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A Comunicação Mediada por Interfaces Digitais: a interação humana com os jogos digitais em celulares.Fernandez, Amyris 02 May 2007 (has links)
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Previous issue date: 2007-05-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This work is an exploratory study on entertainment messages processing. The objective of this work was to test a model of message processing dedicated to understand
digital games. In order to accomplish the objective an extensive research on the observational
techniques was conducted in order to analyze the final user s reaction upon software and different kinds of media, thus learning the qualities and limitations of each technique. Another research was conducted on the message processing models on new and traditional media. The
result made possible to propose a new model for analysis of entertainment message processing. The development methodology required empirical tests. With this in mind a data
collection tool was structured. Later, the tool was tested with digital gamers of different ages on their personal PCs and on an interactive digital television, thus finding how the different elements correlate. The following step of this research was to collect data from gamers used to play games
on cell phones. The objective with this was to collect data on the users experience in a media that has several limitations such as size of the screen and size of the keyboard, to name a few. The research result was that games played at media such as a PCs attract their users for its aesthetics aspects, while games played on a cellular phone depend highly on its ability to be interactive - much more so than a game played on a PC. With the results it is possible to say that entertainment message processing rely upon the designer s ability to understand the limitation of each media and adequately construct the elements that compose the game s
setting, thus guaranteeing the approval of its target.(AU) / O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de
mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de
processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento.
Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas.
Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a
apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento
das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)
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Investigação do efeito do envio automático de alertas ao paciente com HIV/AIDS por meio de mensagem de texto para celular na adesão ao tratamento antiretroviralCosta, Thiago Martini da [UNIFESP] 25 May 2011 (has links) (PDF)
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Previous issue date: 2011-05-25 / Objetivo: Avaliar se o envio automático de mensagens de celular do tipo SMS aumenta a adesão ao tratamento com drogas antiretrovirais. Métodos: O sistema web HIVAS foi projetado segundo os preceitos do modelo cascata de engenharia de software. Foram conduzidos dois experimentos: Experimento 1, um ensaio clínico controlado e aleatorizado com mulheres que vivem com HIV/AIDS para avaliar o efeito das SMS na adesão ao tratamento antiretroviral; Experimento 2, um estudo transversal com os dados extraídos de dois prontuários eletrônicos de 4 clínicas médicas paulistanas para avaliar o efeito das SMS na ausência a consultas agendadas. No Experimento 1 a adesão do grupo de participantes alocados para receber SMS, denominado intervenção (n=8), e do grupo de participantes alocados para não receber SMS, denominado controle (n=13) foi medida durante 4 meses pelos métodos de auto-relato de adesão, contagem de pílulas e monitoramento micro-eletrônico (MEMS). No Experimento 2 foram comparadas a incidência de ausência a consultas quando houve envio de lembrete SMS, denominado intervenção (n=7.890), com a incidência de ausências a consultas quando não houve envio de lembrete, denominado controle (n=21.124). Resultados: O sistema web HIVAS foi desenvolvido em 7 meses, entre 2008 e 2009, de acordo com o planejado. No Experimento 1, considerando o período completo de quatro meses, a quantidade e o percentual de participantes dos grupos controle e intervenção que conseguiram manter adesão ao tratamento antiretroviral superior a 95%, foram respectivamente: 11 (84,62%) e 8 (100,00%) para o método de adesão auto-relatada; 5 (38,46%) e 4 (50,00%) para o método da contagem de pílulas; e 6 (46,15%) e 6 (75,00%) para o monitoramento micro-eletrônico. No Experimento 2, em média o percentual de ausência a consultas agendadas que não tiveram envio prévio de SMS foi de 25,57%, enquanto que o percentual de ausência a consultas que tiveram envio de lembrete SMS foi de 19,42%. Conclusão: As mensagens SMS demonstraram potencial em colaborar na adesão do paciente ao tratamento. As mulheres brasileiras que vivem com HIV/AIDS que receberam as SMS relataram que as mensagens são lembretes, incentivos, um olhar preocupado, um carinho de uma clínica de saúde para com elas, uma população ainda marginalizada. Além disso, foi observada uma redução estatisticamente significante na ausência a consultas devido às mensagens SMS. O desenvolvimento do HIVAS foi a etapa conduzida com menor dificuldade no projeto, reforçando a viabilidade da incorporação de SMS para auxiliar na prática clínica. Palavras-chave: Adesão, cooperação do paciente, falta a consultas, HIV, síndrome da imunodeficiência adquirida, telefone celular, mensagem de texto, SMS. / Objective: To assess if SMS automatic sending increases the adherence antiretroviral drug-based treatment regimens. Methods: The web system HIVAS was projected according to software engineering cascade model. It was conducted two experiments: Experiment 1, a randomized controlled trial with woman living with HIV/AIDS to assess the effects of SMS on adherence to antiretroviral therapy; Experiment 2, a transversal study with data extracted from two electronic health recorders of 4 outpatient clinics to assess the effects of SMS on non-attendance rates. On Experiment 1 adherence of participants allocated to receive SMS, called intervention (n=8), and to not receive SMS, labeled control (n=13), was measured during 4 months by self-reported adherence, pill counting, and microelectronic monitoring (MEMS). On Experiment 2, the incidence of non-attendance when a SMS reminder was sent to the appointment, labeled intervention (n=7,890), was compared to the incidence of non-attendance when no SMS reminder was sent, labeled control (n=21,124). Results: The HIV Alert System (HIVAS) was developed over 7 months during 2008 and 2009. On Experiment 1, during the 4-month study period, the number and percentage of participants from both control and intervention groups that achieved adherence levels to antiretroviral therapy exceeding 95%, were respectively: 11 (84.62%) and 8 (100.00%) to self-reported adherence method; 5 (38.46%) and 4 (50.00%) to pill counting method; and 6 (46.15%) and 6 (75.00%) to micro-electronic monitoring. On Experiment 2, the average non-attendance rate to appointments without previous SMS was 25.57%, while average non-attendance rate to appointments with previous SMS was 19.42%. Conclusion: SMS messaging has demonstrated potential in helping patient adherence to therapy. Brazilian women living with HIV/AIDS who received SMS stated that the messages were reminders, incentives and signs of affection by the health clinic for their, a marginalized population. Beside this, it was observed a statistically significant reduction on the incidence of non-attendance due to SMS messages. The development of HIVAS was the less difficulty phase in the project, emphasizing the feasibility of SMS incorporation to help clinical practice. / TEDE / BV UNIFESP: Teses e dissertações
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Geoprocessamento na gestão sustentável da cadeia de suprimentos de aparelhos de telefonia móvelSilva, Welington Matias dos Santos January 2017 (has links)
Orientadora: Profa. Dra. Diana Sarita Hamburger / Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciência e Tecnologia Ambiental, 2017. / As crescentes demandas socioambientais estão conduzindo os pesquisadores ao estudo de aplicações da logística para a sustentabilidade. Isso fez emergir o conceito de gestão sustentável da cadeia de suprimentos, o qual conduz a uma visão mais holística da cadeia de suprimentos. A gestão do ciclo de vida dos equipamentos eletroeletrônicos se insere nesse contexto, devido à crescente necessidade de coleta e de tratamento para os resíduos desses dispositivos. Os aparelhos de telefonia móvel estão entre os equipamentos eletroeletrônicos, cuja gestão do ciclo de vida é mais desafiadora. A presente pesquisa objetivou avaliar a aplicabilidade das técnicas de geoprocessamento na gestão sustentável da cadeia de suprimentos dos aparelhos de telefonia móvel no Brasil. Para tanto, o estudo adotou os seguintes métodos: realizou uma revisão bibliográfica qualitativa a respeito dos temas principais do trabalho; aprofundou a análise da literatura sobre os aparelhos de telefonia móvel, através de uma revisão bibliográfica quantitativa; estudou o projeto de gestão de resíduos eletroeletrônicos, denominado "Descarte ON", implantado no município de São Paulo; elaborou um mapa conceitual que permite visualização de processos característicos do de um sistema web-gis voltado para o ciclo de vida dos aparelhos em foco. Ficou demonstrado que, principalmente no Brasil, são poucos os trabalhos sobre a gestão sustentável da cadeia de suprimentos. Quanto aos aparelhos de telefonia móvel, há um problema similar, existindo poucos estudos brasileiros que indicam abordagens para o enfrentamento das particularidades do canal logístico em questão. Os resultados da pesquisa quantitativa sobre os aparelhos de telefonia apontam que a gestão dos resíduos desses aparelhos ainda é incipiente em todo o mundo. Algumas das limitações dos programas de gestão desses resíduos são o baixo grau de integração entre os membros dessa cadeia de suprimentos, a carência de iniciativas para o engajamento do consumidor final; e, os problemas logísticos relacionados à coleta dos aparelhos de pós-consumo. A análise sobre o projeto "Descarte ON" mostrou que, embora possua aspectos inovadores e com potencial de sucesso, as informações disponibilizadas indicam que esse projeto mantém falhas semelhantes às observadas em iniciativas similares. Por fim, o mapa conceitual proposto no estudo demonstra que um sistema web-gis possui um forte potencial para integrar os atores envolvidos na cadeia logística dos aparelhos de telefonia móvel e também de minimizar as limitações atuais dos programas de logística reversa voltados para esses dispositivos. / The increasing socio-environmental demands are leading the researchers to study the applications of logistics for sustainability. This has given rise to the concept of sustainable supply chain management, which leads to a more holistic view of the supply chain. The lifecycle management of electrical and electronic equipment is part of this context, due to the increasing need for collection and treatment of waste from these devices. Mobile telephones are among the electronics, whose life cycle management is more challenging. This study aimed to evaluate the applicability of geoprocessing techniques in the sustainable management of the supply chain of mobile telephony devices in Brazil. In order to do so, the study adopted the following methods: a qualitative bibliographical review on the main themes of the work; Deepened the analysis of the literature on mobile handsets, through a quantitative bibliographic review; Studied the project of management of electrical and electronic residues, denominated "Descarte ON", implanted in the city of São Paulo; Elaborated a conceptual map that allows visualization of processes characteristic of a web-gis system focused on the life cycle of the devices studied here. It has been demonstrated that, mainly in Brazil, there are few studies on the sustainable management of the supply chain. As for mobile telephones, there is a similar problem, and there are few Brazilian studies that indicate approaches to address the particularities of the logistics channel in question. The results of the quantitative research on telephones show that the waste management of these devices is still incipient throughout the world. Some of the limitations of waste management programs are the low degree of integration among members of this supply chain, the lack of initiatives for end-user engagement; And, the logistic problems related to the collection of the post consumer appliances. The analysis on the "Descarte ON" project showed that, although it has innovative aspects and potential for success, the information provided indicates that this project has similar flaws to those observed in similar initiatives. Finally, the conceptual map proposed in the study demonstrates that a web-gis system has a strong potential to integrate the actors involved in the logistics chain of mobile telephony devices and also to minimize the current limitations of the reverse logistics programs aimed at these devices.
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Proposta de metodologia para melhora do posicionamento obtido através de receptores GPS de baixo custo. / Proposal of a methodology for improving low cost GPS receivers positioning.Erly Caldas de Lima 08 May 2018 (has links)
O desenvolvimento técnico da eletrônica, a contínua redução do tamanho dos receptores GNSS, associada à diminuição do consumo de energia, transformaram estes produtos em alguns circuitos integrados ou apenas pequenos chips do tamanho de um botão de uma camisa. Desta forma pode-se promover a sua integração com inúmeros dispositivos eletrônicos. A associação com os telefones celulares foi principalmente impulsionada pelo mandato de aprimoramento dos serviços 911 (E911) da Federal Communications Commission (FCC) nos Estados Unidos, exigindo que todas as operadoras de telefonia móvel daquele país fornecessem a localização com boa precisão das chamadas de emergência. Esta necessidade estimulou a produção dos chips em larga escala e, portanto, a diminuição do custo e a sua popularização. Desta maneira quase que em sua totalidade, os telefones celulares são hoje fabricados com receptores GPS, o que torna estes dispositivos uma das fontes mais baratas de se obter o Geoposicionamento. Acontece que existe uma lacuna na literatura quanto à precisão e a exatidão das coordenadas fornecidas por estes equipamentos. O presente trabalho visa, através de testes estatísticos e da comparação com outros receptores GPS e métodos, quantificar estes valores e propor uma metodologia para melhorar tal posicionamento. Para conseguir o objetivo, a estrutura do Sistema Operacional do telefone foi modificada de tal modo que fosse possível o acesso às observáveis do chipset do GPS embarcado e convertidos para o padrão RINEX de arquivamento de dados brutos. Os testes foram executados com o equipamento original e com o equipamento modificado com a instalação de uma antena externa e mostraram que com a utilização da medida de fase da portadora o equipamento pode fornecer o posicionamento com uma precisão média de 0,069m, com o desvio padrão de 0,047m e erro planimétrico de posicionamento máximo de 0,218m e mínimo de 0,004m. / The technical development of electronics, the continuous reduction in the size of GNSS receptors, allied with the energy consumption decrease, transformed these products into some integrated circuits or in small Chips as small as size of a button of a shirt. In this way one can promote its integration with countless electronic devices. The association with cell phones was mainly driven by the mandate to enhance services 911 (E911) of the Federal Communications Commission (FCC) in the United States, requiring that all mobile carriers of that country provide all the emergency calls location with good accuracy. So as to fulfill this necessity, the production of Chips in a large scale has been stimulated and therefore the decrease in cost and its popularity. In this way almost in its entirety, cell phones are now manufactured with GPS receivers, which makes these devices one of the cheapest sources to obtain the geopositioning. It turns out that there is a gap in the literature about how precise and accurate the coordinates provided by these equipments can be. This thesis aims through statistical tests and comparison with other GPS receivers and methods, quantify these values and propose a methodology to improve such positioning. To achieve the objective, the structure of the phone\'s operating system was modified in such a way that it was possible to access the embedded GPS Chipset observables and then converted into the RINEX standard raw data file. The tests were carried out with the original equipment and with the modified ones, with an external antenna installation which showed that using the phase measure of the carrier, the equipment can provide a positioning with an average accuracy of 0, 069m, with a default deviation of 0, 047m and a maximum planimetric positioning error of 0, 218m and a minimum of 0, 004m.
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The use of mobile phones as educational devices : a case study of grade 7 learners at a Gauteng primary schoolMbong Shu, Victorine 22 October 2014 (has links)
M.A. (Fundamental Communications) / Mobile phones have penetrated every sphere of life, be it private or public. This is evident in the fact that they are found in people.s hands, bags, pockets, desks, and even on bedside tables. Their ability to be accessed everywhere, any time and for any reason has prompted information to be ubiquitous and has increased users. quests for information and knowledge. Their connectivity has also provoked people, including children, from all walks of life to depend on mobile phones in such a way that they feel as though they cannot do without them for many activities. The subject of this study is one of these activities. The aim of this research is to explore mobile phones as devices for learning and teaching in the primary educational setting. In order for this research to be comprehensive, a background as to why this study is vital in the first place is important.
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A mobile phone solution for ad-hoc hitch-hiking in South AfricaMiteche, Sacha Patrick January 2014 (has links)
The purpose of this study was to investigate the use of mobile phones in organizing ad-hoc vehicle ridesharing based on hitch-hiking trips involving private car drivers and commuters in South Africa. A study was conducted to learn how hitch-hiking trips are arranged in the urban and rural areas of the Eastern Cape. This involved carrying out interviews with hitch-hikers and participating in several trips. The study results provided the design specifications for a Dynamic Ridesharing System (DRS) tailor-made to the hitch-hiking culture of this context. The design of the DRS considered the delivery of the ad-hoc ridesharing service to the anticipated mobile phones owned by people who use hitch-hiking. The implementation of the system used the available open source solutions and guidelines under the Siyakhula Living Lab project, which promotes the use of Information and Communication Technology (ICT) in marginalized communities of South Africa. The developed prototype was tested in both the simulated and live environments, then followed by usability tests to establish the viability of the system. The results from the tests indicate an initial breakthrough in the process of modernizing the ad-hoc ridesharing of hitch-hiking which is used by a section of people in the urban and rural areas of South Africa.
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Understanding Generation Y : an investigation of how Hilton College can use technology for communicationWyngaard, Richard Clive January 2013 (has links)
Background to the academic research. Hilton College is an all boys private school in the Kwa-Zulu Natal Midlands. Since the beginning of 2012 boys have been permitted to carry their phones during the school day, (Thomson, 2012). Wireless internet access was also extended across the campus to allow boys and staff to bring their own devices to class and have access to the internet (Machlachlan, 2012). In the past, communication between staff and boys was either verbal or through the use of a daily notice, called the Daily Routine Order (DRO). The DRO is placed at the dining room tables each day and boys are expected to check for any notices that may pertain to them. These notices are emailed to a secretary who prints them out and places them in the dining room each day at lunch. 2. Objectives to the research. This research sought to establish whether current communication methods were effective or whether the prevalence of mobile phones and wireless devices had presented the school with a more effective method. It was important therefore, to investigate what devices were on campus, how those devices were used and when they were used. In addition to this, the research sought to establish communication preference among staff and boys. 3. Research Methodology. The research was conducted through the use of a qualitative survey that was conducted among both staff and boys. Staff and boys were surveyed to establish generation, device prevalence, device usage and device preference. This data was collected using an anonymous qualitative survey that was administered through the use of Google docs in the school labs. 187 Boys in 3 grades 8 and 9 participated in the survey along with 18 staff members. The data was then analysed and compared to data from similar research that had been conducted elsewhere in the world. Because of significant age differences between boys and staff it was critical to establish whether device usage among staff and boys was tied to their generation. Of particular interest were the device behaviours associated with the Millennial generation, who were born between 1982-2002 (Strauss 2005:10). This generational ‘benchmark’ allowed the researcher to compare the Hilton College cohort to those whose device behaviours and usage had occurred and been discussed in generational research elsewhere. It also allowed for certain assumptions to be made about staff and boys based on their generational profile. 4. Findings It was found that staff and boys exhibited communication traits that were consistent with their generation and consistent with other research in this field. It was also found that staff and boys preferred mobile and digital forms of communication over verbal announcements and the DRO system. For this reason, it was recommended that the Hilton College establish a system that took advantage of technology to improve on communication. Various recommendations were given by the researcher that took advantage of current technologies. These included the use of SMS, Instant Messaging, Social Networks and email. It was also recommended that the school consider prescribing devices that allow for communication between staff and boys.
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Verificação da análise de desempenho na síndrome de Down por meio de jogo de labirinto em telefone móvel / Verification of performance analysis in Down syndrome through a maze game on mobile phoneLilian Del Ciello de Menezes 07 October 2016 (has links)
Introdução: A síndrome de Down (SD) é uma alteração genética caracterizada pela presença de um cromossomo extra, suas principais dificuldades são causadas pelas alterações motoras e cognitivas que interferem na capacidade de realizar atividades diárias. Para propiciar funcionalidade às pessoas com SD, uma opção é utilizar tarefas em ambiente de realidade virtual para possibilitar o ganho de habilidades motoras. Objetivo: Avaliar o desempenho de pessoas com SD em tarefa virtual em telefone móvel. Método: Foi utilizado o jogo Marble Maze Classic®, onde os participantes moviam o telefone móvel para conduzir uma bola virtual por um desenho de labirinto. Foram avaliadas 100 pessoas separadas em dois grupos, sendo o grupo 1 (controle) formado por 25 participantes com Desenvolvimento Típico e grupo 2 (experimental) formado por 25 pessoas com SD, sendo o desenho do labirinto do grupo 2 totalmente oposto ao do grupo 1. Como variável dependente utilizou-se o tempo em segundos e foram submetidas a ANOVA. As comparações post-hoc foram realizadas por meio do teste Tukey-HSD (p < 0,05). Resultados: O grupo controle manteve o desempenho na fase de retenção e conseguiram transferir tanto no labirinto 1 como no 2. Já o grupo SD conseguiu transferir a tarefa apenas no labirinto 2. No labirinto 1 não conseguiu transferir quando invertemos o início e o fim do trajeto. Conclusão: Pessoas com SD conseguiram se adaptar a tarefa proposta, porém com desempenho sempre inferior às pessoas com DT. Assim como, demonstraram dificuldade em manter o desempenho com o aumento do grau de dificuldade da tarefa, o que sugere que novas tecnologias devem ser adaptáveis às dificuldades de pessoas com SD, permitindo assim maior funcionalidade / Introduction: Down syndrome (DS) is a genetic disorder characterized by the presence of an extra chromosome, which is typically associated with motor and cognitive changes that interfere with the ability to perform daily activities. To provide functionality to individuals with DS, one option is to use tasks in a virtual reality environment to enable gains in motor skills. Objective: To evaluate the performance of individuals with DS in a virtual task on a mobile phone. Method: The game Marble Maze Classic® was used, in which the participants moved the mobile phone to conduct a virtual marble through a maze design. We evaluated 100 individuals divided into group 1 and 2, where each group consisted of 25 participants in the control group (typical development) and 25 in the experimental group (DS), with group 2 using a maze design totally opposite to group 1. The dependent variable used was time in seconds and was subjected to ANOVA. Post-hoc comparisons were performed using Tukey\'s Honest Significant Difference test (p <0.05). Results: The control group maintained performance in the retention phase and was able to transfer both in maze 1 and 2. The DS group managed transfer to the task only in maze 2. In maze1, the DS group failed to transfer when we inverted the start and end of the path. Conclusion: People with DS have managed to adapt the proposed task, but with always underperform people with DT. As demonstrated difficulty in maintaining performance with increased task difficulty, suggesting that new technologies must be adaptable to the difficulties people with DS, thereby enabling increased functionality
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Aprendizagem motora na distrofia muscular de Duchenne por meio de jogo de labirinto em telefone móvel / Motor learning in Duchenne muscular dystrophy through a maze game for mobile phoneCamila Miliani Capelini 27 June 2016 (has links)
Introdução: A distrofia muscular de Duchenne (DMD) é uma doença genética e hereditária que leva ao enfraquecimento da musculatura esquelética, respiratória e cardíaca de maneira progressiva e irreversível. Para pessoas gravemente comprometidas, a realidade virtual vem surgindo como uma forma de intervenção que traz uma nova possibilidade de interação com a comunidade. Os smartphones estão se tornando a próxima modernidade funcional para pessoas deficientes, não apenas pela acessibilidade, mas também pela conveniência da comunicação. Objetivo: Verificar se pessoas com DMD melhoram o desempenho motor quando realizam uma tarefa visuo-motora de labirinto virtual em um telefone móvel (smartphone). Método: Participaram do estudo 50 pessoas com DMD e 50 pessoas controles com desenvolvimento típico (DT), com idade entre 10 e 35 anos. A caracterização da amostra foi feita por meio das escalas Vignos, Egen Klassifikation, e Medida da Função Motora. A tarefa consistiu em completar o percurso de um labirinto virtual no jogo para telefone móvel (smartphone) Marble Maze Classic®, por meio de movimentos de punho e mão para mover a bola virtual pelo labirinto. Para mensurar o desempenho motor, foi cronometrado o tempo (em segundos) utilizado para completar o labirinto. O desempenho foi avaliado considerando os resultados nas fases de aquisição, retenção e transferência, e interpretados sob o ponto de vista teórico da aprendizagem motora. Resultados: A prática do jogo de labirinto no celular promoveu uma melhora no desempenho durante a aquisição em ambos os grupos, que se manteve na fase de retenção. Nas transferências, o desempenho no grupo DMD foi similar ao grupo DT, com a exceção da transferência para a mão contralateral (não dominante). No entanto, o grupo com DMD apresentou um tempo de movimento maior em todas as fases de aprendizagem comparado ao grupo DT. Conclusão: A prática de uma tarefa visuo-motora em um jogo de telefone móvel promoveu uma melhora no desempenho com padrões de aprendizagem similares em ambos os grupos. O desempenho pode ser influenciado pela dificuldade da tarefa, e para as pessoas com DMD, os déficits motores são responsáveis pela menor velocidade de execução, mas não é um impeditivo para a utilização dos smartphones por esta população / Background: Duchenne Muscular Dystrophy (DMD) is a genetic and hereditary disease that leads to a progressive and irreversible weakening of the skeletal, respiratory, and cardiac muscles. For the severely compromised subjects, virtual reality (VR) has been appearing as an intervention form that brings a new possibility of interaction with the community. Smartphones are likely to become the next functional modernity for handicapped, not only for accessibility but also for the convenience of communication. Objective: To verify whether people with DMD improve performance when doing a visual-motor task using a smartphone game. Method: The study included 50 patients with DMD and 50 healthy control subjects with Typical Development (TD), aged between 10 and 35 years. The characterization of the sample was given through Vignos scales, Egen Klassifikation, and the Motor Function Measure. The task consisted in to complete the journey of a virtual maze in the Marble Maze Classic® game for mobile phone (smartphone), moving a virtual ball using both hand and wrist movements. For the motor performance assessment it was measured the time (in seconds) used to complete the maze. The motor performance was assessed considering the results in acquisition, short-term retention and transfer, and interpreted from the theoretical framework of motor learning. Results: The practice of the smartphone maze game promoted an improvement in performance during acquisition in both groups, which remained in the retention phase. At the transfer phases, the performance in DMD group was similar to the performance of TD group, with the exception for the transfer to the contralateral hand (non-dominant). However, the group with DMD showed longer movement time at all stages of learning compared with the TD group. Conclusion: We conclude that the practice of a visual-motor task in a mobile phone game promoted an improvement in performance with similar patterns of learning in both groups. The performance can be influenced by the task difficulty, and motor deficits are responsible for the lower speed execution in DMD people, however, this is not an impediment for smartphone use by this population
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Mobile crowdsourcing in crop production for farmers in rural areas of the South Kivu (DRC)Kahasha, Iranga Emmanuella January 2020 (has links)
M. Tech. (Department of Information and Communication Technology, Faculty of Applied and Computer Sciences), Vaal University of Technology. / In most African countries, agriculture remains a key factor in economic development with over half the population living in rural areas and directly or indirectly deriving their livelihoods from agriculture. Agriculture still faces several challenges that prevent it from being able to make its maximum contribution to economic expansion, despite it being the backbone for economic growth. As a major cause for change in all spheres of human lives, information and communications technology (ICT) has played a positive role in different segments of society, such as agriculture, education and community development. However, it could play a greater role in agriculture by assisting farmers who face challenges on a daily basis. Farmers may lack an operative way to gather farm produce data, to obtain information from other interested parties (e.g. agriculture advisers) and to record farm input expenses and expenditure on farm chemicals. These and other challenges experienced by farmers may be solved by gaining ICT access through using available technologies. Farmers need to benefit from earlier unexploited opportunities regarding the provision of cost-effective communication and learn about advanced practices previously unknown to them. In this research study, the researcher studied factors that influence farmers in the adoption of a mobile crowdsourcing portal for agriculture purposes. A model was used to measure the perception of farmers about the technology after having used it for a season. The model consisted of the following variables: quality factors; perceived ease of use; experience; perceived usefulness; attitude toward using; and behavioural intention to use. A test for reliability and validity proved that the model was acceptable. The results of the data analysis indicated that there was a strong relationship between the multiple independent factors and the dependent variable in the model. The researcher concluded that mobile crowdsourcing applications are perceived as enhancing agricultural development in remote areas with regard to data accessibility, the development of crop production, support in the decision-making process and their importance in sustaining agricultural activities.
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