878 resultados para Unified User Experience Model


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Since the object management group (OMG) commenced its model driven architecture (MDA) initiative, there has been considerable activity proposing and building automatic model transformation systems to help implement the MDA concept. Much less attention has been given to the need to ensure that model transformations generate the intended results. This paper explores one aspect of validation and verification for MDA: coverage of the source and/or target metamodels by a set of model transformations. The paper defines the property of metamodel coverage and some corresponding algorithms. This property helps the user assess which parts of a source (or target) metamodel are referenced by a given model transformation set. Some results are presented from a prototype implementation that is built on the eclipse modeling framework (EMF).

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Recent research on teacher stress in primary schools (e.g. Leonard, Bourke & Schofield, 1999) has shown that higher levels of teacher exhaustion are associated with higher levels of student satisfaction. This paper seeks to explain this surprising finding by considering a construct discussed widely in the organisational literature known as extra-role or organisational citizenship behaviour (OCB). Teacher OCB may include extra efforts to make lessons enjoyable and interesting, organising extra-curricular activities and spending personal time talking with students. The proposed model of analysis also draws on literature relating to job burnout (Maslach, 1982), which generally suggests that the three components of chronic occupational stress - exhaustion, depersonalisation and reduced accomplishment - occur together. However, this paper proposes that although teachers who engage in more OCB experience more exhaustion, they may simultaneously increase their feelings of personal accomplishment and work identification, which may in turn help to avert burnout. It is argued that only with this particular set of job attitudes are the effects of exhaustion caused by high levels of OCB sufficiently buffered to avoid job burnout, and thus positively affect students' quality of school life. The development and piloting of an instrument to measure teachers' OCB will be discussed. The preliminary findings reported herein are part of a larger ongoing study investigating the consequences of stress and OCB in primary school teachers.

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Esta pesquisa apresenta estudo de caso cujo objetivo foi analisar a aceitação do Portal Inovação, identificando os fatores preditivos da intenção comportamental de uso e do comportamento de uso direcionadores da adoção da tecnologia por seus usuários via extensão do Modelo Unificado de Aceitação de Tecnologia, denominado pela sigla UTAUT (Unified Theory of Acceptance and Use of Technololgy) de Venkatesh et al. (2003). O objeto da pesquisa o Portal Inovação foi desenvolvido pelo Ministério da Ciência, Tecnologia e Inovação (MCTI) em parceria com o Centro de Gestão e Estudos Estratégicos (CGEE), Associação Brasileira de Desenvolvimento Industrial (ABDI) e Instituto Stela, visando atender às demandas do Sistema Nacional de Ciência, Tecnologia e Inovação (SNCTI) do País. Para atingir os objetivos propostos, recorreu-se às abordagens qualitativa, que foi subsidiada pelo método estudo de caso (YIN, 2005) e quantitativa, apoiada pela metodologia UTAUT, aplicada a usuários do portal e que contemplou o resultado de 264 respondentes validados. Quanto ao material de análise, utilizou-se da pesquisa bibliográfica sobre governo eletrônico (e-Gov), Internet, Sistema Nacional de Inovação, modelos de aceitação de tecnologia, dados oficiais públicos e legislações atinentes ao setor de inovação tecnológica. A técnica de análise empregada quantitativamente consistiu no uso de modelagem por equações estruturais, com base no algoritmo PLS (Partial Least Square) com bootstrap de 1.000 reamostragens. Os principais resultados obtidos demonstraram alta magnitude e significância preditiva sobre a Intenção Comportamental de Uso do Portal pelos fatores: Expectativa de Desempenho e Influência Social. Além de evidenciarem que as condições facilitadoras impactam significativamente sobre o Comportamento de Uso dos usuários. A conclusão principal do presente estudo é a de que ao considerarmos a aceitação de um portal governamental em que a adoção é voluntária, o fator social é altamente influente na intenção de uso da tecnologia, bem como os aspectos relacionados à produtividade consequente do usuário e o senso de utilidade; além da facilidade de interação e domínio da ferramenta. Tais constatações ensejam em novas perspectivas de pesquisa e estudos no âmbito das ações de e-Gov, bem como no direcionamento adequado do planejamento, monitoramento e avaliação de projetos governamentais.

