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1

Min, Xiaojie. "The Interaction of Internet Fun Design Resources Based on the Network Communication System." Mobile Information Systems 2022 (April 7, 2022): 1–11. http://dx.doi.org/10.1155/2022/5374389.

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The interactive function of the Internet is the basis of all data transmission. The functions of Internet products are becoming more and more complex, and the amount of information they carry also increases dramatically. People and products mainly interact with products through the product interface, and the operation of the interface becomes more and more complex and more important. With the help of the interactive function of the Internet, various “Internet +” businesses are carried out in an orderly manner. The realization of Internet functions also requires user-centric interactive design. This puts higher demands on the fun of Internet interaction. This article aims to study the interaction of interesting design resources on the Internet, so as to make the Internet interaction more interesting. This article proposes to add interesting elements to the interactive functions of the Internet on the basis of the network communication system and stimulate the user’s feelings from many aspects such as actions, pictures, sounds, and colors, so as to make the users feel psychologically happy and trigger. The experimental results in this paper show that fun interaction design can enhance user experience by 20%.
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2

Tran, Thi Ngoc Trang, Alexander Felfernig, and Nava Tintarev. "Humanized Recommender Systems: State-of-the-art and Research Issues." ACM Transactions on Interactive Intelligent Systems 11, no. 2 (July 19, 2021): 1–41. http://dx.doi.org/10.1145/3446906.

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Psychological factors such as personality, emotions, social connections , and decision biases can significantly affect the outcome of a decision process. These factors are also prevalent in the existing literature related to the inclusion of psychological aspects in recommender system development. Personality and emotions of users have strong connections with their interests and decision-making behavior. Hence, integrating these factors into recommender systems can help to better predict users’ item preferences and increase the satisfaction with recommended items. In scenarios where decisions are made by groups (e.g., selecting a tourism destination to visit with friends), group composition and social connections among group members can affect the outcome of a group decision. Decision biases often occur in a recommendation process, since users usually apply heuristics when making a decision. These biases can result in low-quality decisions. In this article, we provide a rigorous review of existing research on the influence of the mentioned psychological factors on recommender systems. These factors are not only considered in single-user recommendation scenarios but, importantly, also in group recommendation ones, where groups of users are involved in a decision-making process. We include working examples to provide a deeper understanding of how to take into account these factors in recommendation processes. The provided examples go beyond single-user recommendation scenarios by also considering specific aspects of group recommendation settings.
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Zaslavskaya, Olga Yu. "Interactive game as a means of developing extracurricular activities in informatics." RUDN Journal of Informatization in Education 16, no. 2 (December 15, 2019): 138–48. http://dx.doi.org/10.22363/2312-8631-2019-16-2-138-148.

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Problem and goal. The article describes the processes of development of methods of teaching computer science in the organization of extracurricular activities, which contributes to the effectiveness of teaching computer science through the use of games and game forms of organization of extracurricular activities. The aim was to identify the features of the development of an interactive computer game, which is characterized in that it combines all the topics of the course of computer science grades 5-8 and allows to use the tools of an interactive whiteboard, combining them into a single system (grouping objects, working with layers, etc.), and also provides the ability to play using mobile devices, both in the classroom and remotely. This allowed us to take into account the peculiarities of the method of using interactive games in the process of teaching informatics in the conditions of extracurricular activities of students in grades 5-8 and to assess the effectiveness of training, increase motivation and consolidation of students’ knowledge in informatics and increase interest in the subject “Informatics”. Methodology. The development of a specially designed interactive game in the process of teaching informatics in the conditions of extracurricular activities of students in grades 5-8 is carried out by analyzing the possibility of didactic features of extracurricular activities in informatics of schoolchildren in grades 5-8, studying the psychological and pedagogical aspects of teaching students in the conditions of extracurricular activities in informatics using interactive games, observation, organization and conduct of pedagogical experiment and analysis of its results. Results. The possibilities and role of interactive game in the process of teaching informatics in the conditions of extracurricular activities of schoolchildren are revealed. This theoretical justification for the use of interactive games as a tool for development of extracurricular activities in informatics for school students grades 5-8. On the basis of the obtained data, an interactive computer game was developed, introduced and tested as a means of developing extracurricular activities in computer science, the contents of interactive game tasks were selected and systematized, the effectiveness of the method of using interactive games in extracurricular activities in computer science was tested. Conclusion. The results allowed us to conclude that the effectiveness of the game is entirely determined by the extent to which it is implemented educational goals due to the state standard of secondary education in computer science and information and communication technologies. Creation and application of interactive games in extracurricular activities on informatics of pupils of 5-8 classes should take into account general didactic principles (scientific character, availability, systematicity, visibility, continuity, etc.), as well as specific didactic principles due to the use of the advantages of interactive whiteboard - adaptability and interactivity of learning, the implementation of computer visualization capabilities, the development of intellectual potential of students.
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4

Yamazaki, Yoichi, Masayuki Ishii, Takahiro Ito, and Takuya Hashimoto. "Frailty Care Robot for Elderly and its Application for Physical and Psychological Support." Journal of Advanced Computational Intelligence and Intelligent Informatics 25, no. 6 (November 20, 2021): 944–52. http://dx.doi.org/10.20965/jaciii.2021.p0944.

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To achieve continuous frail care in the daily lives of the elderly, we propose AHOBO, a frail care robot for the elderly at home. Two types of support systems by AHOBO were implemented to support the elderly in both physical health and psychological aspects. For physical health frailty care, we focused on blood pressure and developed a support system for blood pressure measurement with AHOBO. For psychological frailty care, we implemented reminiscent coloring with the AHOBO as a recreational activity with the robot. The usability of the system was evaluated based on the assumption of continuous use in daily life. For the support system in blood pressure measurement, we performed a qualitative evaluation using a questionnaire for 16 subjects, including elderly people under blood pressure measurement by the system. The results confirmed that the proposed robot does not affect the blood pressure readings and is acceptable in terms of ease of use based on subjective evaluation. For the reminiscent coloring interaction, subjective evaluation was conducted on two elderly people under the verbal fluency task, and it has been confirmed that the interaction can be used continuously in daily life. The widespread use of the proposed robot as an interface for AI that supports daily life will lead to a society in which AI robots support people from the cradle to the grave.
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Maklakova, О. А., S. L. Valina, I. Е. Shtina, and D. А. Eisfeld. "Age-related aspects in risk of developing nervous system pathology in gymnasium students." Health Risk Analysis, no. 4 (December 2021): 74–81. http://dx.doi.org/10.21668/health.risk/2021.4.08.

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Growing neuropsychic disorders caused by intensified educational process are a peculiar feature of schoolchildren’s health at present. Our research aim was to examine age-related peculiarities in risks of developing nervous system pathology in school-children attending a gymnasium. We performed clinical examination of 94 children in primary school (Group A) and 56 children in middle school (Group B) who attended a gymnasium. The examination included determining contents of neuromediators and neurotrophic factors in blood, neuro-psychological computer testing (reaction test and STROOP-test). Educational activities were evaluated to determine whether the educational process conformed to hygienic standards. Statistical data analysis involved determining relative risk and odds ratio as well as establishing cause–effect relations. Hygienic assessment of educational activities revealed several adverse factors that made for developing disorders of the nervous system. They included growing weekly educational loads, irrational distribution of school subjects in schedules, and too long use of interactive whiteboards during lessons. We established that nervous system pathology was already developing in 62.8 % children in primary school and 42.9 % children in middle school. We also revealed that asthenoneurotic syndrome and neurosis-like syndrome were by 2.2 times more probable among primary schoolchildren whereas vegetative dysfunction was by 1.6 times more probable among middle school children. Asthenoneurotic syndrome in primary school children was accompanied with lower NOTCH-1 levels in 41.9 % cases; lower acetylcholine content in blood, in 66.7 %; greater serotonin content in blood, in 29.2 %. The disorder became apparent through increased fatigability and weakness, as well as children being too whiny and moody. Middle school children had by 3.1–6.4 times higher risks of lower neuregulin-1β and tumor necrosis factor contents in blood; developing vegetative dysfunctions in them were accompanied with sleeping disorders, headaches, and palpitation. Primary school children were established to have slower perception of a visual and sound stimulus, developing fatigue of kinesthetic reactions as well as rigid cognitive control and poorly automated gnostic functions.
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6

Maklakova, O. A., S. L. Valina, I. E. Shtina, and D. А. Eisfeld. "Age-related aspects in risk of developing nervous system pathology in gymnasium students." Health Risk Analysis, no. 4 (December 2021): 74–81. http://dx.doi.org/10.21668/health.risk/2021.4.08.eng.

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Growing neuropsychic disorders caused by intensified educational process are a peculiar feature of schoolchildren’s health at present. Our research aim was to examine age-related peculiarities in risks of developing nervous system pathology in school-children attending a gymnasium. We performed clinical examination of 94 children in primary school (Group A) and 56 children in middle school (Group B) who attended a gymnasium. The examination included determining contents of neuromediators and neurotrophic factors in blood, neuro-psychological computer testing (reaction test and STROOP-test). Educational activities were evaluated to determine whether the educational process conformed to hygienic standards. Statistical data analysis involved determining relative risk and odds ratio as well as establishing cause–effect relations. Hygienic assessment of educational activities revealed several adverse factors that made for developing disorders of the nervous system. They included growing weekly educational loads, irrational distribution of school subjects in schedules, and too long use of interactive whiteboards during lessons. We established that nervous system pathology was already developing in 62.8 % children in primary school and 42.9 % children in middle school. We also revealed that asthenoneurotic syndrome and neurosis-like syndrome were by 2.2 times more probable among primary schoolchildren whereas vegetative dysfunction was by 1.6 times more probable among middle school children. Asthenoneurotic syndrome in primary school children was accompanied with lower NOTCH-1 levels in 41.9 % cases; lower acetylcholine content in blood, in 66.7 %; greater serotonin content in blood, in 29.2 %. The disorder became apparent through increased fatigability and weakness, as well as children being too whiny and moody. Middle school children had by 3.1–6.4 times higher risks of lower neuregulin-1β and tumor necrosis factor contents in blood; developing vegetative dysfunctions in them were accompanied with sleeping disorders, headaches, and palpitation. Primary school children were established to have slower perception of a visual and sound stimulus, developing fatigue of kinesthetic reactions as well as rigid cognitive control and poorly automated gnostic functions.
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7

Velychko, Stepan, Natalia Donets, and Oleksandr Marinov. "Special aspects of using modern digital complexes vernier dychimack cycamics." Academic Notes Series Pedagogical Science 1, no. 189 (August 2020): 19–22. http://dx.doi.org/10.36550/2415-7988-2020-1-189-19-22.

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The current level of development of science, technology and modern technologies requires humanity to have a large number of competencies: flexibility of thinking, creativity, rapid adaptation to new conditions and tasks, and others. The National Strategy for the Development of Education in Ukraine for the period 2012–2021 provides for a large number of actions, the implementation of which will increase the efficiency of the educational process based on the implementation of the achievements of psychological and pedagogical science, pedagogical innovations, information and communication technologies. The Ministry of Education and Science of Ukraine, responding to the requirements of modern society, introduces modern information and communication technologies into the educational process. Provides educational institutions with modern computers, interactive whiteboards, other various and various digital devices. This trend is positive and helps to improve the overall educational process, its efficiency, accessibility in institutions of both general secondary education and in higher education institutions. Thus, the task of educational institutions of all levels is to ensure the ability of complexes of students to carry out independent activities with the help of existing modern innovative equipment, modern innovative kits, digital measuring systems. Considering the educational process in higher education institutions, we understand that it should be built in such a way that student learning should meet the goals of advanced learning. Therefore, graduates of pedagogical institutions of higher education must be ready to work with new technologies. The latest digital equipment, complexes, digital laboratories – is a new generation of natural laboratories, designed to conduct frontal and demonstration experiments, laboratory work at the modern scientific and technical level. The use of new digital laboratories allows to supplement knowledge, expand the horizons in other related fields. Therefore, the article considers the feasibility of using modern digital measuring systems in the educational process.
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8

Salehi, Pegah, Syed Zohaib Hassan, Myrthe Lammerse, Saeed Shafiee Sabet, Ingvild Riiser, Ragnhild Klingenberg Røed, Miriam S. Johnson, et al. "Synthesizing a Talking Child Avatar to Train Interviewers Working with Maltreated Children." Big Data and Cognitive Computing 6, no. 2 (June 1, 2022): 62. http://dx.doi.org/10.3390/bdcc6020062.

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When responding to allegations of child sexual, physical, and psychological abuse, Child Protection Service (CPS) workers and police personnel need to elicit detailed and accurate accounts of the abuse to assist in decision-making and prosecution. Current research emphasizes the importance of the interviewer’s ability to follow empirically based guidelines. In doing so, it is essential to implement economical and scientific training courses for interviewers. Due to recent advances in artificial intelligence, we propose to generate a realistic and interactive child avatar, aiming to mimic a child. Our ongoing research involves the integration and interaction of different components with each other, including how to handle the language, auditory, emotional, and visual components of the avatar. This paper presents three subjective studies that investigate and compare various state-of-the-art methods for implementing multiple aspects of the child avatar. The first user study evaluates the whole system and shows that the system is well received by the expert and highlights the importance of its realism. The second user study investigates the emotional component and how it can be integrated with video and audio, and the third user study investigates realism in the auditory and visual components of the avatar created by different methods. The insights and feedback from these studies have contributed to the refined and improved architecture of the child avatar system which we present here.
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9

Kongsilp, Sirisilp, and Matthew N. Dailey. "User Behavior and the Importance of Stereo for Depth Perception in Fish Tank Virtual Reality." PRESENCE: Virtual and Augmented Reality 27, no. 2 (February 2020): 206–25. http://dx.doi.org/10.1162/pres_a_00327.

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Since one of the most important aspects of a Fish Tank Virtual Reality (FTVR) system is how well it provides the illusion of depth to users, we present a study that evaluates users' depth perception in FTVR systems using three tasks. The tasks are based on psychological research on human vision and depth judgments common in VR applications. We find that participants do not perform well under motion parallax cues only, when compared with stereo only or a combination of both kinds of cues. Measurements of participants' head movement during each task prove valuable in explaining the experimental findings. We conclude that FTVR users rely on stereopsis for depth perception in FTVR environments more than they do on motion parallax, especially for tasks requiring depth acuity.
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10

Rusanova, Dina V., M. V. Kuleshova, E. V. Katamanova, N. V. Kartapoltseva, V. A. Pankov, O. L. Lakhman, P. V. Kazakova, and N. G. Kuptsova. "Vibration disease: hygienic and medical aspects." Hygiene and sanitation 95, no. 12 (October 28, 2019): 1180–83. http://dx.doi.org/10.18821/0016-9900-2016-95-12-1180-1183.

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The hygienic assessment of working conditions of employees exposed to local vibration established that working conditions for employees ofvibration dangerous occupations at the aircraft plant according to the degree from a health standpoint and hazard are referred to the fourth (dangerous) class of the degree of danger that stipulates stable high levels of the morbidity rate. The leading factor is a local vibration that results in the consistently high levels of occupational morbidity rate. There was shown the efficiency of the use of the pulsed magnetic stimulation in the treatment ofpatients with vibration disease associated with the exposure to local vibration. For the evaluation of the effectiveness of treatment in patients the condition of the central nervous system was determined with the use of computer electroencephalography with the registration of visual and auditory evoked potentials and somatosensory evoked potentials; there was studied the state of the peripheral nerves in arms and legs relying upom electromyographic data; there was performed psychological study. After the performance of pulse magnetic stimulation in patients diagnosed to have the vibration diseases there were observed the improvement in the interaction of cortical-subcortical structures and associative areas of the frontal and temporal lobes of the brain. After treatment there was noted the shortening of the time of the conduction of the afferent wave of the excitation at the level of the cervical spinal cord, subcortical structures and the central conduction time. There was restored previously reduced the speed of the conduction of the impulse via the distal parts of the tibial and median nerve, through the ulnar nerve in the area of the elbow joint. There was noted the rise in the average temperature on the hands; the decline of thresholds of vibration and pain sensitivity; the improvement of indices characterizing of the state of mnestic- attentional and psycho-emotional scope of activity.
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11

Askari, Gholamreza, and Madjid Eshaghi Gordji. "Decision Making: Rational Choice or Hyper-Rational Choice." Statistics, Optimization & Information Computing 8, no. 2 (May 28, 2020): 583–89. http://dx.doi.org/10.19139/soic-2310-5070-638.

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In this paper, we provide an interpretation of the rationality in game theory in which player consider the profit or loss of the opponent in addition to personal profit at the game.‎ ‎‎The goal of a game analysis with two hyper-rationality players is to provide insight into real-world situations that are often more complex than a game with two rational players where the choices of strategy are only based on individual preferences. The hyper-rationality does not mean perfect rationality but an insight toward how human decision-makers behave in interactive decisions. ‎‎The findings of this research can help to enlarge our understanding of the psychological aspects of strategy choices in games and also provide an analysis of the decision-making process with cognitive economics approach at the same time.‎ ‎‎‎
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Løw Aboulafia, Annette. "COGNITIVE AND SOCIAL ASPECTS OF COMPUTER-MEDIATED WORK: Toward a framework for understanding working life." Psyke & Logos 22, no. 2 (December 31, 2001): 16. http://dx.doi.org/10.7146/pl.v22i2.8547.

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Much IT research and practice attempts to understand and design for the interaction between human beings and computers. This paper focuses on the two most well-known approaches in this area, namely Human-Computer Interaction (HCI) and Computer Supported Cooperative Work (CSCW)2. I argue that HCI and CSCW reflect different aspects of human activity, which can be characterized as the cognitive and the social aspects of systems design. This paper examines these two approaches rom a (meta)theoretical point of view focusing on their ‘unit of analysis’, as well as their underlying philosophical assumptions. It is argued that the two approaches draw on distinct and somewhat contradictory philosophical ideas and theories, and consequently suggest different solutions to the design of computer systems. Much HCI work adapts a cognitive psychological perspective, focusing on the cognitive aspect of systems design, whereas CSCW work takes on a sociological perspective dealing with social and organisational aspects of systems design. In order to achieve a more ‘coherent’ understanding of systems design and computer-mediated work we need to ‘integrate’ the cognitive perspective (internal thought processes) and the social perspective (external social behaviour). Based on a dialectical-materialistic philosophy and the psychological approach developed from such principles, that of Activity Theory, I situate cognitive and the social activity within a broader framework for working life.
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Podhorecka, Marta, Jarosław Andrzejczak, Rafał Szrajber, Jan Lacko, and Piotr Lipiński. "Virtual reality-based cognitive stimulation using GRYDSEN software as a means to prevent age-related cognitive-mobility disorders – a pilot observational study." Human Technology 17, no. 3 (December 31, 2021): 321–35. http://dx.doi.org/10.14254/1795-6889.2021.17-3.7.

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The human aging process is associated with systematic deterioration of cognitive and motor performance. Age-related deficits in motor skills and symptoms of cognitive decline, such as memory, attention and executive functioning problems, are major contributors to a loss of functional independence and reduced quality of life of the elderly. The virtual reality system presented can be used as an aid for effective training of those skills. The use of virtual reality training for therapeutic purposes is promising – not only does it provide encouraging medical and psychological effects but it may also be considered as an interesting leisure activity for seniors. The paper presents a pilot study which aims to qualitatively assess the usefulness of a VR technology-based solution for training cognitive and motor functions. The pre-test phase of the study was conducted on 9 subjects aged 62-81 (M = 71.66; SD = 7.00), who were asked to evaluate the performed tasks in terms of novelty and attractiveness. All subjects completed the pilot study. The SUS result was 55.56 (SD = 9.90), which is a marginal result. However, the UEQ result showed that all aspects of the game were reported as satisfactory. The pilot studies show that VR is well tolerated by the elderly. As demonstrated by the results, the system has moderate utility, but may be a promising solution for training cognitive-motor skills.
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HOVMARK, SVANTE, and MARGARETA NORELL. "Social and psychological aspects of computer-aided design systems." Behaviour & Information Technology 12, no. 5 (September 1993): 267–75. http://dx.doi.org/10.1080/01449299308924390.

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Kramarenko, Tetiana V. "PECULARITIES OF THE PROFESSIONAL DIALOGUE MEDIATED BY MODERN MEANS OF TELECOMMUNICATION IN THE PROCESS OF TRAINING FUTURE SPECIALISTS IN ECONOMICS." Bulletin of Alfred Nobel University Series "Pedagogy and Psychology" 2, no. 22 (2021): 212–21. http://dx.doi.org/10.32342/2522-4115-2021-2-22-24.

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The article considers and analyzes the features of professional dialogue mediated by means of information and communication technologies in the training of future economic specialists, the main aspects of the use of mediated dialogue in foreign language teaching. Possibilities of communication mediated by information and communication technologies in the process of learning a foreign language by future specialists in economics are considered. The concept of indirect dialogue based on the analysis of existing approaches of scientists to the problem of using information and communication technologies in the process of training future specialists in economics is revealed. Features of dialogue on the basis of Internet technologies are considered. The classification of types of educational dialogue by means of information technologies on pedagogical orientation is given. The issues of culture and ethics of behavior in the information space during the dialogue mediated by modern means of telecommunications, the use of information presented in information networks are substantiated. Based on the analysis of various approaches to the use of computer communication, the essence of this concept is revealed and the ways of its further use in the training of economics specialists are substantiated. The requirements for professional dialogue mediated by computer means are presented. The system of conditions that promote the implementation of intersubject dialogue, taking into account the specifics of its organization in the computer environment, ie: providing internal and external dialogue of the student; psychological comfort of students in dialogic interaction; depth of dialogue; compliance of the purpose of the dialogue with the motive of the student’s entry into it; dialogic content of educational material; readiness of the learning situation and its participants for dialogue; the expediency of including in the educational process of computer-mediated dialogue; attitude to the computer as a quasi-subject of dialogue. It was found that it is advisable to combine modern information and communication technologies with traditional learning technologies in the learning process. It is proved that the electronic environment creates conditions for autonomous, individual-cooperative, joint activity of students, promoting the formation of a culture of professional dialogue, personal, communicative self-development, and the use of information and communication technologies opens new prospects for professional training of future economists.
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Volodchenkova, V. V., N. V. Peregudova, D. N. Kurkin, and O. V. Chirko. "Some Aspects of Modern Distance Learning Technologies in the Field of Fire Safety." Open Education 26, no. 5 (November 13, 2022): 10–19. http://dx.doi.org/10.21686/1818-4243-2022-5-10-19.

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The article is devoted to the issues of distance learning of the basics of fire safety of the able-bodied population (employees of organizations). Traditional forms of education do not fully meet modern demands for knowledge in this area. The use of distance learning makes it possible to realize the needs for acquiring and updating the necessary competencies in the field of fire safety with the indirect interaction of a training specialist and a lecturer. The demand for this form of education, the effectiveness of learning the educational material largely depends on the ratio of digital technologies used in the educational process.The purpose of the study is to analyze modern technologies for organizing the educational process of distance learning in the basics of fire safety to improve the quality of educational services and motivate employees of organizations to study in a distance format. The constant development of computer technologies leads to the improvement of the distance learning format, the search for new methodological solutions.Materials and methods. The results of the study were obtained as a result of the analysis of existing developments and approaches to distance learning. The work on the organization of distance learning in general and teaching the basics of fire safety in this format to Russian and English-speaking researchers is considered. The analysis of best practices and technological innovations in the field of distance learning is carried out. The legal basis of the study is the normative legal acts of the Russian Federation. The methodological basis of the research includes methods of theoretical research (analysis, synthesis, generalization, modeling), graphic and comparative method.Results. The authors conducted a comparison of full-time and distance learning. The general characteristic factors, as well as the features of the distance-learning format are considered.Modern distance education technologies use software, hardware and educational theories to facilitate the learning process and increase the assimilation of knowledge. Thus, the virtual learning environment is a complex of computer technologies and pedagogical design, which allows having a qualitative impact on the formation and actualization of competencies in the field of fire safety. The organization of training in this format is an effective solution not only for the employee of the organization (the listener) but also for the lecturer. Distance learn- ing in the field of fire safety, organized based on a virtual learning environment, can provide pre-certification training for employees of organizations, and the lecturer can use modern training tools for the educational interaction.The authors propose a scheme of the educational environment for the listener, as well as the algorithm of the lecturer’s work in the format of distance learning in the basics of fire safety. Recommendations are given on the organization and presentation of educational material, taking into account the psychological characteristics of the perception of information, as well as the professional specifics of the listeners.Conclusion. The development of modern digital technologies has influenced the organization of training at all levels of education, including the professional training of employees of organizations. In order to achieve high educational results and acquire the necessary competencies in the field of fire safety, it is necessary to improve the system of digitalization of the educational environment, transformation of forms of material presentation and the introduction of innovative technological learning tools. High-quality training of specialists of organizations will have an impact on the formation of fire-safe behavior, reduce the risk of fire on the territory of the organization.
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Still, Arthur, and Mark d’Inverno. "Can Machines Be Artists? A Deweyan Response in Theory and Practice." Arts 8, no. 1 (March 19, 2019): 36. http://dx.doi.org/10.3390/arts8010036.

