153 resultados para hci
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Otto-von-Guericke-Universität Magdeburg, Fakultät für Elektrotechnik und Informationstechnik, Univ., Dissertation, 2015
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Human-Computer Interaction (HCI) is a challenging discipline that is currently concerned with the design, implementation and evaluation of interactive systems for human use, as well as the study of major phenomena surrounding them. Indeed, interdisciplinary communities formed by scientists, university teachers and students, people coming from the industry and customers related to HCI are emerging in different parts of the world. In particular, this article overviews the HCI community in the Ibero-American context, which involves hundreds of millions of people working or studying in HCI, whose cultural background is primarily associated with the Spanish and Portuguese languages and cultures, regardless of ethnic and geographical differences. Our final goal is to improve the visibility of this particular HCI community, enhancing the self awareness of its members and their individual motivation and future exchanges.
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With the advance of information technology capabilities, and the importance of human computer interfaces within society there has been a significant increase in research activity within the field of human computer interaction (HCI). This paper summarizes some of the work undertaken to date, paying particular attention to methods applicable to on-line control and monitoring systems such as those employed by The National Grid Company plc.
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Spain pioneered policies related to disability and accessibility, especially in the physical environment. The first major piece of legislation was Act 13/1982 on the Social Integration of People with Disabilities. The law was published just a few years after the reinstitution of democracy in Spain in 1977 and the approval of the Spanish Constitution in 1978. Act 13/1982 is a general law that applies accessibility to social services and education, as well as to workplace and physical accessibility. This law targeted first and foremost the social integration of people with disabilities, and it was a significant success, especially in the field of employment, as it made it mandatory for private companies and public administrations to employ a certain percentage of persons with disabilities. This greatly increased the employability of people with disabilities, as highlighted in a document celebrating 30 years of Act 13/1982. Over the past 20 years, policy makers have also focused on accessibility to information and communication technologies (ICT), developing first the national computing accessibility standards and then specialized legislation. Initially, Spanish activities were mostly national but have now gained an international dimension. All these initiatives are strongly related to the discipline of human-computer interaction, as the key component of an accessible system is its user interface.
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Language is an essential aspect of human communication and interaction, not only between humans but also between humans and interactive systems. Indeed, the use of the language is a keystone for the design of interactive systems.Inappropriate use of language might limit the access of users to information and induce users to make mistakes or to lose control of interactive systems. Despite the existence of public policies, the diversity of languages poses serious problems when considering full-fledged/seamless support for all existing languages. And yet standardization processes have successfully defined mechanisms for ensuring cross-platform compatibility between languages, at least at the level of format and the set of characters that can be used.
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Esta investigação teve como objetivo estudar a experiência de utilização de tablets com conteúdos educativos por estudantes do 3º ano do Ensino Primário, em contexto de sala de aula, além de identificar fatores positivos e negativos relacionados com a interação com os tablets. Pretendemos também perceber se é possível utilizar o tablet como principal ferramenta de suporte ao ensino. O estudo decorreu durante a implementação de um projeto-piloto, para o qual foi instalado um sistema tecnológico adaptado ao ensino. Foi utilizada uma amostra de 19 estudantes, com idades compreendidas entre os 8 e 9 anos. As metodologias de estudo usadas, nomeadamente observações, entrevistas e entrevistas contextuais, permitiram a recolha de dados qualitativos e quantitativos. Ficou demonstrado que utilizadores com um nível de literacia digital reduzido conseguem ter experiências satisfatórias e que a capacidade de adaptação e aprendizagem respondem às necessidades. Pela análise aos dados obtidos, pudemos concluir que os tablets podem substituir os livros e cadernos em papel, desde que integrados num sistema tecnológico adaptado, e se tiverem especificações técnicas, periféricos e aplicações semelhantes ao material disponível no projeto-piloto estudado. Ainda assim, identificámos algumas limitações importantes e sugerimos algumas soluções. As conclusões devem ser consideradas para a avaliação, desenho e implementação de novas interfaces de utilizador, baseadas em eventos de toque e destinadas à utilização num contexto similar ao descrito no estudo. As características específicas do contexto onde decorreu este estudo deixam algumas questões em aberto, que devem ser estudadadas em trabalhos futuros.
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Thesis (doctoral)--Rijksuniversiteit te Utrecht, 1882.
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This paper describes methods used to support collaboration and communication between practitioners, designers and engineers when designing ubiquitous computing systems. We tested methods such as “Wizard of Oz” and design games in a real domain, the dental surgery, in an attempt to create a system that is: affordable; minimally disruptive of the natural flow of work; and improves human-computer interaction. In doing so we found that such activities allowed the practitioners to be on a ‘level playing ground’ with designers and engineers. The findings we present suggest that dentists are willing to engage in detailed exploration and constructive critique of technical design possibilities if the design ideas and prototypes are presented in the context of their work practice and are of a resolution and relevance that allow them to jointly explore and question with the design time. This paper is an extension of a short paper submitted to the Participatory Design Conference, 2004.
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In the UK, 20% of people aged 75 years and over are living with sight loss and age-related macular degeneration (AMD) is the most common cause of sight loss in the UK, impacting nearly 10% of those over 80; regrettably, these figures are expected to increase in coming decades as the population ages (RNIB, 2012). This paper reports on the authors' design activities conducted for the purpose of informing the development of an assistive self-monitoring, ability-reactive technology (SMART) for older adults with AMD. The authors reflect on their experience of adopting and adapting the PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video Exploration) participatory design approach (Muller, 1992) to support effective design with and for their special needs user group, reflect on participants' views of being part of the process, and discuss the design themes identified via their PD activities.
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Following the approval of the 2030 Agenda for Sustainable Development in 2015, sustainability became a hotly debated topic. In order to build a better and more sustainable future by 2030, this agenda addressed several global issues, including inequality, climate change, peace, and justice, in the form of 17 Sustainable Development Goals (SDGs), that should be understood and pursued by nations, corporations, institutions, and individuals. In this thesis, we researched how to exploit and integrate Human-Computer Interaction (HCI) and Data Visualization to promote knowledge and awareness about SDG 8, which wants to encourage lasting, inclusive, and sustainable economic growth, full and productive employment, and decent work for all. In particular, we focused on three targets: green economy, sustainable tourism, employment, decent work for all, and social protection. The primary goal of this research is to determine whether HCI approaches may be used to create and validate interactive data visualization that can serve as helpful decision-making aids for specific groups and raise their knowledge of public-interest issues. To accomplish this goal, we analyzed four case studies. In the first two, we wanted to promote knowledge and awareness about green economy issues: we investigated the Human-Building Interaction inside a Smart Campus and the dematerialization process inside a University. In the third, we focused on smart tourism, investigating the relationship between locals and tourists to create meaningful connections and promote more sustainable tourism. In the fourth, we explored the industry context to highlight sustainability policies inside well-known companies. This research focuses on the hypothesis that interactive data visualization tools can make communities aware of sustainability aspects related to SDG8 and its targets. The research questions addressed are two: "how to promote awareness about SDG8 and its targets through interactive data visualizations?" and "to what extent are these interactive data visualizations effective?".
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Despite the necessity to differentiate chemical species of mercury in clinical specimens, there area limited number of methods for this purpose. Then, this paper describes a simple method for the determination of methylmercury and inorganic mercury in blood by using liquid chromatography with inductively coupled mass spectrometry (LC-ICP-MS) and a fast sample preparation procedure. Prior to analysis, blood (250 mu L) is accurately weighed into 15-mL conical tubes. Then, an extractant solution containing mercaptoethanol, L-cysteine and HCI was added to the samples following sonication for 15 min. Quantitative mercury extraction was achieved with the proposed procedure. Separation of mercury species was accomplished in less than 5 min on a C18 reverse-phase column with a mobile phase containing 0.05% (v/v) mercaptoethanol, 0.4% (m/v) L-cysteine, 0.06 mol L(-1) ammonium acetate and 5% (v/v) methanol. The method detection limits were found to be 0.25 mu g L(-1) and 0.1 mu Lg L(-1) for inorganic mercury and methylmercury, respectively. Method accuracy is traceable to Standard Reference Material (SRM) 966 Toxic Metals in Bovine Blood from the National Institute of Standards and Technology (NIST). The proposed method was also applied to the speciation of mercury in blood samples collected from fish-eating communities and from rats exposed to thimerosal. With the proposed method there is a considerable reduction of the time of sample preparation prior to speciation of Hg by LC-ICP-MS. Finally, after the application of the proposed method, we demonstrated an interesting in vivo ethylmercury conversion to inorganic mercury. (C) 2009 Elsevier B.V. All rights reserved.
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This paper discusses the power of emotions in our health, happiness and wholeness, and the emotional impact of movies. It presents iFelt, an interactive video application to classify, access, explore and visualize movies based on their emotional properties and impact.
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The HCI community is actively seeking novel methodologies to gain insight into the user’s experience during interaction with both the application and the content. We propose an emotional recognition engine capable of automatically recognizing a set of human emotional states using psychophysiological measures of the autonomous nervous system, including galvanic skin response, respiration, and heart rate. A novel pattern recognition system, based on discriminant analysis and support vector machine classifiers is trained using movies’ scenes selected to induce emotions ranging from the positive to the negative valence dimension, including happiness, anger, disgust, sadness, and fear. In this paper we introduce an emotion recognition system and evaluate its accuracy by presenting the results of an experiment conducted with three physiologic sensors.
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O presente relatório diz respeito ao estágio por mim realizado na empresa de construção HCI, no âmbito do 2º Ano do Mestrado em Engenharia Civil – ISEL, e procura descrever sumariamente e de forma clara o trabalho desenvolvido no período em que o mesmo decorreu (9 de Março de 2009 e 9 de Setembro de 2009). Durante os 6 meses de estágio surgiram várias oportunidades de estar e colaborar com os diferentes sectores que constituem uma empresa de construção. Nomeadamente no que diz respeito ao trabalho de planeamento e execução de obras, desenvolvido na sede/escritório da empresa, e trabalho desenvolvido em campo, tratando-se, neste caso, da Fase II da Obra Center for the Unknown, da Fundação Champalimaud, um centro de investigação que pretende desenvolver estudos inovadores na área da Oncologia. Indo ao encontro dos meus objectivos profissionais, com a realização deste estágio e elaboração do presente trabalho pude consolidar os conhecimentos aprendidos em ambiente académico, bem como adquirir novas aprendizagens, fundamentais para o crescimento do saber no sentido de acompanhar uma área em constante mudança.
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Neste trabalho estudou-se a lixiviação de um concentrado de sulfureto de zinco e a recuperação de Fe(III) de soluções sulfúricas por extracção líquido-líquido. Nos estudos de lixiviação utilizou-se o ião férrico (Sulfato de ferro ou cloreto de ferro) como agente oxidante e avaliaram-se os efeitos da razão sólido/líquido, concentração do ião Fe(III) e o tipo do meio (sulfúrico e clorídrico) na eficiência da lixiviação. Os resultados mostraram que para uma razão sólido/líquido de 5% foi possível lixiviar 48% de zinco e 15% do cobre em 2h de lixiviação com uma solução de 0,5 M H2SO4 e 0,11 Fe2(SO4) a 80°C. A lixiviação do cobre é favorecida em meio clorídrico onde cerca de 23% de cobre foi lixiviado, após 2h, com uma razão sólido/líquido de 20% e uma solução de 0,5 M FeCl3 2 M HCI e 1 M NaCl a 80°C, quando em meio sulfúrico tinha sido possível lixiviar apenas 6% deste metal. A realização de dois andares de lixiviação, sendo o primeiro em meio sulfúrico e o segundo em meio clorídrico, permitiu aumentar as taxas de lixiviação dos metais, tendo-se obtido um rendimento global de 45% de Zn e 23% de Cu nas seguintes condições experimentais: s/l=20% (p/v), T=80°C, v=350 rpm, 1º andar com [Fe2(SO4)3]=0,25 M; [H2SO4]=2 M e 2º andar com [FeCl3]=0,5 M; [HCl]=2 M; [NaCl]=1 M. Nos estudos de extracção líquido-líquido para a recuperação de Fe(III) de meios sulfúricos utilizam-se misturas de extractantes, i.e. um ácido organofosforado (lonquest ou DEHPA) com uma amina primária (JMT). Foi ainda, testada a presença de um modificador (isotridecanol) no solvente. As várias misturas revelaram uma elevada afinidade para o ferro na gam de PH’s 1,04 a 1,74 e elevada selectividade para a separação ferro/zinco. Os factores de separação Fe/Zn atingem valores na gama 1000-8000, sendo favorecidos pelas elevadas concentrações de ferro na fase orgânica. A presença de modificador no solvente dificultou a extracção de ferro da fase aquosa mas favoreceu a respectiva reextracção da fase orgânica carregada que foi efectuada com uma solução 50 g/L de H2SO4. Na etapa final deste trabalho, aplicou-se a extracção líquido-líquido para a remoção de Cu e Fe duma líxvia obtida por lixiviação sulfúrica do concentrado de sulfureto de zinco. Numa primeira etapa extraiu-se todo o cobre da lixívia com a aldoxima Acorga M5640(10%(v/v)). Em seguida, traçou-se a isotérmica para a extracção de Fe(III) da lixívia utilizando DEHPA(20%(v/v)/JMT(10%(v/v)) com (20%(v7v)) e sem 2-octanol. Os resultados obtidos mostram que ambos os sistemas podem ser utilizados na extracção do fero do meio sulfúrico.