نتایج جستجو برای: cognitive presence

تعداد نتایج: 816351  

2006
Jesús Chamorro-Martínez Elena Galán-Perales Daniel Sánchez José M. Soto-Hidalgo

In this paper we model the concept of ”coarseness”, typically used in texture image descriptions, by means of fuzzy sets. Specifically, we relate representative measures of this kind of texture with its presence degree. To obtain these ”presence degrees”, we collect assessments from polls filled by human subjects, performing an aggregation of these assessments by means of OWA operators. Using t...

2003
W Downie George W. Downie

This paper represents the current state of an action research approach to piece of “work in progress”, researching the use and usage of the Internet for marketing purposes by small and medium sized enterprises (SMEs). The full paper discusses how the research was established, its design and development, and sets out clearly the operational parameters addressed. It also identifies through the de...

2008
K. Kiss

Presence Information Data Format (PIDF) defines a common presence data format for Common Profile for Presence (CPP) compliant presence protocols. This memo defines a PIDF extension to represent SIP User Agent capabilities. Lonnfors & Kiss Standards Track [Page 1] RFC 5196 User Agent Capability Presence Status September 2008 Table of

Journal: :RFC 2008
Mikko Lonnfors Eva Leppanen Hisham Khartabil Jari Urpalainen

The Presence Information Document Format (PIDF) specifies the baseline XML-based format for describing presence information. One of the characteristics of the PIDF is that the document always needs to carry all presence information available for the presentity. In some environments where low bandwidth and high latency links can exist, it is often beneficial to limit the amount of transported in...

Journal: :Decision Support Systems 2009
Younghwa Lee Kenneth A. Kozar Kai R. T. Larsen

The study investigates how knowledge workers perceive avatar e-mail differently from traditional e-mail, and how they select traditional versus avatar e-mail when different levels of task equivocality and different types of communication direction are present. Three field studies were conducted with knowledge workers who have used avatar and traditional e-mail. This study demonstrates that over...

2004

Internet-Drafts are working documents of the Internet Engineering Task Force (IETF), its areas, and its working groups. Note that other groups may also distribute working documents as Internet-Drafts. Internet-Drafts are draft documents valid for a maximum of six months and may be updated, replaced, or obsoleted by other documents at any time. It is inappropriate to use Internet-Drafts as refer...

2004
Vinoba Vinayagamoorthy Andrea Brogni Marco Gillies Mel Slater Anthony Steed

This paper describes reports on the results of an experiment designed to study the impact of realism on the reported presence in an immersive virtual environment. An experiment was carried out with 40 participants who were asked to walk through a virtual street, which had virtual characters walking through it. Two factors were varied – texture quality (2 levels) and virtual character realism (2...

Journal: :J. Cases on Inf. Techn. 2008
Ayman Abuhamdieh Julie E. Kendall Kenneth E. Kendall

To what extent does having a Web presence reflect on an organization’s e-commerce operations? Will a mere brick-and-mortar organizational Web site guarantee online success? This case presents the experience of the New York Theatre Group (NYTG), a nonprofit performing arts organization, in integrating e-commerce in its business practices. The case begins with a very broad overview of the nonprof...

Journal: :Computers in Human Behavior 2016
Matthew Hudson Paul A. Cairns

Social play is an increasingly important constituent of the digital game experience. Though there is a growing understanding of how the social context influences the experience of playing, there is little known about how the experience of play influences the social experience. Specifically, it is not even known whether winning or losing affects a player's sense of social presence with their co-...

2007
Thies Pfeiffer Marc Erich Latoschik

The mediation of social presence is one of the most interesting challenges of modern communication technology. The proposed metaphor of Interactive Social Displays describes new ways of interactions with multi-/crossmodal interfaces prepared for a psychologically augmented communication. A first prototype demonstrates the application of this metaphor in a teleconferencing scenario.

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