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Human Scapes: o design de plataformas participativas móveis para a cidade digitalmente conectada / Human Scapes: the design of mobile participatory platforms for the city digitally connectedKelly Kiyumi Shigeno 19 May 2016 (has links)
A difusão tecnológica e cultural do uso de dispositivos móveis está presente em todas as camadas da sociedade. Utilizados como mediadores em diferentes redes de comunicação, eles também carregam o significado de um espaço pessoal para o usuário. Sua utilização constante os transforma em potenciais sensores pessoais, gerando dados continuamente. Neste cenário, instituições e organizações governamentais utilizam-se de ferramentas digitais de georreferenciamento nos grandes centros urbanos do Brasil e do mundo para disponibilizar serviços ou coletar dados. Com o intuito de adaptar o modelo de navegação orientada utilizado na análise de portais governamentais para a análise de aplicativos móveis, foi realizada uma navegação orientada nos aplicativos selecionados, entre eles o 1746 RIO desenvolvido pelo Governo do Rio de Janeiro e o Colab desenvolvido por uma organização da sociedade civil. A navegação foi realizada com o auxilio de um roteiro de perguntas divididas em cinco principais categorias de análise: Acesso e Privacidade, Visualização e Edição de Informações, Feedback, Comunicação Social e Elementos de Gamificação. Para compreender o processo de experiência da cidadania foram realizadas entrevistas com uma ONG de São Paulo e observações em oficinas realizadas com cidadãos na cidade de Sorocaba. Pretende-se contribuir para o conhecimento na área de design e cidadania, apontando elementos e características para o desenvolvimento de aplicações móveis participativas voltadas para grandes cidades. / The technological and cultural dissemination of mobile devices usage is present in all segments of society. Used as an interface between different communication networks, mobile devices can also transform any space into one\'s own personal space. Its constant use convert them into potential personal sensors, generating data continuously. To adapt to this new paradigm governments are starting to implement georeference tools in order to provide services or collect data from major urban areas. Aiming to adapt the oriented navigation method to be performed in mobile devices, we designed a questionnaire roadmap acknowledging the main features of mobile devices. The analyzed applications include: Colab and 1746 Rio. The first is an initiative developed for citizens in a bottom-up approach intending to establish communication with city managers. The second was created by the City Hall of Rio de Janeiro and follows a topdown approach, being designed as a call center for the city residents. The questions were grouped in 5 main themes: Access rights and Privacy, View and Change Reports Data, Social Communication, Feedback, and Gamification Elements. In order to better understand how the citizenship is currently addressed, we conducted interviews with a São Paulo\'s NGO member. Also performed a non-participant observation over a workshop held at Sorocaba. This research aims to contribute to the discussion over the design and citizenship areas, suggesting elements and features for the development of participative mobile applications focused on data gathering in major cities.
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A Study of the Relationship Between the Use of Color for Text in Computer Screen Design and the Age of the Computer UserD'Angelo, John J. 12 1900 (has links)
This study addresses an individual's performance, relating it to eyesight changes due to the aging of the individual and to color computer screens used for computer-based-instruction not designed specifically for older students.
This study determines how existing research in gerontology, human-computer interface, and color use in visual graphics can be applied to the design of computer screen displays containing color text and backgrounds and how various color combinations will affect performance by adult learners forty years of age and older.
The results of this research provide software developers and instructional designers guidelines to use when designing computer screen displays for use in instructional computing settings involving older adults.
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Une approche MDA pour l'intégration de la personnalisation du contenu dans la conception et la génération des applications interactives / An MDA approach for content personalization integration in the design and the generation of interactive applicationsBacha, Firas 16 May 2013 (has links)
Les travaux de recherche présentés dans ce mémoire se situent dans les thématiques de la génération des applications interactives et de la personnalisation du contenu. Cette thèse propose une approche de type MDA (Model Driven Architecture), indépendante du domaine d’application, permettant la conception et la génération semi-automatique des applications interactives à contenus personnalisés, compte tenu des informations sur le contexte d’utilisation et l’ontologie de domaine. Cette approche met en œuvre deux méthodes de personnalisation du contenu, à savoir le remplissage automatique des formulaires et l’enrichissement des requêtes. Pour atteindre cet objectif, nous avons développé la solution technique permettant la conception, la transformation des modèles ainsi que la génération de l’IHM (Interface Homme-Machine) finale. / The research work presented in this thesis belongs to the fields of interactive applications generation and content personalization. This thesis proposes an MDA (Model Driven Architecture) approach, independent of the domain application, allowing the design and the semi-automatic generation of personalized content interactive applications. This generation relies on context information and the domain ontology. This approach implements two content personalization methods ; namely the forms auto-filling and the automatic queries enrichment. To achieve this goal, we developed the technical solution allowing the design, the models transformations as well as the generation of the final HCI (Human-Computer Interface).
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HUMAN POINT-TO-POINT REACHING AND SWARM-TEAMING PERFORMANCE IN MIXED REALITYZhao, Chen 22 January 2021 (has links)
No description available.
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Determination of Salient Design Elements Through Eye Movements, Aesthetics, and UsabilityAsuncion, Bryan C 14 December 2018 (has links)
The goal of study 1 was to use a remote eye tracker to understand how eye movements change with 7 geometrically varied remote controls to determine design element saliency. 20 participants were used to measure the following eye metrics: number of fixations prior to first fixation of any AOI, time to first fixation of an AOI, number of fixations on an AOI, dwell time of the first fixation on an AOI, total dwell time of an AOI, and the percentage of time spent on an AOI. The results of the study showed that all participants spent between 75-85% of their time fixated on the button layout which was not defined as an AOI. No statistical differences were found in the values measured for all eye tracking metrics across similarly defined AOIs. In study 2, the objective was to determine attitudes towards appearance and usability of the 7 remote control designs using the participants from study 1. Participants were asked to rate their attitudes and preferences, using a Likert-based questionnaire, about the qualities of appearance and usability for the attributes of proportion, shape, and configuration. They were asked open-ended questions about their likes and dislikes regarding the qualities of appearance and usability. Lastly, participants were given a pairwise comparison survey where they chose their preferred remote design, based on appearance, for 10 paired sets of contrasting remote designs. The hourglass subjacent and hourglass round designs were rated highest for appearance and usability from the Likert questionnaire. The hourglass round design was ranked highest for the pairwise comparison survey. For study 3, the goal was to determine attitudes towards appearance and usability of the 7 remote designs with online participants. 300 participants were asked to rate their attitudes and preferences using the same Likert-based questionnaire from study 2. They were asked the same open-ended questions and administered the same pairwise comparison survey as in study 2. The results of the Likert questionnaire showed that the hourglass subjacent and hourglass round designs were rated highest for appearance and usability. From the pairwise comparison survey, the hourglass round design was ranked the highest.
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Gesture Analysis for Human-Computer Interface Using Profile-Matching Stereo VisionChang, Yung Ping 10 July 2013 (has links) (PDF)
This thesis presents a novel profile shape matching stereo vision algorithm. This algorithm is able to obtain 3D information in real time from a pair of stereo images. This algorithm produces the 3D information by matching the profile intensity shapes on the same row of the two images from a stereo image pair. The advantage of this profile shape matching algorithm is that the detection of correspondences relies on intensity profile shape not on intensity values, which subject to lighting variations. The user can choose an interval of disparity, and then an object in a desired distance range can be segmented out from the background. In other words, the algorithm detects the object according to its distance to the cameras. Based on the resulting 3D information, the movement and gesture of the control agents, in our test cases the human body and fingers, in space in a desired distance range can be determined. The body movement and gestures can then be analyzed for human-computer interface purposes. In this thesis, the algorithm was applied for human pose and hand gesture estimation. To demonstrate its performance the estimation results were interpreted as inputs and sent to a smart phone to control its functions. While this algorithm does have a trade-off between accuracy and processing speed, we found a balance that can produce the result in real time, and the result has sufficient accuracy for practical use of recognizing human poses and hand gesture. The experimental result shows that the proposed algorithm has higher accuracy and is 1.14× faster than the original version on tested stereo image pairs.
