804 resultados para User Experience, Pervasive Gaming, Educational Games, Smart Phones, Ubiquitous Computing


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Modern information systems (ISs) are becoming increasingly complex. Simultaneously, organizational changes are occurring more often and more rapidly. Therefore, emergent behavior and organic adaptivity are key advantages of ISs. In this paper, a design science research (DSR) question for design-oriented information systems research (DISR) is proposed: Can the application of biomimetic principles to IS design result in the creation of value by innovation? Accordingly, the properties of biological IS are analyzed, and these insights are crystallized into a theoretical framework to address the three major aspects of biomimetic ISs: user experience, information processing, and management cybernetics. On this basis, the research question is elaborated together with a starting point for a research methodology in biomimetic information systems.

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© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.

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Nowadays multi-touch devices (MTD) can be found in all kind of contexts. In the learning context, MTD availability leads many teachers to use them in their class room, to support the use of the devices by students, or to assume that it will enhance the learning processes. Despite the raising interest for MTD, few researches studying the impact in term of performance or the suitability of the technology for the learning context exist. However, even if the use of touch-sensitive screens rather than a mouse and keyboard seems to be the easiest and fastest way to realize common learning tasks (as for instance web surfing behaviour), we notice that the use of MTD may lead to a less favourable outcome. The complexity to generate an accurate fingers gesture and the split attention it requires (multi-tasking effect) make the use of gestures to interact with a touch-sensitive screen more difficult compared to the traditional laptop use. More precisely, it is hypothesized that efficacy and efficiency decreases, as well as the available cognitive resources making the users’ task engagement more difficult. Furthermore, the presented study takes into account the moderator effect of previous experiences with MTD. Two key factors of technology adoption theories were included in the study: familiarity and self-efficacy with the technology.Sixty university students, invited to a usability lab, are asked to perform information search tasks on an online encyclopaedia. The different tasks were created in order to execute the most commonly used mouse actions (e.g. right click, left click, scrolling, zooming, key words encoding…). Two different conditions were created: (1) MTD use and (2) laptop use (with keyboard and mouse). The cognitive load, self-efficacy, familiarity and task engagement scales were adapted to the MTD context. Furthermore, the eye-tracking measurement would offer additional information about user behaviours and their cognitive load.Our study aims to clarify some important aspects towards the usage of MTD and the added value compared to a laptop in a student learning context. More precisely, the outcomes will enhance the suitability of MTD with the processes at stakes, the role of previous knowledge in the adoption process, as well as some interesting insights into the user experience with such devices.

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Teaching on social work values is centrally important in social work education as a core aspect of underpinning knowledge in preparing students for practice. This paper describes an innovative project occurring within the first year of the degree in social work, where service users and carers have assisted students with their understanding of social work values. The positive contribution of service users and carers in facilitating students to make links between theory and practice is now well documented. Applying this user perspective to the educational domain of values, however, is relatively uncharted territory given the challenges that have traditionally accompanied the teaching of values. Importantly, this paper describes the ‘value talk’ which occurred when first-year students sought further meaning from service-user and carer groups in their community settings following classroom teaching on values. The paper not only discusses the detailed preparations involved in the project but also the learning which resulted, drawing on the evaluation findings from the students and participating groups. Whilst the findings show that the students' understanding of social work values has been most significantly influenced by the contributions from service users and carers, it is recognized that further research is needed to monitor the longer term impact on social work students' practice after they qualify.

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Aim: To determine whether the use of an online or blended learning paradigm has the potential to enhance the teaching of clinical skills in undergraduate nursing.

Background: The need to adequately support and develop students in clinical skills is now arguably more important than previously considered due to reductions in practice opportunities. Online and blended teaching methods are being developed to try and meet this requirement, but knowledge about their effectiveness in teaching clinical skills is limited.

Design: Mixed methods systematic review, which follows the Joanna Briggs Institute User guide version 5.

Data Sources: Computerized searches of five databases were undertaken for the period 1995-August 2013.

Review Methods: Critical appraisal and data extraction were undertaken using Joanna Briggs Institute tools for experimental/observational studies and interpretative and critical research. A narrative synthesis was used to report results.

Results: Nineteen published papers were identified. Seventeen papers reported on online approaches and only two papers reported on a blended approach. The synthesis of findings focused on the following four areas: performance/clinical skill, knowledge, self-efficacy/clinical confidence and user experience/satisfaction. The e-learning interventions used varied throughout all the studies.

Conclusion: The available evidence suggests that online learning for teaching clinical skills is no less effective than traditional means. Highlighted by this review is the lack of available evidence on the implementation of a blended learning approach to teaching clinical skills in undergraduate nurse education. Further research is required to assess the effectiveness of this teaching methodology.

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Desde que surgiu há mais de 50 anos, a televisão sofreu muitas transformações, tanto ao nível tecnológico (por exemplo com a passagem da emissão a preto/branco para cor, o som analógico para digital, a difusão digital) como a nível da sua influência nas sociedades. Entre outros fatores de ordem tecnológica, a consolidação da Internet com o seu elevado nível de personalização, da experiência de utilização, e a sua enorme quantidade de conteúdos disponíveis, catapultou a televisão no sentido de esta se tornar mais interativa. Assim, o telespectador passou a poder usufruir de uma experiência televisiva que pode, por um lado, ser mais participativa, sendo-lhe possível, por exemplo, alvitrar sobre a qualidade de um programa enquanto assiste à sua exibição, e, por outro, ser mais personalizada, possibilitando-lhe, por exemplo, receber conteúdos automaticamente adequados ao seu perfil e contexto. No entanto, esta experiência mais participativa e personalizável carece de uma identificação, idealmente automática e não intrusiva, de quem pode beneficiar da mesma – o telespectador. Contudo, e apesar de significativos avanços na área da televisão interativa, tanto ao nível da infraestrutura de suporte como ao nível dos serviços disponibilizados, a identificação dos utilizadores é, ainda, uma área de estudo com muitos aspetos por compreender. Os seniores, em particular, são grandes consumidores de televisão e representam uma fatia muito considerável das pessoas que podem beneficiar das potencialidades disponibilizadas pela interatividade presente em muitos serviços atuais. Um número crescente destes serviços são desenhados com o objetivo de promoverem um envelhecimento ativo e um concreto apoio à vida, pelo que os seniores podem beneficiar, em vários aspetos do seu quotidiano, se os utilizarem. Nesta faixa etária, a identificação de utilizadores tem, como elemento potenciador da experiência de utilização, um papel especialmente importante ao nível de um aproveitamento personalizado e dirigido destes serviços. No entanto, atendendo às diferentes combinações de características físicas, sensoriais, cognitivas e, mesmo, de literacia digital que tipificam os seniores, perspetivou-se existir uma dependência do perfil do utilizador na seleção do método de identificação mais adequado, os quais podem ser baseados, por exemplo, num leitor de impressões digitais, instalado no telecomando; na leitura de uma wearable tag ou de um cartão RFiD; no reconhecimento da face e, eventualmente, na voz do utilizador. Assim, a inerente investigação desenrolou-se em várias fases, no sentido de permitir alicerçar a construção de uma matriz de decisão tecnológica que, em função do perfil de utilizador, selecione o sistema de identificação mais adequado. O procedimento metodológico inerente à construção desta matriz de decisão, passou por um longo processo envolvendo utilizadores reais, que se iniciou com a realização de entrevistas exploratórias com o objetivo de permitir conhecer melhor os seniores e a forma como estes encaram a tecnologia e, mais concretamente, a televisão interativa. Foi depois implementado um protótipo de alta-fidelidade, completamente funcional, para a realização de testes com o objetivo de perceber qual a preferência relativamente a um subconjunto de tecnologias de identificação. Estes testes, uma vez que não permitiram testar todas as tecnologias em estudo, revelaram-se inconclusivos, porém permitiram reforçar a necessidade de identificar e caracterizar os referidos aspetos do perfil do utilizador que podem interferir na sua preferência relativamente ao sistema de identificação. As características identificadas constituíram-se como os parâmetros de entrada da matriz, sendo que para preencher as respetivas células realizaramse testes de aceitação, com um conjunto de seniores, tendo por base um protótipo, wizard of oz, especificamente implementado para permitir experienciar todas as tecnologias em estudo. Estes testes foram precedidos pela avaliação das capacidades funcionais dos participantes, nos diversos parâmetros definidos. Este texto relata, assim, todo o processo de investigação que foi conduzido, terminando com uma descrição de exemplos de utilização da matriz de decisão implementada e com a identificação de potenciais caminhos de desenvolvimento deste trabalho.

