940 resultados para Human-computer-interaction
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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.
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International audience
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Technologies such as automobiles or mobile phones allow us to perform beyond our physical capabilities and travel faster or communicate over long distances. Technologies such as computers and calculators can also help us perform beyond our mental capabilities by storing and manipulating information that we would be unable to process or remember. In recent years there has been a growing interest in assistive technology for cognition (ATC) which can help people compensate for cognitive impairments. The aim of this thesis was to investigate ATC for memory to help people with memory difficulties which impacts independent functioning during everyday life. Chapter one argues that using both neuropsychological and human computing interaction theory and approaches is crucial when developing and researching ATC. Chapter two describes a systematic review and meta-analysis of studies which tested technology to aid memory for groups with ABI, stroke or degenerative disease. Good evidence was found supporting the efficacy of prompting devices which remind the user about a future intention at a set time. Chapter three looks at the prevalence of technologies and memory aids in current use by people with ABI and dementia and the factors that predicted this use. Pre-morbid use of technology, current use of non-tech aids and strategies and age (ABI group only) were the best predictors of this use. Based on the results, chapter four focuses on mobile phone based reminders for people with ABI. Focus groups were held with people with memory impairments after ABI and ABI caregivers (N=12) which discussed the barriers to uptake of mobile phone based reminding. Thematic analysis revealed six key themes that impact uptake of reminder apps; Perceived Need, Social Acceptability, Experience/Expectation, Desired Content and Functions, Cognitive Accessibility and Sensory/Motor Accessibility. The Perceived need theme described the difficulties with insight, motivation and memory which can prevent people from initially setting reminders on a smartphone. Chapter five investigates the efficacy and acceptability of unsolicited prompts (UPs) from a smartphone app (ForgetMeNot) to encourage people with ABI to set reminders. A single-case experimental design study evaluated use of the app over four weeks by three people with severe ABI living in a post-acute rehabilitation hospital. When six UPs were presented through the day from ForgetMeNot, daily reminder-setting and daily memory task completion increased compared to when using the app without the UPs. Chapter six investigates another barrier from chapter 4 – cognitive and sensory accessibility. A study is reported which shows that an app with ‘decision tree’ interface design (ApplTree) leads to more accurate reminder setting performance with no compromise of speed or independence (amount of guidance required) for people with ABI (n=14) compared to a calendar based interface. Chapter seven investigates the efficacy of a wearable reminding device (smartwatch) as a tool for delivering reminders set on a smartphone. Four community dwelling participants with memory difficulties following ABI were included in an ABA single case experimental design study. Three of the participants successfully used the smartwatch throughout the intervention weeks and these participants gave positive usability ratings. Two participants showed improved memory performance when using the smartwatch and all participants had marked decline in memory performance when the technology was removed. Chapter eight is a discussion which highlights the implications of these results for clinicians, researchers and designers.
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O Humor é uma das bases da interação social humana e, por conseguinte, uma parte importante das relações que os indivíduos de uma sociedade estabelecem uns com os outros, utilizando-o com as mais variadas intenções. A presente dissertação tem como objetivo analisar nos dois subgéneros narrativos humorísticos - a Piada e a Narrativa Conversacional de Cariz Humorístico - as semelhanças e as diferenças na construção das suas estruturas, na utilização das estratégias interacionais usadas pelos interlocutores durante as interações, bem como alguns elementos avaliativos que traduzem as reações dos intervenientes perante as narrativas ouvidas. Na primeira parte, procedemos à referência das principais linhas teóricas que norteiam o tema do presente trabalho. Neste âmbito, referenciamos os quadros teóricos como o de Raskin (1985) e o de Morais (2010), tendo este último sido utilizado como ferramenta base nas nossas análises. Na segunda parte, analisámos Piadas e Narrativas Conversacionais de Cariz Humorístico, uns retirados do Corpus Morais (2010), outros de um Corpus por nós criado (Furtado (2014)). A partir desta análise constatou-se que (i) a estrutura tanto da Piada como da Narrativa Conversacional de Cariz Humorístico se constrói de forma muito semelhante; (ii) o Ataque na Narrativa Conversacional de Cariz Humorístico se assemelha em muito ao Ataque da Piada; (iii) que o modo como o locutor constrói a Orientação e a Ação na Piada é, de um modo geral, fixo; (iv) que ambos os géneros narrativos contêm formas de qualificação dos enunciados muito semelhantes; (v) que o trigger das Piadas opõe sempre duas ideias distintas, conforme o preconizado por Raskin; (vi) que tanto nas Piadas como nas Narrativas Conversacionais de Cariz Humorístico os interlocutores necessitam de partilhar os mesmos conhecimentos prévios para que o objetivo final do locutor seja alcançado, isto é, o riso.
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Motion planning, or trajectory planning, commonly refers to a process of converting high-level task specifications into low-level control commands that can be executed on the system of interest. For different applications, the system will be different. It can be an autonomous vehicle, an Unmanned Aerial Vehicle(UAV), a humanoid robot, or an industrial robotic arm. As human machine interaction is essential in many of these systems, safety is fundamental and crucial. Many of the applications also involve performing a task in an optimal manner within a given time constraint. Therefore, in this thesis, we focus on two aspects of the motion planning problem. One is the verification and synthesis of the safe controls for autonomous ground and air vehicles in collision avoidance scenarios. The other part focuses on the high-level planning for the autonomous vehicles with the timed temporal constraints. In the first aspect of our work, we first propose a verification method to prove the safety and robustness of a path planner and the path following controls based on reachable sets. We demonstrate the method on quadrotor and automobile applications. Secondly, we propose a reachable set based collision avoidance algorithm for UAVs. Instead of the traditional approaches of collision avoidance between trajectories, we propose a collision avoidance scheme based on reachable sets and tubes. We then formulate the problem as a convex optimization problem seeking control set design for the aircraft to avoid collision. We apply our approach to collision avoidance scenarios of quadrotors and fixed-wing aircraft. In the second aspect of our work, we address the high level planning problems with timed temporal logic constraints. Firstly, we present an optimization based method for path planning of a mobile robot subject to timed temporal constraints, in a dynamic environment. Temporal logic (TL) can address very complex task specifications such as safety, coverage, motion sequencing etc. We use metric temporal logic (MTL) to encode the task specifications with timing constraints. We then translate the MTL formulae into mixed integer linear constraints and solve the associated optimization problem using a mixed integer linear program solver. We have applied our approach on several case studies in complex dynamical environments subjected to timed temporal specifications. Secondly, we also present a timed automaton based method for planning under the given timed temporal logic specifications. We use metric interval temporal logic (MITL), a member of the MTL family, to represent the task specification, and provide a constructive way to generate a timed automaton and methods to look for accepting runs on the automaton to find an optimal motion (or path) sequence for the robot to complete the task.
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En esta presentación se exponen la arquitectura general y el estado actual de desarrollo del sistema CLARK. Dicho sistema tiene como objetivo el despliegue de un asistente robótico para ayudar a un médico en la realización de procedimientos CGA (Comprehensive Geriatric Assessment), de forma que ciertas tareas, tales como la realización de cuestionarios o pruebas de movimiento, puedan ser realizadas por el robot de forma paralela al resto del procedimiento CGA, aumentando así su eficiencia.
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O avanço das tecnologias de informação continua a mudar os paradigmas de ensino e aprendizagem. Os meios disponíveis são cada vez mais diversificados e, com a necessidade de procurar novos estudantes e diversificar o público-alvo, as instituições de ensino superior estão a repensar os seus modelos de negócio e estratégias pedagógicas. A proliferação de dispositivos móveis catalisa uma aposta crescente no ensino a distância (EaD) no sentido de proporcionar aprendizagens em mobilidade (m-learning). No entanto, as soluções existentes para m-learning são ainda pouco adaptadas às recentes metodologias de EaD, na maioria das vezes funcionando como extensão de um ambiente virtual de aprendizagem ou com muito foco nos conteúdos. Sendo a Universidade Aberta (UAb) a única instituição de ensino superior público em Portugal de ensino a distância, com um modelo pedagógico próprio, constitui um natural caso de aplicação de tecnologia móvel em novos contextos de aprendizagem, importando por isso estudar e desenhar os mecanismos de interação mais adequados com professores e estudantes em mobilidade. Adotou-se neste trabalho a metodologia Design Science Research, tendo sido identificadas as características e comportamentos de potenciais utilizadores, e definidas as funcionalidades que devem ser disponibilizadas na primeira versão de uma aplicação para dispositivos móveis (app) no contexto do ensino a distância. É proposto o design da interface dessa app, usando o modelo da UAb como caso de aplicação, e disponibilizada uma lista de orientações para o desenvolvimento do protótipo funcional. Da investigação realizada, concluiu-se que a interface proposta constitui um modelo válido para o desenho de uma app para aprendizagens em mobilidade, no regime de ensino de uma universidade virtual. A partir deste modelo, as instituições de ensino superior podem desenvolver apps adaptando-se ao avanço das Tecnologias de Informação e Comunicação e ficarem alinhadas com as necessidades dos seus alunos e docentes, particularmente se dispuserem de oferta formativa a distância.
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Emergent literacy é um termo inicialmente usado por Clay que descreve a forma como as crianças interagem com os livros, os seus hábitos de leitura e escrita, mesmo quando estas ações não são realizadas da forma convencional. Este comportamento é estudado e avaliado pelas ciências sociais como a psicologia, a educação ou a sociologia, em crianças nos seus primeiros anos de vida. Alguns estudos têm demonstrado que crianças com hábitos de leitura e ambientes propícios a literatura, como por exemplo, ouvir histórias antes de dormir, encenações para crianças, resultam num aumento das capacidades inside-out e outside-in. A capacidade inside-out refere-se à consciência dos fonemas, reconhecimento de letras e a ligação do som ao desenho da letra correspondente, bem como correspondência entre a vocalização de palavras e o seu grafismo. Capacidades outside-in demonstram o conhecimento do conceito da narrativa bem como da semântica do texto, o que requere um conhecimento do significado das palavras numa frase e o significado dessa frase na narrativa. Na verdade, num estudo por realizado Whitehurst mostrou-se que a maioria das crianças que têm facilidade de leitura na 1ª e 2ª classe, tiveram em contacto com ambientes propícios à leitura durante o pré-escolar. Esta tese descreve a restruturação e adição de novas funcionalidades partindo da base do T-words, uma interface tangível que tem por objetivo a promoção da colaboração e exploração lúdica da linguagem oral. T-stories, a nova versão da interface, é composta por um módulo principal e diversos módulos secundários, com uma superfície para desenho, que permite a gravação e reprodução de ficheiros áudio. Dispõem de uma interface NFC, que permite a identificação dos ficheiros através de autocolantes que podem ser colocados em qualquer superfície ou objeto em diversos cenários, permitindo ouvir os ficheiros áudio em sequência. São apresentados dois casos de estudo, onde se promove a interação de crianças com a plataforma o que permite avaliar as potencialidades criativas e de desenvolvimento do Tstories.
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This thesis investigates if emotional states of users interacting with a virtual robot can be recognized reliably and if specific interaction strategy can change the users’ emotional state and affect users’ risk decision. For this investigation, the OpenFace [1] emotion recognition model was intended to be integrated into the Flobi [2] system, to allow the agent to be aware of the current emotional state of the user and to react appropriately. There was an open source ROS [3] bridge available online to integrate OpenFace to the Flobi simulation but it was not consistent with some other projects in Flobi distribution. Then due to technical reasons DeepFace was selected. In a human-agent interaction, the system is compared to a system without using emotion recognition. Evaluation could happen at different levels: evaluation of emotion recognition model, evaluation of the interaction strategy, and evaluation of effect of interaction on user decision. The results showed that the happy emotion induction was 58% and fear emotion induction 77% successful. Risk decision results show that: in happy induction after interaction 16.6% of participants switched to a lower risk decision and 75% of them did not change their decision and the remaining switched to a higher risk decision. In fear inducted participants 33.3% decreased risk 66.6 % did not change their decision The emotion recognition accuracy was and had bias to. The sensitivity and specificity is calculated for each emotion class. The emotion recognition model classifies happy emotions as neutral in most of the time.
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The way humans interact with technology is undergoing a tremendous change. It is hard to imagine the lives we live today without the benefits of technology that we take for granted. Applying research in computer science, engineering, and information systems to non-technical descriptions of technology, such as human interaction, has shaped and continues to shape our lives. Human Interaction with Technology for Working, Communicating, and Learning: Advancements provides a framework for conceptual, theoretical, and applied research in regards to the relationship between technology and humans. This book is unique in the sense that it does not only cover technology, but also science, research, and the relationship between these fields and individuals' experience. This book is a must have for anyone interested in this research area, as it provides a voice for all users and a look into our future.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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The human mitochondrial Hsp70, also called mortalin, is of considerable importance for mitochondria biogenesis and the correct functioning of the cell machinery. In the mitochondrial matrix, mortalin acts in the importing and folding process of nucleus-encoded proteins. The in vivo deregulation of mortalin expression and/or function has been correlated with age-related diseases and certain cancers due to its interaction with the p53 protein. In spite of its critical biological roles, structural and functional studies on mortalin are limited by its insoluble recombinant production. This study provides the first report of the production of folded and soluble recombinant mortalin when co-expressed with the human Hsp70-escort protein 1, but it is still likely prone to self-association. The monomeric fraction of mortalin presented a slightly elongated shape and basal ATPase activity that is higher than that of its cytoplasmic counterpart Hsp70-1A, suggesting that it was obtained in the functional state. Through small angle X-ray scattering, we assessed the low-resolution structural model of monomeric mortalin that is characterized by an elongated shape. This model adequately accommodated high resolution structures of Hsp70 domains indicating its quality. We also observed that mortalin interacts with adenosine nucleotides with high affinity. Thermally induced unfolding experiments indicated that mortalin is formed by at least two domains and that the transition is sensitive to the presence of adenosine nucleotides and that this process is dependent on the presence of Mg2+ ions. Interestingly, the thermal-induced unfolding assays of mortalin suggested the presence of an aggregation/association event, which was not observed for human Hsp70-1A, and this finding may explain its natural tendency for in vivo aggregation. Our study may contribute to the structural understanding of mortalin as well as to contribute for its recombinant production for antitumor compound screenings.
