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2021 ◽  
Vol 11 (3) ◽  
pp. 327-331
Author(s):  
Hosniara Pervin

Nowadays, Cloud Computing is an important hi-tech research area in the most recent innovation. These advancements give clients a few benefits: cost-adequacy, effective asset usage, cooperation, catastrophe recuperation, and elite. Cloud offers administrations for processing on a solitary mouse click. The overview was completed in the type of an online survey. This examination paper exhibits that SaaS is safer than other web applications. SaaS is superior to different applications and SaaS is savvy. This Research paper investigates the significance of SaaS for productive distributed computing for associations and its suggestions. This examination paper additionally talks about the significance of SaaS application engineering, usefulness, proficiency, benefits, and weaknesses.


Author(s):  
Mr. Tanmay J. Sancheti

To develop a voice primarily based email system that will facilitate visually impaired individuals to access email in a problem free manner. Together with providing usage of mail services simply and with efficiency, the system also will cut back the psychological feature work that must be unremarkably taken by the visually impaired to recollect and sort characters using the normal Braille keyboards, which are accessible to them. The graphical user interface of this method has been evaluated against the interface of the traditionally accessible mail system. Not only for visually impaired, but also for people who are illiterate might have the benefit of this technique. The foremost crucial facet which will be thought of developing this technique is that the users of this technique does not have any basic information regarding the keyboard shortcuts used or wherever the keys are used for. All functions to be utilized in this technique are supposed to be easy mouse click operations creating the system very user friendly. This application proposes an android application, designed specifically for visually impaired individuals. This application provides a voice primarily based mailing service which provides them to browse and send mail on their own, without any guidance. The users ought to use certain keywords which can perform certain actions for e.g. Read, Send, and Compose Mail, Address Book etc. This EMAIL system is utilized by a visually handicapped person to access mails easily and with efficiency. Therefore reliance of visually impaired on others for his or her own activities associated with mail are often reduced.


Prologia ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 101
Author(s):  
Indra Ridwan Maulana ◽  
Sinta Paramita

Viral marketing is another form of word of mouth, or "news from one mouse click to the next click (word of mouse)." Which encourages consumers to tell products and services developed by the company or audio, video and written information to others online. In human community, the individuals within it can have intentions, beliefs, resources, preferences, needs, risks and a number of other similar conditions. The purpose of the research is to find out how community- based viral marketing (case study of Playcrew dance cover). This research is a qualitative research using a case study method. theories used in this research are Viral Marketing, Popular Culture, Advertising and Mass Communication, Community and Dance cover theories. This research uses interviews with key informants and informants, literature studies, and documentation for data collection. The results of this study are dance cover playcrew able to influence people to find out about the hallyu culture of South Korea.Viral marketing adalah bentuk lain berita dari mulut ke mulut, atau “berita dari satu klik mouse ke klik berikutnya (word of mouse).” Yang mendorong konsumen menceritakan produk dan jasa yang dikembangkan perusahaan atau informasi audio, video, dan tertulis kepada orang lain secara online. Dalam komunitas manusia, individu- individu di dalamnya dapat memiliki maksud, kepercayaan, sumber daya, preferensi, kebutuhan, risiko dan sejumlah kondisi lain yang serupa. Adapun maksud dari penelitian tersebut untuk mengetahui bagaimana viral marketing berbasis komunitas (studi kasus terhadap dance cover Playcrew). penelitian ini merupakan sebuah penelitian kualitatif yang menggunakan metode studi kasus. teori yang digunakan dalam penelitian ini adalah teori Viral Marketing, Budaya Populer,Iklan dan Komunikasi Massa, Komunitas dan Dance cover. penelitian ini menggunakan metode wawancara dengan informan kunci dan informan, studi pustaka, dan dokumentasi untuk pengumpulan data. Hasil dari penelitian ini adalah dance cover playcrew mampu mempengaruhi masyarakat untuk mengetahui tentang budaya hallyu dari korea selatan.


2021 ◽  
Vol 8 (01) ◽  
Author(s):  
HARISH CHANDRA VERMA ◽  
NEELIMA GARG

ICAR-CISH has developed four mobile apps on mango products, two on guava products and two on aonla products to disseminate value addition protocols of respective fruits. In this work, mobile apps have been developed to provide advisory on preparing quality processed products of main fruits of Subtropical region. For developing apps, cloud- based tool viz. ‘’MIT app Inventor2.0’’ was used. This tool can be used for app development using visual, event-based block programming method in browser itself. The apps were developed to provide advisories on preparation of quality processed fruit products such as different types of pickles, squash, murabba, candy, RTS drinks, etc. Apps provide audio facility as well as calculation of ingredients amount on a mouse click. These apps are very interactive and helpful to the farmers in preparing quality processed products of fruits even at cottage scale. These apps are available on ‘Google Play’ for free download. The information provided by app will be helpful in reducing post harvest losses of fruits, generation of employment opportunities and improve the livelihood status of the farmers.


2021 ◽  
Author(s):  
Chang Huan Lo ◽  
Nivedita Mani ◽  
Natalia Kartushina ◽  
Julien Mayor ◽  
Jonas Hermes

The COVID-19 pandemic massively changed the context and feasibility of developmental research. This new reality as well as considerations, e.g., about sample diversity and naturalistic settings for developmental research, indicate the need for solutions for online studies. In this article, we present e-Babylab, an open-source browser-based tool for unmoderated online studies specifically targeted at studying young children and babies. e-Babylab offers an intuitive graphical user interface for study creation and management of studies, users, participant data, and stimulus material with no programming skills required. Various kinds of audiovisual media can be presented as stimuli and possible measures include webcam recordings, audio recordings, key presses, mouse-click/touch coordinates, and reaction times. Information pages, consent forms, and participant forms are all customizable. e-Babylab was used with a variety of measures and paradigms in 14 studies with children aged 12 months to 8 years (n = 1516). We briefly summarize some results of these studies to demonstrate data quality and that participants’ engagement and the overall results are comparable in lab and online settings. We then present in more detail one replication of an established preferential-looking paradigm with gaze directions manually coded from the webcam captures. Finally, we discuss useful tips for using e-Babylab and present plans for upgrades.


OPE Journal ◽  
2021 ◽  
Vol 11 (34) ◽  
pp. 32-33

From the perspective of the printed electronics industry, 2020 was a somewhat patchy year. Following a Corona-related decline, the industry is now once again looking ahead with confidence: According to an OE-A member survey from October 2020, companies are expecting sales to increase by seven percent in 2021. The expected upswing will certainly also be boosted by the online edition of LOPEC 2021, the international exhibition and conference for the printed electronics industry, held from 23 to 25 March.


Author(s):  
Tarun Garg Ms. Meenu Garg and Dr. Bhoomi Gupta

The online food ordering system provides conveniencefor the customers. It overcomes the disadvantages of the traditional queuing system. This system increases the takeaway of foods than visitors. Therefore, this system enhances the speed and standardization of taking the order from the customer. It provides a better communication platform. the user’s details are noted electronically. The online food ordering system set up menu online and the customers easily places the order with a simple mouse click. also with a food menu online you can easily track the orders, maintain customer's database and improve your food delivery service. This system allows the user to select the desired food items from the displayed menu. The user orders the food items. The payment can be made online or pay-ondelivery system. The user’s details are maintainedconfidential because it maintains a separate account for each user. An id and password is provided for each user. Therefore it provides a more secured ordering.


2020 ◽  
Vol 10 (24) ◽  
pp. 8791
Author(s):  
Darisy G. Zhao ◽  
Nikita D. Karikov ◽  
Eugeny V. Melnichuk ◽  
Boris M. Velichkovsky ◽  
Sergei L. Shishkin

Voice- and gaze-based hands-free input are increasingly used in human-machine interaction. Attempts to combine them into a hybrid technology typically employ the voice channel as an information-rich channel. Voice seems to be “overqualified” to serve simply as a substitute of a computer mouse click, to confirm selections made by gaze. It could be expected that the user would feel discomfort if they had to frequently make “clicks” using their voice, or easily get bored, which also could lead to low performance. To test this, we asked 23 healthy participants to select moving objects with smooth pursuit eye movements. Manual confirmation of selection was faster and rated as more convenient than voice-based confirmation. However, the difference was not high, especially when voice was used to pronounce objects’ numbers (speech recognition was not applied): Score of convenience (M ± SD) was 9.2 ± 1.1 for manual and 8.0 ± 2.1 for voice confirmation, and time spent per object was 1269 ± 265 ms and 1626 ± 331 ms, respectively. We conclude that “voice-as-click” can be used to confirm selection in gaze-based interaction with computers as a substitute for the computer mouse click when manual confirmation cannot be used.


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