Academic literature on the topic 'Electronic gadgets'

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Journal articles on the topic "Electronic gadgets"

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V., Roopadevi, Shravanti B. S., and Aravind Karinagannanavar. "Exposure to electronic gadgets and its impact on developmental milestones among preschool children." International Journal Of Community Medicine And Public Health 7, no. 5 (April 24, 2020): 1884. http://dx.doi.org/10.18203/2394-6040.ijcmph20202000.

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Background: The wellbeing of the children including their physical, mental, psychological growth and development and their opportunity to achieve full potential as adults is very important. But there are several factors which affect the normal development of the children. TV, mobiles, video gaming, DVD’s and other forms of electronic gadgets have become pastimes among preschool children. Thus, this study is planned to know the exposure of electronic gadgets and its impact on the developmental milestones among preschool children.Methods: A cross sectional study was conducted at Gadag among 240 preschool children of age 2-5 years attending School. The data was collected from April 2018 to October 2018. Information was gathered from parents and teachers by using pretested semi-structured questionnaire. Frequencies, percentages and chi-square test were used in analysis.Results: In this study children using most common electronic gadgets were mobile and television for less than one hour followed by 1-2 hours usage. On an average each family had 5 members possessing 6 electronic gadgets and 3 mobiles. Majority of the children started using electronic gadget for the first time at 13-24 months. Authors found that there was significant association between electronic gadget usage and personal and social development.Conclusions: The most commonly used electronic gadgets were mobiles and television and, in this study, there is an association between total duration of electronic gadget usage and personal and social development.
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Jey, Gabriel, and Belinda Mau. "DAMPAK PENGGUNAAN GADGET TERHADAP PERKEMBANGAN PERILAKU ANAK REMAJA MASA KINI." Excelsis Deo: Jurnal Teologi, Misiologi, dan Pendidikan 5, no. 1 (June 30, 2021): 99–110. http://dx.doi.org/10.51730/ed.v5i1.70.

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Penggunaan gadget selalu berdampak pada perkembangan tinggkah laku anak, karena gagjed memiliki berbagai fitur dan aplikasi yang menarik, bervariasi, dan feksibel sehingga dapat menambah daya Tarik bagi setiap orang, khususnya dikalangan anak-anak sekarang ini gadjed dapat memberikan dampak negatif bagi perkembangan tingkah laku anak. Perkembangan tingkah laku anak berupaya pada psikologi dimana akibat bermain gadgej anak menjadi mudah marah, suka membangkang, malas belajar, dan bisa menirukan tingkah laku didalam gegjed. Anak-anak kini telah menjadi konsumen aktif dimana banyak produk-produk elktronik dan Gadget yang menjadikan anak-anak sebagai pasar mereka. “ Apalagi jaman sekarang anak-anak, orang tua pun ada yang sangat menyukai gadget sampai disebut gadget freak.Gadget diharapkan memberikan manfaat bagi para penggunanya, dimana para penggunanya harus mampu mengoperasikan gadget dengan baik, mengetahui fungsi gadget, dan mengetahui manfaat dari aplikasi gadget.The use of gadgets always has an impact on the development of children's behavior, because gagjed has various interesting, varied, and flexible features and applications so that it can add attractiveness to everyone, especially among children, nowadays gadjed can have a negative impact on the development of children's behavior The development of children's behavior seeks to psychology where due to playing Gadgej children become irritable, disobedient, lazy to learn, and can mimic behavior in gegjed. Children have now become active consumers where many electronic products and gadgets make children their market. "Moreover, not children, parents are also very helpful gadgets to the point of being called gadget freak Gadget. It is hoped that it will provide benefits for its users, where users must be able to operate gadgets properly, see gadget functions, and see the benefits of gadget applications.
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A, Pushpalatha, Harish Sanmugam J, Jeya Pradeepa, and Madhu Bala S. "A Gadget Recommendation System using Data Science." December 2020 02, no. 04 (December 8, 2020): 213–16. http://dx.doi.org/10.36548/jitdw.2020.4.004.

