To see the other types of publications on this topic, follow the link: Live Video Shopping.

Journal articles on the topic 'Live Video Shopping'

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 'Live Video Shopping.'

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

Hofmann, Janine. "Live im Lockdown." Lebensmittel Zeitung 73, no. 15 (2021): 32–33. http://dx.doi.org/10.51202/0947-7527-2021-15-032.

Full text
Abstract:
Gebeutelt durch Lockdown mit wenig Kundenkontakt versuchen immer mehr Händler, Kunden per Video-Shopping und Live-Events zum Kauf zu locken und Stammkunden bei der Stange zu halten. In China ist Live-Shopping bereits etabliert. Hierzulande steckt es noch in den Kinderschuhen. Janine Hofmann
APA, Harvard, Vancouver, ISO, and other styles
2

Yüksel, Hale Fulya, and Ekran Akar. "Tactics for Influencing the Consumer Purchase Decision Process Using Instagram Stories." International Journal of Customer Relationship Marketing and Management 12, no. 1 (January 2021): 84–101. http://dx.doi.org/10.4018/ijcrmm.2021010105.

Full text
Abstract:
The purpose of this study is to put forth tactics to influence the consumer purchase decision process by using Instagram Stories tools. The tactics are handled with successful examples from around the world. Analysis of the examples reveal that many powerful tools of Instagram Stories such as different camera modes, face filters, stickers, live video, “see more” links, shopping stickers, hashtags, etc. can be used to accomplish business goals like driving online and in-store sales, promoting apps, raising brand awareness, generating leads, gathering follower feedback, and retaining customers by influencing consumers at every stage of the purchase decision process.
APA, Harvard, Vancouver, ISO, and other styles
3

Alhat, Swapnil. "Virtual Classroom: A Future of Education Post-COVID-19." Shanlax International Journal of Education 8, no. 4 (September 1, 2020): 101–4. http://dx.doi.org/10.34293/education.v8i4.3238.

Full text
Abstract:
Unexpectedly, COVID-19 has impacted and affected our world, and our world surely be the changing world when the dust of corona settles down. As we have learned to live within four walls without a cringe moreover online business would be a preferred way of shopping for a large section of the population to avoid human contact and stay protected from the lethal virus. The like virtual classrooms would be a new normal for our educational institutes. Some of the foreign universities like St. Andrews recently awarded a Ph.D. degree to the research scholar who defended his dissertation through video conferencing. Therefore that day is not far away from where classes would be run at the convenience of the students. Online courses are gradually catching the speed; there would come a time when the whole degree would be awarded to students without attending the university or college. Like this, in this paper, the researcher has endeavored the possibility of Virtual Classroompost-COVID-19 world.
APA, Harvard, Vancouver, ISO, and other styles
4

Almghraby, Mohamed, and Abdelrady Okasha Elnady*. "Face Mask Detection in Real-Time using MobileNetv2." International Journal of Engineering and Advanced Technology 10, no. 6 (August 30, 2021): 104–8. http://dx.doi.org/10.35940/ijeat.f3050.0810621.

Full text
Abstract:
Face mask detection has made considerable progress in the field of computer vision since the start of the Covid-19 epidemic. Many efforts are being made to develop software that can detect whether or not someone is wearing a mask. Many methods and strategies have been used to construct face detection models. A created model for detecting face masks is described in this paper, which uses “deep learning”, “TensorFlow”, “Keras”, and “OpenCV”. The MobilenetV2 architecture is used as a foundation for the classifier to perform real-time mask identification. The present model dedicates 80 percent of the training dataset to training and 20% to testing, and splits the training dataset into 80% training and 20% validation, resulting in a final model with 65 percent of the dataset for training, 15 percent for validation, and 20% for testing. The optimization approach used in this experiment is “stochastic gradient descent” with momentum (“SGD”), with a learning rate of 0.001 and momentum of 0.85. The training and validation accuracy rose until they reached their maximal peak at epoch 12, with 99% training accuracy and 98% validation accuracy. The model's training and validation losses both reduced until they reached their lowest at epoch 12, with a validation loss of 0.050% and a training loss of less than 0.025%. This system allows for real-time detection of someone is missing the appropriate face mask. This model is particularly resource-efficient when it comes to deployment, thus it can be employed for safety. So, this technique can be merged with embedded application systems at public places and public services places as airports, trains stations, workplaces, and schools to ensure subordination to the guidelines for public safety. The current version is compatible with both IP and non-IP cameras. Web and desktop apps can use the live video feed for detection. The program can also be linked to the entrance gates, allowing only those who are wearing masks to enter. It can also be used in shopping malls and universities.
APA, Harvard, Vancouver, ISO, and other styles
5

Li, Hao, Tianhao Xiezhang, Cheng Yang, Lianbing Deng, and Peng Yi. "Secure Video Surveillance Framework in Smart City." Sensors 21, no. 13 (June 28, 2021): 4419. http://dx.doi.org/10.3390/s21134419.

Full text
Abstract:
In the construction process of smart cities, more and more video surveillance systems have been deployed for traffic, office buildings, shopping malls, and families. Thus, the security of video surveillance systems has attracted more attention. At present, many researchers focus on how to select the region of interest (RoI) accurately and then realize privacy protection in videos by selective encryption. However, relatively few researchers focus on building a security framework by analyzing the security of a video surveillance system from the system and data life cycle. By analyzing the surveillance video protection and the attack surface of a video surveillance system in a smart city, we constructed a secure surveillance framework in this manuscript. In the secure framework, a secure video surveillance model is proposed, and a secure authentication protocol that can resist man-in-the-middle attacks (MITM) and replay attacks is implemented. For the management of the video encryption key, we introduced the Chinese remainder theorem (CRT) on the basis of group key management to provide an efficient and secure key update. In addition, we built a decryption suite based on transparent encryption to ensure the security of the decryption environment. The security analysis proved that our system can guarantee the forward and backward security of the key update. In the experiment environment, the average decryption speed of our system can reach 91.47 Mb/s, which can meet the real-time requirement of practical applications.
APA, Harvard, Vancouver, ISO, and other styles
6

Et.al, Preetha K. G. "A Fuzzy rule- based Abandoned Object Detection using Image Fusion for Intelligent Video Surveillance Systems." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 10, 2021): 3694–702. http://dx.doi.org/10.17762/turcomat.v12i3.1652.

Full text
Abstract:
Abandoned object/luggage is a major threat in all public scenes like hospitals, railway stations, airports and shopping malls. Abandoned luggage may contain explosive, biological warfare or smuggled goods. Abandoned object detection is the process to identify the unattended strange object within a specific time. It is also crucial to identify the person who has abandoned the luggage in the scene. Video surveillance is one of the essential techniques for automatic video analysis to extract crucial information or relevant scenes. The main objectives of this work is the automatic detection of abandoned objects and related persons in public areas like airports, railway stations, shopping malls etc. Video enhancement techniques like residual dense networks are adopted to improve the quality of the image before applying it to detect the abandoned objects and related humans. The scenario of abandoned objects and related humans are identified through distance differencing methods. Once the scene is identified, the method is capable of producing alert messages or alarms in real-time through automated means. A fuzzy rule based threat assessment module is also incorporated in this work which reduces the false alarm rate. The related person is identified through reconstruction of the face through super-resolution techniques. Experiments are found to be appreciable in terms of the metrics in video enhancement, detection, fuzzification and face super-resolution.
APA, Harvard, Vancouver, ISO, and other styles
7

Agrawal, Priyanka. "Smart Surveillance System using Face Tracking." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 25, 2021): 2613–17. http://dx.doi.org/10.22214/ijraset.2021.35567.

Full text
Abstract:
The face is seen as a key component of the human body, and humans utilise it to identify one another. Face detection in video refers to the process of detecting a person's face from a video sequence, while face tracking refers to the process of tracking the person's face throughout the video. Face detection and tracking has become a widely researched issue due to applications such as video surveillance systems and identifying criminal activity. However, working with videos is tough due to problems such as bad illumination, low resolution, and atypical posture, among others. It is critical to produce a fair analysis of various tracking and detection strategies in order to fulfil the goal of video tracking and detection. Closed-circuit television (CCTV) technology had a significant impact on how crimes were investigated and solved. The material used to review crime scenes was CCTV footage. CCTV systems, on the other hand, just offer footage and do not have the ability to analyse it. In this research, we propose a system that can be integrated with the CCTV footage or any other video input like webcam to detect, recognise, and track a person of interest. Our system will follow people as they move through a space and will be able to detect and recognise human faces. It enables video analytics, allowing existing cameras to be combined with a system that will recognise individuals and track their activities over time. It may be used for remote surveillance and can be integrated into video analytics software and CCTV security solutions as a component. It may be used on college campuses, in offices, and in shopping malls, among other places.
APA, Harvard, Vancouver, ISO, and other styles
8

Ahmed, Waqas, Muhammad Haroon Yousaf, and Amanullah Yasin. "Robust Suspicious Action Recognition Approach Using Pose Descriptor." Mathematical Problems in Engineering 2021 (August 12, 2021): 1–12. http://dx.doi.org/10.1155/2021/2449603.

Full text
Abstract:
In the current era of technological development, human actions can be recorded in public places like airports, shopping malls, and educational institutes, etc., to monitor suspicious activities like terrorism, fighting, theft, and vandalism. Surveillance videos contain adequate visual and motion information for events that occur within a camera’s view. Our study focuses on the concept that actions are a sequence of moving body parts. In this paper, a new descriptor is proposed that formulates human poses and tracks the relative motion of human body parts along with the video frames, and extracts the position and orientation of body parts. We used Part Affinity Fields (PAFs) to acquire the associated body parts of the people present in the frame. The architecture jointly learns the body parts and their associations with other body parts in a sequential process, such that a pose can be formulated step by step. We can obtain the complete pose with a limited number of points as it moves along the video and we can conclude with a defined action. Later, these feature points are classified with a Support Vector Machine (SVM). The proposed work was evaluated on the benchmark datasets, namely, UT-interaction, UCF11, CASIA, and HCA datasets. Our proposed scheme was evaluated on the aforementioned datasets, which contained criminal/suspicious actions, such as kick, punch, push, gun shooting, and sword-fighting, and achieved an accuracy of 96.4% on UT-interaction, 99% on UCF11, 98% on CASIA and 88.72% on HCA.
APA, Harvard, Vancouver, ISO, and other styles
9

Shukla, Utkarsh, Srishti Verma, and Atul Kumar Verma. "An Algorithmic Approach for Real Time People Counting with Moving Background." Journal of Computational and Theoretical Nanoscience 17, no. 1 (January 1, 2020): 499–504. http://dx.doi.org/10.1166/jctn.2020.8697.

Full text
Abstract:
The research paper implements the concept of real-time people counting. Real time people counting is a relevant source of information in various applications like security or people management, such as in shopping malls, footfall or fleet management in public transport, congestion management and tourist flow estimation. Today, a major use of people counting is done there where we have a cluttered audience and hence we have to make the management of any kind. The proposed algorithm does real time people counting using mean shift with deep learning data sets. The camera used in the system takes the video sequence as an input to the algorithm. The various steps of the algorithm then detect whether the object present in the video is a human or not. After the object is identified as a human, the counting algorithm is then applied to find the number of people in the video and display the counted result.
APA, Harvard, Vancouver, ISO, and other styles
10

Rodan, Debbie, and Jane Mummery. "The ‘Make it Possible’ Multimedia Campaign: Generating a New ‘Everyday’ in Animal Welfare." Media International Australia 153, no. 1 (November 2014): 78–87. http://dx.doi.org/10.1177/1329878x1415300110.

Full text
Abstract:
Although livestock welfare issues were once barely visible to mainstream consumers, animal welfare activists now combine traditional public media advocacy with digital media advocacy to spread their campaign message and mobilise consumers. This article examines one attempt to mainstream animal welfare issues: Animals Australia's ‘Make It Possible’ multimedia campaign. Specifically, we contend that the campaign puts into circulation an ‘affective economy’ (Ahmed, 2004a, 2004b) aimed at proposing and entrenching new modes of everyday behaviour. Core affective positions and their circulation in this economy are considered from three interrelated articulations of this campaign: the release of and public response to the YouTube campaign video; Coles' short-lived offering of campaign shopping bags; and public engagement in the ‘My Make It Possible Story’ website. Analysis also opens up broader questions concerning the relationship between online activism and everyday life, asking how articulations in one domain translate to everyday practices.
APA, Harvard, Vancouver, ISO, and other styles
11

Dalmoro, Marlon, Giuliana Isabella, Stefânia Ordovás de Almeida, and João Pedro dos Santos Fleck. "Developing a holistic understanding of consumers’ experiences." European Journal of Marketing 53, no. 10 (October 7, 2019): 2054–79. http://dx.doi.org/10.1108/ejm-10-2016-0586.

Full text
Abstract:
Purpose This paper aims to investigate how the physical and sensory environmental triggers interact with subjective consumer evaluations in the production of shopping experiences, an under-investigated theme, despite its relevance. Design/methodology/approach An interpretative multi-method approach was used by combining video observation with camera eyeglasses and in-depth interviews with 30 customers of a department store. Findings Results offer a holistic framework with four-dimensional axial combination involving physical comfort, psychological comfort, physical product evaluation and sensorial product evaluation. Based on this framework, results highlight the role of comfort and products in producing shopping experience in ordinary store visits. Research limitations/implications The findings contribute both to consumer experience studies and to the retail marketing literature in shading a light on experience production in ordinary store visits. Specifically, we detail these visits not as a static response to a given environment stimulus, but as a simultaneous objective and subjective combination able to produce experience. Practical implications The results encourage managers to understand the experience production not just as an outcome of managerially influenced elements, like décor or odor. It involves considering subjective elements in the design of consumers’ physical and sensorial retail experiences. Originality/value Adopting an innovative method of empirical data collection, results generated a framework that integrates the objective shopping environment and subjective consumer responses. This research considers the role of comfort and product features and quality both physically and sensorially to develop experiences in a holistic manner in ordinary shopping visits.
APA, Harvard, Vancouver, ISO, and other styles
12

Anwar, Chitra Rosalyn. "Cyber Kartini: Aktivitas Pendidik Perempuan di Media Sosial." ETNOSIA : Jurnal Etnografi Indonesia 3, no. 1 (June 30, 2018): 72. http://dx.doi.org/10.31947/etnosia.v3i1.4160.

Full text
Abstract:
The existence of Indonesia women through media has been pioneered by R.A Kartini who is known for hes ability in voicing his opinions and thoughts into her writing ability through letters. These letters in the present transformed into social media that became the medium of self-actualization of women. This Article focuses on how women educators in Makassar activity in the Facebook and Whatsapp. The study indicates that there are two main reasons why Facebook and Whatsapp are the preferred informative social media in this research, both of which are the most popular (because they are mostly used by one’s networking) and practical social media (because people can be easily found and to be found through these two social media and because of the facilities of these social media, they can share (like photos, documents, videos, etc.), and interact in various forms (such as video call, online games, etc.). Facebook and Whatsapp are used to connect each other, as the source of information, as an online shopping venue, a place hobby channeling, as well as a space to share moments. Their activities on Facebook and Whatsapp can be classified into silent readers, commentators, broadcasters, promoters, and owners of the stage. In fact, social media users are inversely proportional to the ability to understand Facebook and Whatsapp as ‘private spaces’ rather than as ‘public spaces’ where content are shared openly.
APA, Harvard, Vancouver, ISO, and other styles
13

Hashim, Wahidah, Marini Othman, A. Mahmoud Moamin, and Andino Maseleno. "A Gender Specific Survey Assessment of Internet Home-Use in Malaysia." Journal of Computational and Theoretical Nanoscience 17, no. 6 (June 1, 2020): 2776–80. http://dx.doi.org/10.1166/jctn.2020.8940.

Full text
Abstract:
This research consists of five categories which are: social media, online shopping, playing games, watching videos and reading blogs. In this research, a survey was conducted to assess the internet dependency among the young housewives in Klang Valley. Data collected from an online survey which was responded by 200 respondents is analysed for usage pattern and allowing the identification of the seriousness of internet addiction for segment. It is found that there are many problematic use of the technology which may impact life quality of the housewives, children under their care, and the family at large. Recommendation are made to towards a more appropriate use of the technology.
APA, Harvard, Vancouver, ISO, and other styles
14

Coletta, Cristina Della. "Of Work and Leisure: Digital World's Fairs and the Active Fairgoer." PMLA/Publications of the Modern Language Association of America 127, no. 4 (October 2012): 939–46. http://dx.doi.org/10.1632/pmla.2012.127.4.939.

Full text
Abstract:
Since the publication of simulacres et simulation (1981), Jean Baudrillard's analyses of technologically advanced societies as existing in a state of hyperreality—a condition marked by the alleged inability of our collective consciousness to differentiate reality from the simulation of reality—have inspired both caustic criticism and zealous support. One of Baudrillard's most famous dicta, the assertion that shopping malls, theme parks, and video games have produced “sublimations” of a real without origin or density, suspended in a condition of “hallucinatory resemblance” to itself, generated apocalyptic conclusions: we, postmodern denizens of the hyperreal, have become inept at experiencing and interpreting the world, which has been emptied of meaning (Simulations 23). In Travels in Hyperreality, Umberto Eco mirrored Baudrillard's posture but avoided the caustic pessimism Baudrillard displayed when, for example, he argued that the replicas of settings in the United States at Disneyland are more real than their real-world counterparts, with the consequence that America has become “more and more like Disneyland” (Best and Kellner, Postmodern Theory 119). In Europe as well as the United States, we were told that we lived in a world doomed to inertia and entropy, where all distinct hermeneutical systems and stable theories of knowledge had dissolved into a vaporous vacuum without substance and depth.
APA, Harvard, Vancouver, ISO, and other styles
15

Akbar, Azdin. "Analisa Perbandingan Strategi Visual Iklan Brand Marketplace Bukalapak dan Tokopedia." Business Economic, Communication, and Social Sciences (BECOSS) Journal 2, no. 1 (January 28, 2020): 115–30. http://dx.doi.org/10.21512/becossjournal.v2i1.6168.

Full text
Abstract:
In the social media era that has become part of life of today's society makes buying and selling activity through online media also become a commonplace. People are getting more comfortable making transactions through online media. The rise of online marketplace that sprung became an evidence that many people nowadays have no doubt selling or shopping on the internet. This research aims to study the visual strategy of BukaLapak and Tokopedia advertising campaigns. This study used the method of content analysis by collecting uploaded BukaLapak and Tokopedia video ads in their social media, especially Youtube channel. This study analyzes the visual strategies applied by BukaLapak and Tokopedia. The data collected are in the form of visual advertising campaign within the specified period of time. This research is expected to show how is the correlation between visual strategy used and its impact on user engagement on BukaLapak and Tokopedia Youtube channel.
APA, Harvard, Vancouver, ISO, and other styles
16

Febrilia, Baiq Rika Ayu. "Pembelajaran Distribusi Poisson dan Penerapannya dalam Kehidupan Sehari-hari." Jurnal Didaktik Matematika 4, no. 1 (June 30, 2017): 1–14. http://dx.doi.org/10.24815/jdm.v4i1.7610.

Full text
Abstract:
The Mathematical Statistics learning process that integrates theoretical understanding with practice can enhance students' insight into the application of what they have learned (theoretically) in the classroom into everyday life. Theoretical learning will create a boring learning environment. Students have no idea of the use of the theory they have acquired. Based on these reasons, it is necessary to design a learning activity that can help students to apply their understanding of the theory they have acquired. This research describes the learning process of Poisson distribution which is designed by adding its application activity in a problem. This learning is part of the Mathematical Statistics course at teacher education program. This research was conducted for four weeks on Short Semester. One week consists of three meetings. This research involves seven students of IKIP Mataram majoring in Mathematics Education who have taken the Mathematics Statistics course and repeat the lecture in Short Semester. The data collected were obtained from interview video, students’ assignment sheet, accompaniment video data analysis process using Poisson distribution, and student worksheets in Microsoft Excel. Students are required to conduct visitor surveys at several education centers and shopping centers. After that, we guide them to process and analyze data using Poisson distribution. The discussion section highlights the description of the lessons and the development of students' understanding
APA, Harvard, Vancouver, ISO, and other styles
17

Yu, Dongjin, Xinfeng Wang, and Xiaoxiao Sun. "Prediction of Regional Commercial Activeness and Entity Condition Based on Online Reviews." International Journal of Software Engineering and Knowledge Engineering 30, no. 11n12 (November 2020): 1689–705. http://dx.doi.org/10.1142/s0218194020400264.

Full text
Abstract:
The activeness of regional business entities, like restaurants, cinemas and shopping malls, represents the evolvement of their corresponding commercial districts, whose prediction helps practitioners grasp the trend of commercial development and provides support for urban layout. On the other hand, online social network services, such as Yelp, are generating massive online reviews toward business entities every day, which provide a solid data source for the prediction of regional commercial activeness and entity condition through big data technology rather than applying business data with limited access and poor time efficiency. Inspired by the outstanding performance of deep learning in the field of image and video processing, this paper proposes a deep spatio-temporal residual network (DSTRN) model for regional commercial activeness prediction using online reviews and check-in records of commercial entities. Furthermore, aiming at predicting business trend of entities, we also propose a novel multi-view entity condition prediction model (SBCE) based on online views, along with business attributes and regional commercial activeness. The experiments on the public Yelp datasets demonstrate that both DSTRN and SBCE outperform the compared approaches.
APA, Harvard, Vancouver, ISO, and other styles
18

Fernández-Martínez, Elia, Ana Abreu-Sánchez, Juan Francisco Velarde-García, María Teresa Iglesias-López, Jorge Pérez-Corrales, and Domingo Palacios-Ceña. "Living with Restrictions. The Perspective of Nursing Students with Primary Dysmenorrhea." International Journal of Environmental Research and Public Health 17, no. 22 (November 17, 2020): 8527. http://dx.doi.org/10.3390/ijerph17228527.

Full text
Abstract:
Primary dysmenorrhea (PD) affects a large number of female university students, diminishing their quality of life and hindering academic performance, representing a significant cause of absenteeism. The purpose of our study was to determine how nursing students experienced restrictions as a result of primary dysmenorrhea. A qualitative exploratory study was conducted among 33 nursing students with primary dysmenorrhea. A purposeful sampling strategy was applied. Data were collected from five focus groups (two sessions each) and the field notes of 10 researchers. A video meeting platform was used to conduct the focus groups. A thematic inductive analysis was performed. Thirty-three female nursing students participated in the study with a mean age of 22.72 (SD 3.46) years. Three broad themes emerged: (a) restrictions on daily activities and sports; (b) academic restrictions, and (c) restrictions on social and sexual relationships. The students described restrictions in performing everyday activities, such as carrying weight, and shopping. Some students even gave up the practice of sports and were absent from classes at the university, and from clinical practices at the hospital. The pain affected their ability to maintain and create new social relationships. Primary dysmenorrhea caused restrictions in the personal, social and academic life of the nursing students.
APA, Harvard, Vancouver, ISO, and other styles
19

Ryan, Connor. "New Nollywood: A Sketch of Nollywood’s Metropolitan New Style." African Studies Review 58, no. 3 (November 23, 2015): 55–76. http://dx.doi.org/10.1017/asr.2015.75.

Full text
Abstract:
Abstract:Recent experimentation by Nollywood producers has encouraged increasing differentiation of film practices as a strategy for contending with a demanding video market. “New Nollywood” refers to a select group of aesthetically sophisticated films intended for a new tiered distribution method, beginning with theatrical release and ending with DVD release. Nigeria’s upscale multiplex cinemas are therefore a starting point for examining what is new—and not so new—in Nollywood. This article argues that New Nollywood films and the cinemas in which they appear appeal directly to spectators’ senses by promising not only a movie and shopping, but also an affective experience closely bound up with global consumerism. The films exhibit a metropolitan vantage point that emphasizes subjects such as airline travel, trendy technology, consumer culture, global pop culture, lifestyle brands, high fashion, and luxury goods. These films advertise their “modernity,” which is not presented as a consolidated order of knowledge and values, but rather as an assemblage of signifiers of city life. Whereas mainstream Nollywood continues to produce strong narratives that resonate with its intended audience, New Nollywood—with its emphasis on images and style—is a direct expression of the cultural and economic forces shaping life in Lagos today.
APA, Harvard, Vancouver, ISO, and other styles
20

Kuzelewska, Urszula. "Clustering Algorithms in Hybrid Recommender System on MovieLens Data." Studies in Logic, Grammar and Rhetoric 37, no. 1 (August 8, 2014): 125–39. http://dx.doi.org/10.2478/slgr-2014-0021.

Full text
Abstract:
AbstractDecisions are taken by humans very often during professional as well as leisure activities. It is particularly evident during surfing the Internet: selecting web sites to explore, choosing needed information in search engine results or deciding which product to buy in an on-line store. Recommender systems are electronic applications, the aim of which is to support humans in this decision making process. They are widely used in many applications: adaptive WWW servers, e-learning, music and video preferences, internet stores etc. In on-line solutions, such as e-shops or libraries, the aim of recommendations is to show customers the products which they are probably interested in. As input data the following are taken: shopping basket archives, ratings of the products or servers log files.The article presents a solution of recommender system which helps users to select an interesting product. The system analyses data from other customers' ratings of the products. It uses clustering methods to find similarities among the users and proposed techniques to identify users' profiles. The system was implemented in Apache Mahout environment and tested on a movie database. Selected similarity measures are based on: Euclidean distance, cosine as well as correlation coefficient and loglikehood function.
APA, Harvard, Vancouver, ISO, and other styles
21

Bauske, Ellen M., Gary R. Bachman, Lucy Bradley, Karen Jeannette, Alison Stoven O’Connor, and Pamela J. Bennett. "Consumer Horticulture Outreach: Communication Challenges and Solutions." HortTechnology 24, no. 3 (June 2014): 266–69. http://dx.doi.org/10.21273/horttech.24.3.266.

Full text
Abstract:
Communication is a critical issue for consumer horticulture specialists and extension agents. They must communicate effectively with the public interested in gardening, with Extension Master Gardener (EMG) volunteers and with other scientists. A workshop was held at the Annual Conference of the American Society for Horticultural Science on 22 July 2013 in Palm Desert, CA, with the intent of sharing tips and techniques that facilitated consumer horticulture and EMG programming. Presentations focused on communication. One program leader reported on the North Carolina Master Gardener web site, which integrates an online volunteer management system (VMS) with widely available web tools to create one-stop shopping for people who want to volunteer, get help from volunteers, or support volunteers at both the county and state level. Another program used the state VMS to house videos providing continuing education (CE) training required for EMG volunteers. This training is available 24 hours per day and 7 days per week. Agents created the videos by recording live presentations with widely available, screen capture software and a microphone. Features that make the social media site Pinterest a strong tool for gathering together focused programming resources and professional collaboration were outlined. Finally, the use of a compact, subirrigated gardening system that uses peat-based potting mix was suggested as a means to simplify communication with new urban gardeners and address their unique gardening issues.
APA, Harvard, Vancouver, ISO, and other styles
22

KNIGHT, ROBERT G., NICKOLAI TITOV, and MARIA CRAWFORD. "The effects of distraction on prospective remembering following traumatic brain injury assessed in a simulated naturalistic environment." Journal of the International Neuropsychological Society 12, no. 1 (January 2006): 8–16. http://dx.doi.org/10.1017/s1355617706060048.

Full text
Abstract:
The aim of this investigation was to assess deficits in prospective remembering following chronic traumatic brain injuries (TBI), under conditions of high and low distraction. We constructed a virtual shopping precinct from photographs, sounds, and video segments linked together. The street was divided into halves, a low distraction zone and a high distraction zone (with increased visual and auditory noise). Twenty persons with TBI (7 severe, 7 very severe, 6 extremely severe) and 20 matched controls completed ongoing and prospective memory tasks while “walking” along the street. In the ongoing task, participants were given ten errands to complete with a checklist accessible at any time. The prospective component required responding to three targets that appeared repeatedly. As predicted, the TBI group performed both the ongoing and the prospective components of the street task poorly compared with the controls and was more affected by distractions. The results suggest that the real-life deficits in memory skills reported by persons with TBI may become more apparent when remembering engages executive processes and that computer simulations can be used to construct sensitive measures of practical memory abilities. (JINS, 2006, 12, 8–16.)
APA, Harvard, Vancouver, ISO, and other styles
23

Kim, Hyoun S., David C. Hodgins, Benjamin Kim, and T. Cameron Wild. "Transdiagnostic or Disorder Specific? Indicators of Substance and Behavioral Addictions Nominated by People with Lived Experience." Journal of Clinical Medicine 9, no. 2 (January 24, 2020): 334. http://dx.doi.org/10.3390/jcm9020334.

Full text
Abstract:
Using a transdiagnostic perspective, the present research examined the prominent indicators of substance (alcohol, cocaine, marijuana, tobacco) and behavioral (gambling, video games, sex, shopping, work, eating) addictions nominated by people with lived experiences. Specifically, we aimed to explore whether the perceived most important indicators nominated were consistent across the 10 addictions or differed based on the specific addiction. Additionally, we explored gender differences in the perceived most important indicators across addictive behaviors. A large online sample of adults recruited from a Canadian province (n = 3503) were asked to describe the most important signs or symptoms of problems with these substances and behaviors. Open-ended responses were analyzed among a subsample of 2603 respondents (n = 1562 in the past year) who disclosed that they had personally experienced a problem with at least one addiction listed above. Content analyses revealed that dependence (e.g., craving, impairments in control) and patterns of use (e.g., frequency) were the most commonly perceived indicators for both substance and behavioral addictions, accounting for over half of all the qualitative responses. Differences were also found between substance and behavioral addictions regarding the proportion of the most important signs nominated. Consistent with the syndrome model of addiction, unique indicators were also found for specific addictive behaviors, with the greatest proportion of unique indicators found for eating. Supplemental analyses found that perceived indicators across addictions were generally gender invariant. Results provide some support for a transdiagnostic conceptualization of substance and behavioral addictions. Implications for the study, prevention, and treatment of addictions are discussed.
APA, Harvard, Vancouver, ISO, and other styles
24

Rossi, Claudio. "Conpsumptionscapes: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End." Culture & History Digital Journal 9, no. 1 (September 11, 2020): 003. http://dx.doi.org/10.3989/chdj.2020.003.

Full text
Abstract:
The consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.
APA, Harvard, Vancouver, ISO, and other styles
25

Drule, Alexandra M., Mihai F. Băcilă, Luiza M. Souca, and Raluca Ciornea. "Projected Destination Image: A Content Analysis of Promotional Videos for City-level Tourism Destination." Marketing – from Information to Decision Journal 3, no. 1 (June 1, 2020): 45–57. http://dx.doi.org/10.2478/midj-2020-0004.

Full text
Abstract:
Abstract The current paper used content analysis to examine 50 commercials featuring the most internationally visited cities in the world as of 2019. It analyzed the components, scenes, and frames used to create the projected image of an attractive tourism destination, appealing to tourists from all walks of life. Regardless of the region to which the city belongs, most promotional videos used items from all the significant dimensions identified: natural resources; atmosphere of the place; culture, history, art; tourist infrastructure; entertainment resources; shopping resources; social environment; other resources. Overall, the most common frames identified were outdoor sports activities, historical and archeological buildings, and restaurants, and fine dining. In contrast, the least common frames were tourist information center, smart city aspects, and awards and distinctions. The analysis shows that most Asia and the Pacific, and European cities choose frames depicting historical and archeological buildings, while cities in the Americas, and the Middle East and Africa go for frames depicting outdoor sports activities. From an affective perspective, the atmosphere of the place depicted for Asia and the Pacific, and American cities emphasizes inclusivity, European cities are relaxing, and for the Middle East and Africa is vibrancy. As a subcategory, inclusivity defined as racial, age, sexual and gender, religious, and disability related diversity, had the best representation for racial diversity in all the regions, sexual and gender, and age-related diversity were polarized by region, while religious diversity and disability-related diversity were the least visible.
APA, Harvard, Vancouver, ISO, and other styles
26

Sari, Maria Ardianti Kurnia. "THE INFLUENCE OF AMERICAN ZERO WASTE YOUTUBE VIDEOS ON GLOBAL AND MASSIVE INDONESIAN ZERO WASTE LIFESTYLE AND MOVEMENT." Rubikon : Journal of Transnational American Studies 6, no. 2 (September 30, 2019): 128. http://dx.doi.org/10.22146/rubikon.v6i2.61494.

Full text
Abstract:
Plastic has become a massive problem globally since there is a large portion of the ocean contaminated with plastic waste. Plastic becomes a material that cannot be broken down by soil and takes years to be broken. Therefore, many people try to influence each other to adoptthe zero waste lifestyle as a concern to the Earth. Zero waste has become a global activity that always encourages the society to reduce single-use plastics. Using single-use plastics can be found in everyday life, such as when going shopping to the market, sometimes the sellers will give plastic bag to the buyers. Most of the time, the plastic bag is only used once tobe throwninto the trash can. This research uses qualitative method. The researcher analyzes through zero waste lifestyle videos and books as the primary sources of this analysis. The results of this research are first, the step to get started to become a “zero-waste lifestyler”, second, how to be the “zero waste lifestyler”, and third, how zero waste can give the global lifestyle movement in Bali, Indonesia as their primary program, Bye Bye Plastic Bags, as in June 2019, Bali becomes the first province in Indonesia to ban in using single-use plastics.Keywords: bye bye plastic bags, single-use plastic; zero waste lifestyle
APA, Harvard, Vancouver, ISO, and other styles
27

Tepavicharova, Milena, and Lyudmila Dikova. "Social media – on the edge between personal and professional development." Economics ecology socium 3, no. 3 (September 30, 2019): 21–26. http://dx.doi.org/10.31520/2616-7107/2019.3.3-3.

Full text
Abstract:
Introduction. Social media steadily and constantly envelops all aspects of peoples' lives. Thus it is of crucial importance to investigate and measure social media activities' impact on their inclusion in the formation of today’s and future societies as more and more online activities have been incorporated in real life personal and professional activities. Aim and tasks. This article explores the new trends in people’s activities at the workplace and outlines the main concerns regarding keeping the line between personal and professional online activities. Results. Social media are now an integral part of the everyday life of modern man. Since a person spends most of their day at work or in pursuit of their profession, they also seek to engage in personal activities within the working day (talking on the phone with family or friends, shopping online, reading news etc.). A user is created with features specific to the internet generation. This new type of user has specific features that allow researchers to talk about the emergence of a next-generation user. The Next Generation User is a person who has access to the Internet from multiple locations and devices.The rapid penetration of social media in people's everyday life implies a greater impact on all users' real-life and online activities. Evidence of the latter can be found in very common situations when users upload photos or videos from parties or events in real time not always tacking into consideration the possible outcomes for their personal and professional lives. Conclusions. Managers consider that workers should focus more not only on the technical limitation of the exchange in of information on social media but also on a better personal judgment about the nature and volume of the shared information. The intensity of social media activities of the workers is monitored actively by employers and coworkers alike and can be seen as an indicator of low efficiency or irresponsible personality. With the fast development of wireless mobile telecommunications technology and the growing multitude of mobile apps online activities become a real threat for workers’ productivity and the development of workplace culture.
APA, Harvard, Vancouver, ISO, and other styles
28

Rayuningtya, Pusfika, and Ika Fitriani. "INSTAGLISH: WHEN INSTAGRAM IS BEYOND ONLINE PHOTO-SHARING PLATFORM TO INDUCE YOUR ENGLISH." ETERNAL (English, Teaching, Learning, and Research Journal) 7, no. 1 (June 30, 2021): 1. http://dx.doi.org/10.24252/eternal.v71.2021.a1.

