Persuasive Design

Author(s):  
Per F.V. Hasle ◽  
Christensen Anne-Kathrine Kjær

Persuasive design (PD) is concerned with the use of computing technology for persuasive purposes. It thereby captures a comprehensive and important trend in CMC, human-computer interaction, and software development in general. This chapter describes the basic concepts of PD as well as its development from its inception in the late 90s until now. So far, rhetoric has played a modest role in the field. However, it is shown that rhetoric offers a major step forward in consolidating PD as a discipline. The concepts of PD in many respects have a theoretical basis in and are better understood with reference to rhetoric; a number of practical guidelines for PD can and should be developed on the basis of rhetoric; and ‘epistemic rhetoric’ offers a sound epistemology for PD, which is at the moment lacking. Arguably, a rhetorical turn is required for coming to grips with the problem of defining PD and placing it properly as a special case of CMC, namely computer mediated persuasion.

2021 ◽  
pp. 3-11
Author(s):  
N. Sal'kov

The translation "Descriptive geometry" is not entirely accurate. In fact, the phrase should be translated as "Narrative geometry". Based on this translation, it can be confidently stated that the science under consideration serves not only as a theoretical basis for orthogonal projections, a special case of which are ordinary drawings, but also for any images – in this the author of the article fully agrees with such authorities as N.A. Rynin, N.F. Chetverukhin, V.O. Gordon, S.A. Frolov, N.A. Sobolev and many others. The paper considers the origins of one of the directions of geometry – descriptive geometry. The hypothesis is put forward that in reality descriptive geometry, or rather, its elements, was originally involved in ancient times, during the primitive communal system when making drawings on the walls of caves and rocks. Orthogonal projections were used in the ancient world and in the Middle Ages, and Gaspard Monge at the end of the XVIII century systematized all the existing disconnected developments on descriptive geometry, adding his own research. Most likely, geometry in general was the very first science that originated when our ancestors who lived in caves faced the problem of increasing the living area due to population growth. And descriptive geometry began to develop from the moment when the first artist depicted scenes from life on the cave wall: hunting, fishing, tribal wars, events that shocked people, etc. Ancient artists existed on all continents of the globe, except perhaps Antarctica, since rock carvings were found on all other continents. And the earliest was performed somewhere 25-30 thousand years ago. Thus, the hypothesis that the elements of descriptive geometry originated in the primitive communal system can be considered proven.


2020 ◽  
Vol 2 (2) ◽  
pp. 126-147
Author(s):  
A. N. Vashchekin ◽  
◽  
A. V. Dzedzinsky ◽  

Introduction. The era of digitalization sets for researchers the task of systematizing the essential features of digital space, identifying the essence of the “right to the Internet” and the legitimacy of limiting the digital rights of citizens. Theoretical Basis. Methods. The authors studied the peculiarities of the digital environment as a specific integral area of legal regulation, the doctrine and legislation of several countries on the topic which determines the basis for the regulation of digital space in Russia. The formal legal method, synthesis, analysis, induction and deduction were used as research methods. Results. The wording of the basic concepts in the area under study is proposed: digital space, digital region, digital platform, etc. The measures to eliminate “digital wells” are indicated. The main properties of the information space and its derivatives are considered. The effects of any contradictions in the legislation of the country are shown. Discussion and Conclusion. As the study showed, the latest innovations in the legislation contravene the principle of the balance of interests, fail to meet the requirements of observing the rights of a person and citizen, and contradict the Constitution and international treaties of Russia. When comparing these measures with their foreign counterparts, a search was made for their potential shortcomings and proposals were presented on possible directions for their correction, taking into account the particular characteristics of digital space.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jolanda Hermanns ◽  
Nico Ermler

Abstract In this paper we describe and evaluate a study on the use of concepts in organic chemistry while solving tasks that are designed after the concept of school-related content knowledge (SRCK). The study was designed as a mixed methods study and conducted at a German university for the content of “organic chemistry”. As the results of this study show, the students rate the tasks and the use of anchoring concepts as for example “bonds” or “structure and function” as relevant for their future profession as a chemistry teacher. They therefore propose that concepts should be an integral part of their university studies as they find it lacking at the moment. Concepts can also be seen as an opportunity to build a bridge between school knowledge and university knowledge.


2010 ◽  
Vol 26 (1) ◽  
pp. 111-129 ◽  
Author(s):  
Sivapalan Gajan ◽  
Prishati Raychowdhury ◽  
Tara C. Hutchinson ◽  
Bruce L. Kutter ◽  
Jonathan P. Stewart

Practical guidelines for characterization of soil-structure interaction (SSI) effects for shallow foundations are typically based on representing foundation-soil interaction in terms of viscoelastic impedance functions that describe stiffness and damping characteristics. Relatively advanced tools can describe nonlinear soil-foundation behavior, including temporary gap formation, foundation settlement and sliding, and hysteretic energy dissipation. We review two tools that describe such effects for shallow foundations and that are implemented in the computational platform OpenSees: a beam-on-nonlinear-Winkler foundation (BNWF) model and a contact interface model (CIM). We review input parameters and recommend parameter selection protocols. Model performance with the recommended protocols is evaluated through model-to-model comparisons for a hypothetical shear wall building resting on clay and model-data comparisons for several centrifuge test specimens on sand. The models describe generally consistent moment-rotation behavior, although shear-sliding and settlement behaviors deviate depending on the degree of foundation uplift. Pronounced uplift couples the moment and shear responses, often resulting in significant shear sliding and settlements. Such effects can be mitigated through the lateral connection of foundation elements with tie beams.