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Electronic gadgets have become vital in basic need of individual. The advances in technology, makes it necessary to satisfy different functional needs of users. Therefore, it is important to suggest gadgets for users according to personal preference and various constraints of electronic gadgets. We propose a gadget recommendation system by integrating various requirements from users.
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Prakash P, Sooriya Praba V, Esther J, Leo Franka J, Merlin Viju, Santhanalakshmi M, and Sneha Anna Jose. "Effect of Electronic Gadgets on Quality of Sleep Among College Students." International Journal of Research in Pharmaceutical Sciences 12, no. 2 (May 22, 2021): 1452–61. http://dx.doi.org/10.26452/ijrps.v12i2.4715.

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A descriptive study to assess the effect of electronic Gadgets on Quality of Sleep among College Students. This study was conducted at Pondicherry Engineering College, Puducherry. Clearance from the Institutional Review Board and formal permission from the study settings were obtained. 240 samples were selected by the stratified random technique. Structure questionnaire was used to assess the quality of sleep and gadgets usage among participants after the content validity. The data gathered were analysed by using descriptive and inferential statistics. The present study assessed the quality of sleep and gadget usage on college students and it was found that 57.1% of participants had poor sleep quality, 42.9% participants had good sleep quality and in relation to gadget usage, 64.6% of participants had mild addiction, 31.3% participants had moderate addiction and 4.2% participants had severe addiction. The correlation between effects of gadget usage and quality of sleep were assessed. It was found that r=0.378 and it denotes a weak correlation. There is an association between quality of sleep with selected demographic variables, namely age (p=0.026). The research evidence identifies that the majority of college students had poor sleep quality and mild gadgets addiction. Hence, there is a requirement for intervention or psychological measures to reduce gadget students among college students.
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Keswara, Umi Romayati, Novrita Syuhada, and Wahid Tri Wahyudi. "Perilaku penggunaan gadget dengan kualitas tidur pada remaja." Holistik Jurnal Kesehatan 13, no. 3 (October 13, 2019): 233–39. http://dx.doi.org/10.33024/hjk.v13i3.1599.

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Electronic gadgets, psychological behavior and quality of sleep among adolescent Background: In the development stage, adolescents are faced with problems of health problems including poor sleep quality. Globally, the prevalence of sleep quality disorders in the world varies from 15.3% to 39.2%. Data in Indonesia shows that most of the quality of sleep in adolescents is less than 63%. Poor quality of sleep can harm health. Factors that can cause poor sleep quality include the use of gadgets, where 80% say using gadgets> 4 hours 17 minutes a day.Purpose: Known the electronic gadgets, psychological behavior and quality of sleep among adolescent.Methods: The type of research used in this study was quantitative. The design of this study used analytics. The research subjects were class X and XI students at SMKN 1 Terbanggi Besar, Central Lampung, totaling 119 people. Collect data with the Pittsburgh Sleep Quality Index (PSQI) questionnaire and Smartphone Addiction Scale (SAS). The statistical test uses the chi-square test.Results: Univariate analysis was obtained by the majority of respondents who had bad behavior in using gadgets, as many as 68 people (57.1%) and most respondents had poor sleep quality, as many as 77 people (64.7%). Analysis data resulted p-value = 0,000 and OR = 4,696.Conclusion: There were the electronic gadgets, psychological behavior and quality of sleep among adolescent. The advice is to increase health promotion counseling about sleep patterns and the excessive use of gadgets, and for schools to set regulations on the ban on the use of gadgets in-class hours. Keywords : Quality of Sleep, Gadgets, Adolescent; Psychological; BehaviorPendahuluan: Dalam tahap perkembangannya, remaja dihadapkan pada masalah-masalah kesehatan diantaranya kualitas tidur yang buruk. Secara global menunjukkkan prevalensi gangguan kualitas tidur di dunia bervariasi mulai 15,3% - 39,2%. Data di Indonesia menunjukan sebagian besar kualitas tidur pada remaja kurang terpenuhi yaitu sebanyak 63%. Buruknya kualitas tidur dapat menimbulkan dampak negatif bagi kesehatan. Faktor yang dapat menyebabkan kualitas tidur yang buruk diantaranya adalah penggunaan gadget, dimana 80% menyatakan meggunakan gadget > 4 jam 17 menit dalam sehari.Tujuan: Diketahui hubungan perilaku penggunaan gadget dengan kualitas tidur pada remaja.Metode: Jenis penelitian yang digunakan dalam penelitian ini adalah kuantitatif dengan rancangan menggunakan analitik. Subyek penelitian yaitu siswa kelas X dan XI di SMKN 1 Terbanggi Besar Lampung Tengah, yang berjumlah 119 responden. Cara pengambilan data dengan kuesioner Pittsburgh Sleep Quality Indeks (PSQI) dan Smartphone Addiction Scale (SAS). Uji stastistik menggunakan uji chi-square.Hasil: Sebagian besar responden memiliki perilaku penggunaan gadget yang tidak baik, yaitu sebanyak 68 orang (57,1%) dan sebagian besar responden memiliki kualitas tidur yang buruk, yaitu sebanyak 77 orang (64,7%). Hasil uji statistik diperoleh p-value = 0,000 dan OR= 4,696.Simpulan: Ada hubungan perilaku penggunaan gadget dengan kualitas tidur pada remaja. Perlu lebih ditingkatkannya promosi kesehatan konseling tentang pola tidur dan dampak penggunaan gadget secara berlebihan, serta bagi pihak sekolah dapat menetapkan peraturan tentang larangan penggunaan gadget di jam pelajaran.
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Allan, K., and K. Sangani. "Gadgets." Engineering & Technology 4, no. 16 (September 26, 2009): 32–33. http://dx.doi.org/10.1049/et.2009.1605.

