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ActionSketch: técnica de esboços elaborada para o design de interação / ActionSketch: sketching technique formulated for interaction designGil Garcia de Barros 20 March 2013 (has links)
O design de interação é uma disciplina de design relativamente nova que pode ser compreendida como o design dos aspectos subjetivos e qualitativos de tudo o que é digital e também interativo. Já o esboço é uma prática muito comum nas disciplinas de design e consiste em um tipo de desenho feito à mão no papel para testar alternativas e comunicá-las para outros profissionais. O design de interação traz novos desafios para a prática de esboços, pois além das telas é necessário representar as ações do usuário e as modificações do sistema ao longo do tempo. Um levantamento da situação atual mostra que as técnicas que existem apresentam limitações importantes e que o assunto ainda é pouco explorado. Portanto o objetivo deste trabalho foi procurar aprimorar os esboços no design de interação, com quatro linhas de ação: analisar as especificidades da prática de esboços no design de interação para compreender as oportunidades de melhoria; desenvolver uma técnica, a ActionSketch, para buscar aproveitar estas oportunidades; verificar se a ActionSketch auxilia no processo de fazer esboços no design de interação; analisar o uso da técnica para procurar compreender como auxilia ou não o processo. Para atingir estes objetivos, adotamos o plano de ação descrito a seguir. Realizamos uma extensa revisão da literatura. Desenvolvemos propostas de técnicas e as refinamos através de iterações de exercícios e de entrevistas com profissionais. Apresentamos a ActionSketch em oficinas para grupos de profissionais da área, onde coletamos resultados do uso da técnica para em seguida analisá-los. A versão da técnica utilizada neste trabalho (v0.8) é composta por quatro partes: quadros, cores, símbolos e regras. Os quadros são uma forma para lidar com a questão temporal, as cores buscam separar as ações do usuário e do sistema, os símbolos são notações para deixar o desenho mais ágil e as regras são boas práticas para orientar o uso da técnica. Esta versão foi apresentada para 24 profissionais em quatro oficinas, seguidas de um período de uso continuado de 18 dias em média e fechado com entrevistas individuais para coletar comentários. Para atingir nosso objetivos a análise dos dados foi feita em dois níveis: um nível mais pragmático, para avaliar a adequação da técnica na sua aplicação prática, e um outro nível mais conceitual, onde pudemos investigar os aspectos mais gerais da prática de esboços, com foco no design de interação. De maneira sucinta os resultados obtidos indicam que a ActionSketch: auxilia o processo cognitivo; facilita a comunicação quando ao menos um designer conhece a técnica; pode ser modificada ou aplicada parcialmente; tem um aprendizado inicial rápido, que pode evoluir de maneira modular; é particularmente adequada para detalhes da interação. Em termos práticos a técnica se mostrou suficientemente adequada para uso e apontou possíveis melhorias. Já no aspecto teórico pudemos verificar a importância da representação da interação nos esboços, que trouxe diversos benefícios para o processo. O trabalho também aponta algumas direções futuras, como uma nova versão da ActionSketch e sua divulgação online de maneira modular e colaborativa. / Interaction design is a relatively new discipline which can be understood as the design of the subjective and qualitative aspects of everything that is both digital and interactive. Sketching is a common practice in design and consists of freehand drawings made on paper to test alternatives and communicate them to other professionals. Interaction design brings new challenges to the practice of sketches, because of the need to represent the interaction as well as the visual layout of the interface. A survey of current practices shows significant limitations and that the subject is still little explored. Therefore the aim of this work was to improve sketching in interaction design, with four lines of action: to analyze the specifics of practice in interaction design sketches to understand the opportunities for improvement; to develop a technique, called ActionSketch, to try to take advantage of these opportunities; to verify if ActionSketch improves the process of sketching in interaction design; to analyze the use of the technique to try to identify how it helps or hinders the process. To achieve these objectives, we adopted the following plan of action. We conducted an extensive literature review. We developed proposals of the technique and refined them through iterations of exercises and interviews with professionals. We then presented ActionSketch in workshops for groups of professionals, from where we collected the results. The version of the technique used in this work (v0.8) consists of four parts: frames, colors, symbols and rules. Frames are a way to deal with the question of representing time, the colors try to evidence the user and system actions, symbols are notations to improve the speed of drawing and rules are good practices that guide the use of the technique. This version was presented to 24 professionals in four workshops, followed by a period of continuous use of 18 days on average and closed with individual interviews to gather feedback. To achieve our objective data analysis was done on two levels: a more pragmatic level, to assess the adequacy of the technique in practical application, and another more conceptual level, where we investigate the more general aspects of the practice of sketches, with focus on interaction design. Briefly the results obtained indicate that ActionSketch: assists the cognitive process; facilitates communication when at least one designer knows the technique; may be modified or partially applied; has a smooth learning curve, which can evolve in a modular way; is particularly adequate for details of the interaction. In practical terms the technique seemed adequate enough for use and indicated some points for improvement. In the theoretical aspect we could verify the importance of representing the interaction in sketches, which brought many benefits to the process. The study also points to some interesting future directions, such as a new version of ActionSketch and the creation of a collaborative site for it\'s publication.
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Mobilní personální asistenti / Mobile personal assistantsTechl, Jan January 2013 (has links)
This thesis focuses on analysis, definition and description of mobile personal assistants as a phenomenon emerging in past few years. Mobile personal assistants are first mentioned in the context of computational linguistics and information needs, which is one of the motivations to use them. Main interest of this thesis is an introduction of the core technologies for the natural language communication between the assistant and its user, followed by an introduction of host environments and possible usage. The thesis also presents the limitations and risks resulting from using them, which are in some ways affecting their usability. Beside the analysis the main focus is on the design and implementation of the natural language understanding (NLU) system, which can be used in particular personal assistant application. This system is implemented as a web service and consists of an annotation scheme with a set of components. The results show that the system architecture and tools used are suitable solution for the construction of a basic NLU system, which has been created and which is in the compliance with the requested parameters. It is still difficult task to achieve high precision, which depends on many factors including the amount of training data, which was very small in this case. However, the resulting application is a solid starting point for its further development and extensions.
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Snow depth measurements and predictions : Reducing environmental impact for artificial grass pitches at snowfallForsblom, Findlay, Ulvatne, Lars Petter January 2020 (has links)
Rubber granulates, used at artificial grass pitches, pose a threat to the environment when leaking into the nature. As the granulates leak to the environment through rain water and snow clearances, they can be transported by rivers and later on end up in the marine life. Therefore, reducing the snow clearances to its minimum is of importance. If the snow clearance problem is minimized or even eliminated, this will have a positive impact on the surrounding nature. The object of this project is to propose a method for deciding when to remove snow and automate the information dispersing upon clearing or closing a pitch. This includes finding low powered sensors to measure snow depth, find a machine learning model to predict upcoming snow levels and create an application with a clear and easy-to-use interface to present weather information and disperse information to the responsible persons. Controlled experiments is used to find the models and sensors that are suitable to solve this problem. The sensors are tested on a single snow quality, where ultrasonic and infrared sensors are found suitable. However, fabricated tests for newly fallen snow questioned the possibility of measuring snow depth using the ultrasonic sensor in the general case. Random Forest is presented as the machine learning model that predicts future snow levels with the highest accuracy. From a survey, indications is found that the web application fulfills the intended functionalities, with some improvements suggested.
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Mobilní systém pro rozpoznání textu na iOS / Mobile System for Text Recognition on iOSBobák, Petr January 2017 (has links)
This thesis describes a development of a modern client-server application for text recognition on iOS platform. The reader is acquainted with common principles of a client-server model, including its known architecture styles, and with a distribution of logical layers between both sides of the model. After that the thesis depicts current trends and examples of suitable technologies for creating an application programming interface of a web server. Possible ways of text recognition on the server side are discussed as well. In context of a client side, the thesis provides an insight into iOS platform and a few important concepts in iOS application development. Following implementation of the server side is stressed to be reusable as much as possible for different kinds of use cases. Last but not least, the thesis provides a simple iOS framework for a direct communication with the recognition server. Finally, an application for evaluation of food ingredients from a packaging material is implemented as an example of usage.
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Monitorovací systém pro sledování chodu laboratoře / Monitoring system for monitoring of laboratory processesBachmayer, Marek January 2020 (has links)
The presented work deals with the development of a monitoring system for monitoring the operation of the laboratory. The theoretical part of the work includes information on the safety of operation and work in biological laboratories, measured physical quantities and the principle of their measurement. The monitoring system is built on a compact ESP32-CAM camera and a WeMos D1 development board. The practical part consists of the design and implementation of a given system and the creation of a full-stack application for displaying live input from the laboratory for monitoring measured quantities in real time.
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Mobilní systém pro sběr zpětné vazby zákazníků / Mobile System for Customer Feedback CollectionKadlubiec, Jakub January 2013 (has links)
Práce se zabývá popisem tvorby mobilního systému pro monitoring zákaznické spokojenosti a sběr zpětné vazby od návštěvníků v restauracích s názvem Huerate. Komplexně jsou popsané všechny fáze vývoje systému. První část práce se zabývá analýzou existujících řešení a stavem na trhu. Následně jsou na základně komunikace s majiteli restaurací sestaveny požadavky na systém. Nakonec se práce věnuje samotnému návrhu systému, jeho implementaci a nasazení v restauracích. Systém Huerate běží jako webová aplikace a je dostupný na adrese http://huerate.cz.
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Anwendungsübergreifende Web-2.0-KollaborationsmusterPietschmann, Stefan, Tietz, Vincent January 2008 (has links)
No description available.
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Identifiers in e-Science platforms for the ecological sciencesNadrowski, Karin, Seifarth, Daniel, Ratcliffe, Sophia, Wirth, Christian, Maicher, Lutz January 2012 (has links)
In the emerging Web of Data, publishing stable and unique identifiers promises great potential in using the web as common platform to discover and enrich data in the ecologic sciences. With our collaborative e-Science platform “BEFdata”, we generated and published unique identifiers for the data repository of the Biodiversity – Ecosystem Functioning Research Unit of the German Research Foundation (BEF-China; DFG: FOR 891). We linked part of the identifiers to two external data providers, thus creating a virtual common platform including several ecological repositories. We used the Global Biodiversity Facility (GBIF) as well the International Plant Name Index (IPNI) to enrich the data from our own field observations. We conclude in discussing other potential providers for identifiers for the ecological research domain. We demonstrate the ease of making use of existing decentralized and unsupervised identifiers for a data repository, which opens new avenues to collaborative data discovery for learning, teaching, and research in ecology.
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Práce s historickými mapami na mobilním zařízení / Interaction with Old Maps on Mobile DevicesUrban, Martin January 2014 (has links)
The goal of this thesis is to experiment with the latest web technologies and to design new process for mobile application creation. It is possible to create multiplatform applications which are almost unrecognizable from native applications by proposed procedures. It is focused on performance and native behaviour of the user interface in this thesis. Described practices are demonstrated on application designed for work with historical maps, which is able to show maps from historical archives whole over world real-time. Rapid acceleration has been showed on the demonstrative application compared to standard process of creation of web applications.
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Workshop webbapplikation : Utveckling av Webbtjänst för pluggstugan vid KTH ICT / Workshop Web Application : Development of Web Application for "pluggstuga" at KTH ICTFirouzi, Abdul Rahman January 2014 (has links)
Kungliga Tekniska Högskolan har för en tid sedan anordnat så kallade ”workshops” för att hjälpa studenter med sina studier. Dessa workshops ger studenterna tillfälle att få hjälp av assistenter. Syftet med detta projekt är därför att göra administrationen för workshopstillfällena så effektiv och smidig som möjligt.För att uppnå detta syfte har en webbapplikation konstruerats i utvecklingsmiljön Netbeans och är baserad på en treskiktsarkitektur. Detta har genomförts med hjälp av utvecklingsmetoden Scrum och programmeringsspråket Java. Stor vikt har lagts på att skapa en modulär applikation med fokus på hållbar utveckling.Resultatet har blivit en webbapplikation som kan nås via mobila enheter, surfplattor och stationära enheter. Den har prestandatestats och är därmed redo för att testas för en utvärdering av dess effektivitet och inverkan på workshopverksamheten. / The Royal Institute of Technology has recently arranged so-called "workshops" to help students with their studies. These workshops give students the opportunity to receive help from assistants. The purpose of this project is to make the administration of the workshop sessions as efficient and seamless as possible.To achieve this purpose, a web application has been designed in Netbeans the development environment and is based on three-layer architecture. This has been implemented using the Scrum development methodology and the Java programming language. Great emphasis was placed on creating a modular application with focus on sustainable development.The result is a web application that can be accessed via mobile devices, tablets, and stationary units. Its performance has been tested and the web application is thus ready to be tested in order to evaluate its effectiveness and impact on the workshop activities.
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