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The Internet of Things (IoT) consists of a worldwide “network of networks,” composed by billions of interconnected heterogeneous devices denoted as things or “Smart Objects” (SOs). Significant research efforts have been dedicated to port the experience gained in the design of the Internet to the IoT, with the goal of maximizing interoperability, using the Internet Protocol (IP) and designing specific protocols like the Constrained Application Protocol (CoAP), which have been widely accepted as drivers for the effective evolution of the IoT. This first wave of standardization can be considered successfully concluded and we can assume that communication with and between SOs is no longer an issue. At this time, to favor the widespread adoption of the IoT, it is crucial to provide mechanisms that facilitate IoT data management and the development of services enabling a real interaction with things. Several reference IoT scenarios have real-time or predictable latency requirements, dealing with billions of device collecting and sending an enormous quantity of data. These features create a new need for architectures specifically designed to handle this scenario, hear denoted as “Big Stream”. In this thesis a new Big Stream Listener-based Graph architecture is proposed. Another important step, is to build more applications around the Web model, bringing about the Web of Things (WoT). As several IoT testbeds have been focused on evaluating lower-layer communication aspects, this thesis proposes a new WoT Testbed aiming at allowing developers to work with a high level of abstraction, without worrying about low-level details. Finally, an innovative SOs-driven User Interface (UI) generation paradigm for mobile applications in heterogeneous IoT networks is proposed, to simplify interactions between users and things.

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O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)

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O uso abusivo de substâncias psicoativas tem sido objeto de preocupação e alvo de políticas públicas de enfrentamento, praticamente no mundo todo. O reconhecimento de que tal forma de uso acarreta relevantes consequências econômicas, sociais, acadêmicas, familiares e de saúde física e mental, tem levado as autoridades competentes a criar programas que visam a fazer frente à expansão desse fenômeno. No Brasil, após um período em que o tratamento oferecido aos usuários de substâncias era predominantemente asilar, vem ocorrendo mudanças significativas no modelo de atenção a essa população, notadamente com a implantação dos Centros de Atenção Psicossocial Álcool e Drogas, dentro da estrutura do Sistema Único de Saúde SUS. O presente estudo tem por objetivo identificar e analisar a percepção dos pro-fissionais de saúde mental que atuam no CAPS-ad, sobre a pertinência e a eficácia das abor-dagens e técnicas por eles utilizadas no atendimento aos usuários de substâncias psicoativas. Visa também a conhecer a formação acadêmica e complementar desses trabalhadores; a natu-reza das relações profissionais que se estabelecem entre os membros da equipe; os resultados obtidos com o trabalho e o grau de satisfação dos profissionais com esses resultados. Objetiva ainda a identificar a representação que eles fazem desses usuários e o grau de confiança na proposta CAPS-ad. Para a coleta de dados utilizou-se a técnica de entrevistas semi-estruturadas e o tratamento dos dados foi realizado com base na técnica de Análise de Conte-údo de Laurence Bardin. A investigação revelou que os profissionais não têm formação para lidar com dependência química, que a equipe não atua de forma interdisciplinar e que o trata-mento é realizado de forma aleatória e com baixa eficácia. A representação que fazem do usu-ário é a de um indivíduo doente e ou vitimado pelas condições familiares e sócio-econômicas. Constatou-se também que a maioria dos profissionais tem dúvidas quanto à adequação do CAPS-ad como proposta para cuidar dos usuários de álcool e outras drogas.

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The goal of this work was to provide professional and amateur writers with a new way of enhancing their productivity and mental well-being, by helping them overcoming writers block and being able to achieve a state of optimal experience while writing. Our approach is based on bringing together different components to create what we call a creative moment. A creative moment is composed by an image, a text, a mood, a location and a color. The color presented in the creative moment varied according to the mood that was associated to the creative moment. With the creative moments we hoped that our users could have a way to easily trigger their creativity and have a kick start in their work. The prototyping of a web crowdsourcing platform, named CreativeWall, and a Microsoft Word Add-In, that was used on the user study performed, is described and their implementations are discussed. The user study reveals that our approach does have a positive influence in the productivity of the participants when compared with another existing approach. The study also revealed that our approach can ease the process of achieving a state of optimal experience by enhancing one of the dimensions presented on the Flow Theory. At the end we present what we consider would be some possible future developments for the concept created during the development of this work.

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The 'internationalisation' of Business and Management education, reflective of EU enlargement and the unprecedented globalisation of education, has resulted in growing numbers of overseas students adding a diversity and richness to the learning environment within many contemporary European Higher Educational Institutions (Green, 2006, Sliwa & Grandy, 2006). However, cross-national studies analyzing the impact that the internationalisation of business education has on the employability of business and management graduates are rare. Furthermore, there exists a notable gap in research aimed at identifying and conceptualising the generic business skills and competencies required by European employers of business and management graduates. By proposing a conceptual framework based upon a working model of business graduate employability, this goes some way to addressing this gap.

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The data available during the drug discovery process is vast in amount and diverse in nature. To gain useful information from such data, an effective visualisation tool is required. To provide better visualisation facilities to the domain experts (screening scientist, biologist, chemist, etc.),we developed a software which is based on recently developed principled visualisation algorithms such as Generative Topographic Mapping (GTM) and Hierarchical Generative Topographic Mapping (HGTM). The software also supports conventional visualisation techniques such as Principal Component Analysis, NeuroScale, PhiVis, and Locally Linear Embedding (LLE). The software also provides global and local regression facilities . It supports regression algorithms such as Multilayer Perceptron (MLP), Radial Basis Functions network (RBF), Generalised Linear Models (GLM), Mixture of Experts (MoE), and newly developed Guided Mixture of Experts (GME). This user manual gives an overview of the purpose of the software tool, highlights some of the issues to be taken care while creating a new model, and provides information about how to install & use the tool. The user manual does not require the readers to have familiarity with the algorithms it implements. Basic computing skills are enough to operate the software.

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Today, the data available to tackle many scientific challenges is vast in quantity and diverse in nature. The exploration of heterogeneous information spaces requires suitable mining algorithms as well as effective visual interfaces. miniDVMS v1.8 provides a flexible visual data mining framework which combines advanced projection algorithms developed in the machine learning domain and visual techniques developed in the information visualisation domain. The advantage of this interface is that the user is directly involved in the data mining process. Principled projection methods, such as generative topographic mapping (GTM) and hierarchical GTM (HGTM), are integrated with powerful visual techniques, such as magnification factors, directional curvatures, parallel coordinates, and user interaction facilities, to provide this integrated visual data mining framework. The software also supports conventional visualisation techniques such as principal component analysis (PCA), Neuroscale, and PhiVis. This user manual gives an overview of the purpose of the software tool, highlights some of the issues to be taken care while creating a new model, and provides information about how to install and use the tool. The user manual does not require the readers to have familiarity with the algorithms it implements. Basic computing skills are enough to operate the software.

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The work reported in this paper is part of a project simulating maintenance operations in an automotive engine production facility. The decisions made by the people in charge of these operations form a crucial element of this simulation. Eliciting this knowledge is problematic. One approach is to use the simulation model as part of the knowledge elicitation process. This paper reports on the experience so far with using a simulation model to support knowledge management in this way. Issues are discussed regarding the data available, the use of the model, and the elicitation process itself. © 2004 Elsevier B.V. All rights reserved.

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While diversity might give an organization a competitive advantage, individuals have a tendency to prefer homogenous group settings. Prior research suggests that group members who are dissimilar (vs. similar) to their peers in terms of a given diversity attribute (e.g. demographics, attitudes, values or traits) feel less attached to their work group, experience less satisfying and more conflicted relationships with their colleagues, and consequently are less effective. However, prior empirical findings tend to be weak and inconsistent, and it remains unclear when, how and to what extent such differences affect group members’ social integration (i.e. attachment with their work group, satisfaction and conflicted relationships with their peers) and effectiveness. To address these issues the current study conducted a meta-analysis and integrated the empirical results of 129 studies. For demographic diversity attributes (such as gender, ethnicity, race, nationality, age, functional background, and tenure) the findings support the idea that demographic dissimilarity undermines individual member performance via lower levels of social integration. These negative effects were more pronounced in pseudo teams – i.e. work groups in which group members pursue individual goals, work on individual tasks, and are rewarded for their individual performance. These negative effects were however non-existent in real teams - i.e. work groups in which groups members pursue group goals, work on interdependent tasks, and are rewarded (at least partially) based on their work group’s performance. In contrast, for underlying psychological diversity attributes (such as attitudes, personality, and values), the relationship between dissimilarity and social integration was more negative in real teams than in pseudo teams, which in return translated into even lower individual performance. At the same time however, differences in underlying psychological attributes had an even stronger positive effect on dissimilar group member’s individual performance, when the negative effects of social integration were controlled for. This implies that managers should implement real work groups to overcome the negative effects of group member’s demographic dissimilarity. To harness the positive effects of group members’ dissimilarity on underlying psychological attributes, they need to make sure that dissimilar group members become socially integrated.

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This thesis describes research into business user involvement in the information systems application building process. The main interest of this research is in establishing and testing techniques to quantify the relationships between identified success factors and the outcome effectiveness of 'business user development' (BUD). The availability of a mechanism to measure the levels of the success factors, and quantifiably relate them to outcome effectiveness, is important in that it provides an organisation with the capability to predict and monitor effects on BUD outcome effectiveness. This is particularly important in an era where BUD levels have risen dramatically, user centred information systems development benefits are recognised as significant, and awareness of the risks of uncontrolled BUD activity is becoming more widespread. This research targets the measurement and prediction of BUD success factors and implementation effectiveness for particular business users. A questionnaire instrument and analysis technique has been tested and developed which constitutes a tool for predicting and monitoring BUD outcome effectiveness, and is based on the BUDES (Business User Development Effectiveness and Scope) research model - which is introduced and described in this thesis. The questionnaire instrument is designed for completion by 'business users' - the target community being more explicitly defined as 'people who primarily have a business role within an organisation'. The instrument, named BUD ESP (Business User Development Effectiveness and Scope Predictor), can readily be used with survey participants, and has been shown to give meaningful and representative results.

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When constructing and using environmental models, it is typical that many of the inputs to the models will not be known perfectly. In some cases, it will be possible to make observations, or occasionally physics-based uncertainty propagation, to ascertain the uncertainty on these inputs. However, such observations are often either not available or even possible, and another approach to characterising the uncertainty on the inputs must be sought. Even when observations are available, if the analysis is being carried out within a Bayesian framework then prior distributions will have to be specified. One option for gathering or at least estimating this information is to employ expert elicitation. Expert elicitation is well studied within statistics and psychology and involves the assessment of the beliefs of a group of experts about an uncertain quantity, (for example an input / parameter within a model), typically in terms of obtaining a probability distribution. One of the challenges in expert elicitation is to minimise the biases that might enter into the judgements made by the individual experts, and then to come to a consensus decision within the group of experts. Effort is made in the elicitation exercise to prevent biases clouding the judgements through well-devised questioning schemes. It is also important that, when reaching a consensus, the experts are exposed to the knowledge of the others in the group. Within the FP7 UncertWeb project (http://www.uncertweb.org/), there is a requirement to build a Webbased tool for expert elicitation. In this paper, we discuss some of the issues of building a Web-based elicitation system - both the technological aspects and the statistical and scientific issues. In particular, we demonstrate two tools: a Web-based system for the elicitation of continuous random variables and a system designed to elicit uncertainty about categorical random variables in the setting of landcover classification uncertainty. The first of these examples is a generic tool developed to elicit uncertainty about univariate continuous random variables. It is designed to be used within an application context and extends the existing SHELF method, adding a web interface and access to metadata. The tool is developed so that it can be readily integrated with environmental models exposed as web services. The second example was developed for the TREES-3 initiative which monitors tropical landcover change through ground-truthing at confluence points. It allows experts to validate the accuracy of automated landcover classifications using site-specific imagery and local knowledge. Experts may provide uncertainty information at various levels: from a general rating of their confidence in a site validation to a numerical ranking of the possible landcover types within a segment. A key challenge in the web based setting is the design of the user interface and the method of interacting between the problem owner and the problem experts. We show the workflow of the elicitation tool, and show how we can represent the final elicited distributions and confusion matrices using UncertML, ready for integration into uncertainty enabled workflows.We also show how the metadata associated with the elicitation exercise is captured and can be referenced from the elicited result, providing crucial lineage information and thus traceability in the decision making process.

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This thesis describes research on End-User Computing (EUC) in small business in an environment where no Information System (IS) support and expertise are available. The research aims to identify the factors that contribute to EUC Sophistication and understand the extent small firms are capable of developing their own applications. The intention is to assist small firms to adopt EUC, encourage better utilisation of their IT resources and gain the benefits associated with computerisation. The factors examined are derived inductively from previous studies where a model is developed to map these factors with the degree of sophistication associated with IT and EUC. This study attempts to combine the predictive power of quantitative research through surveys with the explanatory power of qualitative research through action-oriented case study. Following critical examination of the literature, a survey of IT Adoption and EUC was conducted. Instruments were then developed to measure EUC and IT Sophistication indexes based on sophistication constructs adapted from previous studies using data from the survey. This is followed by an in-depth action case study involving two small firms to investigate the EUC phenomenon in its real life context. The accumulated findings from these mixed research strategies are used to form the final model of EUC Sophistication in small business. Results of the study suggest both EUC Sophistication and the Presence of EUC in small business are affected by Management Support and Behaviour towards EUC. Additionally EUC Sophistication is also affected by the presence of an EUC Champion. Results are also consistent with respect to the independence between IT Sophistication and EUC Sophistication. The main research contributions include an accumulated knowledge of EUC in small business, the Model of EUC Sophistication, an instrument to measure EUC Sophistication Index for small firms, and a contribution to research methods in IS.