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O papel da interação com usuários finais no upgrading em GVC digitais. / The role on interaction with end-users in the upgrading in digital GVC.Evodio Kaltenecker Retto de Queiroz 07 December 2017 (has links)
Este trabalho busca avançar o conhecimento sobre Global Value Chains (GVC) e inovação com usuários ao estudar a influência da colaboração dos usuários finais no upgrading de desenvolvedores em cadeias digitais. A pesquisa sugere que esforços de inovação entre uma empresa fornecedora em cadeias digitais e seus usuários finais levam a tipos preferenciais de upgrading, que variam em função de características específicas da indústria de jogos e da governança da cadeia na qual o desenvolvedor está inserido. Os referenciais teóricos das Cadeias Globais de Valor (GVC), inovação com usuários finais e método de regressão logística são utilizados para estabelecer as estruturas analíticas para este trabalho. Os resultados do trabalho são: (i) validação do modelo MOA+ID (Motivação, Oportunidade, Habilidade, e Infraestrutura Digital) para estudar a colaboração entre fornecedores e usuário final; (ii) identificação que o impacto da interação com usuários finais no upgrading de desenvolvedores em cadeias jogos digitais depende de características específicas de tal indústria, e (iii) identificação que o impacto da interação com usuários no upgrading de desenvolvedores em cadeias jogos digitais depende da governança da cadeia na qual o desenvolvedor está inserido. Desenvolvedores de jogos pertencentes a cadeias cujas governança são dos tipos Mercado e Relacional apresentam upgrading devido a colaboração com usuário final por que possuem liberdade e competências para se beneficiarem da relação com usuários final. Desenvolvedores de jogos pertencentes a cadeias cujas governança são dos tipos Modular e Cativa não apresentam upgrading devido à interação com usuário devido ao baixo nível de dependência do governante da cadeia. / This work seeks to advance knowledge about Global Value Chains (GVC) and innovation with end-users through the study of the influence of collaboration with end-user on the upgrading of developers in digital chains. The research suggests that innovation efforts between a supplier in digital chains and end-users lead to preferential types of upgrading, which will vary depending on the specific characteristics of the digital gaming industry and the governance of the chain in which the developer is embedded. The theoretical frameworks of Global Value Chains (GVC), innovation with end-users and method of logistic regression are used to establish the analytical structures for this work. The results of the work are: (i) validation of the MOA + DI model (Motivation, Opportunity Ability, Digital Infrastructure) to study collaboration between suppliers and end-user; (ii) recognition that the impact of innovation with end-users on the upgrading of developers in digital game chains depends on specific characteristics of such industry, and (iii) recognition that the impact of innovation with end users on the upgrading of developers in digital game chains depends on the chain governance in which the developer is embedded. Game developers under the Market and Relational types of governance present upgrading due to collaboration with endusers because such developers have freedom and competencies to benefit from the end-user interface. Game developers under the Modular and Captive types of governance chains do not experienced upgrading due to the interface with end-user because such firms do not have opportunities and competencies to benefit from the end-user interface.
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Medindo a satisfação dos usuários finais e dos usuários-chave de um sistema de gestão empresarial, na empresa Springer CarrierEly, Patrícia Bins January 2010 (has links)
Altos investimentos são feitos na área de tecnologia da informação (TI), especialmente em sistemas de gestão empresarial (ERP). Entretanto, tais investimentos não garantem o sucesso do sistema. Estudos indicam que o sucesso de um sistema de informação pode ser avaliado através da satisfação dos usuários do sistema. O tema deste estudo é a satisfação do usuário final e do usuário-chave de um sistema de gestão empresarial (ERP) como forma de avaliar o sucesso do sistema. O objetivo da pesquisa é medir a satisfação dos usuários do sistema. O método utilizado é a pesquisa Survey, realizada a partir da combinação de dois modelos apresentados pela literatura, um para o usuário final e o outro para o usuário-chave. A pesquisa foi realizada em duas etapas: o estudo piloto e a pesquisa final. O processo de validação e refinamento do instrumento utilizou diferentes técnicas, como: Validade de Face e Conteúdo, Análise de Confiabilidade (Coeficiente Alfa de Cronbach), Análise de Item Total Corrigido (CITC), Análise Fatorial Exploratória Convergente (Teste de Unidimensionalidade) e Discriminante. Foi verificado que as variáveis Acuracidade e Confiabilidade se agruparam em uma única variável (Exatidão). As demais variáveis permaneceram iguais e nenhum item precisou ser excluído. Através da Análise de Regressão, foi possível constatar que existe uma relação entre as variáveis 'Percepção de Sucesso do Sistema’ e ‘Satisfação com o Sistema’. A principal contribuição desta pesquisa tanto para a prática gerencial como para o meio acadêmico e empresarial é a validação de um instrumento de pesquisa adaptado para a realidade brasileira, capaz de medir a satisfação do usuário de um sistema de gestão empresarial (ERP), através da percepção dos usuários do sistema. / Large investments are made in Information Technology (IT), specially in Enterprise Resource Planning Systems (ERP). But such investments are not a success guarantee. Previous researches show that the Information System (IS) success might be evaluated by determining the system users’ satisfaction. The subject of this paper is the ERP end-users’ and key-users’ satisfaction as a mean to evaluate ERP success. The purpose of this research is to measure ERP users’ satisfaction. The method used is a survey, which was based on a combination of two previous models, one about end-users’ and the other about key-users’ satisfaction. The survey was conducted in two steps: pre-test study and final study. The instrument was validated and refined through the use of qualitative and quantitative procedures such as face and content validity, reliability analysis (Cronbach Alfa), corrected item total correlation (CITC), exploratory factor analysis within and among blocks. As a result, the variables Accuracy and Reliability merged into a new variable (Exactness). All other variables remained the same, and none had to be excluded. Through the Regression Analysis it was possible to verify that there is a relationship between ‘System Perceived Success’ and ‘System Satisfaction’. The main academic and managerial contribution of this paper is a research instrument, duly validated and adapted to Brazilian reality, to measure ERP users’ satisfaction.
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[en] A SEMIOTIC MODEL OF THE COMMUNICATION PROCESSES RELATED TO THE ACTIVITY OF APPLICATION EXTENSION BY END-USERS / [pt] UM MODELO SEMIÓTICO DOS PROCESSOS DE COMUNICAÇÃO RELACIONADOS À ATIVIDADE DE EXTENSÃO À APLICAÇÃO POR USUÁRIOS FINAISCECILIA KREMER VIEIRA DA CUNHA 01 June 2005 (has links)
[pt] Aplicações extensíveis por usuários finais representam uma
proposta para tratar o problema
de que é improvável que um software consiga atender a todas
as necessidades específicas de
cada usuário em um domínio. Uma das áreas de pesquisa de
aplicações extensíveis é a de
Programação por Usuários Finais ou End-User Programming
(EUP).
Investigações empíricas de EUP evidenciam a existência de
práticas colaborativas
relacionadas ao processo de extensão de aplicação, onde
pessoas se comunicam com diversos
objetivos: para ajudarem-se a resolver seus problemas com
computação, para compartilhar
extensões prontas ou construí-las conjuntamente. Nosso
trabalho complementa essas
investigações, contribuindo com um tratamento aprofundado e
teoricamente motivado dos
fenômenos de comunicação relacionados às práticas
colaborativas observadas. Com base na
teoria da Semiótica e na Engenharia Semiótica, propomos um
modelo desses fenômenos,
descrevendo sua estrutura e comportamento, permitindo assim
uma melhor compreensão das
questões relacionadas aos mesmos. De acordo com o modelo,
projetamos uma linguagem
computável para a representação de extensões de forma
associada aos discursos das
comunicações estudadas. / [en] Applications that are extensible by end-users represent a
proposal to cope with the issue that it
is improbable that a software will attend every specific
need of each different user within a
domain. One of the research areas approaching extensible
applications is End-User
Programming (EUP).
EUP empirical investigations evidence the existence of
collaborative practices related to the
process of application extension. In these practices,
people communicate with each other with
various purposes: to help themselves deal with their
problems regarding computing, to share
ready-made extensions or to build extensions together. Our
work complements these
investigations by offering a deep and theoretically
motivated treatment of the communication
phenomena related to the observed collaborative practices.
Based on Semiotics theory and
Semiotic Engineering, we propose a model of these
phenomena, describing its structure and
behavior thus supporting a better understanding of the
issues related to them. According to the
model, we designed a computable language for the
representation of extensions in association
with corresponding communicative discourse.
