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Artykuły w czasopismach na temat "Human-centered evaluation"

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Unehara, M., i T. Onisawa. "Music composition system with human evaluation as human centered system". Soft Computing - A Fusion of Foundations, Methodologies and Applications 7, nr 3 (1.01.2003): 167–78. http://dx.doi.org/10.1007/s00500-002-0205-7.

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Ford, Kenneth M., Patrick J. Hayes, Clark Glymour i James Allen. "Cognitive Orthoses: Toward Human-Centered AI". AI Magazine 36, nr 4 (31.12.2015): 5–8. http://dx.doi.org/10.1609/aimag.v36i4.2629.

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This introduction focuses on how human-centered computing (HCC) is changing the way that people think about information technology. The AI perspective views this HCC framework as embodying a systems view, in which human thought and action are linked and equally important in terms of analysis, design, and evaluation. This emerging technology provides a new research outlook for AI applications, with new research goals and agendas.
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Chen, Peng, Ping Jun Xia, Yue Dong Lang i Ying Xue Yao. "A Human-Centered Virtual Assembly System". Applied Mechanics and Materials 16-19 (październik 2009): 796–800. http://dx.doi.org/10.4028/www.scientific.net/amm.16-19.796.

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Virtual manufacturing technology has become an effective method for decision and planning in manufacturing. Due to ergonomics problems are widely concerned in assembly design planning, a human-centered virtual assembly system framework is proposed for ergonomics analysis for assembly operation in this paper. The six-layer framework integrates virtual human modeling, motion capture and recognition, ergonomics evaluation and virtual assembly process planning as an organic whole. Data exchanging and system function are discussed based on this framework. The work in virtual reality (VR) technology, motion capture technology, ergonomics method and optimization method for implementing the system is also described. The framework would provide a new approach for the combination of virtual manufacturing and ergonomics analysis in the future.
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KUBOTA, Ryuji, Yukiharu OHGA, Akinobu NAKAJIMA i Junichi TANJI. "Evaluation on Design Examples of Human-centered Automation by simulation". Proceedings of the National Symposium on Power and Energy Systems 2000.7 (2000): 388–93. http://dx.doi.org/10.1299/jsmepes.2000.7.388.

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Eshet, Eyal. "Human-Centered Design in Mobile Application Development". International Journal of Mobile Human Computer Interaction 4, nr 4 (październik 2012): 1–21. http://dx.doi.org/10.4018/jmhci.2012100101.

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Mobile platforms (e.g., Google Android, Apple iOS) and their closely integrated app stores transformed the mobile industry and opened the market for mobile application developers. Consequently, applications for smartphones quickly soared to phenomena levels. As mobile technology continues to evolve and shape human interaction with technology, human-centered design (HCD) methods adapt to the capabilities of technology and to the needs of mobile application development. This study presents a preliminary review of 79 research papers on the practice of HCD in mobile application development for the smartphone touch era. The aim of the study is to highlight emerging methods and their implications for mobile application development. The methods discovered by this study assist mobile application developers to better understand their target users. Further research is needed, particularly in exploring what user research and evaluation methods are the most effective in the context of mobile application development.
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Errington, Jamie, Dal Vernon C. Reising, Peter Bullemer, Tim DeMaere, Dave Coppard, Keath Doe i Charles Bloom. "Establishing Human Performance Improvements and Economic Benefit for a Human-Centered Operator Interface: An Industrial Evaluation". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, nr 23 (wrzesień 2005): 2036–40. http://dx.doi.org/10.1177/154193120504902308.

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A controlled comparison of a human-centered operator interface to that of a traditional distributed control system interface was conducted to establish the human performance improvement. Twenty-one professional petrochemical plant operators completed a series of matching process upset scenarios on their respective plants' high-fidelity training simulators. Each scenario contained an equipment or process failure previously experienced in the real plants. The results indicated that operators using the human-centered design completed scenarios an average of 7.5 minutes faster (41% improvement over the traditional interface), successfully dealt with failures in 96% of the cases (a 26% improvement), and recognized the presence of the failure before the first process alarm in 48% of the cases (a 38% improvement). These performance results were then used as input to a Monte Carlo simulation that estimated the economic benefit for the human-centered interface at $1,090,000 CAD per year for a plant of comparable size.
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Hernanda, I. Putu Aris Richard, Dwi Putra Githa i Gusti Made Arya Sasmita. "Analisis Usability BPRGianyar.com Menggunakan Heuristic Evaluation dan Pendekatan Human-Centered Design". JATISI (Jurnal Teknik Informatika dan Sistem Informasi) 9, nr 3 (14.09.2022): 2397–411. http://dx.doi.org/10.35957/jatisi.v9i3.2756.

