interactive technology
Recently Published Documents


TOTAL DOCUMENTS

398
(FIVE YEARS 128)

H-INDEX

22
(FIVE YEARS 3)

Author(s):  
Kudaybergenova Nargiza Konisbayevna ◽  
Yeshniyazova Tamara Matenovna

The article describes the significance of Internet technologies (IT) in the teaching process of English as a foreign language (EFL) and reviews the researchers’ opinions on this problem. In this paper, the author considers that Internet technologies in English lessons for pupils in grades 5-7, it is appropriate to briefly dwell on psychological features of this age. In the article, a number of scientific studies in the field of computerization of learning in foreign languages have been analyzed. The article focuses on the relevance of using Internet and Information Technologies in teaching foreign languages. The author notes that employing IT will help to develop pupils’ progress in multiple skills at the same time. Moreover, the author puts forward the assumption that lessons based on the Internet and IT can help to quickly master the skills of communication in the EFL compared to traditional face-to-face lessons. KEY WORDS: Internet technologies, Information Technology (IT), Interactive technology, English as a foreign language (EFL), learning and teaching, school pupils.


2022 ◽  
Vol 2146 (1) ◽  
pp. 012042
Author(s):  
Yongfu Liu

Abstract In order to improve the integration of digital prints, this paper proposes a new method of printmaking analog synthesis, that is, using interactive technology.. Firstly, Harris corner algorithm is used to collect and preprocess the adjacent feature points of digital printmaking image, and the texture features of digital printmaking image are extracted, so as to construct the texture information transmission model of digital printmaking image; Secondly, with the help of segmentation technology to process the digital print image, the dynamic feature segmentation is carried out, the local binary fitting method is used to enhance and repair the digital print image information, and the information fusion method based on interactive technology is used to complete the analog synthesis of digital print image; Finally, the simulation results show that the method has good performance of simulation synthesis and strong information fusion ability.


Author(s):  
N. Lazaryan

The article discusses innovations in educational technology that have replaced traditional Methods of learning. Innovation involves all facets of the didactic process. Types Organization, content and learning technologies, teaching and learning. BasicInteractive learning technologies, design learning technologies, computer technologies Forms and methods of interactive technology learning are identified and described. In particular: the problem of lecture activities, seminar - discussions, educational discussions, "brainstorming "assault, didactic games, etc.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Shaojun Lu ◽  
Ehab Abozinadah ◽  
Elif Erkec

Abstract As one of the main directions of applied mathematics research, inverse Fourier transform (FT) has been widely used in image speech analysis and other fields in recent decades of development. FT is the basic content of digital image processing technology. In practical analysis, image design and interaction can be realised by using time-space domain and frequency domain, which can accurately obtain image information characteristics and achieve the expected application goals. In this paper, based on the understanding of FT and inverse transform, an improved algorithm is used to lay the foundation for the realisation of image design and interactive technology.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Lan-Lung (Luke) Chiang ◽  
Tseng-Lung Huang ◽  
Henry F.L. Chung

PurposeIn modern e-commerce and omnichannel management, consumers can utilize visual information delivered by augmented reality interactive technology (ARIT) to relate to products and view them worn on themselves. Accordingly, ARIT is increasingly common in online retail environments because this dynamicproduct imagery decreases the gap between online and offline shopping. On the basis of construal-level theory (CLT), this study not only examines the system characteristics that impact the perceived ease of use and usefulness of ARIT but also explores how these system characteristics can successfully affect online consumers to adopt ARIT in retail settings.Design/methodology/approachIn this study, ARIT is applied mainly in an online clothes fitting context. By conducting a task-based laboratory study, 344 valid samples were collected. Structure equation modeling (SEM) was employed for further analysis.FindingsNavigation structure, graphic style and information content were identified as the three system characteristics that affect perceived ease of use and usefulness of ARIT. Of the three characteristics, information content has the greatest impact on perceived ease of use and usefulness of ARIT. The study also found that navigation structure, graphic style and information content all shape ARIT system characteristics, and this explains and predicts the perceived usefulness and perceived ease of use effect better than any original single system characteristic.Originality/valueInteractive marketing research indicates that the influence of immediately visualizing consumer–product matching effects creates excitement, arouses emotions and triggers curiosity to explore additional product purchase experiences. This study contributes to the present body of knowledge of the concept of ARIT systems. This is a pioneer research that uses CLT to act as a crucial psychological mechanism that dominates online fitting and apparel appraisal for consumers using ARIT. This study serves as a reference for designing and employing multisensory ARIT applications in interactive marketing to drive online sales.


Electronics ◽  
2021 ◽  
Vol 10 (23) ◽  
pp. 2991
Author(s):  
Jibin Yin ◽  
Shujie Bai ◽  
Yi Han ◽  
Xiangliang Zhang ◽  
Siyang Deng ◽  
...  

The deformable input provides users with the ability of physical operation equipment to interact with the system. In order to facilitate further development in flexible display interactive technology, we devised FlexSheet, an input device that can simulate the deformation environment. This paper presents two forms of deformation input, bending and twisting, with regard to three selection techniques. We conduct a controlled experiment to select discrete targets by combining two input forms and three selection strategies, taking into account the influence of visual feedback. Further, we use the deformation angle to reflect the degree of deformation and map it to the experimental variables. In accordance with the experimental results, we analyze the experimental performance under three evaluation indexes and prove the viability of our selection technology in bending and twisting input modes. Finally, we provide suggestions on the control level in bending and twisting input modes, respectively.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 4-4
Author(s):  
Sara Czaja ◽  
David Loewenstein ◽  
Sarah Weingast

Abstract Most intervention programs in the dementia domain have exclusively focused on the caregiver (CG) or the patient (CR), despite evidence of a reciprocal interaction between the dyad. This presentation will describe a randomized controlled trial that is evaluating the feasibility and efficacy of an innovative dyadic intervention (DT) that is delivered through an interactive technology that includes an evidenced-based CG component, an evidenced-based cognitive training component for the CR and a dyadic component. The program is designed to: be synergistic and emphasize issues important to CGs in the earlier stages of caregiving. The sample involves 200 informal CGs and CRs with early-stage dementia. Data will be presented regarding factors influencing the feasibility of implementing a dyadic intervention such as recruitment challenges (e.g., mutual consent and eligibility), and mutual engagement of both the CG and CR. Strategies implemented to maintain the trial during the COVID-19 pandemic will also be discussed.


2021 ◽  
Vol 5 (12) ◽  
pp. 75
Author(s):  
Duyen Lam ◽  
Thuong Hoang ◽  
Atul Sajjanhar

Usability is a principal aspect of the system development process to improve and augment system facilities and meet users’ needs and necessities in all domains. It is no exception for cultural heritage. Usability problems of the interactive technology practice in cultural heritage museums should be recognized thoroughly from the viewpoints of experts and users. This paper reports on a two-phase empirical study to identify the usability problems in audio guides and websites of cultural heritage museums in Vietnam, as a developing country, and Australia, as a developed country. In phase one, five-user experience experts identified usability problems using the set of usability heuristics, and proposed suggestions to mitigate these issues. Ten usability heuristics identified a total of 176 problems for audio guides and websites. In phase two, we conducted field usability surveys to collect the real users’ opinions to detect the usability issues and examine the negative-ranked usability. The outstanding issues for audio guides and websites were pointed out. Identification of relevant usability issues and users’ and experts’ suggestions for these technologies should be given immediate attention to helping organizations and interactive service providers improve technologies’ adoptions. The paper’s findings are reliable inputs for our future study about the preeminent UX framework for interactive technology in the CH domain.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Sign in / Sign up

Export Citation Format

Share Document