869 resultados para User preference
Resumo:
We present two physical layer secure transmission schemes for multi-user multi-relay networks, where the communication from M users to the base station is assisted by direct links and by N decode-and-forward relays. In this network, we consider that a passive eavesdropper exists to overhear the transmitted information, which entails exploiting the advantages of both direct and relay links for physical layer security enhancement. To fulfill this requirement, we investigate two criteria for user and relay selection and examine the achievable secrecy performance. Criterion I performs a joint user and relay selection, while Criterion II performs separate user and relay selections, with a lower implementation complexity. We derive a tight lower bound on the secrecy outage probability for Criterion I and an accurate analytical expression for the secrecy outage probability for Criterion II. We further derive the asymptotic secrecy outage probabilities at high transmit signal-to-noise ratios and high main-to-eavesdropper ratios for both criteria. We demonstrate that the secrecy diversity order is min (MN, M + N) for Criterion I, and N for Criterion II. Finally, we present numerical and simulation results to validate the proposed analysis, and show the occurrence condition of the secrecy outage probability floor
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While studies examining free votes find MPs’ preferences influence their voting behaviour, most studies also show MPs tend to divide along party lines even after the whips have been withdrawn. Recent work offers a possible alternative explanation for this finding: this sustained party cohesion represents the impact of MPs’ party identification similar to party identification effects in the electorate. This argument is tested using a series of free votes on same-sex relations. Even after controlling for preferences using several direct measures, party continues to shape voting behaviour. Although indirect, this provides evidence in favour of the party-asidentification argument.
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This paper addresses the representation of landscape complexity in stated preferences research. It integrates landscape ecology and landscape economics and conducts the landscape analysis in a three-dimensional space to provide ecologically meaningful quantitative landscape indicators that are used as variables for the monetary valuation of landscape in a stated preferences study. Expected heterogeneity in taste intensity across respondents is addressed with a mixed logit model in Willingness to Pay space. Our methodology is applied to value, in monetary terms, the landscape of the Sorrento Peninsula in Italy, an area that has faced increasing pressure from urbanization affecting its traditional horticultural, herbaceous, and arboreal structure, with loss of biodiversity, and an increasing risk of landslides. We find that residents of the Sorrento Peninsula would prefer landscapes characterized by large open views and natural features. Residents also appear to dislike heterogeneous landscapes and the presence of lemon orchards and farmers' stewardship, which are associated with the current failure of protecting the traditional landscape. The outcomes suggest that the use of landscape ecology metrics in a stated preferences model may be an effective way to move forward integrated methodologies to better understand and represent landscape and its complexity.
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Learning from visual representations is enhanced when learners appropriately integrate corresponding visual and verbal information. This study examined the effects of two methods of promoting integration, color coding and labeling, on learning about probabilistic reasoning from a table and text. Undergraduate students (N = 98) were randomly assigned to learn about probabilistic reasoning from one of 4 computer-based lessons generated from a 2 (color coding/no color coding) by 2 (labeling/no labeling) between-subjects design. Learners added the labels or color coding at their own pace by clicking buttons in a computer-based lesson. Participants' eye movements were recorded while viewing the lesson. Labeling was beneficial for learning, but color coding was not. In addition, labeling, but not color coding, increased attention to important information in the table and time with the lesson. Both labeling and color coding increased looks between the text and corresponding information in the table. The findings provide support for the multimedia principle, and they suggest that providing labeling enhances learning about probabilistic reasoning from text and tables
Resumo:
Objectives:
The process evaluation will consider the views of the appointed SUN workers and representatives from selected service user groups as regards the setting up and maintenance of the SUN network. This component of the evaluation will also examine the perceptions of stakeholders from a number of relevant organisations.
The outcome evaluation will assess the effectiveness of the SUN project in achieving the intended outcomes as outlined in the original Action Plans.
The following outcomes will be evaluated:
To ascertain the level to which the SUN has provided support, information and advice to existing service user groups.
To examine the SUN co-ordination of Trust and regional networks of service user groups.
To consider how the SUN assists organisations to establish and maintain service user groups.
To examine the level of current and future membership of service users on relevant groups, with a particular focus on engagement of hard to reach populations.
To gauge service user perceptions of the Service User Network.
To examine the levels of training provided and consider the efficacy of training.
Resumo:
A importância e preocupação dedicadas à autonomia e independência das pessoas idosas e dos pacientes que sofrem de algum tipo de deficiência tem vindo a aumentar significativamente ao longo das últimas décadas. As cadeiras de rodas inteligentes (CRI) são tecnologias que podem ajudar este tipo de população a aumentar a sua autonomia, sendo atualmente uma área de investigação bastante ativa. Contudo, a adaptação das CRIs a pacientes específicos e a realização de experiências com utilizadores reais são assuntos de estudo ainda muito pouco aprofundados. A cadeira de rodas inteligente, desenvolvida no âmbito do Projeto IntellWheels, é controlada a alto nível utilizando uma interface multimodal flexível, recorrendo a comandos de voz, expressões faciais, movimentos de cabeça e através de joystick. Este trabalho teve como finalidade a adaptação automática da CRI atendendo às características dos potenciais utilizadores. Foi desenvolvida uma metodologia capaz de criar um modelo do utilizador. A investigação foi baseada num sistema de recolha de dados que permite obter e armazenar dados de voz, expressões faciais, movimentos de cabeça e do corpo dos pacientes. A utilização da CRI pode ser efetuada em diferentes situações em ambiente real e simulado e um jogo sério foi desenvolvido permitindo especificar um conjunto de tarefas a ser realizado pelos utilizadores. Os dados foram analisados recorrendo a métodos de extração de conhecimento, de modo a obter o modelo dos utilizadores. Usando os resultados obtidos pelo sistema de classificação, foi criada uma metodologia que permite selecionar a melhor interface e linguagem de comando da cadeira para cada utilizador. A avaliação para validação da abordagem foi realizada no âmbito do Projeto FCT/RIPD/ADA/109636/2009 - "IntellWheels - Intelligent Wheelchair with Flexible Multimodal Interface". As experiências envolveram um vasto conjunto de indivíduos que sofrem de diversos níveis de deficiência, em estreita colaboração com a Escola Superior de Tecnologia de Saúde do Porto e a Associação do Porto de Paralisia Cerebral. Os dados recolhidos através das experiências de navegação na CRI foram acompanhados por questionários preenchidos pelos utilizadores. Estes dados foram analisados estatisticamente, a fim de provar a eficácia e usabilidade na adequação da interface da CRI ao utilizador. Os resultados mostraram, em ambiente simulado, um valor de usabilidade do sistema de 67, baseado na opinião de uma amostra de pacientes que apresentam os graus IV e V (os mais severos) de Paralisia Cerebral. Foi também demonstrado estatisticamente que a interface atribuída automaticamente pela ferramenta tem uma avaliação superior à sugerida pelos técnicos de Terapia Ocupacional, mostrando a possibilidade de atribuir automaticamente uma linguagem de comando adaptada a cada utilizador. Experiências realizadas com distintos modos de controlo revelaram a preferência dos utilizadores por um controlo compartilhado com um nível de ajuda associado ao nível de constrangimento do paciente. Em conclusão, este trabalho demonstra que é possível adaptar automaticamente uma CRI ao utilizador com claros benefícios a nível de usabilidade e segurança.
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Desde que surgiu há mais de 50 anos, a televisão sofreu muitas transformações, tanto ao nível tecnológico (por exemplo com a passagem da emissão a preto/branco para cor, o som analógico para digital, a difusão digital) como a nível da sua influência nas sociedades. Entre outros fatores de ordem tecnológica, a consolidação da Internet com o seu elevado nível de personalização, da experiência de utilização, e a sua enorme quantidade de conteúdos disponíveis, catapultou a televisão no sentido de esta se tornar mais interativa. Assim, o telespectador passou a poder usufruir de uma experiência televisiva que pode, por um lado, ser mais participativa, sendo-lhe possível, por exemplo, alvitrar sobre a qualidade de um programa enquanto assiste à sua exibição, e, por outro, ser mais personalizada, possibilitando-lhe, por exemplo, receber conteúdos automaticamente adequados ao seu perfil e contexto. No entanto, esta experiência mais participativa e personalizável carece de uma identificação, idealmente automática e não intrusiva, de quem pode beneficiar da mesma – o telespectador. Contudo, e apesar de significativos avanços na área da televisão interativa, tanto ao nível da infraestrutura de suporte como ao nível dos serviços disponibilizados, a identificação dos utilizadores é, ainda, uma área de estudo com muitos aspetos por compreender. Os seniores, em particular, são grandes consumidores de televisão e representam uma fatia muito considerável das pessoas que podem beneficiar das potencialidades disponibilizadas pela interatividade presente em muitos serviços atuais. Um número crescente destes serviços são desenhados com o objetivo de promoverem um envelhecimento ativo e um concreto apoio à vida, pelo que os seniores podem beneficiar, em vários aspetos do seu quotidiano, se os utilizarem. Nesta faixa etária, a identificação de utilizadores tem, como elemento potenciador da experiência de utilização, um papel especialmente importante ao nível de um aproveitamento personalizado e dirigido destes serviços. No entanto, atendendo às diferentes combinações de características físicas, sensoriais, cognitivas e, mesmo, de literacia digital que tipificam os seniores, perspetivou-se existir uma dependência do perfil do utilizador na seleção do método de identificação mais adequado, os quais podem ser baseados, por exemplo, num leitor de impressões digitais, instalado no telecomando; na leitura de uma wearable tag ou de um cartão RFiD; no reconhecimento da face e, eventualmente, na voz do utilizador. Assim, a inerente investigação desenrolou-se em várias fases, no sentido de permitir alicerçar a construção de uma matriz de decisão tecnológica que, em função do perfil de utilizador, selecione o sistema de identificação mais adequado. O procedimento metodológico inerente à construção desta matriz de decisão, passou por um longo processo envolvendo utilizadores reais, que se iniciou com a realização de entrevistas exploratórias com o objetivo de permitir conhecer melhor os seniores e a forma como estes encaram a tecnologia e, mais concretamente, a televisão interativa. Foi depois implementado um protótipo de alta-fidelidade, completamente funcional, para a realização de testes com o objetivo de perceber qual a preferência relativamente a um subconjunto de tecnologias de identificação. Estes testes, uma vez que não permitiram testar todas as tecnologias em estudo, revelaram-se inconclusivos, porém permitiram reforçar a necessidade de identificar e caracterizar os referidos aspetos do perfil do utilizador que podem interferir na sua preferência relativamente ao sistema de identificação. As características identificadas constituíram-se como os parâmetros de entrada da matriz, sendo que para preencher as respetivas células realizaramse testes de aceitação, com um conjunto de seniores, tendo por base um protótipo, wizard of oz, especificamente implementado para permitir experienciar todas as tecnologias em estudo. Estes testes foram precedidos pela avaliação das capacidades funcionais dos participantes, nos diversos parâmetros definidos. Este texto relata, assim, todo o processo de investigação que foi conduzido, terminando com uma descrição de exemplos de utilização da matriz de decisão implementada e com a identificação de potenciais caminhos de desenvolvimento deste trabalho.
Resumo:
Innovation in virtual reality and motion sensing devices is pushing the development of virtual communication platforms towards completely immersive scenarios, which require full user interaction and create complex sensory experiences. This evolution influences user experiences and creates new paradigms for interaction, leading to an increased importance of user evaluation and assessment on new systems interfaces and usability, to validate platform design and development from the users’ point of view. The REVERIE research project aims to develop a virtual environment service for realistic inter-personal interaction. This paper describes the design challenges faced during the development process of user interfaces and the adopted methodological approach to user evaluation and assessment.
