871 resultados para Human and computer interaction


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The DADAISM project brings together researchers from the diverse fields of archaeology, human computer interaction, image processing, image search and retrieval, and text mining to create a rich interactive system to address the problems of researchers finding images relevant to their research. In the age of digital photography, thousands of images are taken of archaeological artefacts. These images could help archaeologists enormously in their tasks of classification and identification if they could be related to one another effectively. They would yield many new insights on a range of archaeological problems. However, these images are currently greatly underutilized for two key reasons. Firstly, the current paradigm for interaction with image collections is basic keyword search or, at best, simple faceted search. Secondly, even if these interactions are possible, the metadata related to the majority of images of archaeological artefacts is scarce in information relating to the content of the image and the nature of the artefact, and is time intensive to enter manually. DADAISM will transform the way in which archaeologists interact with online image collections. It will deploy user-centred design methodologies to create an interactive system that goes well beyond current systems for working with images, and will support archaeologists’ tasks of finding, organising, relating and labelling images as well as other relevant sources of information such as grey literature documents.

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Collector-type experiments have been conducted to investigate two different aspects of sputtering induced by keV ions. The first study looked for possible ejection mechanisms related to the primary charge state of the projectile. Targets of CsI and LiNbO_3 were bombarded with 48 keV Ar^(q+), and a Au target was bombarded with 60 keV Ar^(q+), for q = 4, 8, and 11. The collectors were analyzed using heavy-ion Rutherford backscattering spectroscopy to determine the differential angular sputtering yields; these and the corresponding total yields were examined for variations as a function of projectile charge state. For the Au target, no significant changes were seen, but for the insulating targets slight (~10%) enhancements were observed in the total yields as the projectile charge state was increased from 4+ to 11+.

In the second investigation, artificial ^(92)Mo/^(100)Mo targets were bombarded with 5 and 10 keV beams of Ar^+ and Xe^+ to study the isotopic fractionation of sputtered neutrals as a function of emission angle and projectile fluence. Using secondary ion mass spectroscopy to measure the isotope ratio on the collectors, material ejected into normal directions at low bombarding fluences (~ 10^(15) ions cm^(-2)) was found to be enriched in the light isotope by as much as ~70‰ compared to steady state. Similar results were found for secondary Mo ions sputtered by 14.5 keV O^-. For low-fluence 5 keV Xe^+ bombardment, the light-isotope enrichment at oblique angles was ~20‰ less than the corresponding enrichment in the normal direction. No angular dependence could be resolved for 5 keV Ar^+ projectiles at the lowest fluence. The above fractionation decreased to steady-state values after bombarding fluences of a few times 10^(16) ions cm^(-2) , with the angular dependence becoming more pronounced. The fractionation and total sputtering yield were found to be strongly correlated, indicating that the above effects may have been related to the presence of a modified target surface layer. The observed effects are consistent with other secondary ion measurements and multiple-interaction computer simulations, and are considerably larger than predicted by existing analytic theory.

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Esta pesquisa tem como objetivo documentar o processo de redução de riscos e incertezas de um jogo eletrônico em desenvolvimento por meio da aplicação de métodos de avaliação de Usabilidade. Foi realizado um estudo de caso da utilização de métodos e técnicas de avaliação de Usabilidade durante a produção do jogo eletrônico Dungeonland, conduzido entre 2010 a 2013 ao longo de diversas iterações do produto, da pré-produção ao lançamento. Foram utilizados os métodos de observação direta baseada em problemas, avaliação cooperativa, questionário e entrevista semi-estruturada. Os dados coletados demonstram a evolução do design do jogo, as diferentes metodologias empregadas em cada estágio de desenvolvimento, e o impacto da avaliação no projeto. Apesar de problemas e limitações no emprego dos testes de Usabilidade no produto em questão, o impacto da avaliação foi visto como muito grande e muito positivo pelos desenvolvedores - através de dados qualitativos como protocolos verbais e de gameplay de usuários, e de dados quantitativos sobre suas experiências com o produto que possam ser comparados estatisticamente, os desenvolvedores de jogos têm à sua disposição poderosas ferramentas para estabelecer processos de Design claros, centrados no usuário, e que ofereçam um ambiente onde problemas são rapidamente identificados e soluções são validadas com usuários reais.