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BPR Gianyar Partasedana merupakan sebuah perusahaan pengkreditan rakyat yang berfokus pada UMKM di Daerah Gianyar yang memiliki website berisikan berbagai informasi layanan keuangan. Sejak pertama kali website dibuat belum pernah dilakukan evaluasi untuk mengetahui kepuasan dan permasalahan pengguna terhadap website tersebut. Evaluasi usability pada user interface perlu dilakukan agar mengetahui bagaimana interaksi pengguna saat menggunakan website dan mencari temuan permasalahan kegunaan. Metode yang digunakan untuk melakukan pengujian yaitu Heuristic Evaluation, analisa dilakukan dengan wawancara dan kuesioner agar mendapatkan data pengguna, sampel penelitian diambil dari nasabah ataupun masyarakat yang pernah menggunakan website BPR Gianyar. Evaluasi desain antarmuka awal memperlihatkan adanya permasalahan usability dengan kategori 3 (major usability problem) sehingga adanya permasalahan pada kegunaan utama. Pendekatan Human-Centered Design digunakan untuk dasar pemberian rekomendasi, hasil yang di dapat untuk evaluasi rekomendasi perbaikan desain antarmuka memperlihatkan adanya penurunan nilai permasalahan usability dari kategori 3 menjadi kategori 1 (cosmetic problem) sehingga sudah lebih baik dan tidak ada permasalahan yang mengganggu kegunaan sistem. Kata kunci—Website, Usability, Heuristic Evaluation, Pendekatan Human-Centered Design
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Stevenson, Duncan, Matthew Hutchins i Jocelyn Smith. "Human-Centered Evaluation for Broadband Tertiary Outpatient Telehealth: A Case Study". International Journal of Human-Computer Interaction 26, nr 5 (27.04.2010): 506–36. http://dx.doi.org/10.1080/10447311003719979.

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Bolton, Matthew L., Sinan Goknur i Ellen J. Bass. "Framework to Support Scenario Development for Human-Centered Alerting System Evaluation". IEEE Transactions on Human-Machine Systems 43, nr 6 (listopad 2013): 595–607. http://dx.doi.org/10.1109/thms.2013.2283399.

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Chen, You, Ellen Wright Clayton, Laurie Lovett Novak, Shilo Anders i Bradley Malin. "Human-Centered Design to Address Biases in Artificial Intelligence". Journal of Medical Internet Research 25 (24.03.2023): e43251. http://dx.doi.org/10.2196/43251.

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The potential of artificial intelligence (AI) to reduce health care disparities and inequities is recognized, but it can also exacerbate these issues if not implemented in an equitable manner. This perspective identifies potential biases in each stage of the AI life cycle, including data collection, annotation, machine learning model development, evaluation, deployment, operationalization, monitoring, and feedback integration. To mitigate these biases, we suggest involving a diverse group of stakeholders, using human-centered AI principles. Human-centered AI can help ensure that AI systems are designed and used in a way that benefits patients and society, which can reduce health disparities and inequities. By recognizing and addressing biases at each stage of the AI life cycle, AI can achieve its potential in health care.
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Rozprawy doktorskie na temat "Human-centered evaluation"

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Rodriguez, Simonetta Andrea 1952. "Human/environmental relations analysis & simulation using human-centered systems methods for design and evaluation of complex habitable environments". Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/84809.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, February 2002.
Includes bibliographical references (p. 69-75).
by Simonetta Andrea Rodriguez.
S.M.
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Sorvari, Sonja. "Case Study: Detecting End-User Problems. Performance of Heuristic Evaluation Compared to Think Aloud". Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447073.

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There  are  currently  multiple  usability  evaluation methods  in  use. Some  of  them  involve  users  whereas  others  do  not.  It  is commonly assumed that the usability problems found via user-involved methods are real problems that the end-users may face when using the product in real situations. In this study, one usability evaluation method that does not involve  users,  Heuristic  Evaluation,  was  evaluated  by  comparing the results  it  provided to the results provided by a user-involved method, Think Aloud. Heuristic Evaluation’s performance in detecting usability problems of a system was evaluated in two cases: taking all of the usability problems of the interface into account and only taking the serious usability problems of the interface into account. A system called Nytt, provided by Nytt Ab, was used as the evaluated system. The values of thoroughness, validity and effectiveness were calculated based on the numbers of actual usability problems found via Heuristic Evaluation, actual problems missed by Heuristic Evaluation and false problems found via Heuristic Evaluation. The findings of this study suggest that Heuristic Evaluation does not detect all of the problems that Think Aloud does but instead offers a lot of other findings as problems. Moreover, the performance of Heuristic Evaluation is not drastically affected by  whether detecting only serious usability problems or usability problems in general.
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Xiao, Jun. "Empirical Studies on Embodied Conversational Agents". Diss., Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/14080.

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A great deal of effort has been put into developing Embodied Conversational Agent (ECA) systems that provide a human-like assistant in the user interface. However, little is known whether improvements to ECA interfaces made by such efforts can ever be significant from the users point of view. I studied user experiences with ECA interfaces and evaluated the ECA style of interaction with respect to user expectation, perception, behavior and performance. I introduce a conceptual framework that offers a holistic view of the design space of ECA systems. I also have created a middleware toolkit that facilitates rapid development of application content across different speech and animation platforms. A series of user studies has been carried out to investigate the similarities and differences between human-computer interaction and human-ECA interaction and between human-ECA interaction and human-human interaction. Results from these studies provide strong evidence that people are consciously aware of the capabilities and limitations of ECAs. Traditional GUI design heuristics should be carefully followed when designing ECA interfaces. Furthermore, the results soundly suggest that designers of ECA interfaces take extra care to accommodate individual differences and preferences. Social norms that guide human-human interaction greatly affect individuals expectation and perception of ECA characteristics. The findings support the argument that drawing from both human-computer interaction and human-human interaction can be significantly advantageous to the design of both effective and affective human-ECA interaction.
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Medynskiy, 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.

