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Využití Rich Interactive Applications (RIA) v Business Intelligence (BI) se zaměřením na Microsoft Silverlight / Use of Rich Interactive Applications (RIA) in Business Intelligence (BI) with a focus on Microsoft SilverlightFolprecht, Martin January 2012 (has links)
The main objective of this work is to analyze the concepts of Business Intelligence to explore their implementation with MS Silverlight (RIA) to find out advantages and disadvantages of BI solutions using RIA and verified them on a case study of a fictitious bank. The work is divided into theoretical and practical part. The theoretical part is analyzing BI evolution and current trends. In the practical part the dashboard has been created for a fictitious bank management in MS Silverlight. The contribution of the author of this work lies mainly in the application of theoretical BI concepts in case study of a fictitious bank. There are elements of an MS Silverlight and processing techniques on the client that were used to show usability in BI. In the thesis was used Data Binding and MS Silverlight for predictive analysis in BI.
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Achieving Soft Real-time Guarantees for Interactive Applications in Wireless Mesh NetworksReid, Cecil 22 January 2008 (has links)
The use of 802.11-based multi-hop wireless mesh networks for Internet access is extensive and growing. The primary advantages of this approach are ease of deployment and lower cost. However, these networks are designed for web and e-mail applications. Highly interactive applications, such as multiplayer online games and VoIP, with their requirements for low delay, present significant challenges to these networks. In particular, the interaction between real-time traffic and TCP traffic tends to result in either a failure of the real-time traffic getting its needed QoS or the TCP traffic unnecessarily experiencing very poor throughput. To solve this problem we place real-time and TCP traffic into separate queues. We then rate-limit TCP traffic based on the average queue size of the local or remote real-time queues. Thus, TCP traffic is permitted to use excess bandwidth as long as it does not interfere with real-time traffic guarantees. We therefore call our scheme Real-time Queue-based Rate and Admission Control, RtQ-RAC. Extensive simulations using the network simulator, ns-2, demonstrate that our approach is effective in providing soft real-time support, while allowing efficient use of the remaining bandwidth for TCP traffic.
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Achieving Soft Real-time Guarantees for Interactive Applications in Wireless Mesh NetworksReid, Cecil 22 January 2008 (has links)
The use of 802.11-based multi-hop wireless mesh networks for Internet access is extensive and growing. The primary advantages of this approach are ease of deployment and lower cost. However, these networks are designed for web and e-mail applications. Highly interactive applications, such as multiplayer online games and VoIP, with their requirements for low delay, present significant challenges to these networks. In particular, the interaction between real-time traffic and TCP traffic tends to result in either a failure of the real-time traffic getting its needed QoS or the TCP traffic unnecessarily experiencing very poor throughput. To solve this problem we place real-time and TCP traffic into separate queues. We then rate-limit TCP traffic based on the average queue size of the local or remote real-time queues. Thus, TCP traffic is permitted to use excess bandwidth as long as it does not interfere with real-time traffic guarantees. We therefore call our scheme Real-time Queue-based Rate and Admission Control, RtQ-RAC. Extensive simulations using the network simulator, ns-2, demonstrate that our approach is effective in providing soft real-time support, while allowing efficient use of the remaining bandwidth for TCP traffic.
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Xtation: um ambiente para execução e teste de aplicações interativas para o Middleware GingaSilva, Fernanda Paulinelli Rodrigues 05 July 2010 (has links)
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Previous issue date: 2010-07-05 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Providing an infrastructure for the accomplishment of real tests in Applications for Interactive
Digital TV (IDTV) involves the use of avant‐garde technologies and, consequently, it depends
on a high investment in an infrastructure that simulates the operation of a Television
Network. This investment is a technological barrier that restrains the knowledge
dissemination in the development and test of IDTV programs. In order to overcome this
problem, this work proposes the development of Xtation, an environment for execution and
test of IDTV applications based on Ginga, the reference middleware of the Brazilian Digital
Television System (SBTVD). Through a distributed architecture composed of a set of tools
remotely controlled by a simple and intuitive application, the Xtation's main attraction is its
low cost to allow for reliable testing of interactive applications by simulating a real IDTV
environment. / Montar uma infraestrutura para a realização de testes reais em aplicações para TV Digital
Interativa (TVDI) envolve o uso de tecnologias de ponta e, consequentemente, depende de
um alto investimento em uma infraestrutura que simule o funcionamento de uma Rede de
Televisão. Este investimento se coloca como uma barreira tecnológica que impede a
disseminação do conhecimento no desenvolvimento e teste de programas para TVDI. De
forma a contornar este obstáculo, é apresentado neste trabalho o desenvolvimento do
Xtation, um ambiente para execução e testes de aplicações de TVDI para o Ginga, o
middleware de referência do Sistema Brasileiro de Televisão Digital (SBTVD). Através de uma
arquitetura distribuída composta por um conjunto de ferramentas controladas
remotamente por uma aplicação de interface simples e intuitiva, o Xtation tem como
principal atrativo seu baixo custo ao permitir a realização de testes confiáveis de aplicações
interativas, mediante a simulação de um ambiente de TVDI real.
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Xtation: um ambiente para execução e teste de aplicações interativas para o Middleware GingaSilva, Fernanda Paulinelli Rodrigues 05 July 2010 (has links)
Made available in DSpace on 2015-05-14T12:36:56Z (GMT). No. of bitstreams: 1
arquivototal.pdf: 2292680 bytes, checksum: 954100fc20aa6a45addbfdd13fa8b2e4 (MD5)
Previous issue date: 2010-07-05 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Providing an infrastructure for the accomplishment of real tests in Applications for Interactive
Digital TV (IDTV) involves the use of avant‐garde technologies and, consequently, it depends
on a high investment in an infrastructure that simulates the operation of a Television
Network. This investment is a technological barrier that restrains the knowledge
dissemination in the development and test of IDTV programs. In order to overcome this
problem, this work proposes the development of Xtation, an environment for execution and
test of IDTV applications based on Ginga, the reference middleware of the Brazilian Digital
Television System (SBTVD). Through a distributed architecture composed of a set of tools
remotely controlled by a simple and intuitive application, the Xtation's main attraction is its
low cost to allow for reliable testing of interactive applications by simulating a real IDTV
environment. / Montar uma infraestrutura para a realização de testes reais em aplicações para TV Digital
Interativa (TVDI) envolve o uso de tecnologias de ponta e, consequentemente, depende de
um alto investimento em uma infraestrutura que simule o funcionamento de uma Rede de
Televisão. Este investimento se coloca como uma barreira tecnológica que impede a
disseminação do conhecimento no desenvolvimento e teste de programas para TVDI. De
forma a contornar este obstáculo, é apresentado neste trabalho o desenvolvimento do
Xtation, um ambiente para execução e testes de aplicações de TVDI para o Ginga, o
middleware de referência do Sistema Brasileiro de Televisão Digital (SBTVD). Através de uma
arquitetura distribuída composta por um conjunto de ferramentas controladas
remotamente por uma aplicação de interface simples e intuitiva, o Xtation tem como
principal atrativo seu baixo custo ao permitir a realização de testes confiáveis de aplicações
interativas, mediante a simulação de um ambiente de TVDI real.
