985 resultados para User Studies
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User studies are a method of measurement that had been used in libraries for many years typically include user studies library circulation. These studies used are those that usually are associated with this term. However, user studies are not as simple as user studies of movement, has a broader meaning depending on what you want to evaluate.
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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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OBJECTIVE To estimate rates of non-adherence to telemedicine strategies aimed at treating drug addiction. METHODS A systematic review was conducted of randomized controlled trials investigating different telemedicine treatment methods for drug addiction. The following databases were consulted between May 18, 2012 and June 21, 2012: PubMed, PsycINFO, SciELO, Wiley (The Cochrane Library), Embase, Clinical trials and Google Scholar. The Grading of Recommendations Assessment, Development and Evaluation was used to evaluate the quality of the studies. The criteria evaluated were: appropriate sequence of data generation, allocation concealment, blinding, description of losses and exclusions and analysis by intention to treat. There were 274 studies selected, of which 20 were analyzed. RESULTS Non-adherence rates varied between 15.0% and 70.0%. The interventions evaluated were of at least three months duration and, although they all used telemedicine as support, treatment methods differed. Regarding the quality of the studies, the values also varied from very poor to high quality. High quality studies showed better adherence rates, as did those using more than one technique of intervention and a limited treatment time. Mono-user studies showed better adherence rates than poly-user studies. CONCLUSIONS Rates of non-adherence to treatment involving telemedicine on the part of users of psycho-active substances differed considerably, depending on the country, the intervention method, follow-up time and substances used. Using more than one technique of intervention, short duration of treatment and the type of substance used by patients appear to facilitate adherence.
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Dissertação para obtenção do Grau de Doutor em Informática
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When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events.
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Diplomityön tarkoituksena on tuoda esiin tuotteen käytettävyyden kehittämisen tärkeyden osana uuden tuotteen kehittämistä. Tavoitteena on analysoida liikuteltavan säähavaintoaseman käytettävyyden nykytilanne ja löytää mahdollisia käytettävyyden kehittämisalueita. Työssä käydään läpi eri käytettävyyden määritteitä ja käytettävyyden testausta. Käytettävyyden tarkastelunäkökulmia ovat asiakkaiden vaatimukset tuotteelle ja yleinen käytettävyyden subjektiivinen analysointi perustuen hyväksi tunnettuihin suunnittelun perusteisiin, heuristiikkoihin. Säähavaintoasemat ovat valittu eri segmenteistä, jotta voidaan tutkia säähavaintokonseptia, jollaista ei tänäpäivänä vielä ole ja löytää käyttäjien mahdollisia tulevaisuuden tarpeita. Näin saadaan myös laaja näkökulma eri segmenteille suunnattujen säähavaintoasemien käytettävyydestä.Käytettävyyttä voidaan pitää tehokkaana myyntiargumenttina. Tämä edellyttää läheistä yhteistyötä käyttäjien kanssa ja tietoa tuotteen käyttöympäristöstä. Tuotteen tulisi tutkimusten perusteella olla yksinkertainen toiminnoiltaan ja luotettava, jotta se vastasi käyttäjien tarpeita. Työssä osoitetaan myös useita käytettävyyden kehittämisalueita, joita kehittämällä voidaan vastata käyttäjien tarpeita. Tutkimuksen perusteella tutkittavat säähavaintoasemat voisivat olla käyttäjäystävällisempiä ja vastata paremmin käyttäjän tarpeita.Jatkotoimenpiteinä ehdotetaan esille tulleiden säähavaintoseman käytettävyyden osa-alueiden tarkempaa kartoittamista ja erityisesti käyttäjien tomintaympäristöjen ymmärtämistä. Näin varmistetaan käyttäjäystävällisyyden huomioiminen aikaisessa tuotesuunnitteluprosessin vaiheessa. Tuotteen käytettävyyden huomioiminen aikaisessa suunnitteluvaiheessa on yleensä myös edullista yhtiölleDiplomityön tarkoituksena on tuoda esiin tuotteen käytettävyyden kehittämisen tärkeyden osana uuden tuotteen kehittämistä. Tavoitteena on analysoida liikuteltavan säähavaintoaseman käytettävyyden nykytilanne ja löytää mahdollisia käytettävyyden kehittämisalueita. Työssä käydään läpi eri käytettävyyden määritteitä ja käytettävyyden testausta. Käytettävyyden tarkastelunäkökulmia ovat asiakkaiden vaatimukset tuotteelle ja yleinen käytettävyyden subjektiivinen analysointi perustuen hyväksi tunnettuihin suunnittelun perusteisiin, heuristiikkoihin. Säähavaintoasemat ovat valittu eri segmenteistä, jotta voidaan tutkia säähavaintokonseptia, jollaista ei tänäpäivänä vielä ole ja löytää käyttäjien mahdollisia tulevaisuuden tarpeita. Näin saadaan myös laaja näkökulma eri segmenteille suunnattujen säähavaintoasemien