37 resultados para Essential User Interface
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This paper presents a user experience evaluation of two online shopping websites from the perspective of older users (those aged 50 and older). Two online shopping websites were evaluated using methodological procedures established in prior research [1]. The methodology consists of four steps: (1) heuristic interface evaluation using an ergonomic criteria checklist, (2) online identification and experience questionnaire, (3) evaluation of user experience and interface interaction, and (4) satisfaction questionnaire. Results of the study revealed the analyzed websites are not suitable for older users, who find it difficult to interact with these interfaces.
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The increase of computing power of the microcomputers has stimulated the building of direct manipulation interfaces that allow graphical representation of Linear Programming (LP) models. This work discusses the components of such a graphical interface as the basis for a system to assist users in the process of formulating LP problems. In essence, this work proposes a methodology which considers the modelling task as divided into three stages which are specification of the Data Model, the Conceptual Model and the LP Model. The necessity for using Artificial Intelligence techniques in the problem conceptualisation and to help the model formulation task is illustrated.
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Voice-based user interfaces have been actively pursued aiming to help individuals with motor impairments, providing natural interfaces to communicate with machines. In this work, we have introduced a recent machine learning technique named Optimum-Path Forest (OPF) for voice-based robot interface, which has been demonstrated to be similar to the state-of-the-art pattern recognition techniques, but much faster. Experiments were conducted against Support Vector Machines, Neural Networks and a Bayesian classifier to show the OPF robustness. The proposed architecture provides high accuracy rates allied with low computational times. © 2012 IEEE.
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Gesture-based applications have particularities, since users interact in a natural way, much as they interact in the non-digital world. Hence, new requirements are needed on the software design process. This paper shows a software development process model for these applications, including requirement specification, design, implementation, and testing procedures. The steps and activities of the proposed model were tested through a game case study, which is a puzzle game. The puzzle is completed when all pieces of a painting are correctly positioned by the drag and drop action of users hand gesture. It also shows the results obtained of applying a heuristic evaluation on this game. © 2012 IEEE.
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A routine was developed in C++ for the processing of social and environmental census data acquired by the Brazilian Institute of Geography and Statistics (IBGE). The routine employs a simple graphical environment. The data generated are presented in a tabular format, which facilitates a broad and objective view of the values, and provides a convenient means of querying the database. The source code used to develop the routine permits updates and changes, as required by the user. Statistical and mathematical analysis enables the generation of social and environmental indicators, together with quantitative and qualitative classification of the socio-environmental quality of the region analyzed. As an example, the routine was applied using census data for the city of Sorocaba (São Paulo State, Brazil), including conditions of household occupation, water supply, sanitation, level of education, income, and other factors. It is envisaged that the proposed analytical model will assist professionals from different fields of research and teaching to develop urban planning and management strategies.
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Pós-graduação em Engenharia Elétrica - FEIS
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Design - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Ciência da Informação - FFC
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Pós-graduação em Design - FAAC
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Esta tese sistematiza uma série de estudos dedicados à compreensão da interface do esmalte e sistemas adesivos. Para tanto, a estrutura da camada aprismática do esmalte em alta resolução pela microscopia eletrônica de varredura foi avaliada quanto a sua continuidade, espessura, distribuição nas faces coronárias e em fossas e fissuras, predominantemente em dentes decíduos não erupcionados. Foi também analisado pela microscopia eletrônica de varredura os efeitos do condicionamento de diferentes tipos de ácido e, em especial, do ácido fosfórico em diferentes concentrações, metodologias e tempos de aplicação. Estes trabalhos permitiram visualizar as principais ações ácidas desmineralizantes e os tipos de retenções no centro ou periferias dos prismas ou em ambas as regiões, bem como a profundidade e forma dos “tags” resinosos com carga e sem carga na intimidade do esmalte. No caso particular da aplicação dos selantes em fossas e fissuras foi também avaliada comparativamente a eficácia das técnicas invasivas ou não invasivas. Os últimos experimentos foram dedicados ao estudo da microinfiltração de diferentes sistemas adesivos e da resistência destes sistemas adesivos na estrutura do esmalte. Novos estudos merecem dar continuidade à linha de pesquisa de sempre priorizando o propósito de vincular os procedimentos aplicados com uma consistente e indispensável fundamentação de pesquisa básica no interesse da clínica odontopediátrica.