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A IPTV como modalidade de educação: um estudo de caso no ensino de engenharia. / IPTV how modality education: a case study in engineering education.Marcos Jolbert Cáceres Azambuja 17 December 2013 (has links)
A modalidade de Educação a Distância (EAD) ocupa atualmente um lugar importante no desenvolvimento e expansão da Educação no Brasil. A EAD a partir de novas tecnologias, teve um grande impulso, principalmente aquela que envolve a rede Internet. O uso das tecnologias digitais em espaços educativos permitiu que a comunicação, interação, armazenamento e distribuição de conteúdos para o processo educativo, fossem realizados de maneira mais eficiente. Em meio à diversidade de mídias e tecnologias na atualidade, a IPTV surge como uma nova proposta, um veículo de comunicação interativo que possibilita novas perspectivas para a modalidade de EAD. Neste contexto, a IPTV torna-se fundamental, pois possibilita através de seu alto índice de interatividade e qualidade na entrega de conteúdos síncronos e assíncronos oferecer uma gama cada vez maior de opções para seus usuários. O presente trabalho tem como objetivo apresentar elementos visando o uso da IPTV como modalidade de Educação no sistema a distância, para a entrega de conteúdos no Ensino de Engenharia, buscando reduzir as distâncias no processo de ensino-aprendizagem. Dessa forma, são apresentados os benefícios da integração da IPTV e a Educação em Engenharia, dentro de uma estratégia de Educação a Distância na IPTV. / Distance Education (DE) plays an important role nowadays on the development and expansion of education in Brazil. Due to new technologies, DE had a great propulsion, mainly on those which involve the Internet. The use of digital technologies in educational spaces allowed that communication, interaction, storage and distribution of content became more efficient. In between the diversity of medias and technologies, IPTV arises as a new proposal; an interactive communication tool which enables new perspectives for DE. In this context, IPTV is paramount, since its high rates of interaction and synchronous and asynchronous content delivery quality enables a great range of options for its users. This work aims at presenting elements of IPTV use as a modality of DE in the content delivering for Engineering Teaching and Learning, focusing the reduction of distances in the teaching and learning process. Thus, it is presented benefits of the integration between IPTV and Engineering Education through a strategy of DE in IPTV.
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A IPTV como modalidade de educação: um estudo de caso no ensino de engenharia. / IPTV how modality education: a case study in engineering education.Azambuja, Marcos Jolbert Cáceres 17 December 2013 (has links)
A modalidade de Educação a Distância (EAD) ocupa atualmente um lugar importante no desenvolvimento e expansão da Educação no Brasil. A EAD a partir de novas tecnologias, teve um grande impulso, principalmente aquela que envolve a rede Internet. O uso das tecnologias digitais em espaços educativos permitiu que a comunicação, interação, armazenamento e distribuição de conteúdos para o processo educativo, fossem realizados de maneira mais eficiente. Em meio à diversidade de mídias e tecnologias na atualidade, a IPTV surge como uma nova proposta, um veículo de comunicação interativo que possibilita novas perspectivas para a modalidade de EAD. Neste contexto, a IPTV torna-se fundamental, pois possibilita através de seu alto índice de interatividade e qualidade na entrega de conteúdos síncronos e assíncronos oferecer uma gama cada vez maior de opções para seus usuários. O presente trabalho tem como objetivo apresentar elementos visando o uso da IPTV como modalidade de Educação no sistema a distância, para a entrega de conteúdos no Ensino de Engenharia, buscando reduzir as distâncias no processo de ensino-aprendizagem. Dessa forma, são apresentados os benefícios da integração da IPTV e a Educação em Engenharia, dentro de uma estratégia de Educação a Distância na IPTV. / Distance Education (DE) plays an important role nowadays on the development and expansion of education in Brazil. Due to new technologies, DE had a great propulsion, mainly on those which involve the Internet. The use of digital technologies in educational spaces allowed that communication, interaction, storage and distribution of content became more efficient. In between the diversity of medias and technologies, IPTV arises as a new proposal; an interactive communication tool which enables new perspectives for DE. In this context, IPTV is paramount, since its high rates of interaction and synchronous and asynchronous content delivery quality enables a great range of options for its users. This work aims at presenting elements of IPTV use as a modality of DE in the content delivering for Engineering Teaching and Learning, focusing the reduction of distances in the teaching and learning process. Thus, it is presented benefits of the integration between IPTV and Engineering Education through a strategy of DE in IPTV.