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To speak comfortably of the machine artist (as outlined in the call for papers for this Special Issue) makes key assumptions about what it is to be an artist. It assumes, for instance, that the experience of living as an artist, which includes the socialisation, hard work, single-mindedness, and focused energy of creative activity, is incidental rather than essential since these aspects are not comfortably applicable to machines. Instead, it supposes that what is essential is the artistic product, and it is the similarity of human and machine products that makes it possible to speak of machine artists. This definition of art in terms of products is supported by modern psychological theories of creativity, defined as the generation of novel ideas which give rise to valuable products. These ideas take place in the mind or brain, regarded as a closed system within whose workings the secret of creativity will eventually be revealed. This is the framework of what is widely referred to as “cognitivism”. This definition in terms of novel ideas and valuable products has been widely assumed by artificial intelligence (AI) and computational creativity (CC), and this has been backed up through a particular version of the Turing Test. In this, a machine can be said to be a creative artist if its products cannot be distinguished from human art. However, there is another psychological view of creativity, that of John Dewey, in which a lived experience of inquiry and focus is essential to being creative. In this theory, creativity is a function of the whole person interacting with the world, rather than originating in the brain. This makes creativity a Process rather than a Cognitivist framework. Of course, the brain is crucial in a Process theory, but as part of an open system which includes both body and environment. Developments in “machine art” have been seen as spectacular and are widely publicised. But there may be a danger that these will distract from what we take to be the most exciting prospect of all. This is the contribution of computer technology to stimulate, challenge, and provoke artistic practice of all forms.
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Kosenkov, A. A., F. S. Torubarov, M. Yu Kalinina, and S. A. Afonin. "Some Organizational and Methodological Aspects of Psycho-Physiological Support of Functional Reliability of Russian Nuclear Workers." MEDICAL RADIOLOGY AND RADIATION SAFETY 67, no. 6 (December 2022): 12–18. http://dx.doi.org/10.33266/1024-6177-2022-67-6-12-18.

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Purpose: To improve organizational and methodological approaches to psycho-physiological support of functional reliability of Russian nuclear workers. Results: The authors’ position on a number of topical organizational and methodological issues of psycho-physiological support of functional reliability of nuclear workers is presented. Measures aimed at optimizing the interaction of medical organizations of the FMBA of Russia and organizations of the Rosatom State Corporation in the preparation and conduct of psychophysiological examinations are proposed. The optimal solution to this problem, according to the authors, is the development of a joint regulatory document defining the rights and obligations of both parties by the FMBA of Russia and the State Corporation. The expediency of avoiding duplication in carrying out a number of diagnostic techniques after developing a mechanism for transferring test results from medical organizations of the FMBA of Russia to organizations of the Rosatom State Corporation is shown. According to the authors, the following issues are to be improved: a) the existing diagnostic arsenal, taking into account new technological capabilities, and having in mind the fact that some important tests are easily available on the Internet; b) the content of methodological recommendations, which should describe in detail sensorimotor and other tests, allowing for a variety of their interpretations, to ensure the invariance of their computer implementations. Such measures will increase the diagnostic value of the tests used, as well as the comparability of the results obtained using various software and hardware complexes. Authors also propose to reconsider the role of the Scientific and Technical Council of the State Corporation in improving the functional reliability of the personnel of the industry by integrating psycho-physiological and other areas related to human resources into the general research topics. Proposed actions: a) to create a thematic scientific and technical council on human resource management and reduction of anthropogenic risks including specialists in psycho-physiological, psychological, medical, sanitary-hygienic, ergonomic and other aspects of ensuring the functional reliability of personnel, and to elect a scientific adviser of the council; b) to include the development plan for the direction of ensuring the functional reliability of personnel in the new edition of the “Program of Innovative Development and Technological Upgrading of the Rosatom State Corporation for the Period up to 2030”; c) to add the direction on improving the reliability of the human factor in the Unified Industry Thematic Plan of Research and Development Work of the Rosatom State Corporation; d) to include the most important reports related to human resource management and reduction of anthropogenic risks in the plenary sessions of the conferences “Radiation Protection and Radiation Safety in Nuclear Technologies”. Conclusion: The above proposals are aimed at improving the organizational and methodological aspects of the psycho-physiological direction in ensuring the functional reliability of nuclear workers. According to the authors, this direction should be part of the human resource management system and the reduction of anthropogenic risks in the nuclear industry. The research part of this system should be integrated into the activities of the Scientific and Technical Council of the Rosatom State Corporation and meet the requirements of a systematic approach.
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Motorina, L. E., and G. V. Cherniaeva. "Psychological virtual reality in a computer interactive environment." Social Psychology and Society 11, no. 1 (2020): 8–26. http://dx.doi.org/10.17759/sps.2020110102.

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Objectives: analysis of the correlation between concepts “cyberspace”, “computer virtual reality”, “computer interactive environment”, “interactive experience”; wording of the author’s definition of the term “psychological virtual reality”; identification of its functions and features. Background. Computer interactive environments are becoming the main platforms for the professional and personal self-realization of a modern person, the social activity of youth is shifting to the Internet space, models and forms of interpersonal interaction and communication are changing, new psychological constructs are formed that reflect virtual world and provide interaction with it. Psychological virtual reality acts as an intermediary between a person as a personality and a computer interactive environment as a form of cyberspace representation in modern human life, and the psychological constructs generated in it determine the formation of new socio-psychological behavior patterns. Methodology: systemic and subjective approaches, comparative analysis method. Conclusions. The creation of computer interactive environments has opened a new stage in the formation of a new interactive human experience as a system of information technology and socio-psychological competencies. There is a need for a systematic study of the conceptual-categorical apparatus that is used to describe computer interactive environments. Psychological virtual reality is a component of computer interactive environment, performing number of important functions of optimizing human interaction with computer environment. The analysis of the "man—computer environment" system gives reason to distinguish between nine basic psychotypes of social subjects which are participants of virtual reality. The typology developed in the article can be recommended for use as a methodological basis in the development of socio-psychological diagnostic tools, in the practice of socio-psychological counseling and social work.
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Кашицына, Ю., Yu Kashicyna, Т. Гурулева, and T. Guruleva. "Training in the System of Further Vocational Teacher Education." Profession-Oriented School 7, no. 5 (November 14, 2019): 21–27. http://dx.doi.org/10.12737/article_5da029cbcb4da1.42703565.

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The article discusses some aspects of improving the system of continuing education of teachers. The importance of the methods of active learning and interactive technologies in the formation of communicative, psychological and pedagogical competencies of teachers is shown. Particular attention is paid to socio-psychological training. The training learning process is described. The article is addressed to teachers and teachers, students of pedagogical universities, methodologists, directors of educational organizations.
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Hermanto, Agus, Supangat Supangat, and Fridy Mandita. "Evaluasi Usabilitas Layanan Sistem Informasi Akademik Berdasarkan Kombinasi ServQual dan Webqual Studi Kasus : SIAKAD Politeknik XYZ." Journal of Information Systems Engineering and Business Intelligence 3, no. 1 (April 28, 2017): 33. http://dx.doi.org/10.20473/jisebi.3.1.33-39.

