• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 103
  • 71
  • 61
  • 42
  • 18
  • 8
  • 7
  • 7
  • 6
  • 4
  • 3
  • 3
  • 3
  • 2
  • 2
  • Tagged with
  • 367
  • 62
  • 59
  • 57
  • 53
  • 47
  • 43
  • 36
  • 36
  • 31
  • 29
  • 29
  • 27
  • 27
  • 27
  • 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.
71

Older adults experiences of learning to use tablet computers: a mixed methods study

Vaportzis, Ria, Clausen, M.G., Gow, A.J. 03 September 2018 (has links)
Yes / Background: We wanted to understand older adults’ experiences of learning how to use a tablet computer in the context of an intervention trial, including what they found helpful or unhelpful about the tablet training, to guide future intervention studies. Methods: Mixed methods study using questionnaire and focus group approaches. Forty-three participants aged between 65 and 76 years old from the “Tablet for Healthy Ageing” study (comprising 22 in the intervention group and 21 controls) completed a post-intervention tablet experience questionnaire. Those who completed the tablet training intervention were invited to share their experiences of engaging with new technology in post-intervention focus groups. We conducted three separate focus groups with 14 healthy older adults (10 females). Results: Questionnaire data suggested that the overall experience of the 22 participants who participated in the tablet training intervention was positive. The majority of participants said that it was likely or very likely they would use a tablet in the future. The focus group themes that emerged were related to the perception of tablet training, the experience of using tablets, and suggestions for future studies. Participants mentioned that their confidence was increased, that they enjoyed being part of a social group and downloading applications, but they also felt challenged at times. Advantages of using tablets included the ability to keep in touch with family and friends, a motivation to contribute to the community, and the potential for tablets to improve mental abilities and overall health and wellbeing. Participants made suggestions that would enable tablet usage, including improvement of features, and suggestions that would improve future tablet training studies, including smaller classes. Conclusion: Our findings have implications for the development of interventions utilizing new technologies that might promote the health and wellbeing of older adults. / This work was supported by The Dunhill Medical Trust (R359/0514).
72

Older adults perceptions of technology and barriers to interacting with tablet computers: a focus group study

Vaportzis, Ria, Clausen, M.G., Gow, A.J. 04 October 2017 (has links)
Yes / Background: New technologies provide opportunities for the delivery of broad, flexible interventions with older adults. Focus groups were conducted to: (1) understand older adults’ familiarity with, and barriers to, interacting with new technologies and tablets; and (2) utilize user-engagement in refining an intervention protocol. Methods: Eighteen older adults (65–76 years old; 83.3%female) who were novice tablet users participated in discussions about their perceptions of and barriers to interacting with tablets. We conducted three separate focus groups and used a generic qualitative design applying thematic analysis to analyse the data. The focus groups explored attitudes toward tablets and technology in general. We also explored the perceived advantages and disadvantages of using tablets, familiarity with, and barriers to interacting with tablets. In two of the focus groups, participants had previous computing experience (e.g., desktop), while in the other, participants had no previous computing experience. None of the participants had any previous experience with tablet computers. Results: The themes that emerged were related to barriers (i.e., lack of instructions and guidance, lack of knowledge and confidence, health-related barriers, cost); disadvantages and concerns (i.e., too much and too complex technology, feelings of inadequacy, and comparison with younger generations, lack of social interaction and communication, negative features of tablets); advantages (i.e., positive features of tablets, accessing information, willingness to adopt technology); and skepticism about using tablets and technology in general. After brief exposure to tablets, participants emphasized the likelihood of using a tablet in the future. Conclusions: Our findings suggest that most of our participants were eager to adopt new technology and willing to learn using a tablet. However, they voiced apprehension about lack of, or lack of clarity in, instructions and support. Understanding older adults’ perceptions of technology is important to assist with introducing it to this population and maximize the potential of technology to facilitate independent living. / The Dunhill Medical Trust [R359/0514].
73

A tablet for healthy ageing: the effect of a tablet computer training intervention on cognitive abilities in older adults

