• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 16
  • 5
  • 2
  • 1
  • 1
  • Tagged with
  • 26
  • 26
  • 26
  • 8
  • 8
  • 8
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
  • 4
  • 4
  • 4
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

<i>iVirtualWorld</i>: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry Experiments

Zhong, Ying 10 June 2013 (has links)
No description available.
22

[en] KEEP DOING WHAT I JUST DID: AUTOMATING SMARTPHONES BY DEMONSTRATION / [pt] KEEP DOING WHAT I JUST DID: AUTOMATIZANDO SMARTPHONES POR DEMONSTRAÇÃO

RODRIGO DE ANDRADE MAUES 24 March 2015 (has links)
[pt] Smartphones se tornaram uma parte integrante da vida de muitas pessoas. Podemos usar esses dispositivos para executar uma grande variedade de tarefas, que vão desde dar telefonemas a acessar a Internet. No entanto, às vezes gostaríamos que algumas tarefas fossem executadas automaticamente. Estas tarefas podem ser automatizadas usando aplicativos de automação, os quais monitoram continuamente o contexto do smartphone para realizar um conjunto de ações quando um evento acontece sob certas condições. Estas automações estão começando a ficar popular entre os usuários finais, uma vez que elas podem tornar os celulares mais fáceis de usar e ainda mais eficientes no uso da bateria. No entanto, pouco foi feito para capacitar os usuários finais a criar tais automações. Propomos uma abordagem para automatizar tarefas de smartphones por demonstração retrospectiva. Sucintamente, consideramos a lógica por trás da abordagem como sendo continue fazendo o que eu acabo de fazer : a aplicação de automação grava continuamente as interações dos usuários com seus telefones, e depois que os usuários realizaram uma tarefa que eles gostariam de automatizar, basta eles pedirem à aplicação para criar uma regra de automação com base em suas últimas ações gravadas. Como os usuários só têm que usar seus smartphones, como eles naturalmente fariam, para demonstrar automações, acreditamos que a nossa abordagem pode reduzir a dificuldade na criação de automações de smartphones. Para avaliar a nossa abordagem, desenvolvemos protótipos de um aplicativo chamado Keep Doing It, que permite automatizar tarefas por demonstração. Realizamos um estudo em laboratório com o primeiro protótipo para coletar as primeiras impressões dos participantes. Os participantes tiveram que criar regras de automação usando o nosso aplicativo com base em cenários pré-determinados. Baseado no feedback dos participantes e na nossa observação, nós refinamos o protótipo e realizamos um estudo remoto de cinco dias com novos participantes, os quais desta vez podiam criar quais e quantas regras quisessem. No geral, os resultados de ambos os estudos sugerem que, embora houvesse algumas ocasionais imprecisões (especialmente ao demonstrar regras que contêm condições), os participantes gostariam de automatizar tarefas de smartphones por demonstração devido à facilidade de uso. Concluiu-se que esta abordagem tem muito potencial para ajudar os usuários finais a automatizar seus smartphones, mas ainda há questões que precisam ser abordadas em pesquisas futuras. / [en] Smartphones have become an integral part of many people s lives. We can use these powerful devices to perform a great variety of tasks, ranging from making phone calls to connecting to the Internet. However, sometimes we would like some tasks to be performed automatically. These tasks can be automated by using automation applications, which continuously monitor the smartphone s context to execute a sequence of actions when an event happens under certain conditions. These automations are starting to get popular with end users, since they can make their phones easier to use and even more battery efficient. However, little work has been done on empowering end users to create such automations. We propose an approach for automating smartphone tasks by retrospective demonstration. Succinctly, we consider the logic behind the approach as keep doing what I just did: the automation application continuously records the users interactions with their phones, and after users perform a task that they would like to automate, they can ask the application to create an automation rule based on their latest recorded actions. Since users only have to use their smartphones, as they would naturally do, to demonstrate the actions, we believe that our approach can lower the barrier for creating smartphone automations. To evaluate our approach, we developed prototypes of an application called Keep Doing It, which supports automating tasks by demonstration. We conducted a lab user study with the first prototype to gather participants first impressions. The participants created automation rules using our application based on given scenarios. Based on their feedback and on our observations, we refined the prototype and conducted a five-day remote user study with new participants, who could then create which and how many rules they wanted. Overall, the findings of both studies suggest that, although there were some occasional inaccuracies (especially when demonstrating rules that contain conditions), participants would be willing to automate smartphone tasks by demonstration due to its ease of use. We concluded that this approach has much potential to aid end users to automate their smartphones, but there are still issues that need to be addressed by further research.
23

