نتایج جستجو برای: specific casual

تعداد نتایج: 1041270  

2010
Harriet King

Many untrained humans can efficiently and intuitively understand a visualization of data and publicly available casual information visualization tools provide a potentially powerful way to understand various questions and issues across disciplines, education levels, and possibly beyond the limits of literacy. The purpose of casual infovis could be non-analytic, artistic, qualitative instead of ...

2012
Tyler Tate Tony Russell-Rose

The growing use of Internet-connected mobile devices demands that we reconsider search user interface design in light of the context and information needs specific to mobile users. In this paper the authors present a framework of mobile information needs, juxtaposing search motives—casual, lookup, learn, and investigate—with search types—informational, geographic, personal information managemen...

2017
Alvin Chesham Patric Wyss René Martin Müri Urs Peter Mosimann Tobias Nef

BACKGROUND In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of ...

2013
John Brosz Miguel A. Nacenta Richard Pusch Sheelagh Carpendale Christophe Hurter

A transmogrifier is a novel interface that enables quick, onthe-fly graphic transformations. A region of a graphic can be specified by a shape and transformed into a destination shape with real-time, visual feedback. Both origin and destination shapes can be circles, quadrilaterals or arbitrary shapes defined through touch. Transmogrifiers are flexible, fast and simple to create and invite use ...

2011
David William Sprague

This dissertation describes a series of studies conducted to explore why people use information visualizations during their non-work time (casual InfoVis) and which factors are critical for visualization adoption and long duration use. I also model typical casual InfoVis usage patterns and provide a framework for future hypothesis testing. Each study explored a different facet of casual InfoVis...

2017
Seungwook Kim Daeyoung Choi Eunjung Lee Wonjong Rhee

Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the a...

Journal: :Revista de saude publica 2013
Larissa Rangel Nascimento Maria del Carmen Bisi Molina Carolina Perim Faria Roberto de Sá Cunha José Geraldo Mill

OBJECTIVE To determine the reproducibility of casual arterial pressure measurement and to confirm pressure diagnosis by monitoring of participants in the ELSA-Brasil (Estudo Longitudinal de Saúde do Adulto - Brazilian Longitudinal Study for Adult Health). METHODS Casual blood pressure was measured with an oscilometric device. A sub-sample of participants (N = 255) from Espírito Santo state (S...

2009
Riccardo Welters William Mitchell

1999
Horst Eidenberger Christian Breiteneder

The paper describes a project aiming at content-based retrieval of coats of arms to facilitate information finding. The retrieval system should be usable by experts and by casual users. In order to make use of the specific nature of arms about 20 different features have been developed to allow an expert to fine-tune an image search. For the casual user different features are grouped into featur...

2016
Andreas Leibetseder Mathias Lux

Fitnessor exergames are ubiquitously available, but often lack the main ingredient of successfully gamified systems: fun. This can be attributed to the typical way of designing such games – highly focusing on specific physical activities, thus, gamifying fitness. Instead, we propose a novel alternate approach to improve motivation for exergaming, which we call fitnessification: integrating phys...

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