843 resultados para Web 2.0 - Innovation process
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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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Este projeto teve como principal objetivo continuar o desenvolvimento do quiosque multimédia FNAC. Filial do Grupo Pinault Printemps, a FNAC é líder europeu na distribuição de bens tecnológicos e culturais. Nesta fase do desenvolvimento, o foco do projeto centrou-se na procura da melhor forma de mostrar ao utilizador a localização de um produto na loja FNAC Madeira, expansão das funcionalidades aos restantes produtos e o redesenho da interface do quiosque multimédia FNAC. Por forma a identificar uma forma eficaz de dar a conhecer ao utilizador a localização de um produto dentro da loja FNAC Madeira, foi efetuado um estudo que consistiu em questionários e testes com utilizadores para comparar duas formas de localização, por planta da loja ou por vídeo em tempo real. A primeira versão do quiosque multimédia FNAC apenas possuía suporte a livros, pelo que foi necessário tornar a aplicação o mais abstrata possível por forma a gerar as categorias de produtos em runtime recorrendo a ficheiros XML. Por fim, para redesenhar a interface do quiosque multimédia FNAC, foram efetuadas análises às interfaces da primeira versão, utilizando as heurísticas de Nielsen e os “Principles of good form” de Larry Constantine. Após a fase de análise as interfaces foram redesenhadas tendo por base a análise efetuada, o guia de norma FNAC 2011 e breves testes de usabilidade com utilizadores. Do estudo realizado, na procura pela melhor forma de localização, foram identificados alguns problemas relacionados com a utilização de um vídeo em tempo real para a identificação, tal como as interferências externas por parte dos outros clientes do espaço comercial e foi possível constatar um melhor desempenho e aceitação da localização por planta. A localização por planta mostrou-se suficiente para os utilizadores conseguirem identificar o local onde o produto estava exposto, pois permitia-lhes identificar o local onde encontravam-se e obter uma localização mais precisa do local, necessitando apenas de olhar em volta para conseguir relacionar o que era possível visualizar na planta com aquilo que os rodeava na loja.
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VoiceThread (VT) is a collaborative and asynchronous web 2.0 tool, which permits the creation of oral presentations with the help of images, documents, texts and voice, allowing groups of people to browse and contribute with comments using several options: voice (microphone or cell phone), text and audio-file or video (webcam) (BOTTENTUIT JUNIOR, LISBÔA E COUTINHO, 2009). The hybrid experience with VoiceThread allows learners to plan their speech before recording it, without the pressure often existent in the classroom. Furthermore, the presentations can be recorded several times, enabling students to listen to them, notice the gaps in their oral production (noticing) and edit innumerous times before publishing them online. In this perspective, oral production is seen as a process of L2 acquisition, not only as practice of already existent knowledge, because it can stimulate the learner to process the language syntactically (SWAIN, 1985; 1995). In this context, this study aims to verify if there is a relation between the oral production of the learners more specifically the grammatical accuracy and the global oral grade and their noticing capacity, how the systematic practice with VoiceThread, in a hybrid approach, can impact the learners global oral development, their oral production in terms of fluency (number of words per minute), accuracy (number of errors in hundred words), and complexity (number of dependent clauses per minute), and on their noticing capacity (SCHMIDT, 1990; 1995; 2001), that is, the learner s capacity of noticing the gaps existent in their oral production. In order to answer these research questions, 49 L2 learners of English were divided into an experimental group (25 students) and a control group (24 students). The experimental group was exposed to the hybrid approach with VT during two months and, through a pre- and post-test, we verified if this systematic practice would positively influence these participants oral production and noticing capacity. These results were compared to the pre- and post-test scores from the control group, which was not exposed to VT. Finally, learners impressions in relation to the use of this tool were also sought through a questionnaire applied after the post-test. The results indicate that there is a statistically significant correlation between the learners speech production (accuracy and global oral grade) and their noticing capacity. Besides, it was verified a positive impact of VoiceThread on the learners speech production variables and on their noticing capacity. They also reveal a positive reaction by the learners in relation to the hybrid experience with this web tool
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This study discusses about the practice of communication in libraries from the appropriation of the resources of web 2.0, particularly social media, establishing from the aspects of mediatization new communication scenarios in their environments. Aims at understanding how in the contemporary society, the libraries, that symbolize traditional space in the search for information and knowledge, modify their contexts through technological resources involved in your scenario, and specifically checks as the process of mediatization is inserted into the communication practices and interaction of libraries, noting the relevance of the ownership of social media, especially twitter and facebook, by the libraries of the Federal University of Rio Grande do Norte - UFRN. Use as methodological procedures, a theoretical approach concerning the conceptual research to investigate issues relating to social media, communication practice, mediatization and network society, and is characterized by being a descriptive exploratory research, of qualitative nature with adoption of the inductive method, using interviews and direct observation, analyzing reconfiguration scenario of university libraries located in UFRN. Thus, with the of the study, expected to be possible to give an overview of how to establish the use of social media in the scenario investigated by checking the new possibilities of communication, outreach services, information dissemination and interaction with user
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The aim of this study was to comparatively evaluate the mechanical strength of squared and rectangular 2.0 mm system miniplates comparing them to the standard configuration with 2 straight miniplates in stabilizing fractures in the anterior mandible. Ninety synthetic polyurethane mandible replicas were used in mechanical test. The samples were divided into six groups of three different methods for fixation. Groups 1, 2 and 3 showed complete fractures in symphysis, characterized by a linear separation between the medial incisor, and groups 4, 5 and 6 showed complete fractures in parasymphysis with oblique design. Groups 1 and 4 were represented by the standard technique with two straight miniplates parallel to each other. Groups 2 and 5 were stabilized by squared miniplates and groups 3 and 6 were fixed by rectangular design. Each group was subjected to a mechanical test at a displacement speed of 10 mm/min on a universal testing machine, receiving linear vertical load on the region of the left first molar. The values of the maximum load and when displacements reached 5 mm were obtained and statistically analyzed by calculating the confidence interval of 95%. Fixation systems using squared (G2) and rectangular (G3) miniplates obtained similar results. No statistically significant differences with respect to the maximum load and the load at 5 mm displacement were found when compared to standard method in symphyseal fractures (G1). In parasymphysis the fixation method using squared miniplates (G5) obtained results without significant differences regarding the maximum load and the load at 5 mm when compared to the standard configuration (G4). The fixation method using rectangular miniplates (G6) showed inferior results which were statistically significant when compared to the standard configuration (G4) for parasymphysis fractures. The mechanical behavior of the fixation methods was similar, except when rectangular miniplates were used. The fixation methods showed better results with statistical significance in symphyseal fractures
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This dissertation aims at extending the JCircus tool, a translator of formal specifications into code that receives a Circus specification as input, and translates the specification into Java code. Circus is a formal language whose syntax is based on Z s and CSP s syntax. JCircus generated code uses JCSP, which is a Java API that implements CSP primitives. As JCSP does not implement all CSP s primitives, the translation strategy from Circus to Java is not trivial. Some CSP primitives, like parallelism, external choice, communication and multi-synchronization are partially implemented. As an aditional scope, this dissertation will also develop a tool for testing JCSP programs, called JCSPUnit, which will also be included in JCircus new version. The extended version of JCircus will be called JCircus 2.0.
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Global society and technology have changed the relationships of the market. Quality and cost are not the main aspects of any industrial product. On the other hand, design, innovation and sustainability became significant requirements to company’s competitiveness. In this context, the design approach has shown evolutions, integrating social and environmental aspects beside traditional aspects such as technical and economic. Still, design has been becoming a strategic opportunity for companies, improving their competitiveness and increasing their market share. Thus, this research has analyzed the integration of both the Sustainable Design and Strategic Design Coaching (SDC) method in the making decision activities of companies. A cement company (BQMIL) was assigned as case study, in which the previous results have pointed out the significant hole of those concepts to generate Eco-innovation and Eco-Brand to increase its market share, corroborating the expectative of the design team
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Purpose: Numerous "in vitro" investigations have been conducted to evaluate the role of screw size and pattern in determining optimal resistance to deformation, often these have been controversial. The aim of this study was to evaluate the effect of screw size and insertion technique on the stability of sagittal split osteotomies.Materials and methods: This study used twenty polyurethane replicas of human hemimandibles with a prefabricated sagittal split ramus osteotomy (SSRO). The hemimandibles were stabilized with 1.5 mm and 2.0 mm titanium screws inserted in an inverted L configuration. All specimens were tested to determine the strength and stability of the fixation.Results: In all cases there was failure of the synthetic bone before there was any evidence of screw failure. There were no significant differences in the load necessary to make the construct fail between the 1.5 or 2.0 mm screw sizes.Conclusion: There was no statistically significant difference between the strengths achieved with screws of 1.5 and 2.0 mm diameters for fixation of SSRO performed in synthetic mandibles. There was no fracture of the 1.5 mm or 2.0 mm diameter screws in any of the tests. 1.5 mm diameter screws in an inverted L pattern have as much stability and mechanical resistance as a 2.0 mm screw, may be safely used for this procedure. (C) 2010 European Association for Cranio-Maxillo-Facial Surgery.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Service oriented architectures (SOA) based on Simple Object Access Protocol (SOAP) Web services have attracted the attention of enterprises mainly for business-to-business integration and to create composite applications that execute business processes. An existing problem is the lack of preoccupation with non technical users due to the fact that to create a composite application to fulfill users needs, it is necessary to be in contact with IT staff. To overcome this issue, enterprises can take advantage of web 2.0, 'introducing in the development stage some technologies like mashups and some concepts like user empowerment, collaborative work and collective intelligence. Some results [3] [13] have shown how web 2.0 concepts can help non technical users to produce relative complex business processes. However, traditional enterprise requirements goes beyond typical web 2.0 solutions in several aspects: (1) traditional enterprise systems are based on heterogeneous stack of technologies that are not directly exploitable from a web-based client (where SOAP web services play an important role); (2) web browsers set some cross-domain security constraints making difficult to integrate services from diverse domains. In this paper, a contribution to two web 2.0 research projects [14] [15] partially solves the problems described: provide a way to invoke cross-domain backend services (based on SOAP technologies) directly only using clientside languages, without a need for any adaptation layer. © 2010 ACM.
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Incluye Bibliografía
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We study the local properties of a class of codimension-2 defects of the 6d N = (2, 0) theories of type J = A, D, E labeled by nilpotent orbits of a Lie algebra $g, where g is determined by J and the outer-automorphism twist around the defect. This class is a natural generalization of the defects of the six-dimensional (6d) theory of type SU(N) labeled by a Young diagram with N boxes. For any of these defects, we determine its contribution to the dimension of the Higgs branch, to the Coulomb branch operators and their scaling dimensions, to the four-dimensional (4d) central charges a and c and to the flavor central charge k. © 2013 World Scientific Publishing Company.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)