8,976 research outputs found
Proposal to design an idioms mobile application
Mastering another language represents for people the way to get all the knowledge they want, arousing thereby the interest in learning or getting the knowledge through a foreign language. The need of communication with English speakers. Nowadays, it is important to include English teaching in educational systems of the world. This fact makes English the universal language and here in our country one of the most important languages for business, economy and cultures context.CHAPTER 1
INTRODUCTION
STATEMENT OF THE PROBLEM
RATIONALE
GENERAL OBJECTIVE
SPECIFIC OBJECTIVES
CHAPTER 2
IDIOMS
Meaning and definition
Origin:
CHARACTERISTICS AND CLASSIFICATION OF IDIOMS
Characteristics of Idioms
Categories of Idioms
Classification of idioms
HISTORY OF MOBILE APPLICATIONS
Developer environment today
CHAPTER 3
RESEARCH DESIGN
PARADIGM
TYPE
CONTEXT
THE PARTICIPANTS
INSTRUMENTS FOR DATA COLLECTION
CHAPTER 4
ANALYSIS OF THE INSTRUMENTS
CHAPTER 5
CONCLUSIONS
BIBLIOGRAPHY
ANNEXESPregradoProfesional en Lenguas ModernasLenguas Moderna
The patterning of finance/security : a designerly walkthrough of challenger banking apps
Culture is being âappifiedâ. Diverse, pre-existing everyday activities are being redesigned so they happen with and through apps. While apps are often encountered as equivalent icons in apps stores or digital devices, the processes of appification â that is, the actions required to turn something into an app â vary significantly. In this article, we offer a comparative analysis of a number of âchallengerâ banking apps in the United Kingdom. As a retail service, banking is highly regulated and banks must take steps to identify and verify their customers before entering a retail relationship. Once established, this âsecuredâ financial identity underpins a lot of everyday economic activity. Adopting the method of the walkthrough analysis, we study the specific ways these processes of identifying and verifying the identity of the customer (now the user) occur through user onboarding. We argue that banking apps provide a unique way of binding the user to an identity, one that combines the affordances of smart phones with the techniques, knowledge and patterns of user experience design. With the appification of banking, we see new processes of security folded into the everyday experience of apps. Our analysis shows how these binding identities are achieved through what we refer to as the patterning of finance/security. This patterning is significant, moreover, given its availability for wider circulation beyond the context of retail banking apps
Museum Experience Design: A Modern Storytelling Methodology
In this paper we propose a new direction for design, in the context of the theme âNext Digital Technologies in Arts and Cultureâ, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, âNext Digital Technologiesâ play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination
Timed Soft Concurrent Constraint Programs: An Interleaved and a Parallel Approach
We propose a timed and soft extension of Concurrent Constraint Programming.
The time extension is based on the hypothesis of bounded asynchrony: the
computation takes a bounded period of time and is measured by a discrete global
clock. Action prefixing is then considered as the syntactic marker which
distinguishes a time instant from the next one. Supported by soft constraints
instead of crisp ones, tell and ask agents are now equipped with a preference
(or consistency) threshold which is used to determine their success or
suspension. In the paper we provide a language to describe the agents behavior,
together with its operational and denotational semantics, for which we also
prove the compositionality and correctness properties. After presenting a
semantics using maximal parallelism of actions, we also describe a version for
their interleaving on a single processor (with maximal parallelism for time
elapsing). Coordinating agents that need to take decisions both on preference
values and time events may benefit from this language. To appear in Theory and
Practice of Logic Programming (TPLP)
Knowledge society arguments revisited in the semantic technologies era
In the light of high profile governmental and international efforts to realise the knowledge society, I review the arguments made for and against it from a technology standpoint. I focus on advanced knowledge technologies with applications on a large scale and in open- ended environments like the World Wide Web and its ambitious extension, the Semantic Web. I argue for a greater role of social networks in a knowledge society and I explore the recent developments in mechanised trust, knowledge certification, and speculate on their blending with traditional societal institutions. These form the basis of a sketched roadmap for enabling technologies for a knowledge society
Pattern languages in HCI: A critical review
This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
Acute: high-level programming language design for distributed computation
Existing languages provide good support for typeful programming of standalone programs. In a distributed system, however, there may be interaction between multiple instances of many distinct programs, sharing some (but not necessarily all) of their module structure, and with some instances rebuilt with new versions of certain modules as time goes on. In this paper we discuss programming language support for such systems, focussing on their typing and naming issues. We describe an experimental language, Acute, which extends an ML core to support distributed development, deployment, and execution, allowing type-safe interaction between separately-built programs. The main features are: (1) type-safe marshalling of arbitrary values; (2) type names that are generated (freshly and by hashing) to ensure that type equality tests suffice to protect the invariants of abstract types, across the entire distributed system; (3) expression-level names generated to ensure that name equality tests suffice for type-safety of associated values, e.g. values carried on named channels; (4) controlled dynamic rebinding of marshalled values to local resources; and (5) thunkification of threads and mutexes to support computation mobility. These features are a large part of what is needed for typeful distributed programming. They are a relatively lightweight extension of ML, should be efficiently implementable, and are expressive enough to enable a wide variety of distributed infrastructure layers to be written as simple library code above the byte-string network and persistent store APIs. This disentangles the language runtime from communication intricacies. This paper highlights the main design choices in Acute. It is supported by a full language definition (of typing, compilation, and operational semantics), by a prototype implementation, and by example distribution libraries
Designing Personalized Learning Environments throughMonitoring and Guiding User Interactions with Code andNatural Language
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