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Munk, S. "Gadgets." Engineering & Technology 4, no. 20 (November 21, 2009): 32–33. http://dx.doi.org/10.1049/et.2009.2022.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 5 (June 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0525.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 6 (July 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0627.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 9 (October 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0925.

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Dissertations / Theses on the topic "Electronic gadgets"

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Kureekkal, Tony Sabu. "Designing a Wireless Charger for Smartphones." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-46964.

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The wireless charging market has seen exponential growth in recent years and wireless charging is quickly becoming the standard in consumer electronic devices to eliminate inconveniences of wired chargers. The adoption of wireless charging technology is most visible in the smartphone industry. This thesis report elicits the process involved in designing a Wireless charger that complies with the Qi- Wireless Standards set by the Wireless Power Consortium. The drawbacks of current product offerings and user needs are identified, and conceptual solutions that could strengthen the wireless charging experience are explored. The most promising solution is developed upon which results in a full-scale functional prototype.
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Podder, Pronab Swarup, and Kaniz Sawda Tanjee. "The Influence of e-WOM through SNS on Brand Perception and Consumer Purchase Intention: Study on Bangladeshi consumers." Thesis, Högskolan i Gävle, Avdelningen för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36215.

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Aim: The aim of the study is to investigate the influence e-WOM through social network sites has on consumers focusing on brand perception and purchase intention.  Methodology: A qualitative study was applied with the semi-structured online interview conducted with nine respondents across Bangladesh. The collected primary data were transcribed and thematically analyzed with the reviewed literature.  Findings and Conclusion: We conclude that e-WOM through SNS helps consumers to select smartphones and gadgets. Due to paid reviews and negative influencers, trustworthiness is vital on SNS reviews. Also, the recommendation from known sources or personal research increases brand perception. Rather than relying on single reviews on SNS, it is highly recommended to justify the reviews for purchase intention of smartphones or gadgets. Contribution of the Thesis: This study suggests that e-WOM through SNS influences consumers' purchase of smartphones or gadget brands. It is recommended for the managers to determine reviewers on SNS regarding smartphone or gadget brands. Besides, this study exposes the importance of trustworthiness in SNS reviews.  Suggestion for the Future Research: We suggest future research on a similar topic using a larger sample size. We also propose a comparative study with two or more countries on similar products to determine differences and results relatively. Besides, this study only focused on smartphones or gadget items; focusing on different products with larger audiences might be done for future research. Furthermore, future research could be done
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Books on the topic "Electronic gadgets"

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Handheld gadgets. Chicago, Ill: Raintree, 2012.

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Turkel, Eric. MIDI gadgets. London: Amsco Publications, 1988.

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Music, Center for Electronic, ed. MIDI gadgets. New York, NY: Amsco Publications, 1988.

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Electronic gadgets for the evil genius. New York: McGraw-Hill, 2004.

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Spy gizmos and gadgets. Berkeley Heights, NJ: Enslow Publishers, 2011.

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Graham, Brad. 101 spy gadgets for the evil genius. 2nd ed. New York, NY: McGraw-Hill/TAB Electronics, 2011.

