924 resultados para GIS, Android, Mobile, User Experience, Java, offline, EBWorld


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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.

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Location aware content-based experiences have a substantial tradition in HCI, several projects over the last two decades have explored the association of digital media to specific locations or objects. However, a large portion of the literature has little focus on the creative side of designing of the experience and on the iterative process of user evaluations. In this thesis we present two iterations in the design and evaluation of a location based story delivery system (LBSDS), inspired by local folklore and oral storytelling in Madeira. We started by testing an already existing location based story platform, PlaceWear, with short multimedia clips that recounted local traditions and folktales, to this experience we called iLand. An initial evaluation of iLand, was conducted; we shadowed users during the experience and then they responded to a questionnaire. By analyzing the evaluation results we uncovered several issues that informed the redesign of the system itself as well as part of the story content. The outcome of this re design was the 7Stories experience. In the new experience we performed the integration of visual markers in the interface and the framing of the fragmented story content through the literary technique of the narrator. This was done aiming to improving the connection of the audience to the physical context where the experience is delivered. The 7Stories experience was evaluated following a similar methodology to the iLand evaluation but the user’s experience resulted considerably different; because of the same setting for the experience in both versions and the constancy of the most of the content across the two versions we were able to assess the specific effect of the new design and discuss its strengths and shortcomings. Although we did not run a formal and strict comparative test between the two evaluations, it is evident from the collected data how the specific design changes to our LBSDS influenced the user experience.

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This project aimed to create a communication and interaction channel between Madeira Airport and its passengers. We used the pre-existent touch enabled screens at the terminal since their potential was not being utilised to their full capacity. To achieve our goal, we have followed an agile strategy to create a testable prototype and take advantages of its results. The developed prototype is based on a plugin architecture turning it into a maintainable and highly customisable system. The collected usage data suggests that we have achieved the initially defined goals. There is no doubt that this new interaction channel is an improvement regarding the provided services and, supported by the usage data, there is an opportunity to explore additional developments to the channel.

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During sleep, humans experience the offline images and sensations that we call dreams, which are typically emotional and lacking in rational judgment of their bizarreness. However, during lucid dreaming (LD), subjects know that they are dreaming, and may control oneiric content. Dreaming and LD features have been studied in North Americans, Europeans and Asians, but not among Brazilians, the largest population in Latin America. Here we investigated dreams and LD characteristics in a Brazilian sample (n=3,427; median age=25 years) through an online survey. The subjects reported recalling dreams at least once a week (76%), and that dreams typically depicted actions (93%), known people (92%), sounds/voices (78%), and colored images (76%). The oneiric content was associated with plans for the upcoming days (37%), memories of the previous day (13%), or unrelated to the dreamer (30%). Nightmares usually depicted anxiety/fear (65%), being stalked (48%), or other unpleasant sensations(47%). These data corroborate Freudian notion of day residue in dreams, and suggest that dreams and nightmares are simulations of life situations that are related to our psychobiological integrity. Regarding LD, we observed that 77% of the subjects experienced LD at least once in life (44% up to 10 episodes ever), and for 48% LD subjectively lasted less than 1 min. LD frequency correlated weakly with dream recall frequency (r =0.20,p< 0.01), and LD control was rare (29%). LD occurrence was facilitated when subjects did not need to wake up early (38%), a situation that increases rapid eye movement sleep (REMS) duration, or when subjects were under stress (30%), which increases REMS transitions into waking. These results indicate that LD is relatively ubiquitous but rare, unstable, difficult to control, and facilitated by increases in REMS duration and transitions to wake state. Together with LD incidence in USA, Europe and Asia, our data from Latin America strengthen the notion that LD is a general phenomenon of the human species.

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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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This thesis has as its object the Markers Organization Standard Narrative Discourse (MON), from its occurrence in oral and written corpora of different realizations of narrative discourse, considering its locus of occurrence in the narrative and discursive functioning. The research is guided by the Functional Linguistic Usage-Based, approach to which the organization of language is directly linked to the user experience, so that grammar is shaped by discourse. We examined only the narrative portions of Experience Reports, Tales and Legends in the oral and written, as follows: 3 inquiries Corpus Reports Remaining Quilombo (RN); 11 Corpus Legends legends of the Amazon, 14 Tales of Corpus Tales Brazilians and 21 Reports of experiences of Corpus and Discourse Grammar, with about 10,000 words in each corpus. A total of 22 markers were identified, which were: (1) classified according to the locus of occurrence in the narrative structure, as Labov (1972), (2) associated, according to the type of pattern that occur in narrative discourse, (3) described from the discursive function they perform. The research has relevance to the extent it is based speech analysis and offers proposals for productive teaching of mother tongue in which students and teachers can, grounded in language studies, consider living language, as an object of study, based on the National Curriculum Guidelines (OCN) and making use of New Technologies of Information and Communication (NTIC)

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Currently, a lot of visual information present in all media is form vehemently, for example, in print media and interfaces used for publicity in conjunction with informational design. This visual information has great influence in the life of human beings, since the vision of these individuals is the most used sense. Studies on visual identity have not explored this issue in a satisfactory manner, favoring thus the subject of this small development projects in the area. It is noted the need for analyzes to enable implementation principles of project, making them accessible to the comprehension of most individuals. This study aimed to propose an evaluation of visual identities, which were analyzed by means of visual concepts of usability, design methodologies and Gestalt. We contacted design firms specialized in visual identity projects, places where interviews were conducted to collect the brands allowed for analysis. The results point to a frequent demand for the employment of visual usability principles, design methodologies and Gestalt design in visual identities.

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This paper presents part of the results of a post-doctoral research project which is called "Hypermedia Design involved with the User Experience". The discussion will be undertaken in this article assumes that the use of a hypermedia environment facing the field of Design can facilitate the process of teaching and learning in an undergraduate degree in Design. The theme that guides the paper of the following question: if the education and training in design does not allow access, involvement and knowledge of the technologies in its primary base that practitioners and researchers are forming for the near future? For both this study focuses on the use of a digital environment by reporting of an experiment of using hypermedia digital book "Design, Education and Technology" as a teaching tool in undergraduate courses in design, results and notes on issues involving interactivity and user experience. The methodology has a qualitative bias, developed along the lines of exploratory research in the form of a case study, lectures, and workshops for the dynamic observation, a questionnaire and analysis of results were applied

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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[ES] Este Trabajo de Fin de Grado describe el desarrollo de un prototipo para plataformas móviles, que permite determinar si un pez alcanza la talla mínima establecida para su consumo. Para ello se realiza la detección y segmentación de un pez, para posteriormente determinar si cumple con la talla mínima, utilizando como referencia una moneda de un euro para calibrar el tamaño. La detección se realiza aplicando la implementación del esquema de Viola-Jones, integrada en la librería  OpenCV, creando una serie de detectores propios  tanto para los peces como para la moneda. Asimismo se ha utilizado SDK del que dispone dicha librería para desarrollar la aplicación en plataforma móvil Android.

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Il contesto della tesi è quello dello sviluppo di applicazioni grafiche interattive. Si parlerà di come si implementano determinate tecniche per la progettazione di un videogioco basato su un motore grafico 3D. La tesi tratterà sia della teoria delle curve, cercando di spiegare come è possibile descrivere dei percorsi nel calcolatore, giustificando per quale motivo sono stati scelti determinati algoritmi, e sia di quali strumenti sono stati utilizzati per la creazione del videogame, soffermandosi sul funzionamento dell’engine (Unity3D) e fornendo informazioni sull’implementazione del codice. Non saranno escluse dalla tesi informazioni riguardanti lo sviluppo dell’idea e del lato artistico di un videogame.

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Nel documento viene descritta la creazione del servizio ivi presentato partendo da una visone del mondo mobile e da altre app simili sullo store, passando per la progettazione sia della parte server che della parte client per concludere con l'implementazione di entrambe e le con conclusioni sul lavoro svolto oltre che possibili sviluppi futuri che il progetto potrebbe avere.