Vaportzis, Ria, Martin, M., Gow, A.J. 05 December 2016 (has links)
Yes / Objective: To test the efficacy of a tablet computer training intervention to improve cognitive abilities of older adults. Design: Prospective randomized controlled trial. Setting: Community-based aging intervention study, Edinburgh, UK. Participants: Forty-eight healthy older adults aged 65 to 76 years were recruited at baseline with no or minimal tablet experience;43 completed follow-up testing. Intervention: Twentytwo participants attended a weekly 2-hour class for 10 weeks during which they learned how to use a tablet and various applications on it. Measurements: A battery of cognitive tests from theWAIS-IV measuring the domains ofVerbal Comprehension, Perceptual Processing,Working Memory, and Processing Speed, as well as health, psychological, and well-being measures. Results: A 2× 2 mixed model ANOVA suggested that the tablet intervention group (N = 22) showed greater improvements in Processing Speed (η2 = 0.10) compared with controls (N = 21), but did not differ in Verbal Comprehension, Perceptual Processing, or Working Memory (η2 ranged from −0.03 to 0.04). Conclusions: Engagement in a new mentally challenging activity (tablet training) was associated with improved processing speed.Acquiring skills in later life, including those related to adopting new technologies, may therefore have the potential to reduce or delay cognitive changes associated with ageing.It is important to understand how the development of these skills might further facilitate everyday activities, and also improve older adults’ quality of life. / Supported by the Dunhill Medical Trust (R359/0514). Funding from the BBSRC and MRC
74

