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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.
621

Jogabilidade versus usabilidade: aplicações em jogos de tiro em primeira pessoa para computador

Fava, Fabrício Mário Maia 13 September 2010 (has links)
Made available in DSpace on 2016-04-29T14:22:48Z (GMT). No. of bitstreams: 1 Fabricio Mario Maia Fava.pdf: 17540766 bytes, checksum: dbdc481a71a11cbb7c042f4b6f5eee16 (MD5) Previous issue date: 2010-09-13 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Evaluating the quality of interaction with digital games has been a hard task. This is due mainly to the unawareness of proper tools and criteria or to its inappropriate application. The usability methods, for instance, are often used for the analysis of applications aiming productivity. Nevertheless, they are not established regarding the evaluation of interaction with videogames, which are developed to help players to have fun. Another tool adopted to measure the quality of interaction with other digital games is the playability. However, the unawareness of its evaluation criteria makes this method even less explored. So, we propose on this work to discuss the relations between playability and usability in digital games, trying to identify characteristics and concerns in every technique regarding design and evaluation of videogames. To cover up such questions, we weaved dialogues with game researchers as Jesper Juul, Katie Salen and Erick Zimmerman; scholars of topics related to fun and entertainment, as Nicole Lazzaro, Donald Norman and Mihaly Csikszentmihalyi; besides researchers in the field of playability, as Carlo Fabricattore and Aki Jarvinen; and of the usability, like Katherine Isbister, Noah Schaffer and Sauli Laitinen. The knowledge of the topics discussed by these authors led us to adopt the application of usability and playability heuristics as research methodology, with the first person shooting games for computers as gender and study platform. Through this approach it was possible tot identify the observation needs concerning kinds of interaction problems before choosing the evaluation method (playability and usability) that will be used. By doing so, the measurement of the interaction quality will be more accurate and will contribute to the project of games able to keep players emotionally evolved. Considering the few literature about playability and usability in digital games, it is expected that this work help professionals and researchers in the designing and evaluating processes of videogames / Avaliar a qualidade da interação com os jogos digitais tem sido uma tarefa complexa. Isso se deve principalmente ao desconhecimento de ferramentas e critérios adequados ou à sua aplicação de forma inapropriada. Os métodos de usabilidade, por exemplo, são bastante utilizados para a análise de aplicações com Rns de produtividade. No entanto, não estão estabelecidos quanto à avaliação da interação com os videogames, que são desenvolvidos pensando em ajudar os jogadores a terem diversão. Outra ferramenta adotada para mensurar a qualidade da interação com os jogos digitais é a jogabilidade. Todavia, o desconhecimento de seus critérios de avaliação torna esse método ainda pouco explorado. Nesse sentido, propomos com este trabalho discutir as relações entre jogabilidade e usabilidade em jogos digitais, buscando identificar as características e preocupações de cada técnica no que diz respeito ao design e avaliação de videogames. Para dar conta dessas questões, traçamos diálogos com pesquisadores de jogos como Jesper Juul, Katie Salen e Erick Zimmerman; estudiosos das questões relacionadas à diversão e ao entretenimento, como Nicole Lazzaro, Donald Norman e Mihaly Csikszentmihalyi; além de pesquisadores do campo da jogabilidade, como Carlo Fabricattore e Aki Jarvinen; e da usabilidade, como Katherine Isbister, Noah Schaffer e Sauli Laitinen. O conhecimento das questões discutidas por esses autores nos conduziu a adotar a aplicação de heuristicas de jogabilidade e usabilidade como metodologia de pesquisa, tendo os jogos de tiro em primeira pessoa para computador como gênero e plataforma de estudo. Com essa abordagem, foi possivel identificar a necessidade da observação dos tipos de problemas de interação antes da escolha do método de avaliação (jogabilidade e usabilidade) que será utilizado. Dessa forma, a mensuração da qualidade da interação será mais precisa e contribuirá no projeto de jogos capazes de manter os jogadores envolvidos emocionalmente. Considerando a pouca literatura pertinente à jogabilidade e usabilidade nos jogos digitais, espera-se que esse trabalho auxilie profissionais e pesquisadores no processo de design e avaliação de videogames
622

A customização do Moodle tendo como base maior navegabilidade e usabilidade do ambiente: uma experiência de ensino

Ficiano, Antonio Marcos 25 October 2010 (has links)
Made available in DSpace on 2016-04-29T14:22:49Z (GMT). No. of bitstreams: 1 Antonio Marcos Ficiano.pdf: 5036119 bytes, checksum: cb709e617e65237763b790ae354cf962 (MD5) Previous issue date: 2010-10-25 / The research work - which is characterized by the intervention - aims to understand and analyze the overall process of building an interface to the Moodle Learning Management System, assuming the combination of three elements: navigability, usability and architecture information seeking to encourage learning, which demonstrates the process of building the interface to highlight the importance of multidisciplinary work. The project addresses the Distance Education and the concept, characteristics and possibilities of interactivity of AVAs, with a brief mention of multimedia, the Internet and its history. Speaks of computer languages, programming techniques, classification of languages, types of software, models of virtual environments and web-based methodologies to software development, based on the approach to systems design. This is the Moodle platform, with its technological potential, examining the process of customizing the platform with an corporate course, in which greater navigability and usability have been taken as the base. And finish the job search when he observes the product built under the light of the concepts and theories studied, and how to apply these principles could be confirmed in promoting effective learning. Research has shown that both teachers and students are benefited by participating in classes to distance learning in virtual environments, while it is well structured, in that they enable the development of critical thinking, practical reasoning, ease of interaction, collaboration and socializing / O trabalho de pesquisa realizado - que tem por característica a intervenção -, tem como objetivo geral conhecer e analisar o processo de construção de uma interface para o Ambiente Virtual de Aprendizagem Moodle, partindo do pressuposto da articulação de três elementos: navegabilidade, usabilidade e arquitetura da informação em busca de favorecer a aprendizagem, que demonstra o processo de construção da interface com o destaque da importância do trabalho multidisciplinar. O projeto aborda a Educação a Distância e o conceito, características e possibilidades de interatividade dos AVAs, com uma breve referência da multimídia, da Internet e sua história. Fala das linguagens de computação, técnicas de programação, classificações das linguagens, tipos de softwares, modelos de ambientes virtuais baseados na web e metodologias utilizadas para o desenvolvimento de softwares, com base na abordagem de concepção de sistemas. Trata da plataforma Moodle, com suas potencialidades tecnológicas, com a análise do processo de customização da plataforma com um curso corporativo, em que uma maior navegabilidade e usabilidade foram tidas como base. E termina o trabalho de pesquisa quando observa o produto construído sob a luz dos conceitos e teorias estudados, e de que maneira a aplicação desses princípios puderam ser confirmados na promoção efetiva da aprendizagem. A pesquisa mostrou que tanto os professores como os alunos são beneficiados ao participarem de aulas a distância em ambientes virtuais de aprendizagem, quando este se encontra bem estruturado, na medida em que estes possibilitam o desenvolvimento de espírito crítico, a prática de raciocínio, facilidade de interação, colaboração e socialização
623

A importância do conhecimento teórico dos designers digitais, no desenvolvimento de interfaces em aplicativos para smartphones relacionados ao monitoramento da saúde cardíaca do usuário

Cardoso, Leandro da Conceição 19 February 2016 (has links)
Made available in DSpace on 2016-04-29T14:23:43Z (GMT). No. of bitstreams: 1 Leandro da Conceicao Cardoso.pdf: 10444240 bytes, checksum: c91c9b722796c30dda9a7c7699d3517e (MD5) Previous issue date: 2016-02-19 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This study shows the relation between the importance of how digital designers practice their theoric knowledgments, nowadays people live technological changes and technologic inovations, mainly with smartphones, that are considered a technological revolution, the strongest impact of last times, after Internet advents and social medias. The interaction acts through of apps interfaces, there is a prevision that until 2016, 300 billions of apps will be developmented having a big research base. The goal of this study is helps Brazilian researches. The main of issues in health researches is people with cardiacs problems. The focus of this study was to show apps that describes characteristics of the people that want to have good health. Yet it is important show that this research has not relation to medical aspect. The methodology of this study establishes an analysis of many theoric thoughts about apps and its application for the designers that development interfaces of apps. The ideas of many authors are presented here and their studies about design and interaction. This study presents, moreover, some aspects that are not considered in a critical analysis for the reason that it was presently a short study that shows only the results and the importance that digital designer has in a academic knowledge to develops interfaces that not follow concepts of theoretic students. The main is to show how an app can be faster and more efficient than if it could not obey the rules, although in a specific objective / Esta dissertação é pautada na importância de como os designers digitais colocam em prática os seus conhecimentos teóricos, em um momento que estamos vivendo em constantes e aceleradas mudanças de inovações tecnológicas, especialmente com os smartphones, que é considerado como a revolução tecnológica de maior impacto nos últimos tempos, após a causada pela internet e pelas redes sociais. Nos smartphones a interação se dá através das interfaces dos aplicativos, que já podem estar instalados ou serem baixados pela internet. Existe uma previsão que até 2016, 300 bilhões de aplicativos serão desenvolvidos, tendo uma grande base de pesquisa. O objetivo deste trabalho é de também colaborar no que os brasileiros consideram que deva ser prioridade, que são os serviços de saúde, onde o mais grave do Brasil são os cardíacos. Assim, o foco foi em abordar os aplicativos que em sua descrição têm características que podem servir para o monitoramento da saúde cardíaca do usuário. É importante salientar que este estudo não tem nenhuma relação do aspecto médico. Esta pesquisa propõe a análise de como foi aplicado pelos designers que desenvolveram as interfaces dos aplicativos aqui apresentados, os conceitos de vários autores relacionados ao design, usabilidade e interação, como também um levantamento de alguns aspectos que não foram considerados através de uma análise crítica que foi curta, o que evidencia o resultado obtido, da relevância do designer digital ter o conhecimento acadêmico para o desenvolvimento de interfaces, não sendo possível imaginar como funcionaria interfaces que não obedecesse os conceitos dos estudiosos, que tornam o tempo de execução de uma tarefa muito mais rápida e eficiente do que se o aplicativo não obedecesse estas regras, salvo que seja um aplicativo experimental com este objetivo específico
624

Projetando narrativas : diretrizes de projeto para histórias em quadrinhos digitais em dispositivos móveis

Krening, Thiago da Silva January 2015 (has links)
As histórias em quadrinhos (HQs) são uma mídia (e uma arte) com mais de um século de vida e, no atual contexto de convergência midiática, autores e editoras tentam adaptá-las ao ambiente digital. Com a atual popularização dos dispositivos móveis (como smartphones e tablets), os quadrinhos encontram um suporte que permite sua digitalização mantendo características como a portabilidade e a facilidade de acesso. Este contexto possibilita também que outros recursos, como multimídia e interatividade, sejam agregados à linguagem tradicional das HQs. No entanto, poucos são os trabalhos que se propõem a abordar este fenômeno do ponto de vista do design. O presente trabalho busca compreender como o projeto de histórias em quadrinhos digitais para dispositivos móveis afeta a experiência do usuário. Para tanto, realiza-se uma pesquisa bibliográfica sobre narrativa, histórias em quadrinhos, convergência midiática, dispositivos móveis, hipermídia, interação, usabilidade e design para a experiência. A partir deste levantamento, o conhecimento apresentado é sistematizado, dando base a um estudo de caso, onde exemplos reais são analisados dentro dos critérios levantados. Por fim, o levantamento bibliográfico e as análises são confrontados, dando origem a uma lista de diretrizes de projeto, que são apresentadas tanto pontualmente quanto dentro de uma estrutura de metodologia de projeto. / Comic books (comics) are a media (and art) over a century old and, in the current context of media convergence, authors and editors try to adapt it to the digital environment. With the current popularity of mobile devices (smartphones and tablets), the comics find a support that allows it to become digital and still keep features like portability and ease of access. This context also allows other features such as multimedia and interactivity to be added to the traditional language of comics. However, few works address this phenomenon from a design point of view. This study aims to understand how the mobile devices digital comics project affects the user experience. The work presents a literature research on narrative, comic books, media convergence, mobile devices, hypermedia, interaction, usability and experience design. Based on this research, the knowledge is systematized, allowing a case study where real examples are analyzed within the raised criteria. Finally, the literature review and analysis are confronted, resulting on a list of design guidelines, which are displayed both on a list format and within a design methodology structure.
625

Um processo para sistemas web com foco em acessibilidade e usabilidade / A process to web systems focused in accessibility and usability

Dias, Ana Luiza 26 August 2014 (has links)
Com o aumento do uso e da complexidade de sistemas web, o desenvolvimento de tais sistemas com qualidade exige a adoção de uma abordagem sistemática e bem definida. Assim, a engenharia web é uma disciplina essencial que considera, além de características da engenharia de software, fatores inerentes aos sistemas web, como a multiplicidade de perfis de usuários. A engenharia web é apoiada por processos, métodos, técnicas e ferramentas que são elementos fundamentais para o desenvolvimento de sistemas web, os quais devem ser adequados para fornecer suporte às ações inerentes ao projeto e à implementação. Esses elementos devem ser selecionados, combinados e tecnicamente implementados de modo a produzir um sistema web acessível e usável. Nesta tese é proposto um processo de desenvolvimento que possui fases gerais bem definidas para a inserção de requisitos de acessibilidade e usabilidade no desenvolvimento de sistemas web, garantindo o seu uso pela maioria das pessoas e facilitando seus meios de acesso. Um estudo de caso foi realizado para verificar a efetividade da aplicação do processo formalizado, o qual possibilitou o desenvolvimento de um sistema acadêmico de agendamento de bancas. Considerando-se a dificuldade prática de avaliar diretamente o processo, foram realizados um experimento controlado e um estudo de viabilidade comparando o sistema acadêmico desenvolvido com outro sistema de mesmo propósito e funcionalidades, mas desenvolvido de maneira ad-hoc. Por meio das avaliações realizadas nos dois sistemas de agendamento de bancas, indiretamente avaliou-se o processo formalizado e foram encontrados fortes indícios sobre a efetividade do processo proposto. Adicionalmente, foi criado um instrumento de medição objetivo e quantitativo das características de acessibilidade e usabilidade de um sistema web. Foi também criado um método para avaliar, comparar e melhorar a acessibilidade e a usabilidade de sistemas web existentes. Tanto o instrumento de medição quanto o método de avaliação podem ser aplicados, independentemente, a qualquer sistema web. / With the increasing use and complexity of web systems, the development of such systems with quality demands the adoption of a systematic and well-defined approach. Thus, web engineering is an essential discipline that considers, in addition to characteristics of software engineering, factors inherent to web systems, such as the multiplicity of the users profiles. Web engineering is supported by engineering processes, methods, techniques and tools that are fundamental elements to the development of web systems, which must be adequate to support the activities of design and implementation. These elements should be selected, combined and technically implemented to produce an accessible and usable web system. This thesis proposes a development process with welldefined phases for including requirements of accessibility and usability in the development of web systems, enabling their use by most people, facilitating their means of access and foremost. A case study was conducted to verify the effectiveness of applying the process proposed and with this objective, a system to schedule thesis and dissertation presentations was developed. Considering the practical difficulty of directly measuring the proposed process, a controlled experiment and a feasibility study was conducted to compare the academic system developed with a legacy system with the same purpose and functionality but developed using an ad-hoc process. Considering the evaluation of both systems, the development process was indirectly evaluated and evidences related to its effectiveness have been identified. Additionally, an objective and quantitative method for measuring accessibility and usability of web systems was created. Finally, it was also created a method to evaluate, compare and improve the accessibility and usability of existing web systems, which was used to evaluate the system developed using the proposed process. Both the measuring instrument and the evaluation method can be applied, independently, to any web system
626

WHAT IS FAMILIAR IS BEAUTIFUL: A NOVEL APPROACH INVESTIGATING THE RELATIONSHIP BETWEEN AESTHETICS AND PERCEIVED USE

Kent, Travis M. 01 January 2018 (has links)
Objective: This study investigates the application of aesthetic principles to designed objects with which we interact, specifically looking at the impact of perceived function of the objects on perceptions of visual appeal. Background: Previous studies have demonstrated that a product’s judged beauty or visual appeal is related to perceptions of its usability. Arguments have been put forward for both directions of causality leading to “what is beautiful is usable” and “what is usable is beautiful” hypotheses. Explanations for the relationship between usability and beauty judgments include stereotype effects, ecological explanations, and cognitive processing viewpoints. The current studies contribute to this debate by manipulating usability and aesthetic principles independently to determine whether well-established aesthetic principles are contingent on perceived function. Method: 248 participants were recruited for two experiments. In Experiment 1, participants viewed sixteen illustrations that varied in ways that frequently increase the beauty of objects (i.e., basic principles such as symmetry, balanced massing, curvature, and prototypicality) and rated their degree of visual appeal. In Experiment 2, participants rated the appeal of the same stimuli as in Experiment 1 but were primed by instructions describing the illustrations as either alternative designs for microwave control panels or designs of building façades. Results: Strong support for the aesthetic principles of symmetry and spatial massing, but not curvature, were found in both experiments. Participants generally preferred stimuli that were symmetrical and evenly massed (i.e., "balanced"). Additionally, the manipulation of a functional prime significantly interacted with several aesthetic principles that relate to the match between the supplied prime and the prototypicality of the stimulus for the primed class of objects. Conclusions: Aesthetic principles of symmetry and spatial massing can be considered very potent ways to influence a user’s degree of perceived visual appeal that are resistant to specific use cases or situations. Other principles, such as curvature preferences, seem to be limited by the prototypicality of curvature for a primed class of objects. So when considering whether “what is beautiful is usable” or “what is usable is beautiful," the results from the current study demonstrate that it may be more appropriate to say "what is familiar is beautiful."
627

Improving the Scalability and Usability of the Public Information Officer Monitoring Application

Shah, Rohan D. 01 August 2015 (has links)
This thesis work addresses the limitations of a web application called the Public Information Officer Monitoring Application (PMA). This application helps Public Information Officers (PIOs) to gather, monitor, sort, store, and report social media data during a crisis event. Before this work, PMA was unable to handle large data sets and as a result, it had not been adequately tested with potential users of the application. This thesis describes changes made to PMA to improve its ability to handle large data sets. After these changes were made, the application was then tested with target users. All test participants found the application useful and relevant to their work. Testing also revealed many ways to improve the usefulness of the application, which were subsequently implemented. The thesis concludes with suggestions for future work and distribution of PMA.
628

Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability

Sundström, Emil January 2019 (has links)
The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods. / Syftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.
629

[en] THE ELDERLY AND THE COMPUTER: A STUDY ABOUT COMMUNICATION OBSTACLES / [pt] O IDOSO E O COMPUTADOR: UM ESTUDO DOS OBSTÁCULOS COMUNICACIONAIS

RAQUEL BARBOSA TEIXEIRA 09 June 2004 (has links)
[pt] O grupo dos idosos, hoje comumente chamado de terceira idade, vem aumentando de forma considerável, o que justifica a necessidade de uma atenção especial daqueles que se envolverão com o desenvolvimento dos projetos que estabeleçam a relação do idoso com o produto. Busca-se aqui destacar de forma sistemática os obstáculos que se impõem à boa relação idoso-computador. As alterações decorrentes do envelhecimento cerceiam a comunicação do idoso e particularmente o constrange a medida que sua sociabilização fica dificultada quando o mundo torna-se mais computadorizado. Levantaram-se dados, através de questionários de pesquisas e entrevistas com especialistas, de forma a retratar a atual relação de interação do idoso com o computador. A análise semiótica-comunicacional desta relação de interação do idoso em conjunto com os dados obtidos demonstraram que, quando o idoso supera as mencionadas dificuldades e logra interagir com o computador, tem elevada sua auto-estima, reintegra-se ao conjunto social e cria novas perspectivas de vida. / [en] The group of elderly people commonly called third age has been increasing considerably, what claims the need for a special attention from those who will get involved with the development of some projects which may establish a relation between elderly and products. We try to outstand sistematically the obstacles that are imposed for a good relation elderly-computer. All the alterations due to aging bound the elderly´s communication and particularly embarrass him, as his sociability becomes difficult as the world gets computerized. Data were collected, through interviews and surveys, in order to outfit the current interaction with the computer. The semiotical communicative analysis of this interaction of the elderly together with the obtained data showed that when the elderly overcomes the mentioned difficulties and intends to interact with the computer, has his self stem to raised becomes more sociable and creates new perspective for life.
630

Indigenous language usage in a digital library: He hautoa kia ora tonu ai.

Keegan, Te Taka Adrian Gregory January 2007 (has links)
The research described in this thesis examines indigenous language usage in a digital library environment that has been accessed via the Internet. By examining discretionary use of the Māori Niupepa and Hawaiian Nūpepa digital libraries this research investigates how indigenous languages were used in these electronic environments in 2005. The results provide encouragement and optimism to people who are striving to retain, revitalise and develop the use of indigenous languages in information technologies. The Transaction Log Analysis (TLA) methods used in this research serve as an example of how web logs can be used to provide significant information about language usage in a bilingual online information system. Combining the TLA with user feedback has provided insights into how and why clients use indigenous languages in their information retrieval activities. These insights in turn, show good practice that is relevant not only to those working with indigenous languages, indigenous peoples or multilingual environments, but to all information technology designers who strive for universal usability. This thesis begins by describing the importance of using indigenous languages in electronic environments and suggests that digital libraries can provide an environment to support and encourage the use of such languages. TLA is explained in the context of this study and is then used to analyse aspects of te reo Māori usage in the Niupepa digital library environment in 2005. TLA also indicates that te reo Māori was used by international clients and this usage differed to te reo Māori usage by national (Aotearoa) clients. Findings further reveal that the default language setting of the Niupepa digital library had a considerable impact on te reo Māori usage. When the default language was set to te reo Māori not only were there more requests in te reo Māori but there was also a higher usage of te reo Māori in the information retrieval activities. TLA of the Hawaiian Nūpepa digital library indicated that the Hawaiian language was also used in a digital library. These results confirm that indigenous languages were used in digital library environments. Feedback from clients suggests reasons why indigenous languages were used in this environment. These reasons include the indigenous language content of the digital library, the indigenous language default language setting of the digital library and a stated desire by the clients to use the indigenous language. The key findings raise some interface design issues and support the claim that digital libraries can provide an environment to support the use of indigenous languages.

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