57 resultados para CLICKS
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Continuamente aparecen nuevas plataformas de gestión de cartografía web, con el inconveniente de que cada una de ellas utiliza un API propia. Dada la gran heterogeneidad de APIs de Mapas existente, sería conveniente disponer de una librería de mapas capaz de abstraer al desarrollador de las pequeñas diferencias entre ellas. Este es el objetivo de la librería Javascript de código abierto Mapstraction. Este tipo de API recibe el nombre de «API Universal y Políglota». Gracias a Mapstraction se pueden desarrollar aplicaciones en las que el usuario puede visualizar la información cartográfica con varios proveedores, pero presenta el inconveniente de no proporcionar mecanismos de creación y/o edición. En este documento se recogen las principales novedades que presenta la librería IDELab MapstractionInteractive, una extensión de Mapstraction que ofrece nueva funcionalidad para solventar las carencias de ésta. Las nuevas funcionalidades implementadas para los proveedores que se incluyen dentro de la librería brindan al usuario la posibilidad de poder editar y crear geometrías sobre el mapa (puntos, líneas y polígonos). Por otra parte, también se implementan dentro de la librería nuevos eventos para los mapas, de forma que el programador puede tener un mayor control de lo que el usuario hace sobre éstos
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El fulgor de las redes sociales, Facebook y Twitter, en el año 2013 ha llevado a múltiples análisis investigativos en estudios de comunicación a nivel de maestría; debido, en más de una forma, a las victorias conseguidas en el plano de la interactividad comunicativa sustentadas en los principios de libertad humana, propios de la democracia. Al reconocer al sujeto como decidor, hablamos de la libertad para seleccionar, pertenecer, y participar, formando redes de afiliación y amistad basadas en las conexiones físicas. Así, busco conocer cuál es el grado de interactividad de las redes sociales en la difusión del video online. El inicio de la comunicación moderna impulsada por la prensa bajo un formato de oferta de información derivó en la aplicación de prácticas comunicacionales semejantes en el medio televisivo, pero cuando los medios iniciaron la producción de contenidos en la web, la lógica del emisor-canal-receptor se transformó hacia una bidireccionalidad múltiple. En este punto, a partir de un método cuantitativo, cuestiono el establecimiento de un diálogo con el usuario y entre usuarios generado por las publicaciones en Facebook y Twitter de cibermedios como TerraTV, CaracolTV y Ecuavisa, identificados por la distribución de contenido en formato de video on demand con carácter noticioso. Con el posicionamiento de internet en la esfera mediática la formación de las redes humanas físicas se virtualizaron, haciendo que cada uno de los nodos de la sociedad red ofrezca sus dosis de innovación al sistema, agregando valor e impulsando el capital social. Likes, fan pages, share, tuits, comentarios y clicks han llevado a todos los medios de comunicación a mantener conexiones con las redes sociales. En el caso de Ecuador, indago si Ecuavisa está empleando todas las potencialidades ofrecidas por la arquitectura de Facebook y Twitter para desarrollar una conversación entre sus fans. Con estudios de casos de 182 post y tuits producidos en Facebook y Twitter por los cibermedios seleccionados durante la elección del papa en marzo 2013, se compara el grado de adecuación a la interactividad en la difusión del video online, tras la implementación de un modelo de medición adaptado al test de dinamismo. CaracolTV se configura, entre los representantes de Brasil, Colombia y Ecuador, como el cibermedio con mayor grado de interactividad en una escala de 70 puntos.
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Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of ‘familiar’ interface design which builds upon users’ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces. This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using “familiarity”, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway.
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Prêt-à-Médiatiser by House of POLLYFIBRE is a performance/film that takes the fashion show catwalk as a site for exploration, with a focus on the dialogue between liveness and mediatisation. The performance showcases a clothing collection that has been designed to be documented and thus is challenged in the context of the live event. Motivated by the 2-dimensionality and biased perspective of mediated images such as magazine photography, social network profiles images and the surfaces of digital interfaces, the garments are one sided and obstruct the models in their attempt to play out familiar fashion poses, unless they align themselves 'correctly' for the lense. There is material metaphor and wordplay throughout, for example the clothing pieces are made from interfacing fabrics that are physically cut, pasted and layered to create the rigid flat silhouettes. The performance is accompanied by live sound created by tools of the fashion industry (including scissors and camera clicks) that have been adapted and amplified to be used as instruments. The audience and press are invited to document the live event and the subsequent film is made using footage collated from the crew, the audience and the official press
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Foi realizado um estudo de caso exploratório, visando mapear a demanda por informações em um site Web mantido por uma organização de P&D para o agronegócio. Os dados utilizados consistiram na seqüência de clicks (clickstream) realizados por visitantes entre as páginas do site, e nas palavras-chave (keywords) inseridas no seu mecanismo de busca. Procurou-se abordar a análise considerando as estatísticas gerais de acesso oriundas do domínio ".br", as primeiras ações dos visitantes ao acessar a página principal e as necessidades explícitas por informações, simbolizadas pelas palavras-chaves utilizadas para busca no site. A discussão dos resultados foi orientada à descoberta de conhecimentos que pudessem elevar o nível de personalização e customização do site estudado, ressaltando-se, entre os quais, o mapeamento das origens das visitas ao site, da distribuição das sessões ao longo de diferentes janelas de tempo, das preferências primárias de navegação dos visitantes através dos links do site e das necessidades explícitas por informação relacionada ao tema do site. Considerando o contexto atual, onde cada vez mais as organizações tenderão a buscar e interagir com clientes e parceiros através da Web, pode-se concluir que o estudo revelou aspectos úteis relacionados as atividades de transferência de tecnologia e marketing para a organização em estudo.
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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.
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This thesis aimed at designing and developing a system that can a) infer individuals’ need for a break from sedentary behaviour in the workplace, and b) persuade them to take a break through the use of different techniques from persuasive psychology. We postulated three variables, namely, individuals’ posture, stress levels and involvement in their computer mediated activity. We developed and field-studied a system that could infer these using a web camera and a key presses and mouse clicks log. We found that the system could predict posture from viewing depth and stress from the movement detected. We then created a general formula that predicts individuals’ need for a break using only the posture and stress predictors. Once the first objective was set, we built and field-studied a system that used three ways to communicate a recommendation for a break to a user: implicit, just-in time and ambient feedback. The implicit feedback was operationalized through changes in the users’ computer wallpaper that provided subtle visual cues. The just-in time feedback employed prompting at the bottom right side of the user’s screen. In addition, we implemented an intuitive behind-screen interaction technique where people can snooze a notification using simple gestures. The ambient feedback mechanism employed an origami sculpture sitting on the user’s desk. This prototype was continuously reflecting the user’s posture and performed rhythmic movements when to recommend breaks. A field study demonstrated the overall success of the system, with 69% of the break recommendations received by users were accepted. The study further revealed the strengths and weaknesses of the three persuasive mechanisms.
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The wide distribution along the Brazilian coast of specie Sotalia guianensis has been growing interest in searchers on the ecology of this species, addition to commercial interests by whalewatching. This work described the accoustic repertory of S. guianensis and their behavior associated and found if underwater noises affect this repertorie in Pipa-RN. It were analyzed 18:49h of recordings maked between april and june/2009. It were found 3258 whistles, 289 calls, 873 clicks and no gargle. The frequencies range of guiana dolphins was 1 a 48kHz and may be related to system response recorder and population s regionalization. The frequencies overlaps the noise made by motorboats, schooners and water bomb. The behavior travelling ocurred siletly in 72,58% and socialization presented no sound (56,4%) and presence of sound (43,6%). This great absence of sound may be relacioned to saving energy, probably because in this behaviors they can use physical and visual contacts. The foraging presented highest records of all class noise with 46,84% clicks, 33,84% whistles and 9,02% calls. All this sounds occurred differently in each behavior (travelling: x2 = 134,35 df = 3 p = 0,0001; foraging: x2 = 19,83 df = 3 p= 0,00018 and socialization x2 = 60,35 df = 3 p = 0,0001). It was possible to determine that underwater noise cause changes in the repertorie and does a considerable increase in whistle s number and reduce clicks. Also occurs changes in some whistles (FI: t=2,42, p=0,015; FF: t= -2,22, p=0,025), calls (FMI: t= -3,13, p=0,001; FMA: t= -3,49, p=0,0005; FD: t= -2,21, p=0,027; D: t=2,89, p=0,004) and clicks parameters (D: t= -3,85, p=0,0001; I: t= -5,32, p=0,0001) during presence of noise. These changes may be a strategy of these animals to win this sound barrier. We can not say which noise has more impact, ix however the water bomb seems to affect more the clicks and the motorboats seems to affect the others sounds. Little is know about auditive sensibility of this specie, but daily exposure to this noise may cause damage and this specie appears to have residence. The specie conservation is necessary because the population already seems to suffer damage as decrease in length of stay, number of individuals entering the inlet and the apparent diminution in the foragind during vessels presence and control standards and ambiental education can help. So, we can advance in knowledge about the ecology of this specie especially when it come to bioacoustics and their behaviors associated and reveals some of the impacts that the noise have brought to this population
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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This four-experiment series sought to evaluate the potential of children with neurosensory deafness and cochlear implants to exhibit auditory-visual and visual-visual stimulus equivalence relations within a matching-to-sample format. Twelve children who became deaf prior to acquiring language (prelingual) and four who became deaf afterwards (postlingual) were studied. All children learned auditory-visual conditional discriminations and nearly all showed emergent equivalence relations. Naming tests, conducted with a subset of the: children, showed no consistent relationship to the equivalence-test outcomes.. This study makes several contributions: to the literature on stimulus equivalence. First; it demonstrates that both pre- and postlingually deaf children-can: acquire auditory-visual equivalence-relations after cochlear implantation, thus demonstrating symbolic functioning. Second, it directs attention to a population that may be especially interesting for researchers seeking to analyze the relationship. between speaker and listener repertoires. Third, it demonstrates the feasibility of conducting experimental studies of stimulus control processes within the limitations of a hospital, which these children must visit routinely for the maintenance of their cochlear implants.
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This research is focussed on the study of Orcinus orca's communication system. The analysis of vocalizations emitted by marine mammals has started in the '80s and most studies have been carried out in the wild. In this regard the most studied animal has been common dolphin (Tursiops truncatus) as the numerous presence of captive individuals worldwide made researches easier to be carried out. Studies about Orcinus orca's vocalizations have mainly been carried out in the wild (most in British Columbia) because its maintenance in a controlled environment results to be very difficult, only 17 among parks and oceanaria worldwide have some Orcinus orca (45 overall among which 64% born in captivity). These researches showed that Orcinus orca emit three main different types of sounds, classified as: whistles, clicks and calls. Besides, it was discovered that different groups (pods) produce sounds belonging only to the relevant pod (dialects). It is rare to find two pods sharing some calls. The two pods usually live in adjacent areas and can form a clan. This study was carried out in a controlled environment in the Orca ocean structure (Loro Parque, Tenerife, Spain) where, at the moment (March 2012) 6 individuals are hosted. Here it was developed an automatic sound recording system. Thanks to the use of suitable mathematical algorithms that allow to isolate only "interesting" sound events that differ from the "background noise", it was possible to create a database. The visualization of the sound events collected in the database is carried out with the use of a software. By looking at this output and at the observation register we could match the animal to the sound produced. Three situations were detected and studied: 1) Chosen alone: the animal chooses to go to the recording pool but it is free to move to another pool with other individuals. 2) Put alone: the animal is put alone in the recording pool. 3) With other orcas: more animals are together in the recording pool. The statistic analysis show that animals emit more vocalizations when they are in the situation "Chosen alone". The research will continue in order to observe eventual differences in the individual repertoire of each Orcinus orca.
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Duration discrimination of the last of a series of four clicks was investigated. Examination of psychophysical functions from eight subjects revealed evidence for a Weber’s law model relating discrimination to base interclick interval. Also, the point of subjective equality was seen to change reliably as a function of base rate.
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GuideView is a system designed for structured, multi-modal delivery of clinical guidelines. Clinical instructions are presented simultaneously in voice, text, pictures or video or animations. Users navigate using mouse-clicks and voice commands. An evaluation study performed at a medical simulation laboratory found that voice and video instructions were rated highly.
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The vestibular system contributes to the control of posture and eye movements and is also involved in various cognitive functions including spatial navigation and memory. These functions are subtended by projections to a vestibular cortex, whose exact location in the human brain is still a matter of debate (Lopez and Blanke, 2011). The vestibular cortex can be defined as the network of all cortical areas receiving inputs from the vestibular system, including areas where vestibular signals influence the processing of other sensory (e.g. somatosensory and visual) and motor signals. Previous neuroimaging studies used caloric vestibular stimulation (CVS), galvanic vestibular stimulation (GVS), and auditory stimulation (clicks and short-tone bursts) to activate the vestibular receptors and localize the vestibular cortex. However, these three methods differ regarding the receptors stimulated (otoliths, semicircular canals) and the concurrent activation of the tactile, thermal, nociceptive and auditory systems. To evaluate the convergence between these methods and provide a statistical analysis of the localization of the human vestibular cortex, we performed an activation likelihood estimation (ALE) meta-analysis of neuroimaging studies using CVS, GVS, and auditory stimuli. We analyzed a total of 352 activation foci reported in 16 studies carried out in a total of 192 healthy participants. The results reveal that the main regions activated by CVS, GVS, or auditory stimuli were located in the Sylvian fissure, insula, retroinsular cortex, fronto-parietal operculum, superior temporal gyrus, and cingulate cortex. Conjunction analysis indicated that regions showing convergence between two stimulation methods were located in the median (short gyrus III) and posterior (long gyrus IV) insula, parietal operculum and retroinsular cortex (Ri). The only area of convergence between all three methods of stimulation was located in Ri. The data indicate that Ri, parietal operculum and posterior insula are vestibular regions where afferents converge from otoliths and semicircular canals, and may thus be involved in the processing of signals informing about body rotations, translations and tilts. Results from the meta-analysis are in agreement with electrophysiological recordings in monkeys showing main vestibular projections in the transitional zone between Ri, the insular granular field (Ig), and SII.
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Palatal clicks are most interesting for human echolocation. Moreover, these sounds are suitable for other acoustic applications due to their regular mathematical properties and reproducibility. Simple and nondestructive techniques, bioinspired by synthetized pulses whose form reproduces the best features of palatal clicks, can be developed. The use of synthetic palatal pulses also allows detailed studies of the real possibilities of acoustic human echolocation without the problems associated with subjective individual differences. These techniques are being applied to the study of wood. As an example, a comparison of the performance of both natural and synthetic human echolocation to identify three different species of wood is presented. The results show that human echolocation has a vast potential.