To see the other types of publications on this topic, follow the link: Interactive Experience Model.

Journal articles on the topic 'Interactive Experience Model'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Interactive Experience Model.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Xiong, Hong Yun, Fei Guo, and Su Rong Sun. "VR-Based Interactive Experienced Platform for Showroom." Applied Mechanics and Materials 336-338 (July 2013): 1396–401. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1396.

Full text
Abstract:
With the rapid development of information technology and new media technology, the introduction of the experience economy, using the new media interactive tools into industry of real estate has become a very powerful method to increase the value of estate product. The article has used virtual reality technology to design the interactive experienced platform for showroom, realized the whole architecture of the platform, and designed interactive experience of living room, bedroom, kitchen and bathroom in real time. In the platform, users can experience the one-bedroom showroom interactively and as really as possible. Finally, the article has introduced the processes and methods of building 3D model and virtual space model.
APA, Harvard, Vancouver, ISO, and other styles
2

Kulzer, Manuel, and Michael Burmester. "Towards Explainable and Sustainable Wow Experiences with Technology." Multimodal Technologies and Interaction 4, no. 3 (August 11, 2020): 49. http://dx.doi.org/10.3390/mti4030049.

Full text
Abstract:
Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.
APA, Harvard, Vancouver, ISO, and other styles
3

Van Leeuwen, Neil, and Michiel van Elk. "Seeking the supernatural: the Interactive Religious Experience Model." Religion, Brain & Behavior 9, no. 3 (June 5, 2018): 221–51. http://dx.doi.org/10.1080/2153599x.2018.1453529.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Marques, Anna Beatriz, Simone Diniz Junqueira Barbosa, and Tayana Conte. "Exploring how experienced and unexperienced designers use and evaluate a usability-oriented interaction and navigation model." Journal on Interactive Systems 9, no. 3 (December 5, 2018): 1. http://dx.doi.org/10.5753/jis.2018.709.

Full text
Abstract:
Representing quality aspects in models used in the design of interactive systems can support to design solutions with higher quality of use. However, the quality of the designed solutions can be influenced by the designers’ experience and by the models’ expressiveness for representing the quality aspects. Recently, we proposed USINN (USability-oriented INteraction and Navigation model) to express usability mechanisms in interaction and navigation modeling solutions. In this paper, we present an experimental study conducted with students, characterized as experienced and unexperienced designers, in order to investigate how is USINN adopted and evaluated by designers with different levels of experience in the software industry. The results indicated that the quality of artifacts produced by experienced and unexperienced designers was similar. However, the unexperienced designers indicated higher intention to adopt USINN in the software industry.
APA, Harvard, Vancouver, ISO, and other styles
5

Chen, Mingang, Wenjun Cai, and Lizhuang Ma. "Cloud Computing Platform for an Online Model Library System." Mathematical Problems in Engineering 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/369056.

Full text
Abstract:
The rapid developing of digital content industry calls for online model libraries. For the efficiency, user experience, and reliability merits of the model library, this paper designs a Web 3D model library system based on a cloud computing platform. Taking into account complex models, which cause difficulties in real-time 3D interaction, we adopt the model simplification and size adaptive adjustment methods to make the system with more efficient interaction. Meanwhile, a cloud-based architecture is developed to ensure the reliability and scalability of the system. The 3D model library system is intended to be accessible by online users with good interactive experiences. The feasibility of the solution has been tested by experiments.
APA, Harvard, Vancouver, ISO, and other styles
6

Lindén, Julia, Ulf Sellgren, and Anders Söderberg. "Model-based reliability analysis." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 30, no. 3 (July 14, 2016): 277–88. http://dx.doi.org/10.1017/s0890060416000251.

Full text
Abstract:
AbstractThe main function of a heavy truck is to transport goods, with ton-kilometers/year as an example of a major quantitative performance measure. Furthermore, the truck is directly operated by a driver, who has several additional functional requirements, of both ergonomic and communicative characters. Failure of these functions may be a subjective experience, differing between drivers, but the failures are still important. Today's just-in-time delivery systems rely on getting the goods on time, and this requires high availability. Availability is reduced not only by technical failures but also by subjectively experienced failures, because these also require repairs, or downtime. Product reliability is a systems property that cannot be attributed to a single component. It is in many cases related to interaction between components, or to interaction between humans and the technical system, in the case of subjectively experienced failures. Reliability assessments of systems with interactive functions require a system model that includes the interfaces between the technical system and human features that are carriers of interactive functions. This paper proposes a model of system architecture, for the purpose of reliability assessments, that integrates different and complementary representations, such as function–means diagrams and a design structure matrix. The novelty of the presented approach is that it treats and integrates the technical and the human subsystems through the human–technical system interfaces. The proposed systems reliability approach is described and verified with a component analysis case study of an extended truck cab and driver system.
APA, Harvard, Vancouver, ISO, and other styles
7

Rodenbaugh, D. W., H. L. Collins, C. Y. Chen, and S. E. DiCarlo. "Construction of a model demonstrating cardiovascular principles." Advances in Physiology Education 277, no. 6 (December 1999): S67. http://dx.doi.org/10.1152/advances.1999.277.6.s67.

Full text
Abstract:
We developed a laboratory exercise that involves the construction and subsequent manipulation of a model of the cardiovascular system. The laboratory was designed to engage students in interactive, inquiry-based learning and to stimulate interest for future science study. The model presents a concrete means by which cardiovascular mechanics can be understood as well as a focal point for student interaction and discussion of cardiovascular principles. The laboratory contains directions for the construction of an inexpensive, easy-to-build model as well as an experimental protocol. From this experience students may gain an appreciation fo science that cannot be obtained by reading a book or interacting with a computer. Students not only learn the significant physiological concepts but also appreciate the importance of laboratory experimentation for understanding complex concepts. Model construction provides a hands-on experience that may substantially improve performance in science processes. We believe that model construction is an appropriate method for teaching advanced concepts.
APA, Harvard, Vancouver, ISO, and other styles
8

Koppi, Tony, and Elaine Pearson. "The COERSEA Model for Interactive Presentations." Journal of University Teaching and Learning Practice 2, no. 2 (April 1, 2005): 37–52. http://dx.doi.org/10.53761/1.2.2.5.

Full text
Abstract:
A commonly accepted theoretical paradigm in the research and practice of effective learning and teaching is constructivist. Researchers and practitioners in the higher education community attend educational technology focused conferences to share their findings, seek feedback and collaboration, or challenge. Although researchers may espouse constructivist methods in their learning designs, this model is not adopted in their presentations. Often a more traditional transmission approach is used with the presenter inflicting many content heavy slides on an increasingly passive audience. The COERSEA model (context, outcomes, engagement, resources, support, evaluation, alignment) comprises seven principles that can be applied to the design of any presentation be it a lecture, seminar or conference paper. The model compliments current trends in online learning design and represents a constructivist approach to presentations that engages participants in a shared learning experience. The model has been successfully applied to a number of topics and contexts at conferences, seminars and workshops.
APA, Harvard, Vancouver, ISO, and other styles
9

Truant, G. S., J. Herscovitch, and J. G. Lohrenz. "The Relationship of Childhood Experience to the Quality of Marriage." Canadian Journal of Psychiatry 32, no. 2 (March 1987): 87–92. http://dx.doi.org/10.1177/070674378703200202.

Full text
Abstract:
A model for the effect of child-parent relationships on later adult marital quality was tested by questionnaire in 124 general practice patients. Recollections of parental care and overprotection measured by the PBI correlated significantly with Locke- Wallace measures of marital quality primarily in females. Correlations were larger in a homogeneous group where previous marriages and emotional illness were eliminated, and in those who had experienced, childhood separations from parents. The results are consistent with an interactive model where the quality of childhood experience determines the quality of adult marriages primarily when separation experiences have been present.
APA, Harvard, Vancouver, ISO, and other styles
10

Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (September 13, 2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

Full text
Abstract:
A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
APA, Harvard, Vancouver, ISO, and other styles
11

Lanza, Marilyn Lewis, and Alan Witkower. "Concentric Interactive Group Model: A Unique Experience for Patients and Staff." Perspectives in Psychiatric Care 46, no. 4 (August 12, 2010): 294–300. http://dx.doi.org/10.1111/j.1744-6163.2010.00269.x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Cardona-Reyes, Héctor, Jaime Muñoz-Arteaga, Andres Mitre-Ortiz, and Klinge Orlando Villalba-Condori. "Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience." Applied Sciences 11, no. 6 (March 21, 2021): 2804. http://dx.doi.org/10.3390/app11062804.

Full text
Abstract:
The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.
APA, Harvard, Vancouver, ISO, and other styles
13

Wang, Tao, Xiaolong Cai, Liping Wang, and Haoye Tian. "Interactive Design of 3D Dynamic Gesture Based on SVM-LSTM Model." International Journal of Mobile Human Computer Interaction 10, no. 3 (July 2018): 49–63. http://dx.doi.org/10.4018/ijmhci.2018070104.

Full text
Abstract:
Visual hand gesture interaction is one of the main ways of human-computer interaction, and provides users more interactive degrees of freedom and more realistic interactive experience. Authors present a hybrid model based on SVM-LSTM, and design a three-dimensional dynamic gesture interaction system. The system uses Leap Motion to capture gesture information, combined with SVM powerful static gesture classification ability and LSTM powerful variable-length time series gesture processing ability, enabling real-time recognition of user gestures. The gesture interaction method can automatically define the start and end of gestures, recognition accuracy reached 96.4%, greatly reducing the cost of learning. Experiments have shown that the gesture interaction method proposed by authors is effective. In the simulated mobile environment, the average gesture prediction only takes 0.15 seconds, and ordinary users can quickly grasp this method.
APA, Harvard, Vancouver, ISO, and other styles
14

Jraidi, Imène, Maher Chaouachi, and Claude Frasson. "A Hierarchical Probabilistic Framework for Recognizing Learners’ Interaction Experience Trends and Emotions." Advances in Human-Computer Interaction 2014 (2014): 1–16. http://dx.doi.org/10.1155/2014/632630.

Full text
Abstract:
We seek to model the users’ experience within an interactive learning environment. More precisely, we are interested in assessing the relationship between learners’ emotional reactions and three trends in the interaction experience, namely,flow: the optimal interaction (a perfect immersion within the task),stuck: the nonoptimal interaction (a difficulty to maintain focused attention), andoff-task: the noninteraction (a dropout from the task). We propose a hierarchical probabilistic framework using a dynamic Bayesian network to model this relationship and to simultaneously recognize the probability of experiencing each trend as well as the emotional responses occurring subsequently. The framework combines three modalitydiagnostic variablesthat sense the learner’s experience including physiology, behavior, and performance,predictive variablesthat represent the current context and the learner’s profile, and adynamic structurethat tracks the evolution of the learner’s experience. An experimental study, with a specifically designed protocol for eliciting the targeted experiences, was conducted to validate our approach. Results revealed that multiple concurrent emotions can be associated with the experiences of flow, stuck, and off-task and that the same trend can be expressed differently from one individual to another. The evaluation of the framework showed promising results in predicting learners’ experience trends and emotional responses.
APA, Harvard, Vancouver, ISO, and other styles
15

Miranda, Mirtha Fabiana, and Sandra Isabel Casas. "Usable and interactive application generator for Digital TV." DYNA 86, no. 211 (October 1, 2019): 174–83. http://dx.doi.org/10.15446/dyna.v86n211.75574.

Full text
Abstract:
Interactive Digital TV (iDTV) enhances viewers’ experience and participation by engaging them with an active role. The development of interactive software requires the employment of usability criteria to provide satisfactory experiences for users. In addition, the diverse characteristics of television programs require efficient processes for interactive software development. In Latin America, the process of implementing DTV is in progress, so the current stage of development of interactive applications is too incipient and immature to support industrial, quality-level development. This paper proposes combining software reuse strategies, specifically, software product lines (SPLs) and user-centered interaction design patterns, to improve productivity and quality. A generic feature model for the automatic generation of iDTV applications and an SPL-iDTV tool that supports the model are presented. The proposal is evaluated with two studies: an experiment that attempts to reproduce real application prototypes that were originally developed manually, through the use of patterns, and an evaluation of the quality of the SPL.
APA, Harvard, Vancouver, ISO, and other styles
16

Marques, Anna Beatriz, Simone Diniz Junqueira Barbosa, and Tayana Uchôa Conte. "Defining a notation for usability-oriented interaction and navigation modeling for interactive systems." Journal on Interactive Systems 8, no. 2 (December 22, 2017): 1. http://dx.doi.org/10.5753/jis.2017.681.

