Academic literature on the topic 'User Interaction Design'

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Journal articles on the topic "User Interaction Design"

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Karat, John. "User centered design." Interactions 3, no. 4 (July 1996): 18–20. http://dx.doi.org/10.1145/234813.234814.

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Blair-Early, Adream, and Mike Zender. "User Interface Design Principles for Interaction Design." Design Issues 24, no. 3 (July 2008): 85–107. http://dx.doi.org/10.1162/desi.2008.24.3.85.

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Ladner, Richard E. "Design for user empowerment." Interactions 22, no. 2 (February 25, 2015): 24–29. http://dx.doi.org/10.1145/2723869.

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TAKAMA, Yasufumi, Minghuang CHEN, and Seiji YAMADA. "Interaction Design for Minimal User Feedback." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 23, no. 1 (2011): 86–92. http://dx.doi.org/10.3156/jsoft.23.1_86.

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Janse, Maddy, Panos Markopoulos, and Patricia Vinken. "Eindhoven's User-System-Interaction Design Program." Interactions 12, no. 5 (September 2005): 33–34. http://dx.doi.org/10.1145/1082369.1082391.

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Zhang, Xiangmin, Yuelin Li, Jingjing Liu, and Ying Zhang. "Effects of interaction design in digital libraries on user interactions." Journal of Documentation 64, no. 3 (April 25, 2008): 438–63. http://dx.doi.org/10.1108/00220410810867623.

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Kharoub, Hind, Mohammed Lataifeh, and Naveed Ahmed. "3D User Interface Design and Usability for Immersive VR." Applied Sciences 9, no. 22 (November 13, 2019): 4861. http://dx.doi.org/10.3390/app9224861.

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This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.
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Medhi, Indrani. "User-centered design for development." Interactions 14, no. 4 (July 2007): 12–14. http://dx.doi.org/10.1145/1273961.1273973.

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Zimmerman, John. "Killing off user-centered design." Interactions 18, no. 3 (May 2011): 10–11. http://dx.doi.org/10.1145/1962438.1962442.

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Marcus, Aaron. "User-interface design and China." Interactions 10, no. 1 (January 2003): 21–25. http://dx.doi.org/10.1145/604575.604588.

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Dissertations / Theses on the topic "User Interaction Design"

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Dillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London:MacMillan, 453-458. Article definition: This article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use. Contents list: Introduction, Cognitive Science and design, The Basics of Human-Computer Interaction, Cognitive Design Guidelines: from psychophysics to semiotics, Beyond guidelines Cognitive theories and models in HCI, Developing user-centered design methods, Summary, Bibliography, Glossary
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Kuhlman, Lane M. "Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1244003264.

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Dukic, Davor. "Towards natural dialogue design in user interaction." Thesis, University of York, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297072.

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Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design for. This thesis adopts a hybrid perspective by bridging the division between the reductionist and holistic approaches to UX research. Using a multi-methods approach that combine the strengths of both quantitative (objective) and qualitative (subjective) methods, will provide deeper insights into the users’ judgement process of interactive products. Various theories have been proposed to understand UX, yet no consensual UX theory or model has emerged. The importance of aesthetics in influencing decisions about a products quality gained much attention in early UX research with conflicting results, sparking a surge of research into understanding the complexities of user quality judgement. Past UX research has focused on the multi-constructs of pragmatics, hedonics and aesthetics, and how these may influence user judgement, which can vary depending on the context, task and user background. However, little attention has been given to the impact of interactive design features upon UX. Findings from this thesis clearly show that interactivity is an important element within UX in both short and long-term usage. This thesis expands the existing process model of user quality judgement, through a series of three studies to reveal the importance of interactivity, and how initial perception and judgement of a products quality can change over time. The first two studies identify the importance of interactivity in positive influencing UX. Both studies revealed that affective and hedonic ratings increased as a result of interaction, demonstrating the powerful effect of interaction, and showed clear differences for websites that contained enhanced interactive features, despite the presence of usability problems. Further exploration using cluster analysis revealed three sub-groups that categorised users not only by their interactive style preferences, but also by their predispositions towards technology. This perspective of user sub-group analysis is a contribution to the field which bridges population-level quantitative analysis with qualitative findings that focuses on the individual ethnographic interpretations of experience. Considerable UX research has focused on short-term evaluations, based on users first impressions pre and post-interaction, with few studies capturing long-term usage. The third study reports on an ecological longitudinal investigation into how UX changes over time and long-term product use. A group of novice iPad users were tracked over six months to reveal that despite poor usability, hedonic ratings remained high, yet over time usefulness and utility were dominating factors affecting UX and product adoption. The influence of both device and app revealed that although users found the device more pleasurable, it was the variety of apps contained on the device that facilitated positive UX. The overall findings from this research provided some valuable methodological insights and aided the creation of set of practical UX heuristics that can be used to inform both future research and design practice.
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Axelsson, Daniel. "Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149779.

