Dissertations / Theses on the topic 'Accessibility in human-centered computing'
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Earnshaw, Rae A., R. A. Guedj, Dam A. van, and J. A. Vince. "Frontiers of Human-Centered Computing, Online Communities and Virtual Environments." Springer Verlag, 2001. http://hdl.handle.net/10454/3534.
Full textPresents the results of a joint National Science Foundation and European Commission Workshop, set up to identify directions for the future of human-centered computing, online communities and virtual environments. Discusses ways to meet the ultimate goal of facilitating human-computer interaction centered around human needs and capabilities.
Peters, Stephen Leslie. "Hyperglue : an infrastructure for human-centered computing in distributed, pervasive, intelligent environments." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/35594.
Full textIncludes bibliographical references (p. 161-165).
As intelligent environments (IEs) move from simple kiosks and meeting rooms into the everyday offices, kitchens, and living spaces we use, the need for these spaces to communicate not only with users, but also with each other, will become increasingly important. Users will want to be able to shift their work environment between localities easily, and will also need to communicate with others as they move about. These IEs will thus require two pieces of infrastructure: a knowledge representation (KR) which can keep track of people and their relationships to the world; and a communication mechanism so that the IE can mediate interactions. This thesis seeks to define, explore and evaluate one way of creating this infrastructure, by creating societies of agents that can act on behalf of real-world entities such as users, physical spaces, or informal groups of people. Just as users interact with each other and with objects in their physical location, the agent societies interact with each other along communication channels organized along these same relationships. By organizing the infrastructure through analogies to the real world, we hope to achieve a simpler conceptual model for the users, as well as a communication hierarchy which can be realized efficiently.
by Stephen L. Peters.
Ph.D.
Miller, Andrew D. "Social tools for everyday adolescent health." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52238.
Full textCastro, Francisco Enrique Vi G. "Development of a Data-Grounded Theory of Program Design in HTDP." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-dissertations/595.
Full textMamykina, Lena. "Designing ubiquitous computing for reflection and learning in diabetes management." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28093.
Full textCommittee Chair: Elizabeth D. Mynatt; Committee Member: Abowd, Gregory; Committee Member: Bruckman, Amy; Committee Member: Dourish, Paul; Committee Member: Nersessian, Nancy.
Hewner, Michael. "Student conceptions about the field of computer science." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45890.
Full textBenda, Klara. "Designing the Sakai Open Academic Environment: A distributed cognition account of the design of a large scale software system." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52233.
Full textMedynskiy, Yevgeniy. "Design and evaluation of a health-focused personal informatics application with support for generalized goal management." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/43710.
Full textSundara, Murthy Svati. "Understanding Decision-Making Needs of Open Government Data Users." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1627667326796477.
Full textVoida, Stephen. "Exploring user interface challenges in supporting activity-based knowledge work practices." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.
Full textCommittee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
Kim, Hyungsin. "The ClockMe system: computer-assisted screening tool for dementia." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47516.
Full textClawson, James. "On-the-go text entry: evaluating and improving mobile text input on mini-qwerty keyboards." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45955.
Full textReuterswärd, Hedvig. "Mission Climbossible : A study ofimmersive vertical locomotion inimpossible spaces for virtual reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280844.
Full textDe senaste årens utveckling har fortsatt sudda ut kanterna mellan verklighet och virtuell verklighet då dagens teknik stödjer trådlösa immersiva verkligheter. I ett försök att lösa locomotion som det sista biten av pusslet för att göra virtuella verkligheter perfekta har s.k impossible spaces utvecklats för att stödja naturlig locomotion. Den här A/B-gruppsstudien undersökte effekter på immersion med kombinationen av naturlig och vertikal locomotion i en impossibel space miljö med 20 deltagare. Användare tenderade att grovt underskatta längden de klättrade (vilket motsäger en tidigare studie), koncentrera sig, tappa tidsuppfattningen, beskriva deras upplevelsen mer positivt och annorlunda än kontrollgruppen. Tecken på rumslig, emotionell, kognitiv och taktil immersion visade sig i form av koncentration, tid, känslor av frihet, narrativ, närvaro, säkerhet, mental stimulation och locomotion- användarstrategier för att nämna några. Minimala element kan ha uppnåtts medan framtida studies kan bekräfta och definiera den immersiva potentialen med vertikal locomotion i impossibel spaces till fullo.
José, Marcelo Archanjo. "Inteface humano-computador controlada pelo lábio." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-17032015-122723/.
