874 resultados para collaborative web design
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BACKGROUND Social networking sites can be beneficial for senior citizens to promote social participation and to enhance intergenerational communication. Particularly for older adults with impaired mobility, social networking sites can help them to connect with family members and other active social networking users. The aim of this systematic review is to give an overview of existing scientific literature on social networking in older users. METHODS Computerized databases were searched and 105 articles were identified and screened using exclusion criteria. After exclusion of 87 articles, 18 articles were included, reviewed, classified, and the key findings were extracted. Common findings are identified and critically discussed and possible future research directions are outlined. RESULTS The main benefit of using social networking sites for older adults is to enter in an intergenerational communication with younger family members (children and grandchildren) that is appreciated by both sides. Identified barriers are privacy concerns, technical difficulties and the fact that current Web design does not take the needs of older users into account. CONCLUSIONS Under the conditions that these problems are carefully addressed, social networking sites have the potential to support today's and tomorrow's communication between older and younger family members.
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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.
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The purpose of this study is to set up the basis needed to develop real applications designed for the control and management of heterogeneous fleets. This paper tries to present some programming patterns which will lead to the design and development of good quality applications. The premise for this purpose should be the design of scalable, platform independent, modular and user friendly programs which require very small maintenance and if possible to give the ability to nonprogrammer users the ability to extend the application beyond their original design. To achieve it, a web design with the use of content management system following a model-view-controller architectural pattern has been purposed.
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El objetivo principal de este proyecto ha sido introducir aprendizaje automático en la aplicación FleSe. FleSe es una aplicación web que permite realizar consultas borrosas sobre bases de datos nítidos. Para llevar a cabo esta función la aplicación utiliza unos criterios para definir los conceptos borrosos usados para llevar a cabo las consultas. FleSe además permite que el usuario cambie estas personalizaciones. Es aquí donde introduciremos el aprendizaje automático, de tal manera que los criterios por defecto cambien y aprendan en función de las personalizaciones que van realizando los usuarios. Los objetivos secundarios han sido familiarizarse con el desarrollo y diseño web, al igual que recordar y ampliar el conocimiento sobre lógica borrosa y el lenguaje de programación lógica Ciao-Prolog. A lo largo de la realización del proyecto y sobre todo después del estudio de los resultados se demuestra que la agrupación de los usuarios marca la diferencia con la última versión de la aplicación. Esto se basa en la siguiente idea, podemos usar un algoritmo de aprendizaje automático sobre las personalizaciones de los criterios de todos los usuarios, pero la gran diversidad de opiniones de los usuarios puede llevar al algoritmo a concluir criterios erróneos o no representativos. Para solucionar este problema agrupamos a los usuarios intentando que cada grupo tengan la misma opinión o mismo criterio sobre el concepto. Y después de haber realizado las agrupaciones usar el algoritmo de aprendizaje automático para precisar el criterio por defecto de cada grupo de usuarios. Como posibles mejoras para futuras versiones de la aplicación FleSe sería un mejor control y manejo del ejecutable plserver. Este archivo se encarga de permitir a la aplicación web usar el lenguaje de programación lógica Ciao-Prolog para llevar a cabo la lógica borrosa relacionada con las consultas. Uno de los problemas más importantes que ofrece plserver es que bloquea el hilo de ejecución al intentar cargar un archivo con errores y en caso de ocurrir repetidas veces bloquea todas las peticiones siguientes bloqueando la aplicación. Pensando en los usuarios y posibles clientes, sería también importante permitir que FleSe trabajase con bases de datos de SQL en vez de almacenar la base de datos en los archivos de Prolog. Otra posible mejora basarse en distintas características a la hora de agrupar los usuarios dependiendo de los conceptos borrosos que se van ha utilizar en las consultas. Con esto se conseguiría que para cada concepto borroso, se generasen distintos grupos de usuarios, los cuales tendrían opiniones distintas sobre el concepto en cuestión. Así se generarían criterios por defecto más precisos para cada usuario y cada concepto borroso.---ABSTRACT---The main objective of this project has been to introduce machine learning in the application FleSe. FleSe is a web application that makes fuzzy queries over databases with precise information, using defined criteria to define the fuzzy concepts used by the queries. The application allows the users to change and custom these criteria. On this point is where the machine learning would be introduced, so FleSe learn from every new user customization of the criteria in order to generate a new default value of it. The secondary objectives of this project were get familiar with web development and web design in order to understand the how the application works, as well as refresh and improve the knowledge about fuzzy logic and logic programing. During the realization of the project and after the study of the results, I realized that clustering the users in different groups makes the difference between this new version of the application and the previous. This conclusion follows the next idea, we can use an algorithm to introduce machine learning over the criteria that people have, but the problem is the diversity of opinions and judgements that exists, making impossible to generate a unique correct criteria for all the users. In order to solve this problem, before using the machine learning methods, we cluster the users in order to make groups that have the same opinion, and afterwards, use the machine learning methods to precise the default criteria of each users group. The future improvements that could be important for the next versions of FleSe will be to control better the behaviour of the plserver file, that cost many troubles at the beginning of this project and it also generate important errors in the previous version. The file plserver allows the web application to use Ciao-Prolog, a logic programming language that control and manage all the fuzzy logic. One of the main problems with plserver is that when the user uploads a file with errors, it will block the thread and when this happens multiple times it will start blocking all the requests. Oriented to the customer, would be important as well to allow FleSe to manage and work with SQL databases instead of store the data in the Prolog files. Another possible improvement would that the cluster algorithm would be based on different criteria depending on the fuzzy concepts that the selected Prolog file have. This will generate more meaningful clusters, and therefore, the default criteria offered to the users will be more precise.
