We found 20 results that contain "users"
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Graphical user interface
graphical user interface:
The graphical user interface (GUI is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based user interfaces, typed command labels, or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones, and smaller household, office, and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games ), or not including flat screens, like volumetric displays.
User interface and interaction design:
Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human-computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline named usability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.
The visible graphical interface features of an application are sometimes referred to as chrome or GUI (pronounced gooey) Typically, users interact with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users.
The graphical user interface (GUI is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based user interfaces, typed command labels, or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones, and smaller household, office, and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games ), or not including flat screens, like volumetric displays.
User interface and interaction design:
Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human-computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline named usability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.
The visible graphical interface features of an application are sometimes referred to as chrome or GUI (pronounced gooey) Typically, users interact with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users.
Authored by:
Rupali

Posted on: #iteachmsu

Graphical user interface
graphical user interface:
The graphical user interface (G...
The graphical user interface (G...
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Wednesday, Jan 27, 2021
Posted on: #iteachmsu
DISCIPLINARY CONTENT
A class is a user-defined blueprint or prototype from which objects are created. -- Edited
A class is a user-defined blueprint or prototype from which objects are created. It represents the set of properties or methods that are common to all objects of one type. Using classes, you can create multiple objects with the same behavior instead of writing their code multiple times. This includes classes for objects occurring more than once in your code. https://www.javatpoint.com/microprocessor-introduction In general, class declarations can include these components in order:
Modifiers: A class can be public or have default access (Refer to this for details).
Class name: The class name should begin with the initial letter capitalized by convention.
Superclass (if any): The name of the class’s parent (superclass), if any, preceded by the keyword extends. A class can only extend (subclass) one parent.
Interfaces (if any): A comma-separated list of interfaces implemented by the class, if any, preceded by the keyword implements. A class can implement more than one interface.
Body: The class body is surrounded by braces, { }.
An object is a basic unit of Object-Oriented Programming that represents real-life entities. A typical Java program creates many objects, which as you know, interact by invoking methods. The objects are what perform your code, they are the part of your code visible to the viewer/user. An object mainly consists of:
State: It is represented by the attributes of an object. It also reflects the properties of an object.
Behavior: It is represented by the methods of an object. It also reflects the response of an object to other objects.
Identity: It is a unique name given to an object that enables it to interact with other objects.
Method: A method is a collection of statements that perform some specific task and return the result to the caller. A method can perform some specific task without returning anything. Methods allow us to reuse the code without retyping it, which is why they are considered time savers. In Java, every method must be part of some class, which is different from languages like C, C++, and Python.
Modifiers: A class can be public or have default access (Refer to this for details).
Class name: The class name should begin with the initial letter capitalized by convention.
Superclass (if any): The name of the class’s parent (superclass), if any, preceded by the keyword extends. A class can only extend (subclass) one parent.
Interfaces (if any): A comma-separated list of interfaces implemented by the class, if any, preceded by the keyword implements. A class can implement more than one interface.
Body: The class body is surrounded by braces, { }.
An object is a basic unit of Object-Oriented Programming that represents real-life entities. A typical Java program creates many objects, which as you know, interact by invoking methods. The objects are what perform your code, they are the part of your code visible to the viewer/user. An object mainly consists of:
State: It is represented by the attributes of an object. It also reflects the properties of an object.
Behavior: It is represented by the methods of an object. It also reflects the response of an object to other objects.
Identity: It is a unique name given to an object that enables it to interact with other objects.
Method: A method is a collection of statements that perform some specific task and return the result to the caller. A method can perform some specific task without returning anything. Methods allow us to reuse the code without retyping it, which is why they are considered time savers. In Java, every method must be part of some class, which is different from languages like C, C++, and Python.
Authored by:
Vijayalaxmi Mhetre

Posted on: #iteachmsu

A class is a user-defined blueprint or prototype from which objects are created. -- Edited
A class is a user-defined blueprint or prototype from whi...
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DISCIPLINARY CONTENT
Monday, Mar 11, 2024
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Android task monitoring
This project is exclusively designed to simplify the tracking and monitoring of day-to-day activities of the busy modern life. We are so busy in our daily lives right now that it becomes impossible to keep track of our daily events, meetings, and appointments. To address this issue, this project focuses on developing a Weekly Task Alerting System for Android devices that can alert users of the tasks/appointments that are scheduled for each day in a week.
The project is primarily a reminder app powered by an AI chatbot that reminds users of all the tasks that are due daily. Users can use this application to set goals and achieve them, thereby increasing productivity and simplifying their lives.
The project is primarily a reminder app powered by an AI chatbot that reminds users of all the tasks that are due daily. Users can use this application to set goals and achieve them, thereby increasing productivity and simplifying their lives.
Authored by:
Divya Sawant
Posted on: #iteachmsu
Android task monitoring
This project is exclusively designed to simplify the tracking and m...
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Monday, Oct 19, 2020
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ASSESSING LEARNING
Online Education
Even when things like ticket booking, watching TV shows, ordering food is becoming online, education is still behind in terms of online education delivery. Due to the easy availability of internet, the number of internet users is increasing rapidly. The increasing number of Smartphone users is providing a good opportunity to deliver education online.
Online education which includes online courses and online examinations are slowly and surely becoming popular due to the interest shown by the working professionals to learn new things and expand their knowledge about technology. More number of organizations like Byju’s is emerging to target online education for students.
https://www.youtube.com/watch?v=kyJnjO8cG30&ab_channel=BankPro
Online education which includes online courses and online examinations are slowly and surely becoming popular due to the interest shown by the working professionals to learn new things and expand their knowledge about technology. More number of organizations like Byju’s is emerging to target online education for students.
https://www.youtube.com/watch?v=kyJnjO8cG30&ab_channel=BankPro
Authored by:
Divya Sawant

Posted on: #iteachmsu

Online Education
Even when things like ticket booking, watching TV shows, ordering f...
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ASSESSING LEARNING
Wednesday, Dec 23, 2020
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Human trafficking-considered modern-day slavery- is a global problem and is becoming increasingly pr
Human trafficking-considered modern-day slavery- is a global problem and is becoming increasingly prevalent across the World. Types and venues of trafficking in the United States Identifying victims of trafficking in healthcare settings Identifying warning signs of trafficking in healthcare settings for minors and adults Identifying resources for reporting suspected victims of human trafficking. The training requirement dictates a timeline beginning with the first renewal cycle for the period of 2017-2022. Let's talk more and research many areas, So join us by registering The timeline for the training of individuals who are seeking initial nursing licensure - is 5 or more years of experience.
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Vijayalaxmi Vishavnathkam Santosh Mali
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PEDAGOGICAL DESIGN
TAM Model
Technology acceptance model
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Authored by:
chathuri

Posted on: #iteachmsu

TAM Model
Technology acceptance model
Based on the theo...
Based on the theo...
Authored by:
PEDAGOGICAL DESIGN
Tuesday, Aug 20, 2019
Posted on: #iteachmsu
PEDAGOGICAL DESIGN
TAM Model 2
Technology acceptance model
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Based on the theory of reasoned Action, Davis ( 1986 ) developed the Technology Acceptance Model which deals more specifically with the prediction of the acceptability of an information system. The purpose of this model is to predict the acceptability of a tool and to identify the modifications which must be brought to the system in order to make it acceptable to users. This model suggests that the acceptability of an information system is determined by two main factors: perceived usefulness and perceived ease of use.
Perceived usefulness is defined as being the degree to which a person believes that the use of a system will improve his performance. Perceived ease of use refers to the degree to which a person believes that the use of a system will be effortless. Several factorial analyses demonstrated that perceived usefulness and perceived ease of use can be considered as two different dimensions (Hauser et Shugan, 1980 ; Larcker et Lessig, 1980 ; Swanson, 1987).
As demonstrated in the theory of reasoned Action, the Technology Acceptance Model postulates that the use of an information system is determined by the behavioral intention, but on the other hand, that the behavioral intention is determined by the person’s attitude towards the use of the system and also by his perception of its utility. According to Davis, the attitude of an individual is not the only factor that determines his use of a system, but is also based on the impact which it may have on his performance. Therefore, even if an employee does not welcome an information system, the probability that he will use it is high if he perceives that the system will improve his performance at work. Besides, the Technology Acceptance Model hypothesizes a direct link between perceived usefulness and perceived ease of use. With two systems offering the same features, a user will find more useful the one that he finds easier to use (Dillon and Morris, on 1996).
Authored by:
chathuri

Posted on: #iteachmsu

TAM Model 2
Technology acceptance model
Based on the theo...
Based on the theo...
Authored by:
PEDAGOGICAL DESIGN
Tuesday, Aug 20, 2019
Posted on: #iteachmsu
PEDAGOGICAL DESIGN
The most widely-used Agile methodologies include:
The main principles of the Lean methodology include:
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
Eliminating Waste
Amplifying Learning
Deciding as Late as Possible
Delivering as Fast as Possible
Empowering the Team
Building Integrity In
Seeing the Whole
Lean development eliminates waste by asking users to select only the truly valuable features for a system, prioritize those features, and then work to deliver them in small batches. It relies on rapid and reliable feedback between programmers and customers, emphasizing the speed and efficiency of development workflows. Lean uses the idea of a work product being “pulled” via customer request. It gives decision-making authority to individuals and small teams since this has been proven to be a faster and more efficient method than a hierarchical flow of control. Lean also concentrates on the efficient use of team resources, trying to ensure that everyone is as productive as possible for the maximum amount of time. It strongly recommends that automated unit tests be written at the same time the code is written.
Authored by:
Chathuri
Posted on: #iteachmsu
The most widely-used Agile methodologies include:
The main principles of the Lean methodology include:
Eliminating W...
Eliminating W...
Authored by:
PEDAGOGICAL DESIGN
Wednesday, Sep 18, 2019