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1

Holloway, Donell, and Lelia Green. "The Internet of toys." Communication Research and Practice 2, no. 4 (October 2016): 506–19. http://dx.doi.org/10.1080/22041451.2016.1266124.

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Ling, Li, Nicola Yelland, Maria Hatzigianni, and Camille Dickson-Deane. "Toward a conceptualization of the internet of toys." Australasian Journal of Early Childhood 46, no. 3 (April 28, 2021): 249–62. http://dx.doi.org/10.1177/18369391211007327.

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The Internet of Things is reshaping many households’ digital landscape and influencing children’s play and learning, especially in the form of toys that are named the Internet of Toys (IoToys). IoToys may generate a significant influence on children’s growth. While increasing attention is drawn to the IoToys, confusion around their conceptualization and use is evident. Without a thorough understanding of what the IoToys are, the progress of meaningful research on this topic will be greatly hindered. We, thus, conducted a systematic review to determine existing definitions of the IoToys using seven major databases over the past 20 years. After analyzing the definitions identified, we found that the previous definitions neglected the significance of defining “toys” in their work. The review led to a discussion around how to understand “toys” and then a more precise conceptualization of the IoToys, based on which implications for future research are offered.
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Zhang, Bingchen, Yanqun Wang, Yuling Yang, and Lishu Song. "ASD Children’s APP Emotional Interaction Design Based on Smart Toys of Internet of Things." Mobile Information Systems 2021 (December 1, 2021): 1–7. http://dx.doi.org/10.1155/2021/1342538.

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Autism is a disorder caused by nerve developmental disorders in childhood. Autism is a serious and widespread developmental disorder, with social disorders, speech development disorders, and poor language communication skills as typical symptoms, accompanied by stereotyped behaviors. With the improvement of our country's material living standards, the frequency of childhood autism is increasing year by year. Therefore, IoT smart toys specially designed for children with autism can meet their needs and help them to carry out rehabilitation education, so that they can obtain more benefits in the process of treatment and nurturing. Smart IoT toys are not only a design that pays attention to details, but also integrates care for children with autism into the design. This article aims to research based on the Internet of Things, starting with the design of toys for children with autism. This article applies the design ideas of smart IoT toys to APP product design, introduces emotional factors into APP products, and stimulates the profound emotional experience of ASD children. Designing products from the emotional perspective and details of smart Internet of things toys and the perspective of ASD children, analyze the emotional design factors of APP, and propose application programs for ASD children according to the design standards and methods of smart Internet of things toys. After studying the status quo of children with autism, it can be concluded that children with autism need special toys suitable for them. IoT smart toys can expand the design ideas of existing children’s educational toys, enrich the toy market, and provide children with more toys that meet their needs. According to the latest statistics from the US Centers for Disease Control and Prevention, from 2010 to 2014, the prevalence of children with autism in the United States rose from 0.0147 to 0.0169, and the prevalence of children with autism aged 0–14 exceeded 200,000. With the improvement of our country's material living standards, the frequency of childhood autism is increasing year by year.
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Jang, Sung Hee, Ki Won Nam, and Yong Gyu Jung. "Smart Building Block Toys using Internet of Things Technology." International Journal of Advanced Culture Technology 4, no. 2 (June 30, 2016): 34–37. http://dx.doi.org/10.17703/ijact.2016.4.2.34.

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Heljakka, Katriina, and Pirita Ihamäki. "Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy." Seminar.net 14, no. 1 (June 28, 2018): 85–102. http://dx.doi.org/10.7577/seminar.2835.

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The Internet of Toys (IoToys) as an emerging type of edutainment presents a new research area, especially in the context of learning. This study investigates four connected toys played with in the preschool context. By turning to preschool-aged children and their educators observed and interviewed during and after a play test and group interview session, we study how the educational value of IoToys is actualized in a play situation in an early learning environment. In order for IoToys to work as tools in toy-based learning in the preschool context, we suggest that educators acknowledge the engagement with these toys as a form of transmedia play which demands transmedia literacy skills.
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Spira, Jonathan. "Internet TV: almost ready for prime time [Tools & Toys]." IEEE Spectrum 48, no. 7 (July 2011): 24–26. http://dx.doi.org/10.1109/mspec.2011.5910439.

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Chu, Gordon, Noah Apthorpe, and Nick Feamster. "Security and Privacy Analyses of Internet of Things Children’s Toys." IEEE Internet of Things Journal 6, no. 1 (February 2019): 978–85. http://dx.doi.org/10.1109/jiot.2018.2866423.

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Döring, Nicola, Veronika Mikhailova, and Pari-Gole Noorishad. "How Customers Evaluate Genitalia versus Torso Sex Toys on Amazon.com: A Content Analysis of Product Reviews." European Journal of Investigation in Health, Psychology and Education 12, no. 6 (June 1, 2022): 563–78. http://dx.doi.org/10.3390/ejihpe12060042.

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Sex toys are widely marketed on the Internet. Browsing for, buying, and reviewing sex toys online are popular cybersexual activities. The aim of this study was to investigate consumers’ experiences with different types of realistic sex toys via online product reviews on Amazon.com. Toys were categorized in a 2 × 2 design regarding their representation of the human body (genitalia sex toys representing reproductive organs only versus torso toys representing larger parts of the human body) and their depiction of gender (toys representing female versus male body parts). Informed by feminist discourses on sex toys as well as sexual script theory and consumer research, the study explored the overall evaluations (RQ1), most frequently addressed characteristics (RQ2), usage patterns (RQ3), and perceived effects (RQ4) of the four groups of sex toys. A quantitative manual content analysis of N = 778 online sex toy reviews showed that 79% of consumers gave popular realistic sex toys positive ratings (RQ1). The most frequently mentioned characteristics were quality, material, and shape (RQ2). Most reviewers were men and used sex toys for solo sexual activities (RQ3). An additional qualitative analysis of n = 69 reviews addressing the perceived effects of sex toy use revealed that consumers predominantly mentioned positive effects (RQ4). Genitalia sex toys received better evaluations than torso sex toys and were perceived to be complementary tools to enhance sexual arousal, whereas the use of torso toys entailed anthropomorphization and symbolic social interactions. Implications for future research and design of different types of sex toys are discussed.
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Linke, Harvey. "Marketing Toys On The Internet — It's Child's Play! Or Is It?" International Journal of Advertising and Marketing to Children 1, no. 3 (March 1999): 177–79. http://dx.doi.org/10.1108/eb027611.

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10

Marsh, Jackie. "The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play." Teachers College Record: The Voice of Scholarship in Education 119, no. 12 (December 2017): 1–32. http://dx.doi.org/10.1177/016146811711901206.

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Background The study reported in this article focuses on an exploration of the role and nature of play in young children's use of toys that connect physical and digital domains. Purpose The purpose of the article is to explore the nature of the connections that are made in play that transverses physical and virtual domains. The article draws on posthuman theory to explain some of the complexity of the play that occurs in these contexts. Research Design The research took place in the United Kingdom, and the overall study consisted of four distinct stages: (a) A survey of 2,000 parents of children aged 0–5 years, focusing on children's access to and use of tablet apps; (b) case studies of preschool children's use of apps in six families; (c) observations of children aged 3–5 years in a school using apps; and (d) content and multimodal analysis of apps. The focus of this article is on (b), although some of the survey data from the first stage of the study are also shared to provide context. Data Collection and Analysis The focus for this article is the play of a three-year-old girl, Amy. In addition to ethnographic data constructed over a 2-month period (field notes, interviews, photographs, and films), Amy's mother collected data between the researchers’ visits by making films of her daughter's use of apps. Amy also collected data herself by wearing a GoPro chestcam. The data that inform the analysis in this article are from a film created by Amy (11:05 minutes) and a video filmed by Amy's mother (5.21 minutes). Data were both inductively analyzed using multimodal (inter)action analysis and deductively analyzed using a posthumanist approach. Findings Amy's play connected digital and nondigital components in complex ways. An app and related physical object that typify the Internet of Toys provided opportunities for Amy's play to take place across physical and digital domains, and the inorganic objects embedded in the electronic toy and related app were an important element of this play, shaping Amy's responses at times. However, Amy's play was not always determined by the design of the electronic objects, and she demonstrated agency within play episodes. There were multiple connections made across a variety of domains/ dimensions, which added to the complexity of the play. Conclusions/Recommendations Young children's play increasingly connects digital and nondigital domains, and posthumanist theories can enhance understanding of how connections across these time/spaces are made.
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Hung, Patrick C. K., Marcelo Fantinato, Jorge Roa, Renata Pontin M. Fortes, and Shih-Chia Huang. "Computing in smart toys and the related Internet of Things (IoT) applications." Journal of Systems Architecture 97 (August 2019): 40–41. http://dx.doi.org/10.1016/j.sysarc.2019.05.004.

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Allana, Sonal, and Shailey Chawla. "ChildShield: A rating system for assessing privacy and security of internet of toys." Telematics and Informatics 56 (January 2021): 101477. http://dx.doi.org/10.1016/j.tele.2020.101477.

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Holloway, Donell. "Surveillance capitalism and children’s data: the Internet of toys and things for children." Media International Australia 170, no. 1 (February 2019): 27–36. http://dx.doi.org/10.1177/1329878x19828205.

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This article discusses the positioning of children both as objects of economic activity as and subjects of market relations under surveillance capitalism. It looks briefly at the history of children’s engagement with the market economy from their engagement in the labour force during industrial revolution times; their disappearance from direct economic activity during the Romantic Movement; through to their emergence as both data sources and data consumers within a big data economy. It argues that this is the first time since children retreated from the paid labour force in the late 19th and early 20th centuries due to labour law reforms that their activities are of significant economic value, and that the emergence of Internet-connected toys and things for children will significantly amplify children’s position as data sources under surveillance capitalism.
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Dal Magro, Diogo, and Vinícius Borges Fortes. "TOYS THAT LISTEN E A PROTEÇÃO DA PRIVACIDADE E DE DADOS PESSOAIS DE CRIANÇAS A PARTIR DA VIGILÂNCIA POR BRINQUEDOS ONLINE: OS CASOS HELLO BARBIE E MY FRIEND CAYLA." Revista de Direito, Governança e Novas Tecnologias 6, no. 2 (December 28, 2020): 22. http://dx.doi.org/10.26668/indexlawjournals/2526-0049/2020.v6i2.6926.

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O objetivo geral do estudo é analisar como os “brinquedos que ouvem” podem operar em potenciais violadores de privacidade e de dados pessoais de crianças, buscando possibilidades para assegurar os direitos de privacidade da internet. No Brasil, a Lei Geral de Proteção de Dados Pessoais constitui-se em significativo avanço na temática de proteção de dados pessoais e, consequentemente, na proteção da privacidade. Entretanto, os riscos da Internet of Toys ainda não são suficientemente precisos.
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Negara, Rhafshanjanie Prawira, and Frans Simangunsong. "JUAL BELI SEX TOYS DALAM PRESPEKTIF HUKUM PIDANA DI MEDIA ONLINE." Bureaucracy Journal : Indonesia Journal of Law and Social-Political Governance 2, no. 2 (August 30, 2022): 703–13. http://dx.doi.org/10.53363/bureau.v2i2.99.

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Transactions of pornography on the internet have many stages, starting from offers, agreements, delivery of goods, and payments, it makes many laws and regulations that can be applied. This creates legal uncertainty. The formulation of the problem in this research is how is the form of criminal responsibility for the perpetrators of buying and selling sex toys in online media. This research is a normative legal research. To examine the existing legal problems, this research uses a conceptual approach and legislation. The results of this study indicate that the sale and purchase of pornography (sex toys) through online media can be applied to the ITE Law and Pornography. In terms of accountability, it can be determined from the results of evidence in the trial process what form of pornography is
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Chen, Hong Bo, Yi Zheng, Hao Ding, Yan Gang Han, and Peng Zhang. "Intelligent Analysis of Heavy Metal Contents in the Toys Based on Internet of Things." Applied Mechanics and Materials 873 (November 2017): 327–31. http://dx.doi.org/10.4028/www.scientific.net/amm.873.327.

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Spectral analysis for detecting migration heavy metals in toys is widely used in domestic and international standards. In this paper, intelligent analysis system for detection heavy metals was developed utilizing Internet of Things based on current spectral analysis instruments. And the virtual application of instrumentations such as bar code scanner, balance, digital temperature/humidity recorder, spectrum analyzer and central server could be realized by using Service Oriented Architecture (SOA). The test results from different equipments and different types of data such as sample information and environmental parameters were collected automatically. And they were transported to the central server in real time. The data processing model which met the requirements of spectral analysis was embedded in the system. In that way, the system has the features of real-time data storage, automatic report generating and so on. As a result, the data recording and processing time could be decreased dramatically. Meanwhile, the risk of manual operation could be effectively reduced with improved efficiency and data processing accuracy.
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Palaiologou, Ioanna, Sarika Kewalramani, and Maria Dardanou. "New realities, spaces and times for play and learning: The integration of the internet of toys in early childhood education." Early Years Educator 24, no. 4 (November 2, 2023): 37–39. http://dx.doi.org/10.12968/eyed.2023.24.4.37.

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As technology continues to become more ubiquitous in our lives, the internet of toys (IoToys) is providing new opportunities in education. Dr. Ioanna Palaiologou, Sarika Kewalramani and Maria Dardanou, explain more about the IoToys and how this can be incorporated into early years settings in a constructive and beneficial way, while still keeping the individual child at the forefront.
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Jannini, Emmanuele A., Erika Limoncin, Giacomo Ciocca, Stephanie Buehler, and Michael Krychman. "Ethical Aspects of Sexual Medicine. Internet, Vibrators, and Other Sex Aids: Toys or Therapeutic Instruments?" Journal of Sexual Medicine 9, no. 12 (December 2012): 2994–3001. http://dx.doi.org/10.1111/jsm.12018.

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Schmauks, Dagmar. "Teddy bears, Tamagotchis, transgenic mice: A semiotic typology of artificial animals." Sign Systems Studies 28 (December 31, 2000): 309–25. http://dx.doi.org/10.12697/sss.2000.28.17.

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The expression "artificial animal" denotes a range of different objects from teddy bears to the results of genetic engineering. As a basis for further investigation, this article first of all presents the main interpretations and traces their systematic interconnections. The subsequent sections concentrate on artificial animals in the context of play. The development of material toys is fueled by robotics. It gives toys artificial sense organs, limbs, and cognitive abilities, thus enabling them to act in the real world. The second line of development, closely related to research into Artificial Life, creates virtual beings "living" on computer screens. Themost essential difference between these variants are the sense modalities involved in interaction. Virtual beings can only be seen and heard, whereas material toys can be touched as well. Therefore, the simulation of haptic qualities plays an important role. In order to complete the proposed typology, two further areas are outlined, namely artificial animals outside play and "artificial animals in the medium of flesh" which are alive but designed and created by man. Research on artificial animals belongs to an extended notion of ecosemiotics, as they are part of ecosystems which may themselves be virtual such as the Internet.
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Amos Bulus, CIRFAT, KATNIYON Henry David, and DUGURYIL Zipporah Pewat. "INTEGRATING DIGITAL TECHNOLOGIES IN THE EARLY CHILDHOOD CLASSROOM: HOW COMPETENT ARE IN-SERVICE UNDERGRADUATE TEACHERS?" Kampala International University Interdisciplinary Journal of Humanities and Social Sciences 3, no. 3 (December 21, 2022): 59–70. http://dx.doi.org/10.59568/kijhus-2022-3-3-05.

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Digital technologies such as programmable toys, camera, android phones, IPad, lab tops, educational robots, industrial robots, videos, video games, VCDs, Internet, Photoshop suites, and the likes have become essential tools that support instructions at all levels of education. These technologies are used either directly or as items to support instruction. This situation places great demand on teachers’ competence in using these technologies effectively in the emerging teaching and learning ecosystem which demands the application of new knowledge and skills. This study investigated in service degree early childhood education teachers ‘competence in integrating digital technologies in implementing the early childhood education curriculum. The descriptive survey design was adopted for the study. The population for the study was 200 students in contact one to four in the 2022 session in Federal College of Education, Pankshin , Nigeria. The sample for the studies consisted of 150 students who were selected using simple random sampling. Five research questions guided the study. The instrument used was the Tech Check Questionnaire (TCQ). Data was analysed using mean and standard deviation to answer research questions raised. Findings indicate that teachers’ competence in using technology in areas of presentation of instructions, educational robotics and internet usage was low. It was recommended among others that hands on training on use of relevant digital technologies in presentation, educational robotics and internet use be mounted for teachers to improve competency for digital curriculum implementation.
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Arnott, Lorna, Ioanna Palaiologou, and Colette Gray. "Internet of toys across home and early childhood education: understanding the ecology of the child’s social world." Technology, Pedagogy and Education 28, no. 4 (August 8, 2019): 401–12. http://dx.doi.org/10.1080/1475939x.2019.1656667.

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Kewalramani, Sarika, Ioanna Palaiologou, Lorna Arnott, and Maria Dardanou. "The integration of the internet of toys in early childhood education: a platform for multi-layered interactions." European Early Childhood Education Research Journal 28, no. 2 (March 3, 2020): 197–213. http://dx.doi.org/10.1080/1350293x.2020.1735738.

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Nurlaela, Lela, Usanto Usanto, and Sutrisno Sutrisno. "PENERAPAN ANALISA SWOT DALAM RANCANG BANGUN APLIKASI PENJUALAN TOKO MAINAN ANAK BERBASIS WEB." JRIS : Jurnal Rekayasa Informasi Swadharma 2, no. 1 (December 29, 2021): 8–15. http://dx.doi.org/10.56486/jris.vol2no1.121.

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The birth and rapid development of the internet into one of the cheapest communication infrastructures and, a wide acceptance rate. By bringing the advantages of the internet such as 24-hour service, access from all directions at a relatively low cost, and other conveniences. Golfy Toys Store is a toy store that only markets via offline marketing by making banners and other offline marketing tools. The process of selling goods is usually still written in the sales book. This affects the revenue earned. A sales system is needed, namely a system that can help speed up the process of making notes that are already automatic, so they don't need to be written on books. The results with this website-based sales system are to help stores improve store branding and provide added value in business models that will strengthen the competitive value of their business in the future amid intense competition with shops selling similar products.
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Arnott, Lorna, Ioanna Palaiologou, and Colette Gray. "Digital devices, internet-enabled toys and digital games: The changing nature of young children's learning ecologies, experiences and pedagogies." British Journal of Educational Technology 49, no. 5 (September 2018): 803–6. http://dx.doi.org/10.1111/bjet.12676.

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Rochman, Mochamad Faizal. "Toy Industry As A Mainstream Business Idea In Animation Industry." DeKaVe 15, no. 2 (August 31, 2022): 112–25. http://dx.doi.org/10.24821/dkv.v15i2.7498.

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This article examines the aspects that influenced the emergence of the animation industry format aimed specifically at selling toys. In addition, this article also aims to find out whether the purpose of this animation business is still relevant to be used today by analyzing animated characters and their toy figures related to the exploration of culture, ideology, and supporting factors. In its first development, animation was used to deliver messages in the advertising industry. Then animation became a promising industry with the emergence of Snow White which was made for big-screen consumption. The emergence and popularity of television in the '60s provided new opportunities for the animation industry, stimulating the development of animated television series. Animated television series have a significant role in helping the marketing of derivative products in the animation industry. The 80s became a golden year for the animation industry and its derivatives, which was marked by the emergence of many animated films with the main business objective of selling toys. The declining popularity of television and the increasing use of the internet as a medium of entertainment will undoubtedly impact the development of the animation and toy industry. The power of character toy figures as a sole entertainment has also begun to come under pressure from the video game industry.
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Pyatetska, Olga. "Linguistic and functional-style features of Ukrainian advertising publications in the social network of Facebook." Actual issues of Ukrainian linguistics: theory and practice, no. 36 (2018): 49–60. http://dx.doi.org/10.17721/apultp.2018.36.49-60.

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The article analyzes the linguistic and functional-style features of advertising posts in the social network of Facebook on the example of the Ukrainian advertising agency "Kiwi Agency", whose purpose is to increase the process of selling and providing various commercial services on the media market; the main extralinguistic factors that influence the linguistic organization of this genre of Internet communication are determined. It has been established that advertising agencies that carry out an advertising campaign through the social network Facebook, attract SMM managers, copywriter and graphic designer. The main requirements for the creation of advertising posts are the uniqueness of the text, creativity, adaptability to the target audience, expressiveness, easiness of perception of information, call - to - action, correspondence of the text and its visual part. The conducted analysis of advertising publications made it possible to distinguish their main functions, which their structural and content features are related to: contact, call, information-entertaining, social, cognitive; find out the most important extralinguistic factors of the writing of posts, which include: purpose and communication tasks, adaptation to the target audience, information media, the influence of other languages ​​and cultures, etc., which led to the use englishisms, neologisms, created from the name of the brand of toys or abbreviation of the store "House of Toys", which is played by various variants: repetitions, alliteration, graphic means, rhyming, lexemes with affixes of an enlarged sign, exclamations, isotopes, imperative-vocative and nominative syntactic constructions; the use of speech techniques and allusions - the recognition of users of social media Facebook texts created by analogy with cartoons and famous songs. The article concludes that today in the language of Internet advertising as an effective marketing tool there are active processes of word formation, the tendency to simplify syntactic constructions, the growth of the role of visual means, mixing of styles.
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Alshevskaya, O. N. "Online Book Trade in Siberia and the Far East." Bibliosphere, no. 3 (October 23, 2021): 63–71. http://dx.doi.org/10.20913/1815-3186-2021-3-63-71.

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The article analyzes the activities of regional Internet companies offering books in Siberia and the Far East. The research methodology is based on the combination of comparative-typological analysis and landscape-reconstructing approach. Use is made of monitoring results of bookselling enterprises in the region within the framework of the federal project “Cultural Map of Russia”. It is shown that online sales are a dynamically developing channel of the traditional (printed) retail book market in Russia. Based on the identification and analysis of the main characteristics of enterprises offering books on the Internet (location, subject of the Russian federation, assortment, degree of integration, structure of the enterprise, etc.), the most common groups of enterprises in the regional book market are identified: internet divisions of publishing houses; multi-profile online stores; online book stores without retail divisions; online stores of bookselling enterprises. As the most common type in the regional market, the Internet divisions of wholesale and retail independent and online bookselling enterprises are identified. The features of the presentation of a specialized book on the Internet are revealed. The main areas of specialization of federal, regional and local companies offering book products on the Internet along with other products are identified: educational and office supplies, educational games and toys, business and technical literature, etc. The trends and promising directions of development of the regional online book trade are revealed. Diversification of activities and multichannel are defined as the key trend in the development of the regional book market.
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Grocock, C., R. McCarthy, and DJ Williams. "Ball Bearing (BB) Guns, Ease of Purchase and Potential for Significant Injury." Annals of The Royal College of Surgeons of England 88, no. 4 (July 2006): 402–4. http://dx.doi.org/10.1308/003588406x98630.

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INTRODUCTION Ball bearing guns are used in the UK for war games, but they have the potential to cause severe injury if used incorrectly. MATERIALS AND METHODS A search was made for availability of these weapons, the ease of purchase and the potential for tissue damage. RESULTS These weapons are widely available on the Internet and are easy to purchase with no security checks. Once fully charged, an electric BB gun is capable of penetrating a cadaveric animal model at distances up to 5 m (1 m = 25 mm penetration, 3 m = 20 mm penetration, 5 m = 15 mm penetration). CONCLUSIONS BB guns are not toys and have a significant potential to cause injury.
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Kumar, Parveen, Manish Kumar, Iltaf Raja, and Kartik Singh Gour. "Importance of Cyber Security in the Internet of Things Era." Industrial Engineering Journal 51, no. 09 (2022): 46–54. http://dx.doi.org/10.36893/iej.2022.v51i9.045-054.

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The rapid proliferation of Internet of Things (IoT) devices has ushered in a new era of interconnected technologies, promising unprecedented convenience and efficiency in our daily lives. However, the exponential growth of IoT also presents an alarming challenge in terms of cyber security. This review paper delves into the intricate landscape of cyber security in the IoT era, providing a comprehensive analysis of existing research, key challenges, and innovative solutions. The paper explores the vulnerabilities inherent in IoT ecosystems, the evolving threat landscape, and the implications for privacy, data integrity, and critical infrastructure. By examining the state-of-the-art security mechanisms, including encryption, authentication, and intrusion detection, this review sheds light on the ongoing efforts to safeguard IoT systems. Furthermore, it delves into the policy and regulatory frameworks that govern IoT security and the ethical considerations surrounding data privacy. Through an in-depth evaluation of research articles, case studies, and industry best practices, this review offers valuable insights for researchers, policymakers, and practitioners working to fortify the security of IoT ecosystems and ensure a safer and more resilient future for the Internet of Things. So, this paper talks about how to make sure these gadgets are safe and that the bad people can't do anything bad with them. It's like putting locks on your doors to keep your toys safe. They talk about how to make strong locks and rules for these gadgets so that they stay safe and you can keep using them without any worries. It's all about keeping the Internet of Things safe!
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Santos, Emelda, and Marc L. Resnick. "Comparison of On-Line and Physical Presentation of Product Safety Information." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 19 (September 2002): 1748–52. http://dx.doi.org/10.1177/154193120204601913.

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The Internet has become a popular channel for the purchase of products. In 2001, 5$3 billion was spent online by U.S. consumers and 1$28 billion by non-U.S. consumers. However, there are few guidelines for how product safety information should be presented in on-line stores, generally leading to a lack of easily accessible information. This leads to several challenges for consumers. If no safety information is presented, consumers may choose not to purchase the product. Or they may purchase the product only to return it after reading the warnings on the physical product, or use the product and be injured. This study investigated the differences in behavior, perception, and comprehension when consumers purchased a toy for a 3-year old on-line and through the physical channel. Several differences in behavior were identified. Encouragingly, there were no significant differences in compliance, measured by the selection of age-appropriate toys, between the Internet and physical channels. However, perceptions were different. Participants were more likely to notice the warning on the Internet channel and more likely to recall and comprehend its recommendations. The results also supported previous studies that showed that users are more likely to notice, comprehend, and comply with warnings when they are presented saliently. This study extended that result to warnings presented through the Internet channel. Behavioral differences were also found. Participants relied more heavily on written product information to make their purchase choices on the Internet, perhaps because of their inability to make direct observations of the product. This highlights the critical importance of providing effective warnings online.
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Mascheroni, Giovanna. "Datafied childhoods: Contextualising datafication in everyday life." Current Sociology 68, no. 6 (November 8, 2018): 798–813. http://dx.doi.org/10.1177/0011392118807534.

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The article focuses on early childhood as a critical site of datafication and dataveillance. First, it provides an overview of approaches that situate the datafication of childhood within the new business logic and modes of governance called ‘surveillance capitalism’. Second, it presents approaches that theorise how surveillance culture has been normalised in a range of everyday family practices, including those supported by pregnancy and parenting apps, baby wearables and the Internet of Toys (IoToys). Finally, it develops the argument that we need to understand data traces as socially situated and account for the everyday embedding of algorithms in early childhood and family life, if we want to avoid the essentialism that characterises much of the debate around surveillance culture in the lives of young children.
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32

Khaerudin, Khaerudin. "Community Service for Cianjur Earthquake Victims Through Education and Empowerment." International Journal of Education Management and Sociology 2, no. 1 (February 7, 2023): 50–58. http://dx.doi.org/10.58818/ijems.v2i1.26.

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The research aims to discuss community service and concern for earthquake victims that occurred in Cianjur. Want to analyze the process of community service for victims of the Cianjur earthquake and want to know the level of concern from volunteers for the victims of the Cianjur earthquake. The research method uses a qualitative approach that describes the phenomena observed at the research location. The technique of collecting data is through direct field surveys for victims of the Cianjur disaster. Interviews by asking questions of volunteers and disaster victims, who were visited at the service location. Documentation studies of television media and internet media, information from volunteers, officials and other communities. Results and conclusions: (1). In the implementation of community service and concern from community volunteers from West Java, Banten and Jakarta to help and lighten their burden, from various institutions and communities. With various vehicles carrying aid in the form of food supplies, clothes, medicines and in the form of funds for the Cianjur earthquake victims. (2). Implementation of community service through education for school-age children in the form of education on traumatic healing, reading and writing the Koran, giving light questions about learning, singing, giving gifts of toys and food in the form of textbooks, dolls and other toys. Community service in the form of road repairs and lighting for power outages. Distribution of groceries, women's clothing, men's clothing and children's clothing, free medical and health care.
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Nikitara, Stamatia. "THE FORGOTTEN YARD GAMES: PEDAGOGICAL DIMENSIONS AND IMPLEMENTATION." International Journal of Education Humanities and Social Science 05, no. 03 (2022): 01–16. http://dx.doi.org/10.54922/ijehss.2022.0383.

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In the context of environmental education, the students of the 5th grade of a primary school in Greece, a total of 25 students, implemented from December 2017 to June 2018 the program: "The forgotten games of the yard". The design of school spaces and cities expresses the dominant social perception of the quality of the space that suits the education of children. The choice of the theme was made by the children themselves on the occasion that our school has a yard with limited space. So we wanted to find ways to make the most of this small space for games that do not require special equipment and space. The groups searched for material for the yard games, forgotten, ancient and new, through books, interviews, the internet and in the final phase of the program the students performed the toys and photographed them.
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Martín-Ruíz, María Luisa, Celia Fernández-Aller, Eloy Portillo, Javier Malagón, and Cristina del Barrio. "Developing a System for Processing Health Data of Children Using Digitalized Toys: Ethical and Privacy Concerns for the Internet of Things Paradigm." Science and Engineering Ethics 24, no. 4 (August 16, 2017): 1057–76. http://dx.doi.org/10.1007/s11948-017-9951-x.

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35

Minichiello, Federica. "Un accès internet pour tous : enjeux, solutions." Revue internationale d'éducation de Sèvres, no. 84 (September 1, 2020): 15–18. http://dx.doi.org/10.4000/ries.9703.

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36

Roro Santi and Abdur Rahmanesa. "Pembangunan Prototype Aplikasi Mobile Android Untuk Mendukung Sistem Penjualan Dan Promosi UMKM Jihaz Toys Desa Sayati Kabupaten Bandung Jawa Barat." TEMATIK 7, no. 2 (December 23, 2020): 147–60. http://dx.doi.org/10.38204/tematik.v7i2.458.

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Semakin meningkatnya penggunaan perangkat smartphone untuk berbagai aktivitas, terutama pada saat kondisi seluruh dunia mengalami Pandemik COVID-19. Anjuran pemerintah yang merujuk pada anjuran WHO dalam menghadapi kondisi sekarang untuk melakukan pembatasan aktivitas sosial, sangat berdampak pada berbagai aspek kehidupan terutama permasalahan ekonomi. Kondisi ini menyebabkan akses komunikasi melalui internet terutama melalui smartphone semakin meningkat, karena hal ini menjadi solusi termudah untuk tetap berkomunikasi dan melakukan aktivitas sosial. Kemudahan menggunakan perangkat smartphone menjadi bagian dari gaya hidup, selain sebagai komunikasi sosial smartphone juga digunakan untuk komunikasi penunjang ekonomi. Melalui penelitian ini penulis tertarik untuk mencari solusi melalui kemudahan memanfaatkan perangkat dan aplikasi mobile untuk digunakan dalam beraktivitas mendukung sistem penjualan dan promosi UMKM. Penulis mengunakan beberapa aplikasi mobile android sosial media dan marketplace yang sudah ada dalam Play Store untuk digunakan pada sistem penjualan dan promosi, serta menambahkan aplikasi (prototype) mobile android sebagai tambahan dan pendukung untuk menangani beberapa aktivitas yang tidak dapat ditangani oleh beberapa aplikasi yang sudah ada tersebut. Harapannya adalah dengan penerapan aplikasi ini dapat memudahkan aktivitas penjualan dan promosi UMKM sehingga tidak ada keraguan untuk melakukan digitalisasi pada usahanya.
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Kwong, CW, SL Mak, and CH Li. "Evaluation of the tactics for small- and medium-sized toy factories in China to deal with European and US toy safety requirements." International Journal of Engineering Business Management 13 (January 1, 2021): 184797902110314. http://dx.doi.org/10.1177/18479790211031461.

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China is the largest exporter of toys. Small- and medium-sized toy factories usually face various challenges when they deal with quality aspects and toy safety requirements. After a literature review and pilot study, a conceptual framework to improve factories’ capabilities in dealing with European and US toy safety requirements through Toy safety assessment, Cost and resources optimization, Industry 4.0, ISO 19600:2014 (which has become ISO 37301:2021), and Web-based product compliance platforms, is proposed. In mid-2020, a questionnaire was designed, and an internet questionnaire survey empirical study was conducted. The statistical results from 107 responses suggested that Toy Safety Assessment, ISO 19600:2014 (ISO 37301), and Industry 4.0 have made positive and significant contributions to factories’ capability to respond to European and US toy safety requirements. The study identifies and prioritizes the factors to improve toy factories’ capabilities in dealing with European and US requirements.
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Wu, Chengrong, and Jianlin Wang. "Comparison of spam classification methods based on machine learning." Applied and Computational Engineering 6, no. 1 (June 14, 2023): 269–75. http://dx.doi.org/10.54254/2755-2721/6/20230786.

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Wapid development of the Internet, people's use of mail continues to expand, anti-spam has become a top priority. According to the statistics of relevant departments, in 2006, the total amount of spam mails received by netizens was 50 billion, which caused an economic loss of about 10.431.5 billion yuan to the national economy. In 2007, netizens received 69.4 billion pieces of junk mail, with a loss of 18.84 billion yuan. The growth rate was 38.8 percent. Spam is the main culprit that consumes network resources. Of course, preventing spam is a long way to go. Among the types of spam received by users, the top three are online shopping spam, online money-making spam and sex toys spam, which account for 17.57%, 12.55% and 9.21% respectively. Followed by attack spam, spam containing viruses, etc. At present, anti - spam main technology and method means.
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39

Berdychevsky, Liza, Galit Nimrod, and Wendy Rogers. "TAILORED INTERNET-BASED SEXUAL EDUCATION FOR OLDER ADULTS: NEEDS ASSESSMENT AND ALGORITHM DEVELOPMENT." Innovation in Aging 6, Supplement_1 (November 1, 2022): 581. http://dx.doi.org/10.1093/geroni/igac059.2184.

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Abstract Many older adults are sexually active, but ageism fuels the neglect of older adults' sexuality in research and sexual education. The purpose of this study was to (1) assess older adults’ willingness to adopt technology tools to receive innovative, tailored sexual health education via the internet, (2) investigate their sexual health needs, and (3) contribute to development of an assessment tool and tailoring algorithm. Tailoring is a precision approach that matches educational content to users’ needs instead of offering the same suboptimal one-size-fits-all content to everyone. We conducted an online survey using Qualtrics research panels of older adults (N = 836, with equal representation by gender and balanced representation in each 5-year cohort from age 60 to 80+). We found that 30% reported they were likely to try tailored internet-based education for older adults; an additional 34% were unsure. The results establish priority areas in sexual health needs, including behavioral patterns, knowledge gaps, health-related constraints, and attitudinal and communicational issues. These components provide the basis for the tailoring assessment questionnaire. Respondents also rated the personal relevance of 28 educational modules covering sex in later life (e.g., sexual ageism, sex as quality-of-life issue, sex-related communication, body image, health conditions, gender-specific issues, sexual attitudes, broadening sexual definitions and repertoires, sexual adaptations, inhibitions, sex aids/toys/robotics, medications/treatments, orgasm, self-stimulation/masturbation, dating, risk-taking, celibacy, LGBTQIA+, sexual rights, abuse). Statistical relationships between sexual health needs and personally relevant modules contribute to the development of a tailoring algorithm for creating educational bundles matched to older adults’ unique needs.
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Chen, Chin-Ling, Yong-Yuan Deng, Wei Weng, Chi-Hua Chen, Yi-Jui Chiu, and Chih-Ming Wu. "A Traceable and Privacy-Preserving Authentication for UAV Communication Control System." Electronics 9, no. 1 (January 1, 2020): 62. http://dx.doi.org/10.3390/electronics9010062.