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Designing with only second hand information- An evaluation of the filters and formatters in the Billing Gateway GUI / Att designa med bara andrahandsinformation-En utvärdering av filter och formatterare i Billing Gateway GUIMartinson, Tiina, Åkesson, Johanna January 2001 (has links)
This Bachelor´s Thesis concerns 20 points at the MDA-program (People, Computers and Work) at Blekinge Institute of Technology in Ronneby. The MDA-program focuses on how people use Information Technology and its design and development. In this Bachelor?s Thesis we describe a study process at the Billing Gateway Department at Ericsson Software Technology in Ronneby in which we investigate how to design for destined users without direct contact with them. Our aim of the study was to evaluate and bring out a design suggestion of a graphical representation of the filters and formatters for the end-users. With only second hand information about them we found the task to be impossible to accomplish. Instead this Bachelor?s Thesis is an investigation of how a design process is developed without direct contact with the end-users. The results are based on second hand information about the needs of the end-users. We give Ericsson suggestions of how to involve the end-users in the design process. ----------------------- Tiina Martinson Johanna Åkesson
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Införande av IT-system i kommunala organisationer : Faktorer som kan påverka resultatetGabrys, Piotr January 2014 (has links)
Införandet av ett IT-system är en socioteknisk förändring som ställer många krav på en orga-nisation om det ska betraktas som framgångsrikt. Det finns utmaningar av både teknisk, social och organisatorisk karaktär. I beskrivningar av lyckade systeminföranden framträder ofta fak-torer som påverkade införandets framgång. Syftet med uppsatsen är att få kunskap om dessa faktorer och hur de kan påverka systeminföranden i kommunala organisationer. I detta arbete identifieras dessa faktorer som kallas framgångsfaktorer i teori och genom studier av verkliga omständigheter i organisationer. Faktorerna undersöks och kunskap om dem samlas och pre-senteras. Arbetet genomförs som en kvalitativ intervjuundersökning av två organisationer i två mindre kommuner med stora erfarenheter av systemimplementationer. De personer som intervjuades hade varierande roller inom organisationen och olika erfarenheter av införande-processen. Som resultat presenteras respondenternas upplevelser, erfarenheter och synpunkter på implementationer rörande områden som till exempel systemets användbarhet, ledarskap, utbildning och engagemang. I arbetet framkommer faktorer som uppfattas ha bidragit till framgång, till exempel ledning-ens stöd och engagemang, teknisk stabilitet och användardeltagande. De viktigaste slutsat-serna av arbetet är att flera framgångsfaktorer som beskrivs i studier från andra typer av orga-nisationer även återfinns i kommunala organisationer. Faktorer som påverkar systeminföran-dens framgång återfinns i områden som organisation, kompetens, systemets användbarhet och systemanvändarna. Det förekommer olika metoder för utvärdering, och olika definitioner av framgång, därför är framgångsfaktorer inte generella genvägar till framgång utan snarare un-derlag för arbete före, under och även efter systeminföranden. De specifika omständigheterna vid varje systeminförande och organisationens övergripande strategi för system- och verksam-hetsutvecklingsarbete kan variera, och påverka faktorernas effekter. / An implementation of an IT system is a socio-technical change that places many demands on the organization if the implementation is to be considered successful. There are challenges of both the technical, social and organizational nature. Descriptions of the implementations that were perceived as successful often refers to common factors that contributed to the successful implementation, so-called success factors. The purpose of this work is to obtain knowledge about those factors and how they can affect system implementations in municipal organiza-tions. In this work those so-called success factors are identified based on theory and studies of practical circumstances in organizations. The factors are examined and knowledge about them is gathered and presented. This work is conducted using a qualitative interview study of two organizations in two small municipalities with large experience on system implementations. The interviewed persons have varying roles in the organizations and different experiences of implementations. The results are the respondents' perceived views, experiences and comments on implementations regarding such as system usability, leadership, training and commitment. This work presents factors perceived to have contributed to the success, for example the lead-ers support and commitment, technical stability and user participation. The main conclusions of this work include that a number of success factors that are described in studies from other types of organizations can even be found in municipal organizations. Factors that affect the implementations success are found in fields that regards organization, qualifications, systems applicability and the systems users. There are different methods for evaluation, and different definitions of success, therefore they are not general shortcuts to success, but rather a base for the work before, during and even after the systems implementation. The specific circum-stances of each system implementation and organization overall strategy for system and busi-ness development may vary and influence the factors' effects.
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Metoder för användardriven gränssnittsprogrammering / Methods for user-driven interface programmingCrusoe, Jonathan January 2014 (has links)
När användare bestämmer sig för att utveckla gränssnitt till sina system sker detta via någon form av verktyg. Vi måste avgöra vilken utvecklingsmetodik som ska användas och hur vi kan tillföra mer funktionalitet för att systemet inte ska bli föråldrat. För att svara på detta bryter vi upp arbetet i två delar. I första delen undersöker vi vilken programmeringsmetodik som lämpar sig bäst för gränssnittsutveckling genom en undersökning i två delar. I andra delen ser vi över vilka lösningar som existerar för att implementera ny funktionalitet till ett verktyg för att sedan presentera en egen lösning. / When the user decides to develop an interface for their system, this is done with a software development tool of some kind. We need to determine which development methodology is to be used and how we can add more functionality to the system so it won't become outdated. To tackle this problem we break up the work in two parts. In the first part, we examine which programming methodology is best suited for interface development through a survey that is divided in two parts. In the second part, we look at what solutions exists for implementing new functionality to a tool and we present our solution.
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[en] PROGRAMMING VIA INTERFACE / [es] PROGRAMACIÓN VÍA INTERFAZ / [pt] PROGRAMAÇÃO VIA INTERFACESIMONE DINIZ JUNQUEIRA BARBOSA 10 August 2001 (has links)
[pt] A indústria de software vem ao longo dos anos aumentando a
funcionalidade das aplicações, numa tentativa de satisfazer
as necessidades do maior número de usuários possível. Esta
solução, no entanto, implica grandes desafios de
usabilidade, devido à complexidade cada vez maior destas
aplicações. Uma tendência que visa a acomodar as
necessidades dos usuários sem sobrecarregar o software com
funcionalidade de uso infreqüente é permitir que os
próprios usuários finais configurem ou programem as
aplicações, através de mecanismos de extensão que suportam
um tipo específico de programação, chamado programação
feita por usuários finais. Entretanto, grande parte das
técnicas existentes para tal não conseguem atingir níveis
aceitáveis de utilidade e usabilidade. Este trabalho trata
alguns desafios de aplicações extensíveis, propondo uma
abordagem que rompe com algumas barreiras entre interface e
extensão. Esta abordagem traz para a interface, e ao
alcance dos usuários finais, mecanismos de extensão de
software com base em recursos semântico-pragmáticos,
utilizando cálculos de metáforas e metonímias. Estes
mecanismos foram escolhidos devido ao reconhecimento das
Ciências Cognitivas do papel que desempenham em nosso
raciocínio, em especial quando tentamos descrever ou
entender um conceito abstrato ou complexo (Lakoff e
Johnson, 1980; Lakoff, 1987; Lakoff, 1993; Ortony, 1993).
Descrevemos um modelo de aplicações extensíveis que utiliza
uma base de conhecimento onde devem ser representados os
elementos do domínio e da aplicação que podem ser
estendidos, bem como as classificações necessárias aos
mecanismos de extensão. Nosso modelo considera os aspectos
comunicativos das aplicações computacionais. Para garantir
a consistência entre a aplicação original e a aplicação
estendida, seguimos princípios da Engenharia Semiótica (de
Souza, 1993) e prevemos, no modelo, a representação de
regras que restringem as extensões na interface, a fim de
refletir adequadamente as extensões de funcionalidade. / [en] In the past few years, we have witnessed an increase in
software functionality as an attempt to meet most users`
needs. This approach brings about serious usability
challenges, due to an increase in application complexity as
well. In order to try and meet users` needs, without
overloading the application with functionality that is
rarely used, there is a tendency to allow end users to
configure or program applications, by means of mechanisms
that support the so-called end user programming. However,
many existing techniques fail to attain acceptable
thresholds of usefulness and usability. This work addresses
some of the challenges posed by extensible applications. We
follow an approach that drops some walls between interface
and extension. This approach brings some extension
mechanisms to the interface, and readily accessible to end-
users, namely extensions based on the semantic-pragmatic
resources of metaphors and metonymies. These mechanisms
were chosen due to the acknowledgment of the Cognitive
