Academic literature on the topic 'End user interactivity'

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Journal articles on the topic "End user interactivity"

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Chabaniuk, Viktor S., and Leonid G. Rudenko. "Software solutions in the processes of creating and using atlas interactive maps." Journal of the Belarusian State University. Geography and Geology, no. 2 (November 29, 2019): 25–39. http://dx.doi.org/10.33581/2521-6740-2019-2-25-39.

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Cartographic interactivity is now most often understood as an addition to cartographic representations for end users of electronic maps. The article substantiates the need to extend this understanding. This extension will help in creation of the modern atlas systems, which are increasingly being developed as integrated or consisting of several systems. Along with end users, expert-cartographers (developers) and analysts also become users of atlas systems and their interactive maps. Users with relevant knowledge are combined into epistemologically ordered echelons – the higher the echelon, the
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Mrvelj, Štefica, and Marko Matulin. "Modeling the Level of User Frustration for the Impaired Telemeeting Service Using User Frustration Susceptibility Index (UFSI)." Electronics 10, no. 18 (2021): 2202. http://dx.doi.org/10.3390/electronics10182202.

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Modern users are accustomed to always-accessible networks ready to serve all of their communication, entertainment, information, and other needs, at the touch of their devices. Spoiled with choices provided on the competitive markets, the risk of customer churn makes network and service providers sensitive to user Quality of Experience (QoE). Services that enable people to work and industries to function in these pandemic times, such as the telemeeting service, are becoming ever more critical, not just for the end-users but also for the providers. Nevertheless, the heterogeneity of end-users n
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Amershi, Saleema, Maya Cakmak, William Bradley Knox, and Todd Kulesza. "Power to the People: The Role of Humans in Interactive Machine Learning." AI Magazine 35, no. 4 (2014): 105–20. http://dx.doi.org/10.1609/aimag.v35i4.2513.

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Intelligent systems that learn interactively from their end-users are quickly becoming widespread. Until recently, this progress has been fueled mostly by advances in machine learning; however, more and more researchers are realizing the importance of studying users of these systems. In this article we promote this approach and demonstrate how it can result in better user experiences and more effective learning systems. We present a number of case studies that characterize the impact of interactivity, demonstrate ways in which some existing systems fail to account for the user, and explore new
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Yusuf F, Akhmad, Ilyas Nuryasin, and Zamah Sari. "Optimasi Kecepatan Loading Time Web Template Dengan Implementasi Teknik Front-End." Jurnal Repositor 2, no. 11 (2020): 1456. http://dx.doi.org/10.22219/repositor.v2i11.746.

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AbstrakSitus web merupakan sekumpulan dokumen Hypertext Markup Language (HTML) statis yang dibangun untuk memudahkan setiap orang berbagi informasi, selama terhubung ke dalam jaringan internet. Salah satu bagian dari sistem sebuah situs web adalah web template. Web template adalah komponen dasar dari sistem web template berguna untuk memudahkan pengembang web merancang ulang sebuah halaman web. Salah satu yang mempengaruhi kinerja halaman web yaitu loading time, dimana loading time adalah waktu yang dibutuhkan oleh browser agar dapat menampilkan halaman web secara menyeluruh oleh pengguna keti
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Tannen, Robert. "Parallel User Interface Design of a Clinical Decision-Support Application for Desktop and Pocket Pc Platforms." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 16 (2002): 1423–27. http://dx.doi.org/10.1177/154193120204601604.

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In order to increase physician acceptance and use, it is necessary for clinical information systems to better support workflow and connectivity. Towards that end, it is advantageous to develop clinical applications that support a range of platforms and mobile devices. However, differences in design/development approaches, technical limitations, and user interactivity across devices result in inconsistent features and user experiences, limiting functionality, usability, and transfer of training. In the current project, a browser-based physician decision-support and order entry prototype was dev
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Fadel, Luciane Maria, and Jim Bizzocchi. "Immediacy and Hypermediacy: mind the oscillation." Design e Tecnologia 11, no. 22 (2021): 31–41. http://dx.doi.org/10.23972/det2021iss22pp31-41.