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Development of a Search Engine Tool for Visually Impaired Web UsersMeyer, Guy January 2019 (has links)
A detailed walkthrough of the engineering process for the development of an accessible search engine tool. Contributions include a comprehensive literature review, assumptions, requirements, high-level design, implementation, and usability evaluations. / The internet has become useful in just about anything we do. Unfortunately, as vision degrades so does our ability to perceive the web. The design of Graphical User Interfaces (GUIs) has become overwhelmingly common and is meant to be coupled with a screen and mouse. The interface introduced in this thesis was developed to avoid graphically driven design and create a novel Search Engine interface intended for blind and low vision users. This is achieved by minimizing the total concern of the user (the userspace) to a handful of options and a predetermined structure to the Search Engine Results Page (SERP). This thesis describes the entire development process starting from the literature review and including implementation, evaluation, and future work. / Thesis / Master of Applied Science (MASc)
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Human-Computer Interface Design for Online Tutoring: Visual Rhetoric, Pedagogy, and Writing Center WebsitesMyatt, Alice J 16 December 2010 (has links)
This dissertation examines the theory and praxis of taking an expanded concept of the human-computer interface (HCI) and working with the resulting concept to design a writing center website that facilitates online tutoring while fostering a conversational approach for online tutoring sessions. In order to foster a conversational approach, I explore the ways in which interactive digital technologies support the collaborative and communicative nature of online tutoring. I posit that my research will yield a deeper understanding of the visual rhetoric of human-designed computer interfaces in general and writing center online tutoring websites in particular, and will, at the same time, provide support and rationale for the use of interactive digital technologies that utilize the space within the interface to foster a conversational approach to online tutoring, an outcome that the writing center community strongly encourages but acknowledges is difficult to achieve in online tutoring situations (Bell, Harris, Harris and Pemberton, Gillespie and Lerner, Hobson, Monroe, Rickley, Thomas et. al). The resulting prototype design that I submit as part of this dissertation was developed by considering the surface and conceptual dimensions of the HCI along with pedagogies that support interactivity, exploration, communication, collaboration, and community.
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Design and Evaluation of a Context-aware User-interface for Patient RoomsBhatnagar, Manas 21 November 2013 (has links)
The process of patient care relies on clinical data spread across specialized hospital departments. Powerful software is being designed to assimilate this disconnected patient data before treatment can be decided. However, these data are often presented to clinicians on interfaces that do not fit clinical workflows, leading to poor operational efficiency and increased patient safety risks. This project relies on ethnographic design methods to create evidence of clinician preferences pertaining to the presentation and collection of information on user interfaces in patient rooms. Using data gathered in clinical observation, a prototype interface was designed to enable doctors to conduct clinical tasks through a usable patient room interface. The prototype evaluation with doctors identified clinical tasks that are relevant in the patient room and provided insight into the perceived usability of such an interface. The evaluation sessions also elucidated on issues of patient-centeredness in technology design, effortless authentication and interface customizability.
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Design and Evaluation of a Context-aware User-interface for Patient RoomsBhatnagar, Manas 21 November 2013 (has links)
The process of patient care relies on clinical data spread across specialized hospital departments. Powerful software is being designed to assimilate this disconnected patient data before treatment can be decided. However, these data are often presented to clinicians on interfaces that do not fit clinical workflows, leading to poor operational efficiency and increased patient safety risks. This project relies on ethnographic design methods to create evidence of clinician preferences pertaining to the presentation and collection of information on user interfaces in patient rooms. Using data gathered in clinical observation, a prototype interface was designed to enable doctors to conduct clinical tasks through a usable patient room interface. The prototype evaluation with doctors identified clinical tasks that are relevant in the patient room and provided insight into the perceived usability of such an interface. The evaluation sessions also elucidated on issues of patient-centeredness in technology design, effortless authentication and interface customizability.
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