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The massive adoption of sophisticated mobile devices and applications led to the increase of mobile data in the last decade, which it is expected to continue. This increase of mobile data negatively impacts the network planning and dimension, since core networks are heavy centralized. Mobile operators are investigating atten network architectures that distribute the responsibility of providing connectivity and mobility, in order to improve the network scalability and performance. Moreover, service providers are moving the content servers closer to the user, in order to ensure high availability and performance of content delivery. Besides the e orts to overcome the explosion of mobile data, current mobility management models are heavy centralized to ensure reachability and session continuity to the users connected to the network. Nowadays, deployed architectures have a small number of centralized mobility anchors managing the mobile data and the mobility context of millions of users, which introduces issues related to performance and scalability that require costly network mechanisms. The mobility management needs to be rethought out-of-the box to cope with atten network architectures and distributed content servers closer to the user, which is the purpose of the work developed in this Thesis. The Thesis starts with a characterization of mobility management into well-de ned functional blocks, their interaction and potential grouping. The decentralized mobility management is studied through analytical models and simulations, in which di erent mobility approaches distinctly distribute the mobility management functionalities through the network. The outcome of this study showed that decentralized mobility management brings advantages. Hence, it was proposed a novel distributed and dynamic mobility management approach, which is exhaustively evaluated through analytical models, simulations and testbed experiments. The proposed approach is also integrated with seamless horizontal handover mechanisms, as well as evaluated in vehicular environments. The mobility mechanisms are also speci ed for multihomed scenarios, in order to provide data o oading with IP mobility from cellular to other access networks. In the pursuing of the optimized mobile routing path, a novel network-based strategy for localized mobility is addressed, in which a replication binding system is deployed in the mobility anchors distributed through the access routers and gateways. Finally, we go further in the mobility anchoring subject, presenting a context-aware adaptive IP mobility anchoring model that dynamically assigns the mobility anchors that provide the optimized routing path to a session, based on the user and network context. The integration of dynamic and distributed concepts in the mobility management, such as context-aware adaptive mobility anchoring and dynamic mobility support, allow the optimization of network resources and the improvement of user experience. The overall outcome demonstrates that decentralized mobility management is a promising direction, hence, its ideas should be taken into account by mobile operators in the deployment of future networks.

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This paper reviews some aspects of corporate strategy in a well-known smart phone provider. Two approaches to strategy are analysed: one concerning the industry and the other related to the organization. A general introduction on the smart phones industry is given followed by specific background on BlackBerry. Two perspectives are explored: the first talks about the paradox of compliance and choice within the industry and the second discusses the paradox of control and chaos in BlackBerry. The paper concludes with a brief overview on the company performance from 2006 to 2012 leading to some recommendations.

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In the last few years, the number of systems and devices that use voice based interaction has grown significantly. For a continued use of these systems, the interface must be reliable and pleasant in order to provide an optimal user experience. However there are currently very few studies that try to evaluate how pleasant is a voice from a perceptual point of view when the final application is a speech based interface. In this paper we present an objective definition for voice pleasantness based on the composition of a representative feature subset and a new automatic voice pleasantness classification and intensity estimation system. Our study is based on a database composed by European Portuguese female voices but the methodology can be extended to male voices or to other languages. In the objective performance evaluation the system achieved a 9.1% error rate for voice pleasantness classification and a 15.7% error rate for voice pleasantness intensity estimation.

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Tourist recommendation systems have been growing over the last years, mainly because of the use of mobile devices to get user context. This work discuss some of the most relevant systems on the field and presents PSiS Mobile, which is a mobile recommendation and planning application designed to support a tourist during his vacations. It provides recommendations about points of interest to visit based on tourist preferences and on user and sight context. Also, it suggests a visit planning which can be dynamically adapted based on current user and sight context. This tool works like a journey dairy since it records the tourist moves and tasks to help him remember how the trip was like. To conclude, some field experiences will be presented.

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Thesis to obtain the Master of Science Degree in Computer Science and Engineering

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The current ubiquitous network access and increase in network bandwidth are driving the sales of mobile location-aware user devices and, consequently, the development of context-aware applications, namely location-based services. The goal of this project is to provide consumers of location-based services with a richer end-user experience by means of service composition, personalization, device adaptation and continuity of service. Our approach relies on a multi-agent system composed of proxy agents that act as mediators and providers of personalization meta-services, device adaptation and continuity of service for consumers of pre-existing location-based services. These proxy agents, which have Web services interfaces to ensure a high level of interoperability, perform service composition and take in consideration the preferences of the users, the limitations of the user devices, making the usage of different types of devices seamless for the end-user. To validate and evaluate the performance of this approach, use cases were defined, tests were conducted and results gathered which demonstrated that the initial goals were successfully fulfilled.

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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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In the last few years the number of systems and devices that use voice based interaction has grown significantly. For a continued use of these systems the interface must be reliable and pleasant in order to provide an optimal user experience. However there are currently very few studies that try to evaluate how good is a voice when the application is a speech based interface. In this paper we present a new automatic voice pleasantness classification system based on prosodic and acoustic patterns of voice preference. Our study is based on a multi-language database composed by female voices. In the objective performance evaluation the system achieved a 7.3% error rate.

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This dissertation analyzes the possibilities of utilizing speech-processing technologies to transform the user experience of ActivoBank’s customers while using remote banking solutions. The technologies are examined through different criteria to determine if they support the bank’s goals and strategy and whether they should be incorporated in the bank’s offering. These criteria include the alignment with ActivoBank’s values, the suitability of the technology providers, the benefits these technologies entail, potential risks, appeal to the customers and impact on customer satisfaction. The analysis suggests that ActivoBank might not be in a position to adopt these technologies at this point in time.