801 resultados para Need for touch
Resumo:
A literatura de marketing aponta que os indivíduos diferem quanto à necessidade de tocar os objetos. A informação obtida fazendo uso das mãos – ou informação háptica – é relevante na avaliação dos produtos. Este estudo buscar avaliar se a necessidade de tocar (NFT, do inglês need for touch) afeta a confiança na avaliação do produto à venda, na sua qualidade percebida e no risco percebido com a compra, considerando duas diferentes situações de compra: quando o produto é comprado para uso próprio e quando o produto é comprado como um presente para outra pessoa. Esta pesquisa também examina o efeito moderador do gênero e do conhecimento prévio sobre a categoria de produto. Um experimento foi conduzido usando amostra por conveniência composta de 171 homens e 153 mulheres estudantes de graduação. As escalas foram testadas com análise fatorial confirmatória e atingiram adequação satisfatória. As hipóteses foram testadas usando regressão linear múltipla. A confiança na avaliação foi influenciada positivamente pelo conhecimento do produto e pela situação de compra, sendo maior quando o produto é para uso próprio. A qualidade percebida sofreu os efeitos do conhecimento do produto e do gênero – as mulheres percebem menor qualidade do que os homens. O risco percebido foi influenciado de forma significativa pela situação de compra, sendo maior quando a compra é para presente. Os resultados mostraram que NFT não tem impacto direto no risco percebido, mas por meio da sua interação com o gênero. Portanto, este estudo não encontrou influência direta da NFT nas variáveis dependentes, sugerindo que outros aspectos podem prevalecer sobre os efeitos da NFT nos processos de decisão de compra.
Resumo:
The present study shows the influence of tactile contacts with packaging on product taste. A within-subject experiment 1 (product: grenadine syrup) x 3 (packaging’s material: plastic, aluminium, glass) was conducted. Moreover, we examine the role of the Need For Touch (NFT) as a moderator. We confirmed that the same product tasted three times by each participant is judged differently depending on the packaging. Furthermore, participants with a high NFT seem to be more influenced by sensory features of packaging than those with a low NFT. These results support previous researches about tactile effects on taste.
Resumo:
In recent years UK university-based nurse educators have seen a reduction in their responsibilities for nursing students’ practice-based assessments. Many university-based nurse educators feel that this lack of input into students’ clinical assessments leaves them open to criticism as they are perceived to be less “in-touch” with clinical practice and that their knowledge to teach nursing students is diminished as a result. This paper examines and debates some interpretations of the term “recent clinical practice” and challenges the misconception among many in the profession, as well as government and professional bodies, that university-based nurse educators require recent clinical practice to effectively teach students and enhance the student learning experience in the academic university setting.
Resumo:
Little is known about the psychological underpinnings of young people’s mobile phone behaviour. In the present research, 292 young Australians, aged 16–24 years, completed an online survey assessing the effects of self-identity, in-group norm, the need to belong, and self-esteem on their frequency of mobile phone use and mobile phone involvement, conceptualised as people’s degree of cognitive and behavioural association with their mobile phone. Structural equation modelling revealed that age (younger) and self-identity significantly predicted the frequency of mobile phone use. In contrast, age (younger), gender (female), self-identity and in-group norm predicted young people’s mobile phone involvement. Neither self-esteem nor the need to belong significantly predicted mobile phone behaviour. The present study contributes to our understanding of this phenomenon and provides an indication of the characteristics of young people who may become highly involved with their mobile phone.
Resumo:
Touch keyboarding as a vocational skill is disappearing at a time when students and educators across alleducational sectors are expected to use a computer keyboard on a regular basis. there is documentation surrounding the embedding of Information and Communication Technology (ICT) within the curricula and yet within the National Training Packages touch keyboarding, previously considered a core component, is now an elective in the Business Services framework. This situation is an odds with current practice overseas where touch keyboarding is a component of primary and secondary curricula. From Rhetoric to Practice explores the current issues and practice in teaching and learning touch keyboarding in primary, secondary and tertiary institutions. Through structured interview participants detailed current practice of teachers and their students. Further, tertiary students participated in a training program aimed at achquiring touch keyboarding as a skill to enhance their studies. The researcher's background experience of fifteen years teaching touch keyboarding and computer literacty to adults and 30 years in Business Services trade provides a strong basis for this project. The teaching experience is enhanced by industry experience in administration, course coordination in technical, community and tertiary institutions and a strong commitment to the efficient usage of a computer by all. The findings of this project identified coursework expectations requiring all students from kindergarten to tertiary to use a computer keyboard on a weekly basis and that neither teaching nor learning tough keyboarding appears in the primary, secondary and tertiary curricula in New South Wales. Further, teachers recognised tough keyboarding as the prefered style over 'hunt and peck' keyboarding while acknowledging the teaching and learning difficulties of time constraints, the need for qualified touch keyboarding teachers and issues arising when retraining students from existing poor habits. In conclusion, this project recommends that computer keyboarding be defined as a writing tool for education, vocation and life, with early instruction set in primary schooling area and embedding touch keyboarding with the secondary, technical and tertiary areas and finally to draw the attention of educational authorities to the Duty Of Care aspects associated with computer keyboarding in the classroom.
Resumo:
Failed and fragile states that result from intrastate war pose severe threats to the security of both the international system and individual states alike. In the post-Cold War era, the international community has come to recognize the reality of these threats and the difficulty involved in ending violence and building sustainable peace in failed and fragile states. This work focuses upon the development of a comprehensive strategy for sustainable peace-building by incorporating the tenets of the human security doctrine into the peace-building process. Through the use of case studies of The Former Yugoslav Republic of Macedonia and East Timor, the development and refinement of the doctrine of human security will occur, as well as, an understanding of how and where human security fits into the sustainable peace-building equation. The end result of the analysis is the development of a hierarchical pyramid formation that brings together human security and peace-building into one framework that ultimately creates the foundation and structure of sustainable peace-building. With the development of a sustainable peace-building structure based upon the human security doctrine, the role of Canada in the support of sustainable peace-building is analyzed in relation to the form and level of involvement that Canada undertakes and contributes to in the implementation and support of sustainable peace-building initiatives. Following from this, recommendations are provided regarding what role(s) Canada should undertake in the sustainable peace-building process that take into consideration the present and likely future capabilities of Canada to be involved in various aspects of the peace-building process. ii This paper outlines the need for a peace-building strategy that is designed to be sustainable in order that failed and fragile states resulting from intrastate conflict do not regress or collapse back into a condition of civil war, and subsequently designs such a strategy. The linking of peace-building and human security creates the required framework from which sustainable peace-building is derived. Creating sustainable peace is necessary in order to increase the likelihood that both present and future generations existing in failed and fragile states will be spared from the scourge of intrastate war.
Resumo:
In many creative and technical areas, professionals make use of paper sketches for developing and expressing concepts and models. Paper offers an almost constraint free environment where they have as much freedom to express themselves as they need. However, paper does have some disadvantages, such as size and not being able to manipulate the content (other than remove it or scratch it), which can be overcome by creating systems that can offer the same freedom people have from paper but none of the disadvantages and limitations. Only in recent years has the technology become massively available that allows doing precisely that, with the development in touch‐sensitive screens that also have the ability to interact with a stylus. In this project a prototype was created with the objective of finding a set of the most useful and usable interactions, which are composed of combinations of multi‐touch and pen. The project selected Computer Aided Software Engineering (CASE) tools as its application domain, because it addresses a solid and well‐defined discipline with still sufficient room for new developments. This was the result from the area research conducted to find an application domain, which involved analyzing sketching tools from several possible areas and domains. User studies were conducted using Model Driven Inquiry (MDI) to have a better understanding of the human sketch creation activities and concepts devised. Then the prototype was implemented, through which it was possible to execute user evaluations of the interaction concepts created. Results validated most interactions, in the face of limited testing only being possible at the time. Users had more problems using the pen, however handwriting and ink recognition were very effective, and users quickly learned the manipulations and gestures from the Natural User Interface (NUI).
Resumo:
La señalización digital o digital signage es una tecnología de comunicaciones digital que se está usando en los últimos años para reemplazar a la antigua publicidad impresa. Esta tecnología mejora la presentación y promoción de los productos anunciados, así como facilita el intercambio de información gracias a su colocación en lugares públicos o al aire libre. Las aplicaciones con las que cuenta este nuevo método de publicidad son muy variadas, ya que pueden variar desde ambientes privados en empresas, hasta lugares públicos como centros comerciales. Aunque la primera y principal utilidad de la señalización digital es la publicidad para que el usuario sienta una necesidad de adquirir productos, también la posibilidad de ofrecer más información sobre determinados artículos a través de las nuevas tecnologías es muy importante en este campo. La aplicación realizada en este proyecto es el desarrollo de un programa en Adobe Flash a través de lenguaje de programación XML. A través de una pantalla táctil, el usuario de un museo puede interactivamente acceder a un menú en el que aparecen los diferentes estilos de arte en un determinado tiempo de la historia. A través de una línea de tiempo se puede acceder a información sobre cada objeto que esté expuesto en la exhibición. Además se pueden observar imágenes de los detalles más importantes del objeto que no pueden ser vistos a simple vista, ya que no está permitido manipularlos. El empleo de la pantalla interactiva sirve para el usuario de la exhibición como una herramienta extra para recabar información sobre lo que está viendo, a través de una tecnología nueva y fácil de usar para todo el mundo, ya que solo se necesita usar las propias manos. La facilidad de manejo en aplicaciones como estas es muy importante, ya que el usuario final puede no tener conocimientos tecnológicos por lo que la información debe darse claramente. Como conclusión, se puede decir que digital signage es un mercado que está en expansión y que las empresas deben invertir en el desarrollo de contenidos, ya que las tecnologías avanzan aunque el digital signage no lo haga, y este sector podría ser muy útil en un futuro no muy lejano, ya que la información que es capaz de transmitir al espectador en todos los lugares es mucho más válida y útil que la proporcionada por un simple póster impreso en una valla publicitaria. Abstract The Digital signage is a digital communications technology being used in recent years to replace the old advertising printed. This technology improves the presentation and promotion of the advertised products, and makes easy the exchange of information with its placement in public places or outdoors. The applications that account this new method of advertising are several; they can range from private rooms in companies, to public places like malls. Although the first major utility of Digital signage is the advertising that makes the user feel and need of purchasing products. In addition, the chance of providing more information about certain items through new technologies is very important in this field. The application made in this project is the development of a program in Adobe Flash via XML programming language. Through a touch-screen, a museum user can interactively access a menu in which different styles of art in a particular time in history appears. Through a timeline you can access to information about each object that is exposed on display. Also you can see pictures of the most important details of the object that can not be seen with the naked eye, since it is not allowed to manipulate it. The use of the interactive screen serves to the user exhibition as an extra tool to gather information about what is seeing through a new technology and easy to use for everyone, since only need to use one’s own hands. The ease of handling in applications such as this is very important as the end user may not have expertise technology so the information should be clearly. As conclusion, one can say digital signage is an expansion market and companies must invest in content development, as although digital technologies advance digital signage does not, and this sector could be very useful in a near future, because information that is able of transmitting the everywhere viewer is much more valid and useful than that provided by a simple printed poster on a billboard.
The need for dialogue between the vocational psychological and organisational perspectives on career
Resumo:
As editors of the recently published Vocational psychological and organisational perspectives on career: Towards a multidisciplinary dialogue (Collin & Patton, 2009), we have considerable interest in this particular issue of the Australian Journal of Career Development. This short piece will first present the purpose and thesis of that book and, in the light of them, will then comment on the four papers. The book suggests that to understand the multidimensional and multilayered nature of career, “it has to be studied in a similarly multilayered and multi-perspectival way, and, indeed, it has been” (p. 3). Scholars have pointed out that there is a wide array of disciplines including economics, sociology, anthropology, geography, political science, various branches of psychology (e.g. industrial/organisational (I/O), vocational, counselling), psychiatry, education, organisation studies, organisational behaviour, personnel/human resource management, industrial relations, and more, all of which have something to say about career. Of these, the most influential, according to Peiperl and Arthur (2000), have been psychology, sociology, education and management. These many disciplinary perspectives on career constitute the rich field of career studies.