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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Evaluation of 2D and 3D Command Sources for Individuals with High Tetraplegia

Williams, Matthew R. 02 April 2009 (has links)
No description available.
2

Supporting Heuristic Evaluation for the Web

Flores Mendoza, Ana 14 January 2010 (has links)
Web developers are confronted with evaluating the usability of Web interfaces. Automatic Web usability evaluation tools are available, but they are limited in the types of problems they can handle. Tool support for manual usability evaluation is needed. Accordingly, this research focuses on developing a tool for supporting manual processes in Heuristic Evaluation inspection. The research was conveyed in three phases. First, an observational study was conducted in order to characterize the inspection process in Heuristic Evaluation. The videos of evaluators applying a Heuristic Evaluation on a non-interactive, paper-based Web interface were analyzed to dissect the inspection process. Second, based on the study, a tool for annotating Web interfaces when applying Heuristic Evaluations was developed. Finally, a survey is conducted to evaluate the tool and learn the role of annotations in inspection. Recommendations for improving the use of annotations in problem reporting are outlined. Overall, users were satisfied with the tool. The goal of this research, designing and developing an inspection tool, is achieved.
3

Recomendações para avaliação da experiência de usuário em aplicativos móveis para surdos

Guimarães, Ana Paula Nunes 09 December 2014 (has links)
Submitted by Clebson Anjos (clebson.leandro54@gmail.com) on 2016-02-11T20:19:34Z No. of bitstreams: 1 arquivototal.pdf: 1685245 bytes, checksum: 687a26c0e848a6d9adf5236f658a6ba8 (MD5) / Made available in DSpace on 2016-02-11T20:19:34Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1685245 bytes, checksum: 687a26c0e848a6d9adf5236f658a6ba8 (MD5) Previous issue date: 2014-12-09 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The use of mobile devices brings great benefits of connectivity to its users. However, access to information through these devices is a new challenge of interaction for users who have some kind of disability. Currently, most mobile applications have accessibility barriers that make it difficult or impossible the usage for many individuals with special needs. To ensure access to the content to all users regardless of their health status, this paper proposes a model for evaluating user interfaces accessibility focused on mobile devices. The proposed model takes into account the users experience without neglecting the specificities of mobile context and accessibility scenario. As a result, there is a group of perceptions observed from the tests performed to evaluate the three mobile applications developed for deaf. As a contribution, there is a group of recommendations for the evaluation of the user experience and the challenges and new perspectives to evaluate the mobile accessibility, given that few methods consider these two contexts in a coupled way. / O uso de dispositivos móveis traz grandes benefícios de conectividade para seus usuários. Contudo, o acesso à informação através desses dispositivos representa um novo desafio de interação para os usuários que possuem algum tipo de deficiência. Atualmente, a maioria das aplicações móveis possui barreiras de acessibilidade que dificultam ou impossibilitam sua utilização por diversos indivíduos com necessidades especiais. Visando garantir o acesso ao conteúdo a todos os usuários, independentemente de limitações físicas e mentais, este trabalho propõe um modelo de avaliação de interfaces de usuário voltado à acessibilidade em dispositivos móveis. O modelo proposto leva em consideração a experiência de usuários sem deixar de lado as especificidades do contexto móvel e do cenário de acessibilidade. Como resultados, tem-se um conjunto de percepções observadas a partir de testes realizados ao avaliar três aplicações móveis desenvolvidas para surdos. Como contribuição, tem-se um conjunto de recomendações para avaliação da experiência de usuários, bem os desafios e novas perspectivas ao avaliar a acessibilidade móvel, dado que poucos métodos consideram de forma acoplada esses dois contextos.
4

Gestes et manipulation directe pour la réalité virtuelle immersive / Gestures and direct manipulation for immersive virtual reality

Chapoulie, Emmanuelle 30 June 2014 (has links)
La réalité virtuelle est une technologie qui voit ses applications s’étendre à de nombreux domaines (médical, automobile, etc.). Cette thèse se place dans le contexte des espaces virtuels complètement immersifs, et a pour but d’étudier les effets des deux principaux types d’interfaces proposés (manette avec 6 degrés de liberté, et système de suivi de doigts) sur l’expérience des utilisateurs, dans le cadre de la manipulation d’objets 3D. Nous nous intéressons à des paramètres tels que la facilité d’utilisation, la sensation d’immersion, la rapidité et la précision offertes... Pour cela, nous proposons des expériences évaluant ces paramètres à travers des tâches dont le succès est mesurable, et qui ne sont pas spécifiques à un domaine. Dans une première étude, nous nous intéressons aux tâches complexes d’ordre général, faisant appel à des compétences requises dans les manipulations quotidiennes, telles que le fait d’attraper, de relâcher, de translater, de tourner et de maintenir en équilibre des objets tout en se déplaçant. Nous affinons ensuite notre étude en observant les effets de ces interfaces sur les mouvements eux-mêmes, en les décomposant en degrés de liberté individuels et groupés. Enfin, nous testons l’applicabilité de notre système de manipulation directe dans le cadre d’une étude préliminaire sur l’utilisation de la réalité virtuelle pour le traitement de la maladie d’Alzheimer. Ces études analysent les propriétés de ces interfaces dans le but de fournir des indications aidant au choix de l’interface la plus appropriée pour des applications futures. / Virtual reality is a technology with applications in numerous fields (medical, automotive, etc.). This thesis focuses on immersive virtual spaces, and aims at studying the effects of the two major types of interfaces proposed (6 degree of freedom flystick, and finger-tracking system) on the user experience, and specifically for 3D object manipulation. We are interested in parameters such as ease of use, sense of presence, speed and precision offered. To do so, we design experiments to evaluate these parameters via tasks with measurable success, and which are not field specific.In a first experiment, we study complex general purpose tasks, combining skills required in everyday manipulations, such as grabbing, releasing, translating, rotating, and balancing objects while walking. We then refine our study by observing the effects of those interfaces on the movements themselves, by decomposing them into individual and grouped degrees of freedom. Lastly, we evaluate the applicability of our direct manipulation system in the context of a preliminary study on the use of virtual reality for the treatment of Alzheimer’s disease. These studies analyze the properties of these interfaces to provide guidelines to the choice of the most appropriate interface for future experiments.
5

[pt] MULTI-TRILHAS VIRTUAL: NOVAS BASES PARA O JOGO DE ENTRETENIMENTO NA AQUISIÇÃO DA LINGUAGEM POR CRIANÇAS SURDAS / [en] VIRTUAL MULTI-TRACKS: NEW GUIDELINES IN ENTERTAINMENT GAMES FOR HELPING HEARING-IMPAIRED CHILDREM ACQUIRE LANGUAGE

19 October 2021 (has links)
[pt] A aquisição da linguagem é extremamente importante, pois é por meio dela que organizamos nosso pensamento e, assim, tornarmo-nos cidadãos ativos na sociedade. No Brasil, uma das maiores dificuldades encontradas na alfabetização bilinguista de pessoas surdas é o ensino simultâneo da Língua Brasileira de Sinais, a LIBRAS, e do Português escrito. Em 2007, A fim de minimizar essa lacuna foi desenvolvido um jogo com conteúdo pedagógico que auxiliasse à aquisição dessas línguas, no LIDE – Laboratório Interdisciplinar de Design e Educação, na PUC-Rio, em parceria com o INES/RJ – Instituto Nacional de Educação de Surdos. A princípio, este jogo seria apenas concreto, mas optouse por disponibilizá-lo também em uma versão on line, minimizando alguns impecílios, como sua produção, sua distribuição e seu armazenamento. Porém, em 2010, tornou-se relevante que o jogo fosse revisto de acordo com os padrões atuais aplicados aos jogos eletrônicos para que se mantivesse atualizado, cumprindo sua proposta original. Tendo o Multi-Trilhas Virtual como estudo de caso, propõem-se que o mesmo seja reavaliado sob dois pilares essenciais a este tipo de jogo: o entretenimento e o conteúdo pedagógico, onde podemos destacar que os jogos, independentemente de seu propósito, têm em sua raiz a diversão. Além disso, será analisado sob quatro diferentes métodos científicos para que novas diretrizes sejam elaboradas para sua reestruturação. / [en] Language acquisition is an extremely important issue, because is through it that our thinking is organized and so, we become active citizens in the society. In Brazil, one of the greatest difficulties found when learning hearing impaired people to read and write is teaching them simultaneously the Brazilian Sing Language – also known as LIBRAS – and written Portuguese. In 2007, in order to minimize this gap, was developed at LIDE – Multidisciplinary Design Laboratory at PUC-Rio alongside with INES/RJ - the National Institute for Hearing Impaired Education - a game with pedagogical content that would help the acquisition of previous mentioned languages. At first, this game would only be available physically, but later on was decided that it would also have an online version, minimizing some obstacles, such as its own production, distribution and storage. However, in 2010, it became important that the game was revised according to current standards applied to video games in order to keep it updated, fulfilling its original proposal. Having the Virtual Multi-Tracks as a case study, it is proposed that it be re-evaluated under two main pillars of this type of game: the entertainment and educational content, so we can highlight that games, regardless of their purpose, have their root in the fun. Furthermore, it will be analyzed under four different scientific methods so that new guidelines be developed to its restructuring.
6

Improved interface design for submitting student generated multiple choice questions : A comparison of three interfaces / Förbättrad gränssnittsutformning för flervalsfrågor genererade av studenter : En jämförelse av tre gränssnitt

Åkerlund, Elias January 2022 (has links)
Active learning has been suggested to be more effective than traditional learning in terms of exam results and time spent on the course material, making it an attractive alternative to the traditional lectures. One way of practicing active learning is through active learnersourcing, a method of learning that also generates material that contributes to further learning. Learnersourcing can be practiced by generating multiple choice questions (MCQs) related to the course material. However, generating useful and high-quality MCQs is challenging for students, especially since the available digital systems developed for this purpose have great issues in terms of user-friendliness and their outdated visual design. Two of these systems are RiPPLE and PeerWise. When developing a platform designed for generating MCQs for learning, there are general and specific guidelines that can be followed: Nielsen’s 10 heuristics for a good user interface/user experience, and 10 principles for a good MCQ. In this thesis, a new system was developed where these guidelines were applied, as an attempt to investigate if the user experience can be improved compared to the currently available interfaces RiPPLE and PeerWise. The project was named MyCleverQuestion. A user test was conducted, in which the three systems’ interfaces for creating and submitting a question were compared and graded. The results shows that the users had the best experience when using MyCleverQuestion. 83.3% of the users said they would use MyCleverQuestion again, stressing the importance of both a good user interface and user experience. / Aktivt lärande har visat sig vara effektivare än traditionellt lärande i avseende till tentamensresultat och tid studenter spenderar på kursmaterialet, och är således ett attraktivt alternativ till de traditionella föreläsningarna. Ett sätt att utöva aktivt lärande är genom att skapa flervalsfrågor kopplade till kursmaterialet. Denna metod kallas aktiv learnersourcing och gör att man genom lärandet även bidrar med material som kan användas för vidare lärande. Det är dock svårt för studenter att skapa högkvalitativa och användbara flervalsfrågor med hjälp av de digitala system som utvecklats för detta syfte, då deras användarvänlighet är bristande och visuella utformning är föråldrade. RiPPLE och PeerWise är två system utvecklade för att skapa flervalsfrågor i utbildningssyfte, och har båda användarvänlighetsproblem. Det finns särskilda riktlinjer som kan följas för att utveckla ett system där studenter kan generera flervalsfrågor för att utöva aktivt lärande. I denna uppsats har både generella och specifika riktlinjer använts: 10 generella heuristiska principer för att skapa en bra användarupplevelse och användargränssnitt, samt 10 principer för att skapa en bra flervalsfrågas, för att slutligen undersöka om användarupplevelsen kan förbättras jämfört med RiPPLE och PeerWise. Namnet som valdes för projektet var MyCleverQuestion. En användarundersökning genomfördes, där gränssnittet för att skapa en fråga för varje system utvärderades. Resultatet visar att gränssnittet med bäst användarupplevelse är MyCleverQuestion. 83,3% av användarna angav att de skulle använda MyCleverQuestion igen, vilket bevisar vikten av ett bra gränssnitt.
7

Development of evaluation method for visual design with multivariate statistical techniques / Ανάπτυξη μεθόδου αξιολόγησης του σχεδιασμού διεπιφάνειας χρήστη με πολυπαραμετρικές στατιστικές τεχνικές

Παπαχρήστος, Ελευθέριος 14 October 2013 (has links)
The main goal of this thesis is to propose an evaluation method for visual interface design and more specifically for website design. The proposed visual design evaluation method is an adaptation of Preference Mapping (PM) techniques. It is based on overall preference ratings after multiple comparisons of alternative designs and on various multivariate statistical techniques for the analysis, visualization and interpretation of the resulting data. The suitability of the approach for visual interface design evaluation has been explored in four case studies involving overall 149 participants judging 51 websites. In each case study a different website domain was explored in order to examine whether the importance of certain design characteristics is context specific. Heterogeneity in preferences and perceptions was also studied showing that average construct scores are only representative for subsections of the participant sample. In order to aid the preference interpretation process additional data about study websites have been collected from three distinct sources: a) Subjective construct ratings provided by the participants after preference evaluation b) Descriptive attribute ratings obtained from trained expert panel on the same websites c) Objective measures of visual characteristics of the websites In each case study the potential of these types of measurements to explain preference variance has been investigated individually and in combination. The results showed that depending on the characteristics of each case study varying combinations of these types of data had the best explanatory power. A variety of methods (e.g. Internal and External PM) and statistical techniques (e.g. Principal Component Analysis (PCA), Generalized Procrustes Analysis (GPA) and Partial Least Squares (PLS)) have been used in order to summarize and visualize participant preference data of all case studies. In general, the method proposed in this thesis has several advantages over other visual design evaluation methods as for example use of standardized questionnaires. The method is flexible and can be used in various stages of design development but most importantly it allows for the identification of important visual design characteristics without ignoring the diversity that exist both among users and among website domains. These advantages have been demonstrated in the visual design evaluation studies presented in this thesis involving websites from four distinct domains. / Ο στόχος της παρούσας διατριβής είναι η πρόταση και ανάπτυξη μεθόδου αξιολόγησης διεπιφανειών χρήστη που θα λαμβάνει υπόψη τόσο τα αντικειμενικά χαρακτηριστικά σχεδιασμού, όσο και την υποκειμενική διάσταση που διέπει αξιολογήσεις με επίκεντρο τον χρήστη. Για την επίτευξη του στόχου αυτού αναπτύχθηκε μέθοδος αξιολόγησης, η οποία βασίζεται στην συγκριτική αξιολόγηση εναλλακτικών σχεδιασμών κατά την φάση συλλογής δεδομένων και στην χαρτογράφηση προτίμησης κατά την φάση ανάλυσης αποτελεσμάτων. Για την διερεύνηση της καταλληλότητας της προτεινόμενης μεθόδου αξιολόγησης, διεξήχθησαν τέσσερις μελέτες περίπτωσης κατά τις οποίες αξιολογήθηκαν συνολικά 51 ιστοσελίδες από 149 αξιολογητές. Κάθε μελέτη περίπτωσης διερευνούσε διαφορετική κατηγορία ιστοσελίδων και διαφορετικά σενάρια χρήσης της μεθόδου (π.χ. φάση προδιαγραφών, αξιολόγηση πρωτοτύπων κ.α.), έτσι ώστε να αξιολογηθεί η δυνατότητα της μεθόδου να εφαρμοστεί σε διαφορετικές συνθήκες. Σημαντικό πλεονέκτημα της προτεινόμενης μεθόδου είναι η δυνατότητα αναγνώρισης ετερογένειας απόψεων του δείγματος, η οποία σε άλλες μεθόδους αξιολόγησης θεωρείται θόρυβος στα δεδομένα και παραβλέπεται. Τα αποτελέσματα των αξιολογήσεων αναδεικνύουν σημαντική ετερογένεια αλλά και σχετική συμφωνία στις προτιμήσεις και αντιλήψεις των συμμετεχόντων. Με στόχο την ερμηνεία των αποτελεσμάτων από τα πειράματα αξιολόγησης διερευνήθηκαν τρεις πηγές δεδομένων πέρα από τις ταξινομήσεις προτίμησης από τους συμμετέχοντες σε όλες τις μελέτες περίπτωσης: α) αξιολογήσεις βάσει υποκειμενικών χαρακτηριστικών από τους ίδιους τους συμμετέχοντες που ταξινόμησαν τις ιστοσελίδες με βάση την προτίμηση τους β) αξιολογήσεις περιγραφικών και αντικειμενικών σχεδιαστικών χαρακτηριστικών από ομάδα εκπαιδευμένων εμπειρογνωμόνων γ) Αντικειμενικές μετρήσεις σχεδιαστικών χαρακτηριστικών με αυτόματα και ημιαυτόματα εργαλεία αναγνώρισης εικόνας Η δυνατότητα να ερμηνευτούν οι προτιμήσεις των χρηστών με την βοήθεια αυτών των πηγών δεδομένων, διερευνήθηκε ξεχωριστά αλλά και σε συνδυασμό σε κάθε μελέτη περίπτωσης. Στόχος ήταν να αποτιμηθεί η δυνατότητα συσχέτισης δεδομένων που διακατέχονται από διαφορετικά επίπεδα υποκειμενισμού με τις προτιμήσεις των συμμετεχόντων. Ιδανικά, θα αρκούσαν αντικειμενικές μετρήσεις και δεν θα επιβαρύνονταν οι χρήστες με επιπλέον βαθμολογήσεις των διεπιφανειών. Τα αποτελέσματα όμως έδειξαν ότι ένας συνδυασμός αντικειμενικών και υποκειμενικών χαρακτηριστικών ήταν ο βέλτιστος για την επιτυχή ερμηνεία των προτιμήσεων των χρηστών. Η μέθοδος αξιολόγησης που προτείνεται στα πλαίσια αυτής της διατριβής παρουσιάζει συγκριτικά πλεονεκτήματα σε σχέση με την χρήση τυποποιημένων ερωτηματολόγιων που είναι η επικρατέστερη μέθοδος στον χώρο της επικοινωνίας ανθρώπου υπολογιστή. Τα πλεονεκτήματα αυτά σχετίζονται κυρίως με την ευελιξία της μεθόδου και γίνονται εμφανή στις μελέτες αξιολόγησης που διεξήχθησαν με στόχο την εφαρμογή της μεθόδου για την αξιολόγηση ιστοσελίδων που ανήκουν σε τέσσερα διαφορετικά πεδία εφαρμογής.
8

An?lise comparativa da acessibilidade para cegos de ambientes digitais para gerenciamento de aprendizagem para educa??o a dist?ncia / Comparative analysys of accessibility of e-Iearning management education environments for the blind

Silva, Andr? Luiz da 30 May 2007 (has links)
Submitted by SBI Biblioteca Digital (sbi.bibliotecadigital@puc-campinas.edu.br) on 2018-06-07T14:48:53Z No. of bitstreams: 1 Andre Luiz da Silva.pdf: 21913229 bytes, checksum: a21aa44045c7a96617c071e0837056d8 (MD5) / Made available in DSpace on 2018-06-07T14:48:53Z (GMT). No. of bitstreams: 1 Andre Luiz da Silva.pdf: 21913229 bytes, checksum: a21aa44045c7a96617c071e0837056d8 (MD5) Previous issue date: 2007-05-30 / This study describes a comparative analysys of accessibility for the blind used in SGEAD (Distant Learning Management Systems), TelEduc and WebCT according to criteria, recommendations and international norms such as heuristical evaluation techniques, automatic test of accessibility, inspection based on the points of verification of the W3C recommendations for the accessibility of the content of the Web 1.0 and from tasks reports and questionnaires conducted with the users. One of the goals of this researches is to demonstrate the importance of the use of standards and guides for Web accessibility as support for accessibility for the blind in the current scenario of digital inclusion. The quality of the interface is essencial for the success of distant learning interactive systems. It is expected that this study will contribute to the production of knowledge that will guide and support the professionals involved with e-Iearning. / Este estudo descreve a an?lise comparativa de acessibilidade para cegos aplicadas nos Sistemas de Gerenciamento para Educa??o a Dist?ncia (SGEAD) TelEduc e WebCT, segundo os crit?rios, recomenda??es e normas internacionais, tais como, t?cnicas de avalia??o heur?stica, teste autom?tico de acessibilidade, inspe??o baseada nos pontos de verifica??o das recomenda??es para a acessibilidade do conte?do da Web 1.0 do W3C e de tarefas e question?rios com os usu?rios. Um dos objetivos desta pesquisa ? demonstrar a import?ncia da utiliza??o de padr?es e guias para a Acessibilidade Web como fator de apoio a acessibilidade para cegos dentro do atual cen?rio de inclus?o digital. A qualidade da interface ? fundamental para que sistemas interativos de educa??o a dist?ncia possam ser utilizados com sucesso. Espera-se com este estudo, contribuir para a produ??o de conhecimentos que sirvam para orientar e apoiar os profissionais envolvidos com a educa??o computadorizada.

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