Literatura académica sobre el tema "Creative interface"

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Artículos de revistas sobre el tema "Creative interface"

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Catala, Alejandro, Javier Jaen, Patricia Pons, and Fernando Garcia-Sanjuan. "Towards Creative Smart Learning Environments." International Journal of Creative Interfaces and Computer Graphics 6, no. 1 (2015): 56–71. http://dx.doi.org/10.4018/ijcicg.2015010104.

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The creation of artefacts and entities to be used in simulated worlds and games has been used in practice to foster creativity in informal activities. Motivational issues and entertainment have therefore been combined along with creative tasks. The systems with higher complexity and more creative capabilities are usually based on WIMP interfaces, which negatively impact on the role of collaboration and active participation. This paper summarizes the main findings and the authors' experiences in the project CreateWorlds, which relies on an interactive tabletop interface in order to support the
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Dhobi, Saleem. "Interface between Professional Writing and Creative Composition." Journal of Population and Development 6, no. 1 (2025): 96–106. https://doi.org/10.3126/jpd.v6i1.80649.

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This article encompasses a comparative outlook of professional writing and creative writing. The purpose of the paper is to explore multiple dimensions of writing especially of scientific and creative writing. The professional writing incorporates resume, official letters, business letters, annual reports, grant proposal, memorandum, medical report, audit report, infrastructural design documents etc. Creative writing entails the writings such as stories, fairy tales, novels, epics, dramas, film scripts, reality show scripts, news etc. Both of the writing types are mostly sought after across th
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Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots". SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.

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Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the
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Sørensen, Jannick Kirk. "Exploring Constrained Creative Communication." International Journal of E-Services and Mobile Applications 9, no. 4 (2017): 1–23. http://dx.doi.org/10.4018/ijesma.2017100101.

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Creative collaboration via online tools offers a less ‘media rich' exchange of information between participants than face-to-face collaboration. The participants' freedom to communicate is restricted in means of communication, and rectified in terms of possibilities offered in the interface. How do these constraints influence the creative process and the outcome? In order to isolate the communication problem from the interface- and technology problem, we examine via a design game the creative communication on an open-ended task in a highly constrained setting, a design game. Via an experiment
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Bestin, Bakti, Juju Masunah, and Zakaria S. Soetedja. "Web user interface design as a promotional strategy creative product sales." SHS Web of Conferences 197 (2024): 05001. http://dx.doi.org/10.1051/shsconf/202419705001.

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Frequent communication problems related to web use can be explained as challenges related to the interaction and communication between the user and the platform/web. Users often have difficulty navigating or using features correctly, resulting in misunderstandings about the purpose and information conveyed. The role of the user interface (UI) is seen from a visual communication design perspective. The aim of this research is to determine the role of the user interface on the happy go lucky website as a creative product promotion strategy. This research uses a qualitative approach, with descrip
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Farley, Kathryn, Michael Nitsche, Jay Bolter, and Blair MacIntyre. "Augmenting Creative Realities: The Second Life Performance Project." Leonardo 42, no. 1 (2009): 96–97. http://dx.doi.org/10.1162/leon.2009.42.1.96.

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This article discusses the development of a new interface that allows for the creation of mixed-reality performances. It details the features of the new technology, charts the ways in which the interface has been used in rehearsal sessions and describes how the technology functions as an innovative tool for creative expression.
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Michell, Paul C. "Creativity Training: Developing the Agency‐Client Creative Interface." European Journal of Marketing 21, no. 7 (1987): 44–56. http://dx.doi.org/10.1108/eum0000000004706.

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Feng, Chung-Shun. "From User Experience to Environmentally Sustainable Markets: Exploring the Sustainability Innovation of Cultural and Creative Market Mobile Interfaces." International Journal of Innovation, Management and Technology 15, no. 4 (2024): 90–99. https://doi.org/10.18178/ijimt.2024.15.4.968.

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In recent years, the concept of achieving net-zero carbon emissions by 2050 and the trend of carbon border adjustment mechanisms in Europe and America have been advocated worldwide. Cultural and creative markets have already assumed a highly significant role in people’s daily lives. Consequently, cultural and creative market activities also need to align with the concept of the “Net Zero Carbon Emission Wave.” By implementing net-zero carbon emission activities within small groups of cultural and creative markets, it becomes possible to achieve environmental sustainability. Cultural and creati
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Nikolaou, Maria-Stella, and Chronis Kynigos. "From Novice Players to Creative Designers: A Constructionist Attempt with SorBET." Constructionism Conference Proceedings 8 (June 24, 2025): 97–108. https://doi.org/10.21240/constr/2025/56.x.

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This paper presents a small-scale, exploratory study investigating how eight middle school students shifted from passive engagement to reflective designers of their own learning experiences. Utilizing “SorBET”, a digital tool that enables learners to both play classification-based games and modify their underlying structures, students were observed through three phases: initial gameplay, adaptive modifications and eventual design of new game content within a design-based research (DBR) framework. The intervention involved two distinct interaction modalities: one group of students engaged with
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Frieß, Marc René, Georg Groh, Michael Reinhardt, Florian Forster, and Johann Schlichter. "Context-Aware Creativity Support for Corporate Open Innovation." International Journal of Knowledge-Based Organizations 2, no. 1 (2012): 38–55. http://dx.doi.org/10.4018/ijkbo.2012010103.

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This article discusses how creativity in corporate Open Innovation processes can be supported by IT, especially regarding the situative long- and short-term social context of users. Therefore, the authors first define and formalize a model for creative processes. From evidence gained through qualitative interviews with managers from companies of the German ITC sector, they derive insights on creative situations and contexts as well as the current state of IT support for creativity in these companies. On the basis of these insights and guided by the design science methodology, the paper shows t
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Tesis sobre el tema "Creative interface"

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Jones, R. "Social media/ted practice @ the interface." Thesis, University of Salford, 2013. http://usir.salford.ac.uk/29421/.

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This research contributes to the evolving field of New Media Studies through an empirical examination of social media design in real-time practice at the computer interface. In recent years questions of technology and design have started to figure more prominently in research into Social Network Sites (SNSs) but critical analysis of design in practice, at the interface remains under-researched. The interface is becoming an increasingly important analytical concept in the digital age as it is the space where machine readable code is translated into the cultural codes which are accessible to the
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Gaist, Byron Jack. "Creative suffering and the wounded healer, exploring the interface of analytical psychology and Christian theology." Thesis, University of Essex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510517.

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Alazemi, T. R. "Users' information seeking behaviours, their interactions and experience with the academic library web interface." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/36705/.

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The websites provided by academic libraries are challenged by the rapid developments in information and communication technology (ICT). These developments have created diverse options and channels for information sources that can be accessed easily by users through the Internet. Because of these alternate sources, many users no longer physically visit the library. Instead, they depend on the library’s website to obtain information online, or they use Internet searches to obtain the information they require. This research addresses the following question: How do the users of academic libraries
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Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.

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The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. The core argument in the dissertation is that players co-create the design of a game only if certain conditions are met, namely: (1) player creation of a text or communication infrastructure that modifies the properties of the game and from which play emerges; (2) that this is done fo
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Lavault, Antoine. "Generative Adversarial Networks for Synthesis and Control of Drum Sounds." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS614.

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Les synthétiseurs audio sont des systèmes électroniques capable de générer des sons artificiels sous un ensemble de paramètres dépendants de leur architecture. Quand bien même de multiples évolutions ont transformé les synthétiseurs de simples curiosités sonores dans les années 60 et précédentes à des instruments maîtres dans les productions musicales modernes, deux grands défis restent à relever: le développement d'un système de synthèse répondant à des paramètres cohérent avec leur perception par un humain et la conception d'une méthode de synthèse universelle, capable de modéliser n'importe
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Wilson, Brian. "The creation of a functional mailing list server with a graphical user interface." Ohio : Ohio University, 1997. http://www.ohiolink.edu/etd/view.cgi?ohiou1185208875.

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Silva, Daniel Corsi da. "Atos tridimensionais: manifestações da existência: interfaces entre a arquitetura e a escultura." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-22082012-103651/.

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Esta dissertação propõe-se a analisar possíveis interfaces entre a Arquitetura e a Escultura, abordando suas produções realizadas a partir da segunda metade do século XX, período que se caracterizou pelo rompimento de inúmeros paradigmas teóricos e conceituais. Considerando essas manifestações a partir de suas naturezas tridimensionais, busca-se, segundo um enfoque transdisciplinar, apurar significados e novos parâmetros de análise compartilhados por ambas expressões, num processo recíproco de influências conceituais e práticas. A pesquisa divide-se em duas partes. Na primeira delas - Conceito
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Björk, Carl, and Per Salomonsson. "Creating Interface-Controllers using Model Driven Architecture." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1594.

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In this thesis we will examine a telecom industry case, where combining synchronous and asynchronous interfaces causes problems. A solution to the problem is being presented in form of an interface controller framework that is based on patterns of common functionality of interface controllers. The solution is implemented using four different implementation methods (Java, Erlang, XDE, Executable UML), and compared in lines of code, performance and throughput.<br>I rapporten undersöks ett fall i telekominudstrin, där kombinerandet av synkrona och asynkrona interface orsakar problem. En lösning p
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Stewart, Robin S. (Robin Scott). "Interfaces for creating quantitative conceptual diagrams." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44908.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Includes bibliographical references (p. 71-73).<br>Modern chart-making, illustration, and mathematical tools poorly support the use of conceptual components in quantitative graphs such as Economics diagrams. The substantial time those tools require to achieve the desired results leads many people to sketch their graphs with pencil
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Ratchford, Tristan. "Creating application programming interface code templates from usage patterns." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=106349.

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Application programing interfaces promote reuse by facilitating interaction between software components and/or software libraries. API code templates are parameterized API scenarios that can be quickly instantiated by copy-and-pasting or through support from integrated development environments. They provide the skeletal structure of an API coding scenario and let developers simply "fill in the blanks" with the details of their coding task. Unfortunately, creating relevant API code templates requires time and experience with the API. To address these problems we present a technique that mines A
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Libros sobre el tema "Creative interface"

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Rosemary, Rivett, ed. Science & religion: Exploring the creative interface. Christian Education Publications, 2003.

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Malcolm, Betts, and Crosfield Electronics (Firm), eds. Operator interface for a creative design terminal. Crosfield, 1986.

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Germany) Symposium on the Entrepreneurship-Innovation-Marketing Interface (3rd 2009 Cottbus. The entrepreneurship-innovation-marketing interface: 3rd symposium, Cottbus. Swiridoff Verlag, 2010.

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Callard, B. G. The creative interface between design and marketing in the British carpet industry. UMIST, 1994.

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Flavia, Zucco, and SpringerLink (Online service), eds. Women in Biotechnology: Creating Interfaces. Springer Science + Business Media B.V, 2008.

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Myers, Brad A. Creating user interfaces by demonstration. National Library of Canada, 1988.

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1969-, Schwarz Adam J., ed. Creative 3-D display and interaction interfaces: A trans-disciplinary approach. John Wiley & Sons, 2005.

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Hanson, David R. C interfaces and implementations: Techniques for creating reusable software. Addison Wesley, 1997.

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Falchuk, Benjamin, and Aderito Marcos. Innovative design and creation of visual interfaces: Advancements and trends. Information Science Reference, 2012.

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Woods, Dan. APIs: A Strategy Guide: Creating Channels with Application Programming Interfaces. Edited by Mary Treseler. O'Reilly Media, 2011.

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Capítulos de libros sobre el tema "Creative interface"

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Garland, P., and D. Butler. "Interface between captive and wild populations of New Zealand fauna." In Creative Conservation. Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-0721-1_29.

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Lee, Shu-Shing, Yin-Leng Theng, Dion Hoe-Lian Goh, and Schubert Shou-Boon Foo. "Creative Information Seeking and Interface Design." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27795-8_63.

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Lee, Shu-Shing. "Creative Interface Design for Information Seeking." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27795-8_75.

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Soderquist, T. R., and M. Serena. "An experimental reintroduction programme for brush-tailed phascogales (Phascogale tapoatafa): the interface between captivity and the wild." In Creative Conservation. Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-0721-1_25.

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Neveux, Julie. "From Productive -ness Word-Formation to Creative Suffix -iness: The Case of Truthiness." In Nouns and the Morphosyntax / Semantics Interface. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-44561-3_15.

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Hayashi, Maho, Yoshiyuki Miwa, Shiroh Itai, Hiroko Nishi, and Yuto Yamakawa. "Creation of Shadow Media Using Point Cloud and Design of Co-creative Expression Space." In Human Interface and the Management of Information: Applications and Services. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40397-7_25.

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Baumgartner, Wendel Henrique, and Eberhard Rothfuß. "Creative Inequality in the Mid-sized University City. Socio-spatial Reflections on the Brazilian Rural–Urban Interface: The Case of Cachoeira." In Inequalities in Creative Cities. Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-349-95115-4_9.

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Mollá, Ramón, Virginia Santamarina-Campos, Francisco Abad, and Giovanni Tipantuña. "Storyboarding as a Means of Requirements Elicitation and User Interface Design: An Application to the Drones’ Industry." In Drones and the Creative Industry. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95261-1_6.

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King, Robin G. "A Structural Model of Creative Process for Improved Interface Design." In Advances in CAD/CAM Workstations. Springer US, 1986. http://dx.doi.org/10.1007/978-1-4613-2273-3_13.

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Roberts, Jonathan C., Christopher J. Headleand, and Panagiotis D. Ritsos. "Social, Ethical and Other Considerations to Interface Design." In Five Design-Sheets: Creative Design and Sketching for Computing and Visualisation. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55627-7_4.

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Actas de conferencias sobre el tema "Creative interface"

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Harahap, Eka Purnama, Pandu Hermawan, Dhiyah Ayu Rini Kusumawardhani, Nina Rahayu, Maulana Arif Komara, and Harry Agustian. "User Interface Design’s Impact on Customer Satisfaction and Loyalty in SaaS E-Commerce." In 2024 3rd International Conference on Creative Communication and Innovative Technology (ICCIT). IEEE, 2024. http://dx.doi.org/10.1109/iccit62134.2024.10701133.

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Terry, Michael, and Elizabeth D. Mynatt. "Recognizing creative needs in user interface design." In the fourth conference. ACM Press, 2002. http://dx.doi.org/10.1145/581710.581718.

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Valenti, Roberto, Alejandro Jaimes, and Nicu Sebe. "Facial expression recognition as a creative interface." In the 13th international conference. ACM Press, 2008. http://dx.doi.org/10.1145/1378773.1378853.

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Tanaka, H., and S. Kuribayashi. "Botanical interface design - creative kits, tools, and methods." In 3rd IET International Conference on Intelligent Environments (IE 07). IEE, 2007. http://dx.doi.org/10.1049/cp:20070429.

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Xu, Jiayi, and Yujian Yin. "Brain-Computer Music Interface (BCMI): Exploring Creative Expression." In 2023 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2023. http://dx.doi.org/10.1109/smc53992.2023.10394228.

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Gelineck, Steven, Morten Büchert, and Jesper Andersen. "Towards a more flexible and creative music mixing interface." In CHI '13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468487.

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Yamaguchi, Tomoyuki, and Hideki Kadone. "Supporting creative dance performance by grasping-type musical interface." In 2014 IEEE International Conference on Robotics and Biomimetics (ROBIO). IEEE, 2014. http://dx.doi.org/10.1109/robio.2014.7090450.

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Imran, Nungky Amalia, Paulus Insap Santosa, and Sri Suning Kusumawardani. "Implementation of VARK Learning Styles in the MOOC User Interface Design." In International Conference on Creative Economics, Tourism & Information Management. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009867502200223.

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Katsumata, Hiromi, and Bo Liu. "A drawing system with an interface that can be used to impose limits and unleash creativity." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001503.

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In order to enjoy creativity, the creators need to be given environmental restrictions. For example, there are rules such as Japanese Haiku or Chinese Zeku for poetry, or musical grammar for music, and these rules are supposed to enhance the creativity of the creator. However, most existing drawing software focuses only on making the process of completing a work comfortable, and does not provide much support for the goal setting process that requires environmental restrictions. In this study, based on research on creativity, such as the idea method, we were able to show that developing a drawi
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Gonçalves, Frederica, and Pedro Campos. "Understanding and Evaluating the User Interface Design for Creative Writing." In ECCE 2017: European Conference on Cognitive Ergonomics 2017. ACM, 2017. http://dx.doi.org/10.1145/3121283.3121298.

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Informes sobre el tema "Creative interface"

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Kang, Ju-Young M. Customer Interface Design for Co-Creation in the Social Era. Iowa State University, Digital Repository, 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-46.

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Idler, Garrett W. Creating a Vibration Data Visualization and Analysis Graphical User Interface in Matlab. Office of Scientific and Technical Information (OSTI), 2013. http://dx.doi.org/10.2172/1088353.

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Heger, Karl, and Lasse Petersen. Tomato (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, Germany, 2024. http://dx.doi.org/10.3289/sw_5_2024.

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The Tomato Tools are a collection of graphical user interface applications related to the Acquisition, Curation and Management Workflow of marine image data. The tools can be used as standalone applications or in conjunction to form whole workflows. For the latter the launcher Tomato provides an interface to create, manage and execute such workflows.
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Haehnel, Robert, Scott Christensen, J. Whitlow, et al. A computational prototyping environment interface for DoD CREATE™-AV Helios simulations. Engineer Research and Development Center (U.S.), 2021. http://dx.doi.org/10.21079/11681/40582.

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Computational Prototyping Environment (CPE) is a web-based portal designed to simplify running Department of Defense (DoD) modeling and simulation tools on the DoD Supercomputing Resource Center’s (DSRC) High Performance Computing (HPC) systems. The first of these tools to be deployed in the CPE is an application (app) to conduct parametric studies and view results using the CREATE-AV Helios CFD software. Initial capability includes hover (collective sweep) and forward flight (speed sweep) performance calculations. The CPE Helios app allows for job submission to a DSRC’s HPC system and for the
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Sunny, Yemuna. Redefining Sustainable Development: Co-Creation of Knowledge with the Bharia People. Indian Institute for Human Settlements, 2023. http://dx.doi.org/10.24943/tesf0706.2023.

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This study examines the lived experiences of the Bharia people of Patalkot with regard to ecology, society, and the modern school. The research methodology, attempting to keep the agency of the Bharia at the centre, has helped to evolve knowledge that is at once embedded and questioning. At the interface of the tribal and the non-tribal existences, like the market and the modern school, there are undercurrents of exploitation, alienation and a sense of being undervalued. The thriving forests of Patalkot enhance socio-cultural and ecological relationships of tribal society and help rethink deve
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Gobble, Allison N., and V. Ann Paulins. Investigating the Way Store Environment and Merchandise Assortment Interface to Create Effective Shopping Experiences. Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-649.

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Zaika, Oksana V., Tetiana A. Vakaliuk, Andrii V. Riabko, Roman P. Kukharchuk, Iryna S. Mintii, and Serhiy O. Semerikov. Selection of online tools for creating math tests. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4594.

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The article considers online tools for creating tests, which should be used when teaching mathematics in both higher education and general secondary education. Among the variety of online means of creating tests by the method of expert evaluation, three were identified, which allow conducting various tests both in the classroom and remotely, which are free and do not require special conditions for their use and which work on smartphones. The advantages and disadvantages of three online tools for creating tests Kahoot!, Quizizz, Classtime are analyzed, and a comparative description of the selec
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Hrebeniuk, Bohdan V., and Olena H. Rybalchenko. Development of an automated system for conducting, checking and evaluating programming competitions. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4429.

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The paper analyzes the existing platforms for conducting programming contests. Possible approaches are analyzed for creating isolated environments and running participants’ solutions, advantages and disadvantages of both approaches are highlighted. Requirements for the user interface are defined that must provide quick and convenient work in the system; the system was planned and developed. It was concluded that designed system has a potential for conducting contests and further development.
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Kharchenko, Yuliya V., Olena M. Babenko, and Arnold E. Kiv. Using Blippar to create augmented reality in chemistry education. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4630.

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This paper presents an analysis of the possibilities and advantages of augmented reality technologies and their implementation in training of future Chemistry and Biology teachers. The study revealed that the use of augmented reality technologies in education creates a number of advantages, such as: visualization of educational material; interesting and attractive learning process; increasing student motivation to study and others. Several augmented reality applications were analyzed. The Blippar app has been determined to have great benefits: it’s free; the interface is simple and user-friend
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Camp, D. How to Create, Modify, and Interface Aspen In-House and User Databanks for System Configuration 2:. Office of Scientific and Technical Information (OSTI), 2000. http://dx.doi.org/10.2172/15004777.

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