1,774,252 research outputs found

    Penggunaan Media Sosial sebagai Upaya Pembangunan SDM di Indonesia

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    Disruptive technology is an event that helps many people also bothering or harming some people with the help of technology. With the help of the digital observation method, we found a way to help people affected by the disruption, namely by using social media to spread useful information and knowledge. With these efforts, it is hoped that the community can take advantage of and enjoy the efforts that we provid

    The Potential of Digital Tools in Art Lessons at Junior School Level to Improve Artistic Ability Using Tamazight Fonts

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    The aim of this research is to explore how pupils in art classes can use creative digital art tools to redesign Tamazight fonts, in order to develop children’s artistic creativity, enable them to learn about a new culture, and to help the teacher assess the creativity of pupils in the art class. It can also help students to improve their talents in drawing. The study could relate to research in Libya among the Amazigh people (better known as Berber) and possibly the development of Tamazight fonts with new uses in art. The research involved students aged 9-10 years old working with digital art tools, and was designed to explore the potential of digital technology by discovering suitable tools and techniques to develop children’s artistic performance using Tamazight fonts. The project also sought to show the aesthetic aspects of these characters and to stimulate the artistic creativity of these young people

    Help Me! A Consumer Product Assistance Application

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    Technology is a key enabler for people to learn new things. Most people do not know how to find these resources using the technology that is available to them. Since the birth of the World Wide Web (WWW) over 25 years ago, Tim Berners-Lee’s goal was to provide a way to share information and ideas between scientists and universities across the world. Since that time the World Wide Web has exploded with data and people can easily share knowledge with each other. Today many colleges offer lectures, courses and whole degrees programs on the WWW. Today with all that information and advances in technology, many users still do not know what information is available and how to access it. Today people can search using Google or look for videos on YouTube but many users cannot effectively find help themselves. For a company, price is not the reason for customer churn. Poor customer service is. What if customers could easily get help without having to talk to customer service? Help Me! Allows users to scan bar codes, take pictures or enter product names and find tutorial help videos to assist them to find these resources. Help Me! Is deployed on Heroku using Ruby on Rails for a back-end Rest API. Following the mobile first philosophy, apps have been created for the Android and iOS platforms providing users tutorials and help with their products

    Representing older people: towards meaningful images of the user in design scenarios

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    Designing for older people requires the consideration of a range of difficult and sometimes highly personal design problems. Issues such as fear, loneliness, dependency, and physical decline may be difficult to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and as a means to explore user experience. This paper argues that the use of such characters can help to overcome restrictive notions of older people by disrupting designers' prior assumptions. In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first case pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second case, pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undermine rhetorical devices within scenarios that attempt to fit characters to the technology, rather than vice versa. To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.</p

    Visualising the South Yorkshire floods of ‘07

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    This paper describes initial work on developing an information system to gather, process and visualise various multimedia data sources related to the South Yorkshire (UK) floods of 2007. The work is part of the Memoir project which aims to investigate how technology can help people create and manage long-term personal memories. We are using maps to aggregate multimedia data and to stimulate remembering past events. The paper describes an initial prototype; challenges faced so far and planned future work

    Cell phone at your workplaces

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    Digital technology has become an integral part of people life because of it always ask the people to gain a new information search and learn the new things such as they can communicate very well with another people at organization. The benefit of digital technology is there are most frequently used electronics tool among young people and workers (Colbert, Yee & George, 2016). They have good competency character in course among them and give positive feedback with technology by worker distribution. Then, it will give the company positive impact because of their skill and be comfort easier to achieve more of using technology. Then, it will help and give benefit to organizations because they can work well

    Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia

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    Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials
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