930 resultados para Digital marketing,Eye tracking,Web usability,User Interface
Resumo:
The article presents a study of a CEFR B2-level reading subtest that is part of the Slovenian national secondary school leaving examination in English as a foreign language, and compares the test-taker actual performance (objective difficulty) with the test-taker and expert perceptions of item difficulty (subjective difficulty). The study also analyses the test-takers’ comments on item difficulty obtained from a while-reading questionnaire. The results are discussed in the framework of the existing research in the fields of (the assessment of) reading comprehension, and are addressed with regard to their implications for item-writing, FL teaching and curriculum development.
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Though the testing-effect can be boosted by including a restudy phase after answering test questions, we do not know precisely why it does so. One possible explanation is being tested here. The present study measured attention allocation during initial reading and rereading with a remote eye tracker to gain information on the cognitive processes during restudy, with and without prior testing. The results show that at the final study moment, students in the study-test-condition attended longer to information pertaining to the initial test questions as compared to students in the study-only condition (i.e., who did not take the test). No differences in attention allocation were found for information only questioned on a posttest 1 week later. In addition, it was found that performance on the initial test questions heavily affected which information students restudy; students in the study-test-condition paid namely more attention to the answers of questions they answered incorrectly during the initial test than to the answers of the questions they answered correctly on the initial test
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Recent empirical studies about the neurological executive nature of reading in bilinguals differ in their evaluations of the degree of selective manifestation in lexical access as implicated by data from early and late reading measures in the eye-tracking paradigm. Currently two scenarios are plausible: (1) Lexical access in reading is fundamentally language non-selective and top-down effects from semantic context can influence the degree of selectivity in lexical access; (2) Cross-lingual lexical activation is actuated via bottom-up processes without being affected by top-down effects from sentence context. In an attempt to test these hypotheses empirically, this study analyzed reader-text events arising when cognate facilitation and semantic constraint interact in a 22 factorially designed experiment tracking the eye movements of 26 Swedish-English bilinguals reading in their L2. Stimulus conditions consisted of high- and low-constraint sentences embedded with either a cognate or a non-cognate control word. The results showed clear signs of cognate facilitation in both early and late reading measures and in either sentence conditions. This evidence in favour of the non-selective hypothesis indicates that the manifestation of non-selective lexical access in reading is not constrained by top-down effects from semantic context.
Resumo:
The physical appearance and behavior of a robot is an important asset in terms of Human-Computer Interaction. Multimodality is also fundamental, as we humans usually expect to interact in a natural way with voice, gestures, etc. People approach complex interaction devices with stances similar to those used in their interaction with other people. In this paper we describe a robot head, currently under development, that aims to be a multimodal (vision, voice, gestures,...) perceptual user interface.
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The recent trend on embedded system development opens a new prospect for applications that in the past were not possible. The eye tracking for sleep and fatigue detection has become an important and useful application in industrial and automotive scenarios since fatigue is one of the most prevalent causes of earth-moving equipment accidents. Typical applications such as cameras, accelerometers and dermal analyzers are present on the market but have some inconvenient. This thesis project has used EEG signal, particularly, alpha waves, to overcome them by using an embedded software-hardware implementation to detect these signals in real time
Resumo:
Metagenomic studies use high-throughput sequence data to investigate microbial communities in situ. However, considerable challenges remain in the analysis of these data, particularly with regard to speed and reliable analysis of microbial species as opposed to higher level taxa such as phyla. We here present Genometa, a computationally undemanding graphical user interface program that enables identification of bacterial species and gene content from datasets generated by inexpensive high-throughput short read sequencing technologies. Our approach was first verified on two simulated metagenomic short read datasets, detecting 100% and 94% of the bacterial species included with few false positives or false negatives. Subsequent comparative benchmarking analysis against three popular metagenomic algorithms on an Illumina human gut dataset revealed Genometa to attribute the most reads to bacteria at species level (i.e. including all strains of that species) and demonstrate similar or better accuracy than the other programs. Lastly, speed was demonstrated to be many times that of BLAST due to the use of modern short read aligners. Our method is highly accurate if bacteria in the sample are represented by genomes in the reference sequence but cannot find species absent from the reference. This method is one of the most user-friendly and resource efficient approaches and is thus feasible for rapidly analysing millions of short reads on a personal computer.
Resumo:
Syftet med denna studie är att undersöka fördröjningsskillnader inom användargränssnitt mellan nativeutvecklade appar (utveckling till varje plattform) och appar av typen generated apps. Eftersom arbetet syftar till att bidra med information om prestanda ansågs en experimentell metod vara det bästa valet. Mätning av laddningstider gjordes med hjälp av en videokamera som filmade utförandet av experimenten vilket gjorde metoden simpel och liknar det som en användare kommer att uppleva. Avgränsning till plattformarna Android och iOS gjordes där Xamarin valdes som ramverk inom tekniker som skapar generated apps. Mätdata från experiment som undersökte laddningstider, experiment med användare som hanterade listors respons samt undersökning av CPU och minnesanvändning tyder på ett återkommande mönster. Xamarin Forms med XAML är den teknik som presterat sämst under experimenten som sedan följs av Xamarin Forms. Xamarin Android/iOS hade inte lika stora prestandaförluster jämfört med nativeutvecklade delar. Generellt hanterar Xamarin Forms telefonens resurser sämre än vad Xamarin Android/iOS och native gör. Resultat från studien kan användas som beslutsstöd vid val av teknik. Studien bidrar även med data som kan användas vid vidare forskning inom området.
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Työn tavoitteena oli toimintatutkimuksen kautta tutkia ketterän ohjelmistokehityksen keinoin toteutetun käyttöliittymäkehityksen kykyä vastata asiakkaiden todellisiin tarpeisiin. Työssä haettiin tapaustutkimusyritykselle olemassa olevan työkalun uuden version käyttöliittymän toteutusvaihtoehtoja ja toteutettiin korkean tarkkuuden prototyyppejä näitä hyödyntäen. Ketterän ohjelmistokehityksen arvot ja periaatteet soveltuivat kehitysprosessissa käytettäviksi erinomaisesti. Iteratiivinen lähestymistapa kehitykseen ja läheinen yhteistyö tapaustutkimusyrityksen ja kandidaatintyöntekijän kanssa mahdollistivat yrityksen odotusten täyttämisen. Työkalun käyttöliittymä saatettiin tasolle, joka mahdollistaa jatkokehittämisen aloituksen. Kattavamman testauttamisen sisällyttäminen kehitysprosessiin olisi edesauttanut vielä paremman lopputuloksen saavuttamista.
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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.
Resumo:
A sensing device for a touchless, hand gesture, user interface based on an inexpensive passive infrared pyroelectric detector array is presented. The 2 x 2 element sensor responds to changing infrared radiation generated by hand movement over the array. The sensing range is from a few millimetres to tens of centimetres. The low power consumption (< 50 μW) enables the sensor’s use in mobile devices and in low energy applications. Detection rates of 77% have been demonstrated using a prototype system that differentiates the four main hand motion trajectories – up, down, left and right. This device allows greater non-contact control capability without an increase in size, cost or power consumption over existing on/off devices.
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This thesis introduces the L1 Adaptive Control Toolbox, a set of tools implemented in Matlab that aid in the design process of an L1 adaptive controller and enable the user to construct simulations of the closed-loop system to verify its performance. Following a brief review of the existing theory on L1 adaptive controllers, the interface of the toolbox is presented, including a description of the functions accessible to the user. Two novel algorithms for determining the required sampling period of a piecewise constant adaptive law are presented and their implementation in the toolbox is discussed. The detailed description of the structure of the toolbox is provided as well as a discussion of the implementation of the creation of simulations. Finally, the graphical user interface is presented and described in detail, including the graphical design tools provided for the development of the filter C(s). The thesis closes with suggestions for further improvement of the toolbox.
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Anchoíta (Engraulis anchoita) é uma espécie pelágica encontrada no Sudoeste do Oceano Atlântico. Estima-se que 135000 toneladas/ano desse peixe possam ser exploradas ao longo do litoral sul do Brasil. Entretanto, os recursos pesqueiros do país são ainda inexplorados, o que torna esta matéria prima candidata em potencial para a fabricação de novos produtos a base desse pescado. Com o apoio de programas governamentais sociais, a tendência para o Brasil é para o desenvolvimento de produtos de anchoíta alternativos e que sejam capazes de suprir as necessidades específicas de cada grupo de consumo alvo. Dentro desse cenário, um estudo de novos produtos de pescado frente ao mercado se faz necessário, na tentativa de compreender as variáveis influentes do setor. Para tanto, na presente tese teve objetivou-se desenvolver produtos à base de anchoíta e estudar o comportamento do mercado consumidor frente a esses novos produtos de pescado. Um total de seis artigos foi gerado. O primeiro artigo intitulou-se: “Potencial de inserção de empanados de pescado na merenda escolar mediante determinantes individuais”. Neste objetivou-se detectar os determinantes individuais do consumo de pescado com adolescentes em idade de 12 a 17 anos, visando à inserção de empanados de pescado na merenda escolar. Foi verificado que as variáveis que melhor discriminaram a frequência de consumo foram “gosta de pescado” e “grau de escolaridade dos pais”. Os resultados indicaram um potencial de consumo de empanados de pescado por adolescentes, associado à necessidade de educação alimentar. O segundo artigo “Elaboração de hambúrguer a partir de base proteica de anchoíta (Engraulis anchoita)” no qual se objetivou avaliar o efeito de diferentes combinações de solventes para a obtenção de base proteica de anchoíta visando à elaboração de hambúrguer de pescado. As lavagens com ácido fosfórico e mais dois ciclos de água foram as que apresentaram os melhores valores para a obtenção da base proteica, baseando-se na remoção de nitrogenados e respostas sensoriais. No terceiro artigo “Aceitação de empanados de pescado (Engraulis anchoita) na merenda escolar no extremo sul do Brasil” o objetivo foi avaliar a aceitação de empanados de pescado (Engraulis anchoita) com alunos (n = 830) da rede pública de ensino, em idades entre 5 e 18 anos, de duas cidades do estado do Rio Grande do Sul, Brasil. Os resultados indicaram relação inversa entre a aceitação de empanados de pescado e o aumento da idade das crianças. O quarto artigo estudou “Razões subjacentes ao baixo consumo de pescado pelo consumidor brasileiro.” Neste objetivou-se investigar o comportamento referente ao consumo de pescado de uma população com baixo consumo de pescado (Brasil), aplicando a Teoria do Comportamento Planejado (TCP). Os resultados indicaram que tanto a intenção como a atitude provou serem determinantes significativos na frequência de comer pescado, sendo a atitude inversamente correlacionada com o consumo de pescado. Hábito apareceu como uma importante variável discriminante para o consumo de pescado. O quinto artigo intitula-se “Modelagem de equações estruturais e associação de palavras como ferramentas para melhor compreensão do baixo consumo de pescado”. O objetivo foi desenvolver um modelo e explicar o conjunto das relações entre os construtos do consumo de pescado em uma população com baixo consumo de pescado (Brasil) através da aplicação da TCP e pelo Questionário das Escolhas dos Alimentos. Além disso, a percepção cognitiva de produtos de pescado (Engraulis anchoíta) foi avaliada pela mesma população. Os resultados indicaram um bom ajuste para o modelo proposto e mostraram que os construtos “saúde” e “controle de peso” são bons preditores da intenção. A técnica associação de palavras provou ser um método útil para a análise de percepção de um novo produto de pescado, além de ajudar a explicar os resultados obtidos pelas equações estruturais. O sexto e último artigo “Percepção de saudável em produtos de pescado em uma população com alto consumo de pescado. Uma investigação por eye tracking” em que se objetivou explorar o uso do método eye tracking para estudar a percepção de saudável em diferentes produtos de pescado. Dois pontos importantes podem ser salientados como influentes na percepção de saudável: produtos de pescado processados e alimentos fritos.
Resumo:
Processing language is postulated to involve a mental simulation, or re-enactment of perceptual, motor, and introspective states that were acquired experientially (Barsalou, 1999, 2008). One such aspect that is mentally simulated during processing of certain concepts is spatial location. For example, upon processing the word “moon” the prominent spatial location of the concept (e.g. ‘upward’) is mentally simulated. In six eye-tracking experiments, we investigate how mental simulations of spatial location affect processing. We first address a conflict in previous literature whereby processing is shown to be impacted in both a facilitatory and inhibitory way. Two of our experiments showed that mental simulations of spatial association facilitate saccades launched toward compatible locations; however, a third experiment showed an inhibitory effect on saccades launched towards incompatible locations. We investigated these differences with further experiments, which led us to conclude that the nature of the effect (facilitatory or inhibitory) is dependent on the demands of the task and, in fitting with the theory of Grounded Cognition (Barsalou, 2008), that mental simulations impact processing in a dynamic way. Three further experiments explored the nature of verticality – specifically, whether ‘up’ is perceived as away from gravity, or above our head. Using similar eye-tracking methods, and by manipulating the position of participants, we were able to dissociate these two possible standpoints. The results showed that mental simulations of spatial location facilitated saccades to compatible locations, but only when verticality was dissociated from gravity (i.e. ‘up’ was above the participant’s head). We conclude that this is not due to an ‘embodied’ mental simulation, but rather a result of heavily ingrained visuo-motor association between vertical space and eye movements.
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Annotation Pro - a description of techniques, methods implemented in the tool, as well as the list of all built in functionalities and features of the user interface, and usage tips.
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The integration of Information and Communication Technologies (ICT) in the tourism industry is an essential element for the success of any tourism enterprise. ICTs provide access to information of tourism products from anywhere and at any time. Tour companies may also reach out to target customers around the world through a series of emerging technologies. This paper aims to make a review of the main key factors of ICT in Tourism. Aspects such as the quality of the website, Digital Marketing, Social Networking, Multimedia, Mobile Technologies and Intelligent Environments are discussed.