916 resultados para Gesture based audio user interface
Resumo:
In this paper we present a user-centered interface for a scheduling system. The purpose of this interface is to provide graphical and interactive ways of defining a scheduling problem. To create such user interface an evaluation-centered user interaction development method was adopted: the star life cycle. The created prototype comprises the Task Module and the Scheduling Problem Module. The first one allows users to define a sequence of operations, i.e., a task. The second one enables a scheduling problem definition, which consists in a set of tasks. Both modules are equipped with a set of real time validations to assure the correct definition of the necessary data input for the scheduling module of the system. The usability evaluation allowed us to measure the ease of interaction and observe the different forms of interaction provided by each participant, namely the reactions to the real time validation mechanism.
Resumo:
O intuito principal desta Tese é criar um interface de Dados entre uma fonte de informação e fornecimento de Rotas para turistas e disponibilizar essa informação através de um sistema móvel interactivo de navegação e visualização desses mesmos dados. O formato tecnológico será portátil e orientado à mobilidade (PDA) e deverá ser prático, intuitivo e multi-facetado, permitindo boa usabilidade a públicos de várias faixas etárias. Haverá uma componente de IA (Inteligência Artificial), que irá usar a informação fornecida para tomar decisões ponderadas tendo em conta uma diversidade de aspectos. O Sistema a desenvolver deverá ser, assim, capaz de lidar com imponderáveis (alterações de rota, gestão de horários, cancelamento de pontos de visita, novos pontos de visita) e, finalmente, deverá ajudar o turista a gerir o seu tempo entre Pontos de Interesse (POI – Points os Interest). Deverá também permitir seguir ou não um dado percurso pré-definido, havendo possibilidade de cenários de exploração de POIs, sugeridos a partir de sugestões in loco, similares a Locais incluídos no trajecto, que se enquadravam no perfil dos Utilizadores. O âmbito geográfico de teste deste projecto será a zona ribeirinha do porto, por ser um ex-líbris da cidade e, simultaneamente, uma zona com muitos desafios ao nível geográfico (com a inclinação) e ao nível do grande número de Eventos e Locais a visitar.
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This paper proposes a multifunctional architecture to implement field-programmable gate array (FPGA) controllers for power converters and presents a prototype for a pulsed power generator based on a solid-state Marx topology. The massively parallel nature of reconfigurable hardware platforms provides very high processing power and fast response times allowing the implementation of many subsystems in the same device. The prototype includes the controller, a failure detection system, an interface with a safety/emergency subsystem, a graphical user interface, and a virtual oscilloscope to visualize the generated pulse waveforms, using a single FPGA. The proposed architecture employs a modular design that can be easily adapted to other power converter topologies.
Resumo:
The content of a Learning Object is frequently characterized by metadata from several standards, such as LOM, SCORM and QTI. Specialized domains require new application profiles that further complicate the task of editing the metadata of learning object since their data models are not supported by existing authoring tools. To cope with this problem we designed a metadata editor supporting multiple metadata languages, each with its own data model. It is assumed that the supported languages have an XML binding and we use RDF to create a common metadata representation, independent from the syntax of each metadata languages. The combined data model supported by the editor is defined as an ontology. Thus, the process of extending the editor to support a new metadata language is twofold: firstly, the conversion from the XML binding of the metadata language to RDF and vice-versa; secondly, the extension of the ontology to cover the new metadata model. In this paper we describe the general architecture of the editor, we explain how a typical metadata language for learning objects is represented as an ontology, and how this formalization captures all the data required to generate the graphical user interface of the editor.
Resumo:
The participation of the Fraunhofer Institute for Manufacturing Engineering and Automation IPA (Stuttgart, Germany) and the companies User Interface Design GmbH (Ludwigsburg, Germany) plus MLR System GmbH (Ludwigsburg, Germany) enabled the research and findings presented in this paper; we would like to namely mention Birgit Graf and Theo Jacobs (Fraunhofer IPA) furthermore Peter Klein and Christiane Hartmann (User Interface Design GmbH).
Resumo:
A interação humano-computador passou a desempenhar um papel fundamental no mundo atual. Esta forma de comunicar continua a evoluir, introduzindo novas formas de interação, como por exemplo, a interação natural. Este estilo de interação começou por estar presente na área de jogos. No entanto, atualmente está a ser explorada noutras áreas. Esta dissertação tem como propósito investigar a utilidade das interfaces naturais encontradas em consolas de jogos e conjugar com a área educativa, nomeadamente, o ensino e a aprendizagem dos fundamentos de Matemática. O desenvolvimento deste projeto baseou-se no estudo dos conteúdos programáticos de Matemática referentes ao 1º ciclo do ensino básico, de várias aplicações já existentes que estão relacionadas com o tema abordado e de alguns dispositivos de interação natural. De forma a avaliar a ideia proposta, foi desenvolvido um protótipo, designado Matemática Interativa, no sentido de permitir ao utilizador enriquecer a aprendizagem e também o interesse pela disciplina. São descritas, de uma forma mais aprofundada, as funcionalidades do dispositivo escolhido, o Kinect, de modo a tirar proveito das suas potencialidades e desenvolver um motor de reconhecimento de gestos e respetiva avaliação. Por fim, é feita uma discussão dos resultados de uma avaliação de usabilidade com o objetivo de validar a aplicação Matemática Interativa. Os resultados desta avaliação sugerem que a aplicação foi bem-sucedida e revelam ainda capacidades de melhoria.
Resumo:
Eye tracking as an interface to operate a computer is under research for a while and new systems are still being developed nowadays that provide some encouragement to those bound to illnesses that incapacitates them to use any other form of interaction with a computer. Although using computer vision processing and a camera, these systems are usually based on head mount technology being considered a contact type system. This paper describes the implementation of a human-computer interface based on a fully non-contact eye tracking vision system in order to allow people with tetraplegia to interface with a computer. As an assistive technology, a graphical user interface with special features was developed including a virtual keyboard to allow user communication, fast access to pre-stored phrases and multimedia and even internet browsing. This system was developed with the focus on low cost, user friendly functionality and user independency and autonomy.
Resumo:
Työssä tutkittiin tehokasta tietojohtamista globaalin metsäteollisuusyrityksen tutkimus ja kehitys verkostossa. Työn tavoitteena oli rakentaa kuvaus tutkimus ja kehitys sisällön hallintaan kohdeyrityksen käyttämän tietojohtamisohjelmiston avulla. Ensin selvitettiin käsitteitä tietämys ja tietojohtaminen kirjallisuuden avulla. Selvityksen perusteella esitettiin prosessimalli, jolla tietämystä voidaan tehokkaasti hallita yrityksessä. Seuraavaksi analysoitiin tietojohtamisen asettamia vaatimuksia informaatioteknologialle ja informaatioteknologian roolia prosessimallissa. Verkoston vaatimukset tietojohtamista kohtaan selvitettiin haastattelemalla yrityksen avainhenkilöitä. Haastatteluiden perusteella järjestelmän tuli tehokkaasti tukea virtuaalisten projektiryhmien työskentelyä, mahdollistaa tehtaiden välinen tietämyksen jakaminen ja tukea järjestelmään syötetyn sisällön hallintaa. Ensiksi järjestelmän käyttöliittymän rakenne ja salaukset muokattiin vastaamaan verkoston tarpeita. Rakenne tarjoaa työalueen työryhmille ja alueet tehtaiden väliseen tietämyksen jakamiseen. Sisällönhallintaa varten järjestelmään kehitettiin kategoria, profiloitu portaali ja valmiiksi määriteltyjä hakuja. Kehitetty malli tehostaa projektiryhmien työskentelyä, mahdollistaa olemassa olevan tietämyksen hyväksikäytön tehdastasolla sekä helpottaa tutkimus ja kehitys aktiviteettien seurantaa. Toimenpide-ehdotuksina esitetään järjestelmän integrointia tehtaiden operatiivisiin ohjausjärjestelmiin ja ohjelmiston käyttöönottoa tehdastason projektinhallinta työkaluksi.Ehdotusten tavoitteena on varmistaa sekä tehokas tietämyksen jakaminen tehtaiden välillä että tehokas tietojohtaminen tehdastasolla.
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The subject of this master’s thesis was developing a context-based reminder service for mobile devices. Possible sources of context were identified and analyzed. One such source is geographical location obtained via a GPS receiver. These receivers consume a lot of power and techniques and algorithms for reducing power consumptions were proposed and analyzed. The service was implemented as an application on a series 60 mobile phone. The application requirements, user interface and architecture are presented. The end-user experiences are discussed and possible future development and research areas are presented.
Resumo:
Transportation and warehousing are large and growing sectors in the society, and their efficiency is of high importance. Transportation also has a large share of global carbondioxide emissions, which are one the leading causes of anthropogenic climate warming. Various countries have agreed to decrease their carbon emissions according to the Kyoto protocol. Transportation is the only sector where emissions have steadily increased since the 1990s, which highlights the importance of transportation efficiency. The efficiency of transportation and warehousing can be improved with the help of simulations, but models alone are not sufficient. This research concentrates on the use of simulations in decision support systems. Three main simulation approaches are used in logistics: discrete-event simulation, systems dynamics, and agent-based modeling. However, individual simulation approaches have weaknesses of their own. Hybridization (combining two or more approaches) can improve the quality of the models, as it allows using a different method to overcome the weakness of one method. It is important to choose the correct approach (or a combination of approaches) when modeling transportation and warehousing issues. If an inappropriate method is chosen (this can occur if the modeler is proficient in only one approach or the model specification is not conducted thoroughly), the simulation model will have an inaccurate structure, which in turn will lead to misleading results. This issue can further escalate, as the decision-maker may assume that the presented simulation model gives the most useful results available, even though the whole model can be based on a poorly chosen structure. In this research it is argued that simulation- based decision support systems need to take various issues into account to make a functioning decision support system. The actual simulation model can be constructed using any (or multiple) approach, it can be combined with different optimization modules, and there needs to be a proper interface between the model and the user. These issues are presented in a framework, which simulation modelers can use when creating decision support systems. In order for decision-makers to fully benefit from the simulations, the user interface needs to clearly separate the model and the user, but at the same time, the user needs to be able to run the appropriate runs in order to analyze the problems correctly. This study recommends that simulation modelers should start to transfer their tacit knowledge to explicit knowledge. This would greatly benefit the whole simulation community and improve the quality of simulation-based decision support systems as well. More studies should also be conducted by using hybrid models and integrating simulations with Graphical Information Systems.
Resumo:
Combating climate change is one of the key tasks of humanity in the 21st century. One of the leading causes is carbon dioxide emissions due to usage of fossil fuels. Renewable energy sources should be used instead of relying on oil, gas, and coal. In Finland a significant amount of energy is produced using wood. The usage of wood chips is expected to increase in the future significantly, over 60 %. The aim of this research is to improve understanding over the costs of wood chip supply chains. This is conducted by utilizing simulation as the main research method. The simulation model utilizes both agent-based modelling and discrete event simulation to imitate the wood chip supply chain. This thesis concentrates on the usage of simulation based decision support systems in strategic decision-making. The simulation model is part of a decision support system, which connects the simulation model to databases but also provides a graphical user interface for the decisionmaker. The main analysis conducted with the decision support system concentrates on comparing a traditional supply chain to a supply chain utilizing specialized containers. According to the analysis, the container supply chain is able to have smaller costs than the traditional supply chain. Also, a container supply chain can be more easily scaled up due to faster emptying operations. Initially the container operations would only supply part of the fuel needs of a power plant and it would complement the current supply chain. The model can be expanded to include intermodal supply chains as due to increased demand in the future there is not enough wood chips located close to current and future power plants.
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In the beginning of its 10th year of existence Facebook has engaged and connected 1.2 billion monthly active users. This article-based dissertation Disconnect.Me – User Engagement and Facebook approaches this engagement from the opposite direction: disconnection. The research articles focus on social media specific phenomena including leaving Facebook, tactical media works such as Web 2.0 SuicideMachine, memorializing dead Facebook users and Facebook trolling. The media theoretical framework for this study is built around affect theory, software studies, biopolitics as well as different critical studies of new media. The argument is that disconnection is a necessary condition of social media connectivity and exploring social media through disconnection – as an empirical phenomenon, future potential and theoretical notion – helps us to understand how users are engaged with social media, its uses and subsequent business models. The results of the study indicate that engagement is a relation that precedes user participation, a notion often used to conceptualize social media. Furthermore, this engagement turns the focus from users’ actions towards the platform and how the platform actively controls users and their behavior. Facebook aims to engage new users and maintain the old ones by renewing its platform and user interface. User engagement with the platform is thus social but also technical and affective. When engaged, the user is positioned to algorithmic connectivity where machinc processes mine user data. This data is but sold also used to affect and engage other users. In the heart of this study is the notion that our networked engagements matter and disconnection can bring us to the current limits of network culture.
Resumo:
Technological innovations, the development of the internet, and globalization have increased the number and complexity of web applications. As a result, keeping web user interfaces understandable and usable (in terms of ease-of-use, effectiveness, and satisfaction) is a challenge. As part of this, designing userintuitive interface signs (i.e., the small elements of web user interface, e.g., navigational link, command buttons, icons, small images, thumbnails, etc.) is an issue for designers. Interface signs are key elements of web user interfaces because ‘interface signs’ act as a communication artefact to convey web content and system functionality, and because users interact with systems by means of interface signs. In the light of the above, applying semiotic (i.e., the study of signs) concepts on web interface signs will contribute to discover new and important perspectives on web user interface design and evaluation. The thesis mainly focuses on web interface signs and uses the theory of semiotic as a background theory. The underlying aim of this thesis is to provide valuable insights to design and evaluate web user interfaces from a semiotic perspective in order to improve overall web usability. The fundamental research question is formulated as What do practitioners and researchers need to be aware of from a semiotic perspective when designing or evaluating web user interfaces to improve web usability? From a methodological perspective, the thesis follows a design science research (DSR) approach. A systematic literature review and six empirical studies are carried out in this thesis. The empirical studies are carried out with a total of 74 participants in Finland. The steps of a design science research process are followed while the studies were designed and conducted; that includes (a) problem identification and motivation, (b) definition of objectives of a solution, (c) design and development, (d) demonstration, (e) evaluation, and (f) communication. The data is collected using observations in a usability testing lab, by analytical (expert) inspection, with questionnaires, and in structured and semi-structured interviews. User behaviour analysis, qualitative analysis and statistics are used to analyze the study data. The results are summarized as follows and have lead to the following contributions. Firstly, the results present the current status of semiotic research in UI design and evaluation and highlight the importance of considering semiotic concepts in UI design and evaluation. Secondly, the thesis explores interface sign ontologies (i.e., sets of concepts and skills that a user should know to interpret the meaning of interface signs) by providing a set of ontologies used to interpret the meaning of interface signs, and by providing a set of features related to ontology mapping in interpreting the meaning of interface signs. Thirdly, the thesis explores the value of integrating semiotic concepts in usability testing. Fourthly, the thesis proposes a semiotic framework (Semiotic Interface sign Design and Evaluation – SIDE) for interface sign design and evaluation in order to make them intuitive for end users and to improve web usability. The SIDE framework includes a set of determinants and attributes of user-intuitive interface signs, and a set of semiotic heuristics to design and evaluate interface signs. Finally, the thesis assesses (a) the quality of the SIDE framework in terms of performance metrics (e.g., thoroughness, validity, effectiveness, reliability, etc.) and (b) the contributions of the SIDE framework from the evaluators’ perspective.
Resumo:
Tässä opinnäytetyössä on toteutettu ja arvioitu virtuaalitodellisuuteen soveltuvaa käyttöliittymää. Motivaationa työlle oli Google Cardboardin mahdollistama todentuntuinen virtuaalikokemus älypuhelimen hinnalla. Cardboard-ympäristöön ei kuitenkaan ollut olemassa kattavaa käyttöliittymää ja tämän työn tavoitteena olikin selvittää, onko älypuhelimen kameraa mahdollista käyttää eleohjauksen toteuttamiseen niin että ohjaus on käytettävyydeltään kelvollinen ja se tukee läsnäolon tunteen syntymistä. Asian selvittämiseksi kehitettiin testipeli, jolla eleohjausta verrattiin Cardboardin oletuskäyttöliittymään. Koehenkilöt saavuttivat ehdotetulla käyttöliittymällä testipelissä keskimäärin 45-% korkeampia pistemääriä ja lisäksi he arvioivat sen olleen toimiva ja sen synnyttämän läsnäolon tunteen olleen voimakkaampaa.
Resumo:
Today, the user experience and usability in software application are becoming a major design issue due to the adaptation of many processes using new technologies. Therefore, the study of the user experience and usability might be included in every software development project and, thus, they should be tested to get traceable results. As a result of different testing methods to evaluate the concepts, a non-expert on the topic might have doubts on which option he/she should opt for and how to interpret the outcomes of the process. This work aims to create a process to ease the whole testing methodology based on the process created by Seffah et al. and a supporting software tool to follow the procedure of these testing methods for the user experience and usability.