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Oxlade, Chris. Gadgets and games. Chicago, Ill: Capstone Heinemann Library, 2013.

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Pinchuk, Amy. Make cool gadgets for your room. [S.l.]: HarperTrophy, 2001.

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Gifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.

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Of gadgets, mice and men: Governments and their spies. Saint John, N.B: DreamCatcher Pub., 2009.

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Book chapters on the topic "Electronic gadgets"

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Jyothi, D., and E. Manjuvani. "Perceptions of Adolescents on Hazards of Using Electronic Gadgets." In Learning and Analytics in Intelligent Systems, 655–60. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-46939-9_59.

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Forman, Paul. "Into Quantum Electronics: The Maser as ‘Gadget’ of Cold-War America." In National Military Establishments and the Advancement of Science and Technology, 261–326. Dordrecht: Springer Netherlands, 1996. http://dx.doi.org/10.1007/978-94-011-0671-9_10.

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Singh, Deepak. "Hired." In How May I Help You? University of California Press, 2017. http://dx.doi.org/10.1525/california/9780520293304.003.0006.

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This chapter talks about how the author managed to get an interview at an electronics retail store for the job of a salesman, get hired, and undergo training about various electronic gadgets that he didn’t know existed.
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Saritha, Vara, Madhavi Konni, Bhavya Kavitha Dwarapureddi, R. S. S. Srikanth Vemuri, and Manoj Kumar Karnena. "Previous, Contemporary, and Prospects of E-Waste and Its Management." In Advances in Environmental Engineering and Green Technologies, 86–110. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4921-6.ch005.

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The contemporary world is driven by electronic gadgets without which the survival of mankind is perceived to be incomplete. The uncontrolled dependence of mankind on electronic gadgets has resulted in enhanced production of these gadgets leading to the accumulation of e-waste. Both technological innovation and market expansion have played an important role in electronic waste (e-waste). Owing to hazardous material composition, electronic waste causes environmental problems during the waste management phase if not properly pre-treated. Growing attention is being given to the impacts of these hazardous components from e-waste on the environment. Many countries have drafted legislation to improve the reuse, recycling, and other forms of recovery of such wastes so as to reduce disposal problems. The purpose of this chapter is to present an overview of electronic waste, the current status of management of electronic waste, and recycling technologies for the recovery of metals from end-of-life electronic equipment.
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Scarlat, Cezar, Florin Popescu, and Claudia Maria Surugiu. "Human Body Digitalization and Early Warning Benefits." In Mobile Devices and Smart Gadgets in Human Rights, 75–97. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-6939-8.ch004.

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Human body digitalization, in other words, “mating” with technology, is characterized by a fusion of technologies that shrinks the boundaries of physical, digital, and biological world. For a long time, humans have been considered the pinnacle of evolution: that humanity has achieved its evolutionary peak and has nothing to evolve into. Today those who try to foresee the future of mankind and his evolution are thinking of cyborg image, a combination of a biological creature and a technological masterpiece. Electronics world is progressing at a very fast rate and today there are many revolutionary ideas, projects already underway that will end up being traded tomorrow or in a few years. The three authors, specialized in electronic field, predict that with the unprecedented development of electronics, there will be also a major change of paradigm in medicine, security, transportation, as well as in industrial business and marketing arena.
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Randhawa, Deep Kamal Kaur. "Single Electronics for Biomedical Applications." In Biomedical Engineering, 1448–63. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3158-6.ch061.

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The nanoelectronic circuits based on single electronics would revolutionise the new generation electronic bio-medical gadgets. The high speed nanoelectronic devices would make these gadgets faster and more accurate. The nanoelectronic integrated circuits would be a boon for power saving along with advanced portability. As the scaling down of silicon based integrated circuits is limited in nanometer regime alternative materials like organic molecules, polymers, carbon nanotubes and graphene are focal point of research. These materials exhibit various electrical, electronic and mechanical properties, flexibility being one of very significant ones. Flexible nanelectronic integrated circuits would make biomedical applications very patient friendly. The in-vivo examination and diagnosis would be less injurious to the body. Also the flexible nature will increase the maneuverability of the device by the operator. It will improve the targeted diagnosis and targeted drug delivery procedures. This would further facilitate system-on- chip (soc) that will integrate multiple biomedical signal acquisition (ECG, EEG, EP, and respiration-related signals) with on-chip digital signal processing.
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Randhawa, Deep Kamal Kaur. "Single Electronics for Biomedical Applications." In Computational Tools and Techniques for Biomedical Signal Processing, 212–27. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0660-7.ch010.

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The nanoelectronic circuits based on single electronics would revolutionise the new generation electronic bio-medical gadgets. The high speed nanoelectronic devices would make these gadgets faster and more accurate. The nanoelectronic integrated circuits would be a boon for power saving along with advanced portability. As the scaling down of silicon based integrated circuits is limited in nanometer regime alternative materials like organic molecules, polymers, carbon nanotubes and graphene are focal point of research. These materials exhibit various electrical, electronic and mechanical properties, flexibility being one of very significant ones. Flexible nanelectronic integrated circuits would make biomedical applications very patient friendly. The in-vivo examination and diagnosis would be less injurious to the body. Also the flexible nature will increase the maneuverability of the device by the operator. It will improve the targeted diagnosis and targeted drug delivery procedures. This would further facilitate system-on- chip (soc) that will integrate multiple biomedical signal acquisition (ECG, EEG, EP, and respiration-related signals) with on-chip digital signal processing.
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Kumar Sahoo, Prasanta, Chi-Ang Tseng, Yi-June Huang, and Chuan-Pei Lee. "Carbon-Based Nanocomposite Materials for High-Performance Supercapacitors." In Novel Nanomaterials. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.95460.

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Lightweight, flexible, wearable, and portable electronic gadgets have drawn significant attention in modern electronics industry. To power these gadgets, great efforts have been made to develop highly efficient energy-storage equipment. Among various power sources, a supercapacitor, acting as a bridge between the conventional battery and electrolytic capacitor, has been considered a promising portable energy storage device because of its high power density, fast charge/discharge rate, adequate operational safety, and excellent working lifetime. Hybrid supercapacitors, which combine redox materials with carbon-based materials, exhibit tremendous potential to fulfill the requirement of practical applications. In this chapter, we will review recent reports focusing on composite materials (i.e. metal oxide, metal hydroxide, and metal dichalcogenide composited with carbon materials) for the application in supercapacitors. The conclusion and futuristic prospects and challenges of highly efficient supercapacitors are briefly discussed.
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Ferro, Enrico, Michele Osella, Yannis Charalabidis, and Euripides Loukis. "Policy Gadgets for Urban Governance in the Era of Social Computing." In Advances in Electronic Government, Digital Divide, and Regional Development, 303–18. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-4169-3.ch015.

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The chapter introduces the concept of policy gadgets that may be expressed as the combined use of computer simulations and social media in policymaking. Such a concept is exemplified by providing the description of an Italian campaign on telemedicine, launched by the regional government of Piedmont (IT) in the context of an international research project named PADGETS (www.padgets.eu). In addition, some preliminary results are presented, which are very encouraging. The use of such instruments in urban and regional policymaking may generate significant advantages in terms of conveying society’s inputs to policy makers, by providing them with a set of concise, fresh, and relevant data in a cost effective and easily understandable way.
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Bhargava, Cherry. "Reliability Analysis." In AI Techniques for Reliability Prediction for Electronic Components, 1–44. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1464-1.ch001.

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As the integration of components are increasing from VLSI to ULSI level. This may lead to damage of electronic system because each component has its own operating characteristics and conditions. So, health prognostic techniques are used that comprise a deep insight into failure cause and effects of all the components individually as well as an integrated technique. It will raise alarm, in case health condition, of the components drift from the desired outcomes. From toy to satellite and sand to silicon, the major key constraint of designing and manufacturing industry are towards enhanced operating performance at less operating time. As the technology advances towards high-speed and low-cost gadgets, reliability becomes a challenging issue.
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Conference papers on the topic "Electronic gadgets"

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Bhogaraju, Likhith Venkiteela, K. Manoj Kumar, and Keerthipati. "A Presumptuous Encephalon Electronic Brain Computing in Gaming Gadgets." In 2018 3rd IEEE International Conference on Recent Trends in Electronics, Information & Communication Technology (RTEICT). IEEE, 2018. http://dx.doi.org/10.1109/rteict42901.2018.9012218.

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Yuvaraju, Bhogaraju Venkata, Likhith Venkiteela, and K. Manoj Kumar. "A Presumptuous Encephalon Electronic Brain Computing in Gaming Gadgets." In 2018 International Conference on Soft-computing and Network Security (ICSNS). IEEE, 2018. http://dx.doi.org/10.1109/icsns.2018.8573662.

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Kato, Toshikazu. "Kansei Robotics: Bridging Human Beings and Electronic Gadgets through Kansei Engineering." In 2013 International Conference on Biometrics and Kansei Engineering (ICBAKE). IEEE, 2013. http://dx.doi.org/10.1109/icbake.2013.88.

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Arquilla, Venanzio, and Ilaria Vitali. "Designing in the IoT Era: role and perspectives in design practices." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3311.

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In the IoT Era technology is ubiquitous (Kuniavski, 2010) and redundant; in 2009 for the first time in history the number of devices connected to the internet surpassed the number of humans on earth initiating Web's first true evolution (Evans, 2011). New waves of tech gadgets are starting to populate the global markets and the big players are competing with startups and DIY people to commercialize the most innovative and efficient gears. Thanks to the digital fabrication and the open source culture, smart connected objects can be easily prototyped and sometimes crowdfunded (Jenkins, Bogost, 2014): this configures a Babel of black-boxed, plastic, gadget-like products and services, a first experiment of what is possible and feasible, that in some ways could be defined as an avant-garde trend. But what about users and their lives? What about the utility and meaning? of these objects in real life, with their material qualities and agency of interactions? With a bottom-up approach the paper reflects on a case study in which we started to analyze connected products, reflecting on how technology can “enchant” (Rose, 2014) and augment a smart object while giving value to its materical and tangible part. The result demonstrate that design can define a balance between tangible and intangible functions of IoT devices, making them desirable providing new meanings and functions through its physicity, reinterpretating traditional artifacts. Some consumers/prosumers are progressively accepting these new connected devices, monitoring health, behaviors and the environment around us, creating big data and modern scenarios for products and services (Acquity Group, 2014). Physical products pervasively gain a new dimension made of intangible digital avatars (Semmelhack, 2013) able to be freely updated and offer different experiences. However, technology is often seen as the core of these smart products, resulting in first naive solutions that merely apply electronic components and wireless capabilities to existing objects and in which designers, if presents, only manage the aestethical part.This is an opportunity to apply Design methods and tools to create advanced desiderable scenarios for technological objects, bringing users and their interactions back as the nucleus of the product development. Design practices are applied to mediate between users' behaviors and technology, generating devices that leave the gadget-dimension of useless accessories and create more involvement.This means changing the actual design perspective adding new skills and actitudes useful to design research, design education and for professional practices.DOI: http://dx.doi.org/10.4995/IFDP.2016.3311
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Reardon, Mary. "Inspector Gadget." In ACM SIGGRAPH 99 Electronic art and animation catalog. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/312379.312964.

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Kanimozhi, K. V., R. Beaulah Jeyavathana, T. Vignesh, M. Rajasuguna, and P. Malathi. "Electronic Gadget Rating Model Using Feature Based Summarization." In 2021 International Conference on Computer Communication and Informatics (ICCCI). IEEE, 2021. http://dx.doi.org/10.1109/iccci50826.2021.9402468.

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Megalingam, Rajesh Kannan, Deepak Krishnan Melepurath Unnikrishnan, Vineeth Radhakrishnan, and Denny Chakko Jacob. "HOPE: An electronic gadget for home-bound patients and elders." In 2012 Annual IEEE India Conference (INDICON). IEEE, 2012. http://dx.doi.org/10.1109/indcon.2012.6420814.

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Garg, Rajat, N. Shriram, Vikrant Gupta, and Vineet Agrawal. "A biometric security based electronic gadget control using hand gestures." In Workshops (ICUMT). IEEE, 2009. http://dx.doi.org/10.1109/icumt.2009.5345495.

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9

Jang, Hyeju, Kugsang Jeong, Jongho Won, and Changseok Bae. "Context Representation of Intelligent Gadgets for Event-driven Services." In 2008 International Conference on Consumer Electronics (ICCE). IEEE, 2008. http://dx.doi.org/10.1109/icce.2008.4587984.

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10

Choi, Eunjeong, Chang Seok Bae, and Jeunwoo Lee. "Personalized intelligent gadget management using Web." In 2011 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2011. http://dx.doi.org/10.1109/icce.2011.5722781.

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