Performance Improvement and Feature Enhancement of WriteOn

Chandrasekar, Samantha 11 April 2012 (has links)
A Tablet PC is a portable computing device which combines a regular notebook computer with a digitizing screen that interacts with a complementary electronic pen stylus. The pen allows the user to input data by writing on or by tapping the screen. Like a regular notebook computer, the user can also perform tasks using the mouse and keyboard. A Tablet PC gives the users all the features of a regular notebook computer along with the support to recognize, process, and store electronic/digital ink, enabling a user to make and save hand-written notes or data. In institutions of teaching and learning, instructors often use computer-based materials like web pages, PowerPoint® slides, etc., to explain subject matter. The ability to annotate on presentation information using the electronic stylus of a Tablet PC has attracted the attention of the academic community to use the Tablet PC as a potential tool for increasing the effectiveness of presentations in teaching and learning. Tablet PC-based applications such as OneNote®, WindowsJournal® and Classroom Presenter have been developed to enhance note-taking in classrooms based on the fact that a pen stylus is a more natural form of input device for making notes on the computer as compared to the regular keyboard and mouse. Although tools like OneNote®, WindowsJournal® enhanced the note-taking process on the Tablet PC, they lacked the ability to allow the user to directly annotate on the lecture content. Classroom Presenter provides the ability to integrate classroom notes and the presentation material by allowing the instructors and students to annotate over the lecture material. However, all the above tools lacked the ability to allow a user to take notes over the output window of an arbitrary application like Excel, an active simulator or a movies players output. The Tablet PC based tool, WriteOn, developed at Virginia Tech, addresses this drawback. WriteOn, when deployed on the Tablet PC in a classroom environment, allows the instructor to utilize electronic ink to annotate on top of any application window visible on the Tablet PC display screen, including those that play active content like a movie or simulation. WriteOn facilitates a user to annotate over a dynamic application window by activating its virtual transparency surface called the eVellum (electronic vellum). The user can view a movie or an active simulation running in the eVellum background because of its transparent color. The user can deactivate the eVellum to make it invisible by "piercing" it if he/she wishes to access the desktop or an application window under the vellum window. WriteOn provides the instructor with the ability to broadcast a composite of the dynamic lecture content and ink annotations to the students in real-time. The term dynamic lecture contents is meant to indicate that the content being annotated need not be static words on a background, but may also be window contents that are changing in time. Using WriteOn, the students can make their own notes by writing on the eVellum enabled on top of the lecture stream window without losing visibility of the lecture. The instructor/student can save the ink annotations along with base lecture material as a movie file. The ability of WriteOn to improve classroom presentation and student note-taking as shown by initial tests, were pedagogically very useful. However, in order to deploy WriteOn on large scale in classrooms as an active and effective teaching tool of choice, several aspects of the application had to be improved. One aspect of the application that needed improvement was the user interface. The primitive Graphical User Interface (GUI) of the WriteOn tool was not easily usable by instructors and students from non-computer science backgrounds. The second aspect needing improvement was the operational performance of the application in terms of its CPU resource utilization. The WriteOn tool has shown to have operational performance issues during the screen capture process. This research therefore aims to address improvements in the GUI to make it more user friendly and increase the operational performance to the point where the user does not notice degradation of a base lecture application. Incorporation of these improvements has led us to rename the application as WriteOn1.0. WriteOn1.0 implements a picture-based GUI that comprises of two forms: a main form that appears shortly after WriteOn1.0 starts and a toolbar. The WriteOn1.0 toolbar appears in the center of the top edge of the display as soon as the user initiates a task like a screen recording session, by clicking on the appropriate menu button on the main form. The toolbar provides the user, accessibility to perform all the desired activities like annotating, screen recording, presentation broadcast, and piercing of the eVellum by a single-click of the appropriate menu icon. Tool tips that appear when the user points the mouse over a picture icon on the toolbar, explain the task that shall be performed when he/she clicks on the underlying menu icon. WriteOn1.0 introduces a window-like resizable and movable eVellum called the scalable eVellum that it activates in the area of interest specified by the user. Unlike the first implementation of the eVellum which had a fixed location and spanned the entirety of the user's desktop window, the instructor/student define the dimensions of the scalable eVellum and can choose to re-dimension, relocate and pierce through it at any point of time during a session. WriteOn1.0 also introduces the transparent mode of operation wherein the instructor/student, without having to deactivate the scalable eVellum can access any underlying window by a right-click of the mouse on the eVellum surface while the ink annotations are intact on the foreground. WriteOn1.0 addresses the operational performance issues observed during a screen capture session in WriteOn by capturing the activities only in the area of interest of the user for recording and broadcasting. By combining this scheme with a with a lossless screen capture codec called the MSU screen capture codec that has a high-compression ratio and that is optimized for speed for data compression, WriteOn1.0 greatly improves the operational CPU performance of the tool. WriteOn1.0 employs various technologies to implement its features. The improvements to operational performance are implemented by using the MSU screen codec from Moscow State University's Graphics and Media Lab. Microsoft®'s Video for Windows Framework (VfW) and WindowsMedia Player API's are used to realize the module that records the screen activities to an AVI file while DirectShow of DirectX and ConferenceXP API's are used for streaming presentations over a network. WriteOn1.0, with its features like its scalable eVellum, good operational performance and picture-based GUI is aimed at potentially making it a teaching tool of choice across classrooms and changing the method of classroom instruction of courses involving dynamic content. / Master of Science
75

