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1

Wang, Rui I., Brandon Pelfrey, Andrew T. Duchowski, and Donald H. House. "Online 3D Gaze Localization on Stereoscopic Displays." ACM Transactions on Applied Perception 11, no. 1 (April 2014): 1–21. http://dx.doi.org/10.1145/2593689.

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Chan, Lik Sam, and Hing Weng Eric Tsang. "“Hey, Look at My Body!”." International Journal of Interactive Communication Systems and Technologies 4, no. 1 (January 2014): 31–46. http://dx.doi.org/10.4018/ijicst.2014010103.

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This article considers the phenomenon of online body display by users of social networking sites in Hong Kong. A survey of 392 young adults was conducted to investigate the relationships between narcissism, grandiose exhibitionism, body image satisfaction, perceived privacy risks, and online body display. A Body Display Index was developed to measure the perceived level of sexual explicitness of photographs shared by Facebook users. Grandiose exhibitionism, a sub-trait of narcissism, was found to be a stronger predictor of online body display than narcissism. The relationship between body image satisfaction and online body display was not significant, and no relationship was found between such displays and perceived privacy risks, thus implying a lack of social media-related privacy concerns among the respondents.
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Schieler, H., and A. Weindl. "WEB based online event displays for KASCADE-grande." Journal of Physics: Conference Series 119, no. 7 (July 1, 2008): 072028. http://dx.doi.org/10.1088/1742-6596/119/7/072028.

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Brata Wardhana, Harli, and Didik Hariyanto. "IDENTITAS BUDAYA NASIONAL PADA GAME NUSANTARA ONLINE." KANAL: Jurnal Ilmu Komunikasi 1, no. 1 (October 5, 2016): 1. http://dx.doi.org/10.21070/kanal.v1i1.324.

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Game Nusantara Online is the only online game that lifted the Indonesian culture hey day empires that ever existed and is the only original online games domestically-made. So it is not surprising that this game displays various types of display depicting national cultural identity in the game. The method used in analyzing was John Fiske the semiotics (semiology) through three tiers level, reality, representation, and ideology in the opening game in the form of nondialogue short film, but it was also analyzed in the game play in game logo, the cast of characters, and missions “Timun Mas”. Further analysis was based on the study of literature and other supporting data to determinenational cultural identity. After doing research on the game Nusantara Online, it was found thatnational cultural identity displayed on the level of reality by visualizing typical clothing and accessories of Indonesia empire at that time, the use of the name on the cast of characters that has its own story and has become the local culture, including Hayam Wuruk, Elephant Mada, and others. Visualization of social life, such as religious rituals Bendrong Dimples and Bali, and incorporate folklore or legends in the game missions. While the level of representation, the camera technique is used so that the details of the national cultural identity clearly visible on the clothing motif and shape of the building. The ideology that displayed the Nusantara Online games are games that have cultural values and history of Nusantara (Indonesia).
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Iswati, Heni, and Nina Maharani. "Perbedaan Display Toko Offline dan Toko Online Untuk Produk Pakaian Wanita." Jurnal Manajemen dan Bisnis Performa 16, no. 2 (September 7, 2019): 100–112. http://dx.doi.org/10.29313/performa.v16i2.4880.

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Along with the development of technology, the way to buy clothing products has also shifted. Purchases through an offline store where consumers come directly to the store to buy, and through online stores where consumers can shop through gadgets anytime and anywhere. The purpose of this study was to determine the perceptions and differences of offline store and online stores displays. The method used was descriptive and quantitative about 400 respondents in the city of Bandung. Whereas previously the respondents had also accessed or purchased women's clothing products through offline and online stores. Based on the results obtained there are differences between offline and online store displays. In terms of practicality in buying and time, online stores get a good response, while in the information and quality of products, online stores get less response. Regarding prices, there is no significant difference between offline and online stores. Although there are differences between offline and online stores, they do not turn off the market and the sales system that is carried out between the two shops. Because these differences make the two stores unique. But overall the online store is more in demand because of its ease when accessed by consumers. Keywords: offline shop, online shop, display
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Zikmund-Fisher, Brian J., Jacob B. Solomon, Aaron M. Scherer, Nicole L. Exe, Beth A. Tarini, Angela Fagerlin, and Holly O. Witteman. "Primary Care Providers’ Preferences and Concerns Regarding Specific Visual Displays for Returning Hemoglobin A1c Test Results to Patients." Medical Decision Making 39, no. 7 (September 26, 2019): 796–804. http://dx.doi.org/10.1177/0272989x19873625.

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Purpose. Patient portals of electronic health record systems currently present patients with tables of laboratory test results, but visual displays can increase patient understanding and sensitivity to result variations. We sought to assess physician preferences and concerns about visual display designs as potential motivators or barriers to their implementation. Methods. In an online survey, 327 primary care physicians (>50% patient care time) recruited through the online e-community/survey research firm SERMO compared hemoglobin A1c (HbA1c) test results presented in table format to various visual displays (number line formats) previously tested in public samples. Half of participants also compared additional visual formats displaying target goal ranges. Outcome measures included preferred display format and whether any displays were unacceptable, would change physician workload, or would induce liability concerns. Results. Most (85%–89%) respondents preferred visual displays over tables for result communications both to patients tested for diagnosis purposes and to diagnosed patients, with a design with color-coded categories most preferred. However, for each format (including tables), 11% to 23% rated them as unacceptable. Most respondents also preferred adding goal range information (in addition to standard ranges) for diagnosed patients. While most physicians anticipated no workload changes, 19% to 32% anticipated increased physician workload while 9% to 28% anticipated decreased workload. Between 32% and 40% had at least some liability concerns. Conclusions. Most primary care physicians prefer visual displays of HbA1c test results over table formats when communicating results to patients. However, workload and liability concerns from a minority of physicians represent a barrier for adoption of such designs in clinical settings.
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Lam, Shun Yin, Albert Wai-Lap Chau, and Tsunhin John Wong. "Thumbnails as online product displays: How consumers process them." Journal of Interactive Marketing 21, no. 1 (January 2007): 36–59. http://dx.doi.org/10.1002/dir.20073.

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André, Jean-Marc, Ulf Behrens, James Branson, Philipp Brummer, Sergio Cittolin, Silva Gomes Diego Da, Darlea Georgiana-Lavinia, et al. "Presentation layer of CMS Online Monitoring System." EPJ Web of Conferences 214 (2019): 01044. http://dx.doi.org/10.1051/epjconf/201921401044.

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The Compact Muon Solenoid (CMS) is one of the experiments at the CERN Large Hadron Collider (LHC). The CMS Online Monitoring system (OMS) is an upgrade and successor to the CMS Web-Based Monitoring (WBM)system, which is an essential tool for shift crew members, detector subsystem experts, operations coordinators, and those performing physics analyses. The CMS OMS is divided into aggregation and presentation layers. Communication between layers uses RESTful JSON:API compliant requests. The aggregation layer is responsible for collecting data from heterogeneous sources, storage of transformed and pre-calculated (aggregated) values and exposure of data via the RESTful API. The presentation layer displays detector information via a modern, user-friendly and customizable web interface. The CMS OMS user interface is composed of a set of cutting-edge software frameworks and tools to display non-event data to any authenticated CMS user worldwide. The web interface tree-like component structure comprises (top-down): workspaces, folders, pages, controllers and portlets. A clear hierarchy gives the required flexibility and control for content organization. Each bottom element instantiates a portlet and is a reusable component that displays a single aspect of data, like a table, a plot, an article, etc. Pages consist of multiple different portlets and can be customized at runtime by using a drag-and-drop technique. This is how a single page can easily include information from multiple online sources. Different pages give access to a summary of the current status of the experiment, as well as convenient access to historical data. This paper describes the CMS OMS architecture, core concepts and technologies of the presentation layer.
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Franson, Dominique, Andrew Dupuis, Vikas Gulani, Mark Griswold, and Nicole Seiberlich. "A System for Real-Time, Online Mixed-Reality Visualization of Cardiac Magnetic Resonance Images." Journal of Imaging 7, no. 12 (December 14, 2021): 274. http://dx.doi.org/10.3390/jimaging7120274.

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Image-guided cardiovascular interventions are rapidly evolving procedures that necessitate imaging systems capable of rapid data acquisition and low-latency image reconstruction and visualization. Compared to alternative modalities, Magnetic Resonance Imaging (MRI) is attractive for guidance in complex interventional settings thanks to excellent soft tissue contrast and large fields-of-view without exposure to ionizing radiation. However, most clinically deployed MRI sequences and visualization pipelines exhibit poor latency characteristics, and spatial integration of complex anatomy and device orientation can be challenging on conventional 2D displays. This work demonstrates a proof-of-concept system linking real-time cardiac MR image acquisition, online low-latency reconstruction, and a stereoscopic display to support further development in real-time MR-guided intervention. Data are acquired using an undersampled, radial trajectory and reconstructed via parallelized through-time radial generalized autocalibrating partially parallel acquisition (GRAPPA) implemented on graphics processing units. Images are rendered for display in a stereoscopic mixed-reality head-mounted display. The system is successfully tested by imaging standard cardiac views in healthy volunteers. Datasets comprised of one slice (46 ms), two slices (92 ms), and three slices (138 ms) are collected, with the acquisition time of each listed in parentheses. Images are displayed with latencies of 42 ms/frame or less for all three conditions. Volumetric data are acquired at one volume per heartbeat with acquisition times of 467 ms and 588 ms when 8 and 12 partitions are acquired, respectively. Volumes are displayed with a latency of 286 ms or less. The faster-than-acquisition latencies for both planar and volumetric display enable real-time 3D visualization of the heart.
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Lin, Chih-Huang, and Ting-Yu Liu. "The Webmosphirics Effects on Shopping Behavior: The Influences of Web Page Color Displays on Online Impulse Purchasing Intention." Journal of Business and Economics 10, no. 1 (January 20, 2019): 24–32. http://dx.doi.org/10.15341/jbe(2155-7950)/01.10.2019/003.

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It is interesting to note that even though the studies of atmospheric effects in physical stores have been abundant, knowledge of ambient factor effects in the online retailing context has been limited. This study investigates the influence of webmospheric effect, web page color displays on respondents’ emotional reactions and subsequent online impulse buying intention. A Stimulus-Organism-Responses (S-O-R) model was used as the basic framework and a laboratory experiment was conducted to test the hypotheses in this study. The results demonstrated that web page color displays had a significant effect on participants’ emotional response, eventually influencing their intention to purchase impulsively online. Specifically, respondents felt more aroused and experienced greater pleasure when they were exposed to chromatic web page displays than achromatic one. Additionally, both pleasure and arousal emotions played an intervening role between web page color displays and online impulse purchasing intention. Personality traits and product involvement were proved to moderate the relationship between atmospheric cues and impulse shopping intention. These findings suggest that the website design with effective web page color displays would create a desirable environment and thus prompt consumers to buy impulsively. Finally, research implications of the model and proposition are presented.
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Smallman, Harvey S., Elaine Schiller, and Craig A. Mitchell. "Promoting Rapid Situation Awareness in Tactical Displays: The Role of 3-D Perspective Views and Realistic Symbols." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 21 (July 2000): 3–394. http://dx.doi.org/10.1177/154193120004402104.

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3-D displays populated with realistic 3-D icons have been touted as making good “at a glance” displays. Do they promote more rapid Situation Awareness (SA) than comparable 2-D displays? If so, is it the display format (2-D vs. 3-D) or the nature of the symbols (realistic icons vs. non-realistic symbols) populating the displays that matters, or both? Three groups of 13 participants observed a 9 minute naval air defense scenario. The first group saw it depicted in 3-D with icons, the second group saw it depicted in 2-D with icons and the third group saw it in 2-D with symbols. In each condition, the scenario was stopped every 30 seconds and we assessed ability to recall the attributes of four random tracks with an online questionnaire. We measured Endlesy's (1995) level 1 SA: the perception of elements of the display. SA for the 3-D display increased fastest over the course of the scenario. However, it started from one third the level of that for the 2-D symbol display and it took 4 minutes to reach 2-D levels. The advantages the 3-D display did confer were for those attributes that were visually explicit in the 3-D icons but available only in pop-up text boxes in the 2-D conditions. Similarly, depicting heading explicitly with the 2-D icons was superior to that with the 2-D symbols. The benefits of 3-D displays may sometimes stem from indirect application of good design principles, such as making certain information visually explicit, rather than from depicting three-dimensional space, per se. It remains an open question whether 2-D displays can be designed with comparable explicit analog coding.
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Nissen, Helge, and Monique Janneck. "Does User Choice of Device Impact the Results of Online Surveys?" International Journal of End-User Computing and Development 8, no. 2 (July 2019): 1–17. http://dx.doi.org/10.4018/ijeucd.2019070101.

