.
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Morais, Bianca Stephanie Guimarães, Álvaro Sobrinho, Helder Oliveira, Lenardo Chaves e Silva, and Robson Locatelli Macedo. "Design of a Home Automation App to Assist Elderly and Limited Mobility People." In Research Anthology on Cross-Disciplinary Designs and Applications of Automation. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3694-3.ch042.

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This research focuses on a solution to assist elderly and limited-mobility people. It aims to improve the autonomy, and, consequently, the quality of life of this target audience by automating daily tasks conducted at home, such as turning on the lights and manipulating electronic devices. However, it is important to consider the costs and quality attributes (e.g., usability) related to the design of solutions to automate a specific environment, that may include hardware platforms and physical adaptations. In this context, the authors present in this chapter the software requirements discovery and elicitation of a home automation app considering the real needs of the elderly and limited-mobility people. Additionally, we conduct the requirements specification using the unified modeling language (UML) to improve completeness, along with graphical user interface (GUI) prototypes. Finally, we present a mobile app prototype using the Android and Arduino platforms to illustrate a use scenario of the solution.
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Conference papers on the topic "Consider the prototype of a User Interface (UI)"

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Kanai, Satoshi, Taiga Higuchi, and Yukiaki Kikuta. "Applying User Interface-Operable 3D Digital Prototypes to Human-Centered Design of Information Appliances." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49728.

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One of the critical issues of realizing human centered design (HCD) for information appliances is how to efficiently find the weakness of usability of the user interfaces (UI). At present, user test is the most reliable method of evaluating usability of UI. But executing user-test costs much due to fabrication of physical prototypes, securing of test subjects and facilities and the manual-based analysis of the test results. To solve the problems, we propose a computer-supported environment for testing and usability assessment for human centered-design of information appliances in the paper. In
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Plesca, Natalia. "Human-computer interaction and user interface development." In Conferința științifică națională cu participare internațională "Integrare prin cercetare și inovare", dedicată Zilei Internaționale a Științei pentru Pace și Dezvoltare. Moldova State University, 2025. https://doi.org/10.59295/spd2024n.104.

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Human-Computer Interaction (HCI) focuses on the design and use of computer technology, emphasizing the interfaces between people (users) and computers. Researchers in the field of HCI study how humans interact with computers and design technologies that let humans interact with computers in novel ways. The purpose of this article is to explore and analyze essential human-computer interaction (HCI) principles and methods for developing effective user interfaces. The methodology for developing this paper combines theoretical and practical approaches to provide a deep understanding of human-compu
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Kanai, Satoshi, and Hiroaki Date. "Homography-Based Low-Cost Gaze Estimation and its Application to the Usability Assessment of Digital Prototypes of Information Appliances." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12931.

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Recently 3D digital prototypes of information appliances have been proposed for efficient user acceptance tests of user-interface (UI) usability. The purpose of this research is to develop a gaze estimation system based on Homography and to fully integrate it with a 3D digital prototype of the information appliances in order to obtain information more useful for usability assessment. The estimation system consists only of four infrared LEDs and a USB camera and is low-cost. The gaze estimation enables the system not only to record a gaze point on the prototype but to identify the UI objects wh
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Subramonyam, Hariharan, Colleen Seifert, and Eytan Adar. "ProtoAI: Model-Informed Prototyping for AI-Powered Interfaces (Extended Abstract)." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/748.

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When prototyping AI experiences (AIX), interface designers seek effective ways to support end-user tasks through AI capabilities. However, AI poses challenges to design due to its dynamic behavior in response to training data, end-user data, and feedback. Designers must consider AI's uncertainties and offer adaptations such as explainability, error recovery, and automation vs. human task control. Unfortunately, current prototyping tools assume a black-box view of AI, forcing designers to work with separate tools to explore machine learning models, understand model performance, and align interf
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Ausombun, Wirachai, Nonthaporn Phrommet, Sirilak Jittrisin, Orawee Pirugjanyakun, Nattawud Trangkanon, and Thitirat Siriborvornratanakul. "Lean Development of a Mobile Application for Advergames." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006267.

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Advergames refer to the gamification of product and brand advertisements. AdsPlay is a mobile application designed as a multi-brand advergame platform. The application was developed using the Lean Product Development (LPD) framework and guided by User Interface (UI) design principles, incorporating brand-sponsored rewards to drive user engagement. Through a mixed-methods approach combining both qualitative and quantitative techniques, a series of Minimum Viable Product (MVP) prototypes were iteratively created and tested with target users. The final prototype received evaluation scores of 8 an
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Anvari, Sam, and Gabriella Hancock. "Interdisciplinary Design Teaching: A pedagogical approach to train hands-on UX/UI designers." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002536.

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The rapid growth in the prevalence of smart devices has created a significant demand for workforces with knowledge and experience in user-centered design. The new emerging designers are expected to be familiar with practical design research methods while delivering competitive visual results. An interdisciplinary pedagogical approach to design teaching can help students connect the practice of psychology, human factors, and graphic design. In this presentation, we will discuss our practical methods of forming an interdisciplinary design research team to work on a hands-on design challenge invo
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Helin, Kaj, Andrea Alesani, Timo Kuula, and Vladimir Goriachev. "Early-stage user experience design of the remote operation concept of the harbour’s reachstacker by exploiting eXtended Reality." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005411.

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The main objective of this abstract is to present a comprehensive approach involving user experience design, implementation, user testing, and iterative refinement of a Wizard-of-Oz interface via extended reality for remotely operating reach stackers, an off-highway type of vehicle used in logistic hubs. Proposed approach includes the main principles of the human centred design with several iteration loops. This abstract will present development and results of the first two iteration prototype.The use caseThe use case target is KALMAR’s remote controlled reachstacker, which is handling contain
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Zamfiroiu, Alin. "INTERACTION IN A MOBILE LEARNING SYSTEM." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-143.

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Mobile learning is a new trend in learning environment. M-Learning or Mobile E-Learning how is named in some papers allows the access of users to the information through Internet using mobile devices like phones, smartphones, PDAs, laptops, tablets. In this way they became mobile pupils or mobile students. Mobile devices present special means of interaction with the user which are not similarly with the interact means of classic computer applications or web applications, therefore special attention should be given to this issue. Under current conditions, computerization of the university opera
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Poret, Maxime, Jean-Michaël Celerier, Myriam Desainte-Catherine, and Catherine Semal. "Proof of Concept of a Generic Toolkit for Sonification: The Sonification Cell in Ossia Score." In ICAD 2023: The 28th International Conference on Auditory Display. International Community for Auditory Display, 2023. http://dx.doi.org/10.21785/icad2023.4039.

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A popular topic in sonification research is the development of a complete, user-friendly tool for sonification creation. A study of existing attempts at such tools highlights what seems to be the main challenge of this endeavor: exhaustiveness with regards to the great diversity of approaches for auditory display of information. Most tools are designed to allow for selecting among a few typical modalities, but could not really be used to create any kind of sonification. In order to tackle this issue, we proposed a theoretical model of the sonification process, which is intended to take all of
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Ge, Yate, Yuanda Hu, and Xiaohua Sun. "Co-Design of Service Robot Applications Using Virtual Reality." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003868.

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Service robots have been applied in an increasing number of scenarios, including homes, hospitals, offices, schools, hotels, etc. To ensure the usability of the interaction interface and process in the application of service robots, the design of human-robot interaction in the application of service robots involves various interaction modalities, different robot forms, and different physical behaviors of robots in space, etc. This makes it challenging to have low-cost, high-fidelity prototype methods that support design exploration in the early stages of service robot application design.Curren
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