1000 resultados para usuário
Resumo:
In current days, the technology in materials and compounds makes it possible to implement a wide range of colors in any production process is this graphic or product. Formerly the limitations of series production allowed a small variety of colors and reasons, and the consumer had access to few options at the time of purchase. Today the companies make use of color in ceaseless products in order to differentiate them from competitors, which awakens an alert during the creative process of designer: How To properly apply the colors to the products? This Article aims at helping these professionals to understand how it works the Chroma spectrum in their physiology and psychology in such a way as to demonstrate a method to create a palette of colors directed to the user to whom you want to reach. This methodological suggestion, among other possible, should facilitate the process of choice of colors by professional during the creative process and projectual.
Resumo:
The contemporary world is characterized, among other factors, by the influence of the new computer information systems on the behavior of individuals. However, traditional information systems still have interaction problems with users. The aim of this study was to determine whether the interaction aspects between user versus traditional information systems (particularly the graphics) have been fully studied. To do so, the ergonomic aspects and usability of such systems were reviewed, with emphasis on the problems of visibility, legibility and readability. From that criteria, the evolution of ergonomic studies of information systems was reviewed (bibliometrics technique); and examples of ergonomic and usability problems in packaging were demonstrated (case study). The results confirm that traditional information systems still have problems of interaction between human X system, hindering the effective perception of information.
Resumo:
O principal objetivo deste artigo é contribuir com a adoção do modelo de referência MPS para Software (MPS-SW). Para isso, é proposta uma ontologia dos níveis G e F do modelo, visando apoiar a compreensão e implementação desses níveis. O modelo MPS-SW é adequado a micro, pequenas e médias empresas (mPME), assim como a empresas de grande porte. A proposta pretende mitigar os investimentos técnicos e financeiros na implantação e treinamento do modelo, principalmente nas mPME. Neste contexto, este artigo apresenta a metodologia utilizada para o desenvolvimento da ontologia, com a inclusão de conhecimentos de especialistas no modelo, conceitos do PMBOK (Project Management Body of Knowledge) e indicadores do BSC (Balanced Scorecard). A partir de testes centrados no usuário, foi gerada uma versão beta da ontologia, que está disponível em repositórios livres e gratuitos.
Resumo:
A utilização da Web como plataforma para a educação a distância (e-learning), tem sido uma das grandes alternativas para a educação em sala de aula tradicional. Embora esses sistemas sejam amplamente utilizados, existem limitações quanto à dificuldade de busca, integração e reuso dos materiais existentes. Neste contexto, neste trabalho é apresentada uma arquitetura multiagente para o desenvolvimento de sistemas Web semânticos para a gestão de conteúdos educacionais – SWSGC, onde de acordo com os requisitos do usuário são propostos os conteúdos educacionais (OAs) do curso. Tais conteúdos são recuperados de repositórios heterogêneos de OAs, anotados mediante padrões de metadados educacionais e ontologias de domínio. Esta arquitetura proposta visa automatizar atividades relacionadas à gestão de OAs tais como: a autoria de OAs, a autoria de curso, e a busca e a anotação semântica de OAs.
Resumo:
A Mineração de Aspectos visa a identificar potenciais interesses transversais em código fonte de programa e a Refatoração para Aspectos visa a encapsulá-los em aspectos. A Mineração de Aspectos é um processo não-automático, pois o usuário precisa analisar e compreender os resultados gerados por técnicas/ferramentas e confirmar interesses transversais para refatorá-los em aspectos. Neste trabalho é proposta uma abordagem visual que lida com resultados gerados por duas técnicas de mineração de aspectos propostas na literatura. Por meio de múltiplas visões coordenadas, diferentes níveis de detalhe para explorar sistemas de software apóiam a análise e a compreensão de tais resultados para futura refatoração. O modelo de coordenação, implementado na ferramenta SoftVis4CA, é apresentado neste trabalho, juntamente com as visualizações e com os resultados preliminares obtidos.
Resumo:
This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.
Resumo:
The internet, with its hypertext and multimedia features, can be a support for the dissemination of information in an attractive way, which may contribute to the strengthening of democracy. Recent innovation, social networks have been explored also as a resource to attract the interest of the broader public to information about public policies. This paper presents and discusses the results of an empirical study which assessed, through content analysis, the breadth and depth of information offered by the Sao Paulo state government and the federal government in texts accessed through Twitter to publicize purposes, lines of action and limits of public policy in the areas of welfare, health, education and environment . The results indicate that the information available tend to focus mainly on goals, resources and current actions of policies, whereas there can be found few data on planned features, relation between cost and effectiveness and user satisfaction.
Resumo:
This paper discusses the possibility of receiver’s participation in the production of television content mediated by online social networks. Buoyed by media convergence, this research demonstrates how the receiver has been working in online digital media such as TV can take advantage of the specific interaction between the medias to promote the creation of collaborative content, in which the user of social network may interfere the result of the product developed, becoming a new mediatic protagonist. Tool not so used for the production of television that slowly begins to enter the virtual reality, the forging of this new compose process would not only entertain the receiver, but also enrich the language and content television constantly criticized. This study shows the influence of the television medium in which is discussed online, the attitude still shy of the user in content production, and discusses the potential of social networks as a channel of communication between producers and receivers. This work is structured from the definition of social network, in addition to conducting the study what kind of interaction between TV and online social networks is practiced today. Finally, debate whether the potential interaction between TV and social networks is used to its fullest.
Resumo:
Influenced by the counterculture movement Provos (1965), the poetic narrative Islands of Croatan presents a brief analysis of its two artistic actions: in the experimental implementation of a white bicycle as collective, public and free transportation, inserted in the campus of UNESP/Bauru; and in TRANSITOSensorium action, deterritorializing an imaginary city from QRcodes throughout the city of Bauru, where the user finds a hybridity between visual, sound and written languages. The research relates the idea of territory through a relationship between space and power, listing the concepts of Psychogeography - the study of affective actions in collective space and Temporary Autonomous Zones. This is an experimental study, with the insertion of new technologies.
Resumo:
This paper presents part of the results of a post-doctoral research project which is called "Hypermedia Design involved with the User Experience". The discussion will be undertaken in this article assumes that the use of a hypermedia environment facing the field of Design can facilitate the process of teaching and learning in an undergraduate degree in Design. The theme that guides the paper of the following question: if the education and training in design does not allow access, involvement and knowledge of the technologies in its primary base that practitioners and researchers are forming for the near future? For both this study focuses on the use of a digital environment by reporting of an experiment of using hypermedia digital book "Design, Education and Technology" as a teaching tool in undergraduate courses in design, results and notes on issues involving interactivity and user experience. The methodology has a qualitative bias, developed along the lines of exploratory research in the form of a case study, lectures, and workshops for the dynamic observation, a questionnaire and analysis of results were applied