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This paper considers that web design comprehends the notion of transparency (immediacy) as a mean to support user immersion. But it also comprehends the notion of opaque (hypermediacy) as a mean to support interactivity. Therefore, the user oscillates between being immersed on the content and interacting with the interface, and this oscillation might disrupt the making sense process. We argue that the creative oscillation between immediacy and hypermediacy can enhance reality and thus support meaningful web experience. To this end, this paper investigates the role of agency to sustain oscillat
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Sandbothe, Mike. "Interactivity - Hypertextuality - Transversality. A media-philosophical analysis of the Internet." HERMES - Journal of Language and Communication in Business 13, no. 24 (2017): 81. http://dx.doi.org/10.7146/hjlcb.v13i24.25570.

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My considerations are organized into three parts. In the first part I expand upon the influence of the Internet on our experience of space and time as well as our concept of personal identity. This takes place, on the one hand, in the example of text-based Internet services (IRC, MUDs, MOOs), and through the World Wide Web’s (WWW) graphical user-interface on the other. Interactivity, the constitution characteristic for the Internet, stands at the centre of this. In the second part I will show how the World Wide Web in particular sets in motion those semiotic demarcations customary until now. T
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Abhilash, Lakshman, and Vasu Sheeba. "RhythmicAlly: Your R and Shiny–Based Open-Source Ally for the Analysis of Biological Rhythms." Journal of Biological Rhythms 34, no. 5 (2019): 551–61. http://dx.doi.org/10.1177/0748730419862474.

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Research on circadian rhythms often requires researchers to estimate period, robustness/power, and phase of the rhythm. These are important to estimate, owing to the fact that they act as readouts of different features of the underlying clock. The commonly used tools, to this end, suffer from being very expensive, having very limited interactivity, being very cumbersome to use, or a combination of these. As a step toward remedying the inaccessibility to users who may not be able to afford them and to ease the analysis of biological time-series data, we have written RhythmicAlly, an open-source
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Bartoli, G., G. Menegaz, M. Lisi, G. Di Stolfo, S. Dragoni, and T. Gori. "Model-Based Analysis of Flow-Mediated Dilation and Intima-Media Thickness." International Journal of Biomedical Imaging 2008 (2008): 1–10. http://dx.doi.org/10.1155/2008/738545.

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We present an end-to-end system for the automatic measurement of flow-mediated dilation (FMD) and intima-media thickness (IMT) for the assessment of the arterial function. The video sequences are acquired from a B-mode echographic scanner. A spline model (deformable template) is fitted to the data to detect the artery boundaries and track them all along the video sequence. The a priori knowledge about the image features and its content is exploited. Preprocessing is performed to improve both the visual quality of video frames for visual inspection and the performance of the segmentation algori
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Ying Chia, Wai. "Mobile 3D Library Map: an innovative wayfinding tool for library users on the move." Library Hi Tech News 31, no. 3 (2014): 9–10. http://dx.doi.org/10.1108/lhtn-03-2014-0017.

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Purpose – The purpose of this study is to deliver a mobile solution for our next-generation users to locate the library’s collections and facilities effectively through advanced visualisation and interactivity techniques. The widespread use of mobile devices within our students and staff community for their day-to-day operations has significantly driven the demand for more library services to go mobile. Design/methodology/approach – Development of the solution was done in two phases. The first is to construct a real-world model of the library to optimise visual impact and interactivity. The mo
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Dissertations / Theses on the topic "End user interactivity"

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Lundkvist, Karl-Johan. "Investigation and implementation of the OMA BCAST Service Interaction Function." Thesis, Linköping University, Department of Electrical Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9184.

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<p>This thesis is a study of a new specification for end user interactivity developed by the Open Mobile Alliance, the specification is called OMA BCAST Service Interaction Function. The specification is one part of the OMA BCAST Service Enabler, which enables service delivery to mobile devices, where the most common service is mobile television. The Service Interaction Function enables end user interactivity related to a service, this could be a poll about the current television program or a chat where every message is presented to the users that are watching the same channel.</p><p>The speci
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Tantaoui, El Araki Mounir. "INTERACTIVITY AND USER-HETEROGENEITY IN ON DEMAND BROADCAST VIDEO." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4439.

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Video-On-Demand (VOD) has appeared as an important technology for many multimedia applications such as news on demand, digital libraries, home entertainment, and distance learning. In its simplest form, delivery of a video stream requires a dedicated channel for each video session. This scheme is very expensive and non-scalable. To preserve server bandwidth, many users can share a channel using multicast. Two types of multicast have been considered. In a non-periodic multicast setting, users make video requests to the server; and it serves them according to some scheduling policy. In a periodi
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Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design
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Zhang, (James) Yibo. "Three Essays on Digital Annual Reports for Nonprofessional Investors: The Impacts of Presentation Formats on Investment-Related Judgments and Decisions." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7656.

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The goal of this dissertation is to investigate the impact of presentation formats on nonprofessional investors’ impressions of firm performance in the context of digital annual reports. The dissertation implements a three-essay approach. Essay 1 examines whether the effect of positive/negative financial performance news on nonprofessional investors’ impressions of management and firm performance depends on whether the graphical display of that news is vivid or pallid. Conducting a 2 x 2 between-participants experiment with 470 participants from Amazon Mechanical Turk (M-Turk), I find that whe
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Vance, Alexander Phillip. "The Use of Graphics, Animation, and Interactivity in a Computer-Based Lesson on Light in Digital Space." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd714.pdf.

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Welch, Amanda L. "Multimedia and interactive components in converged media." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000288.

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Sellers, Benjamin Bart. "A General Framework for Interactive Television News." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3357.

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We design a complete interactive television news system. We develop a news production system that allows for the creation of flexible, content-rich interactive news. This system embraces a general creation process to interactive news that is built on top of a newscast model that evolves from and conforms with the current production newscast model. It allows for content sharing and content reuse. We also create an interactive news viewing system that adapts well to a living room environment. It contains several interactive features designed to give the viewer control and allow them to watch the
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Boushra, Manal W. "The influence of web site feature-based interactivity on users' attitudes and online behaviors." 2008. http://etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-2715/index.html.

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Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.

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This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producin
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Books on the topic "End user interactivity"

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Leon, Sharon. Complexity and Collaboration. Edited by Paula Hamilton and James B. Gardner. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199766024.013.2.

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Since the popular emergence of the World Wide Web in the early 1990s, nothing has been clearer about the digital environment than that it changes at a breakneck pace, making it a constant challenge of adaptation for content providers. Public historians who may have come of age in the context of writing either concise wall labels for the public or extended scholarly articles and conference papers for their fellow historians might find the pace and the level of flexibility and interactivity of the Web disconcerting, but in the end, the advantages for the practice of public history are extensive.
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Book chapters on the topic "End user interactivity"

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Ashok, Pranav, Mathias Jackermeier, Jan Křetínský, Christoph Weinhuber, Maximilian Weininger, and Mayank Yadav. "dtControl 2.0: Explainable Strategy Representation via Decision Tree Learning Steered by Experts." In Tools and Algorithms for the Construction and Analysis of Systems. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72013-1_17.

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AbstractRecent advances have shown how decision trees are apt data structures for concisely representing strategies (or controllers) satisfying various objectives. Moreover, they also make the strategy more explainable. The recent tool had provided pipelines with tools supporting strategy synthesis for hybrid systems, such as and . We present , a new version with several fundamentally novel features. Most importantly, the user can now provide domain knowledge to be exploited in the decision tree learning process and can also interactively steer the process based on the dynamically provided information. To this end, we also provide a graphical user interface. It allows for inspection and re-computation of parts of the result, suggesting as well as receiving advice on predicates, and visual simulation of the decision-making process. Besides, we interface model checkers of probabilistic systems, namely and and provide dedicated support for categorical enumeration-type state variables. Consequently, the controllers are more explainable and smaller.
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Gammack, John, and Christopher Hodkinson. "Virtual Reality, Involvement and the Consumer Interface." In Advances in End User Computing. IGI Global, 2004. http://dx.doi.org/10.4018/978-1-59140-257-2.ch009.

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Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.
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Stone, Robert W., and John W. Henry. "Roles of Computer Self-Efficacy and Outcome Expectancy in Influencing the Computer End-User's Organizational Commitment." In Advances in End User Computing. IGI Global, 2004. http://dx.doi.org/10.4018/978-1-59140-257-2.ch010.

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Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.
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George, S. E. "Believe It or Not." In End-User Computing. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-945-8.ch133.

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This paper considers the development of virtual communities focusing upon virtual religion and its impact on humanity. It is important that religion is expressed communally and socially, and the Internet has provided a new community context for religiosity, linking people from geographically, socially, and culturally disparate backgrounds, facilitating interactivity as never before in an intriguing anthropological development. We find examples of “online religion” that are already occurring and see technology as playing a crucial positive role in humanity in the 21st century. While there are limitations with virtual interaction compared to face-to-face engagement, there are benefits, primarily that such technology starts to answer the deeper philosophical questions associated with technology, especially the question of how technology cannot rob people of the essence of what it is to be human. By facilitating virtual religion, technology assists the uniquely human pursuit of religiosity, and merely provides a new “meeting place” for exchange.
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Cabitza, Federico, and Iade Gesso. "Reporting a User Study on a Visual Editor to Compose Rules in Active Documents." In Emerging Research and Trends in Interactivity and the Human-Computer Interface. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4623-0.ch009.

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In the last years, researchers are exploring the feasibility of visual language editors in domain-specific domains where their alleged user-friendliness can be exploited to involve end-users in configuring their artifacts. In this chapter, the authors present an experimental user study conducted to validate the hypothesis that adopting a visual language could help prospective end-users of an electronic medical record define their own document-related local rules. This study allows them to claim that their visual rule editor based on the OpenBlocks framework can be used with no particular training as proficiently as with specific training, and it was found user-friendly by the user panel involved. Although the conclusions of this study cannot be broadly generalized, the findings are a preliminary contribution to show the importance of visual languages in domain-specific rule definition by end-users with no particular IT skills, like medical doctors are supposed to represent.
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Deusdado, Sérgio, and Paulo Carvalho. "QoS Adaptation in Multimedia Multicast Conference Applications for E-Learning Services." In Multimedia Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-953-3.ch103.

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The evolution of the World Wide Web service has incorporated new distributed multimedia conference applications, powering a new generation of e-learning development and allowing improved interactivity and prohuman relations. Groupware applications are increasingly representative in the Internet home applications market, however, the Quality of Service (QoS) provided by the network is still a limitation impairing their performance. Such applications have found, in multicast technology, an ally contributing for their efficient implementation and scalability. Additionally, considering QoS as a design goal at the application level becomes crucial for groupware development, enabling QoS productivity to applications. The applications’ ability to adapt themselves dynamically according to the resources availability can be considered a quality factor. Tolerant real-time applications, such as video conferences, are in the frontline to benefit from QoS adaptation. However, not all include adaptive technology able to provide both end-system and network quality awareness. Adaptation, in these cases, can be achieved by introducing a multiplatform middleware layer responsible for tutoring the applications’ resources (enabling adjudication or limitation) based on the available processing and networking capabilities. Congregating these technological contributions, an adaptive platform has been developed integrating public domain multicast tools, applied to a Web-based distance learning system. The system is user-centered (e-student), aiming at good pedagogical practices and proactive usability for multimedia and network resources. The services provided, including QoS adapted interactive multimedia multicast conferences (MMC), are fully integrated and transparent to end-users. QoS adaptation, when treated systematically in tolerant real-time applications, denotes advantages in group scalability and QoS sustainability in heterogeneous and unpredictable environments such as the Internet.
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Boodaghian Asl, Arsineh, and Michel Gokan Khan. "Model-Based Interview Method Selection Approach in Participatory Design." In Interactivity and the Future of the Human-Computer Interface. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2637-8.ch011.

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Participatory design is a technique which is being used by system designers to involve the end users and product owners throughout the design process. Even though utilizing this approach brings customers to the design process, implementing it requires a budget, a place, time, and other resources. This chapter demonstrates a model-based approach to facilitate the selection of interviews for each design phase such as listing elements for the interface, choosing location for components, making decision for the general look of the component, finally making the component interactable. Interface designers can use the model to choose different type of interview method for different design phases such as interface components, sketching, lo-fi prototyping and hi-fi prototyping, according to their resources. The research focus is on four different participatory design interview method, which are GUI-ii face-to-face, GUI-ii screen-sharing, GUI-ii Ozlab, and traditional face-to-face interview.
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Alves de Almeida, Maria do Rosario. "The New Process of Work." In IT Outsourcing. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-770-6.ch023.

