904 resultados para Gamification,User experience,Tecnologie Web,Mobile devices,Web app,Beni culturali,Casa Bufalini
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In this project we explore how to enhance the experience and understanding of cultural heritage in museums and heritage sites by creating interactive multisensory objects collaboratively with artists, technologists and people with learning disabilities. We focus here on workshops conducted during the first year of a three year project in which people with learning disabilities each constructed a 'sensory box' to represent their experiences of Speke Hall, a heritage site in the UK. The box is developed further in later workshops which explore aspects of physicality and how to appeal to the entire range of senses, making use of Arduino technology and basic sensors to enable an interactive user experience.
Resumo:
The term 'big data' has recently emerged to describe a range of technological and commercial trends enabling the storage and analysis of huge amounts of customer data, such as that generated by social networks and mobile devices. Much of the commercial promise of big data is in the ability to generate valuable insights from collecting new types and volumes of data in ways that were not previously economically viable. At the same time a number of questions have been raised about the implications for individual privacy. This paper explores key perspectives underlying the emergence of big data, and considers both the opportunities and ethical challenges raised for market research.
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Pervasive healthcare aims to deliver deinstitutionalised healthcare services to patients anytime and anywhere. Pervasive healthcare involves remote data collection through mobile devices and sensor network which the data is usually in large volume, varied formats and high frequency. The nature of big data such as volume, variety, velocity and veracity, together with its analytical capabilities com-plements the delivery of pervasive healthcare. However, there is limited research in intertwining these two domains. Most research focus mainly on the technical context of big data application in the healthcare sector. Little attention has been paid to a strategic role of big data which impacts the quality of healthcare services provision at the organisational level. Therefore, this paper delivers a conceptual view of big data architecture for pervasive healthcare via an intensive literature review to address the aforementioned research problems. This paper provides three major contributions: 1) identifies the research themes of big data and pervasive healthcare, 2) establishes the relationship between research themes, which later composes the big data architecture for pervasive healthcare, and 3) sheds a light on future research, such as semiosis and sense-making, and enables practitioners to implement big data in the pervasive healthcare through the proposed architecture.
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This paper reports on a collaborative project between staff and students in the Department of Typography & Graphic Communication at the University of Reading The Partnerships in Learning and Teaching (PLanT) project here described is a direct response to student needs for better online support materials. Methodologically, the project embeds user-centred design principles within an iterative process of design development and participant research. This process has underpinned the development of a prototype for an online interface called Typo-Resource. The resulting initial prototype addresses the usability and user experience dimensions of an online learning resource, moving beyond providing tutor-identified sets of resources to a multifaceted, collaborative, and visual platform for peer learning.
Resumo:
The chapter describes development of care bundle documentation, through an iterative, user-centred design process, to support the recognition and treatment of acute kidney injury (AKI). The chapter details stages of user and stakeholder consultation, employed to develop a design response that was sensitive to user experience and need, culminating in simulation testing of a near final prototype. The development of supplementary awareness-raising materials, relating to the main care bundle tool is also discussed. This information design response to a complex clinical decision-making process is contrasted to other approaches to promoting AKI care. The need for different but related approaches to the working tool itself and the tool’s communication are discussed. More general recommendations are made for the development of communication tools to support complex clinical processes.
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We introduce a flexible technique for interactive exploration of vector field data through classification derived from user-specified feature templates. Our method is founded on the observation that, while similar features within the vector field may be spatially disparate, they share similar neighborhood characteristics. Users generate feature-based visualizations by interactively highlighting well-accepted and domain specific representative feature points. Feature exploration begins with the computation of attributes that describe the neighborhood of each sample within the input vector field. Compilation of these attributes forms a representation of the vector field samples in the attribute space. We project the attribute points onto the canonical 2D plane to enable interactive exploration of the vector field using a painting interface. The projection encodes the similarities between vector field points within the distances computed between their associated attribute points. The proposed method is performed at interactive rates for enhanced user experience and is completely flexible as showcased by the simultaneous identification of diverse feature types.
Resumo:
Att kunna gör en effektiv undersökning av det flyktiga minnet är något som blir viktigare ochviktigare i IT-forensiska utredningar. Dels under Linux och Windows baserade PC installationermen också för mobila enheter i form av Android och enheter baserade andra mobila opperativsy-stem.Android använder sig av en modifierad Linux-kärna var modifikationer är för att anpassa kärnantill de speciella krav som gäller för ett mobilt operativsystem. Dessa modifikationer innefattardels meddelandehantering mellan processer men även ändringar till hur internminnet hanteras ochövervakas.Då dessa två kärnor är så pass nära besläktade kan samma grundläggande principer användas föratt dumpa och undersöka minne. Dumpningen sker via en kärn-modul vilket i den här rapportenutgörs av en programvara vid namn LiME vilken kan hantera bägge kärnorna.Analys av minnet kräver att verktygen som används har en förståelse för minneslayouten i fråga.Beroende på vilken metod verktyget använder så kan det även behövas information om olika sym-boler. Verktyget som används i det här examensarbetet heter Volatility och klarar på papperet avatt extrahera all den information som behövs för att kunna göra en korrekt undersökning.Arbetet avsåg att vidareutveckla existerande metoder för analys av det flyktiga minnet på Linux-baserade maskiner (PC) och inbyggda system(Android). Problem uppstod då undersökning avflyktigt minne på Android och satta mål kunde inte uppnås fullt ut. Det visade sig att minnesanalysriktat emot PC-plattformen är både enklare och smidigare än vad det är mot Android.
Resumo:
Rollbaserad åtkomstkontroll är en standardiserad och väl etablerad modell för att hantera åtkomsträttigheter i informationssystem. Den vedertagna ANSI-standarden 359-2004 saknar dock stöd för att geografiskt avgränsa rollbehörigheter. Informationssystem som behandlar geografiska data och de senaste årens ökade spridning av mobila enheter påkallar ett behov av att sådana rumsliga aspekter diskuteras inom kontexten av rollbaserad åtkomstkontroll. Arbetet syftar till att bringa klarhet i hur det befintliga kunskapstillståndet inom ämnesområdet rollbaserad åtkomst kontroll med geografisk avgränsning ser ut, och vilka aspekter hos detta som står i behov av vidare utveckling. Genom de teoretiska referensramar som skapats vid inledande litteraturstudier har en efterföljande systematisk litteraturgenomgång möjliggjorts, där vetenskapligt material selekterats genom fördefinierade urvalskriterier. Sammanställningen och analysen av den systematiska litteraturgenomgångens resultat har i samverkan med de teoretiska referensramarna lett fram till arbetets huvudsakliga kunskapsbidrag: en områdesöversikt där ämnets state-of-the-art presenteras och en strukturerad lista över angelägna forsknings- och utvecklingsbehov inom området.
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This article explores libraries’ technical workflow design and strategic considerations as various e-books business models and mobile devices and their management become a growing part of the information landscape.
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A pesquisa tem como objetivo investigar os fatores-chave de sucesso na adoção de aplicativos móveis de táxi (AMTs) por taxistas. Baseando-se nos modelos de Aceitação Tecnológica (DAVIS; BAGOZZI; WARSHAW, 1989), Difusão da Inovação (ROGERS, 1995) e de Confiança (CARTER; BÉLANGER, 2005), o trabalho propõe também uma revisão da literatura de Aplicações Móveis aplicada ao contexto dos AMTs (VAN BILJON; KOTZÉ, 2007). Para o propósito dessa pesquisa, os AMTs são definidos como aplicativos de serviço móvel avançado que viabilizam, por meio de Internet e geolocalização, a solicitação de transporte de táxi em dispositivos móveis, mediante sistemas de informação e chamadas telefônicas, e o acompanhamento da prestação do serviço e seu pagamento. A partir de entrevistas semiestruturadas em profundidade e aplicações de questionários em pesquisa de campo, o estudo propõe uma triangulação de métodos de Análise Lexical (BOTTA,2010; GEERAERTS,2010), Conteúdo (BARDIN,2006) e Ranking Médio (OLIVEIRA,2005) para a investigação dos fatores identificados na literatura. Os resultados apontam que os fatores influenciadores do sucesso dos AMTs, na perspectiva de uso pelos motoristas de táxi, são Simplicidade e Utilidade Percebida, enquanto os moderadores são Segurança e Ganhos Financeiros. Acredita-se que a pesquisa poderá contribuir para a discussão de um tema ainda pouco explorado na literatura no Brasil, os Aplicativos Móveis, além de proporcionar implicações gerenciais no âmbito da inovação em empresas desenvolvedoras.
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Este trabalho tem como objetivo explorar como a governança de TI tem implicações no atendimento ao cidadão por meio de serviços de governo disponibilizados em dispositivos móveis, conhecido como m-government. Foi estudada a forma como os órgãos envolvidos no desenvolvimento de aplicativos para o cidadão se organizam, tanto em termos da legislação que define suas competências quanto em termos da dinâmica deste desenvolvimento, por meio de entrevistas com atores de papel relevante neste cenário. Também foi realizada a análise da governança de m-government no Estado usando uma matriz de arranjos de governança. A conclusão foi que a governança que a legislação indica que se pretende para o Estado, como políticas emanadas de um órgão central, ainda está em estágio embrionário e que por enquanto as Secretarias e órgãos praticam m-government para atender objetivos que são específicos de suas pastas, indicando que há um longo caminho para se alcançar o objetivo de um governo único para um cidadão único