scholarly journals Interactive dictionary of comparative tropes of the Russian literature: Possibilities of use in philological research and prospects for evolution

Author(s):  
Zoya Yu. Petrova ◽  
◽  
Natalia A. Rebetskaya ◽  
Natalia A. Fateeva ◽  
◽  
...  

The dictionary was created on the basis of the multivolume lexicographic work «Materials for the dictionary of metaphors and similes of the XIX-XX centuries Russian literature». Software consisting of two parts: a user interface and a database, has been developed. User interaction with content is implemented through different types of queries. It is shown how queries of different types are used in the research of the metaphorical world image of the language of Russian literature.

Author(s):  
Jesse Prabawa Gozali ◽  
Min-Yen Kan

The authors redesign the user interface of an online library catalog, leveraging current Web technologies that allow dynamic and fine-grained user interaction. Over the course of their iterative design and test cycle, they identified four key areas where such dynamic Web technologies can be used to improve the support for typical information seeking strategies, namely: 1) the use of overview + details, 2) a tabular data display, 3) using tabs as a history mechanism, and 4) embedding a suggestion bar. The authors believe that the revised affordances created by their changes in these four areas will inform the design of future search interfaces.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


1988 ◽  
Vol 32 (5) ◽  
pp. 259-263
Author(s):  
Michael Good

A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.


2018 ◽  
Vol 25 (6) ◽  
Author(s):  
C. Gillan ◽  
J. Papadakos ◽  
J. Brual ◽  
N. Harnett ◽  
A. Hogan ◽  
...  

Background e-Learning is an underutilized tool in education for the health professions, and radiation medicine, given its reliance on technology for clinical practice, is well-suited to training simulation in online environments. The purpose of the present study was to evaluate the knowledge impact and user interface satisfaction of high- (hf) compared with low-fidelity (lf) e-learning modules (e-modules) in radiation oncology training.Methods Two versions of an e-module on lung radiotherapy (lf and hf) were developed. Radiation oncology residents and fellows were invited to be randomized to complete either the lf or the hf module through individual online accounts over a 2-week period. A 25-item multiple-choice knowledge assessment was administered before and after module completion, and user interface satisfaction was measured using the Questionnaire for User Interaction Satisfaction (quis) tool.Results Of 18 trainees, 8 were randomized to the lf module, and 10, to the hf module. Overall, knowledge assessment performance increased (11%, p < 0.05), with hf-group participants reporting a 13% improvement (p = 0.02), and senior participants reporting an almost 15% improvement (p < 0.01). Scores on the quis indicated that participants were satisfied with various aspects of the user interface.Conclusions The hf e-module had a greater impact on knowledge acquisition, and users expressed satisfaction with the interface in both the hf and lf situations. The use of e-learning in a competency-based curriculum could have educational advantages; participants expressed benefits and drawbacks. Preferences for e-learning integration in education for the health professions should be explored further.


2020 ◽  
Vol 13 (1) ◽  
pp. 35
Author(s):  
Agyl Ardi Rahmadi ◽  
Aris Sudaryanto

Graphical User Interface (GUI) building in software development is a process which ideally need to go through several steps. Those steps in the process start from idea or rough sketch of the GUI, then refined into visual design, implemented in coding or prototype, and finally evaluated for its function and usability to discover design problem and to get feedback from users. Those steps repeated until the GUI considered satisfactory or acceptable by the user. Computer vision technique has been researched and developed to make the process faster and easier; for example generating code for implementation, or automatic GUI testing using component images. But among those techniques, there are still few for usability testing purpose. This preliminary research attempted to make the foundation for usability testing using computer vision technique by built minimalist dataset which has images of various GUI components and used the dataset in deep learning experiment for GUI components visual recognition. The experiment results showed deep learning technique suitable for the intended task, with accuracy of 95% for recognition of two different types of components, and accuracy of 72% for six different types of component.


2019 ◽  
Vol 6 (3) ◽  
pp. 65-73
Author(s):  
N. G. Kulchenko

Inguinal hernia is a common disease affecting about 5-10% of the population. About 370 000 inguinal hernia repair per year is registered in Russia. Surgeons have reduced recurrence of hernias to a minimum after the widespread introduction of non-tension hernia repair. However, today other complications of inguinal hernias have become prevalent: infection, pain and paresthesia in the scrotum, pathospermia. Opinion about the negative impact on spermatogenesis of both herniation and surgery for hernia is still controversial. This article provides an overview of modern foreign and Russian literature on the аssociation of different types of inguinal hernia repair with pathospermia.


10.28945/3768 ◽  
2017 ◽  
Vol 16 ◽  
pp. 171-193 ◽  
Author(s):  
Alex Pugnali ◽  
Amanda Sullivan ◽  
Marina Umashi Bers

Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning


2012 ◽  
Vol 22 ◽  
pp. 90-97 ◽  
Author(s):  
Josefina García-Guerrero ◽  
Juan González-Calleros ◽  
Jean Vanderdonckt

Task Models describe how to perform activities to reach users' goals. Task models represent the intersection between user interface design and more systematic approaches. Task models can be represented at various abstraction levels. When designers want to specify only requirements regarding how activities should be performed, they consider only the main high-level tasks. On the other hand, when designers aim to provide precise design indications then the activities are represented at a small granularity, thus including aspects related to the dialogue model of a user interface (which defines how system and user actions can be sequenced). In this paper a comparative analysis of selected models involving multiple users in an interaction is provided in order to identify concepts which are underexplored in today's multi-user interaction task modeling. This comparative analysis is based on three families of criteria: information criteria, conceptual coverage, and expressiveness. Merging the meta-models of the selected models enables to come up with a broader meta-model that could be instantiated in most situations involving multi-user interaction, like workflow information systems, CSCW.


Author(s):  
Michael Hildebrandt ◽  
Hoa T. Nguyen ◽  
Jens-Patrick Langstrand

Micro tasks are small knowledge probes that can provide speed and accuracy data about how well a user interface (UI) supports work tasks. We present a software system that supports researchers in authoring, managing and conducting micro tasks studies. The system supports the generation of different types of micro task questions, provides tagging functionality, can exchange data with external systems such as simulators, is fully integrated with eye tracking, presents micro tasks questions to participants, allows for online observation, and stores responses in a data base.


Author(s):  
K. O. Hewan-Lowe

The user interface is a critical portion of any application program. Many EM databases reside in dBASE ™, relational database management systems (RDBMS). The user interface for dBASE ™ RDBMS consists of menu choices and templates for the display of database fields. User interaction with menus and templates is by sequential keyboard input. Though the dBASE ™ RDBMS provides excellent support for database functions there is little support for the design of a functional user interface. Menus of screen choices, templates for field display and the requirement for keyboard input tend to overwhelm all but the most experienced computer user. Since most users prefer screen displays which include familiar objects, any improvement in the user interface for EM databases should seek to simulate these objects in the user interface. Because HyperPAD ™ allows the simulation of familiar objects during screen design, it is an excellent tool for constructing an improved user interface for EM databases in dBASE ™ file format.


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