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In recent years, the concept of the Internet of Things has been introduced. Information, communication, and network technology can be integrated, so that the unmanned aerial vehicle (UAV) from consumer leisure and entertainment toys can be utilized in high value commercial, agricultural, and defense field applications, and become a killer product. In this paper, a traceable and privacy-preserving authentication is proposed to integrate the elliptic curve cryptography (ECC), digital signature, hash function, and other cryptography mechanisms for UAV application. For sensitive areas, players must obtain flight approval from the ground control station before they can control the UAV in these areas. The traditional cryptography services such as integrity, confidentiality, anonymity, availability, privacy, non-repudiation, defense against DoS (Denial-of-Service) attack, and spoofing attack can be ensured. The feasibility of mutual authentication was proved by BAN logic. In addition, the computation cost and the communication cost of the proposed scheme were analyzed. The proposed scheme provides a novel application field.
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Smith, Karen Louise, and Leslie Regan Shade. "Children’s digital playgrounds as data assemblages: Problematics of privacy, personalization, and promotional culture." Big Data & Society 5, no. 2 (July 2018): 205395171880521. http://dx.doi.org/10.1177/2053951718805214.

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Children’s digital playgrounds have evolved from commercialized digital spaces such as websites and games to include an array of convergent digital media consisting of social media platforms, mobile apps, and the internet of toys. In these digital spaces, children’s data is shared with companies for analytics, personalization, and advertising. This article describes children’s digital playgrounds as a data assemblage involving commercial surveillance of children, ages 3–12. The privacy sweep is used as a method to follow the personal information traces that can be expected to be disclosed through typical use of two children’s digital playgrounds: the YouTube Kids app and Fisher-Price Smart Toy plush animal and companion app. To trace the data flows, privacy policies and other publicly available documents were analyzed using political economy and privacy informed indicators. This article concludes by reflecting upon the dataveillance and commercialization practices that trouble the privacy rights of the child and parent when data assemblages in children’s digital playgrounds are surveillant.
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42

Thilmany, Jean. "Democratization of Customization." Mechanical Engineering 131, no. 04 (April 1, 2009): 30–33. http://dx.doi.org/10.1115/1.2009-apr-3.

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This review discusses growth of mass customization since the mid-1990s of the commercial and engineered products. Almost all types of durable consumer products, including clothing, footwear, household furnishings, toys, vehicles, and electrical and electronic devices can now be customized by the buyer at the time of purchase. Mass customization is when something is efficiently customized on demand—not in advance—and it does not cost a heck of a lot more to make than it would if one were making it for everyone at once. Designers who use Shapeways create their models using the free Google Sketchup or the Rhino modeling programs, though Shapeways also offers its own Shapeways Creator program. These simple design tools—along with 3D printing techniques—have played a big role in bringing mass customization methods to the fore. Future prospects shows that the Internet will facilitate a new wave of mass customization, where customers will create and trade designs for physical products in the same way they trade music files.
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43

Mattatia, Fabrice. "L'usurpation d'identité sur internet dans tous ses états." Revue de science criminelle et de droit pénal comparé N° 2, no. 2 (2014): 331. http://dx.doi.org/10.3917/rsc.1402.0331.

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44

Milehkina, Tatyana A., and Alla N. Baikulova. "Speech preferences of modern children: The influence of the Internet, foreign languages and cultures." Izvestiya of Saratov University. Philology. Journalism 23, no. 1 (February 21, 2023): 29–35. http://dx.doi.org/10.18500/1817-7115-2023-23-1-29-35.

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The article analyzes the modern speech of children aged from 2-3 to 14 years and examines how other languages and cultures influence it. The research material comprises handwritten and transcribed audio and video recordings of children’s colloquial speech, correspondence of children in the Viber messenger. The material was collected during 2016–2022, its total volume amounts to about 22,000 instances of word usage. The methods used are those of included observation and discursive analysis. The vocabulary of children aged 2-3 to 14 years was shown to be actively supplied with lexical units sourced from the English language and Internet slang. The analysis of oral and written genres (post, stories, battle, live broadcast) created by children within the popular social networks TikTok, Likee, Instagram (2017) allowed us to establish that children typically copy speech patterns and behaviors of popular bloggers. A study of children’s voice and written messages in smartphone messengers Viber, Telegram (2022) revealed the formation of a specific vocabulary in children’s speech, including not only Anglicisms and school jargon, but also a telltale sign of Internet communication – the reduction of words to one syllable. Written messages are organized in a specific manner, consisting of statements, each of which is presented as a separate post. Various surveys and different types of tasks based on the “reply and send to a friend” pattern are common. Using virtual reality, children strive for self-realization: they sing, act out dialogues with toys, conduct “scientific research”, but in the process they use less than perfect, most often foreign, role models. The authors conclude that not only the English language content of the Internet, but also the speech behavior, ideals and values advertised by popular, primarily Western, leaders of the blogosphere, have a significant impact on modern children’s speech.
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Balme, Ren�, and Michel Kneub�hler. "Grigny et sa M@ison�: l�internet pour tous." L'Observatoire N�37, no. 2 (2010): 79. http://dx.doi.org/10.3917/lobs.037.0079.

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46

Lonzetta, Angela, Peter Cope, Joseph Campbell, Bassam Mohd, and Thaier Hayajneh. "Security Vulnerabilities in Bluetooth Technology as Used in IoT." Journal of Sensor and Actuator Networks 7, no. 3 (July 19, 2018): 28. http://dx.doi.org/10.3390/jsan7030028.

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Bluetooth technology is a key component of wireless communications. It provides a low-energy and low-cost solution for short-range radio transmissions. Bluetooth, more specifically Bluetooth Low Energy (BLE) has become the predominant technology for connecting IoT (Internet of Things). It can be found in cell phones, headsets, speakers, printers, keyboards, automobiles, children’s toys, and medical devices, as well as many other devices. The technology can also be found in automated smart homes, to provide monitors and controls for lights, thermostats, door locks, appliances, security systems, and cameras. Bluetooth offers convenience and ease of use, but it lacks a centralized security infrastructure. As a result, it has serious security vulnerabilities, and the need for awareness of the security risks are increasing as the technology becomes more widespread. This paper presents an overview of Bluetooth technology in IoT including its security, vulnerabilities, threats, and risk mitigation solutions, as well as real-life examples of exploits. Our study highlights the importance of understanding attack risks and mitigation techniques involved with using Bluetooth technology on our devices. Real-life examples of recent Bluetooth exploits are presented. Several recommended security measures are discussed to secure Bluetooth communication.
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47

Mudra, Heri, Urip Sulistiyo, Mukhlash Abrar, and Bunga Ayu Wulandari. "Rural College EFL Students’ Barriers in Writing and Publishing a Research Paper: A Photovoice Phenomenological Approach." PPSDP International Journal of Education 2, no. 2 (November 10, 2023): 203–23. http://dx.doi.org/10.59175/pijed.v2i2.123.

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This current study aimed to investigate rural college EFL students’ experiences in dealing with English research paper writing and publication barriers. Five senior EFL students voluntarily participated in a photovoice phenomenological study. The data were collected through two methods, including semi-structured interviews and a photovoice. The students took some emotional photos to express their feeling on paper writing and publication barriers visually. The interviews encouraged them to describe their experiences and feelings through the photos. The data were analyzed by synchronizing each photo with its qualitative description. As for the results, it is noted that there were three main paper writing and publication barriers, including a lack of linguistic competence, being trapped with a journal template, and anxiety towards written corrective feedback. Each interview result was accomplished with emotional photos in several themes such as untidy pieces of paper, scenery, internet search, children’s toys, colourful pens, and empty box. The photos were also supported by qualitative remarks of each EFL student. In short, the photovoice helps to represent deep feelings on the research paper writing and publication barriers experienced by the EFL students.
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Lévy, Joseph J., and Évelyne Lasserre. "Internet, savoirs et savoir-faire." Anthropologie et Sociétés 35, no. 1-2 (November 2, 2011): 17–34. http://dx.doi.org/10.7202/1006366ar.

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Les technologies contemporaines liées au développement de l’Internet et du cyberespace ont transformé de façon significative la sphère socioculturelle au plan mondial et local et l’accès aux savoirs et aux savoir-faire, une problématique qui interpelle l’anthropologie, qui fait de la transmission et de ses formes l’un des axes essentiels de son projet scientifique. Les travaux menés sur Internet suscitent deux grands types de réactions. Le premier type célèbre cette innovation comme ouvrant une ère nouvelle en universalisant le savoir humain auquel tous bientôt pourront accéder, alors que le second remet en question les prétentions révolutionnaires attribuées à Internet en montrant les limites de ces outils. Sur un plan plus ethnographique, les études menées, particulièrement sur les forums de discussion, mettent en évidence la diversité des savoirs et savoir-faire transmis (experts, populaires et expérientiels) et leur rôle dans l’accès à des informations et à des compétences techniques. La contribution pédagogique d’Internet à l’anthropologie est aussi soulignée, tout comme les limites de l’intégration de l’étude de ces médias dans la formation théorique et méthodologique des étudiants universitaires dans cette discipline.
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Nasir, Osama, Mohd Faiz Iqbal, and Mohammad Arif Kamal. "An Appraisal of 3D Printing Technology in Interior Architecture and Product Design." Architecture Engineering and Science 3, no. 3 (August 19, 2022): 188. http://dx.doi.org/10.32629/aes.v3i3.1009.

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Printing technology evolves at a quick pace, and what was once only capable of printing two-dimensional objects is now capable of producing true three-dimensional objects. Three-dimensional printing, often known as 3D printing, allows you to create a work of art quickly, easily, and in great detail. 3D printers can create a wide range of objects, including statues, automobile components, toys, shoes, furniture, clothing, weaponry, human body parts, and more, and their printing capabilities will only improve in the future. This type of technology must be presented to students in a formal and creative manner in their creation activities in order to develop them to be creative thinkers who can use technology as a medium to fulfil their creativity. The technology of 3D printing can influence creativity, resulting in the realisation of ideas inside the design creation process without having to go through the lengthy design process. The purpose of this research paper is to see how creative products can be designed while using technology. The systematic literature review has been explored through internet and secondary data from relevant published academic literature from journals articles and research papers. The case study method is used to identify extensive information through an in-depth analysis of existing cases in Interior and product design.
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Boztepe, Handan, Sevil Çınar, and Ayşe Ay. "School-age children’s perception of the hospital experience." Journal of Child Health Care 21, no. 2 (February 1, 2017): 162–70. http://dx.doi.org/10.1177/1367493517690454.

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In order to determine the perception of hospital experiences among school-age children’s (6–12 years), a descriptive and cross-sectional study was performed in 130 children hospitalized in a pediatric hospital with different diagnoses. Data were collected using a pediatric information form, questionnaire form, scale for attitudes towards hospital and healthcare personnel, and sources of anxiety generating thoughts scale (SAGTS). Children’s expectations of the nurses were to be well treated (62%), to perform painless procedures (20%), to play games together (12%), to be capable of their job (10%), and to be cheerful (10%). Children’s expectation of the hospital facilities was the availability of playgrounds and toys (19.2%), large and single rooms (15.4%), rooms with private bathroom (9.2%), and rooms with a television and Internet access (7.7%). A statistically significant, negative, and moderate linear relationship was found between the scale for attitudes towards hospital and healthcare personnel and SAGTS ( p < 0.05, r: −0.296). The present study was performed to define the children’s hospital experiences, keeping in mind that the best opinion on this matter is the child’s own opinion. The foundation of this understanding depends on admitting that the children can express their own opinions about the care they receive.
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