Full text
Abstract:
Motivated by the growth of social media throughout the globe, including in Indonesia, educational practitioners need to be creative and make use of this opportunity to boost up the learning goals, for example making use of Facebook, Twitter, Instagram, Line, and many others (social media) in educational settings. Among those social media, Instagram has increased its popularity, particularly in Indonesia, with its 22 million users. It is an online platform in which users can share their stories via uploaded photos. Recently, it is not merely used as photo story sharing but also online shopping, news updating, and video conferencing. As Instagram offers promising features, this study explored how this platform was applied to improve the students English written competence, focusing on reading and writing. This study is action research that investigates the use of Instagram as a social-and-educational medium that offers beyond new language learning experiences in the project called InstaGlish, Instagram English. The data were collected from the classroom observation during the project, students' Instagram photo posts, captions and comments, and students' reading and writing scores after project implementation. A questionnaire and direct interview to the students were also carried out to give a more thorough and deeper understanding of the students' responses toward how effective InstaGlish helps them learn and induce their English. In addition, the findings of this current study were expected to give fruitful insight on how to use social media not merely as the fun-without-meaning activity yet fun-and-meaningful new learning experiences.
APA, Harvard, Vancouver, ISO, and other styles
29

Rusdiono, Rusdiono. "Peran Media Sosial Sebagai Upaya Pemasaran Bisnis Online Shop Pada Online Shop Antler MakeUp - @antler.makeup." Widya Cipta: Jurnal Sekretari dan Manajemen 3, no. 2 (September 5, 2019): 195–202. http://dx.doi.org/10.31294/widyacipta.v3i2.5356.

Full text
Abstract:
The purpose of this study was to study the Role of Social Media as an Online Store Business Marketing Effort. This study used a descriptive type of research using qualitative. The research subject is the Online Shop Seller Antler MakeUp which provides information about facts or opinions. @ Antler.makeup on Instagram, @ antler. Make your own selling MakeUp with famous brands not Original but have original grade or really like the original makeup. What attracts the attention of this research is that social media from @antlermakeup is very thematic and neat, this is one of the factors that will influence interested people from online shopping to buy through social media. What's more interesting in Antler MakeUp is always reviewing merchandise in detail in the form of videos or photos on Insta-story, a good form of marketing done by Antler Makeup is to write clearly in the bio description. Viewed from social media @ antler. Using Instagram proved that social media is now very proven in making online shops. However, online social media stores must be very well organized, have an interesting and consistent theme to attract customers to buy goods at online stores. Online business, indeed much easier and cheaper compared to ordinary stores, in terms of business capital, most of the funds can be settled. Keywords: Internet, Social Media, Social Media Marketing, Online Stores,
APA, Harvard, Vancouver, ISO, and other styles
30

Brahams, Diana. "Spring in London with Covid-19: a personal view." Medico-Legal Journal 88, no. 2 (June 9, 2020): 57–64. http://dx.doi.org/10.1177/0025817220923692.

Full text
Abstract:
This is a personal view from London as the Covid-19 pandemic continues to spread here and the situation changes from day to day. As such it can only be a snapshot caught in time; it is not a diary of events. The Coronavirus Act 2020 gives Government enormous powers and was passed by Parliament in one day of debate immediately before it closed early for the Easter break. In March, the government imposed a “lockdown: the closure of all” but “essential” businesses and people other than essential workers must work from home but are allowed out for exercise and food shopping but must maintain 2 m apart, the “social distancing rule”. The aim is to suppress the spread of the virus, reduce the death toll and “protect the National Health Service (NHS)” which needed time to empty wards and expand its intensive care unit (ICU) capability to deal with an expected influx of thousands of very sick patients. I discuss whether this strategy is working, how and why it has rapidly been altered to respond to criticism. Why was the Government so slow to seek the help of private laboratories to assist with testing? Why was the personal protective equipment (PPE) guidance altered only after criticism? I look at the impact of the lockdown on the UK economy, the changes to practice of medicine and speeding of scientific research. Cooperating with the lockdown has its price; is it harming the health and mental health of children, people living in households with potentially abusive partners or parents and those who are disabled or financially desperate? Is the cure worse than the disease? The Economy is being devastated by the lockdown and each day of lockdown it is worse. Is litigation being seeded even now by the pandemic? Notwithstanding unprecedented Government financial help many businesses are on the edge of collapse, people will lose their jobs and pensioners income. The winners include pharmacies, supermarkets, online food retailers, Amazon, online apps, providers of video games, services, streaming and scientific research laboratories, manufacturers of testing kits, ventilators, hand sanitisers, coffins, undertakers, etc. The British public is cooperating with lockdown but are we less productive at home? Parents with babies and children often child minders, school, grandparents or paid help which is not now available. Will current reliance on video-conferencing and video calls permanently change the way we work and will we need smaller city offices? Will we travel less? Will medical and legal practice and civil and criminal trials be generally carried out remotely? Will social distancing with self-isolation and job losses and business failures fuel depression? Is Covid-19 comparable to past epidemics like the Plague and Spanish flu?
APA, Harvard, Vancouver, ISO, and other styles
31

Ward, Michael. "South Africa’s COVID-19 lockdown dilemma." Emerald Emerging Markets Case Studies 10, no. 3 (July 25, 2020): 1–10. http://dx.doi.org/10.1108/eemcs-05-2020-0146.

Full text
Abstract:
Learning outcomes The case presents a significant amount of information on the outbreak of COVID-19 and the expected impact on the economy. Although the case is necessarily concise, several links are given to the online articles and video material on which the case is based. This allows participants to deepen their knowledge of the virus and their understanding of its likely economic impact. To frame the discussion, several philosophies, ranging from Libertarianism to Marxism, are lightly expounded. Readers will need to consider divergent ideas; the sanctity of human life versus the monetary value of a life; the hysteria evoked by COVID-19 deaths versus the placid acceptance of an annual 66,000 deaths by another disease – TB; and the differential economic impact of the virus across extremes of inequality. Perhaps, the key issue relates to the skewness in the death rate: Should young people’s livelihood be sacrificed for a few old people about to die anyway? The case also illustrates the essence of a dilemma – a situation in which a difficult choice has to be made between two or more alternatives, especially ones that are equally undesirable. Case overview/synopsis In March 2020, South African President Cyril Ramaposa ordered a 21-day national “lockdown” to enable and enforce social distancing in an effort to slow the spread of the COVID-19. Many other countries had already taken similar steps, but in a country with 43,000 murders annually, South Africa’s response to only 11 COVID-19 deaths and 1,071 cases was both rapid and harsh. Schools, businesses, social areas and parks were closed. Medical emergencies, essential services and weekly grocery shopping were the only permissible activities. Two weeks after lockdown, there were 1,845 cases and 18 deaths, a far cry from the predicted 30,000 cases and 300 deaths, estimated on the basis of the three-day doubling rate at the start of lockdown. Many businesses, pulverised by closure, daily wage earners and those fearful of losing jobs were hopeful that the lockdown would not be extended. In a country with immense inequality, how would the masses under the age of 65 years, already in poverty and now with their lives pulled apart by an imported disease of the wealthy, respond to extended social and economic deprivation followed by bailouts for business? Complexity academic level MBA and Executive Education Supplementary materials Teaching Notes are available for educators only. Subject code CSS: 11 Strategy.
APA, Harvard, Vancouver, ISO, and other styles
32

Garg, Sughandha, Debayan Mallik, Arun Kumar, Rajasri Chunder, and Ajay Bhagoliwal. "Awareness and prevalence on computer vision syndrome among medical students: A cross-sectional study." Asian Journal of Medical Sciences 12, no. 9 (September 1, 2021): 44–48. http://dx.doi.org/10.3126/ajms.v12i9.37247.

Full text
Abstract:
Background: Computers have significantly impacted cognitive, social, physical and various other aspects of the modern daily lives of computer users, especially among internet users. Our life is inseparable from the internet, e.g., chatting, online shopping, gaming, video conferencing, and emailing. In the modern day, nearly every job is done sitting in front of a computer. Majority of the day is spent on the computer either working or for recreational purposes. Consequently, the effects of computer use on eyes and vision has increased too. This study will review the factors relating to eye and vision problems amongst students and its association with computer work and provide recommendations for preventing or reducing their development. Aims and Objectives: The aim of the current study was to estimate the prevalence of computer vision syndrome, its knowledge and application among medical students. Materials and Methods: This was a cross-sectional study, which was carried out amongst the MBBS students (1st, 2nd and 3rd year) of Rama Medical College Hospital and Research Center, Kanpur, India. The data was collected between January 2017 to March 2017. Students who gave their consent were taken up for the study. A pretested, semi-structured questionnaire was used to collect the data. Results: A total of 214 medical students participated and majority of them were below 22 years of age. The prevalence of Computer Vision Syndrome was found to be 83% [95% CI = 67.9% - 91.6%]. More than 70% students spend up to 4 hours in front of computer. Roughly 40% knowledge of Computer Vision Syndrome, but only 10% took any measures to prevent the disease. And those who had symptoms experience them within 2-3 hours of computer use. Majority of them complained of having watery eyes and blurred vision. Conclusion: A significant proportion of students do manifests Computer Vision Syndrome and denotes that the health of the people working on the computers should be emphasized as a field of concern in public health. These are young kids and having this syndrome so early in life will have a detrimental effect on their health in future. Hence the stakeholders involved, needs to be sensitized regarding the importance of the regular eye and health check-ups and proper rest to the eyes. Further research is recommended to know the depth of the problem as it has the potential to become a modern-day pandemic.
APA, Harvard, Vancouver, ISO, and other styles
33

Sinha, Manjira, and Tirthankar Dasgupta. "A web browsing interface for people with severe speech and motor impairment." Journal of Enabling Technologies 15, no. 3 (May 26, 2021): 189–207. http://dx.doi.org/10.1108/jet-07-2020-0029.

Full text
Abstract:
Purpose The Web has become an indispensable medium used by people across the world for education, information, entertainment, social interaction as well as for various daily activities involving shopping and employment-related tasks. It is therefore becoming increasingly essential that the Web must be accessible to all people to provide equal access and equal opportunity. This is specifically more important for people with various kind of disabilities. Several initiatives such as development of Web accessibility guidelines, tools and technologies have been undertaken to make the Web usable for people with different disabilities. However, only a handful of them are aimed at people with Severe Speech and Motor Impairment (SSMI). This paper aims to present a Web browsing interface for people with severe speech and motor impairment. Design/methodology/approach The browser allows easy dissemination of information through World Wide Web for people with SSMI. The browser is augmented with both automatic as well as manual scanning mechanisms through which a motor disorder person can access the browser graphical user interface (GUI). Further, the browser provides an intelligent content scanning mechanism through which the Web contents can be accessed with less time and cognitive effort. Along with the desktop version, WebSanyog is successfully ported on Android-based tablets to make the system portable. Findings The system has been exhaustively field tested by people with SSMI. The browser has been deployed at the Indian Institute of Cerebral Palsy (IICP), Kolkata. The performance of the browser has been measured in terms of three parameters: The Task execution time (TET); Error rates analysis (ER); and Overall usability score by the subject. The evaluation results suggests that the proposed Web browsing interface is effective in terms of task execution time, cognitive effort and overall user satisfaction. Originality/value The browser GUI is integrated with an automatic scanning mechanism as an alternate way to access and navigate through Web pages, instead of using keyboard and mouse. The browser provides novel content access mechanisms that makes navigating through Web page contents like links, images and embedded videos easier and faster. To facilitate text entry, the browser provides two different options, namely, the predictive virtual scanning keyboard and a novel icon-based query entry scheme that allows generating search queries through the selection of multiple icons.
APA, Harvard, Vancouver, ISO, and other styles
34

De Cock, Laure, Kristien Ooms, Nico Van de Weghe, and Philippe De Maeyer. "Linking perception to decision point complexity for adaptive indoor wayfinding support." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-55-2019.

Full text
Abstract:
<p><strong>Abstract.</strong> Outdoors, navigation aids are widely used. Indoors, on the other hand, these systems are not yet common practice, because it requires another more elaborate positioning method and the environments are more complex. Especially in complex buildings, wayfinding can be challenging and induce a rise in cognitive load. To reduce cognitive load, indoor wayfinding aids have to be adapted to both the architecture of the building and the requirements of the users.</p><p> To facilitate this adaptation, first of all, the complexity of a building has to be quantified. Several methodologies are developed to this end and some of them have been proven to correlate well with wayfinding strategies of navigators, such as isovists and the space syntax theory. An isovist is the area in space which can be seen from a certain viewpoint. This isovist area can be drawn on a floorplan of a building, resulting in a polygon with several geometric properties (e.g. surface area, longest line of sight, compactness) that can be used to quantify the complexity in a certain point of a building. Rather than focussing on separate elements of space, the space syntax theory analyses how spaces relate to each other. The visibility graph analysis (VGA) combines both methodologies by putting a grid on the floorplan and drawing an isovist in every point of the grid. From all these points, measures such as the mean visual depth can be calculated, which quantify the integration of the points in the global building structure. Measures of isovists and VGA are often used in literature to link spatio-visual properties of buildings (e.g. museums and shopping centers) to exploratory movements of visitors. The architectural layout of a building has a significant impact on the cognitive load during navigation, but the demanded effort also depends on people’s environmental perception. One of the factors that shape this perception are personal characteristics such as cultural background, familiarity and navigation capabilities. The quantification of decision point visibility with isovist measures or VGA on the one hand and the navigator’s perception of the same decision point on the other hand are not necessarily equivalent. However, both have an influence on indoor movement and therefore, both should be included in a framework for an adaptive wayfinding aid. </p><p> This adaptation can be implemented in several components of a wayfinding system (e.g. the route planning by generating the least turn path instead of the shortest path). However, the route instructions convey the spatial information and are therefore the key to successful navigation. Adequate communication can accelerate the process of wayfinding and avoid uncertainties of the user. Moreover, the chosen presentation form of the instruction is decisive for the usability of the navigation system. A distinction can be made between maps and turn-by-turn instructions. Maps give a survey perspective of the environment by displaying the complete floorplan. That way, navigators can improve their cognitive map of the environment. However, most users of wayfinding aids in complex buildings have no interest in improving their mental map and prefer a maximum ease of wayfinding. Alternatively, turn-by-turn instructions can be given at every decision point in many forms (e.g. symbols, text, map, photo, 3D simulations). The current studies on route communication are limited to one type per route. However, because every decision point is different, the induced cognitive load is also different at these points. Therefore, route communication should be adapted at decision point level.</p><p> To be able to make an adaptive wayfinding system an online survey is executed to determine the best type of route instruction for every decision point (Figure 1). The case study building of the online survey is the iGent tower, a recently built (2015) office building in Ghent (Belgium). The architects designed the tower as a smart building (with several location sensors implemented in the ceiling), hence, it is well equipped for the development of a wayfinding system. During the survey, participants are guided along ten routes, based on video materials. For every new route, a different type of route instruction is shown whereby the order of both the routes and the types is randomised. At every decision point along the ten routes (52 in total) participants indicated how complex they found that decision point and how good they found that instruction type. The answers to the first question are compared to six isovist measures and one VGA measure (calculated with Isovists.org). The preliminary results indicate that several measures are correlated with the complexity ratings of the participants. However, a factor with a larger influence on the complexity ratings is the action participants had to take (e.g. go straight forward, turn left, change floors). Therefore, the complexity of a decision point depends both on the architecture and on the type of action navigators have to take. It can be concluded that both aspects should be considered in the instruction type selection of an adaptive wayfinding system. This conclusion is confirmed by the instruction type ratings.</p>
APA, Harvard, Vancouver, ISO, and other styles
35

Preddie, Martha Ingrid. "Canadian Public Library Users are Unaware of Their Information Literacy Deficiencies as Related to Internet Use and Public Libraries are Challenged to Address These Needs." Evidence Based Library and Information Practice 4, no. 4 (December 14, 2009): 58. http://dx.doi.org/10.18438/b8sp7f.

Full text
Abstract:
A Review of: Julien, Heidi and Cameron Hoffman. “Information Literacy Training in Canada’s Public Libraries.” Library Quarterly 78.1 (2008): 19-41. Objective – To examine the role of Canada’s public libraries in information literacy skills training, and to ascertain the perspectives of public library Internet users with regard to their experiences of information literacy. Design – Qualitative research using semi-structured interviews and observations. Setting – Five public libraries in Canada. Subjects – Twenty-eight public library staff members and twenty-five customers. Methods – This study constituted the second phase of a detailed examination of information literacy (IL) training in Canadian public libraries. Five public libraries located throughout Canada were selected for participation. These comprised a large central branch of a public library located in a town with a population of approximately two million, a main branch of a public library in an urban city of about one million people, a public library in a town with a population of about 75,000, a library in a town of 900 people and a public library located in the community center of a Canadian First Nations reserve that housed a population of less than 100 persons. After notifying customers via signage posted in the vicinity of computers and Internet access areas, the researchers observed each patron as they accessed the Internet via library computers. Observations focused on the general physical environment of the Internet access stations, customer activities and use of the Internet, as well as the nature and degree of customer interactions with each other and with staff. Photographs were also taken and observations were recorded via field notes. The former were analyzed via qualitative content analysis while quantitative analysis was applied to the observations. Additionally, each observed participant was interviewed immediately following Internet use. Interview questions focused on a range of issues including the reasons why customers used the Internet in public libraries, customers’ perceptions about their level of information literacy and their feelings with regard to being information literate, the nature of their exposure to IL training, the benefits they derived from such training, and their desire for further training. Public service librarians and other staff were also interviewed in a similar manner. These questions sought to ascertain staff views on the role of the public library with regard to IL training; perceptions of the need for and expected outcomes of such training; as well as the current situation pertinent to the provision of IL skills training in their respective libraries in terms of staff competencies, resource allocation, and the forms of training and evaluation. Interviews were recorded and transcribed. Data were interpreted via qualitative content analysis through the use of NVivo software. Main Results – Men were more frequent users of public library computers than women, outnumbering them by a ratio ranging from 2:1 to 3.4:1. Customers appeared to be mostly under the age of 30 and of diverse ethnicities. The average income of interviewed customers was less than the Canadian average. The site observations revealed that customers were seen using the Internet mainly for the purposes of communication (e.g., e-mail, instant messaging, online dating services). Such use was observed 78 times in four of the libraries. Entertainment accounted for 43 observations in all five sites and comprised activities such as online games, music videos, and movie listings. Twenty-eight observations involved business/financial uses (e.g., online shopping, exploration of investment sites, online banking). The use of search engines (25 observations), news information (23), foreign language and forum websites (21), and word processing were less frequently observed. Notably, there were only 20 observed library-specific uses (e.g., searching online catalogues, online database and library websites). Customers reported that they used the Internet mainly for general web searching and for e-mail. It was also observed that in general the physical environment was not conducive to computer use due to uncomfortable or absent seating and a lack of privacy. Additionally, only two sites had areas specifically designated for IL instruction. Of the 25 respondents, 19 reported at least five years experience with the Internet, 9 of whom cited experience of 10 years or more. Self-reported confidence with the Internet was high: 16 individuals claimed to be very confident, 7 somewhat confident, and only 2 lacking in confidence. There was a weak positive correlation between years of use and individuals’ reported levels of confidence. Customers reported interest in improving computer literacy (e.g., keyboarding ability) and IL skills (ability to use more sources of information). Some expressed a desire “to improve certain personal attitudes” (30), such as patience when conducting Internet searches. When presented with the Association of College and Research Libraries’ definition of IL, 13 (52%) of those interviewed claimed to be information literate, 8 were ambivalent, and 4 admitted to being information illiterate. Those who professed to be information literate had no particular feeling about this state of being, however 10 interviewees admitted feeling positive about being able to use the Internet to retrieve information. Most of those interviewed (15) disagreed that a paucity of IL skills is a deterrent to “accessing online information efficiently and effectively” (30). Eleven reported development of information skills through self teaching, while 8 cited secondary schools or tertiary educational institutions. However, such training was more in terms of computer technology education than IL. Eleven of the participants expressed a desire for additional IL training, 5 of whom indicated a preference for the public library to supply such training. Customers identified face-to-face, rather than online, as the ideal training format. Four interviewees identified time as the main barrier to Internet use and online access. As regards library staff, 22 (78.6%) of those interviewed posited IL training as an important role for public libraries. Many stated that customers had been asking for formal IL sessions with interest in training related to use of the catalogue, databases, and productivity software, as well as searching the web. Two roles were identified in the context of the public librarian as a provider of IL: “library staff as teachers/agents of empowerment and library staff as ‘public parents’” (32). The former was defined as supporting independent, lifelong learning through the provision of IL skills, and the latter encompassing assistance, guidance, problem solving, and filtering of unsuitable content. Staff identified challenges to IL training as societal challenges (e.g., need for customers to be able to evaluate information provided by the media, the public library’s role in reducing the digital divide), institutional (e.g., marketing of IL programs, staff constraints, lack of budget for IL training), infrastructural (e.g., limited space, poor Internet access in library buildings) and pedagogical challenges, such as differing views pertinent to the philosophy of IL, as well as the low levels of IL training to which Canadian students at all levels had been previously exposed. Despite these challenges library staff acknowledged positive outcomes resulting from IL training in terms of customers achieving a higher level of computer literacy, becoming more skillful at searching, and being able to use a variety of information sources. Affective benefits were also apparent such as increased independence and willingness to learn. Library staff also identified life expanding outcomes, such as the use of IL skills to procure employment. In contrast to customer self-perception, library staff expressed that customers’ IL skills were low, and that this resulted in their avoidance of “higher-level online research” and the inability to “determine appropriate information sources” (36). Several librarians highlighted customers’ incapacity to perform simple activities such as opening an email account. Library staff also alluded to customer’s reluctance to ask them for help. Libraries in the study offered a wide range of training. All provided informal, personalized training as needed. Formal IL sessions on searching the catalogue, online searching, and basic computer skills were conducted by the three bigger libraries. A mix of librarians and paraprofessional staff provided the training in these libraries. However, due to a lack of professional staff, the two smaller libraries offered periodic workshops facilitated by regional librarians. All the libraries lacked a defined training budget. Nonetheless, the largest urban library was well-positioned to offer IL training as it had a training coordinator, a training of trainers program, as well as technologically-equipped training spaces. The other libraries in this study provided no training of trainers programs and varied in terms of the adequacy of spaces allocated for the purpose of training. The libraries also varied in terms of the importance placed on the evaluation of IL training. At the largest library evaluation forms were used to improve training initiatives, while at the small town library “evaluations were done anecdotally” (38). Conclusion – While Internet access is available and utilized by a wide cross section of the population, IL skills are being developed informally and not through formal training offered by public libraries. Canadian public libraries need to work to improve information literacy skills by offering and promoting formal IL training programs.
APA, Harvard, Vancouver, ISO, and other styles
36

McKnight, Liz, and Dorothea K. Vafiadis. "Abstract P035: Simple Cooking With Heart Culinary Literacy Program: Skill Acquisition, Attitudinal Change, Intention and Efficacy Lead to Improved Dietary Consumption Patters." Circulation 131, suppl_1 (March 10, 2015). http://dx.doi.org/10.1161/circ.131.suppl_1.p035.

