396 resultados para Casual


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The purpose of this study was to empirically investigate the adoption of retail electronic commerce (REC). REC is a business transaction which takes place over the Internet between a casual consumer and a firm. The consumer has no long-term relationship with the firm, orders a good or service, and pays with a credit card. To date, most REC applications have not been profitable. To build profitable REC applications a better understanding of the system's users is required. The research model hypothesizes that the level of REC buying is dependent upon the Buying Characteristics of Internet Use and Search Experience plus the Channel Characteristics of Beliefs About Internet Vendors and Beliefs About Internet Security. The effect of these factors is modified by Time. Additional research questions ask about the different types of REC buyers, the differences between these groups, and how these groups evolved over time. To answer these research questions I analyzed publically available data collected over a three-year period by the Georgia Institute of Technology Graphics and Visualization Unit over the Internet. Findings indicate the model best predicts Number of Purchases in a future period, and that Buyer Characteristics are most important to this determination. Further, this model is evolving over Time making Buyer Characteristics predict Number of Purchases better in more recent survey administrations. Buyers clustered into five groups based on level of buying and move through various levels and buy increasing Number of Purchases over time. This is the first large scale research project to investigate the evolution of REC. This implications are significant. Practitioners with casual consumer customers need to deploy a finely tuned REC strategy, understand their buyers, capitalize on the company reputation on the Internet, install an Internet-compatible infrastructure, and web-enable order-entry/inventory/fulfillment/ shipping applications. Researchers might wish to expand on the Buyer Characteristics of the model and/or explore alternative dependent variables. Further, alternative theories such as Population Ecology or Transaction Cost Economics might further illuminate this new I.S. research domain.

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Sociolinguists have documented the substrate influence of various languages on the formation of dialects in numerous ethnic-regional setting throughout the United States. This literature shows that while phonological and grammatical influences from other languages may be instantiated as durable dialect features, lexical phenomena often fade over time as ethnolinguistic communities assimilate with contiguous dialect groups. In preliminary investigations of emerging Miami Latino English, we have observed that lexical forms based on Spanish lexical forms are not only ubiquitous among the speech of the first generation Cuban Americans but also of the second. Examples, observed in field work, casual observation, and studied formally in an experimental context include the following: “get down from the car,” which derives from the Spanish equivalent, bajar del carro instead of “get out of the car”. The translation task administered to thirty-one participants showed a variety lexical phenomena are still maintained at equal or higher frequencies.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. ^ The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.^

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The purpose of this study was to examine whether a middle school band director's attire had an effect on off-task student behaviors in his classroom. One male middle school band director participated and three of his classes were observed. The study lasted twenty days and consisted of three treatments (casual attire, business casual attire, and formal business attire). A tally sheet was used to determine the number of off-task behaviors per student per minute. The results indicated that in this classroom, the students (of all three classes) were off-task less often when the band director wore business casual attire. This was the clothing that he wore consistently from the beginning of the school year. Straying from this consistency made off-task behaviors in the classroom rise. The most off-task behaviors occurred when the band director wore casual clothing. Off-task behaviors also rose when the band director wore business formal attire.

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Sociosexual orientation is a construct describing the propensity to engage in casual sex and sexual activity in uncommitted relationships, varying from restricted to unrestricted orientation. The personality profile of people exhibiting unrestricted sociosexuality matches a personality profile related to eveningness. Previous research on sociosexuality and morningness–eveningness is scarce, however, and conducted only with male participants. The present study aimed at testing whether eveningness is related to unrestricted sociosexuality in both genders. Participants were 352 (62.8% female) Poles aged between 17 and 57. They completed the reduced morningness–eveningness Questionnaire and the revised Sociosexual Orientation Inventory, consisting of three facets: behavior, attitude, and desire. The results revealed that females were more restricted than males in all facets of sociosexuality. Moreover, in both genders older age was related to less restricted behavior and attitude. Analyses showed that morningness– eveningness was unrelated to sociosexuality in males, but in females eveningness was linked to less restricted global sociosexuality .Eveningness in females could be regarded as a contributory factor to the instability of romantic relationships and high-risk sexual behaviors.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.

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En esta ponencia comenzamos un análisis sobre el sometimiento como un denominador común entre las mujeres que son "beneficiarias" del plan Jefes y Jefas de Hogar Desocupados en un comedor comunitario en Los Hornos Entendemos esto como un fenómeno complejo, adoptando una postura crítica sobre la problemática en cuestión, alejándonos de las posiciones simplistas de la vida cotidiana. Desde las políticas sociales se apela a las mujeres sin ingenuidad... No es casual que la mayoría de las "beneficiarias" del Plan Jefes/ as desocupados en los comedores sean mujeres. Se naturaliza la "tarea por amor", y se oculta la dimensión política de estas tareas, la necesidad de seguir legitimando políticas de exclusión, la explotación de estas mujeres y la constante violación a los derechos humanos. En este marco las políticas sociales, destinadas a brindar asistencia, no lo hacen en relación a un otorgamiento de un derecho sino como un acto solidario a una población carenciada. Las necesidades sociales no constituyen derechos, en un sentido reparatorio de la dignidad avasallada, sino que son mostradas como consecuencias de "cuestiones individuales" o del "destino". Lo reparatorio entonces pasa a tener el sentido de lo compensador, de lo faltante pero a partir de transformar la reparación en abandono del derecho colectivo. Es por eso que la comida se agradece, a la referente, a la manzanera, al puntero de turno. Ya no se es portador de derechos si no beneficiario de algo que constituye otra forma de sometimiento

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En esta ponencia comenzamos un análisis sobre el sometimiento como un denominador común entre las mujeres que son "beneficiarias" del plan Jefes y Jefas de Hogar Desocupados en un comedor comunitario en Los Hornos Entendemos esto como un fenómeno complejo, adoptando una postura crítica sobre la problemática en cuestión, alejándonos de las posiciones simplistas de la vida cotidiana. Desde las políticas sociales se apela a las mujeres sin ingenuidad... No es casual que la mayoría de las "beneficiarias" del Plan Jefes/ as desocupados en los comedores sean mujeres. Se naturaliza la "tarea por amor", y se oculta la dimensión política de estas tareas, la necesidad de seguir legitimando políticas de exclusión, la explotación de estas mujeres y la constante violación a los derechos humanos. En este marco las políticas sociales, destinadas a brindar asistencia, no lo hacen en relación a un otorgamiento de un derecho sino como un acto solidario a una población carenciada. Las necesidades sociales no constituyen derechos, en un sentido reparatorio de la dignidad avasallada, sino que son mostradas como consecuencias de "cuestiones individuales" o del "destino". Lo reparatorio entonces pasa a tener el sentido de lo compensador, de lo faltante pero a partir de transformar la reparación en abandono del derecho colectivo. Es por eso que la comida se agradece, a la referente, a la manzanera, al puntero de turno. Ya no se es portador de derechos si no beneficiario de algo que constituye otra forma de sometimiento

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En esta ponencia comenzamos un análisis sobre el sometimiento como un denominador común entre las mujeres que son "beneficiarias" del plan Jefes y Jefas de Hogar Desocupados en un comedor comunitario en Los Hornos Entendemos esto como un fenómeno complejo, adoptando una postura crítica sobre la problemática en cuestión, alejándonos de las posiciones simplistas de la vida cotidiana. Desde las políticas sociales se apela a las mujeres sin ingenuidad... No es casual que la mayoría de las "beneficiarias" del Plan Jefes/ as desocupados en los comedores sean mujeres. Se naturaliza la "tarea por amor", y se oculta la dimensión política de estas tareas, la necesidad de seguir legitimando políticas de exclusión, la explotación de estas mujeres y la constante violación a los derechos humanos. En este marco las políticas sociales, destinadas a brindar asistencia, no lo hacen en relación a un otorgamiento de un derecho sino como un acto solidario a una población carenciada. Las necesidades sociales no constituyen derechos, en un sentido reparatorio de la dignidad avasallada, sino que son mostradas como consecuencias de "cuestiones individuales" o del "destino". Lo reparatorio entonces pasa a tener el sentido de lo compensador, de lo faltante pero a partir de transformar la reparación en abandono del derecho colectivo. Es por eso que la comida se agradece, a la referente, a la manzanera, al puntero de turno. Ya no se es portador de derechos si no beneficiario de algo que constituye otra forma de sometimiento

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This paper examines the influence of customer-facing technology in full-service restaurants. As a new addition to the service experience, tabletop devices offer the customer more control over the dining experience, and also increase customer participation in the service process, which has the potential to upset the traditional exchange between service providers and customers in restaurants. To examine how customers react to the use of tabletop devices, this study examines 1,343 point-of-sales transactions from 20 units of a full-service casual dining restaurant chain and matches customer in-restaurant transactions to their reactions to tabletop devices used during their meals. Results show that over 70% of the customers who used tabletop devices reported positive affect toward the device, with approximately 79% of customers reporting that the device improved their experience, citing convenience, ease of use, and credit card security as some benefits of using the technology. Approximately 80% of the customers who used the device reported that they would return to the restaurant because of the positive affect. The results also indicate that likeability of the device and tip percentage were positively and significantly connected to customer reports of the devices having a positive effect on experience and on desire to return. In addition, when customers reported increased return intentions, likeability of the device was higher regardless of reports of the device improving restaurant experience, showing that the introduction of tabletop devices had a positive effect for most—but not all—customers.

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The use of tabletop technology continues to grow in the restaurant industry, and this study identifies the strengths and weakness of the technology, how it influences customers, and how it can improve the bottom line for managers and business owners. Results from two studies involving a full-service casual dining chain show that dining time was significantly reduced among patrons who used the tabletop hardware to order or pay for their meals, as was the time required for servers to meet the needs of customers. Also, those who used the devices to order a meal tended to spend more than those who did not. Patrons across the industry have embraced guest-facing technology, such as online reservation systems, mobile apps, payment apps, and tablet-based systems, and may in fact look for such technology when deciding where to dine. Guests’ reactions have been overwhelmingly positive, with 70 to 80 percent of consumers citing the benefits of guest-facing technology and applications. The introduction of tabletop technology in the full-service segment has been slower than in quick-service restaurants (QSRs), and guests cite online reservation systems, online ordering, and tableside payment as preferred technologies. Restaurant operators have also cited benefits of guest-facing technology, for example, the use of electronic ordering, which led to increased sales as such systems can induce the purchase of more expensive menu items and side dishes while allowing managers to store order and payment information for future transactions. Researchers have also noted the cost of the technology and potential problems with integration into other systems as two main factors blocking adoption.

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Thesis (Master's)--University of Washington, 2016-08

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Bikeshares promote healthy lifestyles and sustainability among commuters, casual riders, and tourists. However, the central pillar of modern systems, the bike station, cannot be easily integrated into a compact college campus. Fixed stations lack the flexibility to meet the needs of college students who make quick, short-distance trips. Additionally, the necessary cost of implementing and maintaining each station prohibits increasing the number of stations for user convenience. Therefore, the team developed a stationless bikeshare based on a smartlock permanently attached to bicycles in the system. The smartlock system design incorporates several innovative approaches to provide usability, security, and reliability that overcome the limitations of a station centered design. A focus group discussion allowed the team to receive feedback on the early lock, system, and website designs, identify improvements and craft a pleasant user experience. The team designed a unique, two-step lock system that is intuitive to operate while mitigating user error. To ensure security, user access is limited through near field ii communications (NFC) technology connected to a mechatronic release system. The said system relied on a NFC module and a servo working through an Arduino microcontroller coded in the Arduino IDE. To track rentals and maintain the system, each bike is fitted with an XBee module to communicate with a scalable ZigBee mesh network. The network allows for bidirectional, real-time communication with a Meteor.js web application, which enables user and administrator functions through an intuitive user interface available on mobile and desktop. The development of an independent smartlock to replace bike stations is essential to meet the needs of the modern college student. With the goal of creating a bikeshare that better serves college students, Team BIKES has laid the framework for a system that is affordable, easily adaptable, and implementable on any university expressing an interest in bringing a bikeshare to its campus.

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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.

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This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.