käytettävyydestä.Käytettävyyttä voidaan pitää tehokkaana myyntiargumenttina. Tämä edellyttää läheistä yhteistyötä käyttäjien kanssa ja tietoa tuotteen käyttöympäristöstä. Tuotteen tulisi tutkimusten perusteella olla yksinkertainen toiminnoiltaan ja luotettava, jotta se vastasi käyttäjien tarpeita. Työssä osoitetaan myös useita käytettävyyden kehittämisalueita, joita kehittämällä voidaan vastata käyttäjien tarpeita. Tutkimuksen perusteella tutkittavat säähavaintoasemat voisivat olla käyttäjäystävällisempiä ja vastata paremmin käyttäjän tarpeita.Jatkotoimenpiteinä ehdotetaan esille tulleiden säähavaintoseman käytettävyyden osa-alueiden tarkempaa kartoittamista ja erityisesti käyttäjien tomintaympäristöjen ymmärtämistä. Näin varmistetaan käyttäjäystävällisyyden huomioiminen aikaisessa tuotesuunnitteluprosessin vaiheessa. Tuotteen käytettävyyden huomioiminen aikaisessa suunnitteluvaiheessa on yleensä myös edullista yhtiölle
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Since the 1990’s, the Internet has played a central role in our daily lives. The Internet is an integral part of our personal, business, family, research, entertainment, academic and social life. However, there are social implications in using the Internet that are dependent on categories such as gender, age, ethnicity and cultural attributes. This social aspect can play a detrimental role in the expression of human anxiety on the Internet. An anxiety is a complex phenomenon that requires further elaboration. Thus, the aim of this thesis is to investigate human anxiety, or specifically, whether Internet anxiety can be conceptualized and measured. This thesis utilizes literature, qualitative and quantitative research methodologies, and a triangulation validation approach to conceptualize and measure the Internet anxiety phenomenon. In particular, the aim is to explore anxiety levels of Internet participants to develop and validate an Internet anxiety scale based on earlier research on Internet anxiety. The results of the dissertation present a two phase study. In Phase I, a smaller set of studies were conducted with a limited sample size. In Phase II, the research topic was investigated using 385 participants. Based on a number of studies or experiments, the state-of-the-art discovered in this thesis is creation, design, and validation of two scales, the Self-Assessment Scale (SAS) and a Modified Internet Anxiety Scale (MIAS) for measuring users’ anxieties on the Internet. The result of this dissertation is a conceptualization and measurement of various types of Internet anxiety and measurement of affective feelings of users on the Internet. As a proof-of-concept of measuring Internet anxiety, this thesis describes the author’s implementation of three sets of tools: MyAnxiety, introducing Internet anxieties types; Intelligentia, for collecting Internet anxieties types; and MyIAControl tool, implemented as a browser plug-in, for measuring affective feelings of users on the Internet. Conclusions drawn from the results show that these empirically validated scales and tools might be useful for researchers and practitioners in understanding and measuring the Internet anxiety phenomenon further.
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In many creative and technical areas, professionals make use of paper sketches for developing and expressing concepts and models. Paper offers an almost constraint free environment where they have as much freedom to express themselves as they need. However, paper does have some disadvantages, such as size and not being able to manipulate the content (other than remove it or scratch it), which can be overcome by creating systems that can offer the same freedom people have from paper but none of the disadvantages and limitations. Only in recent years has the technology become massively available that allows doing precisely that, with the development in touch‐sensitive screens that also have the ability to interact with a stylus. In this project a prototype was created with the objective of finding a set of the most useful and usable interactions, which are composed of combinations of multi‐touch and pen. The project selected Computer Aided Software Engineering (CASE) tools as its application domain, because it addresses a solid and well‐defined discipline with still sufficient room for new developments. This was the result from the area research conducted to find an application domain, which involved analyzing sketching tools from several possible areas and domains. User studies were conducted using Model Driven Inquiry (MDI) to have a better understanding of the human sketch creation activities and concepts devised. Then the prototype was implemented, through which it was possible to execute user evaluations of the interaction concepts created. Results validated most interactions, in the face of limited testing only being possible at the time. Users had more problems using the pen, however handwriting and ink recognition were very effective, and users quickly learned the manipulations and gestures from the Natural User Interface (NUI).
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Pós-graduação em Ciência da Informação - FFC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Introduction: Organizations are expending more and more, the spaces electronic / digital (Internet / intranet / extranet) as a way to efficiently manage information and knowledge in the organizational environment. The management of inputs informational and intellectual belongings ranges from the strategic level to the operational level; the results demonstrate the strength of the socialization of organizational strategies. Objective: To reflect on the role of information architecture for the development of electronic spaces / digital in organizational environments. Methodology: Analytical study supported by specialized literature, based on three aspects emphasized by Morville and Rosenfeld (2006) and applied to information architecture: context, content and user studies beyond the search and use of information Choo (2006) which also highlights three aspects: situational dimensions, cognitive needs and emotional reactions. Results: In the context of the Web environment organizations have a large number of sites for brands / products that have mostly no organizational structure or shared navigation. The results show that when a department needs to contact another department must do so in order offline. Conclusion: The information architecture has become essential for the development of management information systems that makes possible to easily find and access data and information, as well as helps in developing distinct hierarchies to structure the distribution of content, promoting developed quality and effectiveness of the management systems.
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Moose is a powerful reverse engineering platform, but its facilities and means to analyze software are separated from the tools developers typically use to develop and maintain their software systems: development environments such as Eclipse, VisualWorks, or Squeak. In practice, this requires developers to work with two distinct environments, one to actually develop the software, and another one (e.g., Moose) to analyze it. We worked on several different techniques, using both dynamic and static analyzes to provide software analysis capabilities to developers directly in the IDE. The immediate availability of analysis tools in an IDE significantly increases the likelihood that developers integrate software analysis in their daily work, as we discovered by conducting user studies with developers. Finally, we identified several important aspect of integrating software analysis in IDEs that need to be addressed in the future to increase the adoption of these techniques by developers.
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La búsqueda de información y sus problemas colaterales inciden en el desarrollo de la actividad de los investigadores. Nos proponemos analizar esta temática a través del estudio de las pautas de comportamiento de investigadores de la Facultad de Humanidades y Ciencias de la Educación de la Universidad de La Plata, para identificar conductas informativas y al mismo tiempo detectar obstáculos que impiden el aprovechamiento óptimo de la Biblioteca Central y las Bibliotecas Departamentales de la Institución. Los resultados obtenidos servirán de base para definir indicadores de calidad aplicables a la mejora continua de los servicios de biblioteca. Como resultado del análisis de metodologías aplicadas en estudios de usuarios se determinó combinar las perspectivas cuantitativa y cualitativa en este trabajo en curso
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Se exponen los resultados de la investigación "Procedimiento en la búsqueda de información y en lautilización de las bibliotecas por los investigadores y docentes de la Universidad Nacional de La Plata, hacia una optimización del uso de recursos de información", realizada por un grupo deinvestigadores del Departamento de Bibliotecología de la Universidad Nacional de La Plata (Argentina). Su objetivo era establecer los perfiles de comportamiento de los investigadores de la Facultadde Humanidades y Ciencias de la Educación de dicha universidad, en el uso de los recursos y fuentesde información y, en particular, su relación con la biblioteca de la Facultad. El primer paso del estudiofue la realización de un censo para determinar la cantidad de investigadores que usan o no labiblioteca en sus procedimientos de búsqueda de información, así como las modalidades de uso. Elmismo permitió la identificación de grupos, de los cuales se seleccionaron algunos casos, con el fin de realizar entrevistas en profundidad tendientes a captar la perspectiva de los investigadores en relación con la temática estudiada
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La búsqueda de información y sus problemas colaterales inciden en el desarrollo de la actividad de los investigadores. Nos proponemos analizar esta temática a través del estudio de las pautas de comportamiento de investigadores de la Facultad de Humanidades y Ciencias de la Educación de la Universidad de La Plata, para identificar conductas informativas y al mismo tiempo detectar obstáculos que impiden el aprovechamiento óptimo de la Biblioteca Central y las Bibliotecas Departamentales de la Institución. Los resultados obtenidos servirán de base para definir indicadores de calidad aplicables a la mejora continua de los servicios de biblioteca. Como resultado del análisis de metodologías aplicadas en estudios de usuarios se determinó combinar las perspectivas cuantitativa y cualitativa en este trabajo en curso