798 resultados para applicazione web, semantic web, semantic publishing, angularJS, user experience, usabilità


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Reputation systems are employed to provide users with advice on the quality of items on the Web, based on the aggregated value of user-based ratings. Recommender systems are used online to suggest items to users according to the users, expressed preferences. Yet, recommender systems will endorse an item regardless of its reputation value. In this paper, we report the incorporation of reputation models into recommender systems to enhance the accuracy of recommendations. The proposed method separates the implementation of recommender and reputation systems for generality. Our experiment showed that the proposed method could enhance the accuracy of existing recommender systems.

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Recommender systems aggregate individual user ratings into predictions of products or services that might interest visitors. The quality of this aggregation process crucially affects the user experience and hence the effectiveness of recommenders in e-commerce. We present a characterization of nearest-neighbor collaborative filtering that allows us to disaggregate global recommender performance measures into contributions made by each individual rating. In particular, we formulate three roles-scouts, promoters, and connectors-that capture how users receive recommendations, how items get recommended, and how ratings of these two types are themselves connected, respectively. These roles find direct uses in improving recommendations for users, in better targeting of items and, most importantly, in helping monitor the health of the system as a whole. For instance, they can be used to track the evolution of neighborhoods, to identify rating subspaces that do not contribute ( or contribute negatively) to system performance, to enumerate users who are in danger of leaving, and to assess the susceptibility of the system to attacks such as shilling. We argue that the three rating roles presented here provide broad primitives to manage a recommender system and its community.

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Participation is located in a living and complex environment. Traditional means of participation are only partially able to meet the new environmental requirements. In need are forms of participation which take into account the new opportunities of the environment and residents expertise. Internet map applications are an important channel of participation which potential is in many respects as unexplored and unutilized. They are commonly in inventory the perspectives, bringing out the concerns of the area, and only little for discussing about solutions. Interpretation is usually made by designer. This study focuses on evaluation and development of Internet map applications in strategic land use planning. Subject matter is dealt from designer and the inhabitants point of view. City Planning Department of Helsinki s Esikau-punkien Renessanssi -project and the associated SoftGIS survey acts as the case study. In the beginning of the study I tried to recognize the new environment in which the Internet map applications are placed. The research question is, what kind of challenges and opportunities the e-participation confronts in information society, and what kind of requirements the environmental creates for development of an application. In chapter three I evaluate how successfully these requirements are met in Esikau-punkien Renessanssi -project. I m trying to examine how the application would look like if the environment and the characteristics of the project are met better. The approach is experimental and I try to find new ways to take advantage of Internet maps. I try not to be too limited to current projects and studies. For example, I try to examine how social media and Web 2.0 opportunities can be utilized, and how the learning and shaping nature of planning may be reached in Internet map environment. In chapter four I have developed a new concept for the Esikaupunkien Renessanssi map application, and made images to visualize its operation in practice. I collect all the data in the research and gather it into a new service. The aim is to create a better application for Esikaupunkien Renessanssi -project, which takes into account the living and complex environment of participation and responds to threats and opportunities arising from it. The presented outcome is in many respects different from the current query. In the new service the role of residents is to interact and learn. The traditional standing of the Internet maps and the position of resident as one-sided information donor are questioned. In the concept, the residents innovate and make interpretations too. Influences are taken from a number of modern applications and for example services that make use of social media. The user experience is intended to be interactive, fast and easy. The idea is that the service keeps you up to date with planning matters, not the other way around. Service guides inhabitants, striving to achieve a deeper knowledge of the project's objectives as well as the dynamics and realities that different individuals experience.

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A relação causal entre métodos de projeto e a usabilidade de produtos de comunicação e informação foi o tema desse estudo que buscou identificar o estado da arte sobre um processo de projeto que resulte em mais usabilidade na web. A partir dessa identificação, avaliou-se as melhorias que poderiam ser adotadas nos processos de desenvolvimento de interfaces utilizados por uma equipe específica da Fundação Oswaldo Cruz (CTIC - Fiocruz). Entendeu-se que um método de projeto deve estar atualizado em relação aos conhecimentos de áreas como a Ergonomia, a Interação Humano-computador e o Design de Interação. Para isso, adotou-se a hipótese de que o processo de projeto deve combinar três aspectos: a) um significativo envolvimento do usuário ao longo do processo; b) o uso de sucessivas iterações para configurar o produto e c) uma combinação mínima de técnicas relacionadas a objetivos específicos de cada fase de uma abordagem de Design Centrado no Usuário. Para contribuir com o desenvolvimento de métodos e técnicas que melhorem a usabilidade, descreveu-se as características dos métodos registrados na literatura e praticados por profissionais externos à Fundação Oswaldo Cruz (Fiocruz). A partir dessas informações, o estudo direcionou-se para o segundo objetivo específico: identificar melhorias nos métodos e técnicas aplicáveis no caso do CTIC Fiocruz. Através da combinação da revisão de literatura e da pesquisa de campo foram produzidas informações sobre tipos de fluxo dos métodos, tipos de envolvimento dos usuários, quantidade e gravidade de problemas de usabilidade observadas pelos profissionais e a validade de base geral de método para diferentes produtos. A primeira rodada de entrevista foi realizada para melhor entender o contexto da hipótese e a relação entre suas variáveis. A segunda rodada identificou as características do processo de projeto utilizado no CTIC. A partir dessas informações, aplicou-se duas técnicas com profissionais externos. Um questionário on-line foi utilizado para levantar informações bem específicas, em sua maioria de características quantitativas. A última técnica aplicada foi um card sorting on-line que apresentou um caso de projeto em que os profissionais indicaram quais técnicas seriam utilizadas diante de dois cenários diferentes: um mais favorável e outro restritivo. A análise demonstrou que a maioria dos profissionais acredita que os problemas de usabilidade são consequência da falta de determinadas abordagens e técnicas. Por isso, esses profissionais combinam fluxos iterativos com um significativo envolvimento do usuário no processo. Foram sugeridas melhorias para o método utilizado no CTIC sintetizadas através de um processo de Design Centrado no Usuário como ponto de partida que aplica o conceito tradicional de usabilidade (performance). Assim que possível, esse processo deve ser aperfeiçoado ao incluir o conceito de experiência do usuário que considera também os aspectos emocionais e hedonômicos na interação.

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Nearly one billion smart mobile devices are now used for a growing number of tasks, such as browsing the web and accessing online services. In many communities, such devices are becoming the platform of choice for tasks traditionally carried out on a personal computer. However, despite the advances, these devices are still lacking in resources compared to their traditional desktop counterparts. Mobile cloud computing is seen as a new paradigm that can address the resource shortcomings in these devices with the plentiful computing resources of the cloud. This can enable the mobile device to be used for a large range of new applications hosted in the cloud that are too resource demanding to run locally. Bringing these two technologies together presents various difficulties. In this paper, we examine the advantages of the mobile cloud and the new approaches to applications it enables. We present our own solution to create a positive user experience for such applications and describe how it enables these applications.

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Nowadays multi-touch devices (MTD) can be found in all kind of contexts. In the learning context, MTD availability leads many teachers to use them in their class room, to support the use of the devices by students, or to assume that it will enhance the learning processes. Despite the raising interest for MTD, few researches studying the impact in term of performance or the suitability of the technology for the learning context exist. However, even if the use of touch-sensitive screens rather than a mouse and keyboard seems to be the easiest and fastest way to realize common learning tasks (as for instance web surfing behaviour), we notice that the use of MTD may lead to a less favourable outcome. The complexity to generate an accurate fingers gesture and the split attention it requires (multi-tasking effect) make the use of gestures to interact with a touch-sensitive screen more difficult compared to the traditional laptop use. More precisely, it is hypothesized that efficacy and efficiency decreases, as well as the available cognitive resources making the users’ task engagement more difficult. Furthermore, the presented study takes into account the moderator effect of previous experiences with MTD. Two key factors of technology adoption theories were included in the study: familiarity and self-efficacy with the technology.Sixty university students, invited to a usability lab, are asked to perform information search tasks on an online encyclopaedia. The different tasks were created in order to execute the most commonly used mouse actions (e.g. right click, left click, scrolling, zooming, key words encoding…). Two different conditions were created: (1) MTD use and (2) laptop use (with keyboard and mouse). The cognitive load, self-efficacy, familiarity and task engagement scales were adapted to the MTD context. Furthermore, the eye-tracking measurement would offer additional information about user behaviours and their cognitive load.Our study aims to clarify some important aspects towards the usage of MTD and the added value compared to a laptop in a student learning context. More precisely, the outcomes will enhance the suitability of MTD with the processes at stakes, the role of previous knowledge in the adoption process, as well as some interesting insights into the user experience with such devices.

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Background: Popular approaches in human tissue-based biomarker discovery include tissue microarrays (TMAs) and DNA Microarrays (DMAs) for protein and gene expression profiling respectively. The data generated by these analytic platforms, together with associated image, clinical and pathological data currently reside on widely different information platforms, making searching and cross-platform analysis difficult. Consequently, there is a strong need to develop a single coherent database capable of correlating all available data types.

Method: This study presents TMAX, a database system to facilitate biomarker discovery tasks. TMAX organises a variety of biomarker discovery-related data into the database. Both TMA and DMA experimental data are integrated in TMAX and connected through common DNA/protein biomarkers. Patient clinical data (including tissue pathological data), computer assisted tissue image and associated analytic data are also included in TMAX to enable the truly high throughput processing of ultra-large digital slides for both TMAs and whole slide tissue digital slides. A comprehensive web front-end was built with embedded XML parser software and predefined SQL queries to enable rapid data exchange in the form of standard XML files.

Results & Conclusion: TMAX represents one of the first attempts to integrate TMA data with public gene expression experiment data. Experiments suggest that TMAX is robust in managing large quantities of data from different sources (clinical, TMA, DMA and image analysis). Its web front-end is user friendly, easy to use, and most importantly allows the rapid and easy data exchange of biomarker discovery related data. In conclusion, TMAX is a robust biomarker discovery data repository and research tool, which opens up the opportunities for biomarker discovery and further integromics research.

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia de Electrónica e Telecomunicações

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The current ubiquitous network access and increase in network bandwidth are driving the sales of mobile location-aware user devices and, consequently, the development of context-aware applications, namely location-based services. The goal of this project is to provide consumers of location-based services with a richer end-user experience by means of service composition, personalization, device adaptation and continuity of service. Our approach relies on a multi-agent system composed of proxy agents that act as mediators and providers of personalization meta-services, device adaptation and continuity of service for consumers of pre-existing location-based services. These proxy agents, which have Web services interfaces to ensure a high level of interoperability, perform service composition and take in consideration the preferences of the users, the limitations of the user devices, making the usage of different types of devices seamless for the end-user. To validate and evaluate the performance of this approach, use cases were defined, tests were conducted and results gathered which demonstrated that the initial goals were successfully fulfilled.

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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

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In der Dissertation wird der Frage nachgegangen, welche globalen bildungspolitischen Maßnahmen erforderlich sind, um auch bislang exkludierten Menschen den Kompetenzerwerb zu ermöglichen, der benötigt wird, eine positive User Experience in benutzergenerierten, digitalen Lernumgebungen auszubilden, damit sie an der modernen Weltgesellschaft selbstbestimmt teilhaben können. Zu diesem Zweck wurden Castells ‘Netzwerkgesellschaft’ und Csikszentmihalys ‘Theorie der optimalen Erfahrung’ als analytische Grundlagen zur Einordnung der sozialen Netzwerk-Aktivitäten herangezogen. Dies ermöglichte es, unter Rückgriff auf aktuelle Lerntheorien, Kompetenzdebatten, ökonomische Analysen des Bildungssystems und User Experience-Forschungen, einige individuelle und gesamtgesellschaftliche Voraussetzungen abzuleiten, um in der Netzwerkgesellschaft konstruktiv überleben zu können. Mit Blick auf unterschiedliche sozio-kulturelle Bedingungen für persönlichen Flow im ‘space of flows’ liessen sich schließlich differenzierte Flow-Kriterien entwickeln, die als Grundlage für die Operationalisierung im Rahmen einer Real-Time Delphi (RTD)-Studie mit einem internationalen Expertinnen-Panel dienen konnten. Ziel war es, bildungspolitische Ansatzpunkte zu finden, den bislang Exkludierten bis zum Jahre 2020 erste Rahmenbedingungen zu bieten, damit sie potentiell teilhaben können an der Gestaltung der zukünftigen Netzwerkgesellschaft. Das Ergebnis der Expertinnen-Befragung wurde unter Rückgriff auf aktuelle Global und Educational Governance-Studien und das Einflusspotenzial der Zivilgesellschaft auf den Digital Divide reflektiert. Vor diesem Hintergrund konnten abschließend vier bildungspolitische Verlaufsszenarien entworfen werden, die es ermöglichen könnten, bis 2020 die Kluft zu den global Exkludierten wenigstens etwas zu schließen.

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The traditional web model requires each user interaction to trigger an HTTP client-server interaction that creates a new browser page. AJAX and other techniques allow the Web developer to interact with the server without the expense of recreating a new DOM.

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The first set of Usability testing on EdShare (7th June). Tests where carried out using Silverback on the Mac. This is unedited footage - Each video is around 20minutes long.

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Currently, applications for smartphones and tablets, called apps, are becoming increasingly relevant and attract more attention from users and finally the developers. With the Application Stores, services provided by the company that maintains the platform, access to such applications is as or more simplified than to web sites, with the advantage of anenhanced user experience and focused on the mobile device, and enjoy natives resources as camera, audio, storage, integration with other applications, etc. They present a great opportunity for independent developers, who can now develop an application and make it availabl e to all users of that platform, at free or at a cost that is usually low. Even students may create their applications in the intervals of their classes and sell them in stores. Making use of tools and services, free or at low cost, anyone can develop quality applications, that can be marketed and have a large number of users even in adverse situations in which the application is not the focus of developer productivity. However, such to ols do not seem to be well used, or are unknown, or its purpose is not considered important, and this paper tries to show the real importance of these tools in the rapid development of quality software. This project presents several tools, services and practices, which together make it possible to develop an application for various mobile platforms, independently and with a team of a few people, as demonstrated. However, this paper aims not to say that the development of software today it is easy and simple, but there are currently a large set of tools, for various platforms, that assists and enhances the work of the programmer