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Recomendações de IHC para uso de aplicativos interativos em televisão e segunda tela a partir de infraestrutura de TVD. / HCIs recommendations for using interactive applications in television and second screen from DTV infrastructure.Angeluci, Alan César Belo 14 October 2013 (has links)
A televisão e as segundas telas entre elas notavelmente os smartphones e tablets são os eletrônicos de consumo mais massivamente utilizados pela sociedade contemporânea como plataformas tangíveis para interação, informação e comunicação. A necessidade de dispositivos cada vez mais convergentes e interoperáveis tem chamado a atenção para estudos que investiguem não somente os requisitos técnicos, mas, sobretudo, a relação entre os indivíduos e os eletrônicos de consumo na área de Interação Humano-Computador (IHC). A partir desta perspectiva, o trabalho desenvolvido nesta tese apresenta recomendações para desenvolvedores técnicos e de conteúdo de aplicativos interativos através da combinação de múltiplos dispositivos, com foco em televisão e segunda tela. Os experimentos foram realizados a partir do método de Design Research aplicado em um cenário educacional, considerando dois objetivos de pesquisa: 1) desenvolver uma prova de conceito técnico em que parte da infraestrutura de Televisão Digital (TVD) possa ser utilizada na exibição e controle de aplicativos interativos tanto na tela da TV quanto na segunda tela, não dependendo exclusivamente de conexão com a rede de Internet; 2) projetar, desenvolver e testar, com usuários, um protótipo funcional da aplicação para ser usado neste contexto. Ao longo de quinze meses, uma série de testes laboratoriais utilizando técnicas de User Experience (UX) e métricas das normas ISO/IEC 9126 e ISO 9241-11 foram realizados junto ao Centro Interdisciplinar de Tecnologias Interativas da Universidade de São Paulo (CITI USP), no Brasil, e ao Interactive Technologies Research Group da University of Brighton, na Inglaterra. Os dados encontrados foram analisados e organizados em seis categorias de recomendações tempo de interação, ferramentas multimídia, conteúdo interativo, atenção/dispersão, colaboração e diferenças culturais. Pretende-se, com este estudo, colaborar na melhor compreensão do uso combinado de TV e segundas telas em ambientes não somente educacionais, mas também de serviços e entretenimento. / The television and second screens among them notably smartphones and tablets are the consumer electronics most massively used by contemporary society as interaction, information and communication tangible platforms. The need of devices even more convergent and interoperable has called the attention for studies which investigate not only the technical requirements, but, mainly, individuals and consumer electronics relations in the Human-Computer Interaction (HCI) field. From this perspective, the work developed in this thesis presents recommendations for technical and content developers in using interactive applications through the combination of multiple devices, focusing in television and second screens. The experiments were carried out from Design Research method applied in an educational scenario, considering two research objectives: 1) developing a technical proof of concept in which part of the DTV infrastructure can be used for running and controlling of interactive applications both in TV and second screen screens, not depending exclusively of Internet network connection; 2) designing, developing and testing, with users, an application functional prototype to be used in this context. During 15 months, a serie of laboratory tests using User Experience techniques (UX) and ISO/IEC 9126 and ISO 9241-11 standards metrics were carried out with Centro Interdisciplinar de Tecnologias Interativas of Universidade de São Paulo (CITI USP), in Brazil, and with Interactive Technologies Research Group of University of Brighton, in England. Findings were analized and organized in six recommendations categories time of interaction, multimedia tools, interactive content, attention/distraction, collaboration and cultural differences. It is expected that this study collaborates to better understand the combined use of TV and second screens not only in educational environments, but also for services and entertainment.
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Recomendações de IHC para uso de aplicativos interativos em televisão e segunda tela a partir de infraestrutura de TVD. / HCIs recommendations for using interactive applications in television and second screen from DTV infrastructure.Alan César Belo Angeluci 14 October 2013 (has links)
A televisão e as segundas telas entre elas notavelmente os smartphones e tablets são os eletrônicos de consumo mais massivamente utilizados pela sociedade contemporânea como plataformas tangíveis para interação, informação e comunicação. A necessidade de dispositivos cada vez mais convergentes e interoperáveis tem chamado a atenção para estudos que investiguem não somente os requisitos técnicos, mas, sobretudo, a relação entre os indivíduos e os eletrônicos de consumo na área de Interação Humano-Computador (IHC). A partir desta perspectiva, o trabalho desenvolvido nesta tese apresenta recomendações para desenvolvedores técnicos e de conteúdo de aplicativos interativos através da combinação de múltiplos dispositivos, com foco em televisão e segunda tela. Os experimentos foram realizados a partir do método de Design Research aplicado em um cenário educacional, considerando dois objetivos de pesquisa: 1) desenvolver uma prova de conceito técnico em que parte da infraestrutura de Televisão Digital (TVD) possa ser utilizada na exibição e controle de aplicativos interativos tanto na tela da TV quanto na segunda tela, não dependendo exclusivamente de conexão com a rede de Internet; 2) projetar, desenvolver e testar, com usuários, um protótipo funcional da aplicação para ser usado neste contexto. Ao longo de quinze meses, uma série de testes laboratoriais utilizando técnicas de User Experience (UX) e métricas das normas ISO/IEC 9126 e ISO 9241-11 foram realizados junto ao Centro Interdisciplinar de Tecnologias Interativas da Universidade de São Paulo (CITI USP), no Brasil, e ao Interactive Technologies Research Group da University of Brighton, na Inglaterra. Os dados encontrados foram analisados e organizados em seis categorias de recomendações tempo de interação, ferramentas multimídia, conteúdo interativo, atenção/dispersão, colaboração e diferenças culturais. Pretende-se, com este estudo, colaborar na melhor compreensão do uso combinado de TV e segundas telas em ambientes não somente educacionais, mas também de serviços e entretenimento. / The television and second screens among them notably smartphones and tablets are the consumer electronics most massively used by contemporary society as interaction, information and communication tangible platforms. The need of devices even more convergent and interoperable has called the attention for studies which investigate not only the technical requirements, but, mainly, individuals and consumer electronics relations in the Human-Computer Interaction (HCI) field. From this perspective, the work developed in this thesis presents recommendations for technical and content developers in using interactive applications through the combination of multiple devices, focusing in television and second screens. The experiments were carried out from Design Research method applied in an educational scenario, considering two research objectives: 1) developing a technical proof of concept in which part of the DTV infrastructure can be used for running and controlling of interactive applications both in TV and second screen screens, not depending exclusively of Internet network connection; 2) designing, developing and testing, with users, an application functional prototype to be used in this context. During 15 months, a serie of laboratory tests using User Experience techniques (UX) and ISO/IEC 9126 and ISO 9241-11 standards metrics were carried out with Centro Interdisciplinar de Tecnologias Interativas of Universidade de São Paulo (CITI USP), in Brazil, and with Interactive Technologies Research Group of University of Brighton, in England. Findings were analized and organized in six recommendations categories time of interaction, multimedia tools, interactive content, attention/distraction, collaboration and cultural differences. It is expected that this study collaborates to better understand the combined use of TV and second screens not only in educational environments, but also for services and entertainment.
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LuaTV: uma api para extensão de aplicações No ambiente Ginga-NCLBrandão, Rafael Rossi de Mello 03 August 2010 (has links)
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Previous issue date: 2010-08-03 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The Ginga-NCL environment is responsible for the presentation of declarative (NCL) applications on the Brazilian Digital TV System (SBTVD), and it is also the ITU-T H.761 Recommendation for IPTV middleware. Lua is the scripting language of NCL. ITU-T H. 760 series also defines two sets of NCLua API for the development of IPTV applications: the Core and the Extended API. The Core comprises the basic NCLua API, which are part of the Ginga-NCL original specification for the Brazilian terrestrial DTV system. The Extended aims to provide other relevant functionalities incorporating some of the features commonly present on other imperative environments. This work aims to present a set of Lua APIs named LuaTV, which will be part of the draft specification for the NCLua Extended API. LuaTV features are divided into four functional categories: metadata, with functionalities related to the accessing Digital TV metadata information; security, providing mechanisms for encrypting and authenticating data; multidevices, offering high-level access to resources commonly available on remote devices; and widget, aimed at graphical support to applications. / O ambiente Ginga-NCL é responsável pela apresentação de aplicações declarativas (escritas na linguagem NCL) no Sistema Brasileiro de Televisão Digital (SBTVD), e é também a Recomendação ITU-T H.761 para middlewares IPTV. A linguagem Lua é utilizada como linguagem de scripting da NCL. A série de recomendações ITU-T H.760 define também dois conjuntos de API NCLua para o desenvolvimento de aplicações IPTV: as APIs Core e Extended. A API Core compreende a API NCLua básica, parte integrante da especificação original do ambiente Ginga-NCL no SBTVD. A API Extended tem como objetivo prover outras funcionalidades relevantes incorporando algumas das facilidades encontradas em ambientes imperativos. Este trabalho visa especificar um conjunto de APIs Lua denominado LuaTV, que será parte da especificação inicial para a API NCLua Extended. As facilidades da API são dividas em quatro pacotes funcionais: metadata, com funcionalidades relacionadas ao acesso de metadados presentes em um fluxo de TV Digital; security, que provê mecanismos para encriptação, autenticação e integridade de dados; multidevices, oferecendo acesso em alto-nível a recursos comumente presentes em dispositivos remotos; e widget, que tem como objetivo oferecer suporte ao desenvolvimento de componentes gráficos.
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Une approche par composants pour l'analyse visuelle interactive de résultats issus de simulations numériques / A component-based approach for interactive visual analysis of numerical simulation resultsAit Wakrime, Abderrahim 10 December 2015 (has links)
Les architectures par composants sont de plus en plus étudiées et utilisées pour le développement efficace des applications en génie logiciel. Elles offrent, d’un côté, une architecture claire aux développeurs, et de l’autre, une séparation des différentes parties fonctionnelles et en particulier dans les applications de visualisation scientifique interactives. La modélisation de ces applications doit permettre la description des comportements de chaque composant et les actions globales du système. De plus, les interactions entre composants s’expriment par des schémas de communication qui peuvent être très complexes avec, par exemple, la possibilité de perdre des messages pour gagner en performance. Cette thèse décrit le modèle ComSA (Component-based approach for Scientific Applications) qui est basé sur une approche par composants dédiée aux applications de visualisation scientifique interactive et dynamique formalisée par les réseaux FIFO colorés stricts (sCFN). Les principales contributions de cette thèse sont dans un premier temps, un ensemble d’outils pour modéliser les différents comportements des composants ainsi que les différentes politiques de communication au sein de l’application. Dans un second temps, la définition de propriétés garantissant un démarrage propre de l’application en analysant et détectant les blocages. Cela permet de garantir la vivacité tout au long de l’exécution de l’application. Finalement l’étude de la reconfiguration dynamique des applications d’analyse visuelle par ajout ou suppression à la volée d’un composant sans arrêter toute l’application. Cette reconfiguration permet de minimiser le nombre de services non disponibles. / Component-based approaches are increasingly studied and used for the effective development of the applications in software engineering. They offer, on the one hand, safe architecture to developers, and on the other one, a separation of the various functional parts and particularly in the interactive scientific visualization applications. Modeling such applications enables the behavior description of each component and the global system’s actions. Moreover, the interactions between components are expressed through a communication schemes sometimes very complex with, for example, the possibility to lose messages to enhance performance. This thesis describes ComSA model (Component-based approach for Scientific Applications) that relies on a component-based approach dedicated to interactive and dynamic scientific visualization applications and its formalization in strict Colored FIFO Nets (sCFN). The main contributions of this thesis are, first, the definition of a set of tools to model the component’s behaviors and the various application communication policies. Second, providing some properties on the application to guarantee it starts properly. It is done by analyzing and detecting deadlocks. This ensures the liveness throughout the application execution. Finally, we present dynamic reconfiguration of visual analytics applications by adding or removing on the fly of a component without stopping the whole application. This reconfiguration minimizes the number of unavailable services.
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Evaluación de la experiencia de usuario (UX) mediante la aplicación móvil e-terapia orientada al control de la sintomatología en personas con trastorno bipolarPrefasi Gomar, Salvador 10 January 2021 (has links)
[ES] La investigación de la presente tesis está motivada por el interés en conocer el impacto en el uso de las Tecnologías de la Información y la Comunicación (TIC's) en pacientes con una enfermedad mental grave y crónica, mediante la experimentación realizada con la aplicación web e-Terapia para el control y seguimiento de la sintomatología de pacientes con un Trastorno Bipolar. Esta aplicación ha sido desarrollada por el Servicio de Psiquiatría y Psicología Clínica del Hospital Universitario y Politécnico la Fe de Valencia y se emplea actualmente en el tratamiento psicosocial de pacientes que reúnen una serie de requisitos como estar en estado estable al inicio de la participación, el compromiso de seguir el programa psicoterapéutico programado por el Hospital, disponer de un dispositivo ubicuo inteligente y estar familiarizado con el uso de aplicaciones móviles.
Los estudios previos realizados por el doctorando han intentado valorar por un lado, el grado de satisfacción de un grupo de pacientes con una enfermedad mental de carácter crónico al enfrentarse al manejo de herramientas digitales multimedia para su formación educacional, laboral y terapéutica, y por otro, valorar el grado de usabilidad y accesibilidad empleados en aplicaciones informáticas para evaluar y analizar las limitaciones concretas de este tipo de personas, con la finalidad de comprender mejor las barreras que potencian la Brecha Digital para estos colectivos, y buscarles una solución a través de los criterios de usabilidad y accesibilidad adaptados a las necesidades de personas con una enfermedad mental, que complementen las pautas generales de diseño y programación utilizados actualmente.
Si bien es cierto que existen numerosas investigaciones en el ámbito médico y sanitario sobre las necesidades, adecuación e impacto de las TIC en colectivos con alguna discapacidad física, existe aún una importante carencia de estudios científicos que valoren y analicen la accesibilidad real en la utilización de las nuevas tecnologías en personas con algún tipo de discapacidad mental, y más concretamente en personas con una enfermedad mental grave y crónica como el Trastorno Bipolar.
A nivel social, es muy importante desarrollar herramientas y aplicaciones interactivas que permitan el control directo y eficaz de las personas con trastornos relacionados con la Salud Mental. Estas herramientas o aplicaciones deben estar orientadas a cumplir con una serie de requisitos funcionales y estéticos de interfaz de comunicación hombre-máquina desde el punto de vista de la usabilidad, la accesibilidad y la Experiencia de Usuario (UX), proporcionando así una información valiosa tanto para diseñadores, ingenieros informáticos y programadores como para el personal sanitario involucrado en el desarrollo de nuevos instrumentos de ayuda y control.
Mediante el presente trabajo de tesis, no solo se ha recopilado una serie de pautas a seguir para mejorar la Experiencia de Usuario (UX) con e-Terapia que se aplicarán en un futuro próximo para actualizar esta herramienta imprescindible para el tratamiento psicosocial de pacientes con Trastorno Bipolar. La importancia de aumentar la adherencia de los pacientes a dicha aplicación, repercute directamente en su estado mental y en su calidad de vida, lo que obliga a ir mejorando poco a poco este tipo de aplicaciones con la ayuda de los propios pacientes para conocer de primera mano, cómo se sienten al utilizarla. / [CA] La investigació de la present tesi està motivada per l'interés a conéixer l'impacte en l'ús de les Tecnologies de la Informació i la Comunicació (TIC's) en pacients amb una malaltia mental greu i crònica, per mitjà de l'experimentació realitzada amb l'aplicació web e-Terapia per al control i seguiment de la simptomatologia de pacients amb un Trastorn Bipolar. Esta aplicació ha sigut desenvolupada pel Servei de Psiquiatria i Psicologia Clínica de l'Hospital Universitari i Politècnic la Fe de València i s'empra actualment en el tractament psicosocial de pacients que reunixen una sèrie de requisits com estar en estat estable a l'inici de la participació, el compromís de seguir el programa psicoterapèutic programat per l'Hospital, disposar d'un dispositiu intel·ligent i estar familiaritzat amb l'ús d'aplicacions mòbils.
Els estudis previs realitzats pel doctorand han intentat valorar d'una banda, el grau de satisfacció d'un grup de pacients amb una malaltia mental de caràcter crònic a l'enfrontar-se al maneig de ferramentes digitals multimèdia per a la seua formació educacional, laboral i terapèutica, i d'un altre, valorar el grau d'usabilitat i accessibilitat empleats en aplicacions informàtiques per a avaluar i analitzar les limitacions concretes d'este tipus de persones, amb la finalitat de comprendre millor les barreres que potencien la Bretxa Digital per a estos col·lectius, i buscar una solució a través dels criteris d'usabilitat i accessibilitat adaptats a les necessitats de persones amb una malaltia mental, que complementen les pautes generals de disseny i programació utilitzats actualment.
Si bé és cert que hi ha nombroses investigacions en l'àmbit mèdic i sanitari sobre les necessitats, adequació i impacte de les TIC en col·lectius amb alguna discapacitat física, existix encara una important carència d'estudis científics que valoren i analitzen l'accessibilitat real en la utilització de les noves tecnologies en persones amb algun tipus de discapacitat mental, i més concretament, en persones amb una malaltia mental greu i crònica com el Trastorn Bipolar.
A nivell social, és molt important desenvolupar ferramentes i aplicacions interactives que permeten el control directe i eficaç de les persones amb trastorns relacionats amb la Salut Mental. Estes ferramentes o aplicacions han d'estar orientades a complir amb una sèrie de requisits funcionals i estètics d'interfaç de comunicació home-màquina des del punt de vista de la usabilitat, l'accessibilitat i l'Experiència d'Usuari (UX), proporcionant així una informació valuosa tant per a dissenyadors, enginyers informàtics i programadors com per al personal sanitari involucrat en el desenvolupament de nous instruments d'ajuda i control.
Per mitjà del present treball de tesi, no sols s'ha recopilat una sèrie de pautes que s'han de seguir per a millorar l'Experiència d'Usuari (UX) amb e-Terapia que s'aplicaran en un futur pròxim per a actualitzar esta ferramenta imprescindible per al tractament psicosocial de pacients amb Trastorn Bipolar. La importància d'augmentar l'adherència dels pacients a la dita aplicació, repercutix directament en el seu estat mental i en la seua qualitat de vida, la qual cosa obliga a anar millorant a poc a poc este tipus d'aplicacions amb l'ajuda dels propis pacients per a conéixer de primera mà, com se senten a l'utilitzar-la. / [EN] The research of this thesis is motivated by an interest in understanding the impact of the use of Information and Communication Technology (ICT) for patients with severe and chronic mental illness, through experimentation carried out with the web application e-Therapy for the control and monitoring of the symptoms of patients with Bipolar Disorder. This application was developed by the Psychiatry and Clinical Psychology Service of La Fe University and Polytechnic Hospital of Valencia, and is currently used in the psychosocial treatment of patients who meet a series of requirements such as being in a stable state at the beginning of participation, having the commitment to follow the psychotherapeutic program programmed by the Hospital, having unrestricted access to a smart device, and being familiar with the use of mobile applications.
Previous studies carried out by the doctoral student have attempted to assess, on the one hand, the degree of satisfaction of a group of patients with chronic mental illness when facing the use of digital multimedia tools for their educational, occupational and therapeutic training, and on the other hand, the degree of usability and accessibility of computer applications used to evaluate and analyze the specific limitations of this type of person in order to better understand the barriers that increase the Digital Divide for these groups, and seek a solution through the usability and accessibility criteria adapted to the needs of people with mental illness, which complement the general design and programming guidelines currently in place.
Although it is true that there are numerous investigations in the medical and health field on the needs, adequacy and impact of ICT in groups with some physical disability, there is still a significant lack of scientific studies that assess and analyze real accessibility in the use of new technologies in people with some type of mental disability, and more specifically in people with a severe and chronic mental illness such as Bipolar Disorder.
At a social level, it is extremely important to develop interactive tools and applications that allow direct and effective control of people with disorders related to Mental Health. These tools or applications must be aimed at meeting a series of functional and aesthetic human-machine communication interface requirements from the point of view of usability, accessibility and User Experience (UX), thus providing valuable information both for designers, computer engineers and programmers as well as healthcare personnel involved in the development of new instruments for help and control.
As a result of this thesis project, a series of guidelines has been compiled which can be followed to improve the User Experience (UX) with e-Therapy. These guidelines will be applied in the near future to update this essential tool for the psychosocial treatment of patients with Bipolar Disorder. The importance of increasing patients' adherence to this application has a direct impact on their mental state and quality of life, which means that this type of application is gradually improving with the help of the patients themselves by allowing researchers to get to know how patients feel when they are using it. / Prefasi Gomar, S. (2020). Evaluación de la experiencia de usuario (UX) mediante la aplicación móvil e-terapia orientada al control de la sintomatología en personas con trastorno bipolar [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/158556
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