Academic literature on the topic 'General interaction expertise'

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Journal articles on the topic "General interaction expertise"

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Langer, Tristan, and Tobias Meisen. "System Design to Utilize Domain Expertise for Visual Exploratory Data Analysis." Information 12, no. 4 (2021): 140. http://dx.doi.org/10.3390/info12040140.

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Exploratory data analysis (EDA) is an iterative process where data scientists interact with data to extract information about their quality and shape as well as derive knowledge and new insights into the related domain of the dataset. However, data scientists are rarely experienced domain experts who have tangible knowledge about a domain. Integrating domain knowledge into the analytic process is a complex challenge that usually requires constant communication between data scientists and domain experts. For this reason, it is desirable to reuse the domain insights from exploratory analyses in
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Chamberlain, Rebecca. "Drawing as a Window Onto Expertise." Current Directions in Psychological Science 27, no. 6 (2018): 501–7. http://dx.doi.org/10.1177/0963721418797301.

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The ability to draw is a uniquely human activity, ubiquitous in childhood but seldom performed at expert levels in adulthood. Relative to other domains of expertise (chess, music, sport), drawing is understudied, and yet because it is a universal developmental ability mastered by so few, it provides an ideal test bed for competing theories of expertise. In this review, three strands of active research and debate in the field of expertise will be considered in relation to representational drawing ability: (a) the characterization of expertise in relation to altered visual attention and memory,
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ČAVOJOVÁ, Vladimíra, and Róbert HANÁK. "HOW MUCH INFORMATION DO YOU NEED? INTERACTION OF INTUITIVE PROCESSING WITH EXPERTISE." Studia Psychologica 56, no. 2 (2014): 83–97. http://dx.doi.org/10.21909/sp.2014.02.652.

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Klymenko, Nina. "THEORY OF FORENSIC EXPERTOLOGY IN THE SYSTEM OF LAW." Criminalistics and Forensics, no. 64 (May 7, 2019): 48–57. http://dx.doi.org/10.33994/kndise.2019.64.02.

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The article deals with the concept of a general theory of forensic expertology, the conditions for its creation, the place of forensic expert science in the system of legal sciences, the limits of its subject matter, the issues of interaction and the relationship of the science of forensic science and forensic expertology. The system and structure of the general theory of forensic expertology and its tasks are given. Separate articles of the Criminal Procedure, Civil Procedure, Administrative, Economic, Customs and Other Codes of Ukraine, the Law of Ukraine “On Forensic Expertise” of 1994 and
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ADAMSON, MAHEEN M., VIKTORIYA SAMARINA, XU XIANGYAN, et al. "The impact of brain size on pilot performance varies with aviation training and years of education." Journal of the International Neuropsychological Society 16, no. 3 (2010): 412–23. http://dx.doi.org/10.1017/s1355617710000111.

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AbstractPrevious studies have consistently reported age-related changes in cognitive abilities and brain structure. Previous studies also suggest compensatory roles for specialized training, skill, and years of education in the age-related decline of cognitive function. The Stanford/VA Aviation Study examines the influence of specialized training and skill level (expertise) on age-related changes in cognition and brain structure. This preliminary report examines the effect of aviation expertise, years of education, age, and brain size on flight simulator performance in pilots aged 45–68 years.
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Baatwah, Saeed Rabea, Adel Ali Al-Qadasi, and Abood Mohammad Al-Ebel. "Religiosity at the top: does it interact with accounting expertise to limit real earnings management?" Managerial Auditing Journal 35, no. 9 (2020): 1343–77. http://dx.doi.org/10.1108/maj-12-2019-2521.

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Purpose Research investigating the association between religiosity and earnings management has concentrated on accruals-based earnings management, relying heavily on society’s religiosity, but it has neglected the interaction between religiosity and formal monitoring mechanisms. This study aims to examine how the religiosity and accounting expertise traits of top leaders are associated with real earnings management (REM) and how they interact to eliminate these practices. Design/methodology/approach Using a sample of 943 year-observations from more religious settings, this paper collects data
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Leung, Siu Cheong, and John Fulcher. "Classification of User Expertise Level by Neural Networks." International Journal of Neural Systems 08, no. 02 (1997): 155–71. http://dx.doi.org/10.1142/s0129065797000185.

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A neural network approach to low-level user modeling is described, in the context of text editing tasks using the [Formula: see text] editor. Knowledge of a user's expertise is extracted automatically, based on their interaction with [Formula: see text] over a two week period. A MLP classifier which uses [Formula: see text] learning and incorporates output data fuzzification is developed to classify users into one of five expertise levels. Classification into the correct level is achieved in around 80% of the cases, with misclassification being restricted to adjacent classes. The neurofuzzy sy
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Armougum, A., A. Gaston-Bellegarde, C. Joie-La Marle, and P. Piolino. "Expertise reversal effect: Cost of generating new schemas." Computers in Human Behavior 111 (October 2020): 106406. http://dx.doi.org/10.1016/j.chb.2020.106406.

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Corredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were relate
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Popovich, E. "UNITY OF SCIENCE AND PRACTICE IN LEGAL EXPERTISE." Theory and Practice of Forensic Science and Criminalistics 19, no. 1 (2019): 158–72. http://dx.doi.org/10.32353/khrife.1.2019.12.

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The formation of Ukraine as a rule of law state, the improvement of the legal regulation of the use of special knowledge in order to properly and efficiently protect the rights and legitimate interests of individuals and legal entities and the state, eliminating the inconsistency of the provisions of the law regarding examination, objectively require an analysis of the current state of science and practice in forensic science activity. Forensic science covers a considerable number of scientific disciplines and actual problems of teaching expert science. The scientific article proposes to use t
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Dissertations / Theses on the topic "General interaction expertise"

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Berkman, Ali Emre. "A Sampling Methodology For Usability Testing Of Consumer Products Considering Individual Differences." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612188/index.pdf.

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Aim of the study was to discuss and identify individual differences that influence the user performance during usability tests of consumer products that are known to prevent researchers to conduct systematic studies. The rationale behind the study was developing a tool for sampling in order to handle experiential factors as a variable rather than a source of error. The study made it possible to define and elaborate on constructs general interaction expertise (GIE) and general interaction self efficacy (GISE), and to devise a measurement scheme based on performance observation and attitude meas
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Books on the topic "General interaction expertise"

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Jesse, DeRooy, ed. Secrets of Poser experts: Tips, techniques, and insights for users of all abilities-- the e frontier official guide. Thomson Course Technology, 2007.

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Dix, Alan. Practical Formal Methods in Human–Computer Interaction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198799603.003.0008.

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This chapter explores how precise formal methods can be used effectively and practically in interaction design. The term ‘formal methods’ in computer science refers to a suite of techniques drawing on mathematical notions of sets, logic, and functions or precise diagrammatic notations, most of which are currently primarily focused on safety-critical applications in the aerospace or nuclear industries. While research into broader use of these methods could be regarded as a theoretical interest, the early development of formal methods was driven as much by practical considerations as theory. Thi
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Newman, Abraham L., and Elliot Posner. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198818380.003.0007.

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The Conclusion elaborates on the book’s substantive and theoretical implications. In terms of global financial regulation, it draws lessons about international soft law in a climate of rising anti-expertise disdain and offers recommendations for improving representation in the transnational arenas where financial soft law is made. Moving beyond the politics of finance, the chapter probes the limits of its argument, considering other empirical domains such as labor and environmental regulations. The chapter ends by exploring the more general theoretical findings of the book, calling on scholars
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Wise, Daryl, and Jesse DeRooy. Secrets of Poser Experts: Tips, Techniques, and Insights for Users of All Abilities: The e-frontier Official Guide. Course Technology PTR, 2006.

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Kolanoski, Hermann, and Norbert Wermes. Particle Detectors. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198858362.001.0001.

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The book describes the fundamentals of particle detectors in their different forms as well as their applications, presenting the abundant material as clearly as possible and as deeply as needed for a thorough understanding. The target group for the book are both, students who want to get an introduction or wish to deepen their knowledge on the subject as well as lecturers and researchers who intend to extent their expertise. The book is also suited as a preparation for instrumental work in nuclear, particle and astroparticle physics and in many other fields (addressed in chapter 2). The detect
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Book chapters on the topic "General interaction expertise"

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Berkman, Ali Emre. "General Interaction Expertise: An Approach for Sampling in Usability Testing of Consumer Products." In Human-Computer Interaction. Interaction Design and Usability. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73105-4_44.

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Xu, Runqing, Liming Li, and Bohua Zhan. "Verified Interactive Computation of Definite Integrals." In Automated Deduction – CADE 28. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79876-5_28.

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AbstractSymbolic computation is involved in many areas of mathematics, as well as in analysis of physical systems in science and engineering. Computer algebra systems present an easy-to-use interface for performing these calculations, but do not provide strong guarantees of correctness. In contrast, interactive theorem proving provides much stronger guarantees of correctness, but requires more time and expertise. In this paper, we propose a general framework for combining these two methods, and demonstrate it using computation of definite integrals. It allows the user to carry out step-by-step computations in a familiar user interface, while also verifying the computation by translating it to proofs in higher-order logic. The system consists of an intermediate language for recording computations, proof automation for simplification and inequality checking, and heuristic integration methods. A prototype is implemented in Python based on HolPy, and tested on a large collection of examples at the undergraduate level.
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E., Ali. "General Interaction Expertise: a Multi-view Approach to Sampling in Usability Testing of Consumer Products." In Human-Computer Interaction. InTech, 2009. http://dx.doi.org/10.5772/7720.

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Karoulis, Athanasis, Stavros Demetriadis, and Andreas Pombortsis. "Cognitive Graphical Walkthrough Interface Evaluation." In Encyclopedia of Human Computer Interaction. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch012.

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Interface evaluation of a software system is a procedure intended to identify and propose solutions for usability problems caused by the specific software design. The term evaluation generally refers to the process of “gathering data about the usability of a design or product by a specified group of users for a particular activity within a specified environment or work context” (Preece et al., 1994, p. 602). As already stated, the main goal of an interface evaluation is to discover usability problems. A usability problem may be defined as anything that interferes with a user’s ability to efficiently and effectively complete tasks (Karat et al., 1992). The most applied interface evaluation methodologies are the expert-based and the empirical (user-based) evaluations. Expert evaluation is a relatively cheap and efficient formative evaluation method applied even on system prototypes or design specifications up to the almost-ready-to-ship product. The main idea is to present the tasks supported by the interface to an interdisciplinary group of experts, who will take the part of would-be users and try to identify possible deficiencies in the interface design. According to Reeves (1993), expert-based evaluations are perhaps the most applied evaluation strategy. They provide a crucial advantage that makes them more affordable compared to the empirical ones; in general, it is easier and cheaper to find experts rather than users who are eager to perform the evaluation. The main idea is that experts from different cognitive domains (at least one from the domain of HCI and one from the cognitive domain under evaluation) are asked to judge the interface, everyone from his or her own point of view. It is important that they all are experienced, so they can see the interface through the eyes of the user and reveal problems and deficiencies of the interface. One strong advantage of the methods is that they can be applied very early in the design cycle, even on paper mock-ups. The expert’s expertise allows the expert to understand the functionality of the system under construction, even if the expert lacks the whole picture of the product. A first look at the basic characteristics would be sufficient for an expert. On the other hand, user-based evaluations can be applied only after the product has reached a certain level of completion.
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Kalyuga, Slava. "Tailoring Multimedia Environments to Learner Cognitive Characteristics." In Managing Cognitive Load in Adaptive Multimedia Learning. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-048-6.ch010.

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Personalized adaptive multimedia environments provide individual learners or learner groups with experience that is specifically tailored to them. To achieve effective personalization, a variety of information about the learner is required. Tailoring multimedia environments to individual learner cognitive characteristics is becoming a major means for achieving a true learner-centered experience for learners through their interaction with multiple content sources, presentation formats, and delivery means. Personalized multimedia environments are capable of realizing advanced learning and instruction strategies based on a continuous process of adaptation between the learners and instructional systems. This adaptation process could be accomplished through personalized interaction and adaptive presentation of content, learner feedback, adaptive navigation and search, and different adaptation methodologies. As was mentioned in earlier chapters of this book, a major instructional implication of the expertise reversal effect is the need to tailor dynamically instructional techniques and procedures, levels of instructional guidance to current levels of learner task-specific expertise. In online multimedia instructional systems, the levels of learner task-specific expertise change as students develop more experience in a specific task domain. Therefore, the tailoring process needs to be dynamic, i.e. consider learner levels of expertise in real time as they gradually change during the learning sessions. This Chapter describes general approaches to the design of adaptive learning environments from the perspective of tailoring learning procedures and techniques to individual cognitive characteristics of learners. Studies in aptitude-treatment interactions offered a possible approach to adaptive instruction. Intelligent tutoring systems and adaptive web-based hypermedia systems use learner models to tailor learning tasks and instructional content to individual learner characteristics. This approach accommodates learner characteristics (e.g., knowledge, interests, goals) into explicit learner models that guide adaptive procedures. On the other hand, advisement and adaptive guidance approaches realize a greater learner control over instruction and provide individualized prescriptive information in the form of recommended material and tasks based on learner past performance.
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Simmons, Scott W. "Administrators." In Handbook of Communication in Anaesthesia & Critical Care. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780199577286.003.0028.