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O jornalismo é um dos principais meios de oferta de temas para a discussão e formação da opinião pública, porém depende de um sistema técnico para ser transmitido. Durante mais de cem anos as informações produzidas pela imprensa foram emitidas, armazenadas, transmitidas e recebidas pelos chamados veículos de comunicação de massa que utilizam a rede centralizada cujas características estão na escassez material, produção em série e massificação. Esse sistema separa no tempo e no espaço emissores e receptores criando uma relação desigual de força em que as grandes empresas controlaram o fluxo informativo, definindo quais fatos seriam veiculados como notícia. Em 1995, a internet cuja informação circula sob a tecnologia da rede distribuída, foi apropriada pela sociedade, alterando a forma de produção, armazenamento e transmissão de informação. A tecnologia despertou a esperança de que esta ferramenta poderia proporcionar uma comunicação mais dialógica e democrática. Mas aos poucos pode-se perceber novas empresas se apropriando da tecnologia da rede distribuída sob a qual circula a internet, gerando um novo controle do fluxo informativo. Realizou-se nessa pesquisa um levantamento bibliográfico para estabelecer uma reflexão crítica dos diferentes intermediários entre fato e a notícia tanto da rede centralizada como na rede distribuída, objetivando despertar uma discussão que possa oferecer novas ideias para políticas, bem como alternativas para uma comunicação mais democrática e mais libertária.
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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.
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This chapter investigates the resistance by institutional actors in ambiguous supply chain environments for online grocery provision. Recent studies have shown that significant shifts in urban geographies are increasing consumers' expectations of online retail provision. However, at the same time there is also growing evidence that the collaborative practice in online grocery provision within the urban supply chains is resisted. That these trends are found despite growing demand of online provision highlights both the difficulty of bringing geographically dispersed supply partners together and the problems associated with operating within and across ambiguous environments. Drawing upon twenty-nine in-depth interviews with a range of institutional actors, including retail, logistics, and urban planning experts within an urban metropolis in an emerging market, we detail the different ways that collaboration is resisted in online retail provision. Several different patterns of resistance were identified in (non-) collaboration notably, ideological, functional, regulatory and spatial. © 2011, IGI Global. C.
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La información sobre conceptos de innovación educomunicativa en la web, sobre todo los relacionados con las TIC, suele ser confusa y presentarse de una forma divulgativa inexacta o de una manera científica compleja en artículos largos. Además, suelen utilizarse términos en inglés o en extrañas hibridaciones. Las y los estudiantes –y cualquier persona- que buscan estos términos suelen recurrir a la divulgación inexacta, lo que hace que no comprendan el término en toda su extensión y, por tanto, que los desarrollos que se realizan, tanto teóricos como prácticos, se alejen de la excelencia ya desde su inicio. Conceptos como Branding, Big Data, Force Touch, Gamificación, Geocaching, InRead video, Inroll Video, Interfaz Social, Mobile First, Mooc, Neurocomunicación, Responsive Web Design, Transmedia, Walking Cinema, Walking Documentary, Wayfinding… o no se comprenden o se comprenden sin los matices imprescindibles para un buen desarrollo académico y profesional. Los investigadores del grupo “Museum I+D+C. Laboratorio de cultura digital y museografía hipermedia” de la Universidad Complutense de Madrid, pertenecientes a distintas universidades de Argentina, Brasil, España, México, Colombia, Chile, Ecuador y Reino Unido, coinciden en la necesidad de intentar clarificar esos términos. Queremos animar a cualquier persona que lea estas líneas a participar en el proyecto, bien proponiendo mejoras o aportando nuevos términos.
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Dissertação de Mestrado, Produção, Edição e Comunicação de Conteúdos – Ramo Multimédia, Faculdade de Ciências Humanas e Sociais, Universidade do Algarve, 2015
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This paper presents the findings from a study into the current exploitation of computer-supported collaborative working (CSCW) in design for the built environment in the UK. The research is based on responses to a web-based questionnaire. Members of various professions, including civil engineers, architects, building services engineers, and quantity surveyors, were invited to complete the questionnaire. The responses reveal important trends in the breadth and size of project teams at the same time as new pressures are emerging regarding team integration and efficiency. The findings suggest that while CSCW systems may improve project management (e.g., via project documentation) and the exchange of information between team members, it has yet to significantly support those activities that characterize integrated collaborative working between disparate specialists. The authors conclude by combining the findings with a wider discussion of the application of CSCW to design activity-appealing for CSCW to go beyond multidisciplinary working to achieve interdisciplinary working.
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This paper presents a project consisting on the development of an Intelligent Tutoring System, for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students. One of the major goals of this project is to devise a teaching model based on Intelligent Tutoring techniques, considering not only academic knowledge but also other types of more empirical knowledge, able to achieve successfully the training of electrical installation design.
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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática.
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Web-based course management and delivery is regarded by many institutions as a key factor in an increasingly competitive education and training world, but the systems currently available are largely unsatisfactory in terms of supporting collaborative work and access to practical science facilities. These limitations are less important in areas where “pen-and-paper” courseware is the mainstream, but become unacceptably restrictive when student assignments require real-time teamwork and access to laboratory equipment. This paper presents a web-accessible workbench for electronics design and test, which was developed in the scope of an European IST project entitled PEARL, with the aim of supporting two main features: full web access and collaborative learning facilities.
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Dissertation presented to obtain the Ph.D degree in Bioinformatics