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The position of an item influences its evaluation, with research consistently finding that items occupying central locations are preferred and have a higher subjective value. The current study investigated whether this centre-stage effect (CSE) is a result of bottom-up gaze allocation to the central item, and whether it is affected by item valence. Participants (n=50) were presented with three images of artistic paintings in a row and asked to choose the image they preferred. Eye movements were recorded for a subset of participants (n=22). On each trial the three artworks were either similar but different, or were identical and with positive valence, or were identical and with negative valence. The results showed a centre-stage effect, with artworks in the centre of the row preferred, but only when they were identical and of positive valence. Significantly greater gaze allocation to the central and left artwork was not mirrored by equivalent increases in preference choices. Regression analyses showed that when the artworks were positive and identical the participants’ last fixation predicted preference for the central art-work, whereas the fixation duration predicted preference if the images were different. Overall the result showed that item valence, rather than level of gaze allocation, influences the CSE, which is incompatible with the bottom-up gaze explanation. We propose that the centre stage heuristic, which specifies that the best items are in the middle, is able to explain these findings and the centre-stage effect.
Resumo:
The use of preference-based measures of health in the measurement of Health Related Quality of Life has become widely used in health economics. Hence, the development of preference-based measures of health has been a major concern for researchers throughout the world. This study aims to model health state preference data using a new preference-based measure of health (the SF- 6D) and to suggest alternative models for predicting health state utilities using fixed and random effects models. It also seeks to investigate the problems found in the SF-6D and to suggest eventual changes to it.
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Here it is presented an application that plans out travel on public transports and that chooses the best ones, according to preference criteria provided by the user. These criteria are: the time spent on the travel, the price of the tickets and the quality of the transports. The application combines different means of transport. Algorithms and heuristics were developed to draw up transport plans and to choose the best ones. The best plans are determined using the multi-attributes decision techniques. The application uses a database that was developed in a Relational Database Management System. To draw the database at the conceptual and the applicational level, it was used one of the models based on the object, the Entity-Relationship Mode
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Adequate user authentication is a persistent problem, particularly with mobile devices, which tend to be highly personal and at the fringes of an organisation's influence. Yet these devices are being used increasingly in various business settings, where they pose a risk to security and privacy, not only from sensitive information they may contain, but also from the means they typically offer to access such information over wireless networks. User authentication is the first line of defence for a mobile device that falls into the hands of an unauthorised user. However, motivating users to enable simple password mechanisms and periodically update their authentication information is difficult at best. This paper examines some of the issues relating to the use of biometrics as a viable method of authentication on mobile wireless devices. It is also a critical analysis of some of the techniques currently employed and where appropriate, suggests novel hybrid ways in which they could be improved or modified. Both biometric technology and wireless setting based constraints that determine the feasibility and the performance of the authentication feature are specified. Some well known biometric technologies are briefly reviewed and their feasibility for wireless and mobile use is reviewed. Furthermore, a number of quantitative and qualitative parameters for evaluation are also presented. Biometric technologies are continuously advancing toward commercial implementation in wireless devices. When carefully designed and implemented, the advantage of biometric authentication arises mainly from increased convenience and coexistent improved security.
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Managing an online reputation is critical to higher education. Universities cannot afford to lose enrolment numbers by neglecting to monitor, control, promote and enhance their online presence. It is critical that universities measure their social media reputation scores and presence on the web, as well as those of their competitors. Universities need to continuously review their social engagement strategy and online reputation to ensure they maximize all opportunities to maintain, and improve student enrolment and retention. Universities have embraced social media to enhance their brand reputation. This study examines the use of social media and its effects from a global perspective. It analysed 90 universities in three geographical areas to assess the impact and level of online social media, especially as it relates to “university brand reputation.” Results of the study indicated there was a wide variation among the three geographical regions, and within countries in the three geographical regions. Use of social media communication tools such as Twitter and Google+ by active users also varied widely depending upon country and region.