1000 resultados para Informática na educação. Interação humano-computador. Jogo educacional. Kanas. Hiragana. Roma-ji
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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.
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Universidade Estadual de Campinas . Faculdade de Educação Física
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Mestrado em Engenharia Informática - Área de Especialização em Sistemas Gráficos e Multimédia
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Esta pesquisa tem por objetivo investigar as interações de professores em um curso de capacitação semi-presencial, com a utilização de um ambiente virtual. Este curso foi desenvolvido através de um convênio entre a Secretaria de Educação do Estado de Goiás e a PUC/SP. Com esse projeto, investigou-se como a vivência em ambientes virtuais de aprendizagem colaborativa pode auxiliar no desenvolvimento destes sujeitos para a busca do processo cooperativo nas trocas intelectuais. A fundamentação teórica deste estudo foi constituída referenciando os estudos de Jean Piaget, enfatizando-se, principalmente, os princípios da cooperação, apresentada como eixo conceitual. Neste projeto, fez-se o acompanhamento de um grupo de Professores Multiplicadores do NTE-Goiás. O e-ProInfo foi o ambiente virtual que sustentou todo o movimento de busca dos dados registrados pelos sujeitos da pesquisa. Esse trabalho busca contribuir para a reflexão em torno da cooperação na formação de professores, refletindo na presença desse conceito no âmbito da prática docente desses sujeitos. Para tanto, a coleta de dados foi realizada através de questionários, além das intervenções desses sujeitos no ambiente virtual (fóruns, chats etc.) ao longo do processo de trabalho. As conclusões denotam uma concepção de aprendizagem colaborativa que indica caminhos para um processo qualitativamente superior que desemboca na cooperação. Destaca também o ambiente virtual como elemento propulsor de interações entre sujeitos, contribuindo para a construção do conhecimento.
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Introduz o conceito de padrões. Um padrão é uma solução de sucesso em um problema recorrente em determinado contexto . O foco da aula é na linguagem de padrões de Montero, que é dividida em três categorias: web sites, páginas web e ornamentais. Em cada categoria há uma série de padrões que são apresentados por meio de exemplos de sites atuais e de grandes empresas. Em cada site são definidas algumas características que ele deve ter para atender o padrão, relacionando-os com os perfis dos usuários.
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Brazil is going through the process from analogical transmission to digital transmission. This new technology, in addition to providing a high quality audio and video, also allows applications to execute on television. Equipment called Set-Top Box are needed to allow the reception of this new signal and create the appropriate environment necessary to execute applications. At first, the only way to interact with these applications is given by remote control. However, the remote control has serious usability problems when used to interact with some types of applications. This research suggests a software resources implementation capable to create a environment that allows a smartphone to interact with applications. Besides this implementation, is performed a comparative study between use remote controle and smartphones to interact with applications of digital television, taking into account parameters related to usability. After analysis of data collected by the comparative study is possible to identify which device provides an interactive experience more interesting for users
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There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant
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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
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Pós-graduação em Educação - FFC
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Pós-graduação em Ciência da Informação - FFC
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Pós-graduação em Educação - IBRC
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Educação - FFC
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With the development of Digital TV, the equipments are becoming more and more modernized in order to popular- ize the information that soon might reach all Brazilian families. That way, we open a space for discussion about the many directions that the usability applied on ISDB-Tb interactivity (Brazilian System of Digital Television) can take. This paper approaches the questions connected to the concept of usability and also the subjects related to the life cycle of some technologies (existence time, obsolescence) Also talks with the definition of interactivityon Digital Television since it is responsible for the emergence of a new contingent of interacting people which goes from the computer and portable equipments users to the passive TV viewers. It’s possible to conclude that the Human-Digital TV Interaction (HDTVI) comprehends the synergy between three actants on Digital TV: the col- lective (or not) TV viewer; the interface and the issuer who can be represented by an Artificial Intelligence (AI) service.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)