904 resultados para Gamification,User experience,Tecnologie Web,Mobile devices,Web app,Beni culturali,Casa Bufalini


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Location aware content-based experiences have a substantial tradition in HCI, several projects over the last two decades have explored the association of digital media to specific locations or objects. However, a large portion of the literature has little focus on the creative side of designing of the experience and on the iterative process of user evaluations. In this thesis we present two iterations in the design and evaluation of a location based story delivery system (LBSDS), inspired by local folklore and oral storytelling in Madeira. We started by testing an already existing location based story platform, PlaceWear, with short multimedia clips that recounted local traditions and folktales, to this experience we called iLand. An initial evaluation of iLand, was conducted; we shadowed users during the experience and then they responded to a questionnaire. By analyzing the evaluation results we uncovered several issues that informed the redesign of the system itself as well as part of the story content. The outcome of this re design was the 7Stories experience. In the new experience we performed the integration of visual markers in the interface and the framing of the fragmented story content through the literary technique of the narrator. This was done aiming to improving the connection of the audience to the physical context where the experience is delivered. The 7Stories experience was evaluated following a similar methodology to the iLand evaluation but the user’s experience resulted considerably different; because of the same setting for the experience in both versions and the constancy of the most of the content across the two versions we were able to assess the specific effect of the new design and discuss its strengths and shortcomings. Although we did not run a formal and strict comparative test between the two evaluations, it is evident from the collected data how the specific design changes to our LBSDS influenced the user experience.

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This project aimed to create a communication and interaction channel between Madeira Airport and its passengers. We used the pre-existent touch enabled screens at the terminal since their potential was not being utilised to their full capacity. To achieve our goal, we have followed an agile strategy to create a testable prototype and take advantages of its results. The developed prototype is based on a plugin architecture turning it into a maintainable and highly customisable system. The collected usage data suggests that we have achieved the initially defined goals. There is no doubt that this new interaction channel is an improvement regarding the provided services and, supported by the usage data, there is an opportunity to explore additional developments to the channel.

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As digital systems move away from traditional desktop setups, new interaction paradigms are emerging that better integrate with users’ realworld surroundings, and better support users’ individual needs. While promising, these modern interaction paradigms also present new challenges, such as a lack of paradigm-specific tools to systematically evaluate and fully understand their use. This dissertation tackles this issue by framing empirical studies of three novel digital systems in embodied cognition – an exciting new perspective in cognitive science where the body and its interactions with the physical world take a central role in human cognition. This is achieved by first, focusing the design of all these systems on a contemporary interaction paradigm that emphasizes physical interaction on tangible interaction, a contemporary interaction paradigm; and second, by comprehensively studying user performance in these systems through a set of novel performance metrics grounded on epistemic actions, a relatively well established and studied construct in the literature on embodied cognition. The first system presented in this dissertation is an augmented Four-in-a-row board game. Three different versions of the game were developed, based on three different interaction paradigms (tangible, touch and mouse), and a repeated measures study involving 36 participants measured the occurrence of three simple epistemic actions across these three interfaces. The results highlight the relevance of epistemic actions in such a task and suggest that the different interaction paradigms afford instantiation of these actions in different ways. Additionally, the tangible version of the system supports the most rapid execution of these actions, providing novel quantitative insights into the real benefits of tangible systems. The second system presented in this dissertation is a tangible tabletop scheduling application. Two studies with single and paired users provide several insights into the impact of epistemic actions on the user experience when these are performed outside of a system’s sensing boundaries. These insights are clustered by the form, size and location of ideal interface areas for such offline epistemic actions to occur, as well as how can physical tokens be designed to better support them. Finally, and based on the results obtained to this point, the last study presented in this dissertation directly addresses the lack of empirical tools to formally evaluate tangible interaction. It presents a video-coding framework grounded on a systematic literature review of 78 papers, and evaluates its value as metric through a 60 participant study performed across three different research laboratories. The results highlight the usefulness and power of epistemic actions as a performance metric for tangible systems. In sum, through the use of such novel metrics in each of the three studies presented, this dissertation provides a better understanding of the real impact and benefits of designing and developing systems that feature tangible interaction.

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ARAÚJO, B. G. ; VALENTIM, R. A. M. . Publicidade em celulares utilizando o sistema de busca de perfil. Holos, Natal,v. 1, p. 109-118, 2010. Disponível em:

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This work presents techniques used to design and manufacture microstrip patch antennas for applications in portable and mobile devices. To do so, are evaluated several factors that can influence the performance of microstrip patch antennas. Miniaturization techniques are studied and employed in order to apply this type of antenna in mobile and / or mobile. The theories of microstrip patch antennas are addressed by analyzing characteristics such as constitution, kinds of patches, substrates, feeding methods, analysis methods, the main advantages and disadvantages and others. Techniques for obtaining broadband microstrip patch antennas were surveyed in literature and exemplified mainly by means of simulations and measurements. For simulations of the antennas was used the commercial software . In addition, antenna miniaturization techniques have been studied as a main concern the fundamental limits of antennas with special attention to electrically small antennas because they are directly linked to the microstrip patch antennas. Five design antennas are proposed to demonstrate the effectiveness of techniques used to obtain the microstrip patch antennas broadband and miniaturized for use in mobile devices and/or portable. For this, the proposed antennas were simulated, built and measured. The antennas are proposed to be used in modern systems of wireless communications such as DTV, GPS, IEEE 802.16, IEEE 802.11, etc. The simulations of the antennas were made in business and computer programs. The measured results were obtained with a parser Vector of networks of the Rhode and Schwarz model ZVB 14

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The construction of a mapping of the practices of reading and writing printed and digital texts, declared by graduating students from the Bachelor s degree in Science and Technology (BCT), has provided us the analysis of the course they are making in such a socio-historical moment characterized by the revolution of the post-paper. In this sense, the general objective of this research is to understand how that construction works under the point of view of those graduating students. For this, our reflection has been guided by the search of answers for some questions which have presented to us: what reading and writing conceptions BCT graduating students have; what reading and writing practices those collaborators develop; what collections they declare to have access to; what differences they declare to have between printed and digital reading and writing along the different social roles they develop; what the reader/writer identity relations of those collaborators are. To achieving the plausible answers, we have gathered a corpus composed by texts of three genres of the argument order: academic profiles (or self-portrait), opinion articles and argumentative letters. Besides, we have made semi-structured interviews and questionnaires in the online tool of the Google Docs. The methodology which supports this academic work is the qualitative research (SIGNORINI; CAVALCANTI, 1998)of ethnographic direction (THOMAS, 1993; ANDRÉ, 1995) in Applied Linguistics (CELANI, 2000; MOITA-LOPES, 2006) and the theoretical contribution comes from the bakhtinian perspective of language conception (BAKHTIN [1929] 1981); the socio-historical writing construction (LÉVY, 1996; CHARTIER, R., 1998, 2002, 2007; COSCARELLI, 2006; CHARTIER, A., 2007; ARAÚJO, 2007; COSCARELLI; RIBEIRO, 2007; XAVIER, 2009; MARCUSCHI; XAVIER, 2010); from the studies of the pedagogy of the writing (GIROUX, 1997); from the literacy studies understood as sociocultural practice, plural and situated (TFOUNI, 1988; KLEIMAN, 1995; TINOCO, 2003, 2008; OLIVEIRA; KLEIMAN, 2008), from the studies about identity in postmodernity (HALL, 2003; BAUMAN, 2005). The results of the analysis have pointed at a multiplicity of reading/writing practices of printed and digital texts developed by the BCT graduating students due to the coexistence of the modality printed and that one derived from the new mobile devices. In that multiplicity, the prevalent idea of the collaborators is that there is a continuum between printed texts and digital texts (not a dichotomy), since the option of reading/writing printed texts or digital ones is always linked to specific communication situations, which involve participants, objectives, strategies, values, (dis)advantages, besides (re)creation of discursive genres in function of the mobile devices to which those collaborators have access in the different spheres of activities that they participate. All of that has caused a deep intersection in the identity traces of college students readers/writers in the 21st century which cannot be ignored by academic formation

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This thesis has as its object the Markers Organization Standard Narrative Discourse (MON), from its occurrence in oral and written corpora of different realizations of narrative discourse, considering its locus of occurrence in the narrative and discursive functioning. The research is guided by the Functional Linguistic Usage-Based, approach to which the organization of language is directly linked to the user experience, so that grammar is shaped by discourse. We examined only the narrative portions of Experience Reports, Tales and Legends in the oral and written, as follows: 3 inquiries Corpus Reports Remaining Quilombo (RN); 11 Corpus Legends legends of the Amazon, 14 Tales of Corpus Tales Brazilians and 21 Reports of experiences of Corpus and Discourse Grammar, with about 10,000 words in each corpus. A total of 22 markers were identified, which were: (1) classified according to the locus of occurrence in the narrative structure, as Labov (1972), (2) associated, according to the type of pattern that occur in narrative discourse, (3) described from the discursive function they perform. The research has relevance to the extent it is based speech analysis and offers proposals for productive teaching of mother tongue in which students and teachers can, grounded in language studies, consider living language, as an object of study, based on the National Curriculum Guidelines (OCN) and making use of New Technologies of Information and Communication (NTIC)

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Ubiquitous computing systems operate in environments where the available resources significantly change during the system operation, thus requiring adaptive and context aware mechanisms to sense changes in the environment and adapt to new execution contexts. Motivated by this requirement, a framework for developing and executing adaptive context aware applications is proposed. The PACCA framework employs aspect-oriented techniques to modularize the adaptive behavior and to keep apart the application logic from this behavior. PACCA uses abstract aspect concept to provide flexibility by addition of new adaptive concerns that extend the abstract aspect. Furthermore, PACCA has a default aspect model that considers habitual adaptive concerns in ubiquitous applications. It exploits the synergy between aspect-orientation and dynamic composition to achieve context-aware adaptation, guided by predefined policies and aim to allow software modules on demand load making possible better use of mobile devices and yours limited resources. A Development Process for the ubiquitous applications conception is also proposed and presents a set of activities that guide adaptive context-aware developer. Finally, a quantitative study evaluates the approach based on aspects and dynamic composition for the construction of ubiquitous applications based in metrics

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With the increase of processing ability, storage and several kinds of communication existing such as Bluetooth, infrared, wireless networks, etc.., mobile devices are no longer only devices with specific function and have become tools with various functionalities. In the business field, the benefits that these kinds of devices can offer are considerable, because the portability allows tasks that previously could only be performed within the work environment, can be performed anywhere. In the context of oil exploration companies, mobile applications allow quick actions could be taken by petroleum engineers and technicians, using their mobile devices to avoid potential catastrophes like an unexpected stop or break of important equipment. In general, the configuration of equipment for oil extraction is performed on the work environment using computer systems in desktop platforms. After the obtained configuration, an employee goes to equipment to be configured and perform the modifications obtained on the use desktop system. This management process equipment for oil extraction takes long time and does not guarantee the maintenance in time to avoid problems. With the use of mobile devices, management and maintenance of equipment for oil extraction can be performed in a more agile time once it enables the engineer or technician oil can perform this configuration at the time and place where the request comes for example, near in the oil well where the equipment is located. The wide variety of mobile devices creates a big difficulty in developing mobile applications, since for one application can function in several types of devices, the application must be changed for each specific type of device, which makes the development quite costly. This paper defines and implements a software product line for designing sucker-rod pumping systems on mobile devices. This product line of software, called BMMobile, aims to produce products that are capable of performing calculations to determine the possible configurations for the equipment in the design suckerrod pumping, and managing the variabilities of the various products that can be generated. Besides, this work performs two evaluations. The first evaluation will verify the consistency of the products produced by the software product line. The second evaluation will verify the reuse of some products generated by SPL developed

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Software Products Lines (SPL) is a software engineering approach to developing software system families that share common features and differ in other features according to the requested software systems. The adoption of the SPL approach can promote several benefits such as cost reduction, product quality, productivity, and time to market. On the other hand, the SPL approach brings new challenges to the software evolution that must be considered. Recent research work has explored and proposed automated approaches based on code analysis and traceability techniques for change impact analysis in the context of SPL development. There are existing limitations concerning these approaches such as the customization of the analysis functionalities to address different strategies for change impact analysis, and the change impact analysis of fine-grained variability. This dissertation proposes a change impact analysis tool for SPL development, called Squid Impact Analyzer. The tool allows the implementation of change impact analysis based on information from variability modeling, mapping of variability to code assets, and existing dependency relationships between code assets. An assessment of the tool is conducted through an experiment that compare the change impact analysis results provided by the tool with real changes applied to several evolution releases from a SPL for media management in mobile devices

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior