951 resultados para dynamic user behavior


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Pós-graduação em Ciência da Informação - FFC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

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This paper presents a study based on bibliographic research on LTE technology, chosen for the fourth generation of mobile phones, and the current status of implementation of 4G network in Brazil. The change in user behavior, which now uses data over the voice services, requires transmission networks to be increasingly robust and fast to enable the viewing of videos and use of other platforms that require internet connection. The retrospective of the development of mobile technologies, from 1G up to 4G that is currently used, shows the long road until it came to appliances and how the phone is used nowadays. Finally, the popularity of smartphones and hence the growing number of people with access to 4G networks, demanded new researchs for the development of future generations technologies in order to achieve the demand for speed enabling significant changes in user experience

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Transferring data across applications is a common end user task, and copying and pasting via the clipboard lets users do so relatively easily. Using the clipboard, however, can also introduce inefficiencies and errors in user tasks. To help researchers and tool developers understand and address these problems, we studied how end users interact with the clipboard through cut, copy, and paste actions. This study was performed by logging clipboard interactions while end users performed everyday tasks. From the clipboard usage data, we have identified several usage patterns that describe how data is transferred within the desktop environment. Such patterns help us understand end user behavior and indicate areas in which clipboard support tools can be improved.

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This paper presents a study based on bibliographic research on LTE technology, chosen for the fourth generation of mobile phones, and the current status of implementation of 4G network in Brazil. The change in user behavior, which now uses data over the voice services, requires transmission networks to be increasingly robust and fast to enable the viewing of videos and use of other platforms that require internet connection. The retrospective of the development of mobile technologies, from 1G up to 4G that is currently used, shows the long road until it came to appliances and how the phone is used nowadays. Finally, the popularity of smartphones and hence the growing number of people with access to 4G networks, demanded new researchs for the development of future generations technologies in order to achieve the demand for speed enabling significant changes in user experience

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In dieser Dissertation konnten neuartige perfluoralkylierte Membranankersysteme basierend auf Tris(hydroxymehtyl)aminomethan (TRIS) dargestellt werden. Die perfluoralkylierte Ankersysteme mit C4F9-, C6F13- und C8F17-Ketten konnten in Glycolipopeptide des Mucins MUC1 eingebaut und immunologisch evaluiert werden. In allen untersuchten perfluoralkylierten Glycolipopeptiden konnten spezifische Wechselwirkungen mit Antikörpern nachgewiesen werden. Die Immunisierungen von Mäusen mit diesen nicht-natürlichen Verbindungen führten zur Bildung tumorspezifischer Antikörper. Insgesamt sind die Bindungsaffinitäten der gebildeten Antikörper noch zu gering in Bezug auf die Entwicklung effektiver anti-tumor Vakzine. Diese Bindungsaffinitäten könnte jedoch in künftigen Forschungsarbeiten durch die multivalente Präsentation der perfluoralkylierten Antigene in liposomalen Vakzinen verstärkt werden.rnrn