Full text
Abstract:
Introduction: Less than 1% of Americans consume a diet that is consistent with the American Heart Association (AHA) definition for ideal cardiovascular health. In-home food preparation is associated with healthier dietary patterns and is more likely to align with current AHA recommendations for healthy eating. Hypothesis: The AHA’s Simple Cooking with Heart (SCwH) program aims to increase the healthfulness of family meals by addressing common barriers to cooking at home (lack of time, lack of skill, lack of budget). By increasing self-efficacy, individuals will demonstrate changes in attitudes and intention to choose wisely when shopping, as well as prepare and consume more meals at home, resulting in improved diet quality. Exposure to a “live” demonstration program that engages participants will improve cooking confidence and change attitudes in low-socioeconomic populations, compared to an online only, skills-building video exposure. The theoretical framework for this intervention is based upon the Health Belief Model. Methods: A 4-week, 2-cell controlled exposure study design measured the discrete impact of SCwH on low-income individuals exposed to a live cooking demonstration experience compared to individuals who received an online only exposure. All individuals were assessed via questionnaire post baseline for changes in attitude/intention, skill acquisition, frequency of meals prepared in home, dietary consumption and relevance of materials and information received; 337 participants completed the 4 week study. Results: Participation in “live” cooking demonstrations had a near immediate positive impact on participants’ intentions to: increase number of meals at home, reduce added salt and sugar/sweeteners, eat more fruits/vegetables/whole grains, and decrease unhealthy items. Participants who receive a “live” exposure have increased outcomes compared to those who received an online-only exposure. Demonstration participants, compared to web-only participants, reported: more often using new information in-home and reported a significant increase in the frequency of consuming healthy food items and a decrease in unhealthy items. Online-only cell respondents reported no significant difference in the mean frequency an item (healthy or unhealthy) was consumed. Both cells reported learning new information/skills. Conclusions: Culinary skill development, changing perceptions about affordable meals and addressing barriers to preparing and consuming meals in-home can be an effective way to improve dietary quality in low-socioeconomic populations. Exposure to “live” demonstration programs can increase effectiveness and promote healthier cooking at home; however, online-only intervention can still have a positive impact.
APA, Harvard, Vancouver, ISO, and other styles
37

Helten, Frank, and Bernd Fischer. "Reactive Attention: Video Surveillance in Berlin Shopping Malls." Surveillance & Society 2, no. 2/3 (September 1, 2002). http://dx.doi.org/10.24908/ss.v2i2/3.3381.

Full text
Abstract:
The paper examines the practice of use of video-surveillance in Berlin Shopping Malls. The video systems observed here do not seem to be an efficient instrument of social control and exclusion. They are used more on demand for various purposes such as the monitoring of daily tasks and the co-ordination of persons working inside the mall. The objectives publicly claimed by management – crime prevention and the like – could not be achieved because the everyday practice presents other tasks to the operators. The workplace, the personnel, their multiple tasks, their qualifications support more a reactive use of video surveillance than a proactive targeted observation of individuals, even if the equipment would allow for that. It may turn out that the CCTV infrastructure of Berlin shopping malls can be characterised best as test-beds – open for various applications. There are, however, obstacles to this in the form of data protection concerns and the lack of political and economic support to go further (tied of course to financial constraints). Finally, as shown in our study, the social practice in everyday life continues to resist one-dimensional expectations of the technological possibilities of CCTV.
APA, Harvard, Vancouver, ISO, and other styles
38

Sussman, Steve, Jennifer B. Unger, Cynthia Begay, Lou Moerner, and Claradina Soto. "Prevalence, Co-Occurrence, and Correlates of Substance and Behavioral Addictions Among American Indian Adolescents in California." Journal of Drug Education, May 21, 2021, 004723792110170. http://dx.doi.org/10.1177/00472379211017038.

Full text
Abstract:
The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love, internet, and exercise, though prevalence and co-occurrence of these addictions were relatively high among AI youth. A negative life events measure was associated with all the addictions, suggesting that life stressors are associated with high rates of multiple types of addictions among AI youth. There is a need for more research to better understand the relations of life stressors with multiple addictions among AI youth as well as how to remediate these behaviors.
APA, Harvard, Vancouver, ISO, and other styles
39

A.Wilson, Jason. "Performance, anxiety." M/C Journal 5, no. 2 (May 1, 2002). http://dx.doi.org/10.5204/mcj.1952.

Full text
Abstract:
In a recent gaming anthology, Henry Jenkins cannot help contrasting his son's cramped, urban, media-saturated existence with his own idyllic, semi-rural childhood. After describing his own Huck Finn meanderings over "the spaces of my boyhood" including the imaginary kingdoms of Jungleoca and Freedonia, Jenkins relates his version of his son's experiences: My son, Henry, now 16 has never had a backyard He has grown up in various apartment complexes, surrounded by asphalt parking lots with, perhaps, a small grass buffer from the street… Once or twice, when I became exasperated by my son's constant presence around the house I would … tell him he should go out and play. He would look at me with confusion and ask, where? … Who wouldn't want to trade in the confinement of your room for the immersion promised by today's video games? … Perhaps my son finds in his video games what I found in the woods behind the school, on my bike whizzing down the hills of suburban backstreets, or settled into my treehouse with a good adventure novel intensity of experience, escape from adult regulation; in short, "complete freedom of movement". (Jenkins 1998, 263-265) Games here are connected with a shrinking availability of domestic and public space, and a highly mediated experience of the world. Despite his best intentions, creeping into Jenkins's piece is a sense that games act as a poor substitute for the natural spaces of a "healthy" childhood. Although "Video games did not make backyard play spaces disappear", they "offer children some way to respond to domestic confinement" (Jenkins 1998, 266). They emerge, then, as a palliation for the claustrophobic circumstances of contemporary urban life, though they offer only unreal spaces, replete with "lakes of fire … cities in the clouds … [and] dazzling neon-lit Asian marketplaces" (Jenkins 1998, 263), where the work of the childish imagination is already done. Despite Jenkins's assertion that games do offer "complete freedom of movement", it is hard to shake the feeling that he considers his own childhood far richer in exploratory and imaginative opportunities: Let me be clear I am not arguing that video games are as good for kids as the physical spaces of backyard play culture. As a father, I wish that my son would come home covered in mud or with scraped knees rather than carpet burns ... The psychological and social functions of playing outside are as significant as the impact of "sunshine and good exercise" upon our physical well-being. (Jenkins 1998, 266) Throughout the piece, games are framed by a romantic, anti-urban discourse: the expanding city is imagined as engulfing space and perhaps destroying childhood itself, such that "'sacred' places are now occupied by concrete, bricks or asphalt" (Jenkins 1998, 263). Games are complicit in this alienation of space and experience. If this is not quite Paul Virilio's recent dour contention that modern mass media forms work mainly to immobilise the body of the consumer--Virilio, luckily, has managed to escape the body-snatchers--games here are produced as a feeble response to an already-effected urban imprisonment of the young. Strikingly, Jenkins seems concerned about his son's "unhealthy" confinement to private, domestic space, and his inability to imaginatively possess a slice of the world outside. Jenkins's description of his son's confinement to the world of "carpet burns" rather than the great outdoors of "scraped knees" and "mud" implicitly leaves the distinction between domestic and public, internal and external, and even the imagined passivity of the domestic sphere as against the activity of the public intact. For those of us who see games as productive activities, which generate particular, unique kinds of pleasure in their own right, rather than as anaemic replacements for lost spaces, this seems to reduce a central cultural form. For those of us who have at least some sympathy with writers on the urban environment like Raban (1974) and Young (1990), who see the city's theatrical and erotic possibilities, Jenkins's fears might seem to erase the pleasures and opportunities that city life provides. Rather than seeing gamers and children (the two groups only partially overlap) as unwitting agents in their own confinement, we can arrive at a slightly more complex view of the relationship between games and urban space. By looking at the video games arcade as it is situated in urban retail space, we can see how gameplay simultaneously acts to regulate urban space, mediates a unique kind of urban performance, and allows sophisticated representations, manipulations and appropriations of differently conceived urban spaces. Despite being a long-standing feature of the urban and retail environment, and despite also being a key site for the "exhibition" of a by-now central media form, the video game arcade has a surprisingly small literature devoted to it. Its prehistory in pinball arcades and pachinko parlours has been noted (by, for example, Steven Poole 2000) but seldom deeply explored, and its relations with a wider urban space have been given no real attention at all. The arcade's complexity, both in terms of its positioning and functions, may contribute to this. The arcade is a space of conflicting, contradictory uses and tendencies, though this is precisely what makes it as important a space as the cinema or penny theatre before it. Let me explain why I think so. The arcade is always simultaneously a part of and apart from the retail centres to which it tends to attach itself.1 If it is part of a suburban shopping mall, it is often located on the ground floor near the entrance, or is semi-detached as cinema complexes often are, so that the player has to leave the mall's main building to get there, or never enter. If it is part of a city or high street shopping area, it is often in a side street or a street parallel to the main retail thoroughfare, or requires the player to mount a set of stairs into an off-street arcade. At other times the arcade is located in a space more strongly marked as liminal in relation to the city -- the seaside resort, sideshow alley or within the fences of a theme park. Despite this, the videogame arcade's interior is usually wholly or mostly visible from the street, arcade or thoroughfare that it faces, whether this visibility is effected by means of glass walls, a front window or a fully retractable sliding door. This slight distance from the mainstream of retail activity and the visibility of the arcade's interior are in part related to the economics of the arcade industry. Arcade machines involve relatively low margins -- witness the industry's recent feting and embrace of redemption (i.e. low-level gambling) games that offer slightly higher turnovers -- and are hungry for space. At the same time, arcades are dependent on street traffic, relentless technological novelty and their de facto use as gathering space to keep the coins rolling in. A balance must be found between affordability, access and visibility, hence their positioning at a slight remove from areas of high retail traffic. The story becomes more complicated, though, when we remember that arcades are heavily marked as deviant, disreputable spaces, whether in the media, government reports or in sociological and psychological literature. As a visible, public, urban space where young people are seen to mix with one another and unfamiliar and novel technologies, the arcade is bound to give rise to adult anxieties. As John Springhall (1998) puts it: More recent youth leisure… occupies visible public space, is seen as hedonistic and presents problems within the dominant discourse of 'enlightenment' … [T]he most popular forms of entertainment among the young at any given historical moment tend also to provide the focus of the most intense social concern. A new medium with mass appeal, and with a technology best understood by the young… almost invariably attracts a desire for adult or government control (160-161, emphasis mine) Where discourses of deviant youth have also been employed in extending the surveillance and policing of retail space, it is unsurprising that spaces seen as points for the concentration of such deviance will be forced away from the main retail thoroughfares, in the process effecting a particular kind of confinement, and opportunity for surveillance. Michel Foucault writes, in Discipline and Punish, about the classical age's refinements of methods for distributing and articulating bodies, and the replacement of spectacular punishment with the crafting of "docile bodies". Though historical circumstances have changed, we can see arcades as disciplinary spaces that reflect aspects of those that Foucault describes. The efficiency of arcade games in distributing bodies in rows, and side by side demonstrates that" even if the compartments it assigns become purely ideal, the disciplinary space is always, basically, cellular" (Foucault 1977, 143). The efficiency of games from Pong (Atari:1972) to Percussion Freaks (Konami: 1999) in articulating bodies in play, in demanding specific and often spectacular bodily movements and competencies means that "over the whole surface of contact between the body and the object it handles, power is introduced, fastening them to one another. It constitutes a body weapon, body-tool, body-machine complex" (Foucault 1977,153). What is extraordinary is the extent to which the articulation of bodies proceeds only through a direct engagement with the game. Pong's instructions famously read only "avoid missing ball for high score"--a whole economy of movement, arising from this effort, is condensed into six words. The distribution and articulation of bodies also entails a confinement in the space of the arcade, away from the main areas of retail trade, and renders occupants easily observable from the exterior. We can see that games keep kids off the streets. On the other hand, the same games mediate spectacular forms of urban performance and allow particular kinds of reoccupation of urban space. Games descended or spun off from Dance Dance Revolution (Konami: 1998) require players to dance, in time with thumping (if occasionally cheesy) techno, and in accordance with on-screen instructions, in more and more complex sequences on lit footpads. These games occupy a lot of space, and the newest instalment (DDR has just issued its "7th Mix") is often installed at the front of street level arcades. When played with flair, games such as these are apt to attract a crowd of onlookers to gather, not only inside, but also on the footpath outside. Indeed games such as these have given rise to websites like http://www.dancegames.com/au which tells fans not only when and where new games are arriving, but whether or not the positioning of arcades and games within them will enable a player to attract attention to their performance. This mediation of cyborg performance and display -- where success both achieves and exceeds perfect integration with a machine in urban space -- is particularly important to Asian-Australian youth subcultures, which are often marginalised in other forums for youthful display, like competitive sport. International dance gamer websites like Jason Ho's http://www.ddrstyle.com , which is emblazoned with the slogan "Asian Pride", explicitly make the connection between Asian youth subcultures and these new kinds of public performance. Games like those in the Time Crisis series, which may seem less innocuous, might be seen as effecting important inversions in the representation of urban space. Initially Time Crisis, which puts a gun in the player's hand and requires them to shoot at human figures on screen, might even be seen to live up to the dire claims made by figures like Dave Grossman that such games effectively train perpetrators of public violence (Grossman 1995). What we need to keep in mind, though, is that first, as "cops", players are asked to restore order to a representation of urban space, and second, that that they are reacting to images of criminality. When criminality and youth are so often closely linked in public discourse (not to mention criminality and Asian ethnicity) these games stage a reversal whereby the young player is responsible for performing a reordering of the unruly city. In a context where the ideology of privacy has progressively marked public space as risky and threatening,2 games like Time Crisis allow, within urban space, a performance aimed at the resolution of risk and danger in a representation of the urban which nevertheless involves and incorporates the material spaces that it is embedded in.This is a different kind of performance to DDR, involving different kinds of image and bodily attitude, that nevertheless articulates itself on the space of the arcade, a space which suddenly looks more complex and productive. The manifest complexity of the arcade as a site in relation to the urban environment -- both regulating space and allowing spectacular and sophisticated types of public performance -- means that we need to discard simplistic stories about games providing surrogate spaces. We reify game imagery wherever we see it as a space apart from the material spaces and bodies with which gaming is always involved. We also need to adopt a more complex attitude to urban space and its possibilities than any narrative of loss can encompass. The abandonment of such narratives will contribute to a position where we can recognise the difference between the older and younger Henrys' activities, and still see them as having a similar complexity and richness. With work and luck, we might also arrive at a material organisation of society where such differing spaces of play -- seen now by some as mutually exclusive -- are more easily available as choices for everyone. NOTES 1 Given the almost total absence of any spatial study of arcades, my observations here are based on my own experience of arcades in the urban environment. Many of my comments are derived from Brisbane, regional Queensland and urban-Australian arcades this is where I live but I have observed the same tendencies in many other urban environments. Even where the range of services and technologies in the arcades are different in Madrid and Lisbon they serve espresso and alcohol (!), in Saigon they often consist of a bank of TVs equipped with pirated PlayStation games which are hired by the hour their location (slightly to one side of major retail areas) and their openness to the street are maintained. 2 See Spigel, Lynn (2001) for an account of the effects and transformations of the ideology of privacy in relation to media forms. See Furedi, Frank (1997) and Douglas, Mary (1992) for accounts of the contemporary discourse of risk and its effects. References Douglas, M. (1992) Risk and Blame: Essays in Cultural Theory. London ; New York : Routledge. Foucault, M. (1979) Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. Harmondsworth, England: Penguin,. Furedi, F.(1997) Culture of Fear: Risk-taking and the Morality of Low Expectation. London ; Washington : Cassell. Grossman, D. (1995) On Killing: The Psychological Cost of Learning to Kill in War and Society. Boston: Little, Brown. Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In Jenkins, Henry and Justine Cassell (eds) From Barbie to Mortal Kombat : Gender and Computer Games. Cambridge, Mass.: MIT Press. Poole, S. (2000) Trigger Happy: The Inner Life of Videogames. London: Fourth Estate. Raban, J. (1974) Soft City. London: Hamilton. Spigel, L. (2001) Welcome to the Dreamhouse: Popular Media and the Postwar Suburbs. Durham and London: Duke University Press. Springhall, J. (1998) Youth, Popular Culture and Moral Panics : Penny Gaffs to Gangsta-rap, 1830-1996. New York: St. Martin's Press. Young, I.M. (1990) Justice and the Politics of Difference. Princeton, NJ: Princeton University Press. Websites http://www.yesterdayland.com/popopedia/s... (Time Crisis synopsis and shots) http://www.dancegames.com/au (Site for a network of fans revealing something about the culture around dancing games) http://www.ddrstyle.com (website of Jason Ho, who connects his dance game performances with pride in his Asian identity). http://www.pong-story.com (The story of Pong, the very first arcade game) Games Dance Dance Revolution, Konami: 1998. Percussion Freaks, Konami: 1999. Pong, Atari: 1972. Time Crisis, Namco: 1996. Links http://www.dancegames.com/au http://www.yesterdayland.com/popopedia/shows/arcade/ag1154.php http://www.pong-story.com http://www.ddrstyle.com Citation reference for this article MLA Style Wilson, Jason A.. "Performance, anxiety" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/performance.php>. Chicago Style Wilson, Jason A., "Performance, anxiety" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/performance.php> ([your date of access]). APA Style Wilson, Jason A.. (2002) Performance, anxiety. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/performance.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
40

Nerkar, M. H. "Cloud Computing in Distributed System." International Journal of Computer Science and Informatics, October 2012, 97–101. http://dx.doi.org/10.47893/ijcsi.2012.1072.

Full text
Abstract:
Cloud Computing as an Internet-based computing; where resources, software and information are provided to computers on-demand, like a public utility; is emerging as a platform for sharing resources like infrastructure, software and various applications. The majority of cloud computing infrastructure consists of reliable services delivered through data centers and built on servers. Clouds often appear as single points of access for all consumers' computing needs. Commercial offerings of the cloud are expected to meet quality of service guarantees for customer satisfaction and typically offer service level agreements. The deployment of cloud computing can be easily observed while working on Internet, be it Google Docs or Google Apps, YouTube Video sharing or Picassa Image sharing, Amazon's Shopping Cart or eBay's PayPal, the examples are numerous. This paper does a literature survey on some of the prominent applications of Cloud Com- putting, and how they meet the requirements of reliability, availability of data, scalability of software and hardware systems and overall customer satisfaction.
APA, Harvard, Vancouver, ISO, and other styles
41

"Smart Transport System using Automatic Number Plate Recognition." International Journal of Innovative Technology and Exploring Engineering 9, no. 3 (January 10, 2020): 2051–56. http://dx.doi.org/10.35940/ijitee.c8840.019320.

Full text
Abstract:
In this paper, a Smart Transport System using Automatic Number Plate Recognition (ANPR) of a vehicle is proposed. License plate number of a vehicle is recognized to check the details of the vehicle like the make, type of the vehicle, checking for traffic rule violations and to collect the toll in hospitals, highways, tech parks, paid parking slots of shopping malls, and supermarkets in real time. This paper proposes a system implementation consisting of modules to capture the video of the vehicle, segmentation of video into frames, optical character recognition (OCR) to recognize the characters present on the number plate using Canny edge detection. After capturing the image, it is processed and the extracted characters are compared with the results in the database. A sample RTO database with all the required information about the vehicle would be created for the purpose of comparison. The obtained result after the validation of the vehicle number plate with different parameters has to be displayed from the master PC onto the monitor which lets the defaulter know of his/her violations. This is done using IOT. Once the violations have been displayed, the corresponding amount would then be deducted from the defaulter’s bank account.
APA, Harvard, Vancouver, ISO, and other styles
42

Mudgal, Manisha, Deepika Punj, and Anuradha Pillai. "Suspicious Action Detection in Intelligent Surveillance System Using Action Attribute Modelling." Journal of Web Engineering, February 18, 2021. http://dx.doi.org/10.13052/jwe1540-9589.2017.

Full text
Abstract:
Research in the field of image processing and computer vision for recognition of suspicious activity is growing actively. Surveillance systems play a key role in monitoring of sensitive places such as airports, railway stations, shopping complexes, roads, parking areas, roads, banks. For a human it is very difficult to monitor surveillance videos continually, therefore a smart and intelligent system is required that can do real time monitoring of all activities and can categories between usual and some abnormal activities. In this paper many different abnormal activities has been discussed. More focuses is given to violence activity like hitting, slapping, punching etc. For this large human action dataset like UCF101, Kaggel is required. This paper proposes a method to model violence actions using Gaussian Mixture Model with Universal Attribute Model. In this action vector is used to remove redundant attributes and get a low dimensional relevant action vectors.
APA, Harvard, Vancouver, ISO, and other styles
43

Fernandez-Marquez, Jose Luis, Ioannis Charalampidis, Oula Abu-Amsha, Francois Grey, Daniel K. Schneider, Ben Segal, and Sharada P. Mohanty. "CCLTracker Framework: Monitoring user learning and activity in web based citizen science projects." Human Computation 3, no. 1 (December 31, 2016). http://dx.doi.org/10.15346/hc.v3i1.6.

Full text
Abstract:
Analytics tools have been widely used over the last years for the development of web-based application and services. Analytics data allows improving user interfaces through planning, executing, and evaluating actions intended to increase user engagement. Measuring and improving user engagement in citizen science projects is not different from other web applications such as on-line shopping, newspapers, or sites for recommending music or movies. However, citizen science projects also aim to produce learning outcomes on the participants. Current analytics tools do not present sufficient information regarding user behaviour with the application, thus making measuring engagement and learning outcomes difficult. This paper presents the CCLTracker analytics framework that is intended to overcome current limitations in analytics tools, by providing an API for monitoring user activities such as time spent watching a video, time to complete a task, or how far down a page is scrolled. CCLTracker has been integrated in 3 different citizen science projects which have proved its value for measuring user engagement and learning.
APA, Harvard, Vancouver, ISO, and other styles
44

Molla, Saifuddin. "Impact of Society and Environment on Individual’s Stress." International Journal of Advanced Research in Science, Communication and Technology, February 28, 2021, 146–48. http://dx.doi.org/10.48175/ijarsct-806.

Full text
Abstract:
Stress is a normal part of life. Everyone can feel stress from their environment, their own body and their own thought. It is a body’s reaction to any change that requires an adjustment or response. The body reacts to these changes with physical, mental and emotional responses. The human body is designed to experience stress and to it. Stress can be positive or negative. In positive side, it can keeping us alert, motivated and ready to avoid danger. Stress becomes negative when a person faces or embarrasses continuously without relief or relaxation from stress. As a result, the person becomes overworked and suffers from stressful arousal. In emergency stress situations, the body’s autonomic nervous system is activated to deal with stressful situations. However, this response remains active for a long time. This uninterrupted activity in response to stress causes the body to tear mentally and physically. Without relief, continuing stress can lead to a condition, called distress. Distress can disturb the body’s internal balance, resulting in significant physical, behavioural, emotional, social and intellectual responses in the individual stress becomes harmful when people engage in the compulsive use of substances or behaviours include food, alcohol, tobacco, drugs, gambling, sex, shopping, playing, video games and searching the internet to try to relieve their stress. But instead of returning to a relaxed state, these substances and compulsive behaviour keep the body in a stressful condition and cause more problems. There are all kind of situations that produce stress. These include good things, like new babies or new jobs and unpleasant things like divorces or illnesses.
APA, Harvard, Vancouver, ISO, and other styles
45

Al-Abri, Anwaar, and Jitendra Pandey. "Impact of “e-Commerce Business and boom of online market” on Retailers in Oman." Journal of Student Research, July 14, 2020. http://dx.doi.org/10.47611/jsr.vi.902.

Full text
Abstract:
The Internet plays an important role in our daily life. We use the internet daily almost for every single work. Before e-commerce buying and selling were done without the internet physically in the markets but after the arrival of e-commerce in Oman, our life has become more convenient because of its number of advantages. Online shopping is a part of e-commerce which is done mostly by the users due to e-commerce websites in Oman which allows us to buy and sell the products according to our choice at affordable prices. An E-commerce website has a lot of impacts on different markets and retailers. In this paper, we will discuss about the different markets and retailers and impacts of e-commerce on them. Electronic commerce is a type of business and can say it is a commercial transaction, It covers many different types of businesses, from consumer based sites, to exchange trading of business and services between corporations. There is much company providing e-commerce services such as eBay, Alibaba express, Shop Site, etc (Khurana . A, 2019). This research talks about Amazon.com Company which is an E-Commerce Company for online shopping based in Seattle, it is one of the biggest companies in Seattle, to sell products online. Jeff Bezos founder of the Amazon Company In 1994, The beginning of Amazon was as an online library and then other elements were added like DVDs, video games, electronics, music, and clothing. Just five years after the start of the Amazon, the company got a great success in generalizing online shopping. Amazon service 137 customers a week, Amazon users are 5x more than e bays, and the user average brings about 189 $. Also, it has more than 117000 employees around the word. Amazon is interested in providing more easily and batters services that attract more customers. Amazon is the titan of e-commerce payment, data storage, hardware and media, amazon it intervenes in many industries and it is a site of online customer and trader for sale and purchase, the membership in amazon from the united state around 85 million subscribers. The best encapsulation is flywheel of amazon deal ambition that to be customer-obsessed and to overcome the modern e-commercial world, that ambition was clear from early on which keeps Amazon company develop their system and add some tools with the new process through the online system. Finally, the information system improve the management of Amazon business, decrease the errors either on order details or deliver order, provide a quality work make the order easy and faster low the costs, attract customers, accuracy in registration and record the information and increase the financial income (Kenneth C. Landon, Jane P. Laudon , 2011).
APA, Harvard, Vancouver, ISO, and other styles
46

"Improved Topic Modeling with Parallel-Supervised LDA." International Journal of Recent Technology and Engineering 8, no. 3 (September 30, 2019): 5692–96. http://dx.doi.org/10.35940/ijrte.b2490.098319.