Full textPeople with tetraplegia control few body parts; therefore, they have great difficulty to interact with the environment. Human-computer interfaces that explore the residual muscular control capacity can provide the user with tetraplegia with an important autonomy increase. I propose a new form of interaction, a input device controlled by the lower lip. The idea was not starting from the technology and aggregate resources, but starting from the user needs to research, to propose, to develop and to evaluate technological alternatives. In order to investigate the lower lip ability to efficiently and precisely control an input device, prototypes of a wearable device were developed. I presented an evaluation of the lower lip potential to control a pointing input device, according to the state of the art. The lower lip throughput was compared with the thumb throughput using the same input device under the same conditions. The objective was to establish the baseline for future researches about the lower lip capacity to operate a computer pointing device. The results proved and measured the capacity of the interface as well as the lower lip as a body part able to control a input device.
Oliveira, Rodrigo de. "Design multi-dispositivo em contextos de uso alternado e migração de tarefas." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276083.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-11T08:22:19Z (GMT). No. of bitstreams: 1 Oliveira_Rodrigode_D.pdf: 16111521 bytes, checksum: 6c77c064d781230212b6c88feb0bcb6c (MD5) Previous issue date: 2008
Resumo: Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefas
Abstract: With the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migration
Doutorado
Doutor em Ciência da Computação
Hernandez, Cherstin, and Maya Kronman. "Feedback på din hemmaträning : En analys av designförslag för ett korrigerande verktyg via projektion." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22002.
Full textIn this paper, design for visual corrective feedback through projection in at-home-exercising environments is compared to see what design and what design combinations would be usable and most understandable. With the Covid 19 pandemic it has become more actual to start exercising from home instead of going to gyms and increase the infection risk of the virus. However, with most homes not having all the helpful tools that the gyms might have (eg. mirrors and instructors), leads to practitioners not exercising the correct way which in turn might lead to the practitioners receiving injuries rather than the desired results. Early on in the research on digital tools for at home exercising, a knowledge gap came to view. Research and drafts do exist but solutions for at home exercising were rare to nonexistent. With the help of previous research and course literature as a base for design, three proposals were made. Those proposals were used in qualitative interviews to judge and critique the presented proposals. After the interviews, the presented design proposals were reevaluated to give a usable and understandable design proposal of visual corrective feedback through projection.
Akhlaq, Muhammad. "A Smart-Dashboard : Augmenting safe & smooth driving." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6162.
Full textPhone# 00966-56-00-56-471
Thur, Luis Alberto. "Una propuesta de accesibilidad en expresiones matemáticas para la comunidad de ciegos y disminuídos visuales." Bachelor's thesis, 2017. http://hdl.handle.net/11086/5820.
Full textBrown, J. R., Dam A. van, Rae A. Earnshaw, J. L. Encarnacao, and R. A. Guedj. "Human-Centered Computing, Online Communities and Virtual Environments." 1999. http://hdl.handle.net/10454/7071.
Full textThis report summarizes results of the first EC/NSF joint Advanced Research Workshop, which identified key research challenges and opportunities in information technology. The group agreed that the first joint research workshop should concentrate on the themes of human-centered computing and VEs. Human-centered computing is perceived as an area of strategic importance because of the move towards greater decentralization and decomposition in the location and provision of computation. The area of VEs is one where increased collaboration should speed progress in solving some of the more intractable problems in building effective applications
Brown, J. R., Dam A. van, Rae A. Earnshaw, J. L. Encarnacao, and J. L. Guedj. "Human-Centered Computing, Online Communities and Virtual Environments." 1999. http://hdl.handle.net/10454/7072.
Full textPinto, Helder. "An activity-centered ubiquitous computing framework for supporting occasional human activities in public places." Doctoral thesis, 2008. http://hdl.handle.net/1822/9123.