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Abstrak— Layanan sistem informasi akademik yang sudah digunakan beberapa tahun terakhir, pada dasarnya bertujuan untuk memberikan dukungan terpenuhinya kebutuhan proses akademik di kampus. Namun, seiring dengan berjalannya waktu, diperlukan evaluasi agar efektivitas dari penggunaan sistem tersebut dapat diketahui, sehingga sistem informasi akademik tersebut dapat terus dikembangkan atau ditingkatkan. Selama ini dalam mengembangkan layanan sistem informasi berbasis web kurang memperhatikan faktor usabilitas dari pengguna, padahal pengembangan website yang berkualitas membutuhkan desain kegunaan dan evaluasi dari keterpaduan interaksi manusia dan komputer, aspek kognitif, teknik psikologi dan perangkat lunak. Dalam penelitian ini, untuk mengukur kualitas layanan berbasis web menggunakan kombinasi metode ServQual dan WebQual dan dianalisis menggunakan SEM, yang secara efektif untuk menangani multikolinieritas (jika banyak variabel yang sangat berkorelasi), karena membuatnya lebih kuat dari faktor analisis dan regresi berganda dalam evaluasi usabilitas. Hasil pengukuran menggunakan SEM menunjukkan bahwa jika variabel subyektif (ServQual) dari indeks usabilitas ditingkatkan, maka variabel obyektif dari indeks usabilitas (WebQual) juga akan meningkat secara signifikan. Hasil penelitian ini menunjukkan bahwa aspek-aspek obyektif dan subjektif yang menjadi faktor penilaian usabilitas mendapatkan hasil yang baik dan memuaskan dari hampir semua responden dalam menggunakan layanan sistem informasi akademik kampus XYZ. Kata Kunci— Sistem Informasi, Structural Equation Modelling (SEM), Usabilitas, WebQual, ServQualAbstract— The Services of academic information systems already used last few years. Basically, its aim to support the fulfillment of the academic process on campus. However, over time, is needed in order to evaluate the effectiveness of the use of such systems can be known so that academic information system that can be developed or improved. During this time in developing a web-based information system services less attention on the reusability of the user, whereas the development of quality website design requires the use and evaluation of the integration of human and computer interaction, cognitive, psychological and software engineering. In this study, to measure the quality of web-based services using a combination of methods ServQual and WebQual and analyzed using SEM, which is effective to handle multicollinearity (if a lot of variables that are highly correlated), because it makes it more powerful than the factor analysis and regression in the evaluation usability. The measurement results using SEM showed that if a subjective variable (ServQual) on enhanced usability index, then the objective of the index variable reusability (WebQual) will also be increased significantly.The results of this study indicate that aspects of the objective and the subjective factor in the assessment of reusability get good results and satisfying of almost all respondents in using academic information system. Keywords— Structural Equation Modelling (SEM), Usability, WebQual, ServQual
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Luzik, Elvira, and Aleksandra Akmaldinova. "PSYCHOLOGICAL ASPECTS OF ENSURING FLIGHT SAFETY IN CIVIL AVIATION." Aviation 10, no. 1 (March 31, 2006): 25–35. http://dx.doi.org/10.3846/16487788.2006.9635924.

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The article considers issues relating to the system of continuous professional training of aviation specialists and formulates fundamental prerequisites of psychological endurance reliability of aircrews in terms of flight safety problems. Analysis is given of factors affecting the efficiency of the “pilot – airplane” interactive system. Results of forecasting the measure of significance of the human factor in aviation for the next 10–15 years viewed in the context of medical and psychological aspects are presented. The structure of personal individuality developed on the basis of psycho‐physiological selection allows the formation of professionally significant qualities in aviation specialists to be influenced and the actions of every crewmember in case of an emergency to be forecast.
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Mo, Wenwen, and Yuan Yuan. "Design of Interactive Vocal Guidance and Artistic Psychological Intervention System Based on Emotion Recognition." Occupational Therapy International 2022 (June 17, 2022): 1–9. http://dx.doi.org/10.1155/2022/1079097.

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The research on artistic psychological intervention to judge emotional fluctuations by extracting emotional features from interactive vocal signals has become a research topic with great potential for development. Based on the interactive vocal music instruction theory of emotion recognition, this paper studies the design of artistic psychological intervention system. This paper uses the vocal music emotion recognition algorithm to first train the interactive recognition network, in which the input is a row vector composed of different vocal music characteristics, and finally recognizes the vocal music of different emotional categories, which solves the problem of low data coupling in the artistic psychological intervention system. Among them, the vocal music emotion recognition experiment based on the interactive recognition network is mainly carried out from six aspects: the number of iterative training, the vocal music instruction rate, the number of emotion recognition signal nodes in the artistic psychological intervention layer, the number of sample sets, different feature combinations, and the number of emotion types. The input data of the system is a training class learning video, and actions and expressions need to be recognized before scoring. In the simulation process, before the completion of the sample indicators is unbalanced, the R language statistical analysis tool is used to balance the existing unbalanced data based on the artificial data synthesis method, and 279 uniformly classified samples are obtained. The 279 ∗ 7 dataset was used for statistical identification of the participants. The experimental results show that under the guidance of four different interactive vocal music, the vocal emotion recognition rate is between 65.85%-91.00%, which promotes the intervention of music therapy on artistic psychological intervention.
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Vincze, Janos. "The Biophisical Modeling of Psychological Aspects." Journal of Clinical and Laboratory Research 5, no. 5 (May 23, 2022): 01–05. http://dx.doi.org/10.31579/2768-0487/083.

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The notion of stress has becae as the same time very popular but is sometimes used improperly or with many exaggerations especially concerning the recommendations of practical solutions suggested for stress management. The stress producing stimuli, many physiological processes go into action, probably through different paths in close connection; the response is, therefore, an interaction between the organism and his environment. The emotional component takes part in the response reactions through the somatic effect of which it influences the behaviour. The man having lost his last connection with the world grieves duple and his environment must pay great attention not to lose also him. Every medico-surgical intervention belongs to the stress factors. Both contain psychopathological elements and a long psychotherapy accomplished by a specialist is needed, considerate-protective environment for the accommodation in the normal life, for the resocialization. The biological stress is a long succession of active, interactive mutual effect. This relation which always consists of the difference of value-power-intensity is, like an example of today, a chain of action of two fighter during which they get the offensive and defensive conduct in exchanged role. From the point of view of the human individual life the psyche (psychism) is a subsystem. If still we take it out of this relationship with investigational aim then we have to consider it a system.
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Vincze, Janos, and Gabriella Vincze-Tiszay. "The Biophysical Modeling of Psychological Aspects." Advances in Social Sciences Research Journal 9, no. 5 (May 12, 2022): 90–97. http://dx.doi.org/10.14738/assrj.95.12072.

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The notion of stress has became as the same time very popular but is sometimes used improperly or with many exaggerations especially concerning the recommendations of practical solutions suggested for stress management. The stress producing stimuli, many physiological processes go into action, probably through different paths in close connection; the response is, therefore, an interaction between the organism and his environment. The emotional component takes part in the response reactions through the somatic effect of which it influences the behaviour. The man having lost his last connection with the world grieves duple and his environment must pay great attention not to lose also him. Every medico-surgical intervention belongs to the stress factors. Both contain psychopathological elements and a long psychotherapy accomplished by a specialist is needed, considerate-protective environment for the accommodation in the normal life, for the resocialization. The biological stress is a long succession of active, interactive mutual effect. This relation which always consists of the difference of value-power-intensity is, like an example of today, a chain of action of two fighter during which they get the offensive and defensive conduct in exchanged role. From the point of view of the human individual life the psyche (psychism) is a subsystem. If still we take it out of this relationship with investigational aim then we have to consider it a system.
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Yun, Sang-Seok. "A gaze control of socially interactive robots in multiple-person interaction." Robotica 35, no. 11 (October 3, 2016): 2122–38. http://dx.doi.org/10.1017/s0263574716000722.

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SUMMARYThis paper proposes a computational model for selecting a suitable interlocutor of socially interactive robots in a situation interacting with multiple persons. To support this, a hybrid approach incorporating gaze control criteria and perceptual measurements for social cues is applied to the robot. For the perception part, representative non-verbal behaviors indicating human-interaction intent are designed based on the psychological analysis of human–human interaction, and these behavioral features are quantitatively measured by core perceptual components including visual, auditory, and spatial modalities. In addition, each aspect of recognition performance is improved through temporal confidence reasoning as a post-processing step. On the other hand, two factors of the physical space and conversational intimacy are tactically applied to the model calculation as a way of strengthening social gaze control effect of the robot. Interaction experiments with performance evaluation are given to verify that the proposed model is suitable to assess intended behaviors of individuals and perform gaze behavior about multiple persons. By showing a success rate of 93.3% in human decision-making criteria, it confirms a potential to establish socially acceptable gaze control in multiple-person interaction.
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ROMANKO, Iryna. "The use of distance education technology in the teaching process of academic subjects "History of aviation" and "History of Ukraine and ukrainian culture"." Scientific Bulletin of Flight Academy. Section: Pedagogical Sciences 11 (2022): 74–81. http://dx.doi.org/10.33251/2522-1477-2022-11-74-81.

