61 resultados para User Interface (UI) Software-as-a-Service


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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Geospatial Technologies

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies

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A nova era da informação que se está a assistir tem possibilitado a criação de novas e vastas coleções de intelecto virtual, como por exemplo o Wikipedia, Corsera, entre outros. Estas ferramentas vieram possibilitar a procura por cultura, resoluções de problemas do quotidiano, novos métodos de aprendizagem, por parte da sociedade em geral. Porém, como é habitual, tem-se vindo a verificar uma certa dificuldade inerente por parte de certas minorias sociais, que não possuem as mesmas capacidades de um indivíduo “normal“. Esta dissertação tem como objetivo a criação de uma ferramenta, em formato de jogo sério, para apoiar o ensino de Língua Gestual Portuguesa a um público ouvinte o -“Kinect Sign”. Com este estudo pretende-se explorar as mais recentes ferramentas de desenvolvimento de jogos, mais conhecidas como Authoring Tools e a sua integração com Natural User interfaces, concretamente o sensor Kinect. A solução apresentada neste documento propõe a utilização desta ferramenta a todos os indivíduos iniciantes que necessitem de uma introdução a esta forma de comunicação, para tornar um pouco menos agressiva a entrada no complexo mundo da linguagem gestual. A validação deste trabalho consistiu no desenvolvimento de um jogo protótipo que incentive os jogadores a aprenderem enquanto jogam. Analisaram-se problemas e tecnologias atuais para se chegar a uma estruturação semelhante a um jogo comum disponível em qualquer superfície comercial e websites dedicados ao género. Posterior apresentação a uma população selecionada a fim de analisar a sua opinião e utilidade do modelo desenvolvido, seguindo-se a resposta a um pequeno questionário.

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Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when non-Deaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar solutions to this proposal do exist, however, those solutions are scarce and limited. For this reason, the proposed solution is composed of a natural user interface that is intended to create a new concept on this field. The validation of this work, consisted on the implementation of a serious game prototype, which can be used as a source for learning (Portuguese) sign language. On this validation, it was first implemented a module responsible for recognizing sign language. This first stage, allowed the increase of interaction and the construction of an algorithm capable of accurately recognizing sign language. On a second stage of the validation, the proposal was studied so that the pros and cons can be determined and considered on future works.

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This research seeks to design and implement a WebGIS application allowing high school students to work with information related to the disciplinary competencies of the competency-teaching model, in Mexico. This paradigm assumes knowledge to be acquired through the application of new technologies and to link it with everyday life situations of students. The WebGIS provides access to maps regarding natural risks in Mexico, e.g. volcanism, seismic activities, or hurricanes; the prototype's user interface was designed with special emphasis on scholar needs for high school students.

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Software as a service (SaaS) is a service model in which the applications are accessible from various client devices through internet. Several studies report possible factors driving the adoption of SaaS but none have considered the perception of the SaaS features and the pressures existing in the organization’s environment. We propose an integrated research model that combines the process virtualization theory (PVT) and the institutional theory (INT). PVT seeks to explain whether SaaS processes are suitable for migration into virtual environments via an information technology-based mechanism. INT seeks to explain the effects of the institutionalized environment on the structure and actions of the organization. The research makes three contributions. First, it addresses a gap in the SaaS adoption literature by studying the internal perception of the technical features of SaaS and external coercive, normative, and mimetic pressures faced by an organization. Second, it empirically tests many of the propositions of PVT and INT in the SaaS context, thereby helping to determine how the theory operates in practice. Third, the integration of PVT and INT contributes to the information system (IS) discipline, deepening the applicability and strengths of these theories.

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The following project introduces a model of Growth Hacking strategies for business-tobusiness Software-as-a-Service startups that was developed in collaboration with and applied to a Portuguese startup called Liquid. The work addresses digital marketing channels such as content marketing, email marketing, social marketing and selling. Further, the company’s product, pricing strategy, partnerships and website communication are examined. Applying best case practices, competitor benchmarks and interview insights from numerous industry influencers and experts, areas for improvement are deduced and procedures for each of those channels recommended.

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Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Geospatial Technologies

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia Electrotécnica e de Computadores

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia Electrotécnica e de Computadores

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Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial