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


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The widespread availability of wirelessly connected portable computers, smartphones and other mobile devices, and the pervasive presence of computer services in our everyday environment, has brought the prediction of Mark Weiser of future ubiquitous computer systems closer to reality. Some of these - ever-present, anywhere, anytime - ubiquitous computer services mean easier and pleasant lifestyles for many people, but the generalized availability of some classes of these softwares and computer services, known as virtual disguisers and Virtual Robots, can pose new ethical problems in a world of explosive growth of social networking sites. The objective of the present article is to investigate some of these problems, from an interdisciplinary philosophical perspective. Special emphasis shall be given to the potential impact on human conduct caused by disguisers and Virtual Robots. © 2011 IEEE.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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O uso da comunicação de voz e dados através de dispositivos móveis vem aumentando significativamente nos últimos anos. Tal expansão traz algumas dificuldades inerentes, tais como: ampliação constante de capacidade das redes e eficiência energética. Neste contexto, vem se consolidando o conceito de Green networks, que se concentra no esforço para economia de energia e redução de CO2. Neste sentido, este trabalho propõe validar um modelo de uma política baseado em processo markoviano de decisão, visando a otimizar o consumo de energia, QoS e QoE, na alocação de usuários em redes macrocell e femtocell. Para isso o modelo foi inserido no simulador NS-2, aliando a solução analítica markoviana à flexibilidade característica da simulação discreta. A partir dos resultados apresentados na simulação, a política obteve uma economia significativa no consumo energético, melhorando a eficiência energética em até 4%, além de melhorar a qualidade de serviço em relação às redes macrocell e femtocell, demonstrando-se eficaz, de modo a alterar diretamente as métricas de QoS e de QoE.

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O presente trabalho apresenta um projeto e análise de uma antena monopolo planar multibanda operante nas frequências de 2000 MHz, 2500 MHz e 3500 MHz para aplicação em dispositivos móveis 3G e 4G. Dentre essas faixas estão contidos os espectros 3G (1895- 2165 MHz), 4G (2500-2690 MHz) e 4G (3400-3600 MHz) utilizadas pelo LTE e WIMAX 3,5. Para o desenvolvimento desse estudo foi tomado como referência uma antena dual-band de Hua- Ming Chen projetada para operar em sistemas ISM 1800 MHz, redes Wireless e Bluetooth 2400 MHz. O projeto proposto neste trabalho é uma modificação na estrutura da antena dual-band adaptada para tripla ressonância simultânea em frequências utilizadas em redes móveis 4G. Para alcançar o objetivo proposto utilizou-se para simulação o software CST® MICROWAVE STUDIO baseado no método Integração Finita no Domínio, as simulações foram feitas no domínio do tempo. Após obtenção satisfatória dos resultados simulados, um protótipo da antena foi confeccionado para medição e teste, os resultados apresentados são coerentes aos obtidos na simulação, o que valida o método proposto.

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This paper presents two mobile applications developed for assistance on the analysis of speech related problems: Contagem de Disfluências (Disfluency Counter) and Velocidade de Leitura (Reading Speed). The use of tablet mobile devices streamlines the procedures for speech problem analysis conducted by speech language therapist. The lack of tabletspecific software designed for this purpose in the Portuguese language, and suited to the Brazilian needs, motivated the development of these applications, which was conducted according to the Kanban agile methodology.

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Currently, a lot of visual information present in all media is form vehemently, for example, in print media and interfaces used for publicity in conjunction with informational design. This visual information has great influence in the life of human beings, since the vision of these individuals is the most used sense. Studies on visual identity have not explored this issue in a satisfactory manner, favoring thus the subject of this small development projects in the area. It is noted the need for analyzes to enable implementation principles of project, making them accessible to the comprehension of most individuals. This study aimed to propose an evaluation of visual identities, which were analyzed by means of visual concepts of usability, design methodologies and Gestalt. We contacted design firms specialized in visual identity projects, places where interviews were conducted to collect the brands allowed for analysis. The results point to a frequent demand for the employment of visual usability principles, design methodologies and Gestalt design in visual identities.

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Changes are occurring worldwide, including the area of positioning using Global Navigation Satellite Systems in mobile devices such as mobile phones or laptops. This is due to the great improvement and availability of Internet services to these mobile devices. The accuracy and speed of data transmission for these devices makes the technology of sending / receiving data via an internet targeted for optimization. The optimization could allow obtaining, in real-time, coordinates (latitude, longitude and altitude) of suitable quality for users of GPS (Global Positioning System) devices that have wireless Internet access, such as those used to control the eet, locomotion, navigation, agriculture, etc. . The use of the protocol NTRIP (Networked Transport of RTCM via Internet Protocol) in GPS applications is growing every day. Applications are available in C, which creates an opportunity for development with a focus on multiplatform environments. In this context, we propose an application, implemented in a multiplatform environment and the use of NTRIP, able to run on a mobile device for receiving GNSS data

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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The article discusses the changes in the relations between communi- cation and forms of consumption of the video formats guided by new interactive content and enabled by the digital technologies of contemporary medias. In light of sociosemiotics by Eric Landowski, regimes of meaning and interaction in the fruition process present in the music video The Time/Dirty Bit, of Black Eyed Peas, and the respective application for mobile devices BEP 360 are discussed.

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The audiovisual market carefully observes a tendency in television consumption habit: viewers are increasingly watching television content while surfing the internet through mobile devices like tablets, smartphones and laptops. Known as second screen, viewers interact simultaneously across these devices, sharing information about the programming on social networks, seeking additional information about the contents well aired, in addition to being likely to purchase products and services on platforms of mobile-commerce persuaded by the scheduling of programming through commercials. Given this, the aim of this article is to propose and prototyping an application visually in second screen with emphasis on business model with possible application on TV Unesp, where the viewer to interact with the programming through the application is exposed to previously scheduled ads, links to mobile-commerce and posts indicating purchase suggestions.

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This paper presents part of the results of a post-doctoral research project which is called "Hypermedia Design involved with the User Experience". The discussion will be undertaken in this article assumes that the use of a hypermedia environment facing the field of Design can facilitate the process of teaching and learning in an undergraduate degree in Design. The theme that guides the paper of the following question: if the education and training in design does not allow access, involvement and knowledge of the technologies in its primary base that practitioners and researchers are forming for the near future? For both this study focuses on the use of a digital environment by reporting of an experiment of using hypermedia digital book "Design, Education and Technology" as a teaching tool in undergraduate courses in design, results and notes on issues involving interactivity and user experience. The methodology has a qualitative bias, developed along the lines of exploratory research in the form of a case study, lectures, and workshops for the dynamic observation, a questionnaire and analysis of results were applied

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC