11 resultados para Interface de programas aplicativos (Software)

em Universidade Federal do Rio Grande do Norte(UFRN)


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The different characteristics and needs of mobile device users, the situations in which these devices are operated and the limitations and characteristics of these devices are all factors which influence usability and ergonomics; two elements highly required for achieving successful interaction between users and devices. This research aims to identify characteristics of interface design for apps in mobile device applications, focussing on design, visual publishing and content editing, and the actual process of creation of these interfaces, with a view to guarantee quality interaction through touch technology, in observance of service limitations, the opportunities offered by the devices and the application requirements. The study will examine the interface of the mobile device application titled “Brasil 247” which provides news broadcasts using the concept of usability and ergonomics mainly in the field of adaptation, searching and browsing informative articles, as well as clarifying the processes and techniques necessary to carry out interaction tests which seek to evaluate the usability of interface.

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This study aims to identify, through the application of webometric indicators, which Post-Graduate Courses in Engineering recommended by the Coordination of Improvement of Higher Personnel Education (CAPES) in Brazil stand out in the web space, in relation to the communication process and dissemination of scientific information in the academic environment. For this, we analyzed the structures content of the sites, the use, through the conduct of investigations and searches, the quality of information available, as well as the structure of existent hypertexts in the sites of this universe of search. The tools and methodologies adopted for this study are: search engines (Google, Yahoo), Mapper software (Xenu Link Sleuth) and analysis software and visualization of networks (and Ucinet6 NetDraw). Webometric indicators are also used, such as size of the web sites, visibility, web impact factor, brightness and density of the network. These instruments provide a brief analysis and evaluation for this webometric study. Therefore, from the incursion of the literature used, it appears that there are many advantages of using this type of metric study in the so called Information Society. The obtained results could identify which postgraduate courses in engineering has a better availability of their information on the Web, as well to define which of these courses stands out in relation to the use of their information, which has been outstanding in respect to its impact factor and which offers a greater number of links that serve as a source of information for its users, contributing, in its turn, with the navigability of the same network. In summary, it is asserted that the webometric study presents promising results, which are able to achieve the proposed objectives, as well as identify the factors that contribute significantly to the good visualization of these sites in the network, thus helping the spread of information and scientific communication through the use of the Web.

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Because of social exclusion in Brazil and having as focus the digital inclusion, was started in Federal University of Rio Grande do Norte a project that could talk, at the same time, about concepts of collaborative learning and educational robotics , focused on children digitally excluded. In this context was created a methodology that approaches many subjects as technological elements (e. g. informatics and robotics) and school subjects (e. g. Portuguese, Mathematics, Geography, History), contextualized in everyday situations. We observed educational concepts of collaborative learning and the development of capacities from those students, as group work, logical knowledge and learning ability. This paper proposes an educational software for robotics teaching called RoboEduc, created to be used by children digitally excluded from primary school. Its introduction prioritizes a friendly interface, that makes the concepts of robotics and programming easy and fun to be taught. With this new tool, users without informatics or robotics previous knowledge are able to control a robot, previously set with Lego kits, or even program it to carry some activities out. This paper provides the implementation of the second version of the software. This version presents the control of the robot already used. After were implemented the different levels of programming linked to the many learning levels of the users and their different interfaces and functions. Nowadays, has been implemented the third version, with the improvement of each one of the mentioned stages. In order to validate, prove and test the efficience of the developed methodology to the RoboEduc, were made experiments, through practice of robotics, with children for fourth and fifth grades of primary school at the City School Professor Ascendino de Almeida, in the suburb of Natal (west zone), Rio Grande do Norte. As a preliminary result of the current technology, we verified that the use of robots associated with a well elaborated software can be spread to users that know very little about the subject, without the necessity of previous advanced technology knowledges. Therefore, they showed to be accessible and efficient tools in the process of digital inclusion

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Spacecraft move with high speeds and suffer abrupt changes in acceleration. So, an onboard GPS receiver could calculate navigation solutions if the Doppler effect is taken into consideration during the satellite signals acquisition and tracking. Thus, for the receiver subject to such dynamic cope these shifts in the frequency signal, resulting from this effect, it is imperative to adjust its acquisition bandwidth and increase its tracking loop to a higher order. This paper presents the changes in the GPS Orion s software, an open architecture receiver produced by GEC Plessey Semiconductors, nowadays Zarlink, in order to make it able to generate navigation fix for vehicle under high dynamics, especially Low Earth Orbit satellites. GPS Architect development system, sold by the same company, supported the modifications. Furthermore, it presents GPS Monitor Aerospace s characteristics, a computational tool developed for monitoring navigation fix calculated by the GPS receiver, through graphics. Although it was not possible to simulate the software modifications implemented in the receiver in high dynamics, it was observed that the receiver worked in stationary tests, verified also in the new interface. This work also presents the results of GPS Receiver for Aerospace Applications experiment, achieved with the receiver s participation in a suborbital mission, Operation Maracati 2, in December 2010, using a digital second order carrier tracking loop. Despite an incident moments before the launch have hindered the effective navigation of the receiver, it was observed that the experiment worked properly, acquiring new satellites and tracking them during the VSB-30 rocket flight.

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Due to advances in the manufacturing process of orthopedic prostheses, the need for better quality shape reading techniques (i.e. with less uncertainty) of the residual limb of amputees became a challenge. To overcome these problems means to be able in obtaining accurate geometry information of the limb and, consequently, better manufacturing processes of both transfemural and transtibial prosthetic sockets. The key point for this task is to customize these readings trying to be as faithful as possible to the real profile of each patient. Within this context, firstly two prototype versions (α and β) of a 3D mechanical scanner for reading residual limbs shape based on reverse engineering techniques were designed. Prototype β is an improved version of prototype α, despite remaining working in analogical mode. Both prototypes are capable of producing a CAD representation of the limb via appropriated graphical sheets and were conceived to work purely by mechanical means. The first results were encouraging as they were able to achieve a great decrease concerning the degree of uncertainty of measurements when compared to traditional methods that are very inaccurate and outdated. For instance, it's not unusual to see these archaic methods in action by making use of ordinary home kind measure-tapes for exploring the limb's shape. Although prototype β improved the readings, it still required someone to input the plotted points (i.e. those marked in disk shape graphical sheets) to an academic CAD software called OrtoCAD. This task is performed by manual typing which is time consuming and carries very limited reliability. Furthermore, the number of coordinates obtained from the purely mechanical system is limited to sub-divisions of the graphical sheet (it records a point every 10 degrees with a resolution of one millimeter). These drawbacks were overcome by designing the second release of prototype β in which it was developed an electronic variation of the reading table components now capable of performing an automatic reading (i.e. no human intervention in digital mode). An interface software (i.e. drive) was built to facilitate data transfer. Much better results were obtained meaning less degree of uncertainty (it records a point every 2 degrees with a resolution of 1/10 mm). Additionally, it was proposed an algorithm to convert the CAD geometry, used by OrtoCAD, to an appropriate format and enabling the use of rapid prototyping equipment aiming future automation of the manufacturing process of prosthetic sockets.

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Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos

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Os sensores inteligentes são dispositivos que se diferenciam dos sensores comuns por apresentar capacidade de processamento sobre os dados monitorados. Eles tipicamente são compostos por uma fonte de alimentação, transdutores (sensores e atuadores), memória, processador e transceptor. De acordo com o padrão IEEE 1451 um sensor inteligente pode ser dividido em módulos TIM e NCAP que devem se comunicar através de uma interface padronizada chamada TII. O módulo NCAP é a parte do sensor inteligente que comporta o processador. Portanto, ele é o responsável por atribuir a característica de inteligência ao sensor. Existem várias abordagens que podem ser utilizadas para o desenvolvimento desse módulo, dentre elas se destacam aquelas que utilizam microcontroladores de baixo custo e/ou FPGA. Este trabalho aborda o desenvolvimento de uma arquitetura hardware/software para um módulo NCAP segundo o padrão IEEE 1451.1. A infra-estrutura de hardware é composta por um driver de interface RS-232, uma memória RAM de 512kB, uma interface TII, o processador embarcado NIOS II e um simulador do módulo TIM. Para integração dos componentes de hardware é utilizada ferramenta de integração automática SOPC Builder. A infra-estrutura de software é composta pelo padrão IEEE 1451.1 e pela aplicação especí ca do NCAP que simula o monitoramento de pressão e temperatura em poços de petróleo com o objetivo de detectar vazamento. O módulo proposto é embarcado em uma FPGA e para a sua prototipação é usada a placa DE2 da Altera que contém a FPGA Cyclone II EP2C35F672C6. O processador embarcado NIOS II é utilizado para dar suporte à infra-estrutura de software do NCAP que é desenvolvido na linguagem C e se baseia no padrão IEEE 1451.1. A descrição do comportamento da infra-estrutura de hardware é feita utilizando a linguagem VHDL

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The electronic journals correspond publishing channels and dissemination of scientific information. Through them, users can spread their studies as well as developing new researches. One of the systems used for creation and e-journals management is the Electronic System for Journal Publishing (SEER), used in the construction of periodic portals, as well as the creation of magazines in isolation. In this purport, it is believed that the management systems and creation of e-journals should be developed (internally and externally) according to the needs of its users. In the case of internal development, some of these processes refer to the copyright registration and submission of articles, which, in turn, are relevant tasks in the editorial process. Thus, the proposed study, thematic Usability of scientific journals, aims to analyze the usability of the copyright registration process and submission of articles in the Electronic System for Journal Publishing through BiblioCanto magazine, part of the Electronic Journals Portal of the Federal University of Rio Grande do Norte (UFRN). For the realization of the research, two valuation techniques were used: the Usability Test with a total of twenty participants and the Cooperative Evaluation, with the same number of participants separated in four categories considered target audience of that magazine, namely: undergraduate students, graduate students, teachers and librarians. The results indicated that the two analyzed processes (copyright registration and submission of articles) need improvement. In the case of the registration process, the following needs are: signalizing of the conducting registration ambient; description and exclusion of requested information on the registration form. In the process of article submission, it is emphasized improvement of aspects: the early steps to submission, signaling of required fields, concise description of the steps, minimization and review of the steps. To this end, it is believed that in general idea the SEER partially meets the needs of its users regarding the usability of such software.

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The electronic journals correspond publishing channels and dissemination of scientific information. Through them, users can spread their studies as well as developing new researches. One of the systems used for creation and e-journals management is the Electronic System for Journal Publishing (SEER), used in the construction of periodic portals, as well as the creation of magazines in isolation. In this purport, it is believed that the management systems and creation of e-journals should be developed (internally and externally) according to the needs of its users. In the case of internal development, some of these processes refer to the copyright registration and submission of articles, which, in turn, are relevant tasks in the editorial process. Thus, the proposed study, thematic Usability of scientific journals, aims to analyze the usability of the copyright registration process and submission of articles in the Electronic System for Journal Publishing through BiblioCanto magazine, part of the Electronic Journals Portal of the Federal University of Rio Grande do Norte (UFRN). For the realization of the research, two valuation techniques were used: the Usability Test with a total of twenty participants and the Cooperative Evaluation, with the same number of participants separated in four categories considered target audience of that magazine, namely: undergraduate students, graduate students, teachers and librarians. The results indicated that the two analyzed processes (copyright registration and submission of articles) need improvement. In the case of the registration process, the following needs are: signalizing of the conducting registration ambient; description and exclusion of requested information on the registration form. In the process of article submission, it is emphasized improvement of aspects: the early steps to submission, signaling of required fields, concise description of the steps, minimization and review of the steps. To this end, it is believed that in general idea the SEER partially meets the needs of its users regarding the usability of such software.

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The main objective of this work was to enable the recognition of human gestures through the development of a computer program. The program created captures the gestures executed by the user through a camera attached to the computer and sends it to the robot command referring to the gesture. They were interpreted in total ve gestures made by human hand. The software (developed in C ++) widely used the computer vision concepts and open source library OpenCV that directly impact the overall e ciency of the control of mobile robots. The computer vision concepts take into account the use of lters to smooth/blur the image noise reduction, color space to better suit the developer's desktop as well as useful information for manipulating digital images. The OpenCV library was essential in creating the project because it was possible to use various functions/procedures for complete control lters, image borders, image area, the geometric center of borders, exchange of color spaces, convex hull and convexity defect, plus all the necessary means for the characterization of imaged features. During the development of the software was the appearance of several problems, as false positives (noise), underperforming the insertion of various lters with sizes oversized masks, as well as problems arising from the choice of color space for processing human skin tones. However, after the development of seven versions of the control software, it was possible to minimize the occurrence of false positives due to a better use of lters combined with a well-dimensioned mask size (tested at run time) all associated with a programming logic that has been perfected over the construction of the seven versions. After all the development is managed software that met the established requirements. After the completion of the control software, it was observed that the overall e ectiveness of the various programs, highlighting in particular the V programs: 84.75 %, with VI: 93.00 % and VII with: 94.67 % showed that the nal program performed well in interpreting gestures, proving that it was possible the mobile robot control through human gestures without the need for external accessories to give it a better mobility and cost savings for maintain such a system. The great merit of the program was to assist capacity in demystifying the man set/machine therefore uses an easy and intuitive interface for control of mobile robots. Another important feature observed is that to control the mobile robot is not necessary to be close to the same, as to control the equipment is necessary to receive only the address that the Robotino passes to the program via network or Wi-Fi.

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Avaliação de usabilidade é um processo importante durante o desenvolvimento de um software, seja ele para um sistema web ou mobile. No caso de um sistema mobile, o custo é bastante oneroso, tanto no que se refere à mão de obra especializada, como de recursos tecnológicos utilizados, tornando essa avaliação de usabilidade ainda mais importante. Além disso, as versões webdos sistemas SIG da UFRN já estão consolidadas e com uma grande aceitação, fazendo com que suas versões mobile tenham, ainda mais, a preocupação de lançar um produto de boa qualidade para manter essa credibilidade dos sistemas SIG , tanto na UFRN, como nas demais instituições que utilizam esses sistemas. Com este trabalho, buscou-se identificar algumas diretrizes de interface que possam ser utilizadas no processo de desenvolvimento dos sistemas SIG Mobile, mais especificamente o SIGAA Mobile, de modo a facilitar o desenvolvimento de novas funcionalidades voltadas para estes sistemas. Para isso, foi realizada uma avaliação de usabilidade no Portal do Aluno do SIGAA Mobile Android, tomando como base padrões de interface já existentes na literatura. Posteriormente, foi aplicado um questionário com os usuários do sistema para coletar as opiniões e sugestões dos mesmos. De posse de todos esses dados coletados, foi possível definir algumas diretrizes de interface a serem seguidas como recomendações no processo de desenvolvimento dos sistemas SIG Mobile.