29 resultados para Advertising credibility
em Universidade do Minho
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In the past decade, the research community has been dedicating considerable effort into indoor positioning systems based on Wi-Fi fingerprinting techniques, mainly due to their capability to exploit existing infrastructures. Crowdsourcing approaches, also known as organic, have been proposed recently to address the problem of creating and maintaining the corresponding radio maps. In these organic systems, the users of the system build the radio map themselves while using it to estimate their own position/location. However, most of these collaborative methods, proposed by several authors, assume that all the users are honest and committed to contribute to a good quality radio map. In this paper we assess the quality of a radio map built collaboratively and propose a method to classify the credibility of individual contributions and the reputation of individual users. Experimental results are presented for an organic indoor location system that has been used by more than one hundred users over a period of around 12 months.
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Novel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, despite the recent boom of different natural interaction paradigms, it hasn't been systematically evaluated how these interfaces influence a user's performance or whether each interface could be more or less appropriate when it comes to: 1) different age groups; and 2) different basic operations, as data selection, insertion or manipulation. This work presents the first step of an exploratory evaluation about whether or not the users' performance is indeed influenced by the different interfaces. The key point is to understand how different interaction paradigms affect specific target-audiences (children, adults and older adults) when dealing with a selection task. 60 participants took part in this study to assess how different interfaces may influence the interaction of specific groups of users with regard to their age. Four input modalities were used to perform a selection task and the methodology was based on usability testing (speed, accuracy and user preference). The study suggests a statistically significant difference between mean selection times for each group of users, and also raises new issues regarding the “old” mouse input versus the “new” input modalities.
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Archeology and related areas have a special interest on cultural heritage sites since they provide valuable information about past civilizations. However, the ancient buildings present in these sites are commonly found in an advanced state of degradation which difficult the professional/expert analysis. Virtual reconstructions of such buildings aim to provide a digital insight of how these historical places could have been in ancient times. Moreover, the visualization of such models has been explored by some Augmented Reality (AR) systems capable of providing support to experts. Their compelling and appealing environments have also been applied to promote the social and cultural participation of general public. The existing AR solutions regarding this thematic rarely explore the potential of realism, due to the following lacks: the exploration of mixed environments is usually only supported for indoors or outdoors, not both in the same system; the adaptation of the illumination conditions to the reconstructed structures is rarely addressed causing a decrease of credibility. MixAR [1] is a system concerned with those challenges, aiming to provide the visualization of virtual buildings augmented upon real ruins, allowing soft transitions among its interiors and exteriors and using relighting techniques for a faithful interior illumination, while the user freely moves in a given cultural heritage site, carrying a mobile unit. Regarding the focus of this paper, we intend to report the current state of MixAR mobile unit prototype, which allows visualizing virtual buildings – properly aligned with real-world structures – based on user's location, during outdoor navigation. In order to evaluate the prototype performance, a set of tests were made using virtual models with different complexities.
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Dissertação de mestrado em Marketing e Estratégia
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Tese de Doutoramento em Ciências da Comunicação (área de especialização em Comunicação Estratégica e Organizacional).
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Dijet events produced in LHC proton--proton collisions at a center-of-mass energy s√=8 TeV are studied with the ATLAS detector using the full 2012 data set, with an integrated luminosity of 20.3 fb−1. Dijet masses up to about 4.5 TeV are probed. No resonance-like features are observed in the dijet mass spectrum. Limits on the cross section times acceptance are set at the 95% credibility level for various hypotheses of new phenomena in terms of mass or energy scale, as appropriate. This analysis excludes excited quarks with a mass below 4.09 TeV, color-octet scalars with a mass below 2.72 TeV, heavy W′ bosons with a mass below 2.45 TeV, chiral W∗ bosons with a mass below 1.75 TeV, and quantum black holes with six extra space-time dimensions with threshold mass below 5.82 TeV.
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A search for high-mass resonances decaying into τ+τ− final states using proton-proton collisions at s√=8 TeV produced by the Large Hadron Collider is presented. The data were recorded with the ATLAS detector and correspond to an integrated luminosity of 19.5-20.3 fb−1. No statistically significant excess above the Standard Model expectation is observed; 95% credibility upper limits are set on the cross section times branching fraction of Z′ resonances decaying into τ+τ− pairs as a function of the resonance mass. As a result, Z′ bosons of the Sequential Standard Model with masses less than 2.02 TeV are excluded at 95% credibility. The impact of the fermionic couplings on the Z′ acceptance is investigated and limits are also placed on a Z′ model that exhibits enhanced couplings to third-generation fermions.
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ISSN:2237-2954
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O presente artigo tem como principal objetivo identificar se as marcas publicitárias usaram jogos digitais publicitários, também conhecidos como advergames, nas suas campanhas publicitárias, no período compreendido entre 2005 e 2015. Sabemos que as marcas publicitárias utilizam conteúdos e ferramentas de entretenimento para poderem promover a sua mensagem junto dos seus recetores. E os advergames, cujo termo advém da fusão das palavras inglesas advertising e game, são uma dessas ferramentas de entretenimento que iremos abordar neste artigo. O principal foco deste trabalho partiu de um problema central e transversal à indústria publicitária: os recetores das mensagens publicitárias estão sujeitos diariamente a um elevado número de impactos comunicacionais e muitos deles são capazes de restringir a receção ou ignorar por completo as mensagens publicitárias. A partir deste foco, e como objetivo principal para este artigo, quisemos responder a seguinte problemática: as marcas publicitárias promovem conteúdos e ferramentas de entretenimento, como são o exemplo advergames, nas suas campanhas publicitarias? As marcas publicitárias procuram diferenciação na forma como se aproximam ao recetor e implementam estratégias de entretenimento digital capazes de atrair e melhorar o envolvimento com ele. Assim, os advergames têm-se revelado ferramentas bastante úteis por serem capazes de veicular mensagens persuasivas e envolver o jogador sem a sua oposição por períodos de tempo elevados. Isto porque obriga o recetor, enquanto se diverte, a despender tempo e atenção enquanto joga, o que por consequência poderá dar à marca publicitária tempo e espaço para veicular e persuadir com a sua mensagem. Criamos, com o intuito de responder ao problema um inventário de advergames encontrados por data de implementação, no período compreendido entre 2005-2015. Esta amostra foi definida através de um corpus de análise arbitrário e uma seleção intencional junto de uma lista de prémios de criatividade do festival Cannes Lions.
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Tese de doutoramento em Ciência da Comunicação.
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Dissertação de mestrado em Ciências da Comunicação (área de especialização em Publicidade e Relações Públicas)
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Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização em Publicidade e Relações Públicas)
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Dissertação de mestrado em Ciências da Comunicação (área de especialização em Publicidade e Relações Públicas)
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Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização em Publicidade e Relações Públicas)
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Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização em Especialização em Audiovisual e Multimédia)