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Background: Persistent infection with oncogenic types of human papillomavirus (HPV) is the major risk factor for invasive cervical cancer (ICC), and non-European variants of HPV-16 are associated with an increased risk of persistence and ICC. HLA class II polymorphisms are also associated with genetic susceptibility to ICC. Our aim is to verify if these associations are influenced by HPV-16 variability. Methods: We characterized HPV-16 variants by PCR in 107 ICC cases, which were typed for HLA-DQA1, DRB1 and DQB1 genes and compared to 257 controls. We measured the magnitude of associations by logistic regression analysis. Results: European ( E), Asian-American ( AA) and African (Af) variants were identified. Here we show that inverse association between DQB1*05 ( adjusted odds ratio [ OR] = 0.66; 95% confidence interval [CI]: 0.39-1.12]) and HPV-16 positive ICC in our previous report was mostly attributable to AA variant carriers ( OR = 0.27; 95% CI: 0.10-0.75). We observed similar proportions of HLA DRB1*1302 carriers in E-P positive cases and controls, but interestingly, this allele was not found in AA cases ( p = 0.03, Fisher exact test). A positive association with DRB1*15 was observed in both groups of women harboring either E ( OR = 2.99; 95% CI: 1.13-7.86) or AA variants ( OR = 2.34; 95% CI: 1.00-5.46). There was an inverse association between DRB1*04 and ICC among women with HPV-16 carrying the 350T [83L] single nucleotide polymorphism in the E6 gene ( OR = 0.27; 95% CI: 0.08-0.96). An inverse association between DQB1*05 and cases carrying 350G (83V) variants was also found ( OR = 0.37; 95% CI: 0.15-0.89). Conclusion: Our results suggest that the association between HLA polymorphism and risk of ICC might be influenced by the distribution of HPV-16 variants.
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The aim of this work is to present a simple, practical and efficient protocol for drug design, in particular Diabetes, which includes selection of the illness, good choice of a target as well as a bioactive ligand and then usage of various computer aided drug design and medicinal chemistry tools to design novel potential drug candidates in different diseases. We have selected the validated target dipeptidyl peptidase IV (DPP-IV), whose inhibition contributes to reduce glucose levels in type 2 diabetes patients. The most active inhibitor with complex X-ray structure reported was initially extracted from the BindingDB database. By using molecular modification strategies widely used in medicinal chemistry, besides current state-of-the-art tools in drug design (including flexible docking, virtual screening, molecular interaction fields, molecular dynamics. ADME and toxicity predictions), we have proposed 4 novel potential DPP-IV inhibitors with drug properties for Diabetes control, which have been supported and validated by all the computational tools used herewith.
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Phospholipases A(2) (PLA(2)) are enzymes commonly found in snake venoms from Viperidae and Elaphidae families, which are major components thereof. Many plants are used in traditional medicine its active agents against various effects induced by snakebite. This article presents the PLA(2) BthTX-I structure prediction based on homology modeling. In addition, we have performed virtual screening in a large database yielding a set of potential bioactive inhibitors. A flexible docking program was used to investigate the interactions between the receptor and the new ligands. We have performed molecular interaction fields (MIFs) calculations with the phospholipase model. Results confirm the important role of Lys49 for binding ligands and suggest three additional residues as well. We have proposed a theoretically nontoxic, drug-like, and potential novel BthTX-I inhibitor. These calculations have been used to guide the design of novel phospholipase inhibitors as potential lead compounds that may be optimized for future treatment of snakebite victims as well as other human diseases in which PLA(2) enzymes are involved.