2,228 research outputs found
Editorial: Sweet sixteen
This is the traditional triennial note used by the editors to give the readers of 4OR information on the state of the journal and its future. In the 3years that have passed since the last editorial note (Liberti et al. in Q J Oper 13:1–13, 2015), three volumes (each containing four issues) of the journal have been published: vol. 13 (2015), vol. 14 (2016), and vol. 15 (2017)
Parameterized complexity of machine scheduling: 15 open problems
Machine scheduling problems are a long-time key domain of algorithms and
complexity research. A novel approach to machine scheduling problems are
fixed-parameter algorithms. To stimulate this thriving research direction, we
propose 15 open questions in this area whose resolution we expect to lead to
the discovery of new approaches and techniques both in scheduling and
parameterized complexity theory.Comment: Version accepted to Computers & Operations Researc
Front-End Design Guidelines for Infotainment Systems
This paper presents a set of front-end design guidelines intended to provide a starting point to designers of user interfaces for infotainment systems. The proposed approach suggests guidance on four dimensions
inferred from state of the art such as crucial to achieve well designed automotive interfaces: a) Design; b)
Interaction; c) Security; and d) Connectivity. Guidelines were thought by integrating conceptual-insights from
Graphic Design; User Centered Design; Human-Machine Interfaces; Usability; and Human-Computer interaction. Additionally, were specified and structured to be used also as a comparing tool (Like Heuristic-
Evaluation technique) to analyze front-end of existent infotainment systems. Said duality allowed to revise the
pertinence of the proposal through a case study where 30 participants (25 regular users and 5 technicalexperts) compared suggested guidelines’ specification against interactions provided by the front–end of Mazda Connect© infotainment System. Obtained results suggested that setting of proposed guidelines was
compatible with participants’ perceptions facilitating to identify pain-points on current design; thus, proposed
guidance could scaffold base-insights for new front-end designs
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Persuasive technology and digital design for behaviour change
Copyright @ 2012 Social Science Research NetworkThe convergence of the 'digital' and 'real' worlds has been rapid and transformative of everyday life, as well as design practice - to the extent that talking about 'digital design' and 'the digital context' seems anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new field of a ffordances, constraints, information flows and possibilities. This paper reviews some of the ways in which digital architecture infl uences behaviour, and what the implications could be for designers seeking to infl uence behaviour for social and environmental bene fit. Topics covered include Persuasive Technology, gami fication, Lessig's 'Code is Law' perspective, digital rights management and Zittrain's concept of generativity
2010-2011 Undergraduate Catalog
Annual publication of degrees offered and their requirements for all undergraduate students enrolled at the University of Central Oklahoma
2006-2007 Undergraduate Catalog
Annual publication of degrees offered and their requirements for all undergraduate students enrolled at the University of Central Oklahoma
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