Search results for: interactive furniture
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 309

Search results for: interactive furniture

309 Design for Classroom Units: A Collaborative Multicultural Studio Development with Chinese Students

Authors: C. S. Caires, A. Barbosa, W. Hanyou

Abstract:

In this paper, we present the main results achieved during a five-week international workshop on Interactive Furniture for the Classroom, with 22 Chinese design students, in Jiangmen city (Guangdong province, China), and five teachers from Portugal, France, Iran, Macao SAR, and China. The main goal was to engage design students from China with new skills and practice methodologies towards interactive design research for furniture and product design for the classroom. The final results demonstrate students' concerns on improving Chinese furniture design for the classrooms, including solutions related to collaborative learning and human-interaction design for interactive furniture products. The findings of the research led students to the fabrication of five original prototypes: two for kindergartens ('Candy' and 'Tilt-tilt'), two for primary schools ('Closer' and 'Eks(x)'), and one for art/creative schools ('Wave'). From the findings, it was also clear that collaboration, personalization, and project-based teaching are still neglected when designing furniture products for the classroom in China. Students focused on these issues and came up with creative solutions that could transform this educational field in China.

Keywords: Product design, interface design, interactive design, collaborative education and design research, design prototyping.

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308 Manufacturers-Retailers: The New Actor in the U.S. Furniture Industry. Characteristics and Implications for the Chinese Furniture Industry

Authors: Lidia Martínez Murillo

Abstract:

Since the 1990s the American furniture industry faces a transition period. Manufacturers, one of its most important actors made its entrance into the retail industry. This shift has had deep consequences not only for the American furniture industry as a whole, but also for other international furniture industries, especially the Chinese. The present work aims to analyze this actor based on the distinction provided by the Global Commodity Chain Theory. It stresses its characteristics, structure, operational way and importance for both the U.S. and the Chinese furniture industries.

Keywords: M&RC, blended strategy, U.S. furniture industry, Chinese furniture industry.

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307 Manufacturers-Retailers: The New Actor in the U.S. Furniture Industry. Characteristics and Implications for the Chinese Industry

Authors: Lidia Martínez Murillo

Abstract:

Since the 1990s the American furniture industry faces a transition period. Manufacturers, one of its most important actors made its entrance into the retail industry. This shift has had deep consequences not only for the American furniture industry as a whole, but also for other international furniture industries, especially the Chinese. The present work aims to analyze this actor based on the distinction provided by the Global Commodity Chain Theory. It stresses its characteristics, structure, operational way and importance for both the U.S. and the Chinese furniture industries.

Keywords: M&RC, blended strategy, U.S. furniture industry, Chinese furniture industry.

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306 An Interactive 3D Experience for the Creation of Personalized Styling

Authors: Dawei Lin

Abstract:

This research proposes an Interactive 3D Experience to enhance customer value in the fantasy era. As products reach maturity, they become more similar in the range of functions that they provide. This leads to competition via reduced retail price and ultimately reduced profitability. A competitive design method is therefore needed that can produce higher value products. An Enhanced Value Experience has been identified that can assist designers to provide quality products and to give them a unique positioning. On the basis of this value opportunity, the method of Interactive 3D Experience has been formulated and applied to the domain of retail furniture. Through this, customers can create their own personalized styling via the interactive 3D platform.

Keywords: Interactive 3D experience, enhanced valueexperience, value opportunity, personalized styling.

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305 Factors of Successful Wooden Furniture Design Process

Authors: S. Choodoung, U. Smutkupt

Abstract:

This study systemizes processes and methods in wooden furniture design that contains uniqueness in function and aesthetics. The study was done by research and analysis for designer-s consideration factors that affect function and production. Therefore, the study result indicates that such factors are design process (planning for design, product specifications, concept design, product architecture, industrial design, production), design evaluation as well as wooden furniture design dependent factors i.e. art (art style; furniture history, form), functionality (the strength and durability, area place, using), material (appropriate to function, wood mechanical properties), joints, cost, safety, and social responsibility. Specifically, all aforementioned factors affect good design. Resulting from direct experience gained through user-s usage, the designer must design the wooden furniture systemically and effectively. As a result, this study selected dinning armchair as a case study with all involving factors and all design process stated in this study.

Keywords: Furniture Design, Function Design, Aesthetic, Wooden Furniture.

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304 Innovativeness of the Furniture Enterprises in Bulgaria

Authors: Radostina Popova

Abstract:

The paper presents an analysis of the innovation performance of small and medium-sized furniture enterprises in Bulgaria, accounting for over 97% of the companies in the sector. It contains advanced features of innovation in enterprises, specific features of the furniture industry in Bulgaria and analysis of the results of studies on the topic. The results from studies of three successive periods - 2006-2008; 2008-2010; 2010-2012, during which were studied 594 small and medium-sized furniture enterprises. There are commonly used in the EU definitions and indicators (European Commission, OECD, Oslo Manual), which allows for the comparability of results.

Keywords: Innovation activity, competitiveness of innovation, furniture enterprises in Bulgaria.

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303 SENSE-SEAT: Improving Creativity and Productivity through the Redesign of a Multisensory Technological Office Chair

Authors: Fernando Miguel Campos, Carlos Ferreira, João Pestana, Pedro Campos, Nils Ehrenberg, Wojciech Hydzik

Abstract:

The current trend of organizations offering their workers open-office spaces and co-working offices has been primed for stimulating teamwork and collaboration. However, this is not always valid as these kinds of spaces bring other types of challenges that compromise workers productivity and creativity. We present an approach for improving creativity and productivity at the workspace by redesigning an office chair that incorporates subtle technological elements that help users focus, relax and being more productive and creative. This sheds light on how we can better design interactive furniture for such popular contexts, as we develop this new chair through a multidisciplinary approach using ergonomics, interior design, interaction design, hardware and software engineering and psychology.

Keywords: Creativity, co-working, ergonomics, human-computer interaction, interaction, interactive furniture, productivity.

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302 Flexibility in Modular Furniture Systems in Open Offices, Famagusta, North Cyprus

Authors: E. Farjami, La. Mohammadzadeh Afshar, Li. Mohammadzade Afshar, A. Taran

Abstract:

Nowadays, flexibility introduced as a modern technology in furniture systems especially in interior planning design. According to results, the most important impact of these systems can be seen on open plan design that makes workspaces comfortable and increases the productivity of employees besides making good relationship between them. Briefly, there are some factors along with new systems in furniture design help create inappropriate space to make working better and easier while it has modular planning organization. It brings about some approaches to have a successful space for open offices with modular design and flexible furniture systems. These approaches have been investigated in open and close offices at Eastern Mediterranean University (EMU) in Famagusta, Cyprus, using information extracted from questionnaires.

Keywords: Flexibility, Flexible Furniture, Modular design, Open offices, Modular furniture systems.

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301 Research on Emotional Healing Street Furniture under the Background of Urban Micro-Renewal

Authors: Tanhao Gao, Hongtao Zhou

Abstract:

With the COVID-19 pandemic spreading worldwide, people are facing more significant mental pressure. The government and social groups are sparing no effort to find ways to heal people's emotions and return to normal life. Therefore, research on emotional healing has urgency and practical significance. From the perspective of urban planning, street furniture has the potential to become "emotional healing touchpoints." This study first analyzed the suitable places for adding emotional healing street furniture in the background of urban micro-renewal and combined the 15-minute living circle, the leftover space, and urban acupuncture theories, then used the 5W analysis method to show the main characteristics of emotionally healing street furniture. Finally, the research discovers four design strategies, which can be summarized as: A. Exploring the renewal potential of the leftover space; B. Integrating with local culture and the surrounding environment; C. Discovering quick and straightforward ways of interaction; D. Finding a delicate balance between artistry and functionality. Then, we take one emotional healing street furniture located on Chifeng Road as an example to show the design strategies vividly.

Keywords: Emotional healing, street furniture, urban micro-renewal, urban acupuncture.

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300 Educational use of Interactive Multimedia based on Museum Collection

Authors: Ji-Hye Lee, Jongdeok Kim

Abstract:

This research investigates the use of digital technology namely interactive multimedia in effective art education provided by museum. Several multimedia experience examples created for art education are study case subjected to assistance audiences- learning within the context of existing theory in the field of interactive multimedia.

Keywords: E-learning, Fine Arts, Interactivity, Multimedia

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299 Identification of the Key Sustainability Issues to Develop New Decision Support Tools in the Spanish Furniture Sector

Authors: P.Cordero, R.Poler, R.Sanchis

Abstract:

The environmental impacts caused by the current production and consumption models, together with the impact that the current economic crisis, bring necessary changes in the European industry toward new business models based on sustainability issues that could allow them to innovate and improve their competitiveness. This paper analyzes the key environmental issues and the current and future market trends in one of the most important industrial sectors in Spain, the furniture sector. It also proposes new decision support tools -diagnostic kit, roadmap and guidelines- to guide companies to implement sustainability criteria into their organizations, including eco-design strategies and other economical and social strategies in accordance with the sustainability definition, and other available tools such as eco-labels, environmental management systems, etc., and to use and combine them to obtain the results the company expects to help improve its competitiveness.

Keywords: Furniture sector, eco-design, sustainability, economical crisis, market trends, roadmap

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298 The Application of Specialized Memory Manager in Interactive CAD Systems

Authors: Wei Song, Lian-he Yang

Abstract:

Interactive CAD systems have to allocate and deallocate memory frequently. Frequent memory allocation and deallocation can play a significant role in degrading application performance. An application may use memory in a very specific way and pay a performance penalty for functionality it does not need. We could counter that by developing specialized memory managers.

Keywords: Interactive CAD systems, Specialized Memory Manager.

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297 A Supplier-Manufacturer Relationship Model for Teak Forest Carbon Sequestration and Teak Log Demand Fulfillment with Sustainability Consideration

Authors: Ririn Dewi Cahyani, Muh. Hisjam, Wahyudi Sutopo, Kuncoro Harto Widodo

Abstract:

Availability of raw materials is important for Indonesia as a furniture exporting country. Teak log as raw materials is supplied to the furniture industry by Perum Perhutani (PP). PP needs to involve carbon trading for nature conservation. PP also has an obligation in the Corporate Social Responsibility program. PP and furniture industry also must prosecute the regulations related to ecological issues and labor rights. This study has the objective to create the relationship model between supplier and manufacturer to fulfill teak log demand that involving teak forest carbon sequestration. A model is formulated as Goal Programming to get the favorable solution for teak log procurement and support carbon sequestration that considering economical, ecological, and social aspects of both supplier and manufacturer. The results show that the proposed model can be used to determine the teak log quantity involving carbon trading to achieve the seven goals to be satisfied the sustainability considerations.

Keywords: Availability of teak log, support carbon sequestration, goal programming, sustainability consideration.

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296 Morphological and Syntactic Meaning: An Interactive Crossword Puzzle Approach

Authors: Ibrahim Garba

Abstract:

This research involved the use of word distributions and morphological knowledge by speakers of Arabic learning English connected different allomorphs in order to realize how the morphology and syntax of English gives meaning through using interactive crossword puzzles (ICP). Fifteen chapters covered with a class of nine learners over an academic year of an intensive English program were reviewed using the ICP. Learners were questioned about how the use of this gaming element enhanced and motivated their learning of English. The findings were positive indicating a successful implementation of ICP both at creational and user levels. This indicated a positive role technology had when learning and teaching English through adopting an interactive gaming element for learning English.

Keywords: Distribution, gaming, interactive-crossword-puzzle, morphology.

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295 Performance Boundaries for Interactive Finite Element Applications

Authors: Jaewon Jang, Gregory R. Miller

Abstract:

This paper presents work characterizing finite element performance boundaries within which live, interactive finite element modeling is feasible on current and emerging systems. These results are based on wide-ranging tests performed using a prototype finite element program implemented specifically for this study, thereby enabling the unified investigation of numerous direct and iterative solver strategies and implementations in a variety of modeling contexts. The results are intended to be useful for researchers interested in interactive analysis by providing baseline performance estimates, to give guidance in matching solution strategies to problem domains, and to spur further work addressing the challenge of extending the present boundaries.

Keywords: Finite Elements, Interactive Modeling, NumericalAnalysis.

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294 Strategic Redesign of Public Spaces with a Sustainable Approach: Case Study of Parque Huancavilca, Guayaquil

Authors: Juan Carlos Briones Macias

Abstract:

Currently, the Huancavilca City Park in Guayaquil is an abandoned public space that is discovering a growing problem of insecurity, where various problems have been perceived, such as the lack of green areas, deteriorating furniture, insufficient lighting, the use of inadequate cladding materials and very sunny areas due to the lack of planning in the design of green areas. The objective of this scientific article is to redesign Huancavilca Park through public space design strategies for more attractive and comfortable areas, becoming a point of interaction in a safe and accessible way. A mixed methodology (qualitative and quantitative) was applied, obtaining information based on surveys, interviews, field observations, and systematizing the data in the traditional weighting of the structuring aspects of the park. The results were obtained from the methodological design scheme of iterative analysis of public spaces by Jan Güell. It is concluded that the use of urban strategies in the structuring elements of the park, such as vegetation, furniture, generating new activities, and security interventions, will specifically solve all the problems of the Huancavilca Park tested in a Pareto 80/20 Diagram.

Keywords: Public space, green areas, vegetation, street furniture, urban analysis.

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293 Performance Tests of Wood Glues on Different Wood Species Used in Wood Workshops: Morogoro Tanzania

Authors: Japhet N. Mwambusi

Abstract:

High tropical forests deforestation for solid wood furniture industry is among of climate change contributing agents. This pressure indirectly is caused by furniture joints failure due to poor gluing technology based on improper use of different glues to different wood species which lead to low quality and weak wood-glue joints. This study was carried in order to run performance tests of wood glues on different wood species used in wood workshops: Morogoro Tanzania whereby three popular wood species of C. lusitanica, T. glandis and E. maidenii were tested against five glues of Woodfix, Bullbond, Ponal, Fevicol and Coral found in the market. The findings were necessary on developing a guideline for proper glue selection for a particular wood species joining. Random sampling was employed to interview carpenters while conducting a survey on the background of carpenters like their education level and to determine factors that influence their glues choice. Monsanto Tensiometer was used to determine bonding strength of identified wood glues to different wood species in use under British Standard of testing wood shear strength (BS EN 205) procedures. Data obtained from interviewing carpenters were analyzed through Statistical Package of Social Science software (SPSS) to allow the comparison of different data while laboratory data were compiled, related and compared by the use of MS Excel worksheet software as well as Analysis of Variance (ANOVA). Results revealed that among all five wood glues tested in the laboratory to three different wood species, Coral performed much better with the average shear strength 4.18 N/mm2, 3.23 N/mm2 and 5.42 N/mm2 for Cypress, Teak and Eucalyptus respectively. This displays that for a strong joint to be formed to all tree wood species for soft wood and hard wood, Coral has a first priority in use. The developed table of guideline from this research can be useful to carpenters on proper glue selection to a particular wood species so as to meet glue-bond strength. This will secure furniture market as well as reduce pressure to the forests for furniture production because of the strong existing furniture due to their strong joints. Indeed, this can be a good strategy on reducing climate change speed in tropics which result from high deforestation of trees for furniture production.

Keywords: Climate change, deforestation, gluing technology, joint failure, wood-glue, wood species.

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292 Design of Smart Urban Lighting by Using Social Sustainability Approach

Authors: Mohsen Noroozi, Maryam Khalili

Abstract:

Creating cities, objects and spaces that are economically, environmentally and socially sustainable and which meet the challenge of social interaction and generation change will be one of the biggest tasks of designers. Social sustainability is about how individuals, communities and societies live with each other and set out to achieve the objectives of development model which they have chosen for themselves. Urban lightning as one of the most important elements of urban furniture that people constantly interact with it in public spaces; can be a significant object for designers. Using intelligence by internet of things for urban lighting makes it more interactive in public environments. It can encourage individuals to carry out appropriate behaviors and provides them the social awareness through new interactions. The greatest strength of this technology is its strong impact on many aspects of everyday life and users' behaviors. The analytical phase of the research is based on a multiple method survey strategy. Smart lighting proposed in this paper is an urban lighting designed on results obtained from a collective point of view about the social sustainability. In this paper, referring to behavioral design methods, the social behaviors of the people has been studied. Data show that people demands for a deeper experience of social participation, safety perception and energy saving with the meaningful use of interactive and colourful lighting effects. By using intelligent technology, some suggestions are provided in the field of future lighting to consider the new forms of social sustainability.

Keywords: Behavior model, internet of things, social sustainability, urban lighting.

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291 A Real-Time Tracking System Developed for an Interactive Stage Performance

Authors: S. Hu, J. Mortensen, Bernard F. Buxton

Abstract:

A real-time tracking system was built to track performers on an interactive stage. Using an ordinary, up to date, desktop workstation, the performers- silhouette was segmented from the background and parameterized by calculating the normalized central image moments. In the stage system, the silhouette moments were then sent to a parallel workstation, which used them to generate corresponding 3D virtual geometry and projected the generated graphic back onto the stage.

