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Knowledge acquisition and conceptual models: A Cognitive analysis of the interfaceDillon, Andrew January 1987 (has links)
This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (1987) Knowledge acquisition and conceptual models: a cognitive analysis of the interface. In: D. Diaper and R.Winder (eds.) People and Computers III. Cambridge: Cambridge University Press, 371-379.
Abstract: Understanding how users process the information available to them through the computer interface can greatly enhance our abilities to design usable systems. This paper details the results of a longitudinal psychological experiment investigating the effect of interface style on user performance, knowledge acquisition and conceptual model development. Through the use of standard performance measures, interactive error scoring and protocol analysis techniques it becomes possible to identify crucial psychological factors in successful human computer use. Results indicate that a distinction between "deep" and "shallow" knowledge of system functioning can be drawn where both types of user appear to interact identically with the machine although significant differences in their respective knowledge exists. The effect of these differences on user ability to perform under stress and transfer to similar systems is noted. Implications for the design of usable systems are discussed.
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User centered design of hypertext and hypermedia for educationMcKnight, Cliff, Dillon, Andrew, Richardson, John January 1996 (has links)
Winner of the 1997 Brown Publication Award from ECT. This item is not the definitive copy. Please use the following citation when referencing
this material: McKnight, C., Dillon, A., and Richardson, J. (1996) User Centered Design
of Hypertext and Hypermedia for Education. In: D. Jonassen (ed) Handbook of Research
on Educational Communications and Technology. New York: Macmillan, 622-633
Abstract
The chapter begins by describing the fundamental concepts of hypertext and gives a brief
overview of the different philosophical perspectives manifest in the key figures of the
field. It then considers the role of hypertext in learning, concluding from a review of
empirical evaluations that many of the claims for hypertext have failed to be
substantiated. It is argued that for a variety of conceptual and methodological reasons, it
is extremely difficult to evaluate hypertext experimentally in an educational context.
However, rather than simply abandon either hypertext or empirical evaluation, the
chapter concludes by arguing for an empirically grounded, user centred approach to the
design of hypertext based on a knowledge of the users, their tasks, the information space
and the context in which the three interact.
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Integrated Media Technologies for Satellite Decision Support SystemsSutton, S. A., Yu, C. S. 10 1900 (has links)
International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California / Within the Aerospace industry, the operational community is facing staff reductions, reduced skill levels, and greater complexity of space assets and space missions. This combination requires that techniques be developed that more efficiently interface a human operator with a complex computer system. Operational support of complex space systems will be greatly facilitated by better presentation of information. The presentation and distribution of complex data must evolve towards formats that are easily and naturally embraced by our sensory systems. Some of the information technologies/techniques that facilitate the presentation of complex dynamic graphical data fall into a category called integrated media. The cost of implementing integrated media (IM) architectures has decreased substantially within in the past five years. While implementation costs continue to recede, the quality and value of information that can be presented using IM technologies continues to improve. Today's IM architect can select a variety of components including digital interactive video, 3D Navigable Worlds, Multimedia Authoring Systems, standardized compressors for IM data, low cost high volume storage systems, and operating system extensions for temporal data management. Together, these components form a solid foundation for the development of a variety of compelling IM architectures. Existing satellite support and mission data processing architectures typically present tabular data for assessment. Some "advanced" systems include 2D graphical projections of the data. System experts are generally trained to correlate relationships between tabular data items. The training required to "learn" these complex relationships is tedious and time consuming. This complexity impedes productivity and as space systems increase in sophistication, these techniques for data assessment are quickly becoming antiquated. The development of a prototype decision support system explores the utility of an integrated media documentation system as part of a full-featured decision support architecture for satellite operations.
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Narrativas em hipermídia e tipos de interação / -Damélio, Helena 05 August 2014 (has links)
Dentro do contexto das tecnologias digitais, desenvolve-se um novo tipo de narrativa, com características híbridas e interativas, apontando para um campo a ser explorado, o que abre espaço para análises mais específicas deste gênero no meio digital. O uso de diferentes linguagens, graus de interatividade e de imersão favorecem modos de leitura que vão configurando diferentes formas. Esta tese pretende investigar como as especificidades das mídias digitais possibilitam a construção de sentido narrativo a partir da interação e sinalizam caminhos críticos que sejam próprios para este universo. A tese usa como bases principais teóricas as discussões de Ryan (2001; 2002; 2004; 2006; 2011) sobre os graus de narratividade e as características de imersão e interatividade das narrativas em meio digital. As discussões de Murray (1999; 2013), Laurel (1991), Hayles (2009) e Ryan (2001; 2006) sinalizam as preocupações que se deve ter com as narrativas neste meio e sua preservação de coerência. As caracterizações da materialidade da escrita, as caracterizações de um processo de semiose que constitui sentido no ato de leitura, tomam por base as considerações de Hayles (2002) e de Santaella (2001), levando também em conta o que se discute já desde a poesia concreta, através de Pignatari (1977; 1987). Por meio da pesquisa e leitura das obras em hipermídia, a partir das características de criação, que permitem diferentes modos de interação, buscamos averiguar como este processo interativo revela diferentes tipos de narrativas / In the context of digital technologies, a new type of narrative is developed, with hybrid and interactive characteristics, pointing to a new field to be explored, what gives room for more specific analysis of this genre in the digital media. The use of different languages, degrees of interactivity and immersion promote ways of reading that shape different forms. This thesis intends to investigate how the specificities of digital media allow the construction of narrative meaning through interaction and how they indicate critical paths that are appropriate for this universe. The thesis uses as its main theoretical basis the discussions of Ryan (2001; 2002; 2004; 2006) about the degrees of narrativity and the characteristics of immersion and interactivity of narratives in digital media. The discussions of Murray (1999), Laurel (1991), Hayles (2009) and Ryan (2001; 2006) point to the concerns that one must have with narratives in this medium and its preservation of coherence. The characterization of the materiality of writing, the characterization of a process of semiosis that composes meaning in the act of reading, take as a reference the considerations of Hayles (20002) and Santaella (2001), also taking into account what has been discussed since the concret poetry, through Pignatari (1977; 1987). Through the research and the reading of the hypermedia texts, considering the strategies of their creation, which allow different ways of interaction, we tried to verify how this interactive process reveals different types of narratives.
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Ludusfera: o espaço do jogo hipermidiático / Ludusfera: space game hypermediaLarizzatti, Doris Sathler de Souza 20 March 2015 (has links)
Investigação filosófico-teórico-metodológica, de abordagem interdisciplinar, que objetiva propor premissas à criação e produção de hipermídias conceituais, visando a compreensão inicial de conceitos. A partir de contribuições temáticas, inspiradas em várias áreas do saber e fazer, apresentar nexos teóricos não conclusivos, possíveis lacunas e rupturas epistemológicas científicas, como frutos de um pensamento sistemático centrado no processo criador de expressividades digitais, com base em paradigmas teórico-metodológicos como critérios avaliativos, hibridização, ambientes digitais, navegabilidade e interatividade. Para tanto, objetiva-se a construção do conceito Ludusfera, em sua comunicação tridimensional (filosofia, teoria e método), vista como esfera lúdica (Spielraum, espaço de jogo/Spiel) de integração de experiências estéticas, conhecimento científico e cotidiano (hiper) multimidiático, sob a perspectiva da semiótica cultural, da fenomenologia hermenêutica heidegger-gadameriana, com ênfase na circularidade da compreensão, e dos jogos de linguagem de Wittgenstein, como reflexão aos modos de asserções sobre os fenômenos. / Philosophical and theoretical-methodological research, interdisciplinary approach, which aims to offer premises to the creation and production of conceptual hypermedia, aimed at initial understanding of concepts. From thematic contributions, inspired in various areas of knowledge and do not provide conclusive theoretical links, possible gaps and scientific epistemological ruptures, as fruits of a systematic thinking centered on the creative process of digital expressivity, based on theoretical and methodological paradigms as assessment criteria, hybridization, digital environments, navigation and interactivity. Therefore, the objective is the construction of Ludusfera concept in its three-dimensional communication (philosophy, theory and method), seen as playful ball (Spielraum, play space / Spiel) integration of aesthetic experiences, scientific knowledge and everyday (hyper) a multimedia, from the perspective of cultural semiotics, the heidegger-Gadamer\'s hermeneutic phenomenology, emphasizing the roundness of understanding, and of Wittgenstein\'s language games, as reflection on the modes of assertions about the phenomena
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Tecer o barro: uma construção de percursos e conexões da cerâmica em hipermídia / Tecer o Barro: a cronstruccion of views and conections of the ceramic in hypermedia.Silveira, Maria Betânia 27 February 2007 (has links)
Esta dissertação associa a cerâmica às novas tecnologias do computador objetivando a criação de um CD-ROM híbrido. Trabalho que se realiza na construção de uma grande rede tramada com a poética da terra, dos devaneios da matéria, da massa e do fogo, do laborioso jogo do fazer com as mãos, com a poética do virtual, da extensão do corpo, do caminho labiríntico que se desdobra em muitas possibilidades no instante de um clicar eletrônico. Ao longo do desenvolvimento deste CD-ROM, imagens poéticas estarão entrelaçadas às informações e conhecimento científico sobre o assunto. A partir do conceito de trama é desenvolvida, com registros fotográficos e em vídeos, uma pesquisa pessoal com o material cerâmico em ateliê. Imagens destes trabalhos são utilizadas ao longo da construção do objeto CD-ROM assim como a de outras produções. Neste CD apresentam-se alguns profissionais brasileiros, que utilizam a cerâmica como suporte para sua expressão plástica, seus trabalhos, além de diversas técnicas e processos deste fazer. Todo o conteúdo informativo poderá ser acessado e enriquecido através da interatividade possibilitada pela hipermídia. Trata-se, portanto, de um trabalho que enfoca o individual e o coletivo. Utilizou-se para este desenvolvimento conceitos da área da comunicação e informática, tais como multimídia, hipermídia, hipertexto, interatividade, labirinto e rizoma, entre outros. / This issues associated with ceramic to the new technologies of computer and its goals on the creation of a hybrid CD-ROM. This work takes place in the construction of a great net schemed with the poetic of the earth, of the fantasy of the matter, of the mass and of the fire, the laborious game of doing with hands, with poetic of the virtual, of the extension of the body, of the labyrinth road that is unfolded in a lot of possibility in the moment of electronic clicks. Along the development of this CD-ROM, poetic of images will be interlaced to the information and scientific knowledge on the subject. It starts from the plot concept and it is developed with photographic registration and video, also with a personal research with the ceramic material in atelier. Image of these works have been used along the construction of this CD-ROM, as well as one of another productions. In this CD there are some Brazilians professionals that use the ceramic as support for its plastic expression in their works, besides several techniques and processes of this. The whole informative content can be accessed and enriched, through the integrate possibility for the hypermedia. It is, therefore, a work that focuses the individual and the collectively. It was used for this development several concepts of the area of the communication and computer science as multimedia, hypermedia, hypertext, interactive, labyrinth and rhizome among others.
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Narrativas em hipermídia e tipos de interação / -Helena Damélio 05 August 2014 (has links)
Dentro do contexto das tecnologias digitais, desenvolve-se um novo tipo de narrativa, com características híbridas e interativas, apontando para um campo a ser explorado, o que abre espaço para análises mais específicas deste gênero no meio digital. O uso de diferentes linguagens, graus de interatividade e de imersão favorecem modos de leitura que vão configurando diferentes formas. Esta tese pretende investigar como as especificidades das mídias digitais possibilitam a construção de sentido narrativo a partir da interação e sinalizam caminhos críticos que sejam próprios para este universo. A tese usa como bases principais teóricas as discussões de Ryan (2001; 2002; 2004; 2006; 2011) sobre os graus de narratividade e as características de imersão e interatividade das narrativas em meio digital. As discussões de Murray (1999; 2013), Laurel (1991), Hayles (2009) e Ryan (2001; 2006) sinalizam as preocupações que se deve ter com as narrativas neste meio e sua preservação de coerência. As caracterizações da materialidade da escrita, as caracterizações de um processo de semiose que constitui sentido no ato de leitura, tomam por base as considerações de Hayles (2002) e de Santaella (2001), levando também em conta o que se discute já desde a poesia concreta, através de Pignatari (1977; 1987). Por meio da pesquisa e leitura das obras em hipermídia, a partir das características de criação, que permitem diferentes modos de interação, buscamos averiguar como este processo interativo revela diferentes tipos de narrativas / In the context of digital technologies, a new type of narrative is developed, with hybrid and interactive characteristics, pointing to a new field to be explored, what gives room for more specific analysis of this genre in the digital media. The use of different languages, degrees of interactivity and immersion promote ways of reading that shape different forms. This thesis intends to investigate how the specificities of digital media allow the construction of narrative meaning through interaction and how they indicate critical paths that are appropriate for this universe. The thesis uses as its main theoretical basis the discussions of Ryan (2001; 2002; 2004; 2006) about the degrees of narrativity and the characteristics of immersion and interactivity of narratives in digital media. The discussions of Murray (1999), Laurel (1991), Hayles (2009) and Ryan (2001; 2006) point to the concerns that one must have with narratives in this medium and its preservation of coherence. The characterization of the materiality of writing, the characterization of a process of semiosis that composes meaning in the act of reading, take as a reference the considerations of Hayles (20002) and Santaella (2001), also taking into account what has been discussed since the concret poetry, through Pignatari (1977; 1987). Through the research and the reading of the hypermedia texts, considering the strategies of their creation, which allow different ways of interaction, we tried to verify how this interactive process reveals different types of narratives.
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ConstruÃÃo e validaÃÃo de uma hipermÃdia educativa sobre punÃÃo venosa perifÃrica. / Construction and validation of an educational hypermedia about peripheral catheterization.Natasha Marques Frota 14 December 2012 (has links)
nÃo hà / Os recursos computacionais no ensino de enfermagem sÃo uma realidade que tem se intensificado nos Ãltimos anos. A hipermÃdia educativa sobre punÃÃo venosa perifÃrica (PVP), utilizada neste estudo, trata-se de uma tecnologia da informaÃÃo e comunicaÃÃo (TIC) construÃda para auxiliar os estudantes de enfermagem nesta temÃtica. Dessa forma, percebendo a importÃncia das ferramentas educacionais no ensino de enfermagem, realizou-se o presente estudo com os seguintes objetivos: construir uma hipermÃdia educativa sobre punÃÃo venosa perifÃrica para auxiliar o ensino de enfermagem; validar com os especialistas os aspectos de conteÃdo e tÃcnicos da hipermÃdia educativa; e avaliar a apreensÃo do conhecimento dos acadÃmicos de enfermagem sobre punÃÃo venosa perifÃrica antes e apÃs utilizaÃÃo da hipermÃdia. Trata-se de uma pesquisa metodolÃgica, aplicada, de produÃÃo tecnolÃgica. Dentre as diferentes metodologias para o desenvolvimento da TIC em ambientes virtuais de aprendizagem, optou-se, neste estudo, pela metodologia de Galvis-Panqueva, devido a sua clareza e coesÃo com as finalidades e os objetivos da pesquisa. Assim, as cinco fases que compÃem esta pesquisa sÃo: anÃlise, desenho, desenvolvimento, avaliaÃÃo e administraÃÃo. Dentro destas etapas, o presente estudo contemplou a construÃÃo, validaÃÃo e avaliaÃÃo da hipermÃdia. Na anÃlise foi delimitado os objetivos, conteÃdo, pÃblico-alvo, o ambiente de estudo e a infraestrutura tecnolÃgica. Na fase do desenho foi determinado o ambiente, a estrutura de navegaÃÃo e a interface da hipermÃdia. O desenvolvimento consiste na materializaÃÃo de todo o desenho elaborado na fase anterior, sendo escolhidos os programas, como o Flash e Shockwave, para realizar os efeitos interativos e a seleÃÃo da linguagem de programaÃÃo. Realizadas as trÃs fases de construÃÃo da hipermÃdia, a mesma foi disponibilizada na plataforma SOLAR e em seguida passou pelo processo de validaÃÃo e depois pela avaliaÃÃo com estudantes de enfermagem. No processo de validaÃÃo, foram convidados de acordo com critÃrios prÃ-estabelecidos, vinte e dois especialistas de enfermagem e vinte dois de informÃtica para avaliar a hipermÃdia. Os especialistas de enfermagem avaliaram os objetivos, o conteÃdo, a relevÃncia e o ambiente, jà os especialistas em informÃtica avaliaram funcionalidade, usabilidade e eficiÃncia. ApÃs esta avaliaÃÃo os especialistas fizeram algumas sugestÃes com vistas a adequar o material educativo. Assim, depois de realizar as modificaÃÃes solicitadas a hipermÃdia tornou-se vÃlida. Em seguida, a mesma foi aplicada com 21 estudantes de enfermagem matriculados na disciplina de Enfermagem no Processo do Cuidar do Adulto II, no perÃodo de outubro de 2012, onde foi aplicado um prÃ-teste com dez questÃes objetivas referentes à PVP. Os estudantes realizaram o curso, por meio da hipermÃdia e apÃs o tÃrmino, responderam o pÃs-teste. Os achados encontrados nesta avaliaÃÃo revelaram resultados estatisticamente significantes, uma vez que apÃs o uso da hipermÃdia os alunos apresentaram maiores acertos e pontuaÃÃes no pÃs-teste sobre a temÃtica de PVP. Percebe-se que a utilizaÃÃo dessas tecnologias constitui uma ferramenta importante para a disseminaÃÃo de informaÃÃes sobre a temÃtica de punÃÃo venosa perifÃrica, alÃm de subsidiar o ensino de enfermagem com o uso da TIC dentro da academia, auxiliando o professor no aprendizado do aluno e fornecendo novas estratÃgias para complementar o ensino presencial. / The computing resources in nursing education is a reality that has intensified in recent years. The educational hypermedia on venipuncture (PVP), used in this study, it is an information technology and communication (ICT) built to assist nursing students in this subject. Thus, realizing the importance of educational tools in nursing education, was held this study with the following objectives: build a hypermedia educational about venipuncture to aid the teaching of nursing experts validate the content and technical aspects hypermedia educational, and evaluate the acquisition of knowledge of nursing students about venipuncture before and after use of hypermedia. This is a methodological research, applied production technology. Among the different methodologies for the development of ICT in virtual learning environments, we decided in this study, the methodology Galvis-Panqueva due to its clarity and cohesion with the purposes and objectives of the research. Thus, the five phases of this research are: analysis, design, development, evaluation and administration. Within these steps, this study included the construction, evaluation and validation of hypermedia. The analysis was limited objectives, content, target audience, the study environment and technology infrastructure. In the design phase was evaluated environment, interface and navigation structure of the hypermedia. The development consists in the materialization of any drawing prepared in the previous phase, being chosen programs like Flash and Shockwave, to perform the interactive effects and the selection of the programming language. Conducted three phases of construction of hypermedia, was released on the same platform SOLAR and then went through the evaluation process, which was divided into two stages: expert validation and evaluation for nursing students. In the validation process, were invited according to predetermined criteria, twenty-two skilled nursing and twenty two computer to evaluate hypermedia. The experts have made some suggestions in order to adapt the educational material. So after making the changes requested hypermedia became valid. Then, an assessment was made with nursing students, where we applied a pretest with ten objective questions regarding PVP. The students took the course through the hypermedia and after completion, answered the post-test. The findings of this evaluation revealed statistically significant results, since after the use of hypermedia students had higher scores on the successes and post-test on the subject of PVP. It is noticed that the use of these technologies is an important tool for the dissemination of information on the subject of venipuncture, in addition to supporting nursing education with the use of ICT within the academy, assisting the teacher in student learning and providing new strategies to complement classroom teaching.