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The objective of this research is to develop sustainable wood-blend bioasphalt and characterize the atomic, molecular and bulk-scale behavior necessary to produce advanced asphalt paving mixtures. Bioasphalt was manufactured from Aspen, Basswood, Red Maple, Balsam, Maple, Pine, Beech and Magnolia wood via a 25 KWt fast-pyrolysis plant at 500 °C and refined into two distinct end forms - non-treated (5.54% moisture) and treated bioasphalt (1% moisture). Michigan petroleum-based asphalt, Performance Grade (PG) 58-28 was modified with 2, 5 and 10% of the bioasphalt by weight of base asphalt and characterized with the gas chromatography-mass spectroscopy (GC-MS), Fourier Transform Infra-red (FTIR) spectroscopy and the automated flocculation titrimetry techniques. The GC-MS method was used to characterize the Carbon-Hydrogen-Nitrogen (CHN) elemental ratio whiles the FTIR and the AFT were used to characterize the oxidative aging performance and the solubility parameters, respectively. For rheological characterization, the rotational viscosity, dynamic shear modulus and flexural bending methods are used in evaluating the low, intermediate and high temperature performance of the bio-modified asphalt materials. 54 5E3 (maximum of 3 million expected equivalent standard axle traffic loads) asphalt paving mixes were then prepared and characterized to investigate their laboratory permanent deformation, dynamic mix stiffness, moisture susceptibility, workability and constructability performance. From the research investigations, it was concluded that: 1) levo, 2, 6 dimethoxyphenol, 2 methoxy 4 vinylphenol, 2 methyl 1-2 cyclopentandione and 4-allyl-2, 6 dimetoxyphenol are the dominant chemical functional groups; 2) bioasphalt increases the viscosity and dynamic shear modulus of traditional asphalt binders; 3) Bio-modified petroleum asphalt can provide low-temperature cracking resistance benefits at -18 °C but is susceptible to cracking at -24 °C; 3) Carbonyl and sulphoxide oxidation in petroleum-based asphalt increases with increasing bioasphalt modifiers; 4) bioasphalt causes the asphaltene fractions in petroleum-based asphalt to precipitate out of the solvent maltene fractions; 5) there is no definite improvement or decline in the dynamic mix behavior of bio-modified mixes at low temperatures; 6) bio-modified asphalt mixes exhibit better rutting performance than traditional asphalt mixes; 7) bio-modified asphalt mixes have lower susceptibility to moisture damage; 8) more field compaction energy is needed to compact bio-modified mixes.

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Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.

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Recognizing the increasing amount of information shared on Social Networking Sites (SNS), in this study we aim to explore the information processing strategies of users on Facebook. Specifically, we aim to investigate the impact of various factors on user attitudes towards the posts on their Newsfeed. To collect the data, we program a Facebook application that allows users to evaluate posts in real time. Applying Structural Equation Modeling to a sample of 857 observations we find that it is mostly the affective attitude that shapes user behavior on the network. This attitude, in turn, is mainly determined by the communication intensity between users, overriding comprehensibility of the post and almost neglecting post length and user posting frequency.

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OBJECTIVE: To characterize PubMed usage over a typical day and compare it to previous studies of user behavior on Web search engines. DESIGN: We performed a lexical and semantic analysis of 2,689,166 queries issued on PubMed over 24 consecutive hours on a typical day. MEASUREMENTS: We measured the number of queries, number of distinct users, queries per user, terms per query, common terms, Boolean operator use, common phrases, result set size, MeSH categories, used semantic measurements to group queries into sessions, and studied the addition and removal of terms from consecutive queries to gauge search strategies. RESULTS: The size of the result sets from a sample of queries showed a bimodal distribution, with peaks at approximately 3 and 100 results, suggesting that a large group of queries was tightly focused and another was broad. Like Web search engine sessions, most PubMed sessions consisted of a single query. However, PubMed queries contained more terms. CONCLUSION: PubMed's usage profile should be considered when educating users, building user interfaces, and developing future biomedical information retrieval systems.

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The overarching objective of this dissertation is to uncover why and how individually experienced fits and misfits translate into different outcomes of user behavior and satisfaction and whether these individual fit/misfit outcomes are in line with organizational intent. In search of patterns and possible archetype users in the context of ES PIPs, this dissertation is the first study that specifically links the theoretical concepts of the aggregated individual fit experiences with the individual and organizational outcome of these experiences (i.e. behavioral reaction, user satisfaction, and alignment with organizational intent). The case study’s findings provide preliminary support for four archetype users characterized by specific fit/misfit experience-outcome patterns.

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Today P2P faces two important challenges: design of mechanisms to encourage users' collaboration in multimedia live streaming services; design of reliable algorithms with QoS provision, to encourage the multimedia providers employ the P2P topology in commercial live streaming systems. We believe that these two challenges are tightly-related and there is much to be done with respect. This paper analyzes the effect of user behavior in a multi-tree P2P overlay and describes a business model based on monetary discount as incentive in a P2P-Cloud multimedia streaming system. We believe a discount model can boost up users' cooperation and loyalty and enhance the overall system integrity and performance. Moreover the model bounds the constraints for a provider's revenue and cost if the P2P system is leveraged on a cloud infrastructure. Our case study shows that a streaming system provider can establish or adapt his business model by applying the described bounds to achieve a good discount-revenue trade-off and promote the system to the users.