61 resultados para Interaction design
em Instituto Politécnico do Porto, Portugal
Resumo:
Our day-to-day life is dependent on several embedded devices, and in the near future, many more objects will have computation and communication capabilities enabling an Internet of Things. Correspondingly, with an increase in the interaction of these devices around us, developing novel applications is set to become challenging with current software infrastructures. In this paper, we argue that a new paradigm for operating systems needs to be conceptualized to provide aconducive base for application development on Cyber-physical systems. We demonstrate its need and importance using a few use-case scenarios and provide the design principles behind, and an architecture of a co-operating system or CoS that can serve as an example of this new paradigm.
Resumo:
This paper reports on the creation of an interface for 3D virtual environments, computer-aided design applications or computer games. Standard computer interfaces are bound to 2D surfaces, e.g., computer mouses, keyboards, touch pads or touch screens. The Smart Object is intended to provide the user with a 3D interface by using sensors that register movement (inertial measurement unit), touch (touch screen) and voice (microphone). The design and development process as well as the tests and results are presented in this paper. The Smart Object was developed by a team of four third-year engineering students from diverse scientific backgrounds and nationalities during one semester.
Resumo:
Adventure! The Paladin Order foi um projecto ambicioso que começou por ser desenvolvido como um video jogo completo. Tinha como objéctivo implementar uma ferramenta diferente que permitisse tornar o jogo completamente adaptativo às decisões do jogador tanto nas interacções e no diálogo com outras personagens, assim como no combate contra os variados inímigos do jogo. Devido à inexperiência do autor uma grande parte do tempo foi passado a estudar e a pesquisar várias possíveis soluções que permitissem criar um ambiente que fosse adaptativo de uma forma simples e interessante, não só para os programadores mas também para qualquer pessoa que fosse responsável por editar o diálogo e a história do jogo. Os resultados foram bastante interessantes, revelando um sistema que depende simultaneamente dos ficheiros de onde é retirado o diálogo, e de um sistema de personalidades que permite definir qual será o comportamento de qualquer objecto do jogo ou, pelo menos, como as outras personagens irão reagir. O produto final é uma ferramenta de bases sólidas que permite uma implementação relativamente simples de um sistema abrangente e adaptativo, com poucas falhas e apenas algumas questões de simplicidade de código.
Resumo:
The way humans interact with technology is undergoing a tremendous change. It is hard to imagine the lives we live today without the benefits of technology that we take for granted. Applying research in computer science, engineering, and information systems to non-technical descriptions of technology, such as human interaction, has shaped and continues to shape our lives. Human Interaction with Technology for Working, Communicating, and Learning: Advancements provides a framework for conceptual, theoretical, and applied research in regards to the relationship between technology and humans. This book is unique in the sense that it does not only cover technology, but also science, research, and the relationship between these fields and individuals' experience. This book is a must have for anyone interested in this research area, as it provides a voice for all users and a look into our future.
Resumo:
It is not possible to imagine our lives today without technology. From the moment we get up in the morning until the time that we go to bed at night, technology is present in almost every moment, even if we are not aware of it. Some of the most basic activities we need to perform regularly could not be carried out without technology. Sociological and Philosophical Aspects of Human Interaction with Technology: Advancing Concepts presents a careful blend of conceptual, theoretical and applied research in regards to the relationship between technology and humans. This book explores the importance of these interactions, aspects related with trust, communication, data protection, usability concerning organizational change, and e-learning. The advancement of these theories and practices will benefit from this publication as it provides a voice for the users.
Resumo:
DESIGN: A randomized controlled trial.OB JECTIVE: To investigate the immediate effects on pressure pain thresholds over latent trigger points (TrPs) in the masseter and temporalis muscles and active mouth opening following atlanto-occipital joint thrust manipulation or a soft tissue manual intervention targeted to the suboccipital muscles. BACKGROUND : Previous studies have described hypoalgesic effects of neck manipulative interventions over TrPs in the cervical musculature. There is a lack of studies analyzing these mechanisms over TrPs of muscles innervated by the trigeminal nerve. METHODS: One hundred twenty-two volunteers, 31 men and 91 women, between the ages of 18 and 30 years, with latent TrPs in the masseter muscle, were randomly divided into 3 groups: a manipulative group who received an atlanto-occipital joint thrust, a soft tissue group who received an inhibition technique over the suboccipital muscles, and a control group who did not receive an intervention. Pressure pain thresholds over latent TrPs in the masseter and temporalis muscles, and active mouth opening were assessed pretreatment and 2 minutes posttreatment by a blinded assessor. Mixed-model analyses of variance (ANOVA) were used to examine the effects of interventions on each outcome, with group as the between-subjects variable and time as the within-subjects variable. The primary analysis was the group-by-time interaction. RESULTS: The 2-by-3 mixed-model ANOVA revealed a significant group-by-time interaction for changes in pressure pain thresholds over masseter (P<.01) and temporalis (P =.003) muscle latent TrPs and also for active mouth opening (P<.001) in favor of the manipulative and soft tissue groups. Between-group effect sizes were small. CONCLUSIONS: The application of an atlanto-occipital thrust manipulation or soft tissue technique targeted to the suboccipital muscles led to an immediate increase in pressure pain thresholds over latent TrPs in the masseter and temporalis muscles and an increase in maximum active mouth opening. Nevertheless, the effects of both interventions were small and future studies are required to elucidate the clinical relevance of these changes. LEVEL OF EVIDENCE : Therapy, level 1b. J Orthop Sports Phys Ther 2010;40(5):310-317. doi:10.2519/jospt.2010.3257. KEYWORDSDS: cervical manipulation, muscle trigger points, neck, TMJ, upper cervical.
Resumo:
A major determinant of the level of effective natural gas supply is the ease to feed customers, minimizing system total costs. The aim of this work is the study of the right number of Gas Supply Units – GSUs - and their optimal location in a gas network. This paper suggests a GSU location heuristic, based on Lagrangean relaxation techniques. The heuristic is tested on the Iberian natural gas network, a system modelized with 65 demand nodes, linked by physical and virtual pipelines. Lagrangean heuristic results along with the allocation of loads to gas sources are presented, using a 2015 forecast gas demand scenario.
Resumo:
This paper presents a project consisting on the development of an Intelligent Tutoring System, for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students. One of the major goals of this project is to devise a teaching model based on Intelligent Tutoring techniques, considering not only academic knowledge but also other types of more empirical knowledge, able to achieve successfully the training of electrical installation design.
Resumo:
One of the most difficult problems that face researchers experimenting with complex systems in real world applications is the Facility Layout Design Problem. It relies with the design and location of production lines, machinery and equipment, inventory storage and shipping facilities. In this work it is intended to address this problem through the use of Constraint Logic Programming (CLP) technology. The use of Genetic Algorithms (GA) as optimisation technique in CLP environment is also an issue addressed. The approach aims the implementation of genetic algorithm operators following the CLP paradigm.
Resumo:
Designing electric installation projects, demands not only academic knowledge, but also other types of knowledge not easily acquired through traditional instructional methodologies. A lot of additional empirical knowledge is missing and so the academic instruction must be completed with different kinds of knowledge, such as real-life practical examples and simulations. On the other hand, the practical knowledge detained by the most experienced designers is not formalized in such a way that is easily transmitted. In order to overcome these difficulties present in the engineers formation, we are developing an Intelligent Tutoring System (ITS), for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students.
Resumo:
Urban Computing (UrC) provides users with the situation-proper information by considering context of users, devices, and social and physical environment in urban life. With social network services, UrC makes it possible for people with common interests to organize a virtual-society through exchange of context information among them. In these cases, people and personal devices are vulnerable to fake and misleading context information which is transferred from unauthorized and unauthenticated servers by attackers. So called smart devices which run automatically on some context events are more vulnerable if they are not prepared for attacks. In this paper, we illustrate some UrC service scenarios, and show important context information, possible threats, protection method, and secure context management for people.
Resumo:
Este estudo teve como objectivo verificar a eficácia de um programa de Relation play em crianças com Perturbação Autista, incidindo na comunicação não verbal e de interacção social. A amostra foi constituída por 3 crianças com Perturbação Autista. Foi realizado um estudo de caso quantitativo de carácter pré-experimental do tipo ABA. Os participantes foram submetidos a um programa de Relation Play constituído por 13 sessões, duas vezes por semana. O instrumento utilizado foi uma lista de verificação de comportamentos. Verificaram--‐se melhorias em alguns aspectos da comunicação não verbal e interacção social.
Resumo:
The development of economical relations increases the interaction between organizations and stakeholders. It is no more acceptable to manage an organization under a transactional perspective where suppliers had a fundamental role. Nowadays organizations are being managed under a relational perspective where relations and relationship management in general have consequences in identity management (Hakansson e Snehota, 1989, 1995). A correct perception and management of identity is necessary to achieve distinctiveness in the competitive environment. This way, identity is influenced by relations with stakeholders in general and particularly with competitors. The ICIG concept states that identity is related with the values of the organization and it helps creating distinctiveness in the competitive environment (Van Riel, Balmer, 1997); Baker and Balmer (1997) state that identity is what the organization is; Suvatjis and de Chernatony (2005) refer that expressing identity is a dynamic process that evolves the use of a management model to face context changes; Kapferer (1991) states that brand identity is the project, the self conception of the brand. After reviewing and confronting literature under the plethora of identities’ concepts and perspectives (He, Balmer, 2007) one can’t find an integrative answer with all the elements that contribute to identity of organizations. The authors are strongly interested to contribute to the elimination of this limitation and to answer to strategic management needs. In a marketing context one can find: - the corporate identity approach that is focused in the distinctive attributes of an organization (Abratt, Balmer, Marwick e Fill, Stuart, Balmer and Gray, Alessandri, Suvatjis and de Chernatony) - the brand identity approach (related with the application of corporate identity studies to brands) - Kapferer, Semprini, Aaker, de Chernatony). Kapferer (1991), one of the most prolific authors in this field was the first author to integrate identity in a brand concept. In his view, identity is an emission concept. This idea is shared also by Aaker (1996). Yet, identity has to be managed in a competitive environment which is constantly changing. After reviewing and confronting literature, authors select concepts that are generally accepted by the investigators in order to design a model to analyze and manage identity: - corporate identity models: personality, image/reputation, culture, philosophy, mission, strategy, structure, communication - some of these concepts derive from identity models and others from identity management models; - brand identity models – Kapferer (1991, 2008) identity prism, witch is basis of literature in this field: culture, physical facet, personality, relationship (between brand and consumer), reflected consumer, consumers` self-concept. After discussion authors decide to include other concept in line with other authors` view: country of origin (Aaker, 1996). A discussion eliminates the twin concepts and the final selection is as follows: personality, image/reputation, culture (including philosophy and mission), strategy, structure, communication, culture, physical facet, relationship (between brand and consumer), reflected consumer, consumers` self-concept and according to authors` reflections “relationships” deriving from competitors` actions in competitive environment. Competitors’ actions and decisions have a stronger influence in the organizations` positioning than any other stakeholder as stated before. This is a work in progress towards a new model in identity analysis and management so an exploratory study will follow inquiring experts on identity in order to evaluate these concepts and correct the theoretical perspectives.
Resumo:
Este trabalho insere-se no domínio da calibração energética dos equipamentos SPT, dando seguimento ao disposto na norma EN ISO 22476-3, de aplicação obrigatória em Portugal. Para tal foi utilizada uma vara instrumentada, cuja instrumentação consiste em strain-gauges e acelerómetros piezoeléctricos. Esta instrumentação encontra-se fixa a um trecho de vara com comprimento de 60 cm e para a aquisição dos dados foi utilizado o sistema SPT Analyzer® comercializado pela firma PDI. O sistema permite registar os dados provenientes da instrumentação: sinais de um par de strain-gauges, transformados em registos de força (F1 e F2) e sinais de um par de acelerómetros, convertidos em registos de velocidade (V1 e V2) ao longo do tempo. O equipamento permite a avaliação, em tempo real, da qualidade dos registos e da energia máxima transmitida à vara em cada golpe e o conhecimento do deslocamento vertical do trem de varas ocorrido em cada golpe do martelo. Por outro lado, baseando-se no tema acima referido, pretende-se ainda desenvolver esforços no sentido de melhorar o novo método interpretativo dos resultados dos ensaios SPT e sua aplicação ao dimensionamento de estacas, dado que a previsão da capacidade de carga de estacas constitui um dos desafios da engenharia de fundações por requerer a estimativa de propriedades do solo, alterações pela execução da fundação e conhecimento do mecanismo de interacção solo-estaca. Este novo procedimento baseia-se nos princípios da dinâmica, rompendo com as metodologias até aqui consagradas, de natureza essencialmente empírica. A nova forma de interpretar os ensaios SPT, consubstanciada nos princípios de conservação de energia na cravação do amostrador SPT, irá permitir converter analiticamente o valor Nspt numa força dinâmica de reacção à penetração. A decomposição desta força dinâmica permite efectuar análises comparativas entre as resistências unitárias mobilizadas no amostrador SPT (modelo) e as mobilizadas na estaca (protótipo).
Resumo:
A educação é uma área bastante importante no desenvolvimento humano e tem vindo a adaptar-se às novas tecnologias. Tentam-se encontrar novas maneiras de ensinar de modo a obter um rendimento cada vez maior na aprendizagem das pessoas. Com o aparecimento de novas tecnologias como os computadores e a Internet, a concepção de aplicações digitais educativas cresceu e a necessidade de instruir cada vez melhor os alunos leva a que estas aplicações precisem de um interface que consiga leccionar de uma maneira rápida e eficiente. A combinação entre o ensino com o auxílio dessas novas tecnologias e a educação à distância deu origem ao e-Learning (ensino à distância). Através do ensino à distância, as possibilidades de aumento de conhecimento dos alunos aumentaram e a informação necessária tornou-se disponível a qualquer hora em qualquer lugar com acesso à Internet. Mas os cursos criados online tinham custos altos e levavam muito tempo a preparar o que gerou um problema para quem os criava. Para recuperar o investimento realizado decidiu-se dividir os conteúdos em módulos capazes de serem reaproveitados em diferentes contextos e diferentes tipos de utilizadores. Estes conteúdos modulares foram denominados Objectos de Aprendizagem. Nesta tese, é abordado o estudo dos Objectos de Aprendizagem e a sua evolução ao longo dos tempos em termos de interface com o utilizador. A concepção de um interface que seja natural e simples de utilizar nem sempre é fácil e independentemente do contexto em que se insere, requer algum conhecimento de regras que façam com que o utilizador que use determinada aplicação consiga trabalhar com um mínimo de desempenho. Na concepção de Objectos de Aprendizagem, áreas de complexidade elevada como a Medicina levam a que professores ou doutores sintam alguma dificuldade em criar um interface com conteúdos educativos capaz de ensinar com eficiência os alunos, devido ao facto de grande parte deles desconhecerem as técnicas e regras que levam ao desenvolvimento de um interface de uma aplicação. Através do estudo dessas regras e estilos de interacção torna-se mais fácil a criação de um bom interface e ao longo desta tese será estudado e proposto uma ferramenta que ajude tanto na criação de Objectos de Aprendizagem como na concepção do respectivo interface.