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Interaktivni sistem zasnovan na Internet tehnologijama za psihometrijsku dijagnostiku / Interactive system based on Internet technology for psychometric diagnosticsIlić Velibor 22 September 2009 (has links)
<p>U radu se razmatra model sistema baziranog na Internet tehnologijama za psihometrijsku dijagnostiku.<br />Sistem je baziran na kombinaciji sistema za upravljanje sadržajem (Content Management Systems, CMS) i sistema za podršku grupnom radu (Computer Supported Cooperative Work, CSCW), omogućava dijagnostiku kognitivnih sposobnosti putem multimedijalnih testova, kontrolu nad tokom testiranja, skladištenje i analizu podataka o korisnicima i rezultata testova, kao i platformu za kolaborativni naučno istraživački rad.</p> / <p>In this thesis is analyzed model of system based on Internet technologies for psychometrics diagnostics.<br />System is based on combinations Content Management Systems, (CMS) and Computer Supported Cooperative Work, (CSCW). System enables: diagnostics cognitive capabilities using multimedial tests, control on process of diagnostics, recording data in databases, data analysis. System represent environment for collaborative scientific work.</p>
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Interaktivní stolek ve výuce českého jazyka na 1. stupni ZŠ / Interactive Table in Czech Language Teaching at Elementary SchoolSCHWARZOVÁ, Lucie January 2017 (has links)
The main aim of my thesis is to mediate information about interactive tables in the Czech language teaching at elementary schools and elaboration of the methodical support for teaching. The thesis is divided into the theoretical part, which includes the first three chapters, and the practical part which has two chapters. In the theoretical part the author first introduces readers with interactivity, technical and historical development of the tables and their use in teaching. Second chapter brings knowledge about teaching methods with the use of interactive tables, the requirements on teachers, and the positive and negative advantages of the use of the tables based on the teachers and the students view. The third chapter represents main resources of teaching materials. The practical part is based on the creation of the methodical support for teaching, which provides detailed instructions for working with the SMART Table. The subject of the fourth chapter is working with the SMART table, adjustment of the table and the work with activities. Fifth chapter will introduce the computer program SMART Table Toolkit, his installation, adjustment, adjustment of activities and their use in teaching.
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Ambiente informacional digital do Centro de Humanidades/UFCG: uma análise com base nos princípios da arquitetura da informação e da usabilidadeMelo, Mery Cristina Pascoal de 26 February 2015 (has links)
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Previous issue date: 2015-02-26 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The internet, together with the available tools for the web, has been a means widely used by organizations to the functions of access, use and dissemination of information. On the other hand, the expansion of the web has generated certain information barriers, such as excessive accumulation of information and creation of interactive systems inadequate and/or poorly structured. Given this fact, this study aimed to analyze the digital information environment of the Humanities Center of the Federal University of Campina Grande, composed of website and blog, based on the interrelationship of the principles of Information Architecture and Usability criteria, since interfaces not structured properly can generate dissatisfaction on users and rejection with their use. While the Information Architecture envisages the construction of systems with optimized informational structures, the Usability aims to facilitate the use of interfaces for its users, efficiently and effectively within a specific context of use. As a result, we obtained a study descriptive, whose methodology was based on the process of methodological triangulation, reflected in the choice of different methods used in collection and analysis of data. The data collection was carried out with the application of a subjective evaluation questionnaire to the coordinators of the Humanities Center/UFCG, representative group of the digital information environment of the Humanities Center, and an inspection based on a checklist based on criteria and recommendations consistent with the research objectives. After quantitative and qualitative data analysis, there were similarities between the main points highlighted in the responses provided by the participants research users and the results generated with the evaluation checklist, among which are: the inadequate structure and the absence and the lack of content update of the website/blog CH. From the results obtained with the analysis, a list of recommendations was prepared for a possible reconstruction of the investigated systems (website and blog). / A internet, juntamente com as ferramentas disponíveis para a Web, tem sido um meio bastante utilizado pelas organizações para as funções de acesso, uso e disseminação da informação. Por outro lado, a expansão da web tem gerado determinadas barreiras informacionais, tais como o acúmulo excessivo de informações e a concepção de sistemas interativos inadequados e/ou mal estruturados. Diante deste fato, esta pesquisa teve por objetivo analisar o ambiente informacional digital do Centro de Humanidades (CH) da Universidade Federal de Campina Grande, composto de website e blog, com base na inter-relação dos princípios da Arquitetura da Informação e dos critérios de usabilidade, visto que interfaces não estruturadas adequadamente podem gerar insatisfação nos usuários e rejeição quanto a sua utilização. Enquanto a Arquitetura da Informação vislumbra a construção de sistemas com estruturas informacionais otimizadas, a Usabilidade visa facilitar a utilização das interfaces por seus usuários, de forma eficiente e eficaz dentro de um contexto específico de uso. Como resultado, obteve-se um estudo de natureza descritiva, cuja metodologia se fundamentou no processo de triangulação metodológica, refletida na escolha de diferentes métodos empregados na coleta e análise de dados. A coleta de dados se deu com a aplicação de um questionário de avaliação subjetiva aos coordenadores do Centro de Humanidades/UFCG, grupo representativo dos usuários do ambiente informacional digital daquele Centro, e com uma inspeção baseada em um checklist formulado a partir de critérios e recomendações condizentes aos objetivos da pesquisa. Após a análise quantitativa e qualitativa dos dados obtidos, verificaram-se similaridades entre os principais pontos destacados nas repostas fornecidas pelos usuários participantes da pesquisa e os resultados gerados com a avaliação por checklist, entre os quais estão: a estruturação inadequada e a ausência ou desatualização do conteúdo informativo do website/blog do CH. A partir do resultado obtido com a análise, foi elaborada uma lista de recomendações para uma possível reconstrução dos sistemas investigados (website e blog).
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Detection and integration of affective feedback into distributed interactive systems / Détection et intégration des réactions affectives dans les systèmes interactifs distribuésŞerban, Ovidiu Mircea 13 September 2013 (has links)
L’Interaction Humain-Machine a évolué d’une perspective classique vers un environnement plus naturel, dans lequel les humains peuvent utiliser la langue naturelle pour échanger des connaissances avec un ordinateur. Pour bien “comprendre” les intentions de l’humain, l’ordinateur doit être capable de détecter les émotions et de répondre en conséquence. Cette thèse porte sur plusieurs aspects de la détection des émotion humaines, en partant de différentes techniques de détection jusqu’à leur intégration dans un Système Interactif Distribué. Les émotions sont un concept flou et leur perception par des individus humains peut aussi varier. Par conséquent, cela rend le problème de détection très difficile en informatique. Du point vue de la détection de l’affect, nous avons proposé trois approches différentes : une méthode à base de Cartes Auto-Organisatrices (Self Organizing Maps- SOM), un classifieur de la valence basé sur des caractéristiques multi-modales et un Séparateur à Vaste Marge (Support Vector Machines - SVM) et une technique pour résoudre les conflits dans un dictionnaire affectif (SentiWordNet). En outre, du point de vue de l’intégration aux systèmes, deux questions sont abordées : une expérience de type Magicien d’Oz dans un environnement de narration d’histoires pour enfants et une architecture de Système Interactif Distribué. / Human-Computer Interaction migrates from the classic perspective to a more natural environment, where humans are able to use natural language to exchange knowledge with a computer. In order to fully “understand” the human’s intentions, the computer should be able to detect emotions and reply accordingly. This thesis focuses on several issues regarding the human affects, from various detection techniques to their integration into a Distributed Interactive System. Emotions are a fuzzy concept and their perception across human individuals may vary as well. Therefore, this makes the detection problem very difficult for a computer. From the affect detection perspective, we proposed three different approaches: an emotion detection method based on Self Organizing Maps, a valence classifier based on multi-modal features and Support Vector Machines, and a technique to resolve conflicts into a well known affective dictionary (SentiWordNet). Moreover, from the system integration perspective, two issues are approached: a Wizard of Oz experiment in a children storytelling environment and an architecture for a Distributed Interactive System.
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Utveckling av stöd för synskadade med hjälp av AI och datorseende : Designprinciper för icke-visuella gränssnittSchill, William, Berngarn, Philip January 2022 (has links)
Denna studie ämnar att undersöka och identifiera lämpliga designprinciper för interaktiva system med icke-visuella gränssnitt. Genom att utveckla och ta fram ett hjälpmedel för synskadade människor med hjälp av AI och datorseende, är det möjligt att identifiera och utvärdera viktiga designprinciper. Teorier har samlats in kring interaktiva system, designprinciper, AI och datorseende för att både kunna utveckla en artefakt men också förstå befintliga designprinciper för interaktiva system. Design Science Research Methodology har använts som metod för att utveckla en artefakt i form av ett hjälpmedel som känner av olika objekt i realtid. Metoden har genom en iterativ process kunnat identifiera och utvärdera olika krav för artefakten som sedan resulterat i ett designförslag. För att identifiera kraven har kvalitativ data i form av semistrukturerade användarintervjuer samlats in från fem personer med en synskada. Avslutningsvis presenteras kopplingen mellan de krav som framkommit under intervjuerna och befintliga designprinciper för interaktiva system med grafiska användargränssnitt. Ett förslag på vidare forskning inom ämnet diskuteras också. / This study aims to examine and identify appropriate design principles for interactive systems without visual interfaces. By developing an aid for the visually impaired with the help of AI and computer vision, it is possible to identify and evaluate important design principles. Theories within interactive systems, design principles, AI and computer vision have been collected in order to develop an artifact and to understand existing design principles. Design Science Research Methodology has been used to develop an aid that can detect objects in real-time. The method has been able to identify and evaluate different requirements for the artifact through an iterative process that results in a design proposal. In order to identify the requirements, qualitative data was collected from five people with visual impairment by conducting semi-structured interviews. Finally, the connection between the requirements identified from the interviews, and the existing design principles for interactive systems with graphical user interfaces is presented. A proposal for further research within the area is also discussed.
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Workshopband der Mensch & Computer 2011 / Workshop-Proceedings of Mensch & Computer 201109 September 2011 (has links) (PDF)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus.
Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow.
From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik
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Workshopband der Mensch & Computer 2011Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus.
Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow.
From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik
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Interaction Design for Remote Control of Military Unmanned Ground VehiclesSaleh, Diana January 2021 (has links)
The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identitiesSharir, Yacov January 2013 (has links)
This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.
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