Full textA major challenge to ubiquitous computing system designers is the provision of walk-up-and-use solutions for supporting activities performed by occasional visitors to a particular place. When arriving for the first time to a particular place, occasional visitors have little or no idea about what the local environment is providing to support their activity. Furthermore, this support has to be self-explainable and quickly learnable, as occasional visitors are not prepared to interact with an unknown system and do not have time to spend understanding and learning how to use new tools. Ubiquitous computing environments promise to transparently support people in their daily activities by leveraging computing resources existent in the physical environment. Ubiquitous computing can greatly enhance the experience of occasional visitors to public spaces, by offering effective and transparent means for achieving their activities. Moreover, ubiquitous computing interaction artefacts are becoming increasingly cheap, thus allowing for widespread availability throughout public spaces. However, there is still much to do to achieve the vision of a computing system that requires little or no attention at all, so that humans can use the computer unconsciously. Ideally, people should perform an activity requiring computing tools as they perform any other activity, by focusing on the activity itself, and using the computing tool as naturally as other tools. There is thus the need to center the design and development of ubiquitous systems in the human activity, in order to bring computing closer to people and to transparently support activities that take place in the physical world. This work thus follows an activity-centered approach to ubiquitous computing and contributes with ActivitySpot, an activity-centered conceptual and software framework targeted at providing ubiquitous computing support for occasional visitors to public spaces. The conceptual framework aims at modelling human activity and user interaction with the ubiquitous computing system. Undertaking an activity-centered approach to ubiquitous computing system design requires an understanding of how humans think about and carry out their activities. Therefore, this research is grounded on previous work on human activity analysis, namely Activity Theory, a conceptual framework for analyzing human activity developed during the twentieth century. The software framework includes a ubiquitous computing infrastructure for providing the actual support to occasional visitors, tools for deploying ubiquitous computing solutions by non-computer-expert public space administrators, and a software library for developing the support to new activities. Both the conceptual and software framework have been evaluated by a series of end-user studies which showed that ActivitySpot is effective for walk-up-and-use systems, making user interaction with a ubiquitous computing system almost as natural as interacting with other everyday tools. The majority of users clearly reported that ActivitySpot fostered learnability and usability. The choice of using elementary, everyday interaction means with a simple stimulus-response interaction model was also fundamental in the success with end-users. Moreover, the ActivitySpot software framework enables rapid development of the support for new activities and actions, by means of a software library for developers, as well as it eases the deployment and configuration of that support, by means of a graphical user interface authoring tool for public space managers.
Um dos maiores desafios para quem desenha sistemas de computação ubíqua é o fornecimento de soluções que favoreçam a interacção espontânea, sem treino prévio, sobretudo as destinadas a suportar actividades realizadas por visitantes ocasionais de um determinado lugar. Quando chegam pela primeira vez a um determinado lugar, os visitantes sabem pouco ou nada sobre o que é disponibilizado para facilitar a sua visita. Além disso, o suporte fornecido tem de ter características que permitam uma aprendizagem rápida da sua utilização, visto que os visitantes ocasionais não estão preparados para interagir com um sistema desconhecido e não têm tempo para aprender a usar novas ferramentas. A computação ubíqua promete ajudar, de modo transparente, as pessoas nas suas actividades diárias, tirando partido dos recursos de computação existentes no ambiente físico. A computação ubíqua pode deveras melhorar a experiência dos visitantes ocasionais de espaços públicos, oferecendo-lhes meios transparentes e eficazes para levarem a cabo as suas actividades. Além disso, os artefactos de computação ubíqua estão a tornar-se cada vez mais acessíveis, havendo pois condições para uma disponibilidade alargada na generalidade dos espaços públicos. No entanto, há ainda muito a fazer para concretizar a visão de um sistema de computação que requeira pouca ou nenhuma atenção por parte dos utilizadores. Idealmente, as pessoas deveriam executar uma actividade que requeira ferramentas de computação com a mesma facilidade com que executam outras actividades, focando-se na própria actividade e utilizando as ferramentas de computação tão naturalmente como utilizam outras ferramentas. Há pois a necessidade de centrar o desenho e o desenvolvimento de sistemas ubíquos na actividade humana, de modo a aproximar a computação das pessoas e a suportar de maneira transparente as actividades que têm lugar no mundo físico. Este trabalho segue, portanto, uma abordagem centrada na actividade e contribui com o ActivitySpot, uma plataforma conceptual e de software, centrada na actividade, destinada a fornecer suporte de computação ubíqua para visitantes ocasionais de espaços públicos. A plataforma conceptual pretende modelar a actividade humana e a interacção com o sistema de computação ubíqua. A opção pela abordagem centrada na actividade requer o entendimento sobre como os humanos pensam e executam as suas actividades. É, pois, por isso que esta investigação é baseada em trabalho prévio na área de análise de actividades humanas, nomeadamente na Teoria da Actividade, um modelo conceptual de análise da actividade humana, desenvolvido durante o século XX. A plataforma de software inclui uma infra-estrutura de computação ubíqua destinada a suportar as actividades de visitantes ocasionais, ferramentas para a instalação de soluções de computação ubíqua por parte de administradores de espaços públicos que não dominem necessariamente ferramentas computacionais, e uma biblioteca de software para o desenvolvimento do suporte a novas actividades. Ambas as plataformas foram avaliadas por uma série de estudos com utilizadores. Estes estudos demonstraram que o ActivitySpot é eficaz em situações de utilização espontânea de sistemas que não tenham sido objecto de treino prévio, tornando a interacção com um sistema de computação ubíqua tão natural como a interacção com outras ferramentas do dia-a-dia. A maioria dos utilizadores relatou claramente que o ActivitySpot fomentou a fácil aprendizagem e utilização. A opção pela utilização de meios de interacção elementares e de uso diário e de um modelo de interacção simples, baseado no conceito de estímulo-resposta, foi igualmente fundamental no sucesso obtido com a utilização do sistema. Além disso, verificou-se que a plataforma ActivitySpot permite o rápido desenvolvimento de suporte a novas actividades e acções, através da biblioteca de software, assim como facilita a instalação e configuração do suporte às actividades, por meio de uma ferramenta gráfica de edição destinada a gestores de espaços públicos.
