online help
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H-INDEX

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2022 ◽  
Vol 12 (1) ◽  
pp. 523
Author(s):  
Darius Plikynas ◽  
Audrius Indriulionis ◽  
Algirdas Laukaitis ◽  
Leonidas Sakalauskas

This paper presents an approach to enhance electronic traveling aids (ETAs) for people who are blind and severely visually impaired (BSVI) using indoor orientation and guided navigation by employing social outsourcing of indoor route mapping and assistance processes. This type of approach is necessary because GPS does not work well, and infrastructural investments are absent or too costly to install for indoor navigation. Our approach proposes the prior outsourcing of vision-based recordings of indoor routes from an online network of seeing volunteers, who gather and constantly update a web cloud database of indoor routes using specialized sensory equipment and web services. Computational intelligence-based algorithms process sensory data and prepare them for BSVI usage. In this way, people who are BSVI can obtain ready-to-use access to the indoor routes database. This type of service has not previously been offered in such a setting. Specialized wearable sensory ETA equipment, depth cameras, smartphones, computer vision algorithms, tactile and audio interfaces, and computational intelligence algorithms are employed for that matter. The integration of semantic data of points of interest (such as stairs, doors, WC, entrances/exits) and evacuation schemes could make the proposed approach even more attractive to BVSI users. Presented approach crowdsources volunteers’ real-time online help for complex navigational situations using a mobile app, a live video stream from BSVI wearable cameras, and digitalized maps of buildings’ evacuation schemes.


Author(s):  
John H. Foster ◽  
Colin R. Martin ◽  
Josh P. Davis

During the COVID-19 pandemic, alcohol consumption was largely confined to drinking in the home. There has been little research examining variables associated with risk in home drinking. The study employed an online survey of (n = 1128) individuals who had been recruited for their face recognition skills (n = 838, 70.9% females, mean age 45.05 (12.3 SD)). The main dependent variables were three different AUDIT-C cut-off scores for at-risk drinking: (a) 5 for both genders as recommended by Public Health England, (b) 7 for females and 8 for males (cut-off for students and young people) and (c) 8 for both genders (individuals seeking online help for their drinking). Among the independent variables were gender and age, motivations for home drinking using the Home Drinking Assessment Scale (HDAS), purchasing patterns, context of drinking and health and wellbeing. The predictors following hierarchical logistic regressions were for (a) purchasing alcohol online or at a supermarket and emotional HDAS scores, (b) purchasing alcohol online or at a supermarket and for parties, drinking alone and with other members of the household and emotional and practical reason HDAS scores, (c) as for b with the addition that men were more likely to be at-risk drinkers. At-risk drinking in the pandemic was explained by motivational reasons, purchasing patterns and situational factors.


Author(s):  
Destiny Williams-Dobosz ◽  
Amos Jeng ◽  
Renato F. L. Azevedo ◽  
Nigel Bosch ◽  
Christian Ray ◽  
...  

Author(s):  
Elena De la Cova

The language used in a product or service has an extraordinary impact on the creation of its brand and on its online success. As localization is a key aspect of a globalized business, attention should be given to the localization of brand language to ensure global consistency. This study explores brand language localization problems in an online help corpus. Specifically, it analyzes the problems posed by the localization of brand names and terms in the pre-translation phase, following Nord’s pre-translation text analysis theory (2012). The main objective of the study is to understand the nature of identified brand language problems (professional purposes) and examine them (research purposes). The method implemented is a qualitative, interpretative analysis of a monolingual corpus in English comprising representative extracts from the Dropbox and Google Drive Online Help systems. The study is part of a wider research project exploring the concept of localization problems in online help localization.


With the beginning of the internet’s web services, user have facilitated for using help system and become more familiar to getting online information that has very useful when user cannot understand any process or any task that is major part that user can easily interact with computerand solved their problem, many specialists have found the lake of distinction between user and online help system due to the interface this study conducted to find the most effective and interactive online help system by the adopted user to use research selected online help system and take research survey for to identify the most interactive and feasible OHS (Online Help System), the aim of this study to highlight the features of an online help system for user interaction, that provide the online environment platform for user support via online help system technology, study have selected three different web pages and embrace the online help system into the web pages, these OHWS (Online Help Web Systems) are designed using front-end designing languages that focused on the user interface for user communication to find the user experience that is based on reliability, learnability and user satisfaction after practically user accessed different web page’s OHS that have navigated with different type of features user have hand out the research questionnaire survey that questions are targeted to cover the user experience reliability, learnability and user satisfaction, after the evaluation of all results it has been found that “Online Help System Interface1” is thebest user experience by 70% of reliability, 75% learnability and with the 85% user satisfaction with the interaction for the OHS


2021 ◽  
Vol 12 (1) ◽  
pp. 5-9
Author(s):  
Thomas Hoffman-Walbeck ◽  
◽  
Richard Adams ◽  

We are presenting an online workflow puzzle, which runs in a browser. The player can put together puzzle pieces to pre-defined production chains. Extensive online help supports the player in laying out the puzzle pieces correctly. The puzzle is based on the process-resource model, which is also the basis of the Job Definition Format. This paper explains the game as well as implementation strategy.


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