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Minimal Hyperlinking Hytime Documents: Especificação e Apresentação de Estruturas Clássicas de Hipertexto. / Minimal Hyperlinking Hytime Documents: Specification and Browsing of Classic Hypertext StructuresTrindade, Ciro Cirne 16 April 1997 (has links)
Os hiperdocumentos manipulados pelos sistemas hipertexto clássicos não podem ser utilizados em outro sistema ou plataforma. O padrão HyTime, uma extensão de SGML, constitui um esforço para permitir que documentos hipermídia e multimídia possam ser descritos em termos de sua estrutura e conteúdo e, desse modo, ser utilizados por quaisquer sistemas conformantes. Esse trabalho investiga os recursos para especificação de hiperdocumentos hipermídia de HyTime, em particular, aqueles providos por um Minimal hyperlinking HyTime document, uma classe de documentos definida pelo padrão. Como resultado deste trabalho, algumas estruturas tradicionais da literatura sobre hipertexto foram especificadas em um DTD através de construtores HyTime, um sistema básico hipermídia para autoria e apresentação dessas estruturas foi modelado, e a codificação da apresentação dessas estruturas através de applets Java foi implementada para que elas possam ser utilizadas no ambiente da WWW. / Classic Hypertext Systems have defined their documents so that they cannot be interchanged between systems or platforms. HyTime is an ISO standard, built as an extension of SGML, defined so as to allow the specification of multimedia and hypermedia documents to be made in terms of their stucture and contents ⎯ as a result hyperdocuments can be interchanged among any HyTime conforming systems. The work reported in this dissertation investigates what sort of documents are those conforming to Minimal hyperlinking HyTime documents. As a result, the work presents (a) the specification of a DTD that allows constructors supported in several classic hypertext systems, (b) the architecure of a conforming hypermedia environment and (c) a Java implementation for the constructors specified - so that the underlying classic hypertext structure can be made available in a open distributed hypermedia system such the WWW.
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Audio browsing of automaton-based hypertextUstun, Selen 30 September 2004 (has links)
With the wide-spread adoption of hypermedia systems and the World Wide Web (WWW) in particular, these systems have evolved from simple systems with only textual content to those that incorporate a large content base, which consists of a wide variety of document types. Also, with the increase in the number of users, there has grown a need for these systems to be accessible to a wider range of users. Consequently, the growth of the systems along with the number and variety of users require new presentation and navigation mechanisms for a wider audience. One of the new presentation methods is the audio-only presentation of hypertext content and this research proposes a novel solution to this problem for complex and dynamic systems. The hypothesis is that the proposed Audio Browser is an efficient tool for presenting hypertext in audio format, which will prove to be useful for several applications including browsers for visually-impaired and remote users. The Audio Browser provides audio-only browsing of contents in a Petri-based hypertext system called Context-Aware Trellis (caT). It uses a combination of synthesized speech and pre-recorded speech to allow its user to listen to contents of documents, follow links, and get information about the navigation process. It also has mechanisms for navigating within documents in order to allow users to view contents more quickly.
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