888 resultados para 150501 Consumer-Oriented Product or Service Development
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Résumé Cette recherche a débuté avec l’idée que l’Internet est en train de changer la manière dont nous créons des connaissances et du contenu culturel. Notre point de départ était d’utiliser l’Internet afin de rassembler et amplifier plusieurs points de vue dans un processus de design. Une approche complexe a exposé l’Internet comme un système et conséquemment comme une plateforme pour l’innovation. La structure ouverte de l’Internet a soutenu le mouvement participatif des usagers qui ont choisi de partager leurs besoins, leurs désirs et leurs solutions. Notre recherche a pour but d’étudier ce contenu généré par les usagers en ligne et comprendre sa valeur pour les designers. Les usagers créatifs veulent s’exprimer et participer activement dans le processus de design. Notre recherche tente de démontrer que les designers ont beaucoup à apprendre du contenu généré par les usagers car ceux-ci soumettent des éléments qui ont attrait à toutes les étapes du processus de design et révèlent des relations présentes dans la situation de design à l’étude. Pour en apprendre plus sur ce contenu nous nous demandons : Quel type d’information offre le contenu généré par les usagers pour la phase de recherche dans le processus de design. Afin de centrer la portée de l’étude, nous nous sommes aussi questionné si cette information est plus pertinente au design de produits, au design de services ou au design de système de produits et de services. Aspirant aux idéaux du design participatif, notre méthodologie fut développée afin d’apprendre comment le contenu généré par les usagers pourrait influencer le processus de design. Pour ce faire, nous avons choisi de chercher sur l’Internet pour du contenu qui concerne la mobilité via l’usage d’une automobile. Les trois différents types de média considérés étaient les vidéos sur YouTube, les images sur Flickr et les textes sur Blogger. Afin de répondre à notre première question de recherche, nous nous sommes penchés sur deux éléments lorsque l’on recherche pour le design : les espaces de design et les relations de design. Premièrement, nous avons catégorisé le contenu récolté selon l’espace problème, créatif et solution. Deuxièmement, nous avons catégorisé le contenu dépendant de laquelle des relations de design elle démontrait soit une combinaison d’usagers, objets et contextes. Dans le but de répondre à la deuxième question de cette recherche, nous avons examiné trois types V de produits de design : les automobiles privées comme produit, le partage de voiture comme système de produit et de service, et le taxi comme service. Chaque élément pertinent généré par les usagés trouvé dans cette recherche fut catégorisé jusqu’à ce que l’on récolte 50 échantillons pour chaque combinaison de ces variables. Nous en sommes arrivés avec une matrice de 50 éléments de chaque produit de design, pour chacun des médias, puis catégorisé selon les espaces de design et les relations dans le design. Cette recherche démontre que l’Internet, comme médium, produit les conditions avantageuses pour que les usagers partagent de grandes quantités de contenu original et diversifié qui est pertinent aux situations de design. À partir de nos données de recherche, nous avons identifié des tendances dans le contenu généré par les usagers. Notamment, nous sommes en mesure d’affirmer que le contenu généré par les usagers offre de l’information pertinente à la recherche pour le design, et ce dans tous les espaces de design et toutes les relations de design. Il en fut de même pour les différentes issues du design car du contenu sur les produits, les systèmes de produits et de services et les services était présent et pertinent. Bref, nous avons démontré que l’Internet supporte la créativité et conséquemment il y abonde de contenu créatif produit par les usagers. Suivant dans les traces dessinées par d’autres chercheurs en design participatif, cette étude devrait être considérée comme un nouvel exemple des moyens qu’ont les designers pour percevoir les besoins tacites des usagers en leur permettant d’exprimer leurs idées. Alors que ceux-ci créent librement et intuitivement ainsi exposant leurs besoins, solutions et idées, les designers peuvent porter un regard de tierce partie sur les résultats. Jumelant des techniques comme le crowdsourcing et le brainstorming, nous avons créé une nouvelle activité et le néologisme : brainsourcing. En demeurant dans une forme de pratique réflexive, les designers peuvent réfléchir et ajouter au contenu généré par les usagers qui lui n’est pas biaisé par une éducation ou une culture du design. Ce processus est similaire au design participatif professionnel où le brainsourcing est une activité parallèle lorsque le designer fait des recherches pour le design. C’est cette perspective sur la somme des idées des participants qui peut contribuer à comprendre la complexité de la situation de design. VI Cette recherche a aussi soulevé des questions par rapport à l’effet de démocratisation de l’Internet. Bien que les usagers n’ont pas l’éducation, ni les habiletés des designers, ils aspirent à démocratiser le processus du design en voulant participer activement et en exposant leurs besoins, idées et solutions. Nous avons pu déterminer que les usagers n’étaient pas qualifiés pour entreprendre le processus complet du design comme les designers professionnels, mais nous avons observé directement la capacité des usagers à mettre de l’avant leur créativité. À propos de la relation entre les usagers créatifs et les designers, nous avons étudié des langages communs tels les scénarios et les prototypes. Tous deux sont présents dans le contenu généré par les usagers que nous avons récolté dans nos recherches sur Internet. Ceci nous a mené vers une nouvelle perspective sur l’activité du design où des opportunités créatives ressortent d’une conversation avec les usagers. Cette recherche a dévoilé de grandes tendances dans la manière dont les usagers communiquent naturellement dans un processus de design. Nous espérons avoir offert un aperçu de comment les designers peuvent prendre avantage de tous les types de contenu généré par les usagers en ligne. Dans le futur, nous souhaitons que les designers aient la possibilité d’interagir avec les participants en prenant le rôle de facilitateur de la conversation. La responsabilité du résultat ne tombe pas sur les épaules du designer car son mandat est d’assurer le bon fonctionnement du processus. Les designers rejoignent les usagers en ne demandant plus comment les choses peuvent être créées, mais pourquoi elles devraient exister. En tant que designers, nous aspirons à générer plus à partir de nouvelles connaissances, nous aspirons à créer plus de sens. Mots clés: Recherche en design, complexité, design participatif, contenu généré par les usagers, démocratisation, Internet, créativité, crowdsourcing, brainstorming, brainsourcing, réflexion-en-action.
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A medida que pasa el tiempo; la ciencia, el desarrollo tecnológico y la constante búsqueda de encontrar nuevas verdades, más fehacientes y que logren responder más asertivamente los diferentes cuestionamientos de la humanidad, han logrado redefinir las teorías y los axiomas que, en su momento, se tomaron como el dogma a seguir en diferentes disciplinas y cuestionamientos de la sociedad y la industria. La concepción tradicional que se tiene de la mente y el comportamiento del consumidor tenía vacios importantes en términos de aplicabilidad y generalización de sus teorías, pues pensar que la humanidad desarrolla sus decisiones de compra bajo análisis netamente racionales y apegados a estructuras temporales para manejar su dinero es un supuesto que no se emplea de manera general y concienzuda por el común. Antes que agentes 100% racionales, con un completo flujo de información y en un mercado perfecto bajo todos los preceptos económicos, somos personas de sentimientos y sentidos. Reaccionamos ante situaciones, estados de ánimo y estímulos, donde es nuestro cerebro quien recibe todo el contexto cognitivo que nos brinda el entorno y entonces actúa (y compra) de diferentes maneras. Es allí donde el Neuromarketing nace como un claro ejemplo de esa búsqueda por una nueva verdad. Una donde entender al consumidor no deje de lado su faceta más real; sus reacciones, pues son estas las que realmente definen qué le gusta o no y qué despierta en él un impulso lo suficientemente importante como para incidir en su decisión de compra. Es por ello que el Neuromarketing se ha adentrado a estudiar lo más profundo y verídico del consumidor, su cerebro. Alejándose de las técnicas tradicionales de investigación de mercados, donde el consumidor puede desvirtuar la información que percibe de un producto o una campaña publicitaría por diferentes razones sociales y psicológicas. El Neuromarketing se ha adentrado al estudio del consumidor y su cerebro mediante técnicas biométricas, en las cuales expone al consumidor al marketing y analiza sus reacciones cerebrales en términos de interés, adrenalina, memoria activa y sentimientos, apoyado por técnicas como el ¨eye tracking¨, donde las interacciones visuales del consumidor permiten identificar los puntos calientes y de interés en determinada pieza publicitaria. Pero el estudio, entendido por algunos como ¨invasivo¨ frente a las libertades en términos de privacidad y libertad de elección del consumidor deben ser responsablemente dirigidos y puestos bajo un contexto científico, donde el único fin sea el de generar nuevas hipótesis y teorías que permitan tener un mejor conocimiento del comportamiento del consumidor sin traspasar los límites del control del mismo. El Neuromarketing debate su existencia misma entre la creación de nuevas metodologías de acercamiento al pensamiento del consumidor, la efectividad de sus conocimiento dados a la industria y el yugo social que acarrea esta ciencia debido a la potencial coerción a los consumidores debido a sus hallazgos.
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Esta tesis pretende describir la situación actual del sector de seguridad privada, al implementar y adoptar estrategias de CRM. Con una revisión confiable y el estudio de casos relacionados con el tema, lo cual permitirá constatar la realidad en cuanto la aplicación del modelo, en el sector de seguridad privada, según lo planteado por diversos autores. Los resultados obtenidos permitirán, de este modo, al sector y a sus gerentes, desarrollar estrategias que ayuden a la satisfacción de sus clientes y a la prestación de un mejor servicio. En el campo académico, este estudio servirá como guía teórico-práctica para estudiantes y profesores, de modo que permitirá afianzar conocimientos en cuanto al CRM, al marketing relacional y su uso en el sector de seguridad privada. Según este modelo la información acerca de los clientes, es una información estratégica vital para las organizaciones que ayuda a la toma de decisiones, pronosticar cambios en cuanto a demanda, además de establecer control sobre procesos en los que se involucre el cliente; de modo que la adopción e implementación de CRM, ayude a la empresa, en este caso a las del sector de seguridad privada, a estar atentos a la manera como se interactúa con el cliente y por ende mejorar el servicio, lo que tendrá repercusión en la percepción que tenga de la organización el cliente. De este modo, se ve como en la actualidad las estrategias de CRM definen el rumbo de una empresa, ayudando atraer nuevos clientes y además de esto, ayuda de igual modo a mantener felices a los clientes actuales; lo cual repercute en la demanda o el requerimiento del servicio, y así en una mejor rentabilidad para las empresas del sector. Razones por las que el sector de vigilancia se verá beneficiado por medio de las estrategias del CRM, lo que lo llevara a ofrecer mejores servicios a sus clientes.
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En este documento se concentra en un análisis sobre la asociatividad y la conformación de redes empresariales en dos instituciones prestadoras de servicios de salud del municipio de Tenjo Cundinamarca. En la primera parte se desarrolla el estado de la asociatividad con un enfoque de red, se plantea los objetivos, la justificación y los alcances de la investigación. En el segunda parte se hace alusión al marco teórico, marco legal, sistema general de seguridad social en salud, y la importancia que tiene las asociaciones empresariales, cooperación, participación y la confianza en las instituciones de salud; haciendo mención sobre clusters, alianzas y ecosistemas empresariales. En la tercera parte se realizó el marco metodológico de la investigación, análisis de resultado de las entrevistas, se describen las organizaciones objeto de este estudio. En la cuarta parte se realizan la discusión de la investigación, y se presentan las conclusiones que los autores de este estudio han presentado sobre la confianza fortalecida y la obligación prolongada de las empresas en el tiempo. Finamente, esta investigación presenta un punto de partida para la conformación de modelos que integren varias empresas, que puedan mejorar la competitividad, en las instituciones prestadoras de servicios de salud, permitiendo el acercando de los procesos del área administrativa con el área asistencia, en procura de brindar un mejoramiento continuo en la atención de los pacientes y su grupo familiar.
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Introduction Health promotion (HP) aims to enhance good health while preventing ill-health at three levels of activity; primary (preventative), secondary (diagnostic) and tertiary (management).1 It can range from simple provision of health education to ongoing support, but the effectiveness of HP is ultimately dependent on its ability to influence change. HP as part of the Community Pharmacy Contract (CPC) aims to increase public knowledge and target ‘hard-to-reach’ individuals by focusing mainly on primary and tertiary HP. The CPC does not include screening programmes (secondary HP) as a service. Coronary heart disease (CHD) is a significant cause of morbidity and mortality in the UK. While there is evidence to support the effectiveness of some community pharmacy HP strategies in CHD, there is paucity of research in relation to screening services.2 Against this background, Alliance Pharmacy introduced a free CHD risk screening programme to provide tailored HP advice as part of a participant–pharmacist consultation. The aim of this study is to report on the CHD risk levels of participants and to provide a qualitative indication of consultation outcomes. Methods Case records for 12 733 people who accessed a free CHD risk screening service between August 2004 and April 2006 offered at 217 community pharmacies were obtained. The service involved initial self-completion of the Healthy Heart Assessment (HHA) form and measurement of height, weight, body mass index, blood pressure, total cholesterol and highdensity lipoprotein levels by pharmacists to calculate CHD risk.3 Action taken by pharmacists (lifestyle advice, statin recommendation or general practitioner (GP) referral) and qualitative statements of advice were recorded, and a copy provided to the participants. The service did not include follow-up of participants. All participants consented to taking part in evaluations of the service. Ethical committee scrutiny was not required for this service development evaluation. Results Case records for 10 035 participants (3658 male) were evaluable; 5730 (57%) were at low CHD risk (<15%); 3636 (36%) at moderate-to-high CHD risk (≥15%); and 669 (7%) had existing heart disease. A significantly higher proportion of male (48% versus 30% female) participants were at moderate- to-high risk of CHD (chi-square test; P < 0.005). A range of outcomes resulted from consultations. Lifestyle advice was provided irrespective of participants’ CHD risk or existing disease. In the moderate-to-high-risk group, of which 52% received prescribed medication, lifestyle advice was recorded for 62%, 16% were referred and 34% were advised to have a re-assessment. Statin recommendations were made in 1% of all cases. There was evidence of supportive and motivational statements in the advice recorded. Discussion Pharmacists were able to identify individuals’ level of CHD risk and provide them with bespoke advice. Identification of at-risk participants did not automatically result in referrals or statin recommendation. One-third of those accessing the screening service had moderate-to-high risk of CHD, a significantly higher proportion of whom were men. It is not known whether these individuals had been previously exposed to HP but presumably by accessing this service they may have contemplated change. As effectiveness of HP advice will depend among other factors on ability to influence change, future consultations may need to explore patients’ attitude towards change in relation to the Trans Theoretical Model4 to better tailor HP advice. The high uptake of the service by those at moderate-to-high CHD risk indicates a need for this type of screening programme in community pharmacy, perhaps specifically to reach men who access medical services less.
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Customers will not continue to pay for a service if it is perceived to be of poor quality, and/or of no value. With a paradigm shift towards business dependence on service orientated IS solutions [1], it is critical that alignment exists between service definition, delivery, and customer expectation, businesses are to ensure customer satisfaction. Services, and micro-service development, offer businesses a flexible structure for solution innovation, however, constant changes in technology, business and societal expectations means an iterative analysis solution is required to i) determine whether provider services adequately meet customer segment needs and expectations, and ii) to help guide business service innovation and development. In this paper, by incorporating multiple models, we propose a series of steps to help identify and prioritise service gaps. Moreover, the authors propose the Dual Semiosis Analysis Model, i.e. a tool that highlights where within the symbiotic customer / provider semiosis process, requirements misinterpretation, and/or service provision deficiencies occur. This paper offers the reader a powerful customer-centric tool, designed to help business managers highlight both what services are critical to customer quality perception, and where future innovation
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Includes bibliography
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Proficiency in management activities undertaken in product development processes is regarded as a key competitive advantage for companies, particularly for high-tech industrial firms, which benefit from the important competitiveness factor of launching products with a differentiated technological content. This paper's objective was to identify, through case study, practices for integration between the roles of R & D with others involved in product development in a large Brazilian company of industrial automation. The results suggest some management practices to improve the integration in new products development, such as the use of employees from marketing with knowledge and experience previously gained from R & D activities and uses the heavyweight product manager to solve synchronization problems between product and technology development. © Universidad Alberto Hurtado, Facultad de Economía y Negocios.
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This occasional paper examines the experiences of three leading global centres of the ICT industry – India, Silicon Valley, and Estonia – to reflect on how the lessons of these models can be applied to the context of countries in the Caribbean region.Several sectors of the technology industry are considered in relation to the suitability for their establishment in the Caribbean. Animation is an area that is showing encouraging signs of development in several countries, and which offers some promise to provide a significant source of employment in the region. However, the global market for animation production is likely to become increasingly competitive, as improved technology has reduced barriers to entry into the industry not only in the Caribbean, but around the world. The region’s animation industry will need to move swiftly up the value chain if it is to avoid the downsides of being caught in an increasingly commoditized market. Mobile applications development has also been widely a heralded industry for the Caribbean. However, the market for consumer-oriented smartphone applications has matured very quickly, and is now a very difficult sector in which to compete. Caribbean mobile developers would be better served to focus on creating applications to suit the needs of regional industries and governments, rather than attempting to gain notice in over-saturated consumer marketplaces such as the iTunes App Store and Google Play. Another sector considered for the Caribbean is “big data” analysis. This area holds significant potential for growth in coming years, but the Caribbean, which is generally considered to be a datapoor region, currently lacks a sufficient base of local customers to form a competitive foundation for such an industry. While a Caribbean big data industry could plausibly be oriented toward outsourcing, that orientation would limit positive externalities from the sector, and benefits from its establishment would largely accrue only to a relatively small number of direct participants in the industry. Instead, development in the big data sector should be twinned with the development of products to build a regional customer base for the industry. The region has pressing needs in areas such as disaster risk reduction, water resource management, and support for agricultural production. Development of big data solutions – and other technology products – to address areas such as these could help to establish niche industries that both support the needs of local populations, and provide viable opportunities for the export of higher-value products and services to regions of the world with similar needs.
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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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Em conformidade com a dúvida de seu título, o difundido livro The New Brutalism: Ethic or Aesthetic? de Reyner Banham não é possível explicar o Brutalismo como manifestação artística coesa, dotada de consistência e reprodutibilidade formal. A citação de arquitetos famosos, porém divergentes, parece associar e comparar obras ásperas com a pretensão de reerguer uma arquitetura moderna considerada ascética, monótona e insuficiente e gera um teoricismo da aparência crua e do moralismo dos objetos. Discurso que oculta, ou desvia a atenção do retorno artístico à sublimidade e construção artesanal. O Brutalismo é aceito como evolução natural dos estágios modernos anteriores e sanciona artefatos toscos, pesados e inacabados como se fossem filiados ao processo moderno desinfestado. Esconde contradições e disfarça seu rompimento com o moderno para prolongar a expressão Movimento moderno. Mas o objeto claro, econômico e preciso é repudiado pelo consumidor e, por ser pouco representativo, o artista faz sua maquiagem com episódios contrastantes e monumentais na informalidade das cidades espontâneas. No entanto, parece possível suspender a noção positiva e corretiva do Brutalismo para entendê-lo como um recuo artístico vulgarizador que despreza aperfeiçoamento e afronta a atitude moderna com banalização conceptiva, exagero, figuralidade, musculação estrutural, grandeza tectônica, rudimento e rudeza. Assim, moralismo, retorno rústico e originalidade desqualificam a expressão International Style entendida como a culminação da arquitetura moderna do pós-guerra, ao depreciá-la como decadente, como produto imobiliário, comercial e corporativo a serviço do capital. Essa interpretação desvela uma crítica anti-industrial, portanto antimodernista e diversa da pós-modernidade, porém contestadora e realista para fornecer imagens à cultura e aos insensíveis à estrutura da forma moderna. Diverso da pós-modernidade pela dependência ao moderno e ausência de apelo popular. Tornada insignificante a configuração oportuna do artefato, o arquiteto tenta reter sua notabilidade artística, ou o prestígio que parece enfraquecer na aparência símile da especificação de catálogo, no rigor modular. Indispõe-se e repudia componentes, Standards e acabamentos impessoais da indústria da construção para insistir em autoria e inspiração, mas repete cacoetes estilísticos de época e o inexplicável uso intensivo de concreto bruto e aparente para sentir-se engajado e atualizado. Porém, é necessário distinguir obras de aparência severa concebidas pela atitude moderna mais autêntica das de concreto aparente em tipos ou configurações aberrantes. Para avançar na discussão do Brutalismo propõe-se entender este fenômeno com a substituição do juízo estético moderno de sentido visual postulado por Immanuel Kant (1724-1804) por um sentimento estético fácil e relacionado com a sensação da empatia, com a Einfühlung de Robert Vischer (1847-1933). Na época da cultura de massas, admite-se o rebaixamento das exigências no artefato e a adaptação brutalista com a transfiguração dos processos de arquitetura moderna. Assim, a forma é substituída pela figura ou pelo resumo material; a estrutura formal subjacente pelo ritmo e exposição da estrutura física; o reconhecimento visual pelo entusiasmo psicológico ou pelo impulso dionisíaco; a concepção substituída pelo partido, ou, ainda, pelo conceito; a sistematização e a ordem pela moldagem e a organização; a abstração e síntese pela originalidade e essencialidade, o sentido construtivo pela honestidade material; a identidade das partes pela fundição ou pela unicidade objetal e a residência pela cabana primitiva.
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Il presente lavoro di tesi ha come punto focale la descrizione, la verifica e la dimostrazione della realizzabilità dei Workflow Patterns di Gestione del Flusso(Control-Flow) e Risorse (Resource) definiti da parte della Workflow Pattern Initiative (WPI)in JOLIE, un innovativo linguaggio di programmazione orientato ai servizi nato nell'ambito del Service Oriented Computing. Il Service Oriented Computing (SOC) è un nuovo modo di pensare la programmazione di applicazioni distribuite, i cui concetti fondamentali sono i servizi e la composizione. L’approccio SOC definisce la possibilità di costruire un’applicazione in funzione dei servizi che ne realizzano il comportamento tramite una loro composizione, definita secondo un particolare flusso di lavoro. Allo scopo di fornire la necessaria conoscenza per capire la teoria, le meccaniche e i costrutti di JOLIE utilizzati per la realizzazione dei pattern, il seguente lavoro di tesi è stato diviso in quattro parti, corrispondenti ad altrettanti capitoli. Nel primo capitolo viene riportata una descrizione generale del SOC e della Business Process Automation (BPA), che costituisce l’ambiente in cui il SOC è inserito. Per questo viene fatta una disamina della storia informatica sui sistemi distribuiti, fino ad arrivare ai sistemi odierni, presentando in seguito il contesto del BPA e delle innovazioni derivanti dalle sue macro-componenti, di cui il SOC fa parte. Continuando la descrizione dell’approccio Service Oriented, ne vengono presentati i requisiti (pre-condizioni) e si cerca di dare una definizione precisa del termine “servizio”, fino all'enunciazione dei principi SOC declinati nell’ottica delle Service Oriented Architectures, presentando in ultimo i metodi di composizione dei servizi, tramite orchestrazione e coreografia. L’ultima sezione del capitolo prende in considerazione il SOC in un’ottica prettamente industriale e ne evidenzia i punti strategici. Il secondo capitolo è incentrato sulla descrizione di JOLIE, gli aspetti fondamentali dell’approccio orientato ai servizi, che ne caratterizzano profondamente la definizione concettuale (SOCK), e la teoria della composizione dei servizi. Il capitolo non si pone come una descrizione esaustiva di tutte le funzionalità del linguaggio, ma considera soprattutto i concetti teorici, le strutture di dati, gli operatori e i costrutti di JOLIE utilizzati per la dimostrazione della realizzabilità dei Workflow Pattern del capitolo successivo. Il terzo capitolo, più lungo e centrale rispetto agli altri, riguarda la realizzazione dei workflow pattern in JOLIE. All'inizio del capitolo viene fornita una descrizione delle caratteristiche del WPI e dei Workflow Pattern in generale. In seguito, nelle due macro-sezioni relative ai Control-Flow e Resource pattern vengono esposte alcune nozioni riguardanti le metodologie di definizione dei pattern (e.g. la teoria sulla definizione delle Colored Petri Nets) e le convezioni adottate dal WPI, per passare in seguito al vero e proprio lavoro (sperimentale) di tesi riguardo la descrizione dei pattern, l’analisi sulla loro realizzabilità in JOLIE, insieme ad un codice di esempio che esemplifica quanto affermato dall'analisi. Come sommario delle conclusioni raggiunte sui pattern, alla fine di ognuna delle due sezioni definite in precedenza, è presente una scheda di valutazione che, con lo stesso metodo utilizzato e definito dalla WPI, permette di avere una rappresentazione generale della realizzabilità dei pattern in JOLIE. Il quarto capitolo riguarda gli esiti tratti dal lavoro di tesi, riportando un confronto tra le realizzazioni dei pattern in JOLIE e le valutazioni del WPI rispetto agli altri linguaggi da loro considerati e valutati. Sulla base di quanto ottenuto nel terzo capitolo vengono definite le conclusioni del lavoro portato avanti sui pattern e viene delineato un’eventuale scenario riguardante il proseguimento dell’opera concernente la validazione ed il completamento della studio. In ultimo vengono tratte alcune conclusioni sia riguardo JOLIE, nel contesto evolutivo del linguaggio e soprattutto del progetto open-source che è alla sua base, sia sul SOC, considerato nell’ambito del BPA e del suo attuale ambito di sviluppo dinamico.
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Engineered muscle constructs provide a promising perspective on the regeneration or substitution of irreversibly damaged skeletal muscle. However, the highly ordered structure of native muscle tissue necessitates special consideration during scaffold development. Multiple approaches to the design of anisotropically structured substrates with grooved micropatterns or parallel-aligned fibres have previously been undertaken. In this study we report the guidance effect of a scaffold that combines both approaches, oriented fibres and a grooved topography. By electrospinning onto a topographically structured collector, matrices of parallel-oriented poly(ε-caprolactone) fibres with an imprinted wavy topography of 90 µm periodicity were produced. Matrices of randomly oriented fibres or parallel-oriented fibres without micropatterns served as controls. As previously shown, un-patterned, parallel-oriented substrates induced myotube orientation that is parallel to fibre direction. Interestingly, pattern addition induced an orientation of myotubes at an angle of 24° (statistical median) relative to fibre orientation. Myotube length was significantly increased on aligned micropatterned substrates in comparison to that on aligned substrates without pattern (436 ± 245 µm versus 365 ± 212 µm; p < 0.05). We report an innovative, yet simple, design to produce micropatterned electrospun scaffolds that induce an unexpected myotube orientation and an increase in myotube length.
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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.