918 resultados para Human-computer systems
Resumo:
Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process.
Resumo:
Design can enable sustainable behaviour by understanding everyday needs rather than treating people as the problem.
Resumo:
‘Scratch’ investigates the use of physical space as a representation of narrative and dramatic structure. An audio-drama, it is a world-first in being location-sensitive without being tied to any particular place (preceding attempts by others have emphasised location-specific aspects of the genre). Developed in collaboration with and part-funded by BBC Radio Drama, it builds on research undertaken for ‘Dragons’ (output 4). It uses pre-recorded audio on GPS-enabled mobile devices allowing sounds to be virtually attached to locations in an outdoor space. As participants move, they encounter scenes forming a coherent drama which behave differently if the same place is visited more than once. This translocational approach opens novel artistic possibilities exploited through team expertise in narrative, sound design and advanced interaction. It is also significant in the economics of broadcast media as a more viable proposition than the many experimental locative experiences which have been site-specific: this was of great interest to the BBC. The public performance selected for BBC FreeThinking, 1-2 September 2008 in Liverpool as part of European Capital of Culture was reported in a co-authored 2009 conference presentation at ISEA, Belfast, 26-29 August 2009 and in a co-authored short chapter in Spierling and Szilas (eds.) Interactive Storytelling, Springer 2008. Boyd Davis directed the project and devised and undertook the evaluation with 40 trial listeners, reporting to BBC executives (http://researchonline.rca.ac.uk/1000/) for whom a second trial was also run in London in 2009. The evaluation used interview, video observation and a questionnaire combining an open question at the beginning with more specific questions later, avoiding channelling respondents' reactions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The evaluation was to provide feedback to the makers of the drama and to guide policy at the BBC. [287] Participants were recruited principally through the publicity for FreeThinking 2008 – mainly via the festival website. The average age of participants was 40. The gender of participants was 20 males, 17 females and 3 null returns. The evaluation strategy was to combine an open question at the beginning with more specific questions later. In this way we avoided channeling respondents' initial opinions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The purpose of the evaluation was to provide guidance for ourselves as the makers of the drama and to guide policy at the BBC on locative and other interactive media. The responses are analysed in the report.
Resumo:
This paper presents a multi-class AdaBoost based on incorporating an ensemble of binary AdaBoosts which is organized as Binary Decision Tree (BDT). It is proved that binary AdaBoost is extremely successful in producing accurate classification but it does not perform very well for multi-class problems. To avoid this performance degradation, the multi-class problem is divided into a number of binary problems and binary AdaBoost classifiers are invoked to solve these classification problems. This approach is tested with a dataset consisting of 6500 binary images of traffic signs. Haar-like features of these images are computed and the multi-class AdaBoost classifier is invoked to classify them. A classification rate of 96.7% and 95.7% is achieved for the traffic sign boarders and pictograms, respectively. The proposed approach is also evaluated using a number of standard datasets such as Iris, Wine, Yeast, etc. The performance of the proposed BDT classifier is quite high as compared with the state of the art and it converges very fast to a solution which indicates it as a reliable classifier.
Resumo:
Thesis (Ph.D.)--University of Washington, 2016-08
Resumo:
Abstract not available
Resumo:
Becoming a mother presents a woman with new challenges and a need to access new sources of information. This work considers the increase in the use of online parenting support as the first group of millennials become parents. Initial results from a survey comparing the use of technology pre and post the experience of childbirth is presented. The survey reveals that mothers are likely to increase the time they spend online and are strongly motivated by seeking social contact. The paper concludes by considering the implications of this survey for healthcare professionals wishing to give information and support through online media and suggests how HCI professionals can become involved in this work.
Resumo:
Los maestros deben fortalecer desde el currículo ambientes adecuados para que los estudiantes se apropien del manejo de las TIC (Tecnologías de la Información y Comunicación) y las involucren en el proceso de enseñanza - aprendizaje; favoreciendo con esto el desarrollo de los contenidos en todas las áreas -- Cuando se pretende hacer uso de las TIC para mejorar el aprendizaje significativo de los estudiantes, se evidencia la debilidad que tiene el maestro para realizar un seguimiento a las actividades informales que realiza el estudiante para comprender un tema o adquirir una competencia -- El primer acercamiento para mejorar esta problemática, es realizar una integración de un estándar educativo para llevar un control y registrar las actividades informales que el estudiante realice a través de Internet, empleando un sinnúmero de aplicaciones que la web ofrece -- Para el mejoramiento del proceso evaluativo de los estudiantes de la Institución Educativa San José, se implementará la integración del estándar Tin Can Api dentro de un prototipo para realizar seguimiento a las actividades informales que realicen los estudiantes con el fin de llevar un registro de experiencias de aprendizaje -- Teniendo en cuenta lo anterior el maestro debe estar preparado para utilizar metodologías apoyadas en las herramientas tecnológicas, así el aprendizaje se logra con mayor disfrute y calidad
Resumo:
Stand-alone and networked surgical virtual reality based simulators have been proposed as means to train surgical skills with or without a supervisor nearby the student or trainee -- However, surgical skills teaching in medicine schools and hospitals is changing, requiring the development of new tools to focus on: (i) importance of mentors role, (ii) teamwork skills and (iii) remote training support -- For these reasons, a surgical simulator should not only allow the training involving a student and an instructor that are located remotely, but also the collaborative training of users adopting different medical roles during the training sesión -- Collaborative Networked Virtual Surgical Simulators (CNVSS) allow collaborative training of surgical procedures where remotely located users with different surgical roles can take part in the training session -- To provide successful training involving good collaborative performance, CNVSS should handle heterogeneity factors such as users’ machine capabilities and network conditions, among others -- Several systems for collaborative training of surgical procedures have been developed as research projects -- To the best of our knowledge none has focused on handling heterogeneity in CNVSS -- Handling heterogeneity in this type of collaborative sessions is important because not all remotely located users have homogeneous internet connections, nor the same interaction devices and displays, nor the same computational resources, among other factors -- Additionally, if heterogeneity is not handled properly, it will have an adverse impact on the performance of each user during the collaborative sesión -- In this document, the development of a context-aware architecture for collaborative networked virtual surgical simulators, in order to handle the heterogeneity involved in the collaboration session, is proposed -- To achieve this, the following main contributions are accomplished in this thesis: (i) Which and how infrastructure heterogeneity factors affect the collaboration of two users performing a virtual surgical procedure were determined and analyzed through a set of experiments involving users collaborating, (ii) a context-aware software architecture for a CNVSS was proposed and implemented -- The architecture handles heterogeneity factors affecting collaboration, applying various adaptation mechanisms and finally, (iii) A mechanism for handling heterogeneity factors involved in a CNVSS is described, implemented and validated in a set of testing scenarios
Resumo:
Advances in FPGA technology and higher processing capabilities requirements have pushed to the emerge of All Programmable Systems-on-Chip, which incorporate a hard designed processing system and a programmable logic that enable the development of specialized computer systems for a wide range of practical applications, including data and signal processing, high performance computing, embedded systems, among many others. To give place to an infrastructure that is capable of using the benefits of such a reconfigurable system, the main goal of the thesis is to implement an infrastructure composed of hardware, software and network resources, that incorporates the necessary services for the operation, management and interface of peripherals, that coompose the basic building blocks for the execution of applications. The project will be developed using a chip from the Zynq-7000 All Programmable Systems-on-Chip family.
Resumo:
The growing demand for large-scale virtualization environments, such as the ones used in cloud computing, has led to a need for efficient management of computing resources. RAM memory is the one of the most required resources in these environments, and is usually the main factor limiting the number of virtual machines that can run on the physical host. Recently, hypervisors have brought mechanisms for transparent memory sharing between virtual machines in order to reduce the total demand for system memory. These mechanisms “merge” similar pages detected in multiple virtual machines into the same physical memory, using a copy-on-write mechanism in a manner that is transparent to the guest systems. The objective of this study is to present an overview of these mechanisms and also evaluate their performance and effectiveness. The results of two popular hypervisors (VMware and KVM) using different guest operating systems (Linux and Windows) and different workloads (synthetic and real) are presented herein. The results show significant performance differences between hypervisors according to the guest system workloads and execution time.
Resumo:
Starting in December 1982 the University of Nottingham decided to phototypeset almost all of its examination papers `in house' using the troff, tbl and eqn programs running under UNIX. This tutorial lecture highlights the features of the three programs with particular reference to their strengths and weaknesses in a production environment. The following issues are particularly addressed: Standards -- all three software packages require the embedding of commands and the invocation of pre-written macros, rather than `what you see is what you get'. This can help to enforce standards, in the absence of traditional compositor skills. Hardware and Software -- the requirements are analysed for an inexpensive preview facility and a low-level interface to the phototypesetter. Mathematical and Technical papers -- the fine-tuning of eqn to impose a standard house style. Staff skills and training -- systems of this kind do not require the operators to have had previous experience of phototypesetting. Of much greater importance is willingness and flexibility in learning how to use computer systems.
Resumo:
The acts of pretending and make-believe are almost exclusively studied in the context of child development and child psychology. This study was therefore an exploratory investigation of these functions in adulthood. Ten Foley artists were interviewed about the role of pretending and make-believe in their occupation, and the results supported our prediction that adults are capable of, and readily partake in, pretending and make-believe. We discuss the existing literature on pretending and make-believe, the methodological challenges we faced, and our conclusions based on extended quotes from the participants. It is hoped that our identification of ‘professional make-believers’ can instigate further research, and the study of pretending beyond childhood.
Resumo:
Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.
Resumo:
International audience