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In our modern healthcare systems, clinicians find themselves dealing face-to-face with administrators at many different levels. Unfortunately, there often appears to be a major disconnect between the two parties, and priorities may appear to be vastly different. For the busy clinical anaesthetist who encounters this in passing, there may be transient frustration and confusion before simply getting on with the job. For the anaesthetist with a designated management role, the problem doesn’t go away that easily. Both, however, will benefit from some deeper insight into the nature of these interactions to help everyone to better achieve their goals. The ‘LAURS’ concept as presented in Chapter 2 emphasizes the generic attributes of the approach to a meaningful interaction. Of particular interest in attempting to apply this framework to our dealings with administrators is the recognition that the management ‘world’ is exactly that — a seemingly different place that abounds with its own distinctive language, practical tools, and approaches to problem solving with which most clinicians have little familiarity. There may indeed be a sense of entering a different domain, much like the person entering the healthcare system as a patient. Hence in this chapter there is a deliberate intent to present some of these practical tools and perspectives to help better understand this other world and the people who abide there and relate it to these general principles. The results may be surprising. Dr Celia Roberts has recently been appointed Director of the Anaesthesia Service of a large public teaching hospital. Being an expert in her field she had conducted research, written several papers and been responsible for the teaching of specialist trainees. There is little in her chosen area of expertise that she doesn’t know how to deal with. In her day-to-day work she needs to think on her feet, work independently and be accountable for her individual actions. Where appropriate, she assumes a leadership role, giving clear and concise instructions to the team around her. Celia approaches her work with a high commitment to one-to-one interaction between herself as a skilled exponent of a specialised craft—clinical anaesthesia—and the patients who are seeking her help.
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Jin, Li. "A New Trend in Education." In Handbook of Research on Technoself. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2211-1.ch025.

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The study of self-concept is essential in the fields of psychology, education, and for society in general, whilst self-concept is widely valued as a desirable educational goal. With the advent of social networking on the Internet, the great impacts of social interaction have rapidly migrated into the online world in order to enable people to share opinions, insights, expertise, experience, and interests with each other for collaboration, discovery, and even construction of self within an evolving technological society. The emerging technologies have expanded a new dimension of self – ‘technoself’ - driven by socio-technical innovations and challenged ideas of the next generation of Technology Enhanced Learning (TEL). This chapter is to bring attention to technoself enhanced social learning in education. By investigating the convergence of social media technologies for technoself enhancement, it examines the way in which Social Virtual Worlds (SVWs) are transforming the nature of learning as a social practice and discusses the role of technoself in social learning. The author has traced the new trend in TEL and recommends a novel pedagogical and sociological model of learning – an augmented learning approach which couples the technoself enhanced social learning with formal learning in education.
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Robertson, Frances. "Photography and Illustration." In The Edinburgh History of the British and Irish Press, Volume 3. Edinburgh University Press, 2020. http://dx.doi.org/10.3366/edinburgh/9781474424929.003.0013.

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This chapter examines press images as an interaction between visual and technological/ economic constraints and opportunities of print technology in dialogue with other mediums of mass communication throughout the twentieth century, including an account of different workers and their expertise in visual production such as printers, graphic designers, art directors or commercial photographers. The opening question was why and how news images (initially technically challenging and expensive) have only gained in importance across the twentieth century. In addition, the narrative scope across Britain and Ireland in this collected press history allowed this chapter to engage with the role of news images in processes of nation building since the rise of Irish independence and to offer a different analysis from other accounts of visual journalism in press history, which may be either more general in scope, or focused on one specific time or place. Instead, the chapter examined diverging practices under the local cultural conditions developing in Ireland (South and North) and Great Britain, and the role of images within the ‘imagined communities’ sketched by particular publications as varied as Picture Post or An Phoblacht.
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Jegers, Kalle, and Charlotte Wiberg. "Learning While Playing." In The Interaction Society. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-530-6.ch005.

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This chapter reports on the initial results of a study conducted in the project FunTain. The main purpose was to identify general guidelines/implications for edutainment games, in order to guide designers of such games as they often lack in design guidelines. Usability evaluations were conducted on an edutainment game in order to find usability problems. These findings were analyzed and used as input in focus group meetings, held with joint teams of game designers and HCI experts. The outcome of the focus groups was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as identifying the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.
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Strekalova, Yulia A., Janice L. Krieger, Rachel E. Damiani, Sriram Kalyanaraman, and Daisy Zhe Wang. "Old Media, New Media, and Public Engagement With Science and Technology." In Media Influence. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3929-2.ch025.

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Mass media are, collectively, an effective mechanism for the engagement of the general public in a debate and exchange of information related to science and technology innovations. Whether the aim is to affect change at the individual, population, or policy-making level, public understanding of science and interaction between experts and lay audiences are paramount. This chapter describes a case study of a cybersecurity forum that provided an opportunity for information technology experts to share their knowledge with studio and social media audiences. Reviewing conceptual and practical implications of the case study, the chapter discusses how public engagement efforts could capitalize on the strength of both traditional and online media and introduce interactive programs that cross these two media spaces.
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Conference papers on the topic "General interaction expertise"

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O’Connor, B. M. "The Influence of Additive Chemistry on Gear Micropitting." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/ptg-48125.

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Gear micropitting has been a highly visible issue in selected applications in recent years, most notably in large wind turbine transmissions. Various industry groups have addressed the problem from their own area of expertise. This has included evaluation of the gear design characteristics, surface finishing, the use of special coatings, and lubrication. A common approach to improve the lubrication has been first to increase the viscosity and create thicker films, which, in turn, reduce the amount of surface asperity interaction. Another approach from the lubricant side has been to alter the a
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Geelink, Reinholt, Otto W. Salomons, Fjodor van Slooten, Fred J. A. M. van Houten, and Huub J. J. Kals. "Unified Feature Definition for Feature Based Design and Feature Based Manufacturing." In ASME 1995 15th International Computers in Engineering Conference and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1995. http://dx.doi.org/10.1115/cie1995-0785.

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Abstract In this paper, interactive “constraint based feature definition” is used to drive both feature based design and feature recognition. At present, hardly any feature based CAD or CAPP system does offer adequate facilities to easily define application specific features. Feature definition by means of programming is an error prone and difficult task. The definition of new features has to be performed by domain experts in the fields of design and manufacturing. In general they will not be programming experts. This paper elaborates on interactive feature definition, aiming at facilitating t
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Bénabès, Julien, Emilie Poirson, Fouad Bennis, and Yannick Ravaut. "Perceptive Exploration of Layout Designs Using an Interactive Genetic Algorithm." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82476.

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Layout design optimization has a significant impact in the design and use of many engineering products and systems, such as the subdivision of a ship, the layout of facilities in a plant or further still the assembly of parts of a mechanism. The search for an optimal layout configuration is a critical and complex task due to the increasing demands of designers working on varied projects. A layout optimization process is generally divided into different steps: the description, formulation and solving of the problem and the final decision. This process consists in writing an optimization problem
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Akram, Farooq, Matthew A. Prior, and Dimitri N. Mavris. "An Improved Approach to Technology Portfolio Prioritization Process Under Uncertainty." In ASME 2011 Turbo Expo: Turbine Technical Conference and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/gt2011-46156.

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Accurate technology modeling is a challenge, especially when it comes to revolutionary concepts. Absence of historical trends and experimental data for these concepts make it harder to predict precise effects. This situation makes it imperative to make use of subject area expert elicitation. This knowledge generally comes with subjective opinion about impact of technology on performance and market related metrics. These opinions from multiple subject matter experts may vary depending upon their past experiences and personalized preferences. In order to cater to difference of opinion from exper
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Zalys, Vytautas. "Interactive Multi-Sensory Environments for Children with Autism Spectrum Disorders." In ATEE 2020 - Winter Conference. Teacher Education for Promoting Well-Being in School. LUMEN Publishing, 2021. http://dx.doi.org/10.18662/lumproc/atee2020/39.

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The emerging of digital technology not only encourages the development of new tools but also changes traditional approaches to solving emerging problems. The sound, music, art, colors, etc. that prevailed in the 20th-century forms of therapy are being replaced by integrated systems that overcome many of these forms, thanks to digital technology. With the increasing number of people with autism spectrum disorder (ASD) in the world, such systems provide new opportunities for the treatment of these disorders. In this research, the creation of such a system has been chosen as the object of work. T
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Landry, Steven, and Myounghoon Jeon. "Participatory Design Research Methodologies: A Case Study in Dancer Sonification." In The 23rd International Conference on Auditory Display. The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.069.

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Given that embodied interaction is widespread in Human-Computer Interaction, interests on the importance of body movements and emotions are gradually increasing. The present paper describes our process of designing and testing a dancer sonification system using a participatory design research methodology. The end goal of the dancer sonification project is to have dancers generate aesthetically pleasing music in real-time based on their dance gestures, instead of dancing to prerecorded music. The generated music should reflect both the kinetic activities and affective contents of the dancer’s m
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Zhao, Qiangsheng, and Jaime Camelio. "Assembly Faults Diagnosis Using Neural Networks and Process Knowledge." In ASME 2007 International Manufacturing Science and Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/msec2007-31095.

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Traditional manufacturing process fault monitoring and detection methodologies have been based on Statistical Process Control (SPC) charts and rules. In most cases, SPC is used to detect a fault or an out-of-control condition while fault diagnosis relies on operator expertise to identify the potential root causes. Current sensor developments allow for the acquisition of large amounts of data from parts and processes in a manufacturing environment. In addition, new modeling tools have increased the efficiency and accuracy of process modeling, providing useful knowledge about product-processes i
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Shih, Tom I.-P., Yu-Liang Lin, Andrew J. Flores, Mark A. Stephens, Mark J. Rimlinger, and Brian P. Willis. "An Automated CFD Design and Analysis Tool for Inlet-Bleed Systems." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-6033.

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Abstract A pre-processor was developed to assist CFD experts and non-experts in performing steady, three-dimensional Navier-Stokes analysis of a class of inlet-bleed problems involving oblique shock-wave/ boundary-layer interactions on a flat plate with bleed into a plenum through rows of circular holes. With this pre-processor, once geometry (e.g., hole dimensions and arrangement) and flow conditions (e.g., Mach number, boundary-layer thickness, incident shock location) are inputted, it will automatically generate every file needed to perform a CFD analysis from the grid system to initial and
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Luo, Jianxi, Serhad Sarica, and Kristin L. Wood. "Computer-Aided Design Ideation Using InnoGPS." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97587.

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Abstract Traditionally, the ideation of design opportunities and new concepts relies on human expertise or intuition and is faced with high uncertainty. Inexperienced or specialized designers often fail to explore ideas broadly and become fixed on specific ideas early in the design process. Recent data-driven design methods provide external design stimuli beyond one’s own knowledge, but their uses in rapid ideation are still limited. Intuitive and directed ideation techniques, such as brainstorming, mind mapping, Design-by-Analogy, SCAMPER, TRIZ and Design Heuristics may empower designers in r
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Fenrich, Peter. "Instructional Design Tips for Virtually Teaching Practical Skills." In InSITE 2004: Informing Science + IT Education Conference. Informing Science Institute, 2004. http://dx.doi.org/10.28945/2752.

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Abstract:
What can you do to virtually teach the hands-on skills traditionally taught in labs? If you include simulations, active experimentation, discovery-learning techniques, numerous questions with detailed feedback, video, animations, and photographs, you can effectively teach practical hands-on skills through multimedia technology. Through discussion and demonstration, this session will highlight practical tips for implementing the instructional development cycle as well as uncommon but effective instructional design strategies for teaching practical skills. Some of the highlighted programs (such
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