7 resultados para Tangible user interfaces, design, conceptual framework

em Universidade Federal do Rio Grande do Norte(UFRN)


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Este trabalho tem como objetivo o desenvolvimento de interfaces com o usuário para aplicativo móvel smartphones com intuito de contribuir para a eficiência das atividades de profissionais e pesquisadores da área de fisioterapia ao oferecer suporte ao acompanhamento clínico da dor no tratamento de pacientes fibromiálgicos. Utilizando a abordagem de Design Centrado no Usuário - DCU, foram realizadas entrevistas e uma investigação contextual para a identificação inicial dos problemas e necessidades dos usuários. Verificou-se que as atividades de monitoramento e acompanhamento das sessões do tratamento de pacientes fibromiálgicos são, tradicionalmente, realizadas por meio de manipulando de formulários e fichas em papel (registro das condições de saúde do paciente) e escalas de classificação da dor em formato impresso (apresentadas ao paciente para indicação de sua dor percebida para cada ponto pré-determinado do corpo). Os procedimentos envolvidos nestas atividades dificultam o gerenciamento do desempenho do tratamento, o que, segundo relatos, reflete no comprometimento dos pacientes na adesão e frequência as sessões. A partir da observação e do levantamento das necessidades desses profissionais diante de suas atividades, foi proposto um aplicativo para smartphone com a intenção de minimizar os problemas ocasionados pelo uso das ferramentas convencionais e de prover informações rápidas acerca dos dados coletados. Então, seguindo a abordagem do DCU foi elaborado um modelo conceitual durante a etapa de concepção de soluções, o qual guiou a criação dos protótipos. A avaliação das interfaces do protótipo foi realizada com o envolvimento dos usuários a partir da técnica de avaliação cooperativa. Seus resultados proporcionaram o refinamento das interfaces e o desenvolvimento de uma nova proposta do design das interfaces em protótipo de alta fidelidade, produzido para o ambiente Android. Assim, esse trabalho faz parte do processo de desenvolvimento de um produto de software personalizado com foco na concepção e avaliação das interfaces com o usuário. Por meio da metodologia aplicada, observaram-se indícios os quais sugerem que as interfaces propostas apresentaram-se como um recurso facilitador e capaz de contribuir para eficiência das atividades no acompanhamento do tratamento de pacientes fibromiálgicos

Relevância:

100.00% 100.00%

Publicador:

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

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The software development processes proposed by the most recent approaches in Software Engineering make use old models. UML was proposed as the standard language for modeling. The user interface is an important part of the software and has a fundamental importance to improve its usability. Unfortunately the standard UML does not offer appropriate resources to model user interfaces. Some proposals have already been proposed to solve this problem: some authors have been using models in the development of interfaces (Model Based Development) and some proposals to extend UML have been elaborated. But none of them considers the theoretical perspective presented by the semiotic engineering, that considers that, through the system, the designer should be able to communicate to the user what he can do, and how to use the system itself. This work presents Visual IMML, an UML Profile that emphasizes the aspects of the semiotic engineering. This Profile is based on IMML, that is a declarative textual language. The Visual IMML is a proposal that aims to improve the specification process by using a visual modeling (using diagrams) language. It proposes a new set of modeling elements (stereotypes) specifically designed to the specification and documentation of user interfaces, considering the aspects of communication, interaction and functionality in an integrated manner

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Control and automation of residential environments domotics is emerging area of computing application. The development of computational systems for domotics is complex, due to the diversity of potential users, and because it is immerse in a context of emotional relationships and familiar construction. Currently, the focus of the development of this kind of system is directed, mainly, to physical and technological aspects. Due to the fact, gestural interaction in the present research is investigated under the view of Human-Computer Interaction (HCI). First, we approach the subject through the construction of a conceptual framework for discussion of challenges from the area, integrated to the dimensions: people, interaction mode and domotics. A further analysis of the domain is accomplished using the theoretical-methodological referential of Organizational Semiotics. After, we define recommendations to the diversity that base/inspire the inclusive design, guided by physical, perceptual and cognitive abilities, which aim to better represent the concerned diversity. Although developers have the support of gestural recognition technologies that help a faster development, these professionals face another difficulty by not restricting the gestural commands of the application to the standard gestures provided by development frameworks. Therefore, an abstraction of the gestural interaction was idealized through a formalization, described syntactically by construction blocks that originates a grammar of the gestural interaction and, semantically, approached under the view of the residential system. So, we define a set of metrics grounded in the recommendations that are described with information from the preestablished grammar, and still, we conceive and implement in Java, under the foundation of this grammar, a residential system based on gestural interaction for usage with Microsoft Kinect. Lastly, we accomplish an experiment with potential end users of the system, aiming to better analyze the research results

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This research has as objective of study the evolution of the accountancy princliple terminology which is present in the accounting conceptual framework. The scene of this research will have as target the North American School of Accounting. The choice of the searched terminology is its relevance in the study of the Accounting Theory. To understand the evolution of the accountancy thought, will be boarded: the influence of the Feudal System and the Mercantilism in the European economic conception; the importance of the Industrial Revolution in the beginning of the accounting standards and the influence of England in the formation of the North American School of Accounting. With relation to U.S.A., the development of the economic-financial scene of the American society will be evaluated, focusing the contribution in the search of the construction of an applied theoretical framework to the Accounting. The economic-financial development of U.S.A. provided the sprouting of new users with specific necessities. The necessity of the user for useful information for the decision taking, unchained the process of research directed toward the establishment of an applied Accountancy terminology. In this process, the paper exerted for the responsible accountancy organisms for the accounting standards will be boarded, as well as the professionals associations which had invested in researches, aiming at to elaborate a body of accountancy principles and to adjust the accountancy procedures to the necessities of the users. To reach the research objective, a bibliographical revision in specialized literature will be effected, adopting the historical method, in the period that understands the development of the North American School of Accounting. As result of the research, it can conclude that the evolution process of the terminology which is studied presents a structural logical problem, because the impossibility of the construction of a theoretical framework, having as bases the principle terminology. The impossibility occurred in function of the reach attributed to the term, which made a difficult in its application in the elaboration of the accountancy procedures

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Significant advances have emerged in research related to the topic of Classifier Committees. The models that receive the most attention in the literature are those of the static nature, also known as ensembles. The algorithms that are part of this class, we highlight the methods that using techniques of resampling of the training data: Bagging, Boosting and Multiboosting. The choice of the architecture and base components to be recruited is not a trivial task and has motivated new proposals in an attempt to build such models automatically, and many of them are based on optimization methods. Many of these contributions have not shown satisfactory results when applied to more complex problems with different nature. In contrast, the thesis presented here, proposes three new hybrid approaches for automatic construction for ensembles: Increment of Diversity, Adaptive-fitness Function and Meta-learning for the development of systems for automatic configuration of parameters for models of ensemble. In the first one approach, we propose a solution that combines different diversity techniques in a single conceptual framework, in attempt to achieve higher levels of diversity in ensembles, and with it, the better the performance of such systems. In the second one approach, using a genetic algorithm for automatic design of ensembles. The contribution is to combine the techniques of filter and wrapper adaptively to evolve a better distribution of the feature space to be presented for the components of ensemble. Finally, the last one approach, which proposes new techniques for recommendation of architecture and based components on ensemble, by techniques of traditional meta-learning and multi-label meta-learning. In general, the results are encouraging and corroborate with the thesis that hybrid tools are a powerful solution in building effective ensembles for pattern classification problems.