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Toward the end of the twentieth century, more specifically in the 1990s, many organizations initiated changes in the way they used space and time. New methods of working emerged that gave some organizations the possibility of integrating the physical work environment into their business processes, increasing the occupation density of any given space while simultaneously creating more effective working spaces that promoted interactivity and communication (Comisión Europea, 2002).
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Hewett, Beth L., and Russell J. Hewett. "Instant Messaging (IM) Literacy in the Workplace." In E-Collaboration. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-652-5.ch093.

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This chapter discusses instant messaging (IM) as a valuable digital tool that has influenced business communication practices at least as much as e-mail. It argues that IM’s characteristics of presence awareness, synchronicity, hybridity, and interactivity create a unique set of writing and reading experiences. These functional qualities both require and hone high-level writing and reading skills, which are used powerfully in communicative multitasking. The authors believe that IM should be sanctioned in the workplace and that IM use should be a subject of focused training; to that end, they provide a practical, literacy-based training sequence that can be adapted to various settings.
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Zeadally, Sherali, and Farhan Siddiqui. "Mobility Protocols." In Encyclopedia of Internet Technologies and Applications. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59140-993-9.ch042.

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In recent years; we have witnessed a tremendous growth of wireless networks as well as the emergence of various kinds of devices (Personal Digital Assistants; handhelds; digital cellular phones) with different capabilities and processing power [Perkins; 1998]. These technological changes have paved the way for mobile networking and wireless Internet applications. In mobile networking; computing activities are not disrupted when the user changes the computer’s point of attachment to the network (e.g. to the Internet). All the needed reconnection occurs automatically and non-interactively [Perkins; 1998]. Providing mobile computing capabilities enables users to access the Internet services anytime; anywhere. In this context; there is increasing demand from end-users to support continuous connectivity and uninterrupted service of their Internet applications as they move about across different networking environments.
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Conference papers on the topic "End user interactivity"

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Chen, Gaode, Xinghua Zhang, Yanyan Zhao, Cong Xue, and Ji Xiang. "Exploring Periodicity and Interactivity in Multi-Interest Framework for Sequential Recommendation." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/197.

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Sequential recommendation systems alleviate the problem of information overload, and have attracted increasing attention in the literature. Most prior works usually obtain an overall representation based on the user’s behavior sequence, which can not sufficiently reflect the multiple interests of the user. To this end, we propose a novel method called PIMI to mitigate this issue. PIMI can model the user’s multi-interest representation effectively by considering both the periodicity and interactivity in the item sequence. Specifically, we design a periodicity-aware module to utilize the time in
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Zeng, Anxiang, Han Yu, Xin Gao, et al. "An Online Intelligent Visual Interaction System." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/962.

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This paper proposes an Online Intelligent Visual Interactive System (OIVIS), which can be applied to various live video broadcast and short video scenes to provide an interactive user experience. In the live video broadcast, the anchor can issue various commands by using pre-defined gestures, and can trigger real-time background replacement to create an immersive atmosphere. To support such dynamic interactivity, we implemented algorithms including real-time gesture recognition and real-time video portrait segmentation, developed a deep network inference framework, and a real-time rendering fr
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Wahid, Bilal, Chenghua Ding, and Richard Weston. "A New Tool to Improve Enterprise Modelling Utilisation and Development." In ASME 2008 9th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2008. http://dx.doi.org/10.1115/esda2008-59297.

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In recent decades technological innovation has induced very significant change on the way that Manufacturing Enterprises (MEs) operate and compete. In general MEs are very complex entities: designed, managed and changed by people, by deploying people and technological resources in systematic, timely and innovative ways that generate competitive behaviors. Prerequisites to respond such change and deal with complexity are firm understandings of; the processes that are the focus of improvement, and effects of change decisions. However, implementing change and dealing with associated effects can p
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Carvalho Rabelo Filho, Raimundo. "Web usability as a mechanism for disseminating information on the internet." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4183.

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Using the usability principles brings benefits in the dissemination of information in web environments improving users' cognitive processes and linked to responsive web techniques forming interfaces with clearer and more effective interactivity. This paper describes the interlinkages between concepts that corroborate with the previous statement, through the redesign of the site frontend for the master's degree program GESTEC (locus of development of this research). Methodologically, applied research is used with a research-action approach for evaluation and results generation. At the end of th
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Navaee, Shahnam. "Development of a Graphical User Interface for Design of Thin Curved Beams." In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-87086.