2012 ◽  
Vol 586 ◽  
pp. 259-264 ◽  
Author(s):  
Mikhail Sverdlik ◽  
Alexander Pesin ◽  
D.O. Pustovoytov

The article focuses at technology development of the vertical asymmetric rolling and combined process of vertical asymmetric rolling and plastic bending. It has been shown that vertical asymmetric rolling peculiarity relates to the presence of a mixed zone, in which friction forces on contact roll surfaces are directed are differently. Experimental research showed serious drawbacks in the rolling technology caused by the growth of dynamic loads arising at the moment of plate contact with the bending roller. For solving the problem it was proposed to make the roller position motile to allow its movement along the required trajectory. The application of the motile roller helps to reduce dangerous torque differentiation at working rolls by the value of 1,5-2,5 compared with the rigidly fixed roller. The most effective bending roller trajectory is a second-order curve that is convex parabola.


Author(s):  
Nik Thompson ◽  
Tanya McGill ◽  
David Murray

Affective computing is the broad domain encompassing all of the hardware, software and underlying theoretical models underpinning the development of affect sensitive computer systems. Such systems facilitate more intuitive, natural computer interfaces by enabling the communication of the user's emotional state. Despite rapid growth in recent years, affective computing is still an under-explored field, which holds promise to be a valuable direction for future software development. Human-computer interaction has traditionally been dominated by the information processing metaphor and as a result, interaction between the computer and the user is generally unidirectional and asymmetric. The next generation of computer interfaces aim to address this gap in communication and create interaction environments that support the motivational and affective goals of the user.


Author(s):  
Ersin Er ◽  
Bedir Tekinerdogan

Model-Driven Software Development (MDSD) aims to support the development and evolution of software intensive systems using the basic concepts of model, metamodel, and model transformation. In parallel with the ongoing academic research, MDSD is more and more applied in industrial practices. Like conventional non-MDSD practices, MDSD systems are also subject to changing requirements and have to cope with evolution. In this chapter, the authors provide a scenario-based approach for documenting and analyzing the impact of changes that apply to model-driven development systems. To model the composition and evolution of an MDSD system, they developed the so-called Model-Driven Software Evolution Language (MoDSEL) which is based on a megamodel for MDSD. MoDSEL includes explicit language abstractions to specify both the model elements of an MDSD system and the evolution scenarios that might apply to model elements. Based on MoDSEL specifications, an impact analysis is performed to assess the impact of evolution scenarios and the sensitivity of model elements. A case study is provided to show different kind of evolution scenarios and the required adaptations to model elements.


2009 ◽  
pp. 1423-1435
Author(s):  
Bolanle A. Olaniran

Recent trends and rapid improvement in technology such as computer-mediated communication (CMC) and increasing bandwidth in the Internet are facilitating increased electronic interactions (i.e., e-interactions otherwise known as or commonly referred to as the human computer interaction (HCI)). CMC technology systems are a common occurrence in educational institutions as administrators attempt to encourage technology usage and instructors race to learn and implement CMC use in their classrooms and students demand greater flexibility and control in how they learn. Notwithstanding is the need to decide which forms of HCI technology to use, how to use them, and what benefits can accrue from such usage. The discussion here explores each of these issues, but more specifically will focus on addressing the case for blending e-interactions with the traditional face-to-face (FTF) communication medium while addressing the appropriateness of such combination.


Author(s):  
Michel Tétreault ◽  
Aude Dufresne ◽  
Michel Gagnon

This chapter presents the elaboration of an ontology-based application called Combine. This application aims to optimize and enhance e-Recruitment processes in the domain of Information Technologies’ staffing services, and especially e-Recruitment processes that use Social Web platforms as a means of sourcing candidates. This chapter will describe the context motivating this development and how the system was designed, from the requirements analysis to the prototype evaluation, revealing the concerns, constraints and opportunities met along the way. All of these factors will be discussed mainly in regards to Computer-Mediated Communication (CMC) and Human-Computer Interaction (HCI) theories in order to argue the potential return on investment of the conceptualized semantic e-Recruitment application.


2012 ◽  
Vol 5 (3) ◽  
pp. 345-363 ◽  
Author(s):  
Viviane Sergi

PurposeThe purpose of this paper is to suggest a situated conception of projects, in order develop finer understanding of how these endeavors emerge and unfold over time. The author proposes that these understandings should be rooted in a process ontology, conceive action as situated and focus on actual practices as they are performed by all project actors. Taken together, these dimensions can renew how one views and approaches projects and their management.Design/methodology/approachThe paper is illustrated with examples taken out of a study of a software development project, conducted in the ethnographic tradition.FindingsThe examples expose how a specific practice, planning, was accomplished differently depending on the moment and was affected by different circumstances and constraints. The paper also discusses how preferring a processual worldview is especially befitting projects. As endeavors instigated to create or to make something happen, projects are perpetually changing and in movement; it is therefore relevant that their conceptualization takes fully into consideration their intimate nature.Originality/valueThe originality and value of the paper lie in the combination of perspectives, which can be both useful in theorizing projects differently, and in enhancing practitioners' reflexivity. This combination, it is argued, can address a wide array of issues in the context of projects, can favor localized reflection on project management prescriptions and tools, and can help practitioners to sharpen their sensitivity to their own practice.


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