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Hyperreality is significant as a paradigm to explain current cultural conditions. Consumerism, because of its reliance on sign exchange value (e.g. brand X shows that one is fashionable, car Y indicates one's wealth), could be seen as a contributing factor in the creation of hyperreality or the hyperreal condition.
Non-linear media is a form of audiovisual media that can be interacted with by the viewer, such as by selecting television shows to watch through a video on demand type service, by playing a video game, by clicking through a website, or by interacting through social media.
In 1993, Hirata et al. [6] considered media-based navigation for hypermedia systems, where the same type of media is used as a query as for the media to be retrieved. For example, a part of an image (defined by shape, or color, for example) could link to a related image.
For example, a cross-platform application may run on Linux, macOS and Microsoft Windows. Cross-platform software may run on many platforms, or as few as two. Some frameworks for cross-platform development are Codename One, ArkUI-X, Kivy, Qt, GTK, Flutter, NativeScript, Xamarin, Apache Cordova, Ionic, and React Native. [3]
For example, local autonomy, synchronous, and asynchronous distributed database technologies. The implementation of these technologies can and do depend on the needs of the business and the sensitivity/ confidentiality of the data stored in the database and the price the business is willing to spend on ensuring data security , consistency and ...
Arguably the most important interface for an OLE object. For example, it allows the container to inform the object of its site, initialize the object from data, to open and close it, to query and set the size of the object, to ask for notifications on the container's AdviseSink and to execute objects defined as "verbs" on the object. These ...
Is used to increase a person's latitude of acceptance. For example, if a salesperson wants to sell an item for $100 but the public is only willing to pay $50, the salesperson first offers the item at a higher price (e.g., $200) and subsequently reduces the price to $100 to make it seem like a good deal. Dysphemism
User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs.