3 resultados para tablet-PCs (TPC)

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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In many creative and technical areas, professionals make use of paper sketches for developing and expressing concepts and models. Paper offers an almost constraint free environment where they have as much freedom to express themselves as they need. However, paper does have some disadvantages, such as size and not being able to manipulate the content (other than remove it or scratch it), which can be overcome by creating systems that can offer the same freedom people have from paper but none of the disadvantages and limitations. Only in recent years has the technology become massively available that allows doing precisely that, with the development in touch‐sensitive screens that also have the ability to interact with a stylus. In this project a prototype was created with the objective of finding a set of the most useful and usable interactions, which are composed of combinations of multi‐touch and pen. The project selected Computer Aided Software Engineering (CASE) tools as its application domain, because it addresses a solid and well‐defined discipline with still sufficient room for new developments. This was the result from the area research conducted to find an application domain, which involved analyzing sketching tools from several possible areas and domains. User studies were conducted using Model Driven Inquiry (MDI) to have a better understanding of the human sketch creation activities and concepts devised. Then the prototype was implemented, through which it was possible to execute user evaluations of the interaction concepts created. Results validated most interactions, in the face of limited testing only being possible at the time. Users had more problems using the pen, however handwriting and ink recognition were very effective, and users quickly learned the manipulations and gestures from the Natural User Interface (NUI).

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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.

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Os utilizadores de transportes públicos enfrentam dificuldades no seu dia-a-dia quando usam o autocarro para deslocar-se. Essas dificuldades passam por atrasos pessoais, por enganos na consulta dos horários das carreiras, entre outros, resultando na perda do autocarro. Este trabalho consistiu no desenvolvimento de uma aplicação móvel para a plataforma Android, tendo como principal objectivo fornecer ao utilizador uma ferramenta leve, rápida e útil para utilizar quando se encontra em movimento. O público-alvo desta aplicação são os utilizadores de transportes públicos da empresa Horários do Funchal, que necessitam de realizar deslocações frequentes, e não têm acesso constante à internet, dentro e fora de casa. Realizou-se uma pesquisa, através de um inquérito divulgado nas redes sociais, aos utilizadores de transportes públicos e, posteriormente, utilizou-se essa pesquisa no processo de brainstorming para construir as ideias para as funcionalidades da aplicação. Também se pesquisaram por outras aplicações com objectivos semelhantes e compararam-se essas com a aplicação desta dissertação. Posteriormente, implementou-se o primeiro protótipo e realizaram-se mais testes com novos utilizadores, que usaram a aplicação no seu dia-a-dia. Após se terem corregido os erros encontrados pelos utilizadores na aplicação, lançou-se uma versão beta online no mercado da Google Play. Os resultados obtidos com esta aplicação comprovam não só que existe a necessidade de uma aplicação destas no mercado, mas também permitiram ainda recolher dados sobre melhoramentos que podem ser feitos na mesma. Ao desenvolver esta aplicação pôde-se compreender as necessidades e as limitações que são impostas pelo cliente, como também colocar em prática os conhecimentos adquiridos ao longo do curso.