Full text
Abstract:
Modeling the interaction and navigation of an interactive system can assist designers in making decisions about how the users will be able to achieve their interaction goals. However, there is a lack of proposals to: (1) deal with interaction and navigation in an integrated way and (2) deal with usability features in interaction and navigation modeling. In this paper, we propose a usability-oriented interaction and navigation model to improve the quality in use of interactive systems. We evaluate the feasibility of the model through a study with three participants with experience in using models in industry, teaching models and carrying out academic research about models. Our main contributions are: (1) a knowledge base about the existing solutions for the problem, (2) the USINN (Usability-oriented Interaction and Navigation) model, (3) a preliminary evaluation about the feasibility of USINN, (4) the evolution of the USINN notation based on the results of the feasibility study, and (5) the definition of the USINN metamodel.
APA, Harvard, Vancouver, ISO, and other styles
17

Huang, Zhong Zhu, Zhi Quan Feng, Na Na He, and Xue Wen Yang. "Research on Gesture Speed Estimation Model in 3D Interactive Interface." Applied Mechanics and Materials 713-715 (January 2015): 1847–50. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.1847.

Full text
Abstract:
Gesture has different speed in the process of movement. To reflect the different speed of the user, this paper presents a gesture speed estimation method. Firstly, we use data glove and camera to establish the relation between the variation of gesture contour and that of gesture speed. Secondly, we build the gesture speed estimation model by stages. Finally, we get the real-time speed of hand motion through this model and complete interactive task. The main innovation of this paper is that we reveal the relation between the gesture contour and speed to lay the foundation for further capture the interaction of user intention. Experimental results indicate that the time cost of our method decreased by 31% compared with freehand tracking based on behavioral models and the 3D interactive system based on our model is of high the user experience.
APA, Harvard, Vancouver, ISO, and other styles
18

Geffert, Scott. "Creating a Self-Contained Interactive Experience using USDZ." Archiving Conference 2021, no. 1 (June 18, 2021): 24–27. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.6.

Full text
Abstract:
In the early phases of the pandemic lockdown, our team was eager to share our collection in new ways. Using an existing 3D asset and advancements in AR technology we were able to augment a 3D model of a collection object with the voice of a curator to add context and value. This experience leveraged the unique capabilities of the open Pixar USD format USDZ extension. This paper documents the workflow behind creating an AR experience as well as other applications of the USD/USDZ format for cultural heritage applications. This paper will also provide valuable information about developments, limitations and misconceptions between WebXR glTF and USDZ.
APA, Harvard, Vancouver, ISO, and other styles
19

Clini, P., L. Ruggeri, R. Angeloni, and M. Sasso. "INTERACTIVE IMMERSIVE VIRTUALMUSEUM: DIGITAL DOCUMENTATION FOR VIRTUAL INTERACTION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 251–57. http://dx.doi.org/10.5194/isprs-archives-xlii-2-251-2018.

Full text
Abstract:
Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.
APA, Harvard, Vancouver, ISO, and other styles
20

Ma, Yu-Pin. "Extending 3D-GIS District Models and BIM-Based Building Models into Computer Gaming Environment for Better Workflow of Cultural Heritage Conservation." Applied Sciences 11, no. 5 (February 27, 2021): 2101. http://dx.doi.org/10.3390/app11052101.

Full text
Abstract:
Research on cultural heritage conservation has shifted from emphasizing the digital information process with the advantages of “precision” and “visualization” in the early stage to focusing on the development of “realistic” and “highly experiential” gamified interactive environments. As game technology provides a highly interactive experience, effective communication, and an integrated environment, it brings new application opportunities for the future development of the reconstruction of historical blocks and cultural spaces. This study takes the old city blocks and historic buildings in Taiwan as examples, applies ArcGIS and SketchUp as the information modeling software, uses the Unity3D game engine as the development platform, and carries out the integration and interactive presentation of the scene information model through the two-stage process of information modeling and programming integration. The historical building information model and 3D-GIS attribute data are integrated, and the visibility and interaction of the information model of the old city blocks are enhanced. Using game technology to optimize the digital integration process of cultural asset not only simplifies the integration of multiple information models and provides two-way updates, but also effectively enhances the interaction and display application capabilities of historic district and building space information. The development tasks that were completed in this research are (1) integrate historical building models and 3D-GIS attribute data; (2) get all the necessary visual information; (3) update historical buildings and historic district models and data at any time; (4) provide virtual reality simulation function and environmental interaction experience.
APA, Harvard, Vancouver, ISO, and other styles
21

Kirilov, Leoneed, Vassil Guliashki, Krasimira Genova, Mariana Vassileva, and Boris Staykov. "Generalized Scalarizing Model GENS in DSS WebOptim." International Journal of Decision Support System Technology 5, no. 3 (July 2013): 1–11. http://dx.doi.org/10.4018/jdsst.2013070101.

Full text
Abstract:
A web-based Decision Support System WebOptim for solving multiple objective optimization problems is presented. Its basic characteristics are: user-independent, multisolver-admissibility, method-independent, heterogeneity, web-accessibility. Core system module is an original generalized interactive scalarizing method. It incorporates a number of thirteen interactive methods. Most of the known scalarizing approaches (reference point approach, reference direction approach, classification approach etc.) could be used by changing the method’s parameters. The Decision Maker (DM) can choose the most suitable for him/her form for setting his/her preferences: objective weights, aspiration levels, aspiration directions, aspiration intervals. This information could be changed interactively by the DM during the solution process. Depending on the DM’s preferences form the suitable scalarizing method is chosen automatically. In this way the demands on the DM’s knowledge and experience in the optimization methods area are minimized.
APA, Harvard, Vancouver, ISO, and other styles
22

Čertický, Martin, Michal Čertický, Peter Sinčák, Gergely Magyar, Ján Vaščák, and Filippo Cavallo. "Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment." Sensors 19, no. 5 (February 26, 2019): 989. http://dx.doi.org/10.3390/s19050989.

Full text
Abstract:
Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments—and therefore, should not be used as a sole metric. To tackle this problem, we propose the possibility of modeling consumer experience using psychophysiological measures and demonstrate how such models can be trained using machine learning methods. We use a machine learning approach to model user experience using real-time data produced by the autonomic nervous system and involuntary psychophysiological responses. Multiple psychophysiological measures, such as heart rate, electrodermal activity, and respiratory activity, have been used in combination with self-reporting to prepare training sets for machine learning algorithms. The training data was collected from 31 participants during hour-long experiment sessions, where they played multiple video-games. Afterwards, we trained and compared the results of four different machine learning models, out of which the best one produced ∼96% accuracy. The results suggest that psychophysiological measures can indeed be used to assess the enjoyment of digital entertainment consumers.
APA, Harvard, Vancouver, ISO, and other styles
23

Reinders, Samuel. "Accessible interactive 3D models for blind and low-vision people." ACM SIGACCESS Accessibility and Computing, no. 129 (January 2021): 1–7. http://dx.doi.org/10.1145/3458055.3458061.

Full text
Abstract:
Blind and low-vision (BLV) people experience difficulty accessing graphical information, particularly regarding travel and education. Tactile diagrams and 3D printed models can improve access to graphical information for BLV people; however, these formats only allow limited detailed and contextual information. Interactive 3D printed models (I3Ms) exist, but many rely on passive audio labels that don't particularly empower BLV people in independent knowledge building and interpretation. This project investigates the creation of I3Ms that offer more engaging experiences with a focus on facilitating independent exploration and knowledge discovery. Specifically, this project explores how BLV people want to interact with I3Ms, interactive functionalities and behaviours that I3Ms should support, such as conversational interfaces and model agency, and to understand the relationship between I3Ms and conventional accessible graphics.
APA, Harvard, Vancouver, ISO, and other styles
24

Ma, Zihui, Hyun Jeong Kim, and Kang Hyun Shin. "From Customer-Related Social Stressors to Emotional Exhaustion: An Application of the Demands–Control Model." Journal of Hospitality & Tourism Research 43, no. 7 (May 27, 2019): 1068–91. http://dx.doi.org/10.1177/1096348019849667.

Full text
Abstract:
This study examines emotional intelligence (EI) as an additional moderator in the interactive effect of customer-related social stressors (CSS) (demands) and job autonomy (control) on emotional exhaustion by constructing a three-way interaction (EI × CSS × Autonomy) for the regression model of emotional exhaustion. Employees from hotels and restaurants in one metropolitan city in the United States participated in this study. The interactive effect of CSS and autonomy on exhaustion is shown among employees low in EI rather than high. Low EI employees experience greater exhaustion when they perceive low autonomy (stress exacerbating effect). When CSS is high, job autonomy is low, and EI is low, employees experience the highest level of emotional exhaustion. The findings support the proposition that individual characteristics, such as EI, add significant explanatory power to the job demands–control model (JDC) to understand occupational stress. Managerial and theoretical implications are provided based on the results.
APA, Harvard, Vancouver, ISO, and other styles
25

Boschetti, F., and L. Moresi. "Interactive inversion in geosciences." GEOPHYSICS 66, no. 4 (July 2001): 1226–34. http://dx.doi.org/10.1190/1.1487069.

Full text
Abstract:
Inversion algorithms numerically evaluate the mismatch between model and data to guide the search for minima in parameter spaces. In an alternative approach, the numerical evaluation of data misfit can be replaced by subjectively judging the solution’s quality. This widens the class of problems that can be treated within the framework of formal inverse theory—in particular, various geophysical/geological/geodynamic applications in which structural similarity between model and data determines the quality of the fit. In this situation, prior knowledge, experience, and even personal intuition are crucial. This approach also provides a simple way to include such expertise in more traditional numeric applications, e.g., to treat ambiguous problems and disregard geologically unfeasible solutions from the inverse search.
APA, Harvard, Vancouver, ISO, and other styles
26

Fortier, Martin. "Believing and experiencing the supernatural: four shortcomings of the Interactive Religious Experience Model." Religion, Brain & Behavior 9, no. 3 (May 31, 2018): 255–58. http://dx.doi.org/10.1080/2153599x.2018.1453531.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Li, Xiaofei, and Yue You. "Kano Model Analysis Required in APP Interactive Design based on Mobile User Experience." International Journal of Multimedia and Ubiquitous Engineering 11, no. 11 (November 30, 2016): 247–58. http://dx.doi.org/10.14257/ijmue.2016.11.11.21.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Ding, Jian Hao, Yi Gang Wang, and Kui Chen. "An Interactive Layout and Simulation System of Virtual Factory." Applied Mechanics and Materials 20-23 (January 2010): 421–26. http://dx.doi.org/10.4028/www.scientific.net/amm.20-23.421.

Full text
Abstract:
Traditional simulation systems were capable of providing statistical evaluation of targeted factory design feasibility. But designers cannot experience the actual setting of factory design and simulation. This paper illustrates the implementation of virtual factory layout system in 3D virtual environment. Two key techniques and functionalities are presented and visualized in our system. Based on the model database, designers can select proportionate physical object from database and interactive layout them in virtual factory. Furthermore, we define the logical model and establish the communication between logical models for simulation.
APA, Harvard, Vancouver, ISO, and other styles
29

Huang, Kuo-Liang, Kuo-Hsiang Chen, and Chun-Heng Ho. "Enhancement of reading experience." Library Hi Tech 32, no. 3 (September 9, 2014): 509–28. http://dx.doi.org/10.1108/lht-01-2014-0002.

Full text
Abstract:
Purpose – Tablets are becoming mainstream devices for digital reading. Through user experience (UX), the purpose of this paper is to identify significant differences between tablet reading systems and other digital reading systems, explore potential requirements for the interactive interface, and propose design solutions so that user’ behavioral intention (BI) may be further enhanced. Design/methodology/approach – First, the authors extracted the context of use and behavior patterns by conducting contextual inquiries; then, potential requirements were identified and design solutions were developed; last, the technology acceptance model was employed to verify research findings. Findings – The outcome shows that the improved version of the interactive interface is significantly (p<0.05) superior to the original version in various aspects, including perceived usefulness, perceived ease of use, user attitude, and BI. Originality/value – So far, there has been no relevant research on UX concerning tablet reading systems. Therefore, this study first tried to investigate the primary difference between tablet reading systems and other digital reading systems in context of use and behavior patterns. Then, based on the foregoing discoveries, users’ motivations and perception of tablet readers were probed, and the problems with BI could be solved.
APA, Harvard, Vancouver, ISO, and other styles
30

Horkoff, Jennifer, and Eric Yu. "Interactive Analysis of Agent-Goal Models in Enterprise Modeling." International Journal of Information System Modeling and Design 1, no. 4 (October 2010): 1–23. http://dx.doi.org/10.4018/jismd.2010100101.

Full text
Abstract:
Understanding and analyzing the needs of an enterprise in the early stages of a project requires knowledge about stakeholders, their goals, interactions, and alternative actions. Agent-goal models offer a way to systematically and graphically capture this information, even as it evolves through continued elicitation. However, the complexity of resulting models makes it difficult to evaluate the achievement of key stakeholder goals within a model without applying systematic analysis procedures. Existing approaches to agent-goal model evaluation focus on automated procedures, without explicitly promoting model iteration and domain elicitation. In this paper, the authors argue that “Early” Enterprise modeling requires analysis procedures that account for the incompleteness and informality of early agent-goal models, facilitating iteration, elicitation, and user participation. A qualitative, interactive evaluation procedure for agent-goal models is introduced, using the i* Framework illustrated. Case study experience and results of an exploratory experiment show the applicability of the procedure to early enterprise analysis.
APA, Harvard, Vancouver, ISO, and other styles
31

Krüger, Magret, Johannes Ackermann, Daniar Osmonov, Veronika Günther, Dirk Bauerschlag, Johannes Hensler, Jan-Hendrik Egberts, et al. "Impact of Acoustic and Interactive Disruptive Factors during Robot-Assisted Surgery—A Virtual Surgical Training Model." Sensors 20, no. 20 (October 17, 2020): 5891. http://dx.doi.org/10.3390/s20205891.

Full text
Abstract:
The use of virtual reality trainers for teaching minimally invasive surgical techniques has been established for a long time in conventional laparoscopy as well as robotic surgery. The aim of the present study was to evaluate the impact of reproducible disruptive factors on the surgeon’s work. In a cross-sectional investigation, surgeons were tested with regard to the impact of different disruptive factors when doing exercises on a robotic-surgery simulator (Mimic Flex VRTM). Additionally, we collected data about the participants’ professional experience, gender, age, expertise in playing an instrument, and expertise in playing video games. The data were collected during DRUS 2019 (Symposium of the German Society for Robot-assisted Urology). Forty-two surgeons attending DRUS 2019 were asked to participate in a virtual robotic stress training unit. The surgeons worked in various specialties (visceral surgery, gynecology, and urology) and had different levels of expertise. The time taken to complete the exercise (TTCE), the final score (FSC), and blood loss (BL) were measured. In the basic exercise with an interactive disruption, TTCE was significantly longer (p < 0.01) and FSC significantly lower (p < 0.05). No significant difference in TTCE, FSC, or BL was noted in the advanced exercise with acoustic disruption. Performance during disruption was not dependent on the level of surgical experience, gender, age, expertise in playing an instrument, or playing video games. A positive correlation was registered between self-estimation and surgical experience. Interactive disruptions have a greater impact on the performance of a surgeon than acoustic ones. Disruption affects the performance of experienced as well as inexperienced surgeons. Disruption in daily surgery should be evaluated and minimized in the interest of the patient’s safety.
APA, Harvard, Vancouver, ISO, and other styles
32

Park Jeong-Soon. "Development and Evaluation of User Experience Model based on Product Attributes in Interactive Systems." Journal of Digital Design 7, no. 4 (October 2007): 11–20. http://dx.doi.org/10.17280/jdd.2007.7.4.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

Suparno, Suparno. "Development of E-Book Multimedia Model to Increase Critical Thinking of Senior High School Students." Dinamika Pendidikan 12, no. 2 (March 1, 2018): 196–206. http://dx.doi.org/10.15294/dp.v12i2.13567.

Full text
Abstract:
This study aims to develop the interactive e-book multimedia model to improve the students' critical thinking ability (KBK). Critical thinking is very important to develop because it provides a high level of reasoning thinking that provides permanent experience to students through conscious and controlled decision making in a rational, reflective, responsible manner with the optimization of potential. Flash-based e-book media is capable of interactively loading videos, pictures, practice questions and learning with directed directions from the teacher. The research method developed is research and development. The output products are learning plan, KBK evaluation question, flash-based interactive e-book multimedia, and quasi experiment to see media effectiveness to KBK. The results showed that e-book multimedia is able to significantly increase the KBK of high school students in economic learning.
APA, Harvard, Vancouver, ISO, and other styles
34

Trista, Shintia, and Andre Rusli. "HistoriAR: Experience Indonesian history through interactive game and augmented reality." Bulletin of Electrical Engineering and Informatics 9, no. 4 (August 1, 2020): 1518–24. http://dx.doi.org/10.11591/eei.v9i4.1979.

Full text
Abstract:
History has a vital function in shaping the personality of the nation, the quality of humans, and the people of a country. However, one factor that influences learning behavior that could be improved is the students’ interest in learning. The use of game-based learning has been proven to be effective in making activities to be more fun to do. Moreover, augmented reality technology also shows enormous potential in the world of education. This research developed a game-based historical learning application using augmented reality to enhance user experience in learning history. The application is built using the Unity Game Engine and Vuforia. Furthermore, the application was tested and evaluated by measuring the perceived usefulness and perceived ease of use following the guidance in the Technology Acceptance Model. The result shows that the application achieves 89.5% for perceived usefulness and 86.33% for perceived ease of use.
APA, Harvard, Vancouver, ISO, and other styles
35

Mauro, Noemi, Liliana Ardissono, Sara Capecchi, and Rosario Galioto. "Service-Aware Interactive Presentation of Items for Decision-Making." Applied Sciences 10, no. 16 (August 12, 2020): 5599. http://dx.doi.org/10.3390/app10165599.