WriteOn—A Tool for Effective Classroom Presentations

Eligeti, Vinod 20 January 2006 (has links)
This thesis provides an introduction to an advance in technology-aided instruction. Most of the research in this area has focused on PowerPoint® based applications or white board-centered electronic ink applications with the capability of broadcasting slides, ink annotations and so forth, used for presentation or classroom lectures. But these tools lack the capability of annotating on any kind of applications with active content playing (a movie or a simulation, for instance) in the background. Additional useful, but currently unavailable functionality would include the capability of broadcasting the presentation information, which can further consist of lecture slides, ink annotations, video of the desktop screen activity, or any other application program that might be used to demonstrate a concept or illuminate an idea. Therefore, the current research attempts to provide these facilities with a new tool, WriteOn. WriteOn improves both the presentation of information and the interactivity in classroom instruction, because it gives the instructor the ability to ink annotate on any application by using a virtual transparency surface, called electronic vellum or simply eVellum, which in effect resides on top of all desktop window applications. The instructor can enable the vellum at any point during the lecture and write on it to draw diagrams, make notes, emphasize points, or otherwise elucidate the presentation content. The instructor can also pierce the eVellum in order to switch to different applications, modify an applications parameters or operating values, or otherwise manipulate an operating program as part of a classroom demonstration or discussion. These features allow the instructor to demonstrate the dynamic operation of any application, which is an improvement on a static PowerPoint display of a program's operation. With WriteOn, the instructor can save the ink annotations along with desktop screen activity over an interval of time as a movie file and later make this file available to students. Alternatively, the instructor can transmit to the students the presentation information along with ink annotations in real-time so that the students can make their own notes on top of information being produced by the instructor. Thus the tool can be used to enhance the interactive lecturing process and help students to develop good note-taking processes and habits. WriteOn is also capable of saving the voice of the instructor, provided there is an audio device attached to the instructor's Tablet PC. However, broadcasting the instructor's voice is not yet fully supported. The WriteOn tool was developed using Microsoft's technologies: Windows Media Encoder® and DirectShow of DirectX®, as well as Microsoft's ConferenceXP API to achieve streaming of the presentation information. The first chapter explains the need for computer tools used for effective teaching purposes. The second chapter presents the architectural and technical details of WriteOn. Chapter three describes the architecture of the WriteOn tool. Chapters four through six explain the major software components of the system and also give the pros and cons of the DirectShow and Windows Media Encoder technologies. The seventh chapter provides an explanation of the usage of the tool by instructors and students. The eighth chapter presents the experiences of the instructors and students using the WriteOn tool in the classroom and concludes with a discussion of future work in this area. The Appendix V provides a developers guide for those who might like to expand on this open source code. / Master of Science
76

Sistemática para o desenvolvimento de diretrizes no design de interfaces gráficas em tablet PCs voltadas a usuários típicos

Kulpa, Cínthia Costa January 2017 (has links)
A evolução das tecnologias móveis ampliou significativamente a possibilidade de inclusão digital das pessoas com deficiências em geral, permitindo a interação sem as barreiras de espaço e tempo. Dentre estas novas tecnologias está o tablet PC, considerado atualmente a tecnologia móvel mais implementada em instituições de ensino do mundo, devido à sua ampla capacidade de interatividade, flexibilidade, mobilidade, navegação pelos Ambientes Virtuais de Aprendizagem (AVAs), e acessibilidade de diferentes perfis de usuários. Entretanto, a maioria dos usuários com baixa visão (BV) tem encontrado dificuldades em navegar nos AVAs por meio desta tecnologia, tendo que fazer uso de Tecnologias Assistivas voltadas para os cegos. Muito embora as diretrizes utilizadas para a construção destas Interfaces Gráficas do Usuário (GUIs) baseiem-se nos preceitos do W3C e do Design Universal, este fato pode prejudicar sua condição, gerar frustração e, consequentemente, resultar na sua exclusão digital. Com isso, o objetivo desta pesquisa é melhorar as condições de usabilidade dos AVAs no tablet PC, através de uma sistemática estruturada que forneça diretrizes capazes de orientar os desenvolvedores a criarem GUIs pensando no usuário com BV. A metodologia utilizada baseou-se no AVA Moodle como cenário de uso para o estudo de caso, foi realizada em três etapas que incluíram especialistas web, assim como usuários com BV, levando ao desenvolvimento da sistemática. Como resultado final da sua validação, tem-se um Guia de Diretrizes voltado para a construção de GUIs acessíveis aos usuários com BV, no tablet PC. Conclui-se que esta sistemática possibilita ao desenvolvedor agrupar e conceber suas próprias recomendações, em forma de guia de diretrizes, capazes de orientá-lo no incremento de interfaces voltadas especificamente para um usuário típico definido, independente do cenário de uso estabelecido. Refletindo, desta forma, na garantia e qualidade de acesso deste usuário, e permitindo a melhoria do processo de implementação de projetos pelo desenvolvedor. / The evolution of mobile technologies has significantly broadened the digital inclusion possibility for persons with general disabilities, by providing interaction with no space and time barrier constraints. Among these new technologies, the Tablet PCs are currently deemed the most widely implemented mobile technology in teaching institutions worldwide due to their wide capacity of interactivity, flexibility, mobility, browsing through Virtual Learning Environments (VLEs), and accessibility to different user profiles However, most Low Vision (LV) users have faced difficulties to browse through VLEs by means of this technology and must resort to Assistive Technologies aimed at blind persons. Although the guidelines employed for the construction of those Graphic User Interfaces (GUIs) are founded on the precepts of W3C and Universal Design, this fact may harm their condition, generate frustration and, consequently, result in their digital exclusion. This way, the objective of this research is to improve the VLE usability conditions on Tablet PCs through a structured systematic to provide guidelines capable of instructing developers to create GUIs with LV users in mind. The methodology employed is based on the VLE Moodle as the scenery used for the case study, was carried out in three stages and included Web experts as well as LV users, leading to the development of the systematic. As an end result of its validation, there is a Guidelines Guide aimed at the construction of GUIs that are accessible to LV users on Tablet PCs. It has been concluded that this systematic allows developers to group up and conceive their own recommendations in the form of a guidelines guide that are capable of instructing them in incrementing interfaces specifically aimed at a defined typical users regardless of the established scenery of use. This way, it would reflect as an access guarantee and quality for those users, and allow for improvements to the project implementation process by developers.
77

Novas formas de representação gráfica nos tablets

Mazzini, Alex 11 August 2011 (has links)
Made available in DSpace on 2016-03-15T19:21:37Z (GMT). No. of bitstreams: 1 Alex Mazzini.pdf: 26540357 bytes, checksum: eedd913f58ec34eaac220eb9d1bebed2 (MD5) Previous issue date: 2011-08-11 / This dissertation examines, from the graphical representation perspective, some aspects of the passage of texts to the digital and interactive environment of the tablets. For this purpose, it is first commented, based on Vilém Flusser vision, some aspects of the digital coding involved in the process of producing digital texts. It is also situated historically the role of the codes in human visual communication, whether textual or non-textual. Then some technological aspects are discussed in terms of the digital codes and its consequences either for research or social dynamics. This reflection is made based on Lev Manovich, David Harvey and José da Silva Ribeiro. From there some aspects of the relationship of the digital text with the reader are considered, mainly according to Roger Chartier view. This is the scenario in which are situated the recording and analysis of how it is occurring nowadays the graphical representation in tablets. The analysis presented here consider Emil Ruder concepts present in Typographie: A Manual of Design (1967). On one hand, as recent academic works note - as Hilary Kenna s (2011) - the contemporary graphical representation is still strongly grounded on the principles of the Swiss designer. On the other hand, in this dissertation we consider of relevance to examine how Ruder concepts are employed for the interactive digital media. In this sense, it is also possible to verify, to some extent, how they are being changed and adapted for the new medium. The paper ends pointing to the importance that the digital codes are assuming in the electronic and interactive texts era, as well as their impacts on the social world and the new ways to practice graphic representation that probably will emerge / Esta dissertação analisa, sob a perspectiva da representacão gráfica, alguns aspectos da passagem dos textos para o meio digital e interativo dos tablets. Para tanto busca, em primeiro lugar, comentar, a partir da visão de Vilém Flusser, aspectos da codificação digital envolvida no processo de digitalização dos textos e situar historicamente o papel dos código na comunicação visual humana, seja ela textual ou não textual. Em seguida discute fatores tecnológicos da digitalização e alguns de seus desdobramentos para a pesquisa e as dinâmicas sociais, com base em Lev Manovich, David Harvey e José da Silva Ribeiro. A partir daí, discutem-se aspectos da relação do texto digital com o leitor, principalmente de acordo com Roger Chartier. Este é o cenário no qual se situa o registro e a análise de como está se dando, hoje, a representação gráfica nos tablets. As análises aqui apresentadas retomam os conceitos de Emil Ruder, enunciados em Typographie: A Manual for Design (1967), verificando, por um lado, sua atualidade: trabalhos recentes como o de Hilary Kenna (2011) observam que a representação gráfica contemporânea ainda fundamenta-se nos princípios do designer suíço. Por outro lado, ao analisar o modo como os conceitos de Ruder são empregados para o meio digital interativo também é possível verificar, em alguma medida, como vão se modificando e se adaptando ao novo meio. A dissertação se conclui apontando para a importância que a codificação digital passa a representar na era dos textos eletrônicos e interativos, seu impacto no mundo social, e as novas práticas de representação gráfica que devem emergir daí
78

Kfz-Schadensmeldung über Smartphone-/Tablet-Apps: Wahrnehmung und Akzeptanz durch Versicherungskunden - Ergebnisse einer empirischen Erhebung (247 Probanden/-innen) / Motor Vehicle Damage Report by Smartphone-/Tablet-App: Insurance Customer Awareness and Acceptance - Results of an Empirical Study (247 Respondents)/ Nr. 11 der "Wiener Beiträge zur Betriebswirtschaftlichen Versicherungswissenschaft" (WrBtrgBwVersWiss)

Eszler, Erwin, Schneeberger, Daniel January 2019 (has links) (PDF)
No description available.
79

Sistemática para o desenvolvimento de diretrizes no design de interfaces gráficas em tablet PCs voltadas a usuários típicos

Kulpa, Cínthia Costa January 2017 (has links)
A evolução das tecnologias móveis ampliou significativamente a possibilidade de inclusão digital das pessoas com deficiências em geral, permitindo a interação sem as barreiras de espaço e tempo. Dentre estas novas tecnologias está o tablet PC, considerado atualmente a tecnologia móvel mais implementada em instituições de ensino do mundo, devido à sua ampla capacidade de interatividade, flexibilidade, mobilidade, navegação pelos Ambientes Virtuais de Aprendizagem (AVAs), e acessibilidade de diferentes perfis de usuários. Entretanto, a maioria dos usuários com baixa visão (BV) tem encontrado dificuldades em navegar nos AVAs por meio desta tecnologia, tendo que fazer uso de Tecnologias Assistivas voltadas para os cegos. Muito embora as diretrizes utilizadas para a construção destas Interfaces Gráficas do Usuário (GUIs) baseiem-se nos preceitos do W3C e do Design Universal, este fato pode prejudicar sua condição, gerar frustração e, consequentemente, resultar na sua exclusão digital. Com isso, o objetivo desta pesquisa é melhorar as condições de usabilidade dos AVAs no tablet PC, através de uma sistemática estruturada que forneça diretrizes capazes de orientar os desenvolvedores a criarem GUIs pensando no usuário com BV. A metodologia utilizada baseou-se no AVA Moodle como cenário de uso para o estudo de caso, foi realizada em três etapas que incluíram especialistas web, assim como usuários com BV, levando ao desenvolvimento da sistemática. Como resultado final da sua validação, tem-se um Guia de Diretrizes voltado para a construção de GUIs acessíveis aos usuários com BV, no tablet PC. Conclui-se que esta sistemática possibilita ao desenvolvedor agrupar e conceber suas próprias recomendações, em forma de guia de diretrizes, capazes de orientá-lo no incremento de interfaces voltadas especificamente para um usuário típico definido, independente do cenário de uso estabelecido. Refletindo, desta forma, na garantia e qualidade de acesso deste usuário, e permitindo a melhoria do processo de implementação de projetos pelo desenvolvedor. / The evolution of mobile technologies has significantly broadened the digital inclusion possibility for persons with general disabilities, by providing interaction with no space and time barrier constraints. Among these new technologies, the Tablet PCs are currently deemed the most widely implemented mobile technology in teaching institutions worldwide due to their wide capacity of interactivity, flexibility, mobility, browsing through Virtual Learning Environments (VLEs), and accessibility to different user profiles However, most Low Vision (LV) users have faced difficulties to browse through VLEs by means of this technology and must resort to Assistive Technologies aimed at blind persons. Although the guidelines employed for the construction of those Graphic User Interfaces (GUIs) are founded on the precepts of W3C and Universal Design, this fact may harm their condition, generate frustration and, consequently, result in their digital exclusion. This way, the objective of this research is to improve the VLE usability conditions on Tablet PCs through a structured systematic to provide guidelines capable of instructing developers to create GUIs with LV users in mind. The methodology employed is based on the VLE Moodle as the scenery used for the case study, was carried out in three stages and included Web experts as well as LV users, leading to the development of the systematic. As an end result of its validation, there is a Guidelines Guide aimed at the construction of GUIs that are accessible to LV users on Tablet PCs. It has been concluded that this systematic allows developers to group up and conceive their own recommendations in the form of a guidelines guide that are capable of instructing them in incrementing interfaces specifically aimed at a defined typical users regardless of the established scenery of use. This way, it would reflect as an access guarantee and quality for those users, and allow for improvements to the project implementation process by developers.
80

Uso de tablets como ferramenta facilitadora em projetos de inclusão digital de idosos

Rocha, Rosana Gonçales Oliveira [UNESP] January 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:10Z (GMT). No. of bitstreams: 0 Previous issue date: 2013Bitstream added on 2014-06-13T20:12:07Z : No. of bitstreams: 1 rocha_rgo_me_bauru.pdf: 1280483 bytes, checksum: a87490eacdf04e4bdffb4cebede4c2bd (MD5) / À medida que a tecnologia avança, novos equipamentos surgem e, com eles, novas possibilidades. Nesse contexto, o objetivo do presente estudo foi verificar se o tablet digital é uma ferramenta possível para inclusão digital de idosos, e como tecnologia pode ser usada a favor das pessoas nessa fase da vida. A metodologia utilizada foi pesquisa de campo (exploratória) qualitativa. A amostra do projeto foi composta por sete mulheres e dois homens, sem contato anterior com computador e idade média de 67.22 anos. Para o estudo com tablet, a amostra foi composta de três mulheres e dois homens, selecionados segundo critérios preestabelecidos. Para avaliação do estudo, foi aplicado um questionário online, com 21 perguntas e respostas predefinidas em uma escala Likert de 5 pontos, com variação de escala de muito ruim a muito bom. Os critérios avaliados foram: usabilidade, leiaute da interface, funcionalidades, intuitividade e satisfação. Além de questionário, houve análise das atividades em tablet colhido por meio de filmagem com webcams, de observações e relatos espontâneos. De uma maneira geral, o trabalho corresponde às hipóteses levantadas e procura suscitar outras investigações advindas do estudo. Todos os sujeitos obtiveram sucesso na manipulação do iPad, não havendo receio ou medo durante a exploração. As entrevistas mostraram satisfação em relação ao equipamento / As technology advances, new devices emerge and with them new possibilities. In this context, the aim of this study was to verify if the tablet is a feasible tool for the digital inclusion of the elderly and how it can be used in their favor. Qualitative field research (exploratory) was used in this study sample with seven women and two men, who had not had previous contact with a computer, and whose average age was 67.22 years. For the study with tablets, the sample consisted of three women and two men who were selected according to predetermined criteria. An online questionnaire with 21 predefined questions and answers on a 5-point Likert scale, ranging from very bad to very good, was applied to evaluate the study. The following criteria were evaluated: usability, interface layout, functionality, intuitiveness and fulfillment. In addition to the questionnaire, records of activities developed in tablets collected by webcams, observations and spontaneous reports were analyzed. As a whole, the work meets the hypotheses and is seeking other investigations arising from the study. All subjects were successfull in handling the iPad, with no fear or fear duramnte exploration. The interviews showed sastisfaction with the equipment

Page generated in 0.0235 seconds