indirect interaction
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2021 ◽  
Author(s):  
Juan Antonio Rodríguez ◽  
Joaquim Comas ◽  
Xavier Binefa

Virtual learning and education have become crucial during the COVID-19 pandemic, which has forced a rethink by teachers and educators into designing online content and the indirect interaction with students. In an face-to-face class, some visual cues help the teacher recognize the engagement level of students, while the main weakness of the online approach is the lack of feedback that the teacher has about the learning process of the students. In this paper, we introduce a novel framework able to track the learning states, or LS, of the students while they are watching a piece of knowledge-based content. Specifically, we extract four learning states: Interested, Bored, Confused or Distracted. Finally, to demonstrate the system’s capability, we collected a reduced database to analyze the affective state of the subjects. From these preliminary results, we observe abrupt changes in the LS of the audience when there are abrupt changes in the narrative of the video, indicating that well-structured and bounded information is strongly related with the learning behaviour of the students.


2021 ◽  
Vol 6 (2) ◽  
pp. 53
Author(s):  
Holilur Rahman

The potential for zakat collection in Indonesia is always growing, but it is unproportional to the results of the collection. The objective conditions of COVID-19 which force people to indirect interaction have an effect on changes in the lifestyle of the digitalist society. This is used as the basis for the amil zakat institution to continue to improvise zakat collection. The strategy carried out by amil zakat institutions, especially the National Amil Zakat Agency, is by utilizing digital platforms with various innovations in collaboration with fundraising partners. The purpose of this study was to determine the innovations of the amil zakat institution on optimizing zakat collection in the digital era. This research method uses a type of qualitative research that is descriptive analytical. The results show that innovations of digital zakat collection by facilitating muzakki in paying zakat can increase zakat collection optimally. Potensi pengumpulan zakat di Indonesia senantiasa berkembang, namun tidak berbanding lurus dengan hasil pengumpulannya. Kondisi objektif covid-19 yang memaksa masyarakat tidak berinteraksi langsung berefek terhadap perubahan gaya hidup masyarakat yang digitalis. Hal tersebut dijadikan landasan bagi institusi amil zakat untuk terus melakukan inovasi pengumpulan zakat. Strategi yang dilakukan institusi amil zakat khususnya Badan Amil Zakat Nasional dengan memanfaatkan platform digital dengan berbagai inovasi yang berkolaborasi dengan mitra fundraising. Tujuan penelitian ini untuk mengetahui inovasi institusi amil zakat dalam mengoptimalkan pengumpulan zakat di era digital. Metode penelitian ini menggunakan jenis penelitian kualitatif yang bersifat deskriptif analitis. Adapun hasilnya menunjukkan bahwa inovasi pengumpulan zakat digital dengan mempermudah muzakki dalam menunaikan zakat dapat meningkatkan pengumpulan zakat secara optimal.


2021 ◽  
Vol 15 (2) ◽  
pp. 49-55
Author(s):  
Dino Caesaron ◽  
Rio Prasetyo Lukodono ◽  
Yunita Nugrahaini Safrudin

The interaction of user performance with three-dimensional (3D) objects has become an important issue in the recent development of virtual reality applications. Additionally, the basic conviction of current Virtual Reality (VR) supports the development of the viable interface between humans and machines. The research focuses on the user’s interaction technique by considering two approaches (direct and indirect interaction techniques) for the users while interacting with threedimensional objects. Numerous possible uses can benefit from virtual reality by considering a few fundamental visual and cognitive activities in the Virtual Environment (VE), such as the interpretation of space that users of clear and indirect perception are not well established. The experiment is performed in a stereoscopic environment using a reciprocal tapping task. Participants are expected to use direct pointing as well as indirect cursor techniques to select a stereoscopic spherical target. The results show that, in the sense of a direct interaction technique, user recognition of an object appears to converge in the center of a simulated area. Unfortunately, this convergence is not demonstrated in the indirect cursor situation. The pointing estimation from the users is more accurate when using the indirect interaction approach. The findings provide an understanding of the interaction characteristics done by the users in the stereoscopic environment. Importantly, developers of a virtual environment may use the result when developing effective user interface perception in specific interaction techniques.


2021 ◽  
Vol 39 (6) ◽  
Author(s):  
Evgenii N. Vodovozov ◽  
Illia A. Dmytriiev ◽  
Oksana I. Dmytriieva ◽  
Nataliya V. Spitsyna ◽  
Anatolii P. Mykolaiets

The article deals with issues of interaction of stakeholders in enterprises of transport sector. A theoretical definition of the concept of stakeholders is provided. It is noted that the system of interaction of the enterprise with stakeholders should include analysis of the specifics of the industry. The separation of stakeholders into external and internal agents is inadequate. The article proposes to classify stakeholders according to their functional direction. The analysis of stakeholder categories allowed to develop the author's methodology of creating a register of stakeholders to ensure more efficient further work with them. The peculiarities of interaction with stakeholders are defined depending on the stages of business processes implementation. As a result of the analysis, potential schemes of interaction with stakeholders at each stage of management functions implementation have been identified. Interaction with stakeholders is divided into direct and indirect. Ways of assessing the effectiveness of direct interaction in the course of each management function have been identified. To determine the impact of indirect interaction, the concept of development as an economic category has been introduced. A technique for assessment of the effectiveness of indirect interaction with stakeholders has been developed. In order to carry out the assessment, it is proposed to introduce a new indicator determining the performance of development processes – an indicator of assessment the efficiency of indirect interaction with stakeholders. Recommendations for further research of possibilities of increasing this indicator are given.


2021 ◽  
Vol 12 ◽  
Author(s):  
Haishao Xiao ◽  
Shudan Lin ◽  
Dandan Jiang ◽  
Yaoyao Lin ◽  
Linjie Liu ◽  
...  

Graphical AbstractThe genes in the miRNA-target gene network represent the intersection of the target genes and the genes from String that had direct or indirect interaction relationships with significant genes.


2021 ◽  
pp. 620-633
Author(s):  
Aunkita Sharma ◽  
Nilam panchal

Luxury goods are defined as conducive to pleasure and comfort and also, hard to obtain. Building on the definition by Vigneron and Johnson (2004), we posit that luxury products can – either alternatively or cumulatively – deliver personal indulgence and social esteem on consumers, aside from the functional utility of owning or experiencing a good or service that offers superior value in terms of quality, design, performance, durability and overall customer satisfaction. Hence, by providing exceptional value and overall excellence, luxury products enable consumers to satisfy both or either of their socio-psychological and functional needs (Shukla, 2012; Wiedmann et al., 2007; Hennigs et al., 2012). Customer experience is again a real time concept, experience is more of personal and internal, this concept focuses more on the points of direct and indirect interaction between customer and organisation. Knowing such points of interaction is very vital in delivering complete customer experience. The present study is conducted in the city of Ahmedabad with sample size of 520. All the major luxury goods retailers are covered under the study. Major aim the study is to understand factors determining experiential value while customer is buying luxury goods from such organised retailers.


2021 ◽  
Vol 13 ◽  
pp. 51-65
Author(s):  
Anna Granat

The article demonstrates the mass media receiver, who interacts with media and after reading, listening or watching the content online reacts by web publishing. The article presents examples of such reactions in the form of texts, obtained as a result of expe-rimental research (hidden ethnographic participant observation, survey auto-ethnography, in-depth, standardized/structured individual interview), which subjects them to qualitative research. This rese-arch consists in the analysis of the content and its form by using methods dedicated to examine lingu-istic pragmatics and interactionism.Therefore, it is assumed that the individual receiver participates in the media interaction, which I understand as the mutually indirect interaction of the sender and the receiver in media communica-tion process. The receiver’s reaction in this process may be, among others, online publishing, which is named as “surfer commentary”.


Author(s):  
Natalya Averbukh ◽  
Illya Starodubtsev

Interaction methods with virtual objects are an important issue for the development of VR. The user experience directly depends on the success of interactions with virtual objects and the environment. Therefore, the factors affecting the effectiveness of human-computer interaction has become a hotspot in this field. The paper describes an experiment focused on the influence of different visibility conditions of the interaction tool and the highlighting of a virtual object of interaction (with indirect interaction). We present the conditions, methodology and results of this study. The influence of different levels of abstraction of objects is considered: from geometric bodies (balls and parallelepipeds) to cartoon fruits, and photo realistic objects after then. For these conditions, a classical two-factor experiment is carried out, in which the first factor is the visibility of the control beam, and the second is the visibility of the highlighting of the captured object. The influence of one of these factors or their combination on the success of the movement of the captured object is expected. The success is determined by the time of movement (the less time, the more successful) and the optimality of the trajectory. The formula is proposed that determines the optimality of the trajectory. It is surprising that the movement of an already captured object is not affected by any of the above factors. Apparently, it is necessary to carefully study the capture process itself, not including the post-capture movement in the calculation.


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