960 resultados para creating environments for interaction


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Purpose – The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings.

Design/methodology/approach –
The paper quantifies the performance of human movement based on Fitt's Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium.

Findings – The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm.

Practical implications –
In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user's body-based interaction styles.

Originality/value –
The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings.

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Higher education needs to provide challenging yet supportive learning environments catering for students with diverse academic needs. There is also an emphasis on using student-driven outcome measures to determine teaching effectiveness. How can these measures be used to reflect upon and evaluate teaching initiatives? Using an undergraduate occupational therapy programme as the site for exploration, this article reports on an application of constructive alignment principles and describes how available empirical data were used to explore student outcomes. A comparison was made between student evaluations and academic grades prior to, and after the implementation of the initiative. Results provide evidence of improvement in student satisfaction and academic grades as a result of implementing constructive alignment. Whilst it is acknowledged that changes in academic grades and student evaluations can be attributed to a number of factors, findings of this study support a view that constructive alignment facilitates students' learning and experiences.

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Unhealthy processed food products are increasingly dominating over healthy foods, making food and nutrition environments unhealthier. Development and implementation of strong government healthy food policies is currently being circumvented in many countries by powerful food industry lobbying. In order to increase accountability of both governments and the private sector for their actions, and improve the healthiness of food environments, INFORMAS (the International Network for Food and Obesity/non-communicable diseases (NCDs) Research, Monitoring and Action Support) has recently been founded to systematically and comprehensively monitor food environments and policies in countries of varying size and income. This will enable INFORMAS to rank both governments and private sector companies globally according to their actions on food environments. Identification of those countries which have the healthiest food and nutrition policies and using them as international benchmarks against which national progress towards best practice can be assessed, should support reductions in global obesity and diet-related NCDs.

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BACKGROUND: Increasing participation in transportation cycling represents a useful strategy for increasing children's physical activity levels. Knowledge on how to design environments to encourage adoption and maintenance of transportation cycling is limited and relies mainly on observational studies. The current study experimentally investigates the relative importance of micro-scale environmental factors for children's transportation cycling, as these micro-scale factors are easier to change within an existing neighborhood compared to macro-scale environmental factors (i.e. connectivity, land-use mix, …). METHODS: Researchers recruited children and their parents (n = 1232) via 45 randomly selected schools across Flanders and completed an online questionnaire which consisted of 1) demographic questions; and 2) a choice-based conjoint (CBC) task. During this task, participants chose between two photographs which we had experimentally manipulated in seven micro-scale environmental factors: type of cycle path; evenness of cycle path; traffic speed; traffic density; presence of speed bumps; environmental maintenance; and vegetation. Participants indicated which route they preferred to (let their child) cycle along. To find the relative importance of these micro-scale environmental factors, we conducted Hierarchical Bayes analyses. RESULTS: Type of cycle path emerged as the most important factor by far among both children and their parents, followed by traffic density and maintenance, and evenness of the cycle path among children. Among parents, speed limits and maintenance emerged as second most important, followed by evenness of the cycle path, and traffic density. CONCLUSION: Findings indicate that improvements in micro-scale environmental factors might be effective for increasing children's transportation cycling, since they increase the perceived supportiveness of the physical environment for transportation cycling. Investments in creating a clearly designated space for the young cyclist, separated from motorized traffic, appears to be the most effective way to increase perceived supportiveness. Future research should confirm our laboratory findings with experimental on-site research.

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Includes bibliography

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The physics of plasmas encompasses basic problems from the universe and has assured us of promises in diverse applications to be implemented in a wider range of scientific and engineering domains, linked to most of the evolved and evolving fundamental problems. Substantial part of this domain could be described by R–D mechanisms involving two or more species (reaction–diffusion mechanisms). These could further account for the simultaneous non-linear effects of heating, diffusion and other related losses. We mention here that in laboratory scale experiments, a suitable combination of these processes is of vital importance and very much decisive to investigate and compute the net behaviour of plasmas under consideration. Plasmas are being used in the revolution of information processing, so we considered in this technical note a simple framework to discuss and pave the way for better formalisms and Informatics, dealing with diverse domains of science and technologies. The challenging and fascinating aspects of plasma physics is that it requires a great deal of insight in formulating the relevant design problems, which in turn require ingenuity and flexibility in choosing a particular set of mathematical (and/or experimental) tools to implement them.

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Creating Lakes from Open Pit Mines: Processes and Considerations, Emphasis on Northern Environments. This document summarizes the literature of mining pit lakes (through 2007), with a particular focus on issues that are likely to be of special relevance to the creation and management of pit lakes in northern climates. Pit lakes are simply waterbodies formed by filling the open pit left upon the completion of mining operations with water. Like natural lakes, mining pit lakes display a huge diversity in each of these subject areas. However, pit lakes are young and therefore are typically in a non-equilibrium state with respect to their rate of filling, water quality, and biology. Separate sections deal with different aspects of pit lakes, including their morphometry, geology, hydrogeology, geochemistry, and biology. Depending on the type and location of the mine, there may be opportunities to enhance the recreational or ecological benefits of a given pit lake, for example, by re-landscaping and re-vegetating the shoreline, by adding engineered habitat for aquatic life, and maintaining water quality. The creation of a pit lake may be a regulatory requirement to mitigate environmental impacts from mining operations, and/or be included as part of a closure and reclamation plan. Based on published case studies of pit lakes, large-scale bio-engineering projects have had mixed success. A common consensus is that manipulation of pit lake chemistry is difficult, expensive, and takes many years to achieve remediation goals. For this reason, it is prudent to take steps throughout mine operation to reduce the likelihood of future water quality problems upon closure. Also, it makes sense to engineer the lake in such a way that it will achieve its maximal end-use potential, whether it be permanent and safe storage of mine waste, habitat for aquatic life, recreation, or water supply.

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The grasping of virtual objects has been an active research field for several years. Solutions providing realistic grasping rely on special hardware or require time-consuming parameterizations. Therefore, we introduce a flexible grasping algorithm enabling grasping without computational complex physics. Objects can be grasped and manipulated with multiple fingers. In addition, multiple objects can be manipulated simultaneously with our approach. Through the usage of contact sensors the technique is easily configurable and versatile enough to be used in different scenarios.

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Tracking user’s visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user’s visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects.

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Learning analytics is the analysis of static and dynamic data extracted from virtual learning environments, in order to understand and optimize the learning process. Generally, this dynamic data is generated by the interactions which take place in the virtual learning environment. At the present time, many implementations for grouping of data have been proposed, but there is no consensus yet on which interactions and groups must be measured and analyzed. There is also no agreement on what is the influence of these interactions, if any, on learning outcomes, academic performance or student success. This study presents three different extant interaction typologies in e-learning and analyzes the relation of their components with students? academic performance. The three different classifications are based on the agents involved in the learning process, the frequency of use and the participation mode, respectively. The main findings from the research are: a) that agent-based classifications offer a better explanation of student academic performance; b) that at least one component in each typology predicts academic performance; and c) that student-teacher and student-student, evaluating students, and active interactions, respectively, have a significant impact on academic performance, while the other interaction types are not significantly related to academic performance.

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Los servicios basados en las Tecnologías de la Información y las Comunicaciones (TIC) están cada vez más presentes en la vida de las personas. El avance de las TIC en términos técnicos y de aceptación social ha dado lugar la creación de nuevos modelos de provisión de servicios. Estos modelos de servicio implican una mayor integración con las actividades de las personas de forma que ya no solo están presentes en su ámbito profesional o de espacio ciudadano sino también en un ámbito más íntimo relacionado con su propia identidad. Así en la actualidad es común encontrar servicios conocedores del estado de salud de las personas, sus hábitos domésticos, su ideología, etc. Por tanto el análisis de los servicios actuales no puede limitarse a una componente técnica sino que es más necesario que nunca la inclusión de aspectos más relacionados con la forma de ser y sentir de sus usuarios. De esta forma no solo se garantizará la corrección técnica de sus funcionalidades sino que también se fomentará la generación de soluciones cívicamente seguras y respetuosas tanto con los derechos como con la forma de ser y sentir de sus usuarios. Desde el punto de vista de ingeniería, la perspectiva del usuario se ha englobado históricamente bajo el concepto de aceptación tecnológica. Dentro de este ámbito se puede interpretar que soluciones respetuosas y adaptadas a los usuarios fomentarán la aceptación por parte de éstos. La aceptación de una solución es algo deseable si bien es difícil de asegurar. Esta dificultad es debida al desconocimiento del número de variables que afectan a la aceptación de soluciones tecnológicas y a la dificultad de optimización de las variables conocidas. En esta tesis doctoral se estudia y caracteriza una de las variables que afecta a la aceptación de los servicios actuales: la confianza. Se define la confianza en términos psicológicos caracterizándola para permitir su uso en los métodos propios de la ingeniería. Además se proponen distintas herramientas que facilitan la optimización de la confianza en servicios cuya complejidad convierte a esta variable en una cuestión básica para mejorar la aceptación. Como contexto de trabajo para la tesis se ha escogido un servicio de salud desplegado en un hogar. Este escenario presenta una serie de restricciones de aceptación relativas a la tecnología utilizada para la creación de los servicios y la forma en que éstos gestionan la información adquirida del usuario. Se trata de servicios altamente sensibles y deslocalizados que pueden afectar a la percepción del usuario sobre el entorno, el hogar, y generar temores o rechazos que impidan su adopción final como solución válida. Una vez definido el marco genérico de trabajo, el objetivo principal de esta tesis doctoral se concreta en contribuir al fomento de la aceptación de nuevos servicios de salud pervasivos y personalizados y su despliegue en entornos inteligentes domésticos mediante un marco de diseño que promueva un estado psicológico de confianza en los usuarios. Para lograr abordar correctamente este objetivo se han proporcionado una serie de resultados tanto a nivel conceptual como tecnológico y experimental. En concreto se ha ofrecido una caracterización completa del sentimiento de confianza desde un punto de vista de ingeniería y una definición del concepto de servicio sensible deslocalizado o pervasivo. Además se ofrece un método para la inclusión del Diseño de Interacción, herramienta muy relacionada con la mejora de las variables de aceptación de tecnología, en los procesos de ingeniería de este tipo de servicios mediante un conjunto de patrones de interacción Persona – Entorno Inteligente. Finalmente se ha proporcionado el desarrollo de una arquitectura software para garantizar el correcto despliegue de estos servicios sensibles pervasivos en espacios inteligentes de una forma confiable. La discusión de los resultados obtenidos sugiere la extensión del modelo a diferentes servicios de la Sociedad de la Información que manejen datos sensibles tanto en el contexto del Hogar Digital como otros contextos donde el usuario realice actividades cotidianas, como los espacios de trabajo o los centros educativos. Las líneas de trabajo futuras contemplan la necesidad inminente de aplicar los resultados a desarrollos en curso, dentro de proyectos de investigación en los que participa el autor así como el desarrollo de nuevas líneas de investigación orientadas a la generación de nuevos espacios y tecnologías de interacción como el Colegio Digital, juguetes del futuro, sistemas de visualización confiables o sistemas de seguridad basados en el estado de las personas.

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There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. However, there is little written so far on exactly how game-style interaction can help improve virtual learning environments.