Full text
Abstract:
Current information exploration models present low-level features or technical aspects related to the paradigm used to generate results. While this may increase transparency, it does not help the user form a personal opinion about items because it does not describe the overall experience with them. In order to address this issue, we propose the INTERactivE viSualizaTion model (INTEREST) that supports the exploration and analysis of search results by means of a graphical representation of consumer feedback aimed at making the user aware of the service properties in all the stages of fruition, focusing on the data that is most relevant to her/him. INTEREST is based on the Service Journey Maps for the design and description of user experience with services. We applied it to the home booking domain by developing the Apartment Monitoring application that supports overviewing and analyzing online reviews about rented homes. In a user study, we compared the decision-making support provided by our application with that of a baseline model that enables a temporal filtering of consumer feedback. We found out that Apartment Monitoring outperforms the baseline in user experience, user awareness of item properties, and user control during the interaction with the system. In particular, according to the participants of the study, Apartment Monitoring describes the expectations about the homes and it supports their selection in a more effective way than the baseline. These findings encourage moving from a low-level description of item properties to a service-oriented one in order to improve users’ decision-making capabilities.
APA, Harvard, Vancouver, ISO, and other styles
36

Sembiring, Evaliata Br, Dwi Wahyuni, and Wenang Anurogo. "MULTIMEDIA INTERAKTIF PENGENALAN HEWAN DAN TUMBUHAN LANGKA MENGGUNAKAN MODEL TUTORIAL." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 1, no. 2 (August 30, 2018): 103–12. http://dx.doi.org/10.30871/deca.v1i2.839.

Full text
Abstract:
Knowledge of endangered animals and plants is very important for children. Material about those two begins to be studied in class III at the elementary school. A book is used as a medium to deliver the materials. This resulted in a lack of understanding of students toward knowledge about endangered animals and plants. One of the solutions being made is to use the interactive learning media. This paper elaborates on the creation of interactive multimedia learning containing text, images, sound, and animation of 2D. The research shows that: (1) Interactive multimedia is created in the form of tutorials and practice questions in the .exe format so that their use does not depend on a specific software; (2) the aspect of interest-ness of the multimedia is 82.4%; (3) pretest and post-tests show that the interactive multimedia experience increased the student understanding, namely achieving 50% with the average value of the students' score reaches 83.3%.
APA, Harvard, Vancouver, ISO, and other styles
37

Martinez-Pabon, Francisco, Jaime Caicedo-Guerrero, Jhon Jairo Ibarra-Samboni, Gustavo Ramirez-Gonzalez, and Davinia Hernández-Leo. "Smart TV-Smartphone Multiscreen Interactive Middleware for Public Displays." Scientific World Journal 2015 (2015): 1–14. http://dx.doi.org/10.1155/2015/534949.

Full text
Abstract:
A new generation of public displays demands high interactive and multiscreen features to enrich people’s experience in new pervasive environments. Traditionally, research on public display interaction has involved mobile devices as the main characters during the use of personal area network technologies such as Bluetooth or NFC. However, the emergent Smart TV model arises as an interesting alternative for the implementation of a new generation of public displays. This is due to its intrinsic connection capabilities with surrounding devices like smartphones or tablets. Nonetheless, the different approaches proposed by the most important vendors are still underdeveloped to support multiscreen and interaction capabilities for modern public displays, because most of them are intended for domestic environments. This research proposes multiscreen interactive middleware for public displays, which was developed from the principles of a loosely coupled interaction model, simplicity, stability, concurrency, low latency, and the usage of open standards and technologies. Moreover, a validation prototype is proposed in one of the most interesting public display scenarios: the advertising.
APA, Harvard, Vancouver, ISO, and other styles
38

Ceylanli, Zeynep, and Elif Aktas Yanas. "A Critical Assessment of an Extended Learning Environment in Interior Design Studio." Journal of Design Studio, no. 1 (July 20, 2021): 71–81. http://dx.doi.org/10.46474/jds.938258.

Full text
Abstract:
This paper presents a critical assessment of an interior design studio that was constructed face-to-face then online as an extended studio environment through spatial and technological means. In the Interior Design Studio III, students were expected to design an experiential retail store aiming at answering the contemporary customer and brand interactive experience. The concept of ‘interactive experience’ was central not only in terms of a project outcome but also of the studio process: an experiential learning environment is designed to enhance the understanding of the design studio. Within this scope, the collaboration with the maker lab of the university provided technological interfaces and analog model making methods while also expanding the limits of studio space. The interactive experience would not only result in the project outcome but also be integrated to the studio model. This studio model and the topic was conducted face-to-face in the campus three semesters consecutively, while the following two were held online. The study is based on exploratory research using qualitative techniques to analyze the design process of the students in the face-to-face and online experiential learning environment. The main objective is to overview and assess the interior design studio by providing a new perspective to the students about space and user relationship regarding interaction and atmosphere not only in terms of the given design problem but also the ‘environment’ they are experiencing the ways of design.
APA, Harvard, Vancouver, ISO, and other styles
39

Singun, Amando, Jr Pimentel. "Heuristics as Mental Shortcuts in Evaluating Interactive Systems." International Journal of Engineering Pedagogy (iJEP) 8, no. 4 (June 20, 2018): 143. http://dx.doi.org/10.3991/ijep.v8i4.8054.

Full text
Abstract:
Heuristics refer to the specific “rules-of-thumb” discovered from knowledge or experience which can simplify the complexity of making judgments. Heuristics are mental shortcuts to draw conclusions when evaluating interactive systems. In this study, a set of heuristics had been discovered by end-users while developing a series of prototypes of a test blueprint system. This study suggests that the design process of an interactive system should cater to the following two (2) components, namely: technical heuristics and specialized domain heuristics. Heuristics from these components should be the emphasis during the evaluation of the interactive system that has been designed using a user-centered paradigm of development called the Interaction Design Model (IDM).
APA, Harvard, Vancouver, ISO, and other styles
40

Rubio Tamayo, Jose Luis, Mario Barro Hernández, and Hernando Gómez Gómez. "Digital Data Visualization with Interactive and Virtual Reality Tools. Review of Current State of the Art and Proposal of a Model." Revista ICONO14 Revista científica de Comunicación y Tecnologías emergentes 16, no. 2 (July 1, 2018): 40–65. http://dx.doi.org/10.7195/ri14.v16i2.1174.

Full text
Abstract:
Massive and open data constitute a burgeoning field of study in the current context. The evolution of technology is, in turn, increasing its degree of interactivity, configuring several scenarios of great complexity in which data is understood on the basis of our interaction with it at different levels. Technologies such as virtual reality or augmented reality present an emerging framework for visualizing, representing and understanding information. Moreover, new disciplines such as interaction design, human-computer interaction, and user experience are needed to optimally configure the representation and design of data interaction dynamics, so that they can be implemented in contexts such as education. This paper reviews the current state of interactive and immersive technology (including virtual reality and alternative reality games) and of open and massive data, to highlight potential projections and propose models of data representation based on factors such as storytelling or user experience. This paper shows the need to develop models for data use and representation in fields such as education and citizen empowerment.
APA, Harvard, Vancouver, ISO, and other styles
41

Lecointre-Erickson, Danielle, Bruno Daucé, and Patrick Legohérel. "The influence of interactive window displays on expected shopping experience." International Journal of Retail & Distribution Management 46, no. 9 (September 10, 2018): 802–19. http://dx.doi.org/10.1108/ijrdm-05-2017-0111.

Full text
Abstract:
Purpose The global aim of this paper is to provide managerial and theoretical contributions in order to guide retailers in their decision to invest in interactive storefront technology and to fill in the gaps in the literature in regards to the influence and the role of exterior atmospheric variables in brick-and-mortar retail experience. The purpose of this paper is to investigate the role of interactive technology in window displays and its influence on consumers’ affective responses, expected shopping experience and behavioural intentions at the point of sale. Design/methodology/approach The design of the study is founded in the presence (=1) vs absence (=0) of interactive technology in the window display. A partial least squares–structural equation modelling (PLS–SEM) approach is used to analyse the structural model and the correlations between the variables. Findings This paper finds that the technology has a significant influence on arousal, and that expected shopping experience has a significant influence on patronage intentions. Research limitations/implications This study was conducted on French individuals in a tourist bureau setting. The study should be replicated in other retail settings in order to improve the generalisation of the findings. Originality/value This study is the first to experimentally test the influence of an interactive storefront display in retailing. This paper also contributes to the retailing literature on exterior atmospheric variables.
APA, Harvard, Vancouver, ISO, and other styles
42

Swaminathan, Rahul, Robert Schleicher, Simon Burkard, Renato Agurto, and Steven Koleczko. "Happy Measure." International Journal of Mobile Human Computer Interaction 5, no. 1 (January 2013): 16–44. http://dx.doi.org/10.4018/jmhci.2013010102.

Full text
Abstract:
The authors present a vision based augmented reality system called Happy Measure to facilitate the measurement, 3D modeling, and visualization of furniture and other objects using a smartphone or mobile device equipped with a camera. They also study the concomitant interaction metaphors that enable interactive 3D model capture and manipulation in augmented environments. The proposed system allows for interactive measurement of an object’s size and the creation of primitive based 3D models from a single photograph. The appearance of the furniture (color textured model) is captured by the system using the underlying (or multiple) images taken by the user. This allows the user to capture textured 3D models of furniture or other objects and manipulate them virtually for visualization purposes. The authors compare two interaction metaphors used to capture 3D textured models of object to ensure easy interaction while still obtaining accurate measurements in a user test. Results suggest that one is superior in terms of measurement accuracy and also subjective user experience as it allows for continuous touch interaction on the whole screen. Virtually placing a modeled object in another location is another aspect of the presented system and the authors explore a novel interaction paradigm to perform this task along with initial user tests.
APA, Harvard, Vancouver, ISO, and other styles
43

Shakirova, Olga, Tatyana Stebliy, Nina Kozyavina, Olga Gorbunova, and Olga Pavlovskaya. "Using interactive technologies to improve the quality of humanitarian education in a metropolis." SHS Web of Conferences 98 (2021): 05037. http://dx.doi.org/10.1051/shsconf/20219805037.

Full text
Abstract:
Modern society presents high requirements to the quality of humanitarian education, and one of the methods of optimization is the use of interactive education technologies. Formation of the system of teacher’s domination in implementation of active learning methods (ALM) is based on the development of meaningful components of own subject experience, representing continuous and purposeful process, the active use of which is an expression of independence and educational activity. In the metropolis environment, the degree of development of each component of the subject experience and their ratio between each other determine the teacher’s ability to construction and subsequent implementation of own educational route. The research objective was to develop a model of ALM selection for humanitarian education in metropolis and estimate it experimentally with consideration for existing level of development of subject experience of teachers of higher education. The research was based on theoretical (analysis of psychological and pedagogical scientific publications, regulatory documents, state educational standards, simulation, analysis and generalization of pedagogical experience) and practical (monitoring, expert appraisal, pedagogic experiment) methods. For the first time, the objective and subjective factors have been revealed and systemized, which can influence the development and subsequent implementation of subject experience of teachers in humanitarian education under conditions of metropolis. With consideration for highlighted scientifically substantiated meaningful components of subject experience, the model has been developed to support ALM by teachers depending on the level of formation of subject position of a teacher. During the performed pedagogical experiment the efficiency of different variants of the recommended model of pedagogical support during ALM selection has been determined.
APA, Harvard, Vancouver, ISO, and other styles
44

Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (November 19, 2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

Full text
Abstract:
PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
APA, Harvard, Vancouver, ISO, and other styles
45

Walker, Jeffrey D., Benjamin H. Letcher, Kirk D. Rodgers, Clint C. Muhlfeld, and Vincent S. D’Angelo. "An Interactive Data Visualization Framework for Exploring Geospatial Environmental Datasets and Model Predictions." Water 12, no. 10 (October 20, 2020): 2928. http://dx.doi.org/10.3390/w12102928.

Full text
Abstract:
With the rise of large-scale environmental models comes new challenges for how we best utilize this information in research, management and decision making. Interactive data visualizations can make large and complex datasets easier to access and explore, which can lead to knowledge discovery, hypothesis formation and improved understanding. Here, we present a web-based interactive data visualization framework, the Interactive Catchment Explorer (ICE), for exploring environmental datasets and model outputs. Using a client-based architecture, the ICE framework provides a highly interactive user experience for discovering spatial patterns, evaluating relationships between variables and identifying specific locations using multivariate criteria. Through a series of case studies, we demonstrate the application of the ICE framework to datasets and models associated with three separate research projects covering different regions in North America. From these case studies, we provide specific examples of the broader impacts that tools like these can have, including fostering discussion and collaboration among stakeholders and playing a central role in the iterative process of data collection, analysis and decision making. Overall, the ICE framework demonstrates the potential benefits and impacts of using web-based interactive data visualization tools to place environmental datasets and model outputs directly into the hands of stakeholders, managers, decision makers and other researchers.
APA, Harvard, Vancouver, ISO, and other styles
46

Papadatou, Danai. "A Proposed Model of Health Professionals' Grieving Process." OMEGA - Journal of Death and Dying 41, no. 1 (August 2000): 59–77. http://dx.doi.org/10.2190/tv6m-8yna-5dyw-3c1e.

Full text
Abstract:
This article proposes a model that conceptualizes health professionals' reactions to the multiple deaths of their patients, in terms of loss and grief. It suggests that grieving is both an individual and a social-interactive process that may be understood in terms of an ongoing fluctuation between experiencing grief reactions by focusing on the loss experience, and repressing or avoiding grief reactions by moving away from it. This fluctuation allows professionals to attribute meaning to the death of individual patients, and to transcend these losses by investing in life and living. The interaction between individual idiosyncratic factors (“life style”) and environmental factors (“work style”) is described in terms of how they affect the grieving process. Special consideration is given to the individual and collective forms of grieving, and to the role of team support.
APA, Harvard, Vancouver, ISO, and other styles
47

Nayar, S. R. Prabhakaran, and Rebecca T. Thomas. "Interactive Computer Programs for Teaching Astronomy." International Astronomical Union Colloquium 105 (1990): 178–81. http://dx.doi.org/10.1017/s025292110008667x.

Full text
Abstract:
Astronomy is the most popular and oldest of all sciences and it has had profound influence on human thought. Unfortunately, astronomy does not find an appropriate place in our school-college syllabi. This may be due to the fact that teaching of astronomy encounters a large number of problems with regard to visualization and practical experiments. Popularization of astronomy depends heavily on a large variety of astronomical events, such as the arrival of comets, eclipses, supernovae, etc. Visualization of dynamics in several directions, wide variance of time scales, concepts of space, etc., create problems in teaching/learning processes in astronomy. Our world of human experience is limited to within a narrow frame, whereas in astronomy we speak of size, time, and temperature in gigantic scales. To bring all these parameters onto the human level, one has to think of effective teaching aids and the right type of techniques. We have been using a large number of tools in teaching astronomy, including star charts, globes, models, photographs, slides, etc. Microcomputers act as an effective medium in teaching astronomy. They can even replace most of the above mentioned teaching aids (Hunt, 1986; Marx and Szucs, 1985; Sparkes, 1986). A microcomputer can also act as a textbook, a blackboard, or even a planetarium. The computer acts also as a mediator between the student and the model of some real-life situation. The process of building and using models, called simulation, helps us to investigate systems that would otherwise be inaccessible. We have developed a set of software to teach basic concepts in astronomy, such as the solar system, constellations, and the physics of stars. We have explored the possibilities of making the software interactive, using the observed data so that a real life situation can be experienced by the users, just as for practical experiments.
APA, Harvard, Vancouver, ISO, and other styles
48

Walmsley, A., and T. P. Kersten. "LOW-COST DEVELOPMENT OF AN INTERACTIVE, IMMERSIVE VIRTUAL REALITY EXPERIENCE OF THE HISTORIC CITY MODEL STADE 1620." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 405–11. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-405-2019.

Full text
Abstract:
Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.
APA, Harvard, Vancouver, ISO, and other styles
49

Munisah, Eny. "Model Desain Multimedia Pembelajaran." Edukasi Lingua Sastra 17, no. 2 (September 26, 2019): 139–50. http://dx.doi.org/10.47637/elsa.v17i2.46.

Full text
Abstract:
Multimedia learning is a combination between text, picture, chart, animation, and audiovisual. It’s given by interactive ways, so it can make a learning experience for the students as their daily life. Multimedia is very important right now, because it made to complete each other, so that the entire system is effective, the whole is greater than the sum of its parts. Multimedia also gives stimulus for training and learning in outdoor. The designs are text, picture, animation, and sound by six stages, they are: (1) analyze learners, (2) state objectives, (3) select methods, (4) utilize media, (5) require learner participation, (6) evaluate and revise.
APA, Harvard, Vancouver, ISO, and other styles
50

Corbett, Richard, Kees van den Doel, John E. Lloyd, and Wolfgang Heidrich. "TimbreFields: 3D Interactive Sound Models for Real-Time Audio." Presence: Teleoperators and Virtual Environments 16, no. 6 (December 1, 2007): 643–54. http://dx.doi.org/10.1162/pres.16.6.643.

Full text
Abstract:
We describe a methodology for virtual reality designers to capture and resynthesize the variations in sound made by objects when we interact with them through contact such as touch. The timbre of contact sounds can vary greatly, depending on both the listener’s location relative to the object, and the interaction point on the object itself. We believe that an accurate rendering of this variation greatly enhances the feeling of immersion in a simulation. To do this, we model the variation with an efficient algorithm based on modal synthesis. This model contains a vector field that is defined on the product space of contact locations and listening positions around the object. The modal data are sampled on this high dimensional space using an automated measuring platform. A parameter-fitting algorithm is presented that recovers the parameters from a large set of sound recordings around objects and creates a continuous timbre field by interpolation. The model is subsequently rendered in a real-time simulation with integrated haptic, graphic, and audio display. We describe our experience with an implementation of this system and an informal evaluation of the results.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography