This research discusses the subject of emotional stimulation factors through the stages of product design interaction with the consumer and what they reflect in the formation of a self-consideration of the design in his emotional memory regarding the specific brand through the following question (What is the emotional stimulus in the design of certain products and its reflection on the consumer during the processes of receiving and using it?), The importance of the research comes in the connection of design elements with many sensory factors used and motivating to attract the consumer to the acquisition of a specific design and the demand for its experience, the study aims Detection and access to emotional stimulation in the design of the industrial product to develop the design process, and were defined by the designs of BRAUN products for home use in Baghdad markets (limited edition) for the year 2021 and its reflection on consumers. The theoretical framework dealt with the concept of emotions in the design of industrial products and their importance in motivating the acquisition of products, preference for appearance, performance, value, stages of motivation in interaction with the product, and their impact on gender differences, emotional age, value formation, and mood towards the product.
The researcher relied on a questionnaire with specific axes to analyze the sample models and access the research results and conclusions, the most important of which are:
- The result of the stimulus in the stages of receiving and using is reflected in the creation of value for the product.
- The value and mood towards the design in case the product is already known to the consumer (a new version or a second model) leads the consumer and determines his interaction through feelings of receiving and feelings of use it.
Computational linguistics is a modern branch of linguistics concerned with computer processing of natural languages. It makes computer as human brain simulate to human mind to understand language endoscopy and application. It stems from the use of computers to create programs and information systems that help the user to solve linguistic issues such as translation, analysis, parsing, and others This research seeks to show the employability of Arabic grammar, especially the past tense of it, in the light of this theory The study made use of the computer program (Madamera) to apply its samples of past phrasal verbs, In its methodology
Graph is a tool that can be used to simplify and solve network problems. Domination is a typical network problem that graph theory is well suited for. A subset of nodes in any network is called dominating if every node is contained in this subset, or is connected to a node in it via an edge. Because of the importance of domination in different areas, variant types of domination have been introduced according to the purpose they are used for. In this paper, two domination parameters the first is the restrained and the second is secure domination have been chosn. The secure domination, and some types of restrained domination in one type of trees is called complete ary tree are determined.
حل الاشكالية المنهجية في العلوم الانسانية المنهج البنيوي انموذجاً مقترحاً
ن الهدف من هذا البحث هو معرفة أثر إستراتيجية تعليمية في تحصيل مادة العلوم لدى طلاب الصف الاول المتوسط. ولتحقيق هدف البحث صاغ الباحثان الفرضية الآتية: لا توجد فروق ذو دلالة إحصائية عند مستوى (0,05) بين متوسط درجات طلاب المجموعة التجريبية الذين يدرسون مادة العلوم وفق إستراتيجية تعليمية وبين متوسط درجات طلاب المجموعة الضابطة الذين يدرسون المادة نفسها بالطريقة التقليدية في اختبار التحصيل. بلغت عينة البحث (59) طالبا
... Show MoreIn the past, an absolute authority was held by the father and his decisions were imposed
and obeyed strictly without discussion. Later, many economical changes took place and
affected all of the family members dramatically creating a whole new concept of authority
in the family, a one that is based upon sound leadership, mutual understanding and
consultation among family members.
Women carried responsibility of doing all domestic jobs and served family members,
however, when she went to work outside her house, these loads began disturbing and
exhausting her. Therefore, man started to participate in assisting his wife. In addition,
industrial advances contributed in making these jobs easier than before.
This has
The Current research aims to identify ( The effects of Daniel Model in Cognitive Motivation for the Students of the Third grade average ) , To verify the objective of this research , the researchers added nul hypothesis following : There is no difference is statistically significant at the level of ( 0.05 ) between the average scores of students who studied Daniel Model and the average students who studied by using traditional method in Cognitive Motivation scale. The research was conducted on a sample of the average Third grade students in a medium Al – sadiq Al – Ameen secretary for boys affiliated to the General Directorate for Educational in Baghdad Al – rusafa 2 and for academic year ( 2014 – 2015 ) , the researchers adopted
... Show Moreلا يستطيع كل كائن حي أو كيان اجتماعي أداء دوره الذي يفترض أن يقوم به ما لم يمتلك الوسائل الكافية والضرورية لأداء ذلك الدور قال سبحانه وتعالى ((قال ربنا الذي أعطى كل شيء خلقه ثم هدى – طه 50)).
والنشاط الاقتصادي كجزء من الكيان الكلي للمجتمع لا يختلف عن هذه القاعدة، إذ عندما يراد من النظام الاقتصادي أداء دور فاعل فلا غنى له عن الوسائل التي تمكنه من أداء دوره المنشود. للنظام الاقتصادي مجمو
... Show MoreThe current study aims to investigate the second cycle students’ motives for using electronic games in Oman. The sample consisted of (570) students, (346 males and 224 females). The participants completed an open-ended question which was analyzed based on ground theory. The results showed that (46.820%) of the males and (77.678) of the females played electronic games for pleasure, entertainment, and fun. This first category of motivation got the highest percentage of frequency (58.947%). The motive to become a hacker, a popular YouTuber got the lowest percentage (2.280%). Other students’ motives toward playing electronic games included: filling the leisure time, overcoming boredom, feeling adventures, getting science fiction and chal
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