Sciences of their critical role in our reasoning processes,
especially when we try to describe or understand complex or
abstract concepts (Lakoff e Johnson, 1980; Lakoff, 1987;
Lakoff, 1993; Ortony, 1993). We describe an extensible
application model that makes use of a knowledge base in
which we represent the domain and application elements that
may be extended, as well as the necessary classifications
for calculating the possible extensions. Our model takes
into account the communicative aspects of computer
applications, and follows Semiotic Engineering (de Souza,
1993) principles to guarantee the consistency between the
original application and the extended one. For that
purpose, our model entails the representation of rules that
constrain interface amendments, so that extended
functionality is adequately reflected at the resulting
interface. / [es] La industria de software ha aumentado, a lo largo de los años, la funcionalidad de las aplicaciones,
en un intento de satisfacer las necesidades del mayor número de usuarios posible. Esta solución,
implica grandes desafíos de usabilidad, debido a la complejidad cada vez mayor de estas
aplicaciones. Una tendencia que trata de acomodar las necesidades de los usuarios sin sobrecargar el
software con funcionalidad de uso poco frecuente es permitir que los proprios usuarios finales
configuren y programen las aplicaciones, a través de mecanismos de extensión que soportan un tipo
específico de programación, llamado programación hecha por usuarios finales. Sin embargo, gran
parte de las técnicas disponibles no consiguen alcanzar níveles aceptables de utilidad y usabilidad.
Este trabajo trata algunos desafíos de aplicaciones extensibles, proponiendo un enfoque que rompe
con algunas barreras entre interfaz y extensión. Este enfoque trae para la interfaz, y al alcance de los
usuarios finales, mecanismos de extensión de software con base en recursos semántico-pragmáticos,
utilizando cálculos de metáforas y metonímias. Estos mecanismos fueron escogidos debido al
reconocimiento de las Ciencias Cognitivas del papel que desempeñan en nuestro raciocinio, en
especial cuando tentamos describir o entender un concepto abstracto o complejo (Lakoff y Johnson,
1980; Lakoff, 1987; Lakoff, 1993; Ortony, 1993). Describimos un modelo de aplicaciones extensibles
que utiliza una base de conocimiento donde deben ser representados los elementos del dominio y de
la aplicación que pueden ser extendidos, bien como las clasificaciones necesarias a los mecanismos
de extensión. Nuestro modelo considera los aspectos comunicativos de las aplicaciones
computacionales. Para garantizar la consistencia entre la aplicación original y la aplicación
extendida, seguimos los principios de la Ingeniería Semiótica (de Souza, 1993) y prevemos, en el
modelo, la representación de reglas que limitan las extensiones en la interfaz, a fin de reflejar
adecuadamente las extensiones de funcionalidad.
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Perceptions of Wooden Multifamily Houses : Applying an Extended Association Pattern TechniqueSchauerte, Tobias January 2006 (has links)
During the past years, wooden one and two family houses showed a higher growth rate on the German construction market compared to conventional material like brick and stone. Wood as construction material became more and more attractive. Furthermore, a growing demand on multifamily houses could be recognized, yet, wood has not been considered as an alternative in this field of application until now. Trying to understand the end-users attitudes towards wooden multifamily houses, this licentiate thesis aims at exploring German end-users’ perceptions of wooden multifamily houses. To collect the necessary data, the Association Pattern Technique (APT) was applied, which is a two-stage method and has its foundations in the Means-End theory. In the first stage, 31 in-depth laddering interviews were carried out, which served as the base for the matrix-survey in the second stage, where 229 answers were received. Extending the existing method in the matrix-survey stage allowed for important additional data to be uncovered. The results show that individuals associate certain product attributes with wooden multifamily houses and that these attributes are thought to entail specific consequences. These consequences are in turn linked with the personal values of the respondents. The most dominant perceptual orientations of different groups of respondents are shown and significant differences could be found in how individuals in German perceive wooden multifamily houses depending on age, income and habitation.
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Användarutbildning under affärssystemsimplementationHerlin, Josefina, Sundqvist, Jennifer January 2017 (has links)
Användarutbildning är en viktig faktor vid affärssystemsimplementation, eftersomdet kan bidra till att företag når önskade fördelar med sitt nya affärssystem. Därför är användarutbildning en betydande faktor under hela affärssystemsimplementationen från pre-implementationen till post-implementationen. Trots användarutbildningens betydelse vid affärssystemsimplementation är den användarutbildning som genomförs bristande, då den inte skapar förutsättningar för användaren att effektivt och självständigt nyttja affärssystemet efter att utbildningen avslutats. Syftet med studien är att undersöka hur användarutbildning genomförs under affärssystemsimplementation och identifiera utmaningar som beställarorganisationer ställs inför i samband med användarutbildning. Studien utgick från en kvalitativ ansats där semistrukturerade intervjuer genomfördes. Resultatet indikerar att den användarutbildning som genomförs pre-implementation skiljer sig från den som sker under post-implementation. Den huvudsakliga delen av utbildningen genomförs pre-implementation och består av formella utbildningsmetoder. Under post-implementationen genomförs ingen eller lite formell utbildning, men visst informellt lärande sker. Att genomföra användarutbildning under affärssystemsimplementation kan innebära utmaningar. Studien visar att följande utmaningar kan identifieras för beställarorganisationer i samband med användarutbildning “otydlig ansvarsfördelning gällande användarutbildning”, “ansvarsåtagande i rollen som nyckelanvändare”, “användarens ansvar för lärande” samt “användarens motivation och engagemang”. / End User Training (EUT) is an important part of the implementation of an Enterprise Resource Planning system (ERP system), since it is a prerequisite for companies to reach the expected benefits of their new ERP system. Therefore, EUT is an important factor during the whole ERP implementation, from pre-implementation to post-implementation. Despite the importance of EUT during ERP implementation the conducted EUT is inadequate since it does not create conditions for the users to effectively and independently use the ERP after the completion of training. The purpose of this study is to examine how EUT is conducted during ERP implementation and to identify challenges that client organizations face in connection with EUT. This study was based on a qualitative approach in which semistructured interviews were conducted. The result indicates that the EUT provided pre-implementation differs from that which occurs during post-implementation. The main part of the EUT is conducted pre-implementation and consists of formal training methods. During post-implementation, none or little formal training is performed, but some informal learning takes place. To conduct EUT during ERP implementation can entail challenges. In this study, following challenges can be identified for clientorganizations connected to EUT: "unclear responsibility for EUT", "responsibility in the role of key user", "user responsibility for learning," and "user motivation andcommitment".
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基於領域專屬語言之數位展演可客製化開發環境之研製 / Development of a Domain-Specific Language Based and Customizable Development Environment for Digital Interactive Performance林如意, Lin, Ru Yi Unknown Date (has links)
在過去傳統劇場展演的藝術型態,因爲欠缺互動,易形成台上的表演與台下觀眾互動不頻繁的隔閡。近年來,結合科技與藝術的數位互動展演成為一種創新的表演形態。但在開發互動展演會有技術難度,完成腳本後可能會因為缺乏彈性和擴充性,重複進行一樣的表演,或是再由專業的劇場與程式相關人員反覆修改需求。本研究為解決上述遇到的問題,研發應用在數位展演上的圖型化領域專屬語言編輯器,讓終端使用者可以藉由階段性的操作完成腳本,也可根據不同需求更新背景或角色函式庫。另外,透過實體與虛擬角色的骨架資料繫結的方式,也解決在整合虛擬與實體平台的互動中,實體裝置收到感測器資料,卻無法直接解析取得裝置名稱的問題。於系統上本研究增加使用者自主控制元件和創作腳本,使虛實互動的創作更加彈性。 / In traditional performance, there is little interaction between actors and their audience. Recently, due to the advance of information and communication technology, art and culture are combined with technology mediated interaction between actors and their audience to create a new style of digital interactive performance. However, there are still many technical barriers in developing digital interactive performance. Essentially, the scripts for such performance are usually fixed, or with limited programmability. As a result, one performance will be repeated played or requires a lot of efforts to modify it. This thesis aims to address the issue of programmable scripts with a visual editor and supporting execution environment. In particular, we focus on helping performance director to develop programmable scripts that enable the flexible interaction between physical characters and their virtual counterparts. Our editing tool allows end-users to write scripts using drag-and-drop elements we developed on top of the Blockly framework. Besides detailed descriptions of the design and implantation of our tool, preliminary evaluation results are also presented.
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