Fundação para a Ciência e a Tecnologia (FCT)
Vorm, Eric Stephen. "Into the Black Box: Designing for Transparency in Artificial Intelligence." Diss., 2019. http://hdl.handle.net/1805/21600.
Full textThe rapid infusion of artificial intelligence into everyday technologies means that consumers are likely to interact with intelligent systems that provide suggestions and recommendations on a daily basis in the very near future. While these technologies promise much, current issues in low transparency create high potential to confuse end-users, limiting the market viability of these technologies. While efforts are underway to make machine learning models more transparent, HCI currently lacks an understanding of how these model-generated explanations should best translate into the practicalities of system design. To address this gap, my research took a pragmatic approach to improving system transparency for end-users. Through a series of three studies, I investigated the need and value of transparency to end-users, and explored methods to improve system designs to accomplish greater transparency in intelligent systems offering recommendations. My research resulted in a summarized taxonomy that outlines a variety of motivations for why users ask questions of intelligent systems; useful for considering the type and category of information users might appreciate when interacting with AI-based recommendations. I also developed a categorization of explanation types, known as explanation vectors, that is organized into groups that correspond to user knowledge goals. Explanation vectors provide system designers options for delivering explanations of system processes beyond those of basic explainability. I developed a detailed user typology, which is a four-factor categorization of the predominant attitudes and opinion schemes of everyday users interacting with AI-based recommendations; useful to understand the range of user sentiment towards AI-based recommender features, and possibly useful for tailoring interface design by user type. Lastly, I developed and tested an evaluation method known as the System Transparency Evaluation Method (STEv), which allows for real-world systems and prototypes to be evaluated and improved through a low-cost query method. Results from this dissertation offer concrete direction to interaction designers as to how these results might manifest in the design of interfaces that are more transparent to end users. These studies provide a framework and methodology that is complementary to existing HCI evaluation methods, and lay the groundwork upon which other research into improving system transparency might build.
(11104764), Allegra W. Smith. "Digital Age: A Study of Older Adults' User Experiences with Technology." Thesis, 2021.
Find full textMateyisi, Ntombesisa. "A digital platform for Social innovation Through digital Storytelling." 2021. http://hdl.handle.net/11394/7947.
Full textTechnology plays a big role in our lives. However, many do not have access to technology and the knowledge it provides, giving rise to the so-called digital divide. The purpose of this study is to explore and understand the impact of digital storytelling for social innovation, considering the digital landscape of South Africa. For example, it is important to consider what types of technologies have worked and are still working to capture stories. Furthermore, to consider what skills the end-users would require to use the system and what devices would be best suited for them—PC, laptop, tablet, or smartphone—and what software would be required to capture their stories. Finally, access to Wi-Fi or the Internet would need to be economically viable. Despite the vast research that has been done on digital storytelling, not much has been done in terms of its impact on social innovation and how a digital platform should be designed to enrich social innovation and creativity.
Utrera, Valeria. "Desarrollo de una aplicación móvil basada en Android para el combate de incendios forestales y de interfaz." Bachelor's thesis, 2016. http://hdl.handle.net/11086/3581.
Full textGracias al gran avance de la tecnología móvil en la actualidad, se ha dispuesto como propósito del presente trabajo crear una aplicación basada en la plataforma Android para teléfonos inteligentes. La aplicación actuará como cliente de servidores geográficos y consultará los datos requeridos, que luego serán expuestos a los encargados del manejo del fuego a través de una interfaz de mapas, brindando la información necesaria para llevar adelante cálculos y control respecto a diferentes variables en el momento de una crisis.
Thanks to the breakthrough of mobile technology today, the purpose of this work has been to create an application based on the Android platform for smartphones. The application will act as a client of geographical servers and will consult the required data, which will then be exposed to those responsible for fire management through a map interface, providing the necessary information to carry out calculations and control with respect to different variables at the time of a crisis.
Becerra, Carlos Martín. "Análisis de sentimiento en Twitter : el bueno, el malo y el >:(." Bachelor's thesis, 2016. http://hdl.handle.net/11086/3751.
Full textLos sistemas de análisis de sentimientos y la minería de opiniones han resultado ser de gran utilidad en los últimos años, con la introducción de las redes sociales. Su principal objetivo es identificar opiniones positivas o negativas en textos generados por usuarios y sobre qué entidad o aspecto de la misma se han realizado. Uno de los problemas que presenta al analizar grandes volúmenes de opiniones generadas por usuarios es el de que un analista pueda procesarlas de forma rápida y efectiva. Utilizando principalmente la red social Twitter, nos proponemos estudiar, a partir de algunos acontecimientos que produjeron tendencias, la opinión de los usuarios sobre los mismos.
With the introduction of social networks sentiment analysis and opinion mining systems have been of great utility in the last years. The main goal of these activities is to identify in user generated texts positive and negative opinions regarding a specific entity. One common problem of this systems appears when a user wants to analyze big volumes of opinions effectively. Using mainly the Twitter network, we propose to study the opinions of different users for a trending topic.
Brinkborg, Iris. "Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst." Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44711.
Full textMuñoz, Cardona John Edison. "Supporting physical training in healthy older adults through biocybernetic adaptation and exergaming." Doctoral thesis, 2018. http://hdl.handle.net/10400.13/2382.
Full textA inatividade física nos idosos está comumente associada ao desenvolvimento de doenças crónicas, fraca conservação do estado funcional, possíveis declínios cognitivos e a perda de independência. Com o objetivo de reduzir os fardos sociais e económicos gerados pelas altas percentagens de idosos na população, programas de envelhecimento ativo têm sido promovidos intensivamente. No entanto, estes programas sofrem de baixas taxas de aderência e uma falta de personalização do exercício que resulta em idosos desmotivados. Videojogos de exercício (Exergames) são reconhecidos como um método divertido e agradável de promoção da atividade física, através do uso da competição, feedback pertinente, e diversão estes contrariam a monotonia das rotinas de exercício convencional. Apesar de atraente, o uso de Exergames para a promoção de exercício nos idosos ainda se depara com obstáculos em demonstrar a sua eficácia em termos de melhorias de fitness funcional, funções cognitivas, e experiência do jogador. Ademais, o efeito a longo termo do uso de Exergames como programa estruturado de exercício para idosos raramente foi investigado. Para lidar com essas limitações na área de Exergames esta tese usa duas técnicas de Interação Humano-Computador (HCI) diferentes: design centrado no usuário e computação fisiológica. O principal objetivo é o de maximizar a eficácia da prática de Exergames através de: i) fornecimento de uma experiência de jogo mais personalizada, diversificada e agradável em Exergames feitos à medida e ii) otimização das respostas corporais durante o exercício em Exergames com uma camada de software fisiologicamente inteligente. Primeiro, um conjunto de quatro Exergames abrangentes dos domínios de resistência aeróbica, força muscular e capacidade motora foram cuidadosamente projetados por meio de design contextual. Em segundo lugar, o conceito de malha biocibernética fechada de computação fisiológica foi usada para melhorar o desempenho cardiovascular de idosos através de um Exergame que adapta a sua dificuldade com base no desempenho e níveis de esforço do jogador, persuadindo-os a exercerem os níveis desejados e recomendados. Dois estudos transversais e dois estudos longitudinais controlados foram concluídos em ginásios locais com idosos ativos, abordando várias questões de investigação para desvendar o papel de exergames customizados e adaptativos na promoção da atividade física. Demonstramos como a atratividade e a eficácia podem ser combinadas com sucesso no design de Exergames para fornecer exercícios encorajadores e motivadores que são equivalentes (ou por vezes melhores) aos métodos de treino convencionais. Além disso, apresentamos o design de um conjunto de ferramentas de software de computação fisiológica que podem ser amplamente utilizadas para adaptação biocibernética em videojogos e pós-processamento e interpretação de sinais fisiológicos.