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Aplicação de práticas de usabilidade ágil em software livre / Application of agile usability practices in free and open source softwareSantos, Ana Paula Oliveira dos 22 March 2012 (has links)
Esta dissertação de mestrado fez parte do projeto Qualipso (Quality Platform for Open Source Software) que teve como principal objetivo melhorar a confiabilidade de sistemas de software livre. Nesse contexto, o enfoque desta pesquisa é um dos atributos de qualidade de software: usabilidade. As práticas de usabilidade no desenvolvimento de software livre, são aplicadas na maioria das vezes, em projetos patrocinados por grandes empresas ou que possuam especialistas em usabilidade como membros da equipe. Mas, em projetos menores da comunidade, compostos geralmente por desenvolvedores, raramente ela é considerada. Porém, a usabilidade é um atributo fundamental para a qualidade durante o uso de um sistema. Com base em valores compartilhados entre as comunidades de métodos ágeis e de software livre, esta dissertação propõe a adaptação de práticas de usabilidade no contexto de métodos ágeis para o contexto de comunidades de software livre. Por meio de pesquisa bibliográfica, levantamos as principais práticas de usabilidade tanto no âmbito de métodos ágeis, quanto no âmbito de software livre, e as classificamos de acordo com as fases do Design Centrado em Usuário, descrevendo cada uma com o formato nome-contexto-problema-solução-exemplos. As práticas foram exploradas em projetos de software livre, o que possibilitou maior entendimento de problemas enfrentados em contextos reais. Essa experiência resultou na proposta de adaptação de práticas de usabilidade ágil no contexto de comunidades de software livre. Dessa forma, descrevemos a realização de uma pesquisa-ação no projeto Arquigrafia-Brasil, um estudo de caso no projeto Mezuro e a aplicação de práticas de usabilidade em quatro projetos do Centro de Competência em Software Livre do IME-USP. / This Masters thesis was part of the Qualipso project (Quality Platform for Open Source Software) whose main objective was to improve the reliability of free and open source software systems. Within such context, the focus of this research is one of the attributes of software quality: usability. The usability practices in free and open source software development are applied most often in projects sponsored by large companies or employing usability experts as team members. But on smaller projects in the community, generally composed by developers, it is rarely considered. However, usability is an essential attribute to the quality in use of a system. Based on values shared between the communities of agile methods and free and open source software, this thesis proposes the adaptation of usability practices in the context of agile methods to the context of free and open source software communities. Through the study of the literature in the field, we gathered the main usability practices both within agile methods, as in free and open source software, and we classified according to User-Centered Design phases, describing each one with the format name-context-problem-solution-examples. The practices were explored in free and open source software projects, which enabled greater understanding of problems faced in real contexts. This experience resulted in the adaptation proposal of agile usability practices into the context of free and open source software communities. We describe the implementation of an action research in the Arquigrafia-Brazil project, a case study in the Mezuro project and the application of usability practices in four projects of the IME-USP FLOSS Competence Center.
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Development and validation of an integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of Web-based applications in the context of a University web portalSsemugabi, Samuel 01 1900 (has links)
Text in English / Developments in Internet technology and pervasive computing over the past two and half decades have resulted in a variety of Web-based applications (WBAs) that provide products and services to online users or customers. The Internet is used not only to transfer information via the web but is increasingly used to provide electronic services including business transactions, information-delivery and social networking, as well as e-government, e-health and e-learning. For such organisations, e-service quality, usability and user experience are considered to be critical determinants of their products’ or services’ success. Many studies to model these three concepts separately have been undertaken as part of broader studies of software quality or service quality modelling. However, to the current researcher’s knowledge, none of the studies have focussed on proposing an evaluation model that integrates and combines the three of them. This research is an effort to fill that gap.
The primary purpose of this mixed-methods research was to develop a conceptual integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of WBAs and then contextualise it to evaluation of a University web portal (UWP). This was undertaken using an exploratory sequential research design. During a qualitative phase, an extensive extensive systematic literature review of 264 relevant sources relating to dimensions of e-service quality, usability and user experience, was undertaken to derive an integrated conceptual e-service quality, usability and user experience (e-SQUUX) Model for evaluating WBAs. The model was then empirically refined through a sequential series of validations, thus developing various versions of the e-SQUUX Model. First, it was content validated by a set of four expert reviewers. Second, during the quantitative phase, in the context of a University web portal, a questionnaire survey was conducted that included a comprehensive pilot study with 29 partipants, prior to the main survey. The main survey data from 174 particiapants was used to determine a validated model, using Exploratory factor analysis (EFA), followed by producing a structural model, using partial least square – structural equation modelling (PLS-SEM). This version consisted of the components of the final e-SQUUX Model. Consequently, the research enriches the body of knowledge on IS and HCI by providing the e-SQUUX Model as an evaluation tool. For designers, developers and managers of UWPs, the model serves as a customisable set of evaluation criteria and also provides specific recommendations for design.
In line with the Exploratory sequential design of mixed methods research, the findings of the qualitative work in this research influenced the subsequent quantitative study, since the potential Likert-scale questionnaire items were derived from the definitions and meanings of the components that emanated from the qualitative phase of the study. Consequently, this research is an exemplar for developing an integrated evaluation model for specific facets or domains, and of its application in a particular context, in this case, a University web portal.
Keywords: e-service quality, usability, user experience, evaluation model, integrated model, exploratory factor analysis, partial least square – structural equation modelling (PLS-SEM), mixed methods research, Exploratory sequential design, quantitative study, qualitative study, validation, Web-based applications, University web portal / Information System / Ph D. (Information Systems)
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Läkemedelssökning i vårddokumentationssystem : En användarcentrerad utveckling av läkemedelssökning i vårddokumentationssystemKvarnström, Mattis, Karlström, Daniel January 2010 (has links)
<p>This thesis examines the problems related to IT in the Swedish healthcare system, specifically the drug searching part of the electronic healthcare systems used in Sweden. The question formulation is divided into two questions: What parameters and functions are of greatest importance when performing a search on drugs, and how should these be presented in a graphical user interface? Thus the purpose is to answer these questions through developing a design concept, in the form of a prototype, which describes how a drug search can be carried out.</p><p>The entry point is a central quality checked drug database that is managed and owned by Swedish county councils and regions. The problem is attacked through user-centered methods where interviews of physicians and developers, in conjunction with observations, are used to give an overview of the problem area as well as to specify a requirements specification for the prototype that this thesis aims to develop. The thesis result is a requirements specification in combination with a prototype that exemplifies how drug searching can be performed, the prototype is based the requirements gathered from the interviews with the user group of physicians.</p> / <p>Den här uppsatsen behandlar problematiken kring IT i vården och mer specifikt läkemedelssökningar i vårddokumentationssystem. Frågeställningen är uppdelad i två frågor: Vilka parametrar och funktioner är av störst vikt vid en sökning på läkemedel samt, hur bör dessa presenteras i det grafiska gränssnittet? Syftet är därav att besvara dessa frågor genom ett designkoncept, i form av en prototyp, som beskriver hur en läkemedelssökning kan gå till.</p><p>Ingångspunkten är en centralt kvalitetssäkrad läkemedelsdatabas som förvaltas av en organisation som ägs av Sveriges landsting och regioner. Problemet angrips med hjälp av användarcentrerade metoder där intervjuer av läkare och utvecklare används, tillsammans med observationer, för att ge en bild av problemområdet samt för att ställa upp krav på den prototyp som denna uppsats ämnar framta. Uppsatsens resultat är en kravspecifikation i kombination med en prototyp för hur läkemedelssökning kan gå till baserat på krav extraherade ur intervjuer med en användargrupp bestående av läkare.</p>
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Metodologia de personalização de productos baseada em design centrado no utilizador. Methodology to design customized product based on user centered designProvidência, António Bernardo 26 July 2012 (has links)
This PHD is about design as a tool of interaction based in information systems, allowing not only to understand the relationship of design with the user, as also, based on User Centered Design, to create a methodology that solves real problems derived from its personal needs. In the case study, the work was based on People with Special Needs, which by their limitations spend much of their day sitting and consequently end up suffering from pressure
ulcers. From the research methodology resulted an approach that in a first stage relates psychophysical data acquisition and processing derived from information systems, in an approximation to semiotics. In a second stage an application has been developed in LabView for the integration and processing of data relating to acquisition of user data and data regarding the characteristics of materials and prototyping processes. The result is a file that can be interpreted by CAD systems. The third and final phase, based on the interpretation of the data in the CAD system, allows exporting the information to a CAM system and consequently the production of a customized product through rapid manufacturing technology. The work developed resulted in an integrated system called "Core System" divided by modules that allows management of all information in real time regardless of the inputs of each of its sub-modules, allowing each of these changes to be reflected in the final result. The application is the result of research work that relates the different multidisciplinary areas, building, based on correlations and data validation by specialized technicians, information processing models. / Este trabajo aborda el papel como herramienta de interacción basada en los sistemas de información permitiendo no sólo entender mejor la relación del diseño con el usuario y, basándose en el Diseño Centrado en el Usuario, crear una metodología que solucionase problemas reales resultado de una necesidad personal. En el caso de estudio el trabajo se basó en personas con necesidades especiales, que por sus limitaciones pasan gran parte del día sentados, y por eso con el tiempo sufren de úlceras por presión. De la metodología de investigación resultó un enfoque que en una primera etapa relaciona la adquisición y procesamiento de datos psicofísicos en una aproximación a la semiótica partiendo de sistemas de información.
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Mulheres ma computação: percepções, memórias e participação de estudantes e egressas / women in computing: students and graduates perceptions, memories and participationCastelini, Pricila 02 February 2018 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Pesquisas do Instituto Nacional de Estudos e Pesquisas Educacionais (INEP), Censo da Educação Superior, Teses e Dissertações, apontam que os cursos de graduação na área de Computação são os com menor número de mulheres matriculadas. Assim, para compreender quais os fatores para esta disparidade, foram propostas, nesta pesquisa, três oficinas com estudantes e egressas de cursos da área de computação de uma universidade federal: a primeira foi uma atividade presencial com estudantes da área de Computação para entender as percepções e memórias destas pessoas; a segunda também foi uma atividade presencial com este mesmo intuito, porém, com egressas de Bacharelado em Sistemas de Informação (BSI) e Engenharia de Computação (EC); e a terceira, um espaço virtual para promover a participação e discussão sobre as memórias das egressas. Para essas três oficinas, utilizou-se uma prática de Design Participativo (DP), a Oficina de Futuro. O Design Participativo proporcionou que cada uma das atividades tivesse o desenvolvimento conduzido de forma diferente, pois a proposta de DP permitiu que as práticas fossem organizadas colaborativamente pelos participantes, o que difere dos dados obtidos por questionários, por exemplo. Os resultados destas aproximações trazem as percepções e memórias de estudantes e egressas sobre a participação de mulheres na área de Computação. Estes resultados encaminham que cabe à sociedade e à comunidade acadêmica promover discussões para a implementação de política de cotas para gêneros, promover mudanças, apontando para a igualdade de gênero, no ambiente escolar, no mercado de trabalho e nos papéis sociais. / In researches of National Institute for Educational Studies and Research (NIES), Higher Education Census, Theses and Dissertation, it was observed that undergraduate courses in Computing are those with fewer women enrolled. Accessing such information identifies that quantify data about women participation in Computing area is insufficient. Thus, to comprehend which factors to this disparity has proposed three workshops: first face-to-face workshop with students of Computing area; second also a workshop, however, with recent grads of Bachelor of Information Systems and Computer Engineering; and third a virtual space for collaboration on topics that involve the women participation in Computing, remote mode, in corais.org plataform, three workshops were with students and recent grads from the same Institution – Federal Technological University of Paraná – in Curitiba. The three workshops used Participatory Design (PD) practice - future workshop, however in each of them the development was different, because (PD) allowed that participants organized the approach collaboratively. The results bring perceptions and memories of students and recent grad about women participation in Computing, and these results point out that is up to society and to University, to promote discussions to implementing genre quotas, changes since childhood, at school, and the participation of parents and all the society; it is necessary to point to gender equality; labor market; opportunities; destruction of gender categories and the development of public policy for equity.
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Cooperative design of a cross-age tutoring system based on a social networking platformChimbo, Bester 11 1900 (has links)
In South Africa, many young children from poor social and economic backgrounds are cared for at home by parents or guardians who are themselves illiterate. This leads to poor educational outcomes later in life. Yet there are many privileged teenagers with access to mobile technologies who spend a greater portion of their spare time interacting on ubiquitous social media platforms. This presents an opportunity whereby the poor educational outcomes referred to previously could be addressed by applying a technology solution providing social media-based homework support by privileged teenagers to underprivileged younger children. However, most applications designed for use by children are designed by adults, with little understanding of the user requirements of the target end users. This research explores the following question: How can a cross-age tutoring system be designed for implementation on a social networking platform to support numeracy and literacy skill acquisition? The main contribution of this research was the definition of the Cooperative design by Children for Children (CD2C) Design Framework, a blueprint of how a cross-age tutoring system could be co-designed by children of different age groups and life circumstances. The CD2C Design Framework was derived as an abstraction of the second contribution of this research, the TitanTutor, an artifact designed using co-operative inquiry method and the Design Science Research approach. The third novelty of this research was contribution to Design Science Research theory, with the addition of new theory that states that cooperative design by children from different age groups and life circumstances is tempered by socio-environmental context and power relations between the co-design partners. This work provided important contributions to researchers in the areas of Cooperative Inquiry (CI), Human Computer Interaction (HCI), and Design Science Research (DSR). Future researchers could extend the CD2C Design Framework to make it even more abstract, thereby making it universally applicable to any co-design scenario. / Computing / Ph. D. (Information Systems)
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ScrumUX: uma abordagem para integrar design de interação do usuário ao processo Scrum / ScrumUX: an approach to integrate user interaction design at the scrum processChoma, Joelma 10 November 2015 (has links)
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Previous issue date: 2015-11-10 / Não recebi financiamento / Agile development principles ensure that continuous attention to technical excellence combined with a good design contributes to increased agility ensuring products with higher quality. Usability is one of the quality attributes, and is related to making the experience enjoyable user through an efficient and intuitive interface design. Agile methods are committed to deliver valuable software to the satisfaction of the customer. At times, they deliver only the utility, without covering aspects of usability. Design solutions providing greater usability and more appropriate to the users’ context is the main concern of the Interaction Design (IxD). The IxD is based on user-centered design, which takes into account the users needs and wants, aiming to promote interaction more enjoyable experience. In recent years, the attention in integrating user-centered design practices into agile methodologies has increased. However, a very limited number of contributions have addressed the integration into a broader level, gathering practices and providing guidance to the organization of work within a software development roadmap. This dissertation presents an approach to integrate user interaction design into Scrum process through activities and artifacts. In the first stage of the study, a literature study was performed to determine possible strategies for integrating IxD into Scrum process. Furthermore, an action research approach was applied to define and evaluate the artifacts that would support the ScrumUX integration approach, closely with the professionals in the software development industry. In the second stage, an experimental study was carried out to evaluate the proposed ScrumUX integration compared to traditional Scrum approach. The experiment was carried out in an academic context, in which nineteen students divided into five teams worked in software development projects, in the ERP systems domain. Statistical tests confirmed a significant difference between the experimental and control groups, noting that the teams who used the ScrumUX approach produced software with better degree of usability in the task support perspective, considering ERP systems’ users opinion. / Princípios do desenvolvimento ágil asseguram que a atenção contínua á excelência técnica aliada á um bom design contribui para o aumento de agilidade garantindo produtos com maior qualidade. A usabilidade é um dos atributos da qualidade, e está relacionada com tornar a experiência do usuário agradável por meio de um design de interface eficiente e intuitivo. Métodos ágeis estão comprometidos em satisfazer os clientes entregando software de valor. Mas, por vezes, acabam entregando somente a utilidade, sem cobrir os aspectos de usabilidade. Projetar soluções com maior usabilidade e mais apropriadas ao contexto dos usuários é a principal preocupação do Design de Interação (DxI). O DxI fundamenta-se no design centrado no usuário, que leva em conta as necessidades e desejos dos usuários para promover a mais agradável experiência de interação. O interesse em integrar práticas de design centrado no usuário com metodologias ágeis tem aumentado nos últimos anos. Contudo, um número bem limitado de contribuições têm abordado a integração em um nível mais abrangente, reunindo práticas e fornecendo orientações para a organização do trabalho dentro de um roteiro de desenvolvimento de software. Esta dissertação apresenta uma abordagem para integrar o Design de Interação do usuário ao processo Scrum por meio de atividades e artefatos. Na primeira etapa do estudo, realizou-se um estudo bibliográfico para verificar as possíveis estratégias para a integração do DxI com o processo Scrum, e em paralelo uma abordagem de pesquisa-ação foi aplicada, junto á profissionais da indústria de desenvolvimento de software, para definir e avaliar os artefatos que dariam suporte á abordagem de integração ScrumUX. Na segunda etapa, um estudo experimental foi conduzido com objetivo de avaliar a proposta de integração ScrumUX em relação ao Scrum tradicional. O experimento foi realizado em contexto acadêmico, onde dezenove alunos divididos em cinco equipes atuaram em projetos de desenvolvimento de software no domínio de sistemas ERP. Os testes estatísticos confirmaram uma diferença significativa entre os grupos experimentais e de controle, apontando que as equipes que utilizaram a abordagem ScrumUX produziram softwares com melhor grau de usabilidade na perspectiva de suporte á tarefas, considerando o ponto de vista de usuários de sistemas ERP.
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La remédiation du jeu de rôle sur table vers les plateformes virtuelles : enquête sur les usages émergents à la disposition du maître de jeu 2.0Savard, Sébastien 08 1900 (has links)
No description available.
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