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Taking into account great educational potential of historical subjects in the process of personality moral culture development, we define the goal to analyze the experience of distance technologies use connected with pedagogical education development tendencies in the multilevel system of aviation specialists’ training in FA NAU. In the academic year of 2020-2021 the author of the article made an initiative sociological analysis among education applicants – students of Flight Operations and Air Traffic Service Faculty as for the distance technologies use in the educational process in FA NAU. The survey showed that the students of the first year of FA NAU were not ready for the abrupt transition to the distance format of training. The target groups faced technical, organizational and psychological difficulties. Inability to plan and to time, to work on their own appeared for the students to be a serious problem in mastering teaching material. The main problem was educational process technique. Some students do not have necessary technique (the uninterrupted Internet, a web-camera, their own laptop or computer). It is also necessary to emphasize positive aspects of the abrupt transition to the distance format of training. Teachers were forced to master quickly the work on Internet platforms, to learn to develop online courses of academic subjects, to be in active search of effective forms of interaction with students and colleagues using distance technologies. Students had also to study in new environment, to develop communication skills, to time effectively. It became quite obvious that distance education technologies use is not a remote prospect but our day. Studying experience of distance technologies use in FA NAU and other institutions of higher education in Ukraine, it is necessary to aim that LMS MOODLE would contribute to rise level and quality of methodological, didactic, information support of educational process management of education applicants, educationalists and managers of Flight Academy of NAU. Key words: higher education, distance learning, information and communication technologies, pandemic restrictions, initiative sociological research
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Ganashok, Alla I. "ІНТЕРАКТИВНА ДОШКА ЯК ЗАСІБ ПІДВИЩЕННЯ ПІЗНАВАЛЬНОЇ АКТИВНОСТІ Й ЕФЕКТИВНОСТІ НАВЧАННЯ НА УРОКАХ ІНФОРМАТИКИ." Information Technologies and Learning Tools 51, no. 1 (February 29, 2016): 21. http://dx.doi.org/10.33407/itlt.v51i1.1331.

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The paper presents the theoretical substantiation of interactive approach as one of the leading in the technology of developmental education while preparing the informatics lessons. There were considered psychological and pedagogical aspects in formation of creative, informative competent person. Effective ways and methods of formation of information-communication environment through the use of interactive technologies and multimedia training are determined, as well as developed types of interactive lessons and exercises in the program SMART Notebook, aimed at creating interest and increasing cognitive activity of students to the subject. It has been done an experimental verification of efficiency of the developed system of interactive forms of lessons on informatics.
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CLEGG, CHRIS W. "Social systems that marginalize the psychological and organizational aspects of information technology." Behaviour & Information Technology 12, no. 5 (September 1993): 261–66. http://dx.doi.org/10.1080/01449299308924389.

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Tanoto, Dian Felita, Yonathan Marcellinus, and Monica Hidajat. "Penerapan Sociotechnical System pada Data Collection System." ComTech: Computer, Mathematics and Engineering Applications 5, no. 1 (June 30, 2014): 136. http://dx.doi.org/10.21512/comtech.v5i1.2599.

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Humans and technology are two things that can not be separated. The rate of population growth, which is growing rapidly, proportional to the needs of people in many ways. Each activity and human needs, should be documented, so any activity and human needs can be predicted. Therefore, the data need to be collected and stored properly, effectively, and accuratel. Socio-Technical System is expected to assist and facilitate human in performing the collection and storage of data. Socio-Technical System can be applied by taking into account various aspects ranging from social, psychological, computer science, and technical. Methods of Socio-Technical implementation consists of requirements analysis, system design, implementation, testing, deployment, maintenance. In the testing phase, it should be noted the social and psychological aspects of the user.
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Rowe, Robert. "Representations, Affordances, and Interactive Systems." Multimodal Technologies and Interaction 5, no. 5 (May 1, 2021): 23. http://dx.doi.org/10.3390/mti5050023.

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The history of algorithmic composition using a digital computer has undergone many representations—data structures that encode some aspects of the outside world, or processes and entities within the program itself. Parallel histories in cognitive science and artificial intelligence have (of necessity) confronted their own notions of representations, including the ecological perception view of J.J. Gibson, who claims that mental representations are redundant to the affordances apparent in the world, its objects, and their relations. This review tracks these parallel histories and how the orientations and designs of multimodal interactive systems give rise to their own affordances: the representations and models used expose parameters and controls to a creator that determine how a system can be used and, thus, what it can mean.
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Abylkasymova, A., Saida Popey-ool, and Sergey Shishov. "Formation of Public Consciousness and Digital Culture of Students in the System of Continuous Pedagogical Education." Scientific Research and Development. Socio-Humanitarian Research and Technology 9, no. 4 (December 9, 2020): 3–9. http://dx.doi.org/10.12737/2587-912x-2020-3-9.

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The article deals with the problem of analyzing trends in the formation of public consciousness and digital culture of students in the system of continuous teacher education. The conclusions are based on the fact that symbolic interactionism (information theory), socio-psychological centrality are based on the level of importance of certain ideas or self-conceit, the degree of interactivity in the implementation of acquired communicative and role models of student behavior. Moderate support for the theories of identity and symbolic interactionism was revealed, since the identity of the "other" was not much in the focus of research analysis. Identification aspects are related to the relationship between concepts, and interactive commitment is related to the psychological centrality of the student's personality, but not to the identification of the "other". Self-esteem is a Central element of the psychological centrality of the individual, if it is important for her. It is shown that identities can be stable and unstable, since they are associated with a person's social environment. Instability is associated with the student's desire to make social, religious, and cultural changes in their own lives, that is, with the desire to master and join new cultural values. The level of a person's self-esteem depends on the identification combination of socio-psychological (external and internal) aspects and conditions of their existence.
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Weinberg, Gil, and Travis Thatcher. "Interactive Sonification: Aesthetics, Functionality and Performance." Leonardo Music Journal 16 (December 2006): 9–12. http://dx.doi.org/10.1162/lmj.2006.16.9.

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The authors present a sonification installation that allows a group of players to interact with an auditory display of neural activity. The system is designed to represent electrical spike propagation in a neuron culture through sound propagation in space. Participants can simulate neural spikes by using a set of specially designed controllers, experimenting and sonically investigating the electrical activity of the brain. The article discusses some aesthetic and functional aspects of sonification and describes the authors' approach for group interaction with auditory displays. It concludes with the description of a performance piece for the system and ideas for improvements and future work.
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Eliseeva, E. Yu. "Increasing the self-assessment level of adolescent children through interactive work forms." Vestnik Universiteta, no. 2 (April 5, 2022): 216–22. http://dx.doi.org/10.26425/1816-4277-2022-2-216-222.

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In this article, the author conducts a comprehensive theoretical analysis of the possibilities of using interactive (dialogue) work forms in the context of increasing the self-esteem level of adolescent children. Mainly, the current activity areas of a teacher-psychologist with younger and older adolescents are analysed. The main advantages of the subject-subject work form are formed, as well as the potential opportunities for introducing modern information technologies into the work system on the self-esteem level of adolescents are given. Thus, the theoretical analysis results carried out allow us to note that interactive work forms provide colossal variant directions for the psychological and pedagogical diagnostic implementation and directly corrective activity aspects. Among other things, the key feature of their application is the ability to adapt the dialogue to the personal characteristics of each teenager, which increases the successful communication likelihood and further psychological and pedagogical support organisation.
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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-play and setting — attributed to the fundamentals inherent to any game, while five were variable: the narrative, semantic, personal, communicative and ethic. Criteria to determine intensity of manifestation of the described components in a game that served as the basis for its expert evaluation, were presented. The results of investigation of «The Witcher 3: Wild Hunt» computer game were quoted. The study involved ten experts (8 men and 2 women) with a higher education and a great interactive gaming experience. The participants were made familiar with the classification algorithm of video games assessment and, in the process of complete ‘play-through’ of a game under consideration, categorized it into thirty-four components. Statistical processing of the data demonstrated high degree of consistency of the estimates: the value of α-Kronbach index amounted to 0.971. That afforded grounds to infer that the Master Form presented may serve as a reliable basis to analyze games and propose hypotheses about the nature of their effect on gamers.
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Chen, Ping. "Design and Construction of an Interactive Intelligent Learning System for English Learners in Higher Education Institutions." Advances in Multimedia 2022 (August 31, 2022): 1–8. http://dx.doi.org/10.1155/2022/6364796.

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At present, the traditional teaching mode of English teaching in higher vocational institutions is not compatible with the characteristics and teaching objectives of higher vocational education under the new situation. The rapid development of interactive multimedia technology has brought a new teaching style and experience to English basic education. Interactive teaching mode breaks the shackles of traditional teaching mode and focuses on cultivating students’ English language application ability and communicative ability. By using interactive multimedia technology, to begin with, students can improve their English communicative ability more effectively in several aspects, including stimulating their interest in speaking, creating an English-speaking environment, and mobilizing their subjective initiative, and can organically integrate with the learning of professional knowledge to lay a foundation for employment. This paper proposes an interactive intelligent learning system based on artificial intelligence algorithms. This new English teaching system with the interaction theory realizes the transformation of a new student-centered teaching mode, which is a great contribution to English classroom learning in higher education institutions.
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Isaeva, Tatiana, Natalia Malishevskaya, Elena Goryunova, Liliya Lazareva, and Mikhail Churikov. "Psychological and pedagogical aspects of simulation technology at English lessons for future engineers of the agro-industrial complex." E3S Web of Conferences 273 (2021): 12011. http://dx.doi.org/10.1051/e3sconf/202127312011.

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During the period of COVID-19 pandemic when mostly all the universities have transferred to distant learning, the educational effect of many interactive methods partially reduced. However, simulation is underestimated by university professors and scarsely used in the educational process. Despite a profound interest in interactive methods, theoretical and practical issues of simulation still need examination, especially in the context of competence-based education. In present research pedagogical, psychological and linguistic issues of simulation are studied. Though, simulation is often referred to as a method or a game, we consider it to be an educational technology. Contrary to entertaining simulation, educational simulation used as technology usually is more than a case, because it has a structured scenario with a system of rules and prohibitions, which are created with a certain idea of forming specific competences. The practical part of the article contains a description of the empirical study of the simulation technology results used at English lessons at the technical university, which prove a high educational efficiency of simulation technology in the professional development of future engineers of agro-complex.
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Vikram, Anuradha. "Experimental Interaction Unit: Commodities of Mass Destruction." Leonardo 42, no. 4 (August 2009): 324–31. http://dx.doi.org/10.1162/leon.2009.42.4.324.

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This paper describes several projects by the now-defunct Experimental Interaction Unit that use product design, software engineering, and digital networking to uncover collective behaviors that contribute to systems of social control. Biology and human behavioral studies are essential aspects of this critique. Experimental Interaction Unit's projects from 1996 to 2001 represent subversive use of technology to reveal unrecognized aspects of human interaction with networks, such as how telematic distance psychologically absolves individuals from taking responsibility for their actions. The fear of vulnerability to terrorist actions, including biological warfare and electronic interference, is exploited in these works, in order to expose the ways in which security is promised in exchange for control.
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Wu, Juan. "Study on the Design of Virtual Apparel Fitting System and the Application of Motion Capture Technology in Electronic Commerce." Applied Mechanics and Materials 519-520 (February 2014): 405–11. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.405.

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According to the users needs of online virtual apparel fitting, the paper emphasize on the analysis about construction method and improved technology of 3D virtual apparel fitting interactive platform, design and implement with realistic 3D effect function. According to the reality of peoples choice, psychological and behavioral characteristics of trying on clothes, we study and put forward the targeted solutions. From dynamic customizations of the human body, clothing, the fitting and interactive control of several major aspects such as design, we design and develop a similar to the real life of 3D virtual apparel fitting system. The users experience new stereo feeling. We provide a new Internet marketing mode for clothing enterprises. Mainly we do the following: Firstly Design of 3D virtual apparel fitting network structure. Secondly, Using motion analysis method, exploring the possibilities of the motion capture technology, the real action is added to the 3D models.
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Ashifa, Dr K. M., and -. "Addictive Behaviour among Women Viewers of Indian Soap Opera." Webology 18, Special Issue 03 (April 29, 2021): 127–36. http://dx.doi.org/10.14704/web/v18si03/web18030.

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Media is an integral part of society and it plays vital role for inculcating information. In the course of accomplishing its duties and functions, media, especially television influence on society relatively depending on the audience it reaches. Soaps have a predominant female audience. Some soaps do include men viewers but some social researchers pointed, women are considering most peculiar viewers. They are emotionally attached and value particular soaps in their personal and domestic life. Today people are leading a fast life. People should have some kind of recreation in their get relation of their physical and psychological balances of life. So, different people have different activities to spend their leisure. Based on the present study, most of the women are getting involved with the soap opera and were emotionally attached and curiously waiting for next episodes as it is effecting social, family and occupational life. So the present study tried to come out with fact of effects of soap operas’ on women’s behaviour in the aspects of socio- cultural aspects, economic aspects, psychological aspects, physiological aspects and functional aspects.
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Ng, Kia. "Sensing and mapping for interactive performance." Organised Sound 7, no. 2 (August 2002): 191–200. http://dx.doi.org/10.1017/s1355771802002091.

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This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances.From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context.Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed.
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42

Gabe, E. J., Y. Le Page, J. P. Charland, F. L. Lee, and P. S. White. "NRCVAX – an interactive program system for structure analysis." Journal of Applied Crystallography 22, no. 4 (August 1, 1989): 384–87. http://dx.doi.org/10.1107/s0021889889003201.

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NRCVAX is a complete system of programs, covering all aspects of crystal structure analysis from data reduction to the presentation of results. The system, which is written in a `neutral' Fortran 77, presently exists in two forms. The first runs on a VAX computer under VMS, on an 80386 PC under UNIX and under IBM VM/CMS and MVS/TSO. The second is an adaptation which runs on PC-XT, AT, PS/2 and comparable microcomputers under MS-DOS. The two versions differ somewhat in structure, but very little in code, operation or functionality except for the graphics. The many options of the programs can be selected in a highly interactive manner and because of this the system is very flexible. Most options are assigned default values, however, and it is usually safe to run the routines with a minimum of user input using the defaults. The system will accept data from a wide variety of sources and has interface routines for several other systems. Graphics in the VAX/UNIX version are based on the widely available Tektronix 4000 series protocol, while the microcomputer version supports most common display adapters. It is also possible to prepare files for a variety of plotters, dot-matrix printers and laser printers. Source code is distributed and it should not be difficult to adapt the system to any computer with virtual memory and a Fortran 77 compiler.
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43

Chen, Minwei, Xiaojun Liang, and Yi Xu. "Construction and Analysis of Emotion Recognition and Psychotherapy System of College Students under Convolutional Neural Network and Interactive Technology." Computational Intelligence and Neuroscience 2022 (September 17, 2022): 1–11. http://dx.doi.org/10.1155/2022/5993839.

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This study’s aim is to effectively establish a psychological intervention and treatment system for college students and discover and correct their psychological problems encountered in a timely manner. From the perspectives of pedagogy and psychology, the college students majoring in physical education are selected as the research objects, and an interactive college student emotion recognition and psychological intervention system is established based on convolutional neural network (CNN). The system takes face recognition as the data source, adopts feature recognition algorithms to effectively classify the different students, and designs a psychological intervention platform based on interactive technology, and it is compared with existing systems and models to further verify its effectiveness. The results show that the deep learning CNN has better ability to recognize student emotions than backpropagation neural network (BPNN) and decision tree (DT) algorithm. The recognition accuracy (ACC) can be as high as 89.32%. Support vector machine (SVM) algorithm is adopted to classify the emotions, and the recognition ACC is increased by 20%. When the system’s K value is 5 and d value is 8, the ACC of the model can reach 92.35%. The use of this system for psychotherapy has a significant effect, and 45% of the students are very satisfied with the human-computer interaction of the system. This study aims to guess the psychology of students through emotion recognition and reduce human participation based on the human-computer interaction, which can provide a new research idea for college psychotherapy. At present, the mental health problems of college students cannot be ignored; especially every year, there will be news reports of college students’ extreme behaviors due to depression and other psychological problems. An interactive college student emotion recognition and psychological intervention system based on convolutional neural network (CNN) is established. This system uses face recognition as the basic support technology and uses feature recognition algorithms to effectively classify different students. An interaction technology-based psychological intervention platform is designed and compared with existing systems and models to further verify the effectiveness of the proposed system. The results show that deep learning has better student emotion recognition ability than backpropagation neural network (BPNN) and decision tree algorithm. The recognition accuracy is up to 89.32%. Support vector machine algorithm is employed to classify emotions, and the recognition acceptability rate increases by 20%. When K is 5 and d is 8, the acceptability rate of the model can reach 92.35%. The effect of this system in psychotherapy is remarkable, and 45% of students are very satisfied with the human-computer interaction of this system. This work aims to speculate students’ psychology through emotion recognition, reduce people’s participation via human-computer interaction, and provide a new research idea for university psychotherapy.
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44

barrett, natasha. "adsonore." Organised Sound 10, no. 2 (August 2005): 111–19. http://dx.doi.org/10.1017/s1355771805000750.

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this paper explains the concept, technology and reality of the sound installation adsonore. the important aspects of adsonore are that it is interactive, continuously changing, permanent and located in a public space. the functioning of the human immune system lies behind its interactive design, the real-time sound processes and the physical construction. adsonore is therefore directly related to the building in which it is housed – a new building for biological basic research.
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45

Raka, Surya Jaya, and Djoko Budiyanto Setyohadi. "Measuring User Satisfaction in Website Usability by Considering Stress Level." JOIV : International Journal on Informatics Visualization 5, no. 3 (September 27, 2021): 333. http://dx.doi.org/10.30630/joiv.5.3.512.

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Usability testing, part of the human-computer interaction problem, is a method commonly used to evaluate the performance of a website interface. Today's study of human-computer interaction is important. It is now developed into UI UX (User Interface / User Experience). The website interface can affect user satisfaction and is a principal factor in a website being liked by users and meeting user needs. When a website is first developed, it can be difficult for a developer to understand the need for a website interface that matches the user persona of that website. Therefore, this research is important as an evaluation material for websites that are developed in the context of a website interface to provide a satisfactory appearance according to user personas. This study evaluates a website by conducting a usability test using the ISO-9241 aspect and getting an average result of 50,967, which is categorized as a bad website is taken from all users in the experiment. This study can also prove the psychological factors of users that influence usability testing, namely differences in the perceptions of website ratings between users with normal and (mild, moderate, severe, too severe) psychological stress levels. Users with normal stress levels will have better usability test results than users with stress levels. This study shows better results than user ratings with a normal stress level of 73,750, so it is categorized as a reliable website.
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46

Middleton, Anthea M., and Tomas E. Ward. "The Pursuit of Flow in the Design of Rehabilitation Systems for Ambient Assisted Living." International Journal of Ambient Computing and Intelligence 4, no. 1 (January 2012): 54–65. http://dx.doi.org/10.4018/jaci.2012010105.

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This review paper gathers together the key sources on the science of engagement and immersion, in particular the concept of flow. Flow is a psychological description for full immersion in an activity. It provides a useful framework within which to understand the coupling between pervasive computing and end users. The article discusses the concept of flow in a general psychological sense and extracts those features relevant to gaming, and in particular the human-computer interaction (HCI) aspect of such systems. The requirements for achieving flow such as reward, situational control, feedback and clarity of purpose as applicable to a pervasive computing environment are discussed in detail. The primary application focus of flow in this paper lies in the area of ambient-assisted living solutions for rehabilitation purposes. In the context of using virtual environments to aid in skill training or medical rehabilitation, dynamic difficulty adjustment (DDA) and enjoyment are two key elements used to create a fully immersive experience. This paper both reviews the techniques for creating these elements and describes possibilities for harnessing related methods as evaluation techniques for immersion in HCI-based rehabilitation environments, which may offer an alternative to current survey-based mechanisms.
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47

Zhao, Dongxin. "Application of Neural Network Based on Visual Recognition in Color Perception Analysis of Intelligent Vehicle HMI Interactive Interface under User Experience." Computational Intelligence and Neuroscience 2022 (October 12, 2022): 1–10. http://dx.doi.org/10.1155/2022/3929110.

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As a bridge of human-computer communication, the color design of intelligent vehicle HMI interactive interface is particularly important. It is also the first guide to the driver during the driving process. The quality of its design will also directly affect the driver’s senses and the driving safety of the vehicle. Therefore, this paper introduces the current situation, design principle, and future development of the vehicle interaction interface from multiple perspectives. Through the neural network system (condition generation countermeasure network model) of visual recognition, the color of the intelligent vehicle HMI interactive interface under the user experience is analyzed. According to the analysis of the psychological cognition and behavior operation of the automobile user, the correlation analysis of the human, vehicle, environment, and various elements of the interface is carried out, and how the vehicle interactive interface can meet the expected physiological and psychological needs of the user more and improve the operability is discussed in order to design an on-board HMI interactive interface that can be intelligently perceived according to weather, driver’s interests, and other factors and then improve the current backward operation mode of the on-board interactive interface, so that the interaction between people and vehicles is more smooth and pleasant.
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48

KIMURA, MARI. "Creative process and performance practice of interactive computer music: a performer's tale." Organised Sound 8, no. 3 (December 2003): 289–96. http://dx.doi.org/10.1017/s1355771803000268.

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I have had a major interest in the performance practice issues in electronic and interactive systems over the years (see, for example, Kimura 1996). As a performer/composer often presenting pieces from the classical and other contemporary acoustic violin literature in traditional settings along with electronic works, and also as a teacher of interactive computer music performance at a conservatory where my students include highly trained performers, performance practice issues in computer music come up very frequently in association with the creative process. I tend to focus on creating MaxMSP patches that address a particular musical context or situation, rather than creating an elaborate versatile and reusable MaxMSP patch and then using that patch in a particular way to make music. This paper describes a few examples of my interest in this area: (i) System Aspects: Performance Practice Issues and Room Acoustics; (ii) ‘Pragmatic’ Programming and Performance of Interactive Music; and (iii) Creative Process and Interactive Computer Music.
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Kuo, Chin-Hwa, David Wible, Meng-Chang Chen, Li-Chun Sung, Nai-Lung Tsao, and Chia-Lin Chio. "The Design of an Intelligent Web-Based Interactive Language Learning System." Journal of Educational Computing Research 27, no. 3 (October 2002): 229–48. http://dx.doi.org/10.2190/xjve-x9jm-ul46-er0t.

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The design of an Intelligent Web-based Interactive Language Learning (IWiLL) system to support English learning on the Internet is described. We designed two kinds of learning environments: 1) an interactive English writing environment; and 2) an authentic conversation learning environment. These are intended to improve learners' basic language skills in listening, reading, speaking, and writing. In addition, the system also offers authoring tools that facilitate teachers' content preparation. The system not only provides multimedia learning environments for users, but also builds a learner corpus, an archive of English texts written by learners for whom English is a second language. Further analysis of the learner corpus creates the potential to detect the users' persistent errors and then to provide adequate help to the users. An important aspect of the system is the careful integration of the multimedia environments in ways that systematically enrich the learners exposure to and grasp of specific aspects of the target language. For example, particular targeted vocabulary items can be encountered in text as well as video. The system also is designed to track a variety of facets of each learner's interaction with the environment. This tracked data in turn supports spiraling of English material that the learner has encountered.
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DAVID, AMOS ABAYOMI, ODILE THIERY, and MARION CREHANGE. "AN INTELLIGENT IMAGE-BASED COMPUTER-AIDED EDUCATION SYSTEM: THE PROTOTYPE BIRDS." International Journal of Pattern Recognition and Artificial Intelligence 04, no. 03 (September 1990): 305–14. http://dx.doi.org/10.1142/s0218001490000198.

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The authors have studied how to integrate concepts from other fields such as psychology and imagery into Computer-Aided Education (CAE) using Artificial Intelligence (AI). It is believed that images (graphic or real) may play an important role in learning. However, if images are not to be used only for illustration, it is necessary to employ concepts like those of AI. In this paper, the application of AI concepts in an image-based CAE system is developed and the prototype BIRDS is briefly presented. The concepts presented here include the pedagogical and psychological aspects of learning, and the importance of images in learning, both as pedagogical objects, and as means for obtaining psychological information about a learner. A student model, defined by the authors, is developed, and its components, construction and use are explained.
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