21 resultados para Layout Extensibility
Resumo:
This study aims to analyze the communication graphics of layouts of hypermedia interfaces oriented to Distance Education via the Internet. This proposal is justified by widening the offer of courses that modality and the consequent application of items of hypermedia for teaching-learning. The method of analysis involved the search nethnographic, addressed to the cycle student intermediary of the Training Program Continuing Medias in Education, and the evaluation heuristic of the interfaces of Virtual Learning Environment "E-Proinfo" and of the modules of the Cycle. This evaluation we observed the implementation of the attributes of usability and the degree of interactivity of each interface. The results revealed an inefficient implementation of the attributes of usability, which meant a consequent reduction of the levels of interactivity. As proposing the present Design Virtual Learning, a model of hypermedia layout, designed to generate usability for Virtual learning environments and extend the acquisition of literancy for students and tutors. This proposal design not hypermedia aims the demarcation of models pre-conceived, but the proposal of layout in which each element of hypermedia is applied with a view to generate a seaworthiness intuitive, more agile and efficient, in these ambients
Resumo:
The city that presents itself to our eyes is not just made of stone. The urban layout hides the tactics of the subjects who subjectivate spaces, giving it meaning through the representations that it produces, whether written or oral. The city's art, is represented, is home to the place where the good and bad places. The aim of this study is to analyze the representations about the spaces occupied by mossoroenses brothels in the 1950 and 1960. With this goal we organize the work into three chapters. At first, we present the formation of red-light district in the city, highlighting the composition of the bohemian spaces in good and bad places. In the second chapter we discuss how the representations developed by the newspaper O Mossoroense created a space damn for identifying the area as a place of crime and misdemeanor. In the last chapter we seek to identify and reconstruct the residents of Mossoró, in contemporary times, their memories about the peak time of the brothels in the city. In oral narratives seek to understand how people describe the places of the brothel, comparing the spatiality of the past with this experienced in the city. Therefore, we discuss how these spaces have been turned into places of pleasure and a curse, as places become common in places marked morally.
Resumo:
The model of attention to health has been suffering alterations due to the difficulty faced to put into practice its universal, democratic and institutional layout. Since the movement of Sanitary Reform, which focused in the demands of a new health context and the process of work in the area of health, one seeks uninterruptedly, to find a way which leads to the execution of the principles of SUS. Despite having tried, the model of Sanitary Vigilance centered within the work of a multi-professional team has shown fragmentation and little adequacy to the necessity of health in the population. Whilst inserting himself in the field of health, the psychology professional has taken with him his clinic way of attending to individuals being one more in the team to act in a de-contextualised and little critical way. In virtue of this framework, the Ministry of Health invests in the Family Health Program as a new guide in the health system, restructuring the basic attention at a new logic of action. In this way, the municipality of Natal-RN implants, in the year 2002, the PSF in the Northern Sanitary District, a context in which professional teams are created where there is not an inclusion of a psychologist. Consequently, this professional is excluded of his work space in the previous Basic Unities of Health. This piece of work constitutes in the investigation of the implementation and instrumentalization of the Northern Sanitary District PSF of Natal-RN, having as its objective to analyze the implications of this execution for the structuring of the health network services and more specifically the alterations that this implementation could be making to the practice of the Psychology Professionals, emphasizing its advances, obstacles and limitations. To make this work feasible it was necessary to search for data and information from the implementation and execution of the PSF in the DSN, carrying interviews from a semi-structured guide, with 21 institutional actors (members of the team, coordinators and directors of the unities and psychologists)
Resumo:
Middleware platforms have been widely used as an underlying infrastructure to the development of distributed applications. They provide distribution and heterogeneity transparency and a set of services that ease the construction of distributed applications. Nowadays, the middlewares accommodate an increasing variety of requirements to satisfy distinct application domains. This broad range of application requirements increases the complexity of the middleware, due to the introduction of many cross-cutting concerns in the architecture, which are not properly modularized by traditional programming techniques, resulting in a tangling and spread of theses concerns in the middleware code. The presence of these cross-cutting concerns limits the middleware scalability and aspect-oriented paradigm has been used successfully to improve the modularity, extensibility and customization capabilities of middleware. This work presents AO-OiL, an aspect-oriented (AO) middleware architecture, based on the AO middleware reference architecture. This middleware follows the philosophy that the middleware functionalities must be driven by the application requirements. AO-OiL consists in an AO refactoring of the OiL (Orb in Lua) middleware in order to separate basic and crosscutting concerns. The proposed architecture was implemented in Lua and RE-AspectLua. To evaluate the refactoring impact in the middleware architecture, this paper presents a comparative analysis of performance between AO-OiL and OiL
Resumo:
There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant
Resumo:
This work presents an User Interface (UI) prototypes generation process to the softwares that has a Web browser as a plataform. This process uses UI components more complex than HTML elements. To described this components more complex this work suggest to use the XICL (eXtensinble User Interface Components Language). XICL is a language, based on XML syntax, to describe UI Components and IUs. XICL promotes extensibility and reusability in the User Interface development process. We have developed two compiler. The first one compiles IMML (Interactive Message Modeling Language) code and generates XICL code. The second one compiles XICL code and generates DHTML code