4 resultados para Intuitive

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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A control system was designed to allow humans to manually drive an, usually automatic, two wheeled hovercraft. The size, the mass and the way of driving this vehicle proves to be an issue for the everyday, untrained person to achieve. During this thesis several control layouts were designed with the objective of creating an intuitive and easy way of driving such a vehicle. At the end two where usertested using a simulation (also developed during this thesis) of the said hovercraft set against obstacles similar to those expected to be encountered on its real environment. The two layouts are just slightly apart in performance but numerous issues were found that can be used to redesign a better control layout. This means that no definitive winner was found but a foundation for a better design was indeed found.

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Existing wearable computing research and indeed commercial products, have explored how to control phones and music players in pockets. They have typically relied on interaction via simple flexible button sensors. This thesis proposes, design and develops new ways of interacting which explore the potential of clothes, such as pulling or stretching. Its aim to present and demonstrate the value of embodied and intuitive inputs based on standard clothing elements such as zips, fasteners, beads, Velcro and magnets. Individual interactions for each are described and discussed before a final combination application, the MusicHoodie, which is developed to control an MP3 player. A simple usability test on this system reveals a range of interesting and promising results about which were the most acceptable and understandable inputs. This thesis closes with a discussion of the implications and contributions of the work it presents.

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As the world evolves, organizations are becoming more and more complex, and the need to understand that complexity is increasing as well. With this demand, arises organizational engineering, which is a subject that emerged with the purpose to make organizations easier to understand, by putting in practice the concept of organizational self-awareness, which means that that the collaborators who are part of an organization, need to understand it and know what their role in it is. The DEMO methodology (Design Engineering Methodology for Organizations), came up with the purpose of representing these organizations’ self-awareness, through the definition and creation of consistent and coherent diagrams. Semantic wikis have features that can help in enterprise modelling. UEAOM (Universal Enterprise Adaptive Organization Model) is a model that allows the specification and dynamic evolution of languages, meta-models, models, and their representations as diagrams and tables. In this project, it was implemented a system based on UEAOM, and Semantic Media Wiki which allows a graphical creation and edition of diagrams. UEAOM can be divided into the meta-modeling level where a language is defined, and the modelling level where instances of classes of that language are created. The system we developed focuses on the modeling level, but will takes as a basis the project that focuses on meta-modeling. The DEMO language was used as an example for the implementation and tests of a graphical editor, based in web technologies and SVG, integrated with SemanticMediaWiki to allow an intuitive, coherent and consistent navigation and editing of organization diagrams.

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This thesis aimed at designing and developing a system that can a) infer individuals’ need for a break from sedentary behaviour in the workplace, and b) persuade them to take a break through the use of different techniques from persuasive psychology. We postulated three variables, namely, individuals’ posture, stress levels and involvement in their computer mediated activity. We developed and field-studied a system that could infer these using a web camera and a key presses and mouse clicks log. We found that the system could predict posture from viewing depth and stress from the movement detected. We then created a general formula that predicts individuals’ need for a break using only the posture and stress predictors. Once the first objective was set, we built and field-studied a system that used three ways to communicate a recommendation for a break to a user: implicit, just-in time and ambient feedback. The implicit feedback was operationalized through changes in the users’ computer wallpaper that provided subtle visual cues. The just-in time feedback employed prompting at the bottom right side of the user’s screen. In addition, we implemented an intuitive behind-screen interaction technique where people can snooze a notification using simple gestures. The ambient feedback mechanism employed an origami sculpture sitting on the user’s desk. This prototype was continuously reflecting the user’s posture and performed rhythmic movements when to recommend breaks. A field study demonstrated the overall success of the system, with 69% of the break recommendations received by users were accepted. The study further revealed the strengths and weaknesses of the three persuasive mechanisms.