[en] A MODEL TO DESCRIBE AND NEGOTIATE CHANGES IN WEB SYSTEMS / [pt] UM MODELO PARA DESCREVER E NEGOCIAR MODIFICAÇÕES EM SISTEMAS WEB

ANDREIA LIBORIO SAMPAIO 17 May 2019 (has links)
[pt] O envolvimento de usuários no desenvolvimento de sistemas (End User Development) tem atraído significativa atenção nos últimos 10 anos devido à motivação de eles ajustarem as aplicações de acordo com seus desejos e necessidades. A Web 2.0 tem tornado possível o desenvolvimento de uma nova cultura de participação, através das redes sociais, onde usuários compartilham conhecimentos, experiências e habilidades. Esta pesquisa é uma contribuição para estimular uma cultura de participação de usuários finais em processos de desenvolvimento de software. Um contexto social onde essa participação ganha relevância é o de sistemas de grupo, onde as mudanças desejadas por uns tipicamente afetam outros usuários de formas nem sempre desejadas por eles. Nossa contribuição central é um modelo, fundamentado na Engenharia Semiótica, para descrever e negociar evolução de sistemas. Suas principais características são: (i) estrutura a comunicação entre os participantes da negociação e (ii) combina três sistemas de representação (linguagem de interface, linguagem natural utilizada em anotações, e linguagem de scripts de interações em páginas Web). Essas linguagens são combinadas para formar uma linguagem de especificação mista a ser utilizada por usuários finais. Implementamos a característica (ii) através da ferramenta primoTiWIM (This is What I Mean). Priorizamos a implementação e avaliação desta parte do modelo, porque a expressão através desta combinação de linguagens influencia a qualidade da comunicação de todo o processo que desejamos apoiar. Realizamos estudos empíricos observando a primeira reação e impressão de usuários diante da primoTiWIM. Os resultados permitem concluir que o modelo proposto tem potencial para promover uma cultura de participação no contexto da co-autoria entre usuário e desenvolvedores de software. / [en] The involvement of users in system development (End user development) has attracted significant attention in the last ten years, given that users can adjust the applications according to their desires and needs. TheWeb 2.0 has now made possible the development of a new culture of user participation through social networks, where users share knowledge, experience and abilities. The contribution of this research is to provide knowledge and tools to foster a culture of participation among end users in the process of software development. One of the social contexts where such participation is particularly important is that of group systems, where changes desired by some typically affect other users in ways that may not always be desirable for all. Our main contribution is a model founded in Semiotic Engineering to support describing and negotiating system evolution in group discussions. Its main features are: (i) it provides a structure for the communication between people involved in the negotiation, and (ii) it combines three representational systems (interface language, natural language used in annotations, and a script language for interaction in Web pages). These languages are combined into a hybrid specification language for end users. We implemented feature (ii) through the tool primoTiWIM (This is What I Mean). We focused on the implementation and evaluation of feature (ii), since expression through this combined language affects the communication quality of the whole process that we wish to support. In order to evaluate our proposal we carried out empirical studies in which we sought to observe the first reactions and impressions of users in face of the primoTiWIM Tool. We concluded that the proposed model has the potential to promote a culture of participation in the context of the co-authorship between user-eveloper and software developers.
24

Civis : modelo de design de interface customiz?vel para apoiar a constru??o de visualiza??es narrativas interativas de dados extra?dos de m?dias sociais

Santos, Caroline Queiroz 12 April 2018 (has links)
Submitted by PPG Ci?ncia da Computa??o (ppgcc@pucrs.br) on 2018-06-19T12:02:08Z No. of bitstreams: 1 CAROLINE_QUEIROZ_SANTOS_TES.pdf: 16112949 bytes, checksum: fe22f5c9acd1d52e51f0dcfb05c80e68 (MD5) / Approved for entry into archive by Sheila Dias (sheila.dias@pucrs.br) on 2018-06-27T11:19:29Z (GMT) No. of bitstreams: 1 CAROLINE_QUEIROZ_SANTOS_TES.pdf: 16112949 bytes, checksum: fe22f5c9acd1d52e51f0dcfb05c80e68 (MD5) / Made available in DSpace on 2018-06-27T11:39:56Z (GMT). No. of bitstreams: 1 CAROLINE_QUEIROZ_SANTOS_TES.pdf: 16112949 bytes, checksum: fe22f5c9acd1d52e51f0dcfb05c80e68 (MD5) Previous issue date: 2018-04-12 / The analysis of data from social media has been a growing practice, making data visualization an important aspect in the context of presenting the large volumes of data typically extracted from these media. One of the challenges in this area is the efficient presentation of these large volumes of data, providing techniques that support the design processes, analysis and understanding of these data. Moving forward in this direction, this thesis presents CIViS, a customizable interface design model to support the construction of interactive narrative visualizations of data extracted from social media. It is a descriptive model, based on the theory of Semiotic Engineering and its view on End-user Development, as well as on narrative visualization concepts. The model considers that the social-media data analyst has interest in organizing his/her data presentation in such a way to tell a story with them. Thus, CIViS proposes a set of components that structure the design space, with the purpose of assisting designers and data analysts as co-designers to reflect on different aspects that influence the construction of customizable interactive narrative visualizations. We carried out four studies and, based on the results triangulation, we obtained the bases for consolidating the idea of the model, continuing with its creation. After conceiving the CIViS model, we conducted a study focusing on the use of the model by social-media data analysts. With the conclusion of the study of use of the CIViS, we obtained results that indicate pertinent ways of representing relevant narrative aspects. We have also verified that the model is satisfactorily descriptive to assist in the design of visualizations, whether narrative or not. Finally, we present the potential epistemic value of the CIViS, considering that its use can instigate important discussions and reflections during the process of designing customizable interactive narrative visualizations, assisting both designers and co designers in its epistemic character. / A an?lise de dados de m?dias sociais tem sido uma pr?tica crescente, tornando a visualiza??o de dados um aspecto importante no contexto de apresenta??o dos grandes volumes de dados tipicamente extra?dos dessas m?dias. Um dos desafios nesta ?rea est? na apresenta??o eficiente desses grandes volumes de dados, provendo t?cnicas que apoiem os processos de design, an?lise e compreens?o destes dados. Avan?ando neste sentido, esta tese apresenta o CIViS, um modelo de design de interface customiz?vel para apoiar a constru??o de visualiza??es narrativas interativas de dados extra?dos de m?dias sociais. Trata-se de um modelo descritivo, fundamentado na teoria da Engenharia Semi?tica e sua vis?o sobre End-user Development, assim como em conceitos de visualiza??o narrativas. O modelo considera que o analista de dados de m?dias sociais tem interesse em organizar a apresenta??o de seus dados de forma a contar uma hist?ria com eles. Assim, o CIViS prop?e um conjunto de componentes que estruturam o espa?o de design, tendo o prop?sito de auxiliar designers e analistas de dados co-designers a refletirem sobre diferentes aspectos que influenciam a constru??o de visualiza??es narrativas interativas customiz?veis. Realizamos quatro estudos e, a partir da triangula??o dos resultados, obtivemos subs?dios para a consolida??o da ideia do modelo, dando prosseguimento ? sua cria??o. Ap?s a concep??o do modelo CIViS, realizamos um estudo com foco no uso do modelo por analistas de dados de m?dias sociais. Com a conclus?o do estudo de uso do CIViS, obtivemos resultados que sinalizam formas pertinentes de representar aspectos relevantes de narrativas. Tamb?m verificamos que o modelo ? satisfatoriamente descritivo para auxiliar no design de visualiza??es, sejam elas narrativas ou n?o. Por fim, apresentamos o potencial valor epist?mico do CIViS, considerando que seu uso pode instigar discuss?es e reflex?es importantes durante o processo de design de visualiza??es narrativas interativas customiz?veis, atendendo tanto designers quanto co-designers em seu car?ter epist?mico.
25

End-User Development of Web-based Decision Support Systems

Tschudnowsky, Alexey 29 June 2017 (has links)
Recent innovations in the information technology and computing devices magnified the volume of available information. Today’s decision makers face the challenge of analyzing ever more data in shorter timeframes. Demand for technology that can efficiently assist systematic data analysis is constantly growing. Development of dedicated information systems is, however, difficult both from organizational and technological point of view. First, traditional software production is a complex and time-consuming process that can not be performed under time-pressure. Second, changing business conditions and evolving stakeholder needs require solutions that can be efficiently tailored over time. Finally, costs of custom software development are high, so that not all use cases and scenarios can be covered sufficiently. This thesis proposes a holistic approach to address the challenges above and to enable efficient development of decision support software. The main idea is to empower end users, i.e., decision makers, in constructing their own case-specific solutions. The proposed approach called Web-Composition for End-User Development consists of a systematic process for development and evolution of decision support systems, assistance mechanisms to address lack of programming skills by decision makers and evolution facilities to enable cost- and time-efficient extensibility of user-produced solutions. The thesis describes implementation of the devised principles and ideas in the context of several open-source projects and application scenarios. Applicability and usability of the concepts are demonstrated in user studies with respective target groups. Based on the outcome analysis the thesis concludes that end users can and should actively participate in construction of decision support software.
26

Programmation d'espace intelligent par l'utilisateur final / End User Programming for smart spaces

Fontaine, Emeric 12 July 2012 (has links)
Cette thèse traite du problème du développement d'espaces intelligents par l'utilisateur final sous l'angle de l'Interaction Homme-Machine et de l'Intelligence Ambiante. Dans les processus actuels de développement, l'utilisateur est un consommateur contraint par un système pensé et réalisé par d'autres. L'objectif de cette thèse est de redonner le pouvoir à l'utilisateur final par le biais d'outils adaptés au développement d'espaces intelligents. Cette thèse retient l'habitat intelligent comme lieu de vie privilégié. Ses contributions incluent : (1) DisQo (Dispositifs du QuOtidien), une nouvelle méthode d'investigation des besoins, réalisable au domicile de familles, qui sollicite l'imagination et assure un juste équilibre entre contrôle expérimental, respect de la sphère privée et validité écologique des résultats ; (2) Un espace de classification pour une lecture comparative systématique et synthétique des outils portant sur le développement et la programmation d'habitats intelligents. Cette taxonomie met en évidence le peu d'avancées en édition multisyntaxe de même pour l'aide à la mise au point de programmes ; (3) KISS (Knit Your Ideas into Smart Spaces), un outil de programmation et de mise au point dont le langage de programmation est de type déclaratif orienté règles, avec potentiel d'égale opportunité syntaxique entre langue française pseudonaturelle (LPN) et langage visuel iconique. La technique d'interaction de construction des programmes LPN s'appuie sur l'utilisation de menus dont les options sont calculées dynamiquement assurant ainsi la découverte progressive du langage ainsi que l'extensibilité et la correction syntaxique et sémantique des programmes. La mise au point peut se pratiquer, au choix, dans le monde physique ou dans un monde dual numérique. L'évaluation de KISS dans DOMUS, un habitat intelligent d'expérimentation, montre que les utilisateurs parviennent à programmer un scénario réaliste de la vie réelle. / This dissertation addresses the problem of end-user development for smart spaces from a human-computer interaction perspective in the context of ambient intelligence. End-users are currently doomed to be consumers of systems that have been designed and implemented by others. The goal of this thesis is to provide end-users with tools that will enable them to develop their own smart spaces. This work focuses on the home as a key place for smartness. The contribution of this doctoral research is threefold: (1) DisQo, a new method for field studies that combines several techniques to reach a satisfying balance between experimental control, privacy issues, and ecological validity. Its key element is for observers to be able to “visit” people homes through the pictures of intimate objects taken by the participants themselves and to use these pictures as playful cultural probes to envision future use; (2) A problem space that makes explicit the functional coverage (as well as the limits) of the tools from the state of the art in the area of end-user development for smart homes. In particular, the problem space reveals a lack of support for multi-syntax editing as well as for testing and debugging programs; (3) KISS (Knit your Ideas into Smart Spaces), an end-user development tool that uses a declarative rule-based programming paradigm where programs are expressed in a French pseudo-natural language with potentiality for syntactic equal opportunity with an iconic visual language. Programs are constructed by selecting items from pull down menus that are dynamically updated with the functionalities of the smart home. By so doing, the end-user can learn the programming language incrementally and specify programs that are semantically and syntactically correct. Programs can be tested either in a virtual home or in a real home. The evaluation of KISS in the DOMUS experimental platform, shows that users are able to program a real-life scenario.

Page generated in 0.0499 seconds