79 resultados para Human Computer Cryptography
Resumo:
La idea bàsica d'aquest disseny centrat en l'usuari és obtenir informació sobre els usuaris, les seves tasques i objectius, i fer servir tota aquesta informació per orientar el disseny i el desenvolupament de productes. Per a la realització d'aquest treball s'han establert quatre fases: (1) Investigació, (2) Disseny d'escenaris i flux d'interacció, (3) Prototipat, i (4) Avaluació. El cas pràctic que es tractarà és una cadena de supermercats ecològics que vol promocionar la compra responsable d'aliments.
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Este trabajo pretende estudiar los aspectos referentes a la usabilidad de los smart TV realizando un análisis de sus funciones más comunes y concluyendo con propuestas para la mejora de la usabilidad de estos dispositivos.
Resumo:
Information and communication technologies pose accessibility problems to people with disabilities because its design fails to take into account their communication and usability requirements. The impossibility to access the services provided by these technologies creates a situation of exclusion that reduces the self-suficiency of disabled individuals and causes social isolation, which in turn diminishes their overall quality of life. Considering the importance of these technologies and services in our society, we have developed a pictogram-based Instant Messaging service for individuals with cognitive disabilities who have reading and writing problems. Along the paper we introduce and discuss the User Centred Design methodology that we have used to develop and evaluate the pictogram-based Instant Messaging service and client with individuals with cognitive disabilities taking into account their communication and usability requirements. From the results obtained in the evaluation process we can state that individuals with cognitive disabilities have been able to use the pictogram-based Instant Messaging service and client to communicate with their relatives and acquaintances, thus serving as a tool to help reducing their social and digital exclusion situation.
Resumo:
Two important challenges that teachers are currently facing are the sharing and the collaborative authoring of their learning design solutions, such as didactical units and learning materials. On the one hand, there are tools that can be used for the creation of design solutions and only some of them facilitate the co-edition. However, they do not incorporate mechanisms that support the sharing of the designs between teachers. On the other hand, there are tools that serve as repositories of educational resources but they do not enable the authoring of the designs. In this paper we present LdShake, a web tool whose novelty is focused on the combined support for the social sharing and co-edition of learning design solutions within communities of teachers. Teachers can create and share learning designs with other teachers using different access rights so that they can read, comment or co-edit the designs. Therefore, each design solution is associated to a group of teachers able to work on its definition, and another group that can only see the design. The tool is generic in that it allows the creation of designs based on any pedagogical approach. However, it can be particularized in instances providing pre-formatted designs structured according to a specific didactic method (such as Problem-Based Learning, PBL). A particularized LdShake instance has been used in the context of Human Biology studies where teams of teachers are required to work together in the design of PBL solutions. A controlled user study, that compares the use of a generic LdShake and a Moodle system, configured to enable the creation and sharing of designs, has been also carried out. The combined results of the real and controlled studies show that the social structure, and the commenting, co-edition and publishing features of LdShake provide a useful, effective and usable approach for facilitating teachers' teamwork.
Resumo:
Entrevista a Marcia J. Bates a la University od California at Los Angeles i experta en sistemes de recuperació de la Informació orientats a l'usuari i en representació del contingut i accés per matèries. Es parla de l'evolució de les tecnologies i l'automatització de tasques que requereixen la capacitat de raonament de la persona, del comportament de l'usuari quan cerca per matèries, de la formació en competències en el maneig de la informació, de la necessitat del context en la indexació i la recuperació per matèries, i l'empatia en les relacions entre bibliotecaris i usuaris.
Resumo:
La autora resume en este artículo los diversos hitos en la historia de la interacción persona-ordenador, desde sus inicios a la etapa actual, en base a tres factores: la creatividad humana, la evolución de a tecnología y el uso de los ordenadores. En la etapa actual (a partir de 1989) el artículo analiza la influencia del entorno www y de la computación ubicua, nuevo paradigma computacional de gran impacto en la interacción persona¿ordenador. Finalmente presenta algunas tendencias que empiezan a configurar la interfaz post¿WIMP
Resumo:
Aquest treball final de carrera consisteix en la realització d'un estudi de la usabilitat i accessibilitat de tres gestors de medis multimèdia: iTunes, Google Music i Amazon Cloud Player. A través d'observacions contextuals, avaluacions heurístiques i tests d'usuaris he realitzat una anàlisi comparativa. Per tal d'esquematitzar tota aquesta informació he confeccionat una taula amb els punts forts i punts febles de cada aplicació per concloure amb la proposta de millores per a cada un dels gestors de medis.
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Generació d'una plantilla genèrica per AMPES seguint el disseny centrat en l'usuari.
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Avaluació d'un equip industrial sota els paràmetres de les disciplines de la usabilitat i l'ergonomia cognitiva.
Resumo:
Disseny de una interfície perquè un usuari puga desenvolupar un sistema molt efectiu en la comunicació augmentativa, que és el sistema de comunicació per intercanvi d'imatges per a persones amb trastorns generalitzats del desenvolupament.
Resumo:
Amb aquest projecte es vol solucionar aquesta manca d'accés a la informació i sobretot disposar d'un sistema que relacioni "tot amb tot", és a dir, muntar un sistema únic per documentar xarxa (física) independentment de l'element que es vulgui documentar. La idea és basar el projecte de documentació en una web semàntica basada en wiki semàntica amb un motor de cerca MediaWiki.
Resumo:
Aquest treball pretén fer una anàlisi per millorar el control d'una màquina de rentar vehicles fent ús d'un terminal HMI junt a un autòmat. La realització de l'estudi d'usabilitat s'ha portat a terme seguint les etapes del disseny centrat en l'usuari, així com la identificació dels avantatges o inconvenients que pugui aportar aquest nou sistema.
Resumo:
This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.
Resumo:
When a rubber hand is placed on a table top in a plausible position as if part of a person"s body, and is stroked synchronously with the person"s corresponding hidden real hand, an illusion of ownership over the rubber hand can occur (Botvinick and Cohen 1998). A similar result has been found with respect to a virtual hand portrayed in a virtual environment, a virtual hand illusion (Slater et al. 2008). The conditions under which these illusions occur have been the subject of considerable study. Here we exploited the flexibility of virtual reality to examine four contributory factors: visuo-tactile synchrony while stroking the virtual and the real arms, body continuity, alignment between the real and virtual arms, and the distance between them. We carried out three experiments on a total of 32 participants where these factors were varied. The results show that the subjective illusion of ownership over the virtual arm and the time to evoke this illusion are highly dependent on synchronous visuo-tactile stimulation and on connectivity of the virtual arm with the rest of the virtual body. The alignment between the real and virtual arms and the distance between these were less important. It was found that proprioceptive drift was not a sensitive measure of the illusion, but was only related to the distance between the real and virtual arms.