874 resultados para User Interfaces
Resumo:
Este trabalho apresenta uma abordagem numrica da fratura baseada no Mtodo dos Elementos Finitos na qual so considerados materiais frgeis como objeto de estudo. As simulaes realizadas so possveis atravs de um algoritmo computacional que consiste na implementao de molas entre as faces dos elementos finitos. Esta composio constitui o mtodo denominado Interfaces Coesivas. As molas fornecem o efeito de coeso e representado por leis constitutivas do tipo bi-linear. Sua descrio apresentada, bem como sua implementao na anlise. Tanto o modo I como o modo II de ruptura so considerados. Com o objetivo de verificar o presente modelo com outros resultados e solues, so analisados exemplos numricos e experimentais extrados da literatura. Tais exemplos tratam da nucleao, propagao e eventuais paradas de trincas em peas estruturais submetidas aos mais diversos carregamentos e condies de contorno. ainda discutido como os parmetros de fratura do material interferem no processo de ruptura. Uma tentativa feita de determinar estes parmetros, em especial no caso de concreto.
Resumo:
Essa dissertao busca compreender processos de implementao de oramento participativos pelo vis da burocracia de nvel de rua. Para tal, foram estudados os casos de Guarulhos e So Bernardo do Campo, utilizando como metodologia a anlise de interface proposta por Long. Parte-se do pressuposto que possvel identificar, atravs do cotidiano destes profissionais, pontos de inflexo da participao popular no Brasil, que, alm de ainda se encontrar em desenvolvimento, j apresenta diversos desafios para ser bem sucedida. Assim, como problema de pesquisa, tem-se qual o papel dos servidores pblicos dos oramentos participativos que esto em contato direto com o pblico na implementao dos mesmos?. O estudo do dia a dia desses atores demonstra, com grande fora, uma desconfiana da sociedade civil para o governo, sendo necessrio recriar uma imagem do poder municipal enquanto parceiro; a fora do oramento participativo enquanto processo pedaggico, tanto para questes de funcionamento da mquina pblica, quanto para a prpria cidadania; a necessidade de mobilizao da populao para alm dos momentos das plenrias; a relativa dependncia da organizao e legitimao interna do oramento participativo na estrutura de governo, para um trabalho orientado da burocracia de nvel de rua; a legitimao do governo nas comunidades atravs da ao dessa categoria; e a constatao que estes profissionais configuram, na verdade, uma nova categoria, que sero aqui chamados de agentes de interface, por no se enquadrarem na lgica tradicional da burocracia. Tambm pelo seu papel fundamental na criao de novos sentidos, prope-se a interface enquanto lugar.
Resumo:
Companies have looked for many new ways to communicate with their customers. In the current scenario, Facebook has proven to be an efficient communication tool between consumers and businesses. This study aims to understand the differences in the complaint messages sent to companies, through an experiment that measured the emotional tone and the lack of formality in each message received by the website and the Facebook page of the company. As expected, people are more informal on Facebook. However, contrary to our intuition, participants tended to display more emotions on the company website. The social norms theory and the impression management contributed to explain the phenomena found.
Resumo:
This thesis was written as part of a Double-Degree Masters program in Management, with focus in Marketing. Aligned with the nature of the degree, this study aims to be a useful tool for managers and marketers, which conduct business online. This thesis is a study of Content Marketing in the content of online commercial product pages. Its aim is to understand how to use content marketing to drive conversion, by understanding consumer attitudes and purchase intention towards content. A in-depth study of existing theories and exploratory primary research was developed in other to attain these objectives. Business-to-consumer electronic commerce (B2C e-commerce) has provided consumers and online retailers with a more effective medium to perform online transactions through commercial websites. Although consumers have realized that the benefits of online shopping; such as time saving, minimizing effort, convenience, broader selection, and wider access to information, they are still greatly unwilling to shop online. Consumers shop essentially for two motives, to meet experiential (fun) or goal-oriented (efficiency) needs (Wolfinbarger & Gilly, 2001). The information provided by content marketing seeks to focus on consumers need for information and entertainment, instead of focusing on the brand. Thus, it is expected that the type of content format will have different effects on the attitudes and purchase intention on the online shopper, depending on the online shopping purpose. Concretely, a goal-oriented shopper should find user generated content (UGC) to be more valuable content formats, since they decrease the amount of search effort. While on the other hand, videos & tutorials (VT) might be perceived as more valuable for a consumer looking to spend time and being entertained through online shopping. The exploratory research was characterized by a survey experiment with online consumers. Participants were exposed to stimuli of content marketing tested according to their attitudes and purchase intention. The focus was to understand the impact of two different content marketing tacticsUser-generated content and Videos & Tutorialson attitudes and purchase intentions and how they interact with content complexity. The results indicate that content marketing in commercial product pages is relevant in driving consumer attitudes and purchase intentions. Consumers are not motivated by a specific content marketing tactic, unless that content has a certain level of complexity. In that case, Ur-Generated Content becomes a relevant tactic in product pages, however VT is not.
Resumo:
Os modelos e as tcnicas de modelao so, hoje em dia, fundamentais na engenharia de software, devido complexidade e sofisticao dos sistemas de informao actuais.A linguagem Unified Modeling Language (UML) [OMG, 2005a] [OMG, 2005b] tornou-se uma norma para modelao, na engenharia de software e em outras reas e domnios, mas reconhecida a sua falta de suporte para a modelao da interactividade e da interface com o utilizador [Nunes and Falco e Cunha, 2000].Neste trabalho, explorada a ligao entre as reas de engenharia de software e de interaco humano-computador, tendo, para isso, sido escolhido o processo de desenvolvimento Wisdom [Nunes and Falco e Cunha, 2000] [Nunes, 2001]. O mtodo Wisdom conduzido por casos de utilizao essenciais e pelo princpio da prototipificao evolutiva, focando-se no desenho das interfaces com o utilizador atravs da estrutura da apresentao, com a notao Prottipos Abstractos Cannicos (PAC) [Constantine and Lockwood, 1999] [Constantine, 2003], e do comportamento da interaco com a notao ConcurTaskTrees (CTT) [Patern, 1999] [Mori, Patern, et al., 2004] em UML. proposto, tambm, neste trabalho um novo passo no processo Wisdom, sendo definido um modelo especfico, construdo segundo os requisitos da recomendao Model Driven Architecture (MDA) [Soley and OMG, 2000] [OMG, 2003] elaborada pela organizao Object Managent Group (OMG). Este modelo especfico ser o intermedirio entre o modelo de desenho e a implementao da interface final com o utilizador. Esta proposta alinha o mtodo Wisdom com a recomendao MDA, tornando possvel que sejam gerados, de forma automtica, prottipos funcionais de interfaces com o utilizador a partir dos modelos conceptuais de anlise e desenho.Foi utilizada a ferramenta de modelao e de metamodelao MetaSketch [Nbrega, Nunes, et al., 2006] para a definio e manipulao dos modelos e elementos propostos. Foram criadas as aplicaes Model2Model e Model2Code para suportar as transformaes entre modelos e a gerao de cdigo a partir destes. Para a plataforma de implementao foi escolhida a framework Hydra, desenvolvida na linguagem PHP [PHP, 2006], que foi adaptada com alguns conceitos de modo a suportar a abordagem defendida neste trabalho.
Resumo:
Nowadays computers have advanced beyond the desktop into many parts of everyday life and objects. To achieve this we have to make the computer invisible, and making a computer invisible is not a matter of size of the hardware, its all about how the human perceives the computer. To make this possible, the interaction with the computer has to be done in an alternative way, such that the user doesnt notice the usual computer interfaces (mouse and keyboard) when using it. Therefore this thesis focuses on physical objects that are interactive to achieve various purposes like persuasive objects for stress relief, persuasive objects to help the process of teaching, persuasive objects for fun, persuasive objects to display internet information and persuasive objects to make people feel more in community (exchange virtual emotions), persuasive objects are going to be created and evaluated to see if they have the power to simplify and turn our lives better. The persuasive objects developed employ technology like sensors, actuators, microcontrollers, and computer/web services communication. This Master thesis starts by presenting a comprehensive introduction of what are persuasive objects and some general information about several areas that are related to our persuasive objects like stress relief, work experience, multimedia education and other major aspects. It continues by describing related work done in this area. Then we have a detailed view of each persuasive object and finally this thesis finishes with a general conclusion and notion of future work.