Full text
Abstract:
In the modern era of digitalization, our day-to-day life is entirely dependent on digital platform-from raising our voice in social media to online shopping. Our collective knowledge is continued to be accumulated in the form of electronic texts, blogs, news, images, audios, videos and in many more ways and on account of this there is a greater need of analyzing these huge contents to get rid of the difficulties in searching the object, we aim for. Topic modelling is an efficient machine learning techniques for discovering the hidden semantic structure of contents. “Latent Dirichlet Allocation” (LDA) is a generative probabilistic topic modelling, which is the basis of other generative topic modelling techniques. New models are coming up with advanced algorithms in order to improve the topic modelling. Existing models have their own limitation. In case of obtaining more accuracy, the processing time of topic modelling goes high while in consideration of achieving more speed, accuracy gets low. Most of the algorithms implemented earlier cannot perform well in above-mentioned area. In this paper, we would like to introduce parallel-supervised LDA model where supervised Latent Dirichlet Algorithm (sLDA) and parallel Latent Dirichlet Algorithm (pLDA) are applied together to obtain high accurate results with quicker response time.
APA, Harvard, Vancouver, ISO, and other styles
47

Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

Full text
Abstract:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
APA, Harvard, Vancouver, ISO, and other styles
48

Vaish, Ankita, and Shweta Jayswal. "A Systematic Review of various Reversible Data Hiding Techniques in Digital Images." Recent Advances in Computer Science and Communications 13 (February 21, 2020). http://dx.doi.org/10.2174/2666255813666200221140837.

Full text
Abstract:
: Nowadays, Internet has become everything, it made things simpler like online transaction, online shopping; sharing images, videos, audios, messages on social media; uploading some important information on Google drives etc. So the very first requirement is to secure and protect digital contents from any unauthorized access. Reversible Data Hiding (RDH) is one of the ways to provide security in digital content, through which useful information can be embedded in the digital content and at the receiver end the perfect recovery of cover media as well as embedded message is possible. In this digital era, digital images are most rapidly used for communication purpose; therefore the security of digital images is in high demand. RDH in digital images has gained a lot of interest during the last few decades. This paper describes and investigates a systematic review on various RDH techniques for digital images, which can be broadly classified into five categories: Lossless Compression Based, Histogram Modification Based, Difference Expansion Based, Interpolation Based and Encrypted image Based techniques.
APA, Harvard, Vancouver, ISO, and other styles
49

Bruns, Axel. "Digital Video Dud?" M/C Journal 1, no. 1 (July 1, 1998). http://dx.doi.org/10.5204/mcj.1697.

Full text
Abstract:
As the Next Big Thing in consumer electronics is introduced, Australia is once again feeling the tyranny of distance from the world's major markets DVD (Digital Video Disc, recently rechristened 'Digital Versatile Disc') has long been hyped as the next step in the digital revolution of home entertainment. A good decade after the audio CD began to replace LPs as the premier sound carrier medium, it is now video's turn to become digital. DVD, which in many aspects constitutes the next generation of CD technology, has inherited many of its ancestor's features -- the handy and robust physical format of the individual CD-like discs, superior picture and sound quality (especially when compared with VHS tapes) which doesn't degrade with multiple viewings, and the convenience of direct access to particular tracks and sections of the disc, without rewinding. As a second-generation medium, DVD also adds the enhanced gadgetry that was still beyond the CD's technological horizon -- DVDs offer multiple versions of a movie on one disc (e.g., standard and director's cuts, pan-and-scan, letterbox, and 16:9 editions, PG- to R-rated versions, alternative endings), up to eight alternative soundtracks (Dolby Stereo, Dolby Surround, various foreign-language overdubbed versions), a total of 32 sets of optional subtitles, and further interactive control options for the viewer. Such enhancements are partly due to the much-increased storage capacity of the DVD when compared to CDs: in addition to a sevenfold increase in capacity per surface area, DVDs can also double and quadruple that increase by carrying data on both sides of a disc, and by offering two surface layers of information per side. In keeping with the general trend towards an integration of various entertainment and computing technologies, then, DVDs will also gradually replace standard audio CDs (most DVD players can also play audio CDs, making the transition even easier) and CD-ROMs (DVD-ROMs, which are able to read older CD-ROMs, are already on the market). It is the consumer video market, however, where DVD has been expected to make its biggest impact -- and more than a year after its market introduction in the U.S., the signs there are positive. Around 350,000 DVD players have been sold, over 600 DVD titles are now available, video stores are setting up DVD rental sections, and even the major LaserDisc and video Internet mail-order stores like Ken Crane's or Movienow! are offering DVDs. Comparisons with the triumph of CDs over vinyl break down quickly, however, since those two technologies were fundamentally similar read-only media -- by contrast, the technology DVD has set out to supersede, VHS, is also a recording medium (recordable DVDs are still some way into the future; even recordable CDs are only now appearing at affordable prices). DVD, therefore, is targetted more at the growing 'home cinema' market, that is, at consumers who value quality vision and sound over recordability (they are likely to own a hi-fi VCR anyway). The satisfactory, but ultimately limited market LaserDiscs have been able to carve out for themselves in competition with VHS serves as a caution against overestimating the inevitability of success for the DVD campaign. In the course of that campaign, it is now Australia's turn, and the technology's move beyond the borders of such unified, self-contained national markets as North America points out a number of mostly self-inflicted problems which may very well reduce DVD to a digital video dud, for the time being. The availability of DVD hardware is unlikely to present much of an obstacle, but it is software choice which will ultimately determine the acceptance of any new entertainment medium. With Village Roadshow having jumped the gun for the official Australian DVD roll-out that was slated for Easter '98, there were originally only a total of nine titles available in Australia -- mixing the Australian flavour of Shine, Priscilla: Queen of the Desert and an ABC production of the opera La Bohème with an odd assortment of international movies: Dumb & Dumber, The Crow, Wild Rhapsody, Evita, The Mask, and Seven. That merely such a handful of titles are available (the entry of other distributors into the Australian market has not significantly increased the volume) is due to a particular arrangement of the future world market for DVDs into various zones -- these are: 1. North America 2. Europe, the Middle East, South Africa, Japan 3. South East Asia 4. Middle and South America, Australia, New Zealand, Papua New Guinea 5. Russia, the remainders of Asia and Africa 6. China On the surface, such a division makes sense for various reasons: movie tastes will differ markedly from region to region, and differences in video standards (the use of PAL or NTSC systems) also mean that DVDs from one region may not play on another region's players. (With the growing market share of dual-system TVs, such technical distinctions are beginning to lose importance, though.) Mainly, however, the regions soon emerge clearly as instruments to counteract the increasing globalisation of trade in entertainment content -- they were demanded by Hollywood's studios, designed specifically so that DVDs of recent movies would not enter a particular region before the movie had run its course in the region's cinemas, and they exist to protect the status quo of video distribution rights which has come under threat from globally operating mail-order video stores. Europeans wanting to buy a copy of Armageddon on DVD, for example, would have to wait until the disc was available in their region, and couldn't simply get the U.S. release that came out after the movie had finished its theatrical run there, months ago. To ensure that they indeed would not order DVDs from another region, technical barriers have been implemented in players and discs: in essence, Australian-made players will only play Australian-made discs, for example -- a DVD that was made for the American 'region one' will simply refuse to play. Only die-hard movie fans, the DVD producers hope, will make the effort to also buy their DVD player in the U.S. (this would force them to buy all their discs there, too -- Australian-made discs wouldn't play). This strange form of inverted protectionism (a protection of the local market from imports, put into place by a transnational consortium), then, is the reason that despite the relative abundance of DVD titles in region one only such few are available in Australia -- none of the overseas ones would play on the local region four machines. The prospects for Australian DVD consumers appear bleak, then: having been included in the wildly heterogeneous 'rest of the Western world' group of region four, Australia seems unlikely to enjoy a great influx of major titles anytime soon -- while the Middle and South American markets within the region are too large to ignore for DVD manufacturers, they are likely to encourage a selection of DVDs that is significantly at variance with Australian movie interests. At the same time, the English-speaking component of the region is simply too small to make any great effort addressing: in the immediate future, the combined markets of Australia and New Zealand are likely to produce a few hundred DVD-equipped households at best. Australia, then, is once again about to feel the tyranny of its distance from the areas with which it feels the greatest cultural affinity, is once again about to be overlooked as a small player amongst the larger markets of North America and Europe, and is this time even technologically restrained from attaching itself to these markets. At least in Australia, then, the industry's decision to counteract the growing trend of market globalisation that has led to consumers' increased use of international mail-order services, particularly with the help of computerised shopping on the Internet's World Wide Web, may come back to haunt it. Should DVD in Australia turn out to be a digital video dud in the next few years, in fact, distributors may want to seriously rethink their positioning of the country in region four, moving it instead to the better-suited, larger-market regions one or two. In any event, the continuing convergence of home entertainment and computer technology also offers some hope for Australian movie fans: the regional division makes much less sense in DVD-ROM drives for computers (which will also play movie DVDs), since the software market is a global one, and so those drives are more likely to offer ways of overriding regional coding -- as the computer becomes the central element in the home entertainment system, then, it may remove the regional barriers which the movie industry has imposed on us. Citation reference for this article MLA style: Axel Bruns. "Digital Video Dud?" M/C: A Journal of Media and Culture 1.1 (1998). [your date of access] <http://www.uq.edu.au/mc/9807/dvd.php>. Chicago style: Axel Bruns, "Digital Video Dud?," M/C: A Journal of Media and Culture 1, no. 1 (1998), <http://www.uq.edu.au/mc/9807/dvd.php> ([your date of access]). APA style: Axel Bruns. (1998) Digital video dud? M/C: A Journal of Media and Culture 1(1). <http://www.uq.edu.au/mc/9807/dvd.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
50

"Deep Neural Networks for Recommender Systems." International Journal of Innovative Technology and Exploring Engineering 8, no. 12 (October 10, 2019): 4838–42. http://dx.doi.org/10.35940/ijitee.l3706.1081219.

Full text
Abstract:
The data available online, helps users to get information about anything of his/her interest. But since the data is huge and complex it is difficult to get useful information from it. Recommender Systems are effective software techniques to overcome this problem. Based on the user’s and item’s information available, these techniques provide recommendations to users in their area of interest. Recommender systems have wide applications like providing suggestive list of items to customers for online shopping, recommending articles or books for online reading, movie or music recommendations, news recommendations etc. In this paper we provide a study of Deep Neural Networks (DNN) approaches that can be used for recommender systems. They have been used widely in last decade in many fields like image processing, video streaming, Natural Language Processing etc. including recommendations to overcome the drawbacks of traditional systems. The paper also provides performance of Denoising AutoEncoders (DAE) which are feed forward neural networks and its comparison with traditional systems. Denoising Autoencoders are a type of autoencoders wherein some part of input is corrupted, i.e., noise is added to the input. While learning to remove noise from input, the DAE also learns to predict unknown values. This property of Denoising Autoencoders can help in recommendation systems to predict unknown values before recommending new items. Experimentation has shown improvement in the performance of recommendation systems with denoising autoencoders. The evaluation is performed on MovieLens-1M dataset with and without additional features of users (age and gender) and items (movie genres) provided in the dataset.
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