849 resultados para Human-computer-interaction


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Usability evaluation (UE) methods may have several purposes: identify and diagnose usability problems; evaluate the implementation, comparing the one under evaluation with other systems, and also perform acceptance test. These methods are usually expensive, time-consuming and complex. In this context, the ErgoCoIn 1.0 has being used as an accessible system that can be used by several people all over the world, even if they are not usability experts or evaluators. This paper aims to present a new version of this environment considering that its basic objective is to propose a higher quality for the questions. Additionally, a new presentation questionnaire window small enough to be used both in web browsers and mobile devices is proposed.

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An overview is given on the possibility of controlling the status of circuit breakers (CB) in a substations with the use of a knowledge base that relates some of the operation magnitudes, mixing status variables with time variables and fuzzy sets. It is shown that even when all the magnitudes to be controlled cannot be included in the analysis, it is possible to control the desired status while supervising some important magnitudes as the voltage, power factor, and harmonic distortion, as well as the present status.

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The purpose of this study was to evaluate the transmittance of seven different composite resins. Ten specimens were prepared (10 mm diameter, 2 mm thickness) for each experimental group, as follows: G1- Charisma® A 2 (Heraeus-Kulzer); G2- Filtek™ Supreme A 2E (3M/ESPE); G3- Filtek™ Supreme A2B (3M/ESPE); G4-Filtek™ Supreme YT (3M/ESPE); G5- Esthet-X® A2 (Dentsply); G6- Esthet-X® YE (Dentsply); G7- Durafill® A 2 (Heraeus-Kulzer) and G8- Filtek™ Z-100 A2 (3M/ESPE). The transmittance mode was measured using a UV-visible spectrophotometer (Cary Instruments) at 400-760 nm. The specimens were evaluated at three different times: zero hour (initial), 24 hours and 10 days after immersion in artificial saliva. The differences in transmittance were determined by two-way analysis of variance (ANOVA) and Tukey's test. The various composite resins showed significant differences in the wavelength dependence of transmittance. The mean values of transmittance increased significantly, with wavelengths increasing from 400 to 760 nm. The performance of the experimental groups was similar in terms of immersion time, considering that at time zero and after 10 days, all the groups showed similar results, which were statistically higher than the values obtained after 24 hours of immersion. The Filtek™ Supreme YT composite resin presented the highest mean transmittance values along the wavelengths at the three measured times. Esthet-X® YE and Durafill® yielded similar mean transmittance values, which were higher than those of the other groups. This study shows that the transmittance values of composite resins are directly related with the type, size and amount of inorganic filler particles.

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Gesture-based applications have particularities, since users interact in a natural way, much as they interact in the non-digital world. Hence, new requirements are needed on the software design process. This paper shows a software development process model for these applications, including requirement specification, design, implementation, and testing procedures. The steps and activities of the proposed model were tested through a game case study, which is a puzzle game. The puzzle is completed when all pieces of a painting are correctly positioned by the drag and drop action of users hand gesture. It also shows the results obtained of applying a heuristic evaluation on this game. © 2012 IEEE.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Design - FAAC

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Pós-graduação em Ciência da Informação - FFC

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The Mixed Reality proposes scenes combining between virtual and real worlds offering to the user an intuitive way of interaction according to a specific application. This tutorial paper aims at presenting the fundamentals concepts of this emergent kind of human-computer interface.

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[ES] La irrupción actual de los teléfonos inteligentes (smartphones) equipados con diversos sensores y herramientas nativas, propicia la posibilidad de crear una gran gama de aplicaciones para mejorar la vida de personas con discapacidades. Con este proyecto se pretende cubrir estos objetivos: explorar las distintas posibilidades que ofrece la plataforma Android para implementar métodos de interacción hombre-máquina adaptados a personas con discapacidad visual. Identificar las problemáticas que afectan a las personas con discapacidad visual en el ámbito sociosanitario. Desarrollar una aplicación de carácter social que contribuya a mejorar la calidad de vida de estas personas. Como resultado del trabajo, se ha desarrollado una aplicación software llamada LeeMed, que consiste en una app para la plataforma Android, dirigida a personas con discapacidad visual, para la consulta de prospectos de medicamentos a través de múltiples interfaces humanas. El trabajo ha abordado tres tipos de interfaces: la oral (órdenes de voz), la gestual y la convencional de menús y opciones (GUI)

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[EN]Perceptual User Interfaces (PUIs) aim at facilitating human-computer interaction with the aid of human-like capacities (computer vision, speech recognition, etc.). In PUIs, the human face is a central element, since it conveys not only identity but also other important information, particularly with respect to the user’s mood or emotional state. This paper describes both a face detector and a smile detector for PUIs. Both are suitable for real-time interaction.

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[ES]El diseño de entornos de simulación aplicados al estudio, aprendizaje y adquisición de competencias es un campo de trabajo activo en todos los niveles educativos. Los sucesivos avances experimentados por las Tecnologías de la Información y Comunicaciones (TIC), las plataformas que las sustentan y los estudios e investigaciones llevadas a cabo en el campo de la Interacción Persona Ordenador (Human Computer Interaction, HCI), soportan y hacen posible la realización de herramientas como la que aquí proponemos. Se trata de un entorno de simulación que ha sido diseñado con dos grandes objetivos: fomentar el aprendizaje activo y mejorar el rendimiento académico, como los más destacados. Para ello hemos elegido la Realimentación Acústica en los sistemas de refuerzo sonoro, fenómeno que exige un estudio detallado de los parámetros que lo controlan, que presentado de la forma que aquí proponemos permitirá un mejor aprovechamiento del escaso tiempo disponible para la experimentación en situaciones reales.

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[EN]The widespread availability of portable computing power and inexpensive digital cameras is opening up new possibilities for retailers. One example is in optical shops, where a number of systems exist that facilitate eyeglasses selection. These systems are now more necessary as the market is saturated with an increasingly complex array of lenses, frames, coatings, tints, photochromic and polarizing treatments, etc. Research challenges encompass Computer Vision, Multimedia and Human-Computer Interaction. Cost factors are also of importance for widespread product acceptance. This paper describes a low-cost system that allows the user to visualize di erent spectacle models in live video. The user can also move the spectacles to adjust its position on the face. Experiments show the potential of the system.

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In questo lavoro di tesi è stata sviluppata una Firefox Extension per la registrazione e la replicazione di procedure sul Web. Si tratterà a fondo l’ambiente tecnologico nel quale è stata sviluppata l’applicazione e il contesto in cui si inserisce una Firefox Extension. Illustreremo il problema che intendiamo risolvere con la nostra estensione,il contesto applicativo in cui si inserisce e riporteremo una serie di lavori correlati che cercano, con diversi approcci, di risolvere il nostro stesso problema. Illustreremo il lavoro trattando approfonditamente l’approccio da noi utilizzato, mostrandone i vantaggi e i limiti.

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Many industries and academic institutions share the vision that an appropriate use of information originated from the environment may add value to services in multiple domains and may help humans in dealing with the growing information overload which often seems to jeopardize our life. It is also clear that information sharing and mutual understanding between software agents may impact complex processes where many actors (humans and machines) are involved, leading to relevant socioeconomic benefits. Starting from these two input, architectural and technological solutions to enable “environment-related cooperative digital services” are here explored. The proposed analysis starts from the consideration that our environment is physical space and here diversity is a major value. On the other side diversity is detrimental to common technological solutions, and it is an obstacle to mutual understanding. An appropriate environment abstraction and a shared information model are needed to provide the required levels of interoperability in our heterogeneous habitat. This thesis reviews several approaches to support environment related applications and intends to demonstrate that smart-space-based, ontology-driven, information-sharing platforms may become a flexible and powerful solution to support interoperable services in virtually any domain and even in cross-domain scenarios. It also shows that semantic technologies can be fruitfully applied not only to represent application domain knowledge. For example semantic modeling of Human-Computer Interaction may support interaction interoperability and transformation of interaction primitives into actions, and the thesis shows how smart-space-based platforms driven by an interaction ontology may enable natural ad flexible ways of accessing resources and services, e.g, with gestures. An ontology for computational flow execution has also been built to represent abstract computation, with the goal of exploring new ways of scheduling computation flows with smart-space-based semantic platforms.

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Negli ultimi decenni abbiamo assistito ad una graduale evoluzione delle interfacce utente e della tecnologia. Sono stati introdotti nuovi dispositivi mobile e wearable che negli ultimi anni hanno subito un incremento tecnologico esponenziale arrivando a fondersi con la vita di tutti i giorni. Le classiche interfacce grafiche WIMP, la metafora del desktop e le linee guida di progettazione fino ad ora sviluppate non risultano ideali per la nuova tecnologia di wearable computing. Il proposito che la tesi vuole andare ad affrontare è proprio quello di indagare lo sviluppo di nuove user inteface basate sulla tecnologia wearable ed in particolare per smart glasses.