988 resultados para Final user


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This project investigated whether action research could be used to address ‘grassroots’ community problems in a remote district of PNG. The research team introduced, supported and researched the implementation of a pilot action research project from April to November 2015 in Abau, Central Province. The project was funded by the Australian Government and commissioned through the Economic and Public Sector Program (EPSP) managed by Coffey. The action research participants comprised people from throughout Abau with interests in women’s and gender equity issues from community groups and agencies in the district. The action research teams developed evidence-based understandings of the causes and consequences of the problems that they were addressing through their actions. The research team provided each participant with a mobile phone connected to a ‘common user group’ (CUG). This enabled each participant unlimited phone calls and SMS messaging to other participants and to the research team. The research team sent weekly sets of SMS messages to all participants to assist their action research work. The use of mobile phones to support action research in remote communities was an important element of both facilitating the action research and of the research on the pilot project itself. With such knowledge they were strengthened in purpose and intention to help their own community. This suggests that an extension of this work in other remote areas of PNG may be successful.

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Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos

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Includes bibliography

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Interactive theorem provers (ITP for short) are tools whose final aim is to certify proofs written by human beings. To reach that objective they have to fill the gap between the high level language used by humans for communicating and reasoning about mathematics and the lower level language that a machine is able to “understand” and process. The user perceives this gap in terms of missing features or inefficiencies. The developer tries to accommodate the user requests without increasing the already high complexity of these applications. We believe that satisfactory solutions can only come from a strong synergy between users and developers. We devoted most part of our PHD designing and developing the Matita interactive theorem prover. The software was born in the computer science department of the University of Bologna as the result of composing together all the technologies developed by the HELM team (to which we belong) for the MoWGLI project. The MoWGLI project aimed at giving accessibility through the web to the libraries of formalised mathematics of various interactive theorem provers, taking Coq as the main test case. The motivations for giving life to a new ITP are: • study the architecture of these tools, with the aim of understanding the source of their complexity • exploit such a knowledge to experiment new solutions that, for backward compatibility reasons, would be hard (if not impossible) to test on a widely used system like Coq. Matita is based on the Curry-Howard isomorphism, adopting the Calculus of Inductive Constructions (CIC) as its logical foundation. Proof objects are thus, at some extent, compatible with the ones produced with the Coq ITP, that is itself able to import and process the ones generated using Matita. Although the systems have a lot in common, they share no code at all, and even most of the algorithmic solutions are different. The thesis is composed of two parts where we respectively describe our experience as a user and a developer of interactive provers. In particular, the first part is based on two different formalisation experiences: • our internship in the Mathematical Components team (INRIA), that is formalising the finite group theory required to attack the Feit Thompson Theorem. To tackle this result, giving an effective classification of finite groups of odd order, the team adopts the SSReflect Coq extension, developed by Georges Gonthier for the proof of the four colours theorem. • our collaboration at the D.A.M.A. Project, whose goal is the formalisation of abstract measure theory in Matita leading to a constructive proof of Lebesgue’s Dominated Convergence Theorem. The most notable issues we faced, analysed in this part of the thesis, are the following: the difficulties arising when using “black box” automation in large formalisations; the impossibility for a user (especially a newcomer) to master the context of a library of already formalised results; the uncomfortable big step execution of proof commands historically adopted in ITPs; the difficult encoding of mathematical structures with a notion of inheritance in a type theory without subtyping like CIC. In the second part of the manuscript many of these issues will be analysed with the looking glasses of an ITP developer, describing the solutions we adopted in the implementation of Matita to solve these problems: integrated searching facilities to assist the user in handling large libraries of formalised results; a small step execution semantic for proof commands; a flexible implementation of coercive subtyping allowing multiple inheritance with shared substructures; automatic tactics, integrated with the searching facilities, that generates proof commands (and not only proof objects, usually kept hidden to the user) one of which specifically designed to be user driven.

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The Gravity field and steady-state Ocean Circulation Explorer (GOCE), ESA’s first Earth Explorer core mission, was launched on March 17, 2009 into a sunsynchronous dusk-dawn orbit and eventually re-entered into the Earth’s atmosphere on November 11, 2013. A precise science orbit (PSO) product was provided by the GOCE High-level Processing Facility (HPF) from the GPS high-low Satellite-to-Satellite Tracking (hl-SST) data from the beginning until the very last days of the mission. We recapitulate the PSO procedure and refer to the results achieved until the official end of the GOCE mission on October 21, 2013, where independent validations with Satellite Laser ranging (SLR) measurements confirmed a high quality of the PSO product of about 2 cm 1-D RMS. We then focus on the period after the official end of the mission, where orbits could still be determined thanks to the continuously running GPS receivers delivering high quality data until a few hours before the re-entry into the Earth’s atmosphere. We address the challenges encountered for orbit determination during these last days and report on adaptions in the PSO procedure to also obtain good orbit results at the unprecedented low orbital altitudes below 224 km.

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This paper describes a novel architecture to introduce automatic annotation and processing of semantic sensor data within context-aware applications. Based on the well-known state-charts technologies, and represented using W3C SCXML language combined with Semantic Web technologies, our architecture is able to provide enriched higher-level semantic representations of user’s context. This capability to detect and model relevant user situations allows a seamless modeling of the actual interaction situation, which can be integrated during the design of multimodal user interfaces (also based on SCXML) for them to be adequately adapted. Therefore, the final result of this contribution can be described as a flexible context-aware SCXML-based architecture, suitable for both designing a wide range of multimodal context-aware user interfaces, and implementing the automatic enrichment of sensor data, making it available to the entire Semantic Sensor Web

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It is easy to get frustrated at spoken conversational agents (SCAs), perhaps because they seem to be callous. By and large, the quality of human-computer interaction is affected due to the inability of the SCAs to recognise and adapt to user emotional state. Now with the mass appeal of artificially-mediated communication, there has been an increasing need for SCAs to be socially and emotionally intelligent, that is, to infer and adapt to their human interlocutors’ emotions on the fly, in order to ascertain an affective, empathetic and naturalistic interaction. An enhanced quality of interaction would reduce users’ frustrations and consequently increase their satisfactions. These reasons have motivated the development of SCAs towards including socio-emotional elements, turning them into affective and socially-sensitive interfaces. One barrier to the creation of such interfaces has been the lack of methods for modelling emotions in a task-independent environment. Most emotion models for spoken dialog systems are task-dependent and thus cannot be used “as-is” in different applications. This Thesis focuses on improving this, in which it concerns computational modeling of emotion, personality and their interrelationship for task-independent autonomous SCAs. The generation of emotion is driven by needs, inspired by human’s motivational systems. The work in this Thesis is organised in three stages, each one with its own contribution. The first stage involved defining, integrating and quantifying the psychological-based motivational and emotional models sourced from. Later these were transformed into a computational model by implementing them into software entities. The computational model was then incorporated and put to test with an existing SCA host, a HiFi-control agent. The second stage concerned automatic prediction of affect, which has been the main challenge towards the greater aim of infusing social intelligence into the HiFi agent. In recent years, studies on affect detection from voice have moved on to using realistic, non-acted data, which is subtler. However, it is more challenging to perceive subtler emotions and this is demonstrated in tasks such as labelling and machine prediction. In this stage, we attempted to address part of this challenge by considering the roles of user satisfaction ratings and conversational/dialog features as the respective target and predictors in discriminating contentment and frustration, two types of emotions that are known to be prevalent within spoken human-computer interaction. The final stage concerned the evaluation of the emotional model through the HiFi agent. A series of user studies with 70 subjects were conducted in a real-time environment, each in a different phase and with its own conditions. All the studies involved the comparisons between the baseline non-modified and the modified agent. The findings have gone some way towards enhancing our understanding of the utility of emotion in spoken dialog systems in several ways; first, an SCA should not express its emotions blindly, albeit positive. Rather, it should adapt its emotions to user states. Second, low performance in an SCA may be compensated by the exploitation of emotion. Third, the expression of emotion through the exploitation of prosody could better improve users’ perceptions of an SCA compared to exploiting emotions through just lexical contents. Taken together, these findings not only support the success of the emotional model, but also provide substantial evidences with respect to the benefits of adding emotion in an SCA, especially in mitigating users’ frustrations and ultimately improving their satisfactions. Resumen Es relativamente fácil experimentar cierta frustración al interaccionar con agentes conversacionales (Spoken Conversational Agents, SCA), a menudo porque parecen ser un poco insensibles. En general, la calidad de la interacción persona-agente se ve en cierto modo afectada por la incapacidad de los SCAs para identificar y adaptarse al estado emocional de sus usuarios. Actualmente, y debido al creciente atractivo e interés de dichos agentes, surge la necesidad de hacer de los SCAs unos seres cada vez más sociales y emocionalmente inteligentes, es decir, con capacidad para inferir y adaptarse a las emociones de sus interlocutores humanos sobre la marcha, de modo que la interacción resulte más afectiva, empática y, en definitiva, natural. Una interacción mejorada en este sentido permitiría reducir la posible frustración de los usuarios y, en consecuencia, mejorar el nivel de satisfacción alcanzado por los mismos. Estos argumentos justifican y motivan el desarrollo de nuevos SCAs con capacidades socio-emocionales, dotados de interfaces afectivas y socialmente sensibles. Una de las barreras para la creación de tales interfaces ha sido la falta de métodos de modelado de emociones en entornos independientes de tarea. La mayoría de los modelos emocionales empleados por los sistemas de diálogo hablado actuales son dependientes de tarea y, por tanto, no pueden utilizarse "tal cual" en diferentes dominios o aplicaciones. Esta tesis se centra precisamente en la mejora de este aspecto, la definición de modelos computacionales de las emociones, la personalidad y su interrelación para SCAs autónomos e independientes de tarea. Inspirada en los sistemas motivacionales humanos en el ámbito de la psicología, la tesis propone un modelo de generación/producción de la emoción basado en necesidades. El trabajo realizado en la presente tesis está organizado en tres etapas diferenciadas, cada una con su propia contribución. La primera etapa incluyó la definición, integración y cuantificación de los modelos motivacionales de partida y de los modelos emocionales derivados a partir de éstos. Posteriormente, dichos modelos emocionales fueron plasmados en un modelo computacional mediante su implementación software. Este modelo computacional fue incorporado y probado en un SCA anfitrión ya existente, un agente con capacidad para controlar un equipo HiFi, de alta fidelidad. La segunda etapa se orientó hacia el reconocimiento automático de la emoción, aspecto que ha constituido el principal desafío en relación al objetivo mayor de infundir inteligencia social en el agente HiFi. En los últimos años, los estudios sobre reconocimiento de emociones a partir de la voz han pasado de emplear datos actuados a usar datos reales en los que la presencia u observación de emociones se produce de una manera mucho más sutil. El reconocimiento de emociones bajo estas condiciones resulta mucho más complicado y esta dificultad se pone de manifiesto en tareas tales como el etiquetado y el aprendizaje automático. En esta etapa, se abordó el problema del reconocimiento de las emociones del usuario a partir de características o métricas derivadas del propio diálogo usuario-agente. Gracias a dichas métricas, empleadas como predictores o indicadores del grado o nivel de satisfacción alcanzado por el usuario, fue posible discriminar entre satisfacción y frustración, las dos emociones prevalentes durante la interacción usuario-agente. La etapa final corresponde fundamentalmente a la evaluación del modelo emocional por medio del agente Hifi. Con ese propósito se llevó a cabo una serie de estudios con usuarios reales, 70 sujetos, interaccionando con diferentes versiones del agente Hifi en tiempo real, cada uno en una fase diferente y con sus propias características o capacidades emocionales. En particular, todos los estudios realizados han profundizado en la comparación entre una versión de referencia del agente no dotada de ningún comportamiento o característica emocional, y una versión del agente modificada convenientemente con el modelo emocional propuesto. Los resultados obtenidos nos han permitido comprender y valorar mejor la utilidad de las emociones en los sistemas de diálogo hablado. Dicha utilidad depende de varios aspectos. En primer lugar, un SCA no debe expresar sus emociones a ciegas o arbitrariamente, incluso aunque éstas sean positivas. Más bien, debe adaptar sus emociones a los diferentes estados de los usuarios. En segundo lugar, un funcionamiento relativamente pobre por parte de un SCA podría compensarse, en cierto modo, dotando al SCA de comportamiento y capacidades emocionales. En tercer lugar, aprovechar la prosodia como vehículo para expresar las emociones, de manera complementaria al empleo de mensajes con un contenido emocional específico tanto desde el punto de vista léxico como semántico, ayuda a mejorar la percepción por parte de los usuarios de un SCA. Tomados en conjunto, los resultados alcanzados no sólo confirman el éxito del modelo emocional, sino xv que constituyen además una evidencia decisiva con respecto a los beneficios de incorporar emociones en un SCA, especialmente en cuanto a reducir el nivel de frustración de los usuarios y, en última instancia, mejorar su satisfacción.

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Durante décadas y aun en la actualidad muchas organizaciones, a nivel mundial, continúan afrontando pérdidas significativas debido a fracasos parciales y totales respecto a sus inversiones en sistemas de información (SI), planteando serios retos a los niveles gerenciales y los profesionales de SI. Estadísticas alarmantes y décadas de experiencia en la praxis en el área de SI en diversas organizaciones llevan al autor a poner el énfasis en los usuarios finales internos (UF) que son designados como representantes (UFR) de sus pares en los proyectos de desarrollo de SI (PDSI) por considerarlos como factores influyentes de manera significativa en el problema. Particularmente, con enfoque en ciertos factores de los UFR críticos para el éxito de los PDSI, con dimensiones analizadas de forma aislada o incompleta en otros estudios empíricos, a la fecha. No se encontraron estudios en Latinoamérica ni en otras latitudes que abordasen el fenómeno del éxito/fracaso de los SI desde el punto de vista adoptado en esta tesis. Por ello, esta investigación empírica ha evaluado en qué grado estos factores pudiesen influenciar los resultados durante el desarrollo e implementación de SI y su posible impacto en la satisfacción de los UF, siendo esta última aceptada por variados autores como la principal medida del éxito de los SI. Este estudio fue realizado en América Latina en las cuatro grandes empresas industriales que integran verticalmente el sector aluminio de Venezuela, sometidas a un macro PDSI para instalar el paquete, de tipo ERP, SAP/R3. Experimentados profesionales fueron encuestados o entrevistados, tales como altos ejecutivos, desarrolladores, líderes de proyecto y líderes de los UF. Un enfoque metodológico de triangulación permitió combinar un análisis cuantitativo con un análisis cualitativo interpretativo del tipo hermenéutico/dialéctico, hallándose resultados convergentes y complementarios. Un análisis estadístico, utilizando Partial Least Squares (PLS), seguido de un análisis hermenéutico/dialéctico. Los resultados confirmaron un hecho importante: en los casos problemáticos, paradójicamente, los orígenes de las razones de rechazo de esos SI argumentadas por los UF, en alto grado, apuntaron a los UFR o a ellos mismos. Los resultados también confirmaron la prevalencia de factores de orden cognitivo, conductual y político en estas organizaciones sobre los tecnológicos, al igual que el alto riesgo de dar por sentado la presencia y calidad de los factores requeridos de los UFR y de los otros factores estudiados. La validación estadística del modelo propuesto reveló al constructo conocimientos de los UFR como la principal variable latente, con los variables indicadoras que componen este constructo ejerciendo la mayor influencia sobre la calidad y el éxito de los SI. Un hallazgo contrario al de otros estudios, mostró que los conocimientos sobre las tecnologías de la información (TI) fueron los menos relevantes. Los SI de nómina y de administración de los RRHH fueron los más problemáticos, como suele ser el caso, por su complejidad en organizaciones grandes. Las conclusiones principales confirman el decisivo rol de los UF para el éxito de los PDSI y su relación con la creciente problemática planteada, la cual amerita más investigación y de las organizaciones una mayor atención y preparación. Descuidar los factores humanos y sociales así como una efectiva planificación y gestión de los mismos en preparación para estos proyectos origina serios riesgos. No obstante las limitaciones de este trabajo, la problemática analizada suele influir en los PDSI en diversas organizaciones, indistintamente de su tamaño o tipo de SI, estimándose, por tanto, que los resultados, conclusiones y recomendaciones de esta investigación tienen un alto grado de generalización. Una relación de indicadores claves es suministrada con fines preventivos. Finalmente, los factores evaluados pueden usarse para ampliar el modelo reconocido de DeLone y McLean (2003), conectándolos como variables latentes de sus variables independientes calidad de la información y calidad del SI. ABSTRACT For decades, many organizations worldwide have been enduring heavy losses due to partial and total failures regarding their investments in information systems (IS), posing serious challenges to all management levels and IS practitioners. Alarming statistics in this regard and decades of practice in the IS area lead the author to place an emphasis on the end users (EU) who are appointed in representation of their peers (EUR) to IS development projects (ISDP), considering them as highly influential factors on the problem. Especially, focusing on certain EUR success factors, and their dimensions, deemed critical to any IS development and implementation, omitted or not thoroughly analyzed neither in the theory nor in the empirical research on the subject, so far. No studies were found in Latin America or elsewhere addressing the phenomenon of IS success/failure from the perspective presented herein. Hence, this empirical research has assessed to what degree such factors can influence the outcomes of an ISDP and their feasible impact on the EU´s satisfaction, being the latter accepted by several authors as the main measure of IS success. This study was performed in Latin America embracing four major industrial enterprises, which vertically integrate the aluminum sector of Venezuela, subjected to a macro ISDP to install the ERP-type package SAP/R3. The field work included surveying and interviewing experienced professionals such as IS executives, IS developers, IS project leaders and end-user project leaders. A triangulation methodological approach allowed combining quantitative and interpretive analyses, obtaining convergent and complementing results. A statistical analysis, using Partial Least Squares (PLS), was carried out followed by a hermeneutical/dialectical analysis. Results confirmed a major finding: in problematic cases, paradoxically, the origins of IS rejection reasons argued by the EU, at a high degree, were usually traceable to the EUR and themselves. The results also confirmed the prevalence of cognitive, behavioral and political factors in these organizations as well as the high risk of taking for granted the presence and quality of those factors demanded from the EUR. The statistical validation of the proposed model revealed the construct EUR knowledge as the main latent variable, with its items exerting a major influence on IS quality and success. Another finding, in contradiction with that of other studies, proved knowledge of information technology (IT) aspects to be irrelevant. The payroll and the human resources administration IS were the most problematic, as is usually the case in large companies. The main conclusions confirm the EU´s decisive role for IS success and their relationship with the problem, which continues, demanding more research and, from organizations, more attention and preparation. Neglecting human and social factors in organizations as well as their effective planning and management in preparation for ISDP poses serious risks. Despite the limitations of this work, the analyzed problem tends to influence ISDP in a wide range of organizations; regardless of their size or type of IS, thus showing a high degree of generalization. Therefore it is believed that the results, conclusions and suggestions of this research have a high degree of generalization. A detailed checklist comprising key measures is provided for preventive actions. Finally, the factors evaluated can be used to expand the well-known model of DeLone & McLean (2003), by connecting them as latent variables of its independent variables information quality and IS quality.

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Inmersos en un mundo digital en el que participan cada vez más personas con diferentes niveles de experiencia en tecnología, ha aparecido la necesidad de diseñar las aplicaciones pensando en el usuario. El principal problema que un desarrollador se encuentra hoy en día es la falta de tiempo o agilidad para conceder al usuario una experiencia a medida. Muchas empresas han conseguido destacar en un mundo donde la competencia es muy grande gracias al aporte de valor añadido de una buena experiencia de usuario. Empezando por el análisis psicológico y las reacciones que tenemos cuando estamos interactuando con un sistema digital se intenta conseguir un método para diseñar la experiencia de usuario de un modo satisfactorio para ambas partes. Con el objetivo de probar el método diseñado, en el cual se incorporan muchas técnicas de otros métodos, se diseña parte de la experiencia de usuario de “ESEM 2014”, una de las conferencias informáticas más importantes del norte de Italia. Los resultados obtenidos en este trabajo son muy favorables, ya que mejoran substancialmente el resultado final y permiten al desarrollador seguir mejorando la aplicación hasta el momento y objetivo deseado. Resumen Español---ABSTRACT---In a world where more people with different level of expertise is engaging with technology, designing for the user has become one of the main concerns for the developers. Lack of time or agility are the main problems from the developers’ point of view in order to provide a good user experience. One of most important differentiators for companies is the provided experience as the technology and knowledge is highly available for everyone. The main goal of this project is to compose a method to include experience design in current agile development where short iterations is the main characteristic. In order to test the designed method, were many parts of other techniques have been included, part of the “ESEM 2014” conference has been designed. The results achieved with this guidelines has been very positive from both sides of the development, users and developers. Having short iterations allows improvement until the desired experience is achieved.

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The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.

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La web ha evolucionado hacia la participación en la creación de contenido tanto por desarrolladores expertos como por usuarios finales sin un gran conocimiento en esta área. A pesar de que su uso es igual de válido y funcional, las diferencias entre la calidad de los productos desarrollados por ambos puede llegar a ser considerable. Esta característica se observa con mayor claridad cuando se analizan los web components. El trabajo consiste en el desarrollo de un entorno capaz de recoger las métricas de calidad de los componentes, basadas en la interacción con ellos por parte de los usuarios. A partir de las métricas obtenidas, se determinará su calidad para realizar una mejora de la misma, en función de las características valoradas. La selección de las métricas se realiza mediante un estudio de las características que definen a un componente, y permiten ser analizadas. Para poder llevar a cabo la construcción del portal, se ha descrito un prototipo capaz de proporcionar un sistema para permitir que los componentes intercambien información entre ellos. El modelo ha sido integrado en los componentes que se han de evaluar para obtener nuevas métricas sobre esta característica. Se ha desarrollado un dashboard que permite la interacción sin limitaciones de los usuarios con los componentes, facilitándoles un sistema para conectar componentes, utilizando para ello el sistema previamente descrito. Como conclusión del trabajo, se puede observar la necesidad de integrar los componentes web en un entorno real para poder determinar su calidad. Debido a que la calidad está determinada por los usuarios que consumen los componentes, se ha de contar con su opinión en la cuantificación de la misma.---ABSTRACT---Recently, the web has evolved to the collaboration between professional developers and end users with limited knowledge to create web content. Although both solutions are correct and functional, the differences in the quality between them can be appreciable. This feature is shown clearly when the web components are analyzed. The work is composed of the development of a virtual environment which is able to pick the quality measures of the components, based on the interaction between these components and the user. The measures are the starting point to decide the quality, and improve them with the rated measures. The measures selection is done through a study of the main features of a component. This selection can be analyzed. In order to create the website, a prototype has been specified to provide a system in which the components can be trade information between them. The interconnection model has been integrated in the components to evaluate. A dashboard has been developed to allow users interacting with the components without rules, making them possible connecting components through the model. The main conclusion of the work is the necessity of integrating web components in a real environment to decide their quality. Due to the fact that the quality is measured in terms of the rate of the users, it is a must to give them the main roles in the establishment of that quality.

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Transportation Department, Research and Special Programs Administration, Washington, D.C.

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National Highway Traffic Safety Administration, Office of Research and Development, Washington, D.C.