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The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.
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Yang, Yiya. "User-oriented design of undo support." Thesis, Heriot-Watt University, 1989. http://hdl.handle.net/10399/920.

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Chase, Chelsea. "Using Design Patterns in User Interface Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1342463458.

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Lund, Linda. "Aesthetics in User Interface Design: : The Influence on Users' Preference, Decoding and Learning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10455.

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The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.
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Ring, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.

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The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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Dikdur, Ezgi. "Physical Pain In User-product Interaction." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613547/index.pdf.

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The main focus of the multidisciplinary nature of design is to provide users a better life in terms of enabling the products to be safe, usable and pleasurable to use. Therefore, physical pain is always avoided. However, physical pain is involved in our daily lives, not only as an avoided concept, but also as a constructive concept. It is used for functional or hedonic purposes
whether consciously or not. The focus in this research is exploring these &lsquo
used&rsquo
pains, and their relations to product design
in other words, how products are (or how they may be) used or manipulated to use pain instead of avoiding it. Eventually, the aim is to map the pain experience as a constructive element of experience and to come up with a statement for the usage of physical pain in product design as a beneficial tool, instead of just being a tool for pleasure as it has been used in product design till now. In order to explore the pain experience with products, a contexmapping study and a focus group study have been done. The phenomena of &lsquo
good, transitional and bad pain&rsquo
were introduced. Following this, pain experience with products model was proposed utilizing the results of the studies and for the exploration of the implementation of the model in practicum, a generative session study to obtain initial design ideas was done.
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Books on the topic "User Interaction Design"

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Interaction Design. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49713-2.

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Helen, Sharp, and Preece Jenny 1949-, eds. Interaction design: Beyond human-computer interaction. 3rd ed. Hoboken, N.J: Wiley, 2011.

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D, Pirhonen A. Ph, ed. Future interaction design. London: Springer, 2005.

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Antti, Pirhonen, ed. Future interaction design. London: Springer, 2005.

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Kunert, Tibor. User-Centered Interaction Design Patterns for Interactive Digital Television Applications. London: Springer-Verlag London, 2009.

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Kunert, Tibor. User-Centered Interaction Design Patterns for Interactive Digital Television Applications. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-275-7.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Design and User Experience. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49059-1.

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Pertti, Saariluoma, and Isomäki Hannakaisa, eds. Future interaction design II. London: Springer, 2009.

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Corporation, International Business Machines, ed. Systems application architecture: Common user access : panel design and user interaction. Boca Raton, Fla: IBM Corporation, 1987.

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Interactive media: The semiotics of embodied interaction. London: Springer, 2008.

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Book chapters on the topic "User Interaction Design"

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Treu, Siegfried. "Interaction Characteristics and Options." In User Interface Design, 105–50. Boston, MA: Springer US, 1994. http://dx.doi.org/10.1007/978-1-4615-2429-8_6.

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Breiner, Kai. "User Interaction Forensics." In Design, User Experience, and Usability. Design Philosophy, Methods, and Tools, 193–202. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39229-0_22.

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Heimgärtner, Rüdiger. "User Interface Design." In Human–Computer Interaction Series, 121–66. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17427-9_5.

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Wilson, Max L. "Searcher-Computer Interaction." In Search User Interface Design, 9–15. Cham: Springer International Publishing, 2012. http://dx.doi.org/10.1007/978-3-031-02277-7_2.

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Bhangal, Sham, and Tomasz Jankowski. "Events and User Interaction." In Foundation Web Design, 235–62. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-5231-3_9.

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Stapelkamp, Torsten. "Servicedesign – User Experience Design, Joy of Use." In Interaction- und Interfacedesign, 288–301. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-02074-2_4.

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Larsson, Leif. "Creating Interaction Primitives." In User Interface Management and Design, 247–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-76283-3_23.

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Jurca, Gabriela, Theodore D. Hellmann, and Frank Maurer. "Agile User-Centered Design." In The Wiley Handbook of Human Computer Interaction, 109–23. Chichester, UK: John Wiley & Sons, Ltd, 2017. http://dx.doi.org/10.1002/9781118976005.ch6.

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Filippi, Stefano, Daniela Barattin, and Paula Alexandra Silva. "Investigating Synergies Between Interaction Design Methods." In Design, User Experience, and Usability: Design Discourse, 179–90. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20886-2_18.

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Emanuel, Barbara, Camila Rodrigues, and Marcos Martins. "Rhetoric of Interaction: Analysis of Pathos." In Design, User Experience, and Usability: Design Discourse, 417–27. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20886-2_39.

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Conference papers on the topic "User Interaction Design"

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Breslin, Samantha, and Bimlesh Wadhwa. "Engendering interaction design." In 2014 3rd International Conference on User Science and Engineering (i-USEr). IEEE, 2014. http://dx.doi.org/10.1109/iuser.2014.7002719.

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Rosli, D'oria Islamiah, Rose Alinda Alias, and Azizah Abdul Rahman. "Interaction Design Issues: A literature review." In 2010 International Conference on User Science and Engineering (i-USEr 2010). IEEE, 2010. http://dx.doi.org/10.1109/iuser.2010.5716738.

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Markopoulos, Panos. "Interaction Design for Rehabiliation." In IUI'17: 22nd International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025171.3026365.

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Epelde, Gorka, Ane Murua, Eduardo Carrasco, Begoña Pecharroman, Adriana Martínez, Borja Gomez, José María Susperregui, and Agustin Aguirre. "Enriched Web-services to Facilitate the Creation of User-tailored User Interfaces." In the Mulitimedia, Interaction, Design and Innnovation. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2814464.2814473.

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Ashraf, Mahmood, and Masitah Ghazali. "Interaction design for wheelchair using Nintendo Wiimote controller." In 2011 International Conference on User Science and Engineering (i-USEr 2011). IEEE, 2011. http://dx.doi.org/10.1109/iuser.2011.6150534.

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Ahmad, Jasni, and Zulikha Jamaludin. "Embedding interaction design in Wayang Kulit mathematics courseware." In 2014 3rd International Conference on User Science and Engineering (i-USEr). IEEE, 2014. http://dx.doi.org/10.1109/iuser.2014.7002668.

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Ostrowski, Sławomir, Rafał Rolczyński, Joanna Pniewska, and Igor Garnik. "User-friendly E-learning Platform." In the Mulitimedia, Interaction, Design and Innnovation. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2814464.2814483.

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Hashim, Wan Norizan Wan, Nor Laila Md Noor, Wan Adilah Wan Adnan, and Fauzi Mohd Saman. "Graceful interaction design: Measuring emotional response towards movement quality." In 2011 International Conference on User Science and Engineering (i-USEr 2011). IEEE, 2011. http://dx.doi.org/10.1109/iuser.2011.6150528.

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Teräs, Sampo, and Mari Mäkelä. "Service design determinants for user value design." In the 24th Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414625.

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Buchalska, Joanna. "User Interface." In the 2014 Mulitmedia, Interaction, Design and Innovation International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2643572.2643577.

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Reports on the topic "User Interaction Design"

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Möllenkamp, Andreas. Paradigms of Music Software Development. Staatliches Institut für Musikforschung, December 2014. http://dx.doi.org/10.25366/2022.99.

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On the way to a more comprehensive and integrative historiography of music software, this paper proposes a survey of the main paradigms of music software development from the 1950s to the present. Concentrating on applications for music composition, production and performance, the analysis focusses on the concept and design of the human-computer-interaction as well as the implicit user.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Beavers. L51557 Pressure Losses in Compressor Station Yard Pipework - Phase II. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), June 1987. http://dx.doi.org/10.55274/r0010277.

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The economic assessment of piping layout in compressor station yards relies on accurate prediction of pressure losses within the network. Methods currently used to predict pressure losses in station pipe work are unreliable. As a result inadequate and inaccurate information is being used when making economic assessments of piping layout and in the prediction of operating costs. By improving the design process substantial economic advantages may be gained in balancing pressure losses and compressor inlet flow conditions against investment in piping and components. Currently the existing data concentrate on isolated component losses and there is a lack of reliable data on interaction of adjacent components frequently present in compressor yard layouts. Thus, in order to produce a comprehensive guide to compressor yard losses, there was considerable incentive to quantify these interactions. This report details the experimental work to provide reliable pressure loss data for an engineer's design handbook. The tee tests include the effect of branch to run radius and two area ratios. A total of 36 bend/tee combinations were tested. Results are presented as overall bend/tee pressure loss coefficients and interaction corrections. The latter are used in the design handbook. The factors affecting bend and tee performance are discussed. Bend/tee interactions are explained qualitatively in terms of interaction of the pressure and flow distributions within the components. The work covers pressure losses in bends, close coupled bend/bend combinations, tees (combining and dividing) and tee/bend combinations.
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Murphy, Joe J., Michael A. Duprey, Robert F. Chew, Paul P. Biemer, Kathleen Mullan Harris, and Carolyn Tucker Halpern. Interactive Visualization to Facilitate Monitoring Longitudinal Survey Data and Paradata. RTI Press, May 2019. http://dx.doi.org/10.3768/rtipress.2019.op.0061.1905.

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Surveys often require monitoring during data collection to ensure progress in meeting goals or to evaluate the interim results of an embedded experiment. Under complex designs, the amount of data available to monitor may be overwhelming and the production of reports and charts can be costly and time consuming. This is especially true in the case of longitudinal surveys, where data may originate from multiple waves. Other such complex scenarios include adaptive and responsive designs, which were developed to act on the results of such monitoring to implement prespecified options or alternatives in protocols. This paper discusses the development of an interactive web-based data visualization tool, the Adaptive Total Design (ATD) Dashboard, which we designed to provide a wide array of survey staff with the information needed to monitor data collection daily. The dashboard was built using the R programming language and Shiny framework and provides users with a wide range of functionality to quickly assess trends. We present the structure of the data used to populate the dashboard, its design, and the process for hosting it on the web. Furthermore, we provide guidance on graphic design, data taxonomy, and software decisions that can help guide others in the process of developing their own data collection monitoring systems. To illustrate the benefits of the dashboard, we present examples from the National Longitudinal Study of Adolescent to Adult Health (Add Health). We also discuss features of the dashboard to be developed for future waves of Add Health.
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Martins, Francisco, Cíntia França, Francisco Santos, Diogo Martinho, Carolina Saldanha, and Élvio Rúbio Gouveia. Emerging technologies to promote fans interaction in football events: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, February 2023. http://dx.doi.org/10.37766/inplasy2023.2.0015.

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Review question / Objective: The search terms used for this review were constructed using the PICOS framework: (1) population were people in general of both genders and any age, (2) studies based on digital technologies used in football sportive events, (3) comparisons made in the domains of motivation, interaction, satisfaction and interest, (4) data reporting the use of digital tools (studies with no results reported will be considered, besides not having outcomes), (5) Intervention studies with a pre and post-test design, descriptive studies, theorical studies, and protocol proposals, and (6) articles written in English, Spanish or Portuguese. Condition being studied: Our concern is with the acceptance of the fans returning to the stadium with normality after a pandemic period. In addition, we also want to understand what kind of interactive applications are already on the market or with their well defined protocols that intend to increase fan interaction at live games, increasing their motivation to go to the stadium and to have accurate and updated live information.
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Landay, James A., and Brad A. Myers. Interactive Sketching for the Early Stages of User Interface Design. Fort Belvoir, VA: Defense Technical Information Center, July 1994. http://dx.doi.org/10.21236/ada285339.

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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Torres, Marissa, Michael-Angelo Lam, and Matt Malej. Practical guidance for numerical modeling in FUNWAVE-TVD. Engineer Research and Development Center (U.S.), October 2022. http://dx.doi.org/10.21079/11681/45641.

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This technical note describes the physical and numerical considerations for developing an idealized numerical wave-structure interaction modeling study using the fully nonlinear, phase-resolving Boussinesq-type wave model, FUNWAVE-TVD (Shi et al. 2012). The focus of the study is on the range of validity of input wave characteristics and the appropriate numerical domain properties when inserting partially submerged, impermeable (i.e., fully reflective) coastal structures in the domain. These structures include typical designs for breakwaters, groins, jetties, dikes, and levees. In addition to presenting general numerical modeling best practices for FUNWAVE-TVD, the influence of nonlinear wave-wave interactions on regular wave propagation in the numerical domain is discussed. The scope of coastal structures considered in this document is restricted to a single partially submerged, impermeable breakwater, but the setup and the results can be extended to other similar structures without a loss of generality. The intended audience for these materials is novice to intermediate users of the FUNWAVE-TVD wave model, specifically those seeking to implement coastal structures in a numerical domain or to investigate basic wave-structure interaction responses in a surrogate model prior to considering a full-fledged 3-D Navier-Stokes Computational Fluid Dynamics (CFD) model. From this document, users will gain a fundamental understanding of practical modeling guidelines that will flatten the learning curve of the model and enhance the final product of a wave modeling study. Providing coastal planners and engineers with ease of model access and usability guidance will facilitate rapid screening of design alternatives for efficient and effective decision-making under environmental uncertainty.
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Carroll, L. B., Abdefttah Fredi, and Vlado Semiga. DTRS56-04-T-0009 Evaluation of the Interaction of Mechanical Damage and Welds. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), July 2006. http://dx.doi.org/10.55274/r0011967.

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This project was completed to support the development of a guidance note for the disposition of welds interacting with pipe wall mechanical damage (dents, wrinkles, and ovality) and thus allow a more rational treatment of these forms of damage. The intent is not to evaluate the life of welds interacting with dents wrinkles and ovality, but rather to identify when the interaction is significant and needs to be considered explicitly. Based upon the criteria developed in this project, inspection results that indicate the presence of pipe wall deformation in the vicinity of a girth weld or long seam weld can be used to assess if the interaction is significant and must be treated as a repairable defect. This project report includes a discussion of the following work: � Development of criteria for weld interaction with restrained rock dents, pipe ovality, and wrinkles; � Development of a means of considering pressure fluctuation severity in these criteria, and � Development of guidance and recommendations on how to consider the effects of soil confinement. The criteria do not predict the actual life of a mechanical damage feature, but instead, present a means of defining the interaction distance between a damage feature and a weld. The processes have been established based on numerical modeling results with a detailed consideration of the effects of both physical and numerical variables. Due to the virtually limitless combination of weld seam geometries, weld quality, and residual stress fields, these parameters were not explicitly included in the numerical models. Instead, potential weld quality issues and residual stresses are addressed using an appropriate and conservative fatigue design curve while the weld geometry effects have been included with the selection of a stress concentration factor applied to the numerical modeling results.
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Lutz, Carsten. Reasoning about Entity Relationship Diagrams with Complex Attribute Dependencies. Aachen University of Technology, 2002. http://dx.doi.org/10.25368/2022.119.

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Entity Relationship (ER) diagrams are among the most popular formalisms for the support of database design [7, 12, 17, 6]. Their classical use in the (usually computer aided) database design process can roughly be described as follows: after evaluating the requirements of the application, the database designer constructs an ER schema, which represents the conceptual model of the new database. CASE tools can be used to automatically transform the ER schema into a relational database schema, which is then manually fine-tuned. During the last years, the initially rather simple ER formalisms has been extended by various means of expressivity to account for new, more complex application areas such as schema integration for data warehouses [12, 3, 13]. Designing a conceptual model with such enriched ER diagrams is a nontrivial task: there exist complex interactions between the various means of expressivity, which quite often result in unnoticed inconsistencies in the ER schemas and in implicit ramifications of the modeling that have not been intended by the designer. To address this problem, Description Logics (DLs) have been proposed and succesfully used as a tool for reasoning about ER diagrams and thereby detecting the aforementioned anomalies [5, 6, 8].
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