Keywords: Image moment, interactive stage, real-time, silhouette.

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290 6DSpaces: Multisensory Interactive Installations

Authors: Pedro Campos, Miguel Campos, Carlos Ferreira

Abstract:

Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.

Keywords: interaction design, human-computer interaction, multimedia, multisensory installations

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289 Interactive Methods of Design Education as the Principles of Social Implications of Modern Communities

Authors: Pelin Yildiz

Abstract:

The term interactive education indicates the meaning related with multidisciplinary aspects of distance education following contemporary means around a common basis with different functional requirements. The aim of this paper is to reflect the new techniques in education with the new methods and inventions. These methods are better supplied by interactivity. The integration of interactive facilities in the discipline of education with distance learning is not a new concept but in addition the usage of these methods on design issue is newly being adapted to design education. In this paper the general approach of this method and after the analysis of different samples, the advantages and disadvantages of these approaches are being identified. The method of this paper is to evaluate the related samples and then analyzing the main hypothesis. The main focus is to mention the formation processes of this education. Technological developments in education should be filtered around the necessities of the design education and the structure of the system could then be formed or renewed. The conclusion indicates that interactive methods of education in design issue is a meaning capturing not only technical and computational intelligence aspects but also aesthetical and artistic approaches coming together around the same purpose.

Keywords: Interactive education, distance learning, designeducation, computational intelligence.

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288 Congolese Wood in the Antwerp Interwar Interior

Authors: M. Jaenen, M. de Bouw, A. Verdonck, M. Leus

Abstract:

During the interwar period artificial materials were often preferred, but many Antwerp architects relied on the application of wood for most of the interior finishing works and furnishings. Archival, literature and on site research of interwar suburban townhouses and the Belgian wood and furniture industry gave a new insight to the application of wood in the interwar interior. Many interwar designers favored the decorative values in all treatments of wood because of its warmth, comfort, good-wearing, and therefore, economic qualities. For the creation of a successful modern interior the texture and surface of the wood becomes as important as the color itself. This aesthetics valuation was the result of the modernization of the wood industry. The development of veneer and plywood gave the possibility to create strong, flat, long and plain wooden surfaces which are capable of retaining their shape. Also the modernization of cutting machines resulted in high quality and diversity in texture of veneer. The flat and plain plywood surfaces were modern decorated with all kinds of veneer-sliced options. In addition, wood species from the former Belgian Colony Congo were imported. Limba (Terminalia superba), kambala (Chlorophora excelsa), mubala (Pentaclethra macrophylla) and sapelli (Entandrophragma cylindricum) were used in the interior of many Antwerp interwar suburban town houses. From the thirties onwards Belgian wood firms established modern manufactures in Congo. There the local wood was dried, cut and prepared for exportation to the harbor of Antwerp. The presence of all kinds of strong and decorative Congolese wood products supported its application in the interwar interior design. The Antwerp architects combined them in their designs for doors, floors, stairs, built-in-furniture, wall paneling and movable furniture.

Keywords: Antwerp, Congo, furniture, interwar.

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287 The Path to Web Intelligence Maturity

Authors: Zeljko Panian

Abstract:

Web intelligence, if made personal, can fuel the process of building communications around the interests and preferences of each individual customer or prospect, by providing specific behavioral insights about each individual. To become fully efficient, Web intelligence must reach a stage of a high-level maturity, passing throughout a process that involves five steps: (1) Web site analysis; (2) Web site and advertising optimization; (3) Segment targeting; (4) Interactive marketing (online only); and (5) Interactive marketing (online and offline). Discussing these steps in detail, the paper uncovers the real gold mine that is personal-level Web intelligence.

Keywords: Web intelligence, web analytics, informationtechnology (IT), interactive marketing.

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286 The Multimedia Interactive Theatre by Virtual Means Regarding Computational Intelligence in Space Design as HCI and Samples from Turkey

Authors: Pelin Yildiz

Abstract:

The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.

Keywords: Computational intelligence, interactive space, multimedia theatre, virtual reality.

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285 The Effectiveness of Implementing Interactive Training for Teaching Kazakh Language

Authors: Samal Abzhanova, Saule Mussabekova

Abstract:

Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.

