scholarly journals Comparative Study on the USER Experience of the Glocalpressurjc Website in Different University-based Cultural Contexts

2016 ◽  
Vol 6 (10) ◽  
Author(s):  
Sonia Valle deFrutos
2014 ◽  
Vol 28 (6) ◽  
pp. 2-8 ◽  
Author(s):  
Mandi Goodsett

Purpose – This review allows librarians to compare three of the major discovery services – EBSCO Discovery Service, Ex Libris’ Primo and Serials Solutions’ Summon – on the basis of price, content, user experience, features and functionality and back-end configuration to make informed decisions about the best tool for their institutions. Design/methodology/approach – The comparisons were made through a literature review, study of the vendors’ websites, several interviews and personal usability testing of each tool. Findings – The tools each have their strengths and weaknesses, and a decision of which tool is most appropriate for an institution varies depending on the institution’s needs and current situation. Originality/value – A literature review shows that no study has yet been conducted comparing these three discovery tools, and few comparative studies of discovery tools have been published recently.


2021 ◽  
Author(s):  
Deepa Saravanan N ◽  

The zealous biological ideas that refine human life are one that is necessary to discover that language is transcendent. A comparative study of the works of contemporary living bilingual writers will reveal the richness of the literature. In the sense that this study becomes essential. Among the contemporary creators are Tamil writer Nanjil Nadan and Malayalam writer C.V. Balakrishnan. The book compares the short stories of two authors, Balakrishnan, and explores cultural contexts. A comparative study of the works of bilingual artists from different countries reveals the customs and cultures of their community and how their country's arts are nurtured and preserved.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Stanislav Stefanov Zhekov ◽  
Jan Hvolgaard Mikkelsen ◽  
Gert Frølund Pedersen

Wireless earbuds have become the preferred electronic device for listening to music and for hands-free talking. The combined radio performance of the earbud and the handset determines the quality of the established communication link and hence the quality of the user experience. This paper presents an extensive comparative study of five common Bluetooth earbuds, where the transmit performance, in terms of total radiated power (TRP), is investigated. The measurements are conducted for the right-side earbud and for the low and high ends of the Bluetooth frequency spectrum. Moreover, two scenarios are considered: (1) the earbud is placed in free space and (2) the earbud is placed in a person’s ear. For the latter case, a total of 12 volunteers are involved in the measurement campaign. Measurements show that the mean performance deterioration, due to the placement of the earbud in the person’s ear, ranges from 3 to 6 dB across the tested earbuds.


Author(s):  
John Millton J

Cloud gaming is gaining in popularity, but it's still unknown whether the user-experience it provides is sweet enough to enable cloud gaming to exchange with a traditional PC gaming and what are the key expectations of a gamer. The Major goal of our research presented during this paper is to collect objective, experimental data on this subject. We've executed a user study that exposed ourselves to at least one simple and one complex game using cloud gaming and PC gaming approaches. After a timed gaming session on both platforms we analyzed the impact of the sessions and compared our experiences. The results of our study show that for a run of the mill casual gamer there's not much difference between cloud gaming and PC gaming. Whereas, more matured gamers tend to favor PC gaming, especially on high-end PCs. Although, both user groups did select cloud gaming as a far better solution for a low-end hardware. The results of our experiments lead to a conclusion that cloud gaming, in its current form, isn't ready to replace the PC gaming, but it fills a distinct segment that PC gaming has no possibility of reaching and basically allowing people to play their favorite titles without having to take a position in high-end gaming hardware. KEYWORDS: User Experience, Internet, Cloud-based Applications, Computer Games, Virtualized Applications.


2021 ◽  
Vol 15 (2) ◽  
pp. 71
Author(s):  
Nanik Retnowati

<span>The aim of this study is to describe the speech act of advising found in an interactive story telling event in a classroom setting. The speech act of advising is one of the sub type of directive speech act based on Searle’s classification which is different from other subtypes such as suggesting. The data on the speech act were taken first by identifying the interaction occuring as the unit of analysis, then points out the units which show advising. Finally, using the theory of speech act and politeness and considering social and cultural contexts, a description of any aspects related to the speech act of advising was proposed. This study found that advising is not performed directly in story telling. Instead, most of the utterances reflect indirect advices.  Within the framework of intertextuality and the function of story telling in educational context, the writer comes to signify that a storytelling activity enables the teacher performs many kinds of advises delivered in non threatening mode. Comparative study on the effectiveness of indirect advice through story telling and direct advice should be the prospective further study.</span>


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