940 resultados para Human-computer interaction
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La actual sociedad del conocimiento as como las nuevas polticas educativas de la Unin Europea requieren una nueva aproximacin a los recursos educativos. El uso de un formato cerrado y monoltico como puede ser el libro de texto tiene que ser substituido por la creacin y actualizacin constante de colecciones o repositorios de recursos que faciliten y formen parte del proceso de aprendizaje. El presente trabajo introduce una aproximacin a este nuevo paradigma a travs del anlisis de tres niveles: la investigacin del comportamiento informacional de estudiantes en el uso de recursos educativos disponibles en la red; el anlisis funcional y de usabilidad de las herramientas que dan soporte a la gestin y uso de los recursos de informacin; y la prueba piloto de una herramienta de bookmarking en las aulas virtuales de la asignatura de Interaccin Persona-Ordenador cmo prctica para mejorar el comportamiento informacional de los estudiantes. Considerar conjuntamente estos tres niveles es clave para mejorar el comportamiento informacional de los estudiantes y, en consecuencia, permitir una mejor adquisicin de las competencias informacionales esenciales en el contexto actual.
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Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination. In this study we compared the relative importance of these two cross-modal correlations, when both are provided in the same immersive virtual reality setup and the same experiment. We systematically manipulated VT and VM contingencies in order to assess their relative role and mutual interaction. Moreover, we present a new method for measuring the induced body ownership illusion through time, by recording reports of breaks in the illusion of ownership ("breaks") throughout the experimental phase. The balance of the evidence, from both questionnaires and analysis of the breaks, suggests that while VM synchronous stimulation contributes the greatest to the attainment of the illusion, a disruption of either (through asynchronous stimulation) contributes equally to the probability of a break in the illusion.
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The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.
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The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process.The target audiences are other organizational departments unfamiliar with UCD but whose work is related to the definition, cretaion, and update of a product service.
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The advent of the Internet had a great impact on distance education and rapidly e-learning has become a killer application. Education institutions worldwide are taking advantage of the available technology in order to facilitate education to a growing audience. Everyday, more and more people use e-learning systems, environments and contents for both training and learning. E-learning promotes educationamong people that due to different reasons could not have access to education: people who could nottravel, people with very little free time, or withdisabilities, etc. As e-learning systems grow and more people are accessing them, it is necessary to consider when designing virtual environments the diverse needs and characteristics that different users have. This allows building systems that people can use easily, efficiently and effectively, where the learning process leads to a good user experience and becomes a good learning experience.
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Peer-reviewed
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Peer-reviewed
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En aquest treball de final de carrera explico els conceptes principals dels dispositius tctils, les seves tecnologies i el disseny centrat en l'usuari (DCU), per tal de poder comprendre com funcionen aquests dispositius i la seva metodologia d's.
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L'objectiu d'aquest projecte s millorar la situaci actual del servei tcnic de reparaci i manteniment d'equipament mdic de l'Hospital Verge de la Cinta i dels centres d'atenci primria de Tortosa i crear unes interfcies clares, ordenades, fcils i intutives per als usuaris, ja siguin els clients o els propis empleats, i que serviran de pont de comunicaci amb el servidor central de l'organitzaci on estar tota la seva informaci. Per crear les interfcies s'utilitzar la metodologia del disseny centrat en l'usuari (DCU) i, a travs d'un prototip, s'avaluaran les tasques que han de realitzar els usuaris (clients i empleats).
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En el present treball farem un anlisis complet de la usabilitat del lloc web del Departament d'Ensenyament de la Generalitat de Catalunya, tant des de el punt de vista heurstic com de l's en entorn real. Identificarem els punts forts i dbils i, finalment, farem una proposta breu de millora i treball futur. Volem d'aquesta manera millorar l'experincia del ciutad amb la instituci i la qualitat de la seva relaci.
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Aquest projecte pretn mostrar l'estudi previ realitzat per crear una pgina web dedicada a la canalitzaci de l'oferta i la demanda d'esdeveniments.
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Cognitive neuroscientists have discovered various experimental setups that suggest that our body representation is surprisingly flexible, where the brain can easily be tricked into the illusion that a rubber hand is your hand or that a manikin body is your body. These multisensory illusions work well in immersive virtual reality (IVR). What is even more surprising is that such embodiment induces perceptual, attitudinal and behavioural changes that are concomitant with the displayed body type. Here we outline some recent findings in this field, and suggest that this offers a powerful tool for neuroscience, psychology and a new path for IVR.
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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of peoples everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of peoples emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find treasures and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.
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Usein kyttjkokemuksella (user experience, UX) kuvataan tuotteen tai palvelun synnyttmi tunteita ja kokemuksia. Vaikka UX on yleisesti tunnettu termi ja trke tekij menestyvn tuotteen luomisessa, ei yhtenist mritelm sille ole muodostunut. Kun suunnittelija, ohjelmistotuottaja ja loppukyttj ksittvt sen eri tavoin, ei tuote vastaa loppukyttjn vaatimuksia. Ongelman ratkaisemiseksi laaditaan kysely lukiolaisille ja tuloksia verrataan aikaisempiin tuloksiin, jossa vastaajina olivat yliopisto-opiskelijat ja UX-ammattilaiset. Tulosten perusteella lukiolaiset mrittelevt UX:n hyvin laaja-alaisesti ja sisllyttvt siihen lhes kaikki kyttn liittyvt asiat. Heille trkeint ovat tuotteen konkreettiset ominaisuudet, kuten toimivuus ja luotettavuus. Koska UX merkitsee niin monia asioita loppukyttjille, suunnittelijoiden tulisi keskitty kyttjkokemuksen luomiseen sen mrittelemisen sijaan. Oikea kyttjkokemus oikealle kyttjlle.