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This article investigates how and to what extent the data collected, the dropout rate, and the completion time in online surveys is influenced by the device used to fill out the questionnaire. To that end, an extensive online study with N=1493 was carried out. To address difficulties associated with the use of devices with smaller displays, different layout variants aimed at optimizing questionnaire usability for smartphones were developed and analyzed. Completion time, drop-out rate, and response patterns were compared across different display sizes and layout variants. Results show significantly lower completion times and drop-out rates when the questionnaire was answered on a larger display. Also, different answering patterns emerged among participants using mobile devices. Likewise, the study revealed effects of different questionnaire layouts. The authors discuss implications for the design of online questionnaire in order to obtain reliable data from online surveys.
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Taylor, Nicholas, Jennifer Jenson, Suzanne de Castell, and Barry Dilouya. "Public Displays of Play: Studying Online Games in Physical Settings." Journal of Computer-Mediated Communication 19, no. 4 (January 10, 2014): 763–79. http://dx.doi.org/10.1111/jcc4.12054.

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Lindgren, Anne-Li, and Anna Sparrman. "Blogging Family-like Relations when Visiting Theme and Amusement Parks: The Use of Children in Displays Online." Culture Unbound 6, no. 5 (October 1, 2014): 997–1013. http://dx.doi.org/10.3384/cu.2000.1525.146997.

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This paper combines sociological perspectives on family display, internet studies on family and private photography and a child studies perspective on the display of children. The paper proposes that blogging practices related to visits to theme and amusement parks in Sweden provide a new arena for people to display family-like relationships. In the different displays, adults mainly use pictures of children in the blogs to demonstrate their ability to perform family-like relationships. The paper suggests that this form of child-centred display, a visualized child-centredness, done during the park visit as well as in the blogging, is part of the construction of contemporary childhoods and what it means to be a child today and has not been theorized in earlier research on the display of family-like relations.
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Guha, Abhijit, Abhijit Biswas, Dhruv Grewal, Sandeep Bhowmick, and Jens Nordfält. "An Empirical Analysis of the Joint Effects of Shoppers’ Goals and Attribute Display on Shoppers’ Evaluations." Journal of Marketing 82, no. 3 (May 2018): 142–56. http://dx.doi.org/10.1509/jm.16.0247.

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This article develops a decision-making framework that highlights how display of numeric attribute information (e.g., display of calorie information) and shoppers’ goals (i.e., having a diet focus vs. a taste focus) jointly influence shoppers’ choices and preferences. Across two sets of studies, including a field study involving the launch of a new Coca-Cola product, the authors show that when food items are displayed in an aligned manner (i.e., when food items with lower-value calorie information are displayed below food items with higher calorie values), shoppers assign more importance weight to calorie gap information. In turn, higher importance weight assigned to calorie gap information leads diet-focused shoppers to relatively prefer low-calorie food items but leads taste-focused shoppers to relatively prefer higher-calorie food items. The third set of studies shows that this decision-making framework has widespread applicability and is relevant in any domain in which advertising, retail, and online displays show comparisons of numeric attribute information.
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Jeong, Wooseob. "Touchable Online Braille Generator." Information Technology and Libraries 27, no. 1 (March 1, 2008): 48. http://dx.doi.org/10.6017/ital.v27i1.3263.

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A prototype of a touchable online Braille generator has been developed for the visually impaired or blind using force feedback technology, which has been used in video games for years. Without expensive devices, this prototype allows blind people to access information on the Web by touching output Braille displays with a force feedback mouse. The data collected from user studies conducted with blind participants has provided valuable information about the optimal conditions for the use of the prototype. The end product of this research will enable visually impaired people to enjoy information on the Web more freely.
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Kiefer, Hannah. "Problematics of Democratizing Curatorial Power in the Royal Museum for Central Africa's Online Collection." Život umjetnosti, no. 106 (November 30, 2020): 124–37. http://dx.doi.org/10.31664/zu.2020.106.09.

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What do a nineteenth-century ethnographic exhibit and a twenty-first-century museum website tool have in common? More than one might expect. Belgium’s 1897 International Exposition included a colonial exposition that displayed panoplies and dioramas of items taken under colonial violence in what is today the Democratic Republic of the Congo. These objects came to form the initial collection for Belgium’s Royal Museum for Central Africa, an institution that has in recent years underwent a period of renovation and expansion (reopening in 2018) with the aim of revisiting its history and displays. To create engagement with the museum, its website has offered a feature that allows visitors to curate virtual image boards of objects from the collection, with resulting effects semantically linked to the 1897 Brussels exposition. This online tool, while stemming from an admirable impulse to share curatorial control, falls short by juxtaposing items that tell of traumatic histories with no criticality or contextualizing information. Analyses of visual configurations of this tool, along with comparative examinations of the 1897 displays, offer evidence for this argument, as well as an example of how collections that represent painful histories call for especially thoughtful design of digital, publicfacing tools.
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Pisitkun, Trairak, Jason D. Hoffert, Fahad Saeed, and Mark A. Knepper. "NHLBI-AbDesigner: an online tool for design of peptide-directed antibodies." American Journal of Physiology-Cell Physiology 302, no. 1 (January 2012): C154—C164. http://dx.doi.org/10.1152/ajpcell.00325.2011.

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Investigation of physiological mechanisms at a cellular level often requires production of high-quality antibodies, frequently using synthetic peptides as immunogens. Here we describe a new, web-based software tool called NHLBI- AbDesigner that allows the user to visualize the information needed to choose optimal peptide sequences for peptide-directed antibody production ( http://helixweb.nih.gov/AbDesigner/ ). The choice of an immunizing peptide is generally based on a need to optimize immunogenicity, antibody specificity, multispecies conservation, and robustness in the face of posttranslational modifications (PTMs). AbDesigner displays information relevant to these criteria as follows: 1) “Immunogenicity Score,” based on hydropathy and secondary structure prediction; 2) “Uniqueness Score,” a predictor of specificity of an antibody against all proteins expressed in the same species; 3) “Conservation Score,” a predictor of ability of the antibody to recognize orthologs in other animal species; and 4) “Protein Features” that show structural domains, variable regions, and annotated PTMs that may affect antibody performance. AbDesigner displays the information online in an interactive graphical user interface, which allows the user to recognize the trade-offs that exist for alternative synthetic peptide choices and to choose the one that is best for a proposed application. Several examples of the use of AbDesigner for the display of such trade-offs are presented, including production of a new antibody to Slc9a3. We also used the program in large-scale mode to create a database listing the 15-amino acid peptides with the highest Immunogenicity Scores for all known proteins in five animal species, one plant species ( Arabidopsis thaliana), and Saccharomyces cerevisiae.
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Tonks, Anna, Antonia C. Lyons, and Ian Goodwin. "Researching Online Visual Displays on Social Networking Sites: Methodologies and Meanings." Qualitative Research in Psychology 12, no. 3 (April 20, 2015): 326–39. http://dx.doi.org/10.1080/14780887.2015.1008910.

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Carlyle, Allyson. "User categorisation of works: toward improved organisation of online catalogue displays." Journal of Documentation 55, no. 2 (1999): 184–208. http://dx.doi.org/10.1108/eum0000000007143.

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Veer, Ekant, and Maja Golf-Papez. "Physically freeing: breaking taboos through online displays of the sexual self." Journal of Marketing Management 34, no. 13-14 (July 17, 2018): 1105–25. http://dx.doi.org/10.1080/0267257x.2018.1484381.

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Belkin, Liuba Y., Terri R. Kurtzberg, and Charles E. Naquin. "Emotional Displays in Online Negotiations – When Anger Helps and Happiness Hurts." Academy of Management Proceedings 2012, no. 1 (July 2012): 11522. http://dx.doi.org/10.5465/ambpp.2012.11522abstract.

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Noy, Chaim. "Voices on display: Handwriting, paper, and authenticity, from museums to social network sites." Convergence: The International Journal of Research into New Media Technologies 26, no. 5-6 (October 9, 2019): 1315–32. http://dx.doi.org/10.1177/1354856519880141.

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The study examines the communicative functions that handwriting (mode) and paper (medium) have come to serve in increasingly digital and intermedial environments. The study begins in museums, where handwritten documents are profusely on display nowadays, and where the display affordances and communicative functions of handwriting are productively explored. Three curatorial display strategies are outlined. These are arranged chronologically, and range from traditional displays, where paper documents are presented inside glass cases, through artistic installations, where documents and handwriting are aesthetically simulated, to interactives, where the audiences/users themselves generate documents on-site. Exploring these strategies illuminates the concept of display as an agentic amalgamation of showing and telling, which produces authentic performances of voice-as-participation. These performances facilitate a move from private to public spheres – in museums and online. The study then proceeds to examine public displays of handwritten documents outside museums, specifically on social network sites. It asks whether and how conceptual sensitivities and sensibilities that originated in displays of handwritten artifacts in museums can shed light on the newer communicative functions of paper in digital environments. It also asks what are the intermedial consequences of the juxtaposition of analogue and digital surfaces. The study points at the current resurrection of handwriting and paper. It argues that the popularity of paper and handwriting results from their evolution into ubiquitous resources for display on and off the web, specifically as authentic bearers of voice that index human action and agency.
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Indarti, Dwi. "Syntactic complexity of online newspaper editorials across countries." Studies in English Language and Education 5, no. 2 (September 3, 2018): 294–307. http://dx.doi.org/10.24815/siele.v5i2.11320.

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This study attempts to reveal the syntactic complexity of online English newspaper editorials across countries. The data was taken from ten online English newspaper and was analyzed by using L2 syntactic complexity analyzer (Lu, 2010). Second Language Syntactic Complexity Analyzer (L2SCA) program displays fourteen syntactic complexity measures. Those editorials were derived from ten online newspaper in the USA, UK, Egypt, Indonesia, Japan, Malaysia, Nigeria, Pakistan, Russia and Singapore. All the editorials were written in English by the local newspaper editors, so they contain varied production units and grammatical structures from native English writers and non-native English writers. The results of the study reveal that the non-native online newspaper, The Vaguardgnr from Nigeria, shows the most complexity of sentence structure as indicated in the length of production unit which correlate with higher levels of proficiency. Meanwhile, the native online newspaper, The New York Times from USA, displays the highest score of subordination, which indicate complexity at the beginning and intermediate levels of proficiency. Hence, in most newspapers, the purpose of editorials is to influence the opinions of readers on some controversial issues.
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Letunic, Ivica, and Peer Bork. "Interactive Tree Of Life (iTOL) v5: an online tool for phylogenetic tree display and annotation." Nucleic Acids Research 49, W1 (April 22, 2021): W293—W296. http://dx.doi.org/10.1093/nar/gkab301.

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Abstract The Interactive Tree Of Life (https://itol.embl.de) is an online tool for the display, manipulation and annotation of phylogenetic and other trees. It is freely available and open to everyone. iTOL version 5 introduces a completely new tree display engine, together with numerous new features. For example, a new dataset type has been added (MEME motifs), while annotation options have been expanded for several existing ones. Node metadata display options have been extended and now also support non-numerical categorical values, as well as multiple values per node. Direct manual annotation is now available, providing a set of basic drawing and labeling tools, allowing users to draw shapes, labels and other features by hand directly onto the trees. Support for tree and dataset scales has been extended, providing fine control over line and label styles. Unrooted tree displays can now use the equal-daylight algorithm, proving a much greater display clarity. The user account system has been streamlined and expanded with new navigation options and currently handles >1 million trees from >70 000 individual users.
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Hwang, Jae Won, and Seo Young Kim. "Differences in Buying Behavior of Self-Lovers According to the Form of Self-Love." Social Behavior and Personality: an international journal 43, no. 6 (July 17, 2015): 993–1008. http://dx.doi.org/10.2224/sbp.2015.43.6.993.

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We assessed whether or not individuals high in narcissism and those with high self-efficacy showed different behaviors in buying situations, by collecting quantitative responses to scenarios using an online questionnaire. The Study 1 participants comprised 133 students at universities offering 4-year college courses and Study 2 participants were 83 workers and 15 university students. Results of Study 1 showed that narcissists depended more on visual information whereas people with high self-efficacy depended more on attribute information. In particular, covert, unlike overt, narcissists depended on visual information in private buying situations. In contrast, people with high self-efficacy were found to depend on attribute information in public buying situations in which they could display their ability to others. In Study 2, behavioral differences were verified between narcissists and people with high self-efficacy depending on display methods. Narcissists preferred brand displays, whereas people with high self-efficacy preferred product displays.
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Kaminchenko, D. I. "SOCIAL AND POLITICAL ROLE OF TERRITORIAL ONLINE COMMUNITIES." Вестник Пермского университета. Политология 15, no. 1 (2021): 97–108. http://dx.doi.org/10.17072/2218-1067-2021-1-97-108.

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The research is devoted to the study of the topic of networkization of the socio-political space that is relevant in the context of the informatization of modern society. The author analyzes one of the displays of modern politics networkization in the paper. Its demonstration is associated with the growing social and political role of territorial Internet communities. The functioning of one of the Nizhny Novgorod Internet communities is studied as an example. The theoretical basis of the study is the theory of the information society and several concepts: the concept of the network community and the concept of the network identity. The paper uses content-analysis and comparative analysis as the applied analysis methods. The results of the study do not confirm the assumption that network communities' functioning contributes to an increased degree of civic engagement. However, the analysis confirms another assumption that public and political communication using the Internet community increases the efficiency of interaction between government and society, as it helps to improve the quality of feedback from the authorities. The author supposes that the display of the network identity factor affects the change in the degree of citizens' involvement in interaction with the authorities.
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Durrant, Abigail, David Frohlich, Abigail Sellen, and David Uzzell. "The secret life of teens: online versus offline photographic displays at home." Visual Studies 26, no. 2 (June 2011): 113–24. http://dx.doi.org/10.1080/1472586x.2011.571887.

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González, Eva M., Jan-Hinrich Meyer, and M. Paz Toldos. "What women want? How contextual product displays influence women’s online shopping behavior." Journal of Business Research 123 (February 2021): 625–41. http://dx.doi.org/10.1016/j.jbusres.2020.10.002.

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Leeper, Thomas J., and Emily A. Thorson. "Should We Worry About Sponsorship-Induced Bias in Online Political Science Surveys?" Journal of Experimental Political Science 7, no. 3 (October 15, 2019): 209–17. http://dx.doi.org/10.1017/xps.2019.25.

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AbstractPolitical scientists rely heavily on survey research to gain insights into public attitudes and behaviors. Over the past decade, survey data collection has moved away from personal face-to-face and telephone interviewing towards a model of computer-assisted self-interviewing. A hallmark of many online surveys is the prominent display of the survey’s sponsor, most often an academic institution, in the initial consent form and/or on the survey website itself. It is an open question whether these displays of academic survey sponsorship could increase total survey error. We measure the extent to which sponsorship (by a university or marketing firm) affects data quality, including satisficing behavior, demand characteristics, and socially desirable responding. In addition, we examine whether sponsor effects vary depending on the participant’s experience with online surveys. Overall, we find no evidence that response quality is affected by survey sponsor or by past survey experience.
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Park, Jihye, Haesang Kang, Chang Huh, and Myong Jae (MJ) Lee. "Do Immersive Displays Influence Exhibition Attendees’ Satisfaction?: A Stimulus-Organism-Response Approach." Sustainability 14, no. 10 (May 23, 2022): 6344. http://dx.doi.org/10.3390/su14106344.

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One of the fastest-growing trends in the exhibition industry is the utilization of immersive technology displays which provide exhibition attendees with enhanced interactive and dynamic experiences. However, little is known about the relationship between immersive technology displays and exhibition attendees’ satisfaction. This study aimed to examine the relationship between exhibitors’ immersive displays and exhibition attendees’ satisfaction in relation to the Stimulus-Organism-Response (S-O-R) framework. Additionally, the study categorized immersive displays and compared them with exhibition attendees’ socio-demographics. An online questionnaire survey was used for data collection, and a series of statistical analyses were carried out. The results revealed that 75% of respondents reported positive experiences with immersive displays, and some attendees were more satisfied with some of the immersive displays. Implications of the study are discussed.
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Thiessen, Amber, Jennifer Thistle, and Jessica Brown. "Clinical and Research Perspectives on Visual Scene Displays." American Journal of Speech-Language Pathology 30, no. 3 (May 18, 2021): 1134–56. http://dx.doi.org/10.1044/2021_ajslp-20-00212.

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Purpose The purposes of this study were to measure the perceptions of speech-language pathologists (SLPs) and researchers regarding the design of visual scene displays (VSDs) and to investigate the perceived difficulties of SLPs in regard to the acquisition and programming of VSDs. Method We recruited 270 SLPs and nine researchers who focus on VSDs to complete an online survey. The SLP survey addressed both perception of VSD design and difficulties associated with implementing these images as communication supports in the clinical realm. The researcher group was surveyed solely regarding their opinions associated with VSD design. Results SLPs and researchers both ranked high-context VSDs as more effective at supporting communication than low-context VSDs. In addition, both groups ranked VSDs with task-engaged people as more effective at supporting communication than VSDs with camera-engaged people or no people. SLPs reported difficulties with acquiring high-quality VSDs from online sources as well as difficulties with maintenance and upkeep of VSDs. In addition, a large portion of SLPs reported challenges with representing complex concepts through VSDs. Conclusions Results from this study provide evidence of general agreement between SLPs and researchers regarding perception of VSD design. SLPs continue to report challenges with the acquisition and programming of VSDs. Further research is needed to develop evidence-based guidelines to support clinical endeavors in these areas.
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Häuslschmid, Renate, Donghao Ren, Florian Alt, Andreas Butz, and Tobias Höllerer. "Personalizing Content Presentation on Large 3D Head-Up Displays." PRESENCE: Virtual and Augmented Reality 27, no. 1 (March 2019): 80–106. http://dx.doi.org/10.1162/pres_a_00315.

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Drivers' urge to access content on smartphones while driving causes a high number of fatal accidents every year. We explore 3D full-windshield size head-up displays as an opportunity to present such content in a safer manner. In particular, we look into how drivers would personalize such displays and whether it can be considered safe. Firstly, by means of an online survey we identify types of content users access on their smartphones while driving and whether users are interested in the same content on a head-up display. Secondly, we let drivers design personalized 3D layouts and assess how personalization impacts on driving safety. Thirdly, we compare personalized layouts to a one-fits-all layout concept in a 3D driving simulator study regarding safety. We found that drivers' content preferences diverge largely and that most of the personalized layouts do not respect safety sufficiently. The one-fits-all layout led to a better response performance but needs to be modified to consider the drivers' preferences. We discuss the implications of the presented research on road safety and future 3D information placement on head-up displays.
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Gurney, Daniel. "StatsCloud: The online statistics package for psychologists." PsyPag Quarterly 1, no. 113 (December 2019): 39–43. http://dx.doi.org/10.53841/bpspag.2019.1.113.39.

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StatsCloud is a new web application designed to make statistics more open and accessible to psychologists. As StatsClous runs in a browser window, it works on all devices (smartphones, tablets, Chromebooks, desktops, laptops, etc.) without the need to download or install any software. The app has many new features, including the ability to select the most appropriate and up-to-date test for your data, an ‘Export to R’ window which displays and annotates R code, and a window to view the formulae behind every analysis. These features make StatsCloud an excellent tool for both students and researchers in psychology.
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Wagner, Katarzyna. "RESPONSIBILITY FOR THE PAST? SPOILS OF WAR IN SWEDISH MUSEUM DISPLAYS." Muzealnictwo 63 (August 5, 2022): 106–11. http://dx.doi.org/10.5604/01.3001.0015.9502.

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The paper’s goal is to attempt to show what narrative Swedish museums conduct on spoils of war and trophies which are in their collections, how this strategy was worked out, and how to understand the responsibility versus the visitor watching such objects. Materials from a symposium and a conference held in Stockholm in 2008 have been analysed, and so have current texts (labels, curatorial texts, entries in online catalogues). Swedish museum curators have considered their responsibility to be proper preservation, studying, conserving, displaying those objects, making them available to the public (exhibitions, online bases), thus the basic museum activity has turned into a synonym of modern responsibility. The key activity which enabled the working out of this joint policy is to be found in detailed provenance studies.
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THEETRANONT, CHUREE, PETER HADDAWY, and DONYAPRUETH KRAIRIT. "INTEGRATING VISUALIZATION AND MULTI-ATTRIBUTE UTILITY THEORY FOR ONLINE PRODUCT SELECTION." International Journal of Information Technology & Decision Making 06, no. 04 (December 2007): 723–50. http://dx.doi.org/10.1142/s0219622007002691.

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Effectively selling products online is a challenging task. Today's product domains often contain a dizzying variety of brands and models with highly complex sets of characteristics. This paper addresses the problem of supporting product search and selection in domains containing large numbers of alternatives with complex sets of features. A number of online shopping websites provide product choice assistance by making direct use of Multi-Attribute Utility Theory (MAUT). While the MAUT approach is appealing due to its solid theoretical foundations, there are several reasons that it does not fit well with people's decision making behavior. This paper presents an approach designed to better fit with people's natural decision making process. The system is called VMAP for Visualizing Multi-Attribute Preferences. VMAP provides on one screen both a multi-attribute preference tool (MAP-tool) and a product visualization tool (V-tool). The product visualization tool displays the set of available products, with each product displayed as a point in a 3D attribute space. By viewing the product space, users can gain an overview of the range of available products, as well as an understanding of the relationships between their attributes. The MAP-tool integrates expression of preferences and filter conditions, which are then immediately reflected in the V-tool display. In this way, the user can immediately see the consequences of his expressed preferences on the product space. The VMAP system is evaluated on a number of factors by comparing users' subjective ratings of the system to those of a more traditional MAUT product selection tool. The results show that while VMAP is somewhat more difficult to use than a traditional MAUT product selection tool, it provides better flexibility, provides the ability to more effectively explore the product domain, and produces more confidence in the selected product.
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SIRISHA, Y., Pallem Nomika Sree, Pachipal Soumya, Dharanalakota Sai Srinivas, and Bantu Lalith Raju. "ONLINE DANCE ACADEMY MANAGEMENT SYSTEM." YMER Digital 21, no. 05 (May 12, 2022): 493–98. http://dx.doi.org/10.37896/ymer21.05/55.

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Online Dance Academy Management System is an online website where it provides a platform to learn and excel in the staggering field called Dance. This website provides famous choreographers to train the students in the academy. The candidates get an opportunity to participate in various competitions in the academy. Online Dance Academy Management System is the web application which helps in managing the activities of dance academy. This website keeps track of all the information related to Dance Academy. The information like student inquiry/registration information, batch information, attendance details, staff information and it also keeps track of day-to-day transactions of a dance academy. This website displays all the required or requested information related to dance academy. The website provides an online application form for the new students to apply through online. It allows to give valuable suggestions and comments of all candidates are solicited. The feedback received is used in further improvement of dance academy.
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Basri, Chusnil Wulandari. "Semantic Analysis on Online Apple Advertisements." Radiant 2, no. 3 (January 5, 2022): 228–38. http://dx.doi.org/10.52187/rdt.v2i3.83.

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This research is entitled A Semantic Analysis on Online Apple Advertisements. It is a study of the analysis of meaning in online advertisements contained on the official Apple website. The researchers examine the type of meaning and the function of associative meaning with the aim of finding its relationship with the company’s advertising and sales activities. This research uses descriptive qualitative as a research method. From this analysis, the researchers found 10 data that matched the research criteria and considered as the latest data to complete the research. Connotation becomes the most dominant type of meaning used. As for the function of speech whose meaning is adapted to the context of the ad sentence, assertive and expressive are the most commonly used because it displays facts succinctly. Keywords: advertisements, apple, types of meaning
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Kristin Stecher, Kristin Stecher, and Scott Counts. "Thin Slices of Online Profile Attributes." Proceedings of the International AAAI Conference on Web and Social Media 2, no. 1 (September 25, 2021): 127–35. http://dx.doi.org/10.1609/icwsm.v2i1.18626.

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People form consistent impressions of others given surprisingly little information. With the advent of social networks, impressions now may form online rather than in a face-to-face context. This research explores aspects of online impression formation and discusses the crucial role of user profiles in this process. By examining users' decisions in an experimentally controlled social network, we show that users need only a thin slice of profile information in order to form impressions of others online. Additionally, specific profile attributes are evaluated for their perceived utility (how much do users choose to view these attributes), predictiveness (how well they serve as a proxy for a full profile), and diagnosticity (their ability to help users choose between online profiles). Findings provide design suggestions for better profile displays when space is restricted.
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Carlyle, Allyson. "Ordering author and work records: An evaluation of collocation in online catalog displays." Journal of the American Society for Information Science 47, no. 7 (July 1996): 538–54. http://dx.doi.org/10.1002/(sici)1097-4571(199607)47:7<538::aid-asi6>3.0.co;2-v.

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Kohout-Tailor, Jessica, and Lili Klar. "COVID-19, collections, and collaboration: Promoting inclusivity from the ground up." College & Research Libraries News 82, no. 4 (April 5, 2021): 171. http://dx.doi.org/10.5860/crln.82.4.171.

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The promotion of a library’s resources often relies on using its physical space with physical displays. With COVID-19, many libraries are either not physically open or their services have been modified where there are limitations with who or how many people are allowed to enter their buildings. Promoting areas in the collection may take on creative and new methods during the pandemic, including the use of virtual displays or online resource guides. Creating virtual displays can also become an opportunity to support and promote equity, diversity, and inclusion (EDI) within the library and campus wide.
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Gresham, Gillian, Gina L. Mazza, Blake Langlais, Bellinda King-Kallimanis, and Lauren J. Rogak. "Graphical representations of patient tolerability data: Recommendations from the National Cancer Institute (NCI) Cancer Moonshot Standardization Working Group." Journal of Clinical Oncology 39, no. 15_suppl (May 20, 2021): e18612-e18612. http://dx.doi.org/10.1200/jco.2021.39.15_suppl.e18612.

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e18612 Background: Effective communication of treatment tolerability data is essential for clinical decision making and improved patient outcomes, yet standardized approaches to the analysis and visualization of tolerability data in cancer clinical trials are currently limited. To address this need, the Standardization Working Group (SWG) was established within the NCI Cancer Moonshot Tolerability Consortium. This abstract describes the SWG’s initiative to develop a publicly accessible online toolkit with a comprehensive set of guidelines, references, and resources for graphical displays of tolerability data. Methods: A multidisciplinary group of PRO researchers including biostatisticians, clinicians, epidemiologists, and representatives from the NCI and FDA convened monthly to discuss toolkit development and content. Considerations for standardization of graphical displays of tolerability data included (1) types of graphical displays, (2) incorporation of missing data, (3) labeling and color schemes, and (4) software to produce graphical displays. For consistency, considerations of tolerability relied on the Patient-Reported Outcomes version of the CTCAE (PRO-CTCAE), which includes 124 items assessing the frequency, severity, interference, and/or presence of 78 symptomatic adverse events. Graphical displays were generated using simulated PRO-CTCAE data and summarized by composite score (range 0-3).Color schemes that were Section 508 compliant and color blindness accessible were created. Surveys were distributed to 68 consortium members to assess preferences and interpretability of the graphical displays. Results: The SWG created graphical displays for PRO-CTCAE data, including bar charts, butterfly plots, and Sankey diagrams and compiled SAS macros and R functions to do so. Graphical displays made available in the toolkit maximize the use of PRO-CTCAE data, incorporate missingness, support between-arm comparisons, and present data longitudinally over treatment cycles or study timepoints. Survey results for labeling and color schemes were summarized and informed a list of short labels for PRO-CTCAE items (e.g., “radiation burns” for “skin burns from radiation”) and standardized color schemes for use in graphical displays. Survey results were also summarized to provide insight into PRO researchers’ ability to accurately interpret the graphical displays. Conclusions: Standardizinggraphical displays is important for improving the communication and interpretation of tolerability data. The type of graphical display used depends on the purpose of the analysis and should be tailored to the intended audience, including patients. This toolkit will provide a comprehensive resource with best practice recommendations.
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Ye, Weina, and Yuhui Li. "Design and Research of Digital Media Art Display Based on Virtual Reality and Augmented Reality." Mobile Information Systems 2022 (March 31, 2022): 1–12. http://dx.doi.org/10.1155/2022/6606885.

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Purpose. To serve as a reference for the evolution of the online digital art display industry, as well as to conduct further studies in the field of digital entertainment art in the showcase design business in order to give solid evidentiary assurances, this article presents a virtual reality which is a technology reality-based digital media art exhibition design with the goal of examining the new construction trend of online media art with in context of existing period and the use of sophisticated technology. Implications. This paper enriches the theory, skills, and means of digital cultural communication, opens up a broader space and vision for digital media art communication, enriches the communication skills and means of digital media, and provides flexible and efficient ideas and methods for the dissemination of digital media art, which is of practical significance for realizing the active and effective dissemination of digital media art. Methodology. The method of this paper is to use the digital three-dimensional panorama technology of virtual reality to explore the digital media art display and digital media art expression form of augmented reality. The role of these methods is to solve the problem of spatial positioning of virtual 3D objects in real scenes and to judge the final detection model, the problem of model making to satisfy AR computing power, and the problem of scene interaction. Research Findings. Through a mix of digital content artwork and virtual reality and augmented reality technologies, this research examines the impact of AR and VR in digital art and analyzes and summarizes a series of design strategies for digital media art display projects. The results show that people are 33.6% more satisfied with VR and AR displays than traditional displays.
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Liu, Chang, Huilin Song, Ting Fang, Qiaofeng Ou, Geng Yu, Tao You, and Ming Ying. "Web-Cloud Collaborative Mobile Online 3D Rendering System." Security and Communication Networks 2022 (September 27, 2022): 1–12. http://dx.doi.org/10.1155/2022/4748946.

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The collaborative online 3D rendering system proposed in this paper ensures the quality of user experience and protects online rendering resources. In this system, the conditional generative adversarial network is used to calculate complex global illumination information instead of rendering them on cloud servers. The web front-end generates high-frequency direct lighting information in real-time and displays the final result which is a blend of front-end direct lighting information and back-end indirect lighting information. Experiments show that our proposed system can improve the rendering quality of the Web3D front-end, ensure Web-Cloud load balance, and protect rendering resources online.
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Rafiqa, Syarifa. "COMPARISON OF THE MODEL CRITICAL DISCOURSE ANALYSIS BY MILLS AND FAIRCLOUGH AT ONLINE MEDIA IN CASE REPORTING OF “IKAN ASIN”." Hortatori : Jurnal Pendidikan Bahasa dan Sastra Indonesia 3, no. 2 (January 22, 2020): 73–80. http://dx.doi.org/10.30998/jh.v3i2.218.

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Abstract: This study examines how the relationship between gender language and ideology is constructed in media texts, and aims to interrogate a small number of articles taken from the most widely read online editions of national newspapers in Indonesia regarding online media reporting on the harassment of women in the "Ikan Asin" case. The focuses of this research are 1) how the women are displayed in the text. 2) How media displays texts, discursive practices that include the production and consumption of texts, and social practices. 3) What are the differences between the Mills and Fairlough critical discourse analysis models? The results of the study are that women are displayed positively even though the case they experience is negative. Text production is closely related to the ideology of journalists and the media as well as the audiences who consume the text. Both Mills and Fairclough's critical discourse analysis models have similarities and differences in analyzing texts. Key Words: Critical Discourse Analysis, Mills, Fairclough, Ikan Asin.
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Pitz, Anneliese, and Kåre Solfjeld. "Redewiedergabe in Online-Pressetexten – kontrastiv." Zeitschrift für germanistische Linguistik 47, no. 1 (April 8, 2019): 137–76. http://dx.doi.org/10.1515/zgl-2019-0005.

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Abstract This article looks into what structures are used to report longer sequences of speech in German, English and Norwegian online press media. In German the subjunctive is used to signal speech report, and so there is a wider range of structural possibilities in German than in English and Norwegian, which have no counterparts to the subjunctive. The study is corpus-based and identifies and compares recurring patterns in reported sequences in the three languages, as well as type and range of verbs of utterance. The concept of syntactical integration of the reported speech and markers of report (Leistner 2016) is central. The study shows that also in the two languages without subjunctive the source of a text part is in general clear: The reader knows whether the text part stems from the journalist or from a reported person. The structural variety in German is outweighed by long sequences of direct speech in English and Norwegian, unambiguously identified as report. This seems to entail a stronger obligation to the wording of the original in English and Norwegian than in German, which on the other hand displays a stronger structural variation.
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Wang, Jiyao, Philippe Youkharibache, Dachuan Zhang, Christopher J. Lanczycki, Renata C. Geer, Thomas Madej, Lon Phan, et al. "iCn3D, a web-based 3D viewer for sharing 1D/2D/3D representations of biomolecular structures." Bioinformatics 36, no. 1 (June 20, 2019): 131–35. http://dx.doi.org/10.1093/bioinformatics/btz502.

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Abstract Motivation Build a web-based 3D molecular structure viewer focusing on interactive structural analysis. Results iCn3D (I-see-in-3D) can simultaneously show 3D structure, 2D molecular contacts and 1D protein and nucleotide sequences through an integrated sequence/annotation browser. Pre-defined and arbitrary molecular features can be selected in any of the 1D/2D/3D windows as sets of residues and these selections are synchronized dynamically in all displays. Biological annotations such as protein domains, single nucleotide variations, etc. can be shown as tracks in the 1D sequence/annotation browser. These customized displays can be shared with colleagues or publishers via a simple URL. iCn3D can display structure–structure alignments obtained from NCBI’s VAST+ service. It can also display the alignment of a sequence with a structure as identified by BLAST, and thus relate 3D structure to a large fraction of all known proteins. iCn3D can also display electron density maps or electron microscopy (EM) density maps, and export files for 3D printing. The following example URL exemplifies some of the 1D/2D/3D representations: https://www.ncbi.nlm.nih.gov/Structure/icn3d/full.html?mmdbid=1TUP&showanno=1&show2d=1&showsets=1. Availability and implementation iCn3D is freely available to the public. Its source code is available at https://github.com/ncbi/icn3d. Supplementary information Supplementary data are available at Bioinformatics online.
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Feldman, Jacob, Dennis J. Zhang, Xiaofei Liu, and Nannan Zhang. "Customer Choice Models vs. Machine Learning: Finding Optimal Product Displays on Alibaba." Operations Research 70, no. 1 (January 2022): 309–28. http://dx.doi.org/10.1287/opre.2021.2158.

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We compare the performance of two approaches for finding the optimal set of products to display to customers landing on Alibaba's two online marketplaces, Tmall and Taobao. Both approaches were placed online simultaneously and tested on real customers for one week. The first approach we test is Alibaba's current practice. This procedure embeds thousands of product and customer features within a sophisticated machine-learning algorithm that is used to estimate the purchase probabilities of each product for the customer at hand. Our second approach uses a featurized multinomial logit (MNL) model to predict purchase probabilities for each arriving customer. In this way, we use less sophisticated machinery to estimate purchase probabilities, but we employ a model that was built to capture customer purchasing behavior and, more specifically, substitution patterns. Our experiments show that despite the lower prediction power of our MNL-based approach, it generates significantly higher revenue per visit compared with the current machine-learning algorithm with the same set of features.
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Saunders, Michelle E., and Jennifer M. Collins. "Factors Influencing the Motivations and Perceived Usefulness of a Weather Radar Display in Tampa Bay." Bulletin of the American Meteorological Society 102, no. 6 (June 2021): E1192—E1205. http://dx.doi.org/10.1175/bams-d-20-0052.1.

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AbstractWeather information is widely available across many media platforms, including televisions, computers, smartphones, and tablets. In addition to weather forecast information, people are seeking and using a variety of weather information sources that provide them with current conditions and include tools such as satellite images and weather radar displays. However, little is known about how individuals use and perceive information from weather radar displays, despite the existence of radar since the 1940s. This study is a novel exploration of how Tampa Bay area residents use radar and identifies several important factors that influence how useful radar is perceived to be as a decision-making tool. It also investigates what information radar users find most important when choosing to view a radar display, as well as what electronic sources are used most often to access weather radar. The final goal of this study is to identify which activities motivate a Tampa Bay resident to view weather radar. Data were collected using an online survey instrument. This study finds that survey respondents in the Tampa Bay area frequently view a weather radar display and find it to be a very useful tool. Respondents who reported greater accuracy for the location of precipitation on a radar display were more likely to rate the radar display as being more useful. The majority of respondents indicate they use a smartphone device to view radar most often and that participating in outdoor activities was an important motivator for using radar.
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(Mac) Elrod, J. McRee. "Book Review: Guidelines for Online Public Access Catalogue (OPAC) Displays: Final Report, May 2005." Library Resources & Technical Services 51, no. 1 (January 1, 2007): 72–73. http://dx.doi.org/10.5860/lrts.51n1.72.

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