3 resultados para Páginas de Resultados de Mecanismos de Busca. Google. Yahoo. Experiência do usuário. Eye Tracking.
em Repositório Institucional da Universidade de Aveiro - Portugal
Resumo:
O presente trabalho é um estudo comparativo de imagem gráfica que visa analisar o estado actual do design gráfico dos jornais diários nacionais de cariz generalista – Público, Diário de Notícias, Jornal de Notícias, Correio da Manhã e 24 Horas. Efectuada a análise dos jornais, é proposto o redesign do Jornal de Notícias, com o objectivo de aplicar as conclusões obtidas de forma teórica num projecto prático. As opiniões resultantes deste trabalho apresentam dois tipos de contributo: em primeiro lugar, permitem caracterizar num determinado período de tempo a apresentação visual das publicações diárias e generalistas em Portugal. Em segundo lugar, contribuem para ultrapassar as soluções de menor eficácia, potenciando a apresentação visual do conteúdo informativo das publicações acima referidas, com o objectivo de fidelizar e aumentar o número de leitores e potenciar as vendas. A metodologia utilizada para a realização da presente tese desenvolve-se em três partes: na primeira parte, a leitura bibliográfica, a investigação e o registo de informações, distribuída ao longo de treze áreas fundamentais para a compreensão e posterior aplicação às restantes partes; na segunda parte, o recurso a entrevistas a profissionais ligados ao design de publicações jornalísticas, bem como a análise de jornais diários nacionais e estrangeiros, tendo como base os resultados obtidos pelo Poynter Institute for Media Sudies no projecto Eye-Trac Research, um dos maiores estudos realizados sobre a importância da cor nas publicações jornalísticas e da forma como o leitor percorre as páginas de um jornal; na terceira parte, a realização de um projecto de redesign para o Jornal de Notícias. Na opinião de alguns especialistas, como Mario García e Rodrigo Fino, no futuro os jornais terão uma função de complementaridade relativamente às restantes plataformas de informação e o público será simultaneamente leitor no ecrã e no papel. Nesse sentido, os designers deverão encontrar novas formas de potenciar o conteúdo e de estabelecer graficamente meios eficazes de ligação entre as diferentes plataformas de informação. Independentemente do suporte, em papel ou no ecrã, a função do designer será sempre a de encontrar soluções mais eficazes para cada caso concreto.
Resumo:
Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.
Resumo:
The last couple of decades have been the stage for the introduction of new telecommunication networks. It is expected that in the future all types of vehicles, such as cars, buses and trucks have the ability to intercommunicate and form a vehicular network. Vehicular networks display particularities when compared to other networks due to their continuous node mobility and their wide geographical dispersion, leading to a permanent network fragmentation. Therefore, the main challenges that this type of network entails relate to the intermittent connectivity and the long and variable delay in information delivery. To address the problems related to the intermittent connectivity, a new concept was introduced – Delay Tolerant Network (DTN). This architecture is built on a Store-Carry-and-Forward (SCF) mechanism in order to assure the delivery of information when there is no end-to-end path defined. Vehicular networks support a multiplicity of services, including the transportation of non-urgent information. Therefore, it is possible to conclude that the use of a DTN for the dissemination of non-urgent information is able to surpass the aforementioned challenges. The work developed focused on the use of DTNs for the dissemination of non-urgent information. This information is originated in the network service provider and should be available on mobile network terminals during a limited period of time. In order to do so, four different strategies were deployed: Random, Least Number of Hops First (LNHF), Local Rarest Bundle First (LRBF) e Local Rarest Generation First (LRGF). All of these strategies have a common goal: to disseminate content into the network in the shortest period of time and minimizing network congestion. This work also contemplates the analysis and implementation of techniques that reduce network congestion. The design, implementation and validation of the proposed strategies was divided into three stages. The first stage focused on creating a Matlab emulator for the fast implementation and strategy validation. This stage resulted in the four strategies that were afterwards implemented in the DTNs software Helix – developed in a partnership between Instituto de Telecomunicac¸˜oes (IT) and Veniam R , which are responsible for the largest operating vehicular network worldwide that is located in Oporto city. The strategies were later evaluated on an emulator that was built for the largescale testing of DTN. Both emulators account for vehicular mobility based on information previously collected from the real platform. Finally, the strategy that presented the best overall performance was tested on a real platform – in a lab environment – for concept and operability demonstration. It is possible to conclude that two of the implemented strategies (LRBF and LRGF) can be deployed in the real network and guarantee a significant delivery rate. The LRBF strategy has the best performance in terms of delivery. However, it needs to add a significant overhead to the network in order to work. In the future, tests of scalability should be conducted in a real environment in order to confirm the emulator results. The real implementation of the strategies should be accompanied by the introduction of new types of services for content distribution.