نتایج جستجو برای: countrys experience
تعداد نتایج: 391575 فیلتر نتایج به سال:
The need for innovation in product design is an ongoing challenge. Many methods have been proposed to create more innovative products and to better identify customer needs. In this study we introduce an Empathic Experience Design (EED) method to be used just prior to concept generation to help create more innovative concepts. The EED method exposes the designer to empathic experiences, which ar...
Background: Identify the optimal technique of radiotherapy for patients with high grade glioma. Our initial year of experience with RapidArc radiation therapy. Materials and Methods: Planning CT scans of 50 patients with grade IV glioma were reviewed and three plan sets by 3D Conformal Radiotherapy (3DCRT), Intensity Modulated Radiotherapy (IMRT) and Rapid Arc (RA) were generated and the plans ...
Growing cancer in these decades and its effects on all aspects of a patientchr('39')s life causes more research on this illness. Research indicates the incidence of life-threatening illnesses especially in parents makes troubles in family memberchr('39')s life especially in childrenchr('39')s life. Considering the importance of the role of mothers on their childrenchr('39')s conditions with emp...
In this paper, we describe a conceptual framework and address the related issues and solutions in the identification of three major challenges for the development and evaluation of Immersive Digital Educational Games (IDEGs). These challenges are (i) advancing adaptive educational technologies to shape learning experience, ensuring the individualization of learning experiences, adaptation to pe...
The design goal of the Age Invaders system is to make a mixed reality interaction platform that can facilitate meaningful social interaction with players, from many backgrounds and demographics, at appropriate levels of physical exertion for their age. This paper discusses a multidisciplinary approach to analyzing the user experience and reassessment of the context of use of the Age Invaders sy...
Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating entertainment technology is challenging because success isn’t defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren’t ...
Recently, listening to music in shuffle mode has gained a strong following. Analysis of online data about the ‘shuffle experience’ reveals a range of rich and unusual user-experiences one in particular is Serendipity. Although serendipity is often imbued with ‘magic’ or regarded as a product of chance and luck, its effects can be inspirational and transformative. To date, little has been done t...
Over the past few years, various novel approaches have been applied to the evaluation of interactive systems. Particularly, the importance of two categories of concepts has been emphasized: non-instrumental qualities and emotions. In this paper we present an application of an integrative approach to the experimental study of instrumental and non-instrumental quality perceptions as well as emoti...
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for design. In designing for play, we focus on play environments with players and multiple interactive objects. The current understanding of how to design these objects and interaction opportunities to create meaningful interactions and engaging user experiences is limited. In this paper a framework is ...
The identification and analysis of the knowledge available in document form is a key element of corporate knowledge management. In engineering-intensive organizations, it involves tasks such as standard generation and evaluation, comparison of related cases and experience reuse in their treatment. No single information retrieval technique is likely to adequately deal with such tasks independent...
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