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The problem of nonlinear bending of beams has been of special interest to many engineering mechanics researchers through the years. In the presented paper, the development of an interactive Graphical User Interface (GUI) module for investigating large deflections of circular shaped flexible beams subjected to an end concentrated load is discussed. The numerical computations in the developed module are performed using various special tools available in MATLAB. The module employs the GUIDE (Graphical User Interface Development Environment) feature of this software package to allow the user to in
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Gosselin, Clément M., Simon Laverdière, and Jean Côte. "SIMPA: A Graphic Simulator for the CAD of Parallel Manipulators." In ASME 1992 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1992. http://dx.doi.org/10.1115/cie1992-0055.

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Abstract This paper presents a graphic simulation environment which can be used as an aid for the design of parallel manipulators. Both planar and spatial parallel manipulators can be treated with the simulator. Fast algorithms for the determination of the workspace are implemented. Therefore, sections of the workspace — with their boundaries — can be plotted interactively and their volume or area estimated very accurately. Moreover, contour plots of design criteria such as dexterity, stiffness or conditioning can be superimposed on these plots in order to provide the user with a graphical rep
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McDonell, V. G., R. L. Hack, S. W. Lee, J. L. Mauzey, J. S. Wojciechowski, and G. S. Samuelsen. "Experiences With Microturbine Generator Systems Installed in the South Coast Air Quality Management District." In ASME Turbo Expo 2003, collocated with the 2003 International Joint Power Generation Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/gt2003-38777.

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A comprehensive field data collection campaign is reported on in which operational data are being obtained from microturbine generators located in the South Coast Air Quality Management District (AQMD). The data obtained are archived in a SQL database, which provides the ability to look at various performance aspects as a function of many parameters interactively on the Internet. An overview of the program is provided along with details regarding the data collection and archiving strategies. To provide a framework relative to optimal operation of these systems in the region, economics associat
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T. Mariotto, Flávio, Luis F. Ugarte, Eduardo Lacusta Jr, and Madson C. de Almeida. "A Visual Analytics Approach for Inferring Passenger Demand in Public Transport System based on Bus Trajectory." In Congresso Brasileiro de Automática - 2020. sbabra, 2020. http://dx.doi.org/10.48011/asba.v2i1.1360.

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The control and monitoring of public transport buses considering the Global Positioning System (GPS) produce a data tsunami for the creation of indicators related to public transportation. The conventional techniques of data analysis for this type of information require programming effort, execution of algorithms with high processing in extensive databases to get at the end the production of the idealized statistical and visualization reports. In this process, the search for new analyzes or visualizations may require a restart of the process, a control of the versioning of the developed progra
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Alemohammad, Hamid R., and Mohsen Shahini. "Active Learning in Mechanical and Mechatronics Engineering, Case Study: Computer-Based Interactive Learning in Robotics Classroom." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39430.

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This paper is concerned with the review of active learning methods implemented in Mechanical and Mechatronics Engineering courses. The active learning methods are categorized into two groups of in-class activities without the use of computers and computer-based classrooms. The strategies to encourage university instructors to adopt active learning methods are also discussed. The paper also addresses the pilot project for the implementation of a novel computer-based experiential learning in the course of “Robot Manipulators: Kinematics, Dynamics, Control” at the University of Waterloo, Canada.
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Wasfy, Tamer M., Hatem M. Wasfy, and Jeanne M. Peters. "On-Line University Physics Course Using Intelligent Virtual-Tutors, Virtual-Reality and Advanced Multimedia." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86755.

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A web-based self-paced university physics course, called the Virtual Physics Lab (VPL) is described. The VPL delivers both the lecture and lab components of a physics course using interactive virtual-reality simulations, high-end multimedia lectures and 2D/3D mini-games/exercises. The VPL’s interactive simulations are delivered in a video-game-like 3D photo-realistic virtual environment using real-time models to simulate typical physics experiments performed in the lab part of the physics course such as: frictional motion of a block on an inclined plane, vibrations of a mass-spring system and
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