Keywords: Games, interactive learning, Kazakh language, teaching methods.

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284 Visualization of Conway Polyhedron Notation

Authors: Hidetoshi Nonaka

Abstract:

This paper presents an interactive modeling system of polyhedra using the isomorphic graphs. Especially, Conway polyhedron notation is implemented. The notation can be observed as interactive animation.

Keywords: Conway polyhedron notation, Polyhedral graph, Visualization.

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283 The Construction of Interactive Computer Multimedia Instruction on “Basic Japanese Vocabulary“

Authors: Kongrit Jittangthammagul, Sakesun Yampinij, Thapanee Endoo, Nattapong Kramwong

Abstract:

The study entitled “The Construction of Interactive Computer Multimedia Instruction on Basic Japanese Vocabulary" was aimed: 1) To construct the interactive computer multimedia instruction on Basic Japanese Vocabulary, 2) To find out multimedia-s quality, 3) To examine the student-s satisfaction and 4) To study the learning achievement in Basic Japanese vocabulary. The sampling group used in this study was composed of 40 1st year student in Educational Communications and Technology Department, Faculty of Industrial Education and Technology, King Mongkut-s University of Technology Thonburi, in the academic year 2553 B.E. (2010). According to research results, we found that 1). The quality assessment by 3 mass media experts was at 4.72 on average or at high level. 2) In terms of contents, the evaluation by 3 experts was at 4.81 on average or at high level. 3) In terms of achievement, there was a statistical significance between before and after the treatment at the .05 level. 4) The satisfaction of students towards the interactive computer multimedia Instruction on “Basic Japanese Vocabulary" was 4.35 on average, or at high level.

Keywords: Interactive Computer Multimedia on Basic Japanese Vocabulary, Learning Achievement, Quality

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282 Improving the Decision-Making Process and Transparency of Corporate Governance Using XBRL

Authors: Claudiu Brandas

Abstract:

Several recent studies have shown that the transparency of financial reporting have a significant influence on investor-s decisions. Thus, regulation authorities and professional organizations (IFAC) have emphasized the role of XBRL (eXtensible Business Reporting Language) and interactive data as a means of promoting transparency and monitoring corporate reporting. In this context, this paper has as objective the analysis of interactive reporting through XBRL and its use as a support in the process of taking decisions in corporate governance, namely the potential of interactive reports in XBRL to increase the transparency and monitoring process of corporate governance.

Keywords: Corporate Governance, decision, financial reporting, transparency, XBRL.

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281 Effective Software-Based Solution for Processing Mass Downstream Data in Interactive Push VOD System

Authors: Ni Hong, Wu Guobin, Wu Gang, Pan Liang

Abstract:

Interactive push VOD system is a new kind of system that incorporates push technology and interactive technique. It can push movies to users at high speeds at off-peak hours for optimal network usage so as to save bandwidth. This paper presents effective software-based solution for processing mass downstream data at terminals of interactive push VOD system, where the service can download movie according to a viewer-s selection. The downstream data is divided into two catalogs: (1) the carousel data delivered according to DSM-CC protocol; (2) IP data delivered according to Euro-DOCSIS protocol. In order to accelerate download speed and reduce data loss rate at terminals, this software strategy introduces caching, multi-thread and resuming mechanisms. The experiments demonstrate advantages of the software-based solution.

Keywords: DSM-CC, data carousel, Euro-DOCSIS, push VOD.

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280 Impact of Metallic Furniture on UWB Channel Statistical Characteristics by BER

Authors: Yu-Shuai Chen , Chien-Ching Chiu , Chung-Hsin Huang, Chien-Hung Chen

Abstract:

The bit error rate (BER) performance for ultra-wide band (UWB) indoor communication with impact of metallic furniture is investigated. The impulse responses of different indoor environments for any transmitter and receiver location are computed by shooting and bouncing ray/image and inverse Fourier transform techniques. By using the impulse responses of these multipath channels, the BER performance for binary pulse amplitude modulation (BPAM) impulse radio UWB communication system are calculated. Numerical results have shown that the multi-path effect by the metallic cabinets is an important factor for BER performance. Also the outage probability for the UWB multipath environment with metallic cabinets is more serious (about 18%) than with wooden cabinets. Finally, it is worth noting that in these cases the present work provides not only comparative information but also quantitative information on the performance reduction.

Keywords: UWB, multipath, outage probability.

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