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The practice of health self-management offers behavioral and problem-solving strategies that can effectively promote responsibility for one's own wellbeing, improve one's health outcomes, and decrease the cost of health services. Personal informatics applications support health self-management by allowing their users to easily track personal health information, and to review the changes and patterns in this information. Over the course of the past several years, I have pursued a research agenda centered on understanding how personal health informatics applications can further support the strategies of health self-management--specifically those relating to goal-management and behavior change. I began by developing a flexible personal informatics tool, called Salud!, that I could use to observe real-world goal management and behavior change strategies, as well as use to evaluate new interfaces designed to assist in goal management. Unlike existing personal informatics tools, Salud! allows users to self-define the information that they will track, which allows tracking of highly personal and meaningful data that may not be possible to track given other tools. It also enables users to share their account data with facilitators (e.g. fitness grainers, nutritionists, etc.) who can provide input and feedback. Salud! was built on top of an infrastructure consisting of a stack of modular services that make it easier for others to develop and/or evaluate a variety of personal informatics applications. Several research teams used this infrastructure to develop and deploy a variety of custom projects. Informal analysis of their efforts showed an unmet need for data storage and visualization services for home- and health-based sensor data. In order to design a goal management support tool for Salud!, I first, I conducted a meta-analysis of relevant research literature to cull a set of proven goal management strategies. The key outcome of this work was an operationalization of Action Plans--goal management strategies that are effective at supporting behavior change. I then deployed Salud! in two fitness-related contexts to observe and understand the breadth of health-related behavior change and goal management practices. Findings from these deployments showed that personal informatics tools are most helpful to individuals who are able to articulate short-term, actionable goals, and who are able to integrate self-tracking into their daily activities. The literature meta-analysis and the two Salud! deployments provided formative requirements for a goal management interaction that would both incorporate effective goal management strategies and support the breadth of real-world goals. I developed a model of the goal management process as the framework for such an interaction. This model enables goals to be represented, evaluated, and visualized, based on a wide range of user objectives and data collection strategies. Using this model, I was able to develop a set of interactions that allow users of Salud! to manage their personal goals within the application. The generalized goal management model shows the inherent difficulty in supporting open-ended, highly personalized goal management. To function generically, Salud! requires facilitator input to correctly process goals and meaningfully classify their attributes. However, for specific goals represented by specific data collection strategies, it is possible to fully- or semi-automate the goal management process. I ran a large-scale evaluation of Salud! with the goal management interaction to evaluate the effectiveness of a fully-automated goal management interaction. The evaluation consisted of a common health self-management intervention: a simple fitness program to increase participants' daily step count. The results of this evaluation suggest that the goal management interaction may improve the rate of goal realization among users who are initially less active and less confident in their ability to succeed. Additionally, this evaluation showed that, while it can significantly increase participants' step count, a fully automated fitness program is not as effective as traditional, instructor-led fitness programs. However, it is much easier to administer and much less resource intensive, showing that it can be utilized to rapidly evaluate concrete goal management strategies.
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Baglin, Faisal. "Utilising a human centered design (HCD) approach for enhancing government systems in Saudi Arabia through usability evaluation from the user's perspective". Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/12513.

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When aiming to successfully improve an existing software system, usability evaluation methods (UEMs) and user experience (UX) are key aspects for consideration. The UEMs identify the level of usability of the system through assessing: (1) the extent to which it is easy and pleasant for the user (Cockton, 2012); (2) the specific effects of the system user interface (UI) on the user; and (3) any other problems that the system may have (Dix et al., 2007). On the other hand, considering UX places usability in context through providing a comprehensive understanding of the users' perceptions during and after their interactions with a specific system (Kuniavsky, 2010). Undoubtedly, in most countries, there is a wide range of services, activities, and procedures that are supported by government systems (Buie and Murray, 2012). However, because of the lack of consideration of the usability requirements in addition to the limited attention given to the involvement of UX in system development (Downey and Rosales, 2011), a significant number of these government systems were designed without taking into account human-centred design guidelines (Johnson et al, 2005). Consequently, the success of these systems varies widely in terms of their usability (Downey and Rosales, 2011). In some cases, they fail to provide effective, efficient, and generally positive UX to people who interact with government systems from the outside, such as the citizens, or for those who work for the government on the inside, such as the employees (Buie and Murray, 2012). The research problem in this thesis addresses how UEMs, techniques, and tools can be integrated and developed to support the redesigning and enhancement of current government systems (Legacy Systems) in a developing country. More specifically, the main aim of the research work reported in this thesis is to develop a way of proposing appropriate methods for evaluating the usability of the current internal systems in the Saudi government context. In this regard, three studies were conducted to achieve the aims of the research. As a general approach for the thesis, Human-Centred Design (HCD) was adopted due to the fact that HCD is concerned with the integration of the users’ opinions into the software development process in order to achieve a usable system (Spencer, 2004). In addition, a mixed method of quantitative and qualitative approaches was used in all of the studies. In the development of this project, the first study was aimed at evaluating the usability of a current internal system of a governmental organization in Saudi Arabia, the Visa Issuance (VI) system, from the actual users’ points of view in order to identify the strengths and weaknesses of the system. A usability evaluation query technique was employed for collecting data via a survey method by targeting 135 participants who were the users of the VI system. The survey used both qualitative and quantitative instruments, namely a questionnaire and semi-structured interviews. In the second study, an experimental approach was applied and a comparative usability test was conducted between the current VI system and a suggested prototype design which was developed based on the outcomes of the usability evaluation in the first study. The results of this study showed improvements in the quality of the system (usefulness), the information, and the interface. After analysing these results, the iterative method was used in the third study to redesign the suggested prototype. Therefore, another comparison test was conducted between the two versions of the prototype and the results indicated enhancement in the UX by using the new version. This research developed a methodological framework for the usability evaluation of the current government systems which involved query techniques and user testing methods. It was formulated by combining different methods for guiding the redesign process, and testing was conducted throughout the entire research project. The results indicated that the involvement of query techniques as a preliminary step provides a quick, simple, and cost-effective way of identifying the usability problem areas in the VI government system. Furthermore, the usefulness of this developed framework could be beneficial in raising awareness and acceptance of the established methods among governmental organisations in other contexts in order to enhance their software systems effectively and improve the UX. It is hoped that this awareness of the fundamental usability methods could lead to developments in Information Communication Technology (ICT) for all communities (Holzinger, 2005) so that the advantages of making certain improvements could be shared with others. In addition, the outcomes of the two experiments conducted in this research provide some lessons that are considered valuable in the usability testing domain. In this regard, the results are expected to assist and support the usability practitioners and system developers who are concerned with improving the usability of existing internal software systems, and in planning and conducting usability testing sessions in government organisations through utilising such guidance about UEMs.
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Lindström, Daniel. "Visualizing future buildings : User-centered design process and evaluation of a sensor-based MAR prototype". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215771.

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Mobile Augmented Reality (MAR) is an emerging technology that, when done right, can offer the users a rich experience. However, as with most emerging technologies, it is primarily technology-driven, often leaving the user needs aside. In this study a sensor-based MAR prototype was developed and evaluated, following a User-Centered Design process. The prototype visualized a future building in the city of Stockholm, Sweden. However, sensors in today’s smartphones are not perfect, which is a problem when used as tracking method to augment 3D-content. Also, developing a MAR experience includes some challenges and issues that need to be addressed in order to develop a good experience for the user. One of those challenges is to test and validate ideas at an early stage of the development. Usually when following a User-Centered Design process, prototyping is a useful tool for testing and validating. Though, even the simplest MAR experience requires an advanced infrastructure, which is expensive and time-consuming to develop. In this study both the inherited problems of smartphone sensors and the challenges regarding MAR development were taken into account during the development. To counteract these problems, cleverly designed functions were implemented. To evaluate the final version of the prototype, a user test was conducted in an urban environment. The most important lessons learned during this study were that today’s smartphones do not provide robust and accurate sensor data in an urban environment. Resulting in incorrect placement and flickering of the augmented 3D-object. Also, the functions that were developed to counteract these problems helped in some degree, indicating the potential of overcoming hardware problems with cleverly designed functions. Last, using existing AR framework to produce an interactive and AR-enabled prototype, to a low cost and relatively fast, proved successful.
Mobil förstärkt verklighet (Mobile Augmented Reality, eller MAR) är en teknik på frammarsch som utvecklas i snabb takt. MAR har möjligheten att leverera en rik upplevelse till användaren. Dock är utvecklingen av MAR, likt de flesta tekniker under snabb utveckling, teknikdriven vilket ofta medför att användarens behov glöms bort. I denna studie står användaren i fokus när en sensorbaserad MAR-prototyp utvecklas och utvärderas. Allt detta sker med hjälp utav en användarcentrerad designprocess och prototypen används för att visualisera en kommande byggnad i Stockholm, Sverige. Vid utveckling av en sensorbaserad MAR-upplevelse står man inför ett flertal utmaningar och problem som alla behöver adresseras för att kunna leverera en bra upplevelse till användaren. Dels finns hårdvaruproblem så som att sensorer i dagens smartphones är långt ifrån perfekta, detta medför problematik i placeringen utav 3D-objekt som baseras på sensordata. En annan utmaning är att testa och validera idéer i ett tidigt skede av utvecklingen. Vanligtvis när man följer en användarcentrerad designprocess är tidiga prototyper ett användbart verktyg för testning och validering. Dock kräver även den enklaste MAR-upplevelsen en avancerad infrastruktur, som är både dyr och tidskrävande att utveckla. I denna studie tas dessa problem och utmaningar i beaktning redan i ett tidigt utvecklingsstadium. Väldesignade funktioner utvecklas för att motverka och minska inverkan utav dessa problem. För att utvärdera den slutgiltiga prototypen utfördes ett användartest i stadsmiljö. En viktig lärdom från denna studie är att dagens smartphones inte erbjuder tillräckligt robust och precis mätning av sensordata i stadsmiljö för att leverera en bra användarupplevelse. Detta resulterade i felaktig och hoppande/skakig placering av 3D-objekt. De funktioner som utvecklades för att motverka problemen med MAR hjälpte i viss utsträckning, dessa påvisade en potential att överkomma hårdvarubrister med smarta och väldesignade funktioner. Att använda AR-ramverk för att producera interaktiva MAR-prototyper, till en låg kostnad och med relativt kort utvecklingstid, visade sig lyckat.
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de, Haan Sophie. "Application Design for the Quantified Pet Domain from a User Centered Design Perspective". Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235191.

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Quantifying personal information is a rapidly emerging lifestyle that has now extended to tracking non-personal information as well. The Quantified Pet (QP) domain enablespet owners to gain insights in their pet’s behavior and wellbeing. This study investigates how to design a QP application using the User Centered Design Method. To gain understanding in the inner drivers that form the human-pet relationship, five dog owners are interviewed. Three inner drivers that trigger interaction are revealed: habits, love and guilt. By surveying 104 users of existing QP applications, this study examined what motivates users to use a pet activity tracker and what sustains this usage. After performing a thematic analysis on this data, it was found that Activities,interest in activity data, and Health, improving and ensuringthe dog’s health, are dominantly portraited in the results. These themes provide the foundation for the establishment of two personas, of which the Health persona is chosen to be the primary design target. Next to user requirements following from the persona design, a heuristic evaluation is performed on one QP application (FitBark) to provide an additional set of design requirements. From these requirements, a design solution is proposed and evaluated amongst ten participants by means of a task list, semi- structured interview and a questionnaire. This revealed high usability for navigation and successful implementation of most requirements. However, design flaws, in specific of data visualization, and some misunderstanding of informational components remain. Future work proposes an improved design and provides additional suggestions for implementation and examination.
Att kvantifiera personlig information är en starkt växande uppkommande livsstil och har nu även utökats till att följa icke-personlig information. Quantified Pet (QP) domänen möjliggör husdjursägare att få insikter i deras husdjurs beteende och välmående. I denna studie undersöks hur en QP-applikation ska designas genom att använda metoden User Centered Design. För att få förståelse för de innersta drivkrafterna till det som formar relationen mellan människa och husdjur blev fem hundägare intervjuade. Tre innre drivkrafter som triggar interactionen klarlades: vanor, kärlek och skuldkänslor. Genom att studera 104 användare av redan existerande QP-applikationer, denna studie undersökte vad som motiverar användare till att använda en pet activity tracker och vad som upperäthåller ett fortsatt användande. Efter att ha genomfört en tematisk analys av denna data visade det sig att Aktiviteter, intresse av aktivitetsdata, och Hälsa, förbättra och säkerställa hundens hälsa är de mest framträdande i resultaten. Dessa teman bidrar till grunden för etableringen av två personas, där personan för Hälsa är vald som primärt mål för designen. Utöver de användarkrav som uppkommit från personadesignen, har en hueristisk evaluering av en QR-applikation (Fitbark) gjorts för att bidra till ett ytterligare antal designkrav. Utifrån dessa krav föreslås en designlösning som evalueras bland tio deltagare genom en uppdragslista, semistrukturerad intervju och frågeformulär. Detta visade på en hög användbarhet för navigering och en lyckad implementation av de flesta av kraven. Dock existerar fortfarande brister i designen, specifikt för datavisualisering och några missförstånd över informationskomponenter. Framtida arbeten föreslår en förbättrad design och bidrar med ytterligare förslag på implementation och examinering.
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Sanchez, Téo. "Interactive Machine Teaching with and for Novices". Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG055.

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Les algorithmes d'apprentissage machine déployés dans la société ou la technologie offrent généralement aux utilisateurs aucune prise sur la manière dont les modèles d'apprentissage sont optimisés à partir des données. Seuls les experts conçoivent, analysent et optimisent les algorithmes d'apprentissage automatique. À l'intersection de l'Interaction Humain-Machine (IHM) et de l'apprentissage machine, le domaine de l'apprentissage automatique interactif vise à intégrer l'apprentissage automatique dans des pratiques existantes. L'enseignement machine interactif (Interactive Machine Teaching), en particulier, cherche à impliquer des utilisateurs non experts en tant qu'enseignant de la machine afin de les autonomiser dans le processus de construction de modèles d'apprentissage. Ces utilisateurs pourraient profiter de la construction de modèles d'apprentissage pour traiter et automatiser des tâches sur leurs propres données, conduisant à des modèles plus robustes et moins biaisés pour des problèmes spécialisés. Cette thèse adopte une approche empirique sur l'enseignement machine interactif en se concentrant sur la façon dont les utilisateurs développent des stratégies et comprennent les systèmes d'apprentissage machine interactifs à travers l'acte d'enseigner. Cette recherche fournit deux études utilisateurs impliquant des participants en tant qu'enseignant de classificateurs d'images utilisant des réseaux de neurones artificiels appris par transfert. Ces études se concentrent sur ce que les utilisateurs comprennent du comportement du modèle ML et sur la stratégie qu'ils peuvent utiliser pour le "faire fonctionner". La seconde étude se concentre sur la compréhension et l'utilisation de deux types d'incertitude : l'incertitude aléatorique, qui traduit l'ambiguïté, et l'incertitude épistémique, qui traduit la nouveauté. Je discute de l'utilisation de l'incertitude et de l'apprentissage actif (Active Learning) comme outils pour l'enseignement machine interactif. Enfin, je présente mes collaborations artistiques et adopte une approche réflexive sur les obstacles et les opportunités de développement de l'apprentissage automatique interactif pour l'art. Je soutiens que les utilisateurs novices développent différentes stratégies d'enseignement qui peuvent évoluer en fonction des informations obtenues tout au long de l'interaction. Les stratégies d'enseignement structurent la composition des données d'entraînement et affectent la capacité des utilisateurs à comprendre et à prédire le comportement de l'algorithme. En plus de permettre aux gens de construire des modèles d'apprentissage automatique, l'enseignement machine interactif présente un intérêt pédagogique en favorisant les comportements d'investigation, renforçant les connaissances des novices en apprentissage machine
Machine Learning algorithms in society or interactive technology generally provide users with little or no agency with respect to how models are optimized from data. Only experts design, analyze, and optimize ML algorithms. At the intersection of HCI and ML, the field of Interactive Machine Learning (IML) aims at incorporating ML workflows within existing users' practices. Interactive Machine Teaching (IMT), in particular, focuses on involving non-expert users as "machine teachers" and empowering them in the process of building ML models. Non-experts could take advantage of building ML models to process and automate tasks on their data, leading to more robust and less biased models for specialized problems. This thesis takes an empirical approach to IMT by focusing on how people develop strategies and understand interactive ML systems through the act of teaching. This research provides two user studies involving participants as teachers of image-based classifiers using transfer-learned artificial neural networks. These studies focus on what users understand from the ML model's behavior and what strategy they may use to "make it work." The second study focuses on machine teachers' understanding and use of two types of uncertainty: aleatoric uncertainty, which conveys ambiguity, and epistemic uncertainty, which conveys novelty. I discuss the use of uncertainty and active learning in IMT. Finally, I report artistic collaborations and adopt an auto-ethnographic approach to challenges and opportunities for developing IMT with artists. I argue that people develop different teaching strategies that can evolve with insights obtained throughout the interaction. People's teaching strategies structure the composition of the data they curated and affect their ability to understand and predict the algorithm behavior. Besides empowering people to build ML models, IMT can foster investigative behaviors, leveraging peoples' literacy in ML and artificial intelligence
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Svanberg, Christoffer, i Anton Westman. "Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169594.

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ABSTRACT Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.   Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.   Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users. In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.
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Sauzin, Damien. "Apport d'une conception centrée utilisateur adaptée selon les besoins des personnes en situation de handicap". Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30043/document.

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Les personnes en situation de handicap moteur des membres supérieurs ont besoin de système de suppléance pour leur autonomie. Cependant 1/3 de ces aides de compensation sont abandonnées car pas encore suffisamment centrées sur les besoins et les aptitudes de l'utilisateur. La problématique centrale de cette thèse concerne la mise en œuvre d'une méthode de conception centrée utilisateur, adaptée en fonction de la population d'études (personnes en situation de handicap ayant des troubles neuro-moteurs langagiers) pour la conception de trois aides de compensation. La première concerne la commande d'un bras robotique de préhension JACO pour laquelle la conception centrée utilisateur classique a été appliquée. Celle-ci est adaptée pour les personnes pouvant s'exprimer oralement mais qu'en est-il lorsque ces personnes ne peuvent participer directement ou bien ont besoin de leurs aidants pour exprimer leurs besoins ou répondre aux questionnaires? Une alternative est de recueillir les besoins par l'intermédiaire d'experts. Nous montrerons comment la méthode de conception centrée utilisateur a été adaptée pour la conception du système HandiMathKey pour la saisie de formules Mathématiques. Notre dernière adaptation est d'utiliser l'écosystème de la personne comme médiateur pour communiquer et un profil utilisateur. Cette méthode a permis de concevoir l'interface de communication intégrée et de contrôle d'environnement nommée CECI. Nous décrirons également comment la plateforme SoKeyTo permet le prototypage des aides de compensation. Pour chacune des aides de compensation, nous rapporterons les évaluations réalisées et nous discuterons la manière dont la méthode de conception a été adaptée
People with motor impairment of the upper limbs need an assistive technology for their autonomy. However, 1/3 of these assistive technologies are abandoned because they are not yet sufficiently focused on the needs and abilities of the user. The central problem of this thesis concerns the implementation of a user-centered design method adapted to the study population (persons with disabilities with neuro-motor language impairments) for the design of three applications. The first concerns the control of a robot arm JACO for which the classic user centered design has been applied. This is appropriate for people who can speak orally, but what if they cannot participate directly or need their caregivers to express their needs or answer questionnaires? An alternative is to gather needs through experts. We will show how the user centered design method has been adapted for the design of the HandiMathKey system for entering mathematical formulas. Our last adaptation is to use the person's ecosystem as a mediator to communicate and a user profile. This method allowed to design the integrated communication and environmental control interface named CECI. We will also describe how the SoKeyTo platform allows prototyping of assistive technologies. For each of the assistive technologies, we will report the assessments made and discuss how the design method has been adapted
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Książki na temat "Human-centered evaluation"

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Archambault, Daniel, Helen Purchase i Tobias Hoßfeld, red. Evaluation in the Crowd. Crowdsourcing and Human-Centered Experiments. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66435-4.

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Soares, Marcelo Marcio, i Francesco Rebelo. Advances in usability evaluation. Boca Raton, FL: Taylor & Francis, 2012.

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Hedge, Alan, i Halimahtun M. Khalid. Advances in ergonomics modeling and usability evaluation. Boca Raton: CRC Press, 2011.

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Designing for emerging technologies: UX for Genomics, Robotics, and the Internet of Things. Sebastopol, CA: O'Reilly, 2014.

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Usability of complex information systems: Evaluation of user interaction. Boca Raton: Taylor & Francis, 2011.

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Conference on Human-Centered Software Engineering (2nd 2008 Pisa, Italy). Engineering interactive systems 2008: Second Conference on Human-Centered Software Engineering, HCSE 2008 and 7th International Workshop on Task Models and Diagrams, TAMODIA 2008, Pisa, Italy, September 25-26, 2008 : proceedings. Berlin: Springer, 2008.

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1954-, Forbrig Peter, Paternò Fabio 1960- i International Workshop on Task Models and Diagrams (7th : 2008 : Pisa, Italy), red. Engineering interactive systems 2008: Second Conference on Human-Centered Software Engineering, HCSE 2008 and 7th International Workshop on Task Models and Diagrams, TAMODIA 2008, Pisa, Italy, September 25-26, 2008 : proceedings. Berlin: Springer, 2008.

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Hedge, Alan, Tareq Z. Ahram i Halimahtun Khalid. Advances in Ergonomics Modeling and Usability Evaluation. Taylor & Francis Group, 2017.

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Hedge, Alan, Tareq Z. Ahram i Halimahtun Khalid. Advances in Ergonomics Modeling and Usability Evaluation. Taylor & Francis Group, 2010.

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Hedge, Alan, Tareq Z. Ahram i Halimahtun Khalid. Advances in Ergonomics Modeling and Usability Evaluation. Taylor & Francis Group, 2010.

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Części książek na temat "Human-centered evaluation"

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Lokman, Anitawati Mohd, Afdallyna Fathiyah Harun, Nor Laila Md. Noor i Mitsuo Nagamachi. "Website Affective Evaluation: Analysis of Differences in Evaluations Result by Data Population". W Human Centered Design, 643–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_75.

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Yamaoka, Toshiki. "A Proposal of Service Design Evaluation Method". W Human Centered Design, 153–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21753-1_18.

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Gregory, Kathleen, i Laura Koesten. "Data Evaluation and Sensemaking". W Human-Centered Data Discovery, 49–57. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-18223-5_5.

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Rashid, Umar, i Aaron Quigley. "Interaction Techniques for Binding Smartphones: A Desirability Evaluation". W Human Centered Design, 120–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_15.

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Kohlsdorf, Daniel, Michael Lawo i Michael Boronowsky. "A Mobile Application for Survey Reports: An Evaluation". W Human Centered Design, 212–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_25.

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Xiong, Yuping, Shufen Liu, Sihua Gao i Yemei Zhu. "Research on Evaluation of Sensor Deviations During Flight". W Human Centered Computing, 252–57. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-74521-3_28.

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Hou, Wenjun, Jin Yang, Fei Lyu i Tiemeng Li. "User Satisfaction Evaluation Model Based on Blink Interval". W Human Centered Computing, 477–87. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15554-8_39.

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Montalbano, Joe, Brad Lehman, Mix Lauren, Dorr Sandra, Ed Galm i Luke Hohmann. "HCD Activities and Artifacts from Refinement through Evaluation". W Human-Centered Agile, 59–73. New York: Productivity Press, 2023. http://dx.doi.org/10.4324/9781003188520-6.

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Hou, Wenjun, Yi Ding, Xiangang Qin i Yi Yang. "Evaluation of Cognitive Awareness Based on Dual Task Situation". W Human Centered Computing, 160–71. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31854-7_15.

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Pommeranz, Alina, Pascal Wiggers i Catholijn M. Jonker. "Towards Compositional Design and Evaluation of Preference Elicitation Interfaces". W Human Centered Design, 586–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21753-1_65.

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Streszczenia konferencji na temat "Human-centered evaluation"

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Boyd-Graber, Jordan, Samuel Carton, Shi Feng, Q. Vera Liao, Tania Lombrozo, Alison Smith-Renner i Chenhao Tan. "Human-Centered Evaluation of Explanations". W Proceedings of the 2022 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies: Tutorial Abstracts. Stroudsburg, PA, USA: Association for Computational Linguistics, 2022. http://dx.doi.org/10.18653/v1/2022.naacl-tutorials.4.

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Khatri, Suresh, Muddesar Iqbal, George Ubakanma i Spike van der Vliet-Firth. "SkillBot: Towards Data Augmentation using Transformer language model and linguistic evaluation". W 2022 Human-Centered Cognitive Systems (HCCS). IEEE, 2022. http://dx.doi.org/10.1109/hccs55241.2022.10090376.

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Dawoud, Karam, Wojciech Samek, Peter Eisert, Sebastian Lapuschkin i Sebastian Bosse. "Human-Centered Evaluation of XAI Methods". W 2023 IEEE International Conference on Data Mining Workshops (ICDMW). IEEE, 2023. http://dx.doi.org/10.1109/icdmw60847.2023.00122.

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Akhtar, Raybal, Muhammad Safyan, Muddesar Iqbal i Sohail Sarwar. "Descriptive Exam Evaluation through Semantic Mining and Analysis". W 2023 International Conference on Human-Centered Cognitive Systems (HCCS). IEEE, 2023. http://dx.doi.org/10.1109/hccs59561.2023.10452519.

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Xiao, Ziang, Wesley Hanwen Deng, Michelle S. Lam, Motahhare Eslami, Juho Kim, Mina Lee i Q. Vera Liao. "Human-Centered Evaluation and Auditing of Language Models". W CHI '24: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3613905.3636302.

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Liebling, Daniel, Katherine Heller, Samantha Robertson i Wesley Deng. "Opportunities for Human-centered Evaluation of Machine Translation Systems". W Findings of the Association for Computational Linguistics: NAACL 2022. Stroudsburg, PA, USA: Association for Computational Linguistics, 2022. http://dx.doi.org/10.18653/v1/2022.findings-naacl.17.

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Azwar, Ade Geovania, Nurwathi, Andika Sirajuddin, Djoko PItoyo, Ahmad Munandar i Novi Mardiana. "Website Usability Evaluation using Human Centered Design (HCD) Approach". W 2021 15th International Conference on Telecommunication Systems, Services, and Applications (TSSA). IEEE, 2021. http://dx.doi.org/10.1109/tssa52866.2021.9768223.

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Shen, Jingyuan, Hourieh Khalajzadeh i Anuradha Madugalla. "Human-Centered e-Health Development: An Accessible Visual Modeling Tool". W 19th International Conference on Evaluation of Novel Approaches to Software Engineering. SCITEPRESS - Science and Technology Publications, 2024. http://dx.doi.org/10.5220/0012546100003687.

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Kobina, Piriziwè, Thierry Duval, Laurent Brisson i Anthony David. "Human-centered Evaluation of 3D Radial Layouts for Centrality Visualization". W WSCG'2022 - 30. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2022. Západočeská univerzita, 2022. http://dx.doi.org/10.24132/csrn.3201.9.

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In this paper we propose improvements to the 3D radial layouts that make it possible to visualize centrality mea- sures of the nodes in a graph. Our improvements mainly relate edge drawing and the evaluation of the 3D radial layouts. First, we projected not only the nodes but also the edges onto the visualization surfaces in order to reduce the node overlap that could be observed in previous 3D radial layouts. Secondly, we proposed a human-centered evaluation in order to compare the efficiency score and the time to complete tasks of the 3D radial layouts to those of the 2D radial layouts. The evaluation tasks proposed are related to the central nodes, the peripheral nodes and the dense areas of a graph. The results showed that 3D layouts can perform significantly better than 2D layouts in terms of efficiency when tasks are related to the central and peripheral nodes, while the difference in time is not statistically significant between these various layouts. Additionally, we found that the participants preferred interacting with 3D layouts over 2D layouts.
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Orrù, Giulia, Elia Porcedda, Simone Maurizio La Cava, Roberto Casula i Gian Luca Marcialis. "Human-Centered Evaluation of Anomalous Events Detection in Crowded Environments". W 2023 International Conference of the Biometrics Special Interest Group (BIOSIG). IEEE, 2023. http://dx.doi.org/10.1109/biosig58226.2023.10346004.

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Raporty organizacyjne na temat "Human-centered evaluation"

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Cantor, Amy G., Rebecca M. Jungbauer, Andrea C. Skelly, Erica L. Hart, Katherine Jorda, Cynthia Davis-O'Reilly, Aaron B. Caughey i Ellen L. Tilden. Respectful Maternity Care: Dissemination and Implementation of Perinatal Safety Culture To Improve Equitable Maternal Healthcare Delivery and Outcomes. Agency for Healthcare Research and Quality (AHRQ), styczeń 2024. http://dx.doi.org/10.23970/ahrqepccer269.

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Objective. To summarize current research defining and measuring respectful maternity care (RMC) and evaluate the effectiveness of RMC and implementation strategies to improve health outcomes, particularly for populations at risk for health disparities. Data sources. Ovid MEDLINE®, Embase®, and Cochrane CENTRAL from inception to November 2022 and SocINDEX to July 2023; manual review of reference lists and responses to a Federal Register Notice. Review methods. Dual review of eligible abstracts and full-text articles using predefined criteria. Data abstraction and quality assessment dual reviewed using established methods. Systematic evaluation of psychometric studies of RMC tools using adapted criteria. Meta-analysis not conducted due to heterogeneity of studies and limited data. Results. Searches identified 4,043 unique records. Thirty-seven studies were included across all questions, including the Contextual Question (CQ). Twenty-four validation studies (3 observational studies, 21 cross-sectional studies) evaluated 12 tools for measuring RMC. One randomized controlled trial (RCT) evaluated RMC effectiveness. There were no effectiveness trials from settings relevant to clinical practice in the United States and no studies evaluating effectiveness of RMC implementation. For the CQ, 12 studies defined 12 RMC frameworks. Two types of frameworks defined RMC: (1) Disrespect and Abuse (D&A) and (2) Rights-Based. Components of D&A frameworks served as indicators for recognizing mistreatment during childbirth, while Rights-Based frameworks incorporated aspects of reproductive justice, human rights, and anti-racism. Overlapping themes from RMC frameworks included: freedom from abuse, consent, privacy, dignity, communication, safety, and justice. Tools that measured RMC performed well based on psychometric measures, but no single tool stood out as the best measure of RMC. The intrapartum version of the Mother’s Autonomy in Decision-Making (MADM), Mothers On Respect index (MORi), and the Childbirth Options, Information, and Person-Centered Explanation (CHOICES) index for measuring RMC demonstrated good overall validity based on analysis of psychometric properties and were applicable to U.S. populations. The Revised Childbirth Experience Questionnaire (CEQ-2) demonstrated good overall validity for measuring childbirth experiences and included RMC components. One fair-quality RCT from Iran demonstrated lower rates of postpartum depression at 6-8 weeks for those who received RMC compared with controls (20% [11/55] vs. 50% [27/54], p=0.001), measured by the Edinburgh Postpartum Depression Scale. No studies evaluated any other health outcomes or measured the effectiveness of RMC implementation strategies. Conclusions. RMC frameworks with overlapping components, themes, and definitions were well described in the literature, but consensus around one operational definition is needed. Validated tools to measure RMC performed well based on psychometric measures but have been subject to limited evaluation. A reliable metric informed by a standard definition could lead to further evaluation and implementation in U.S. settings. Evidence is currently lacking on the effectiveness of strategies to implement RMC to improve any maternal or infant health outcome.
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Weller, Joel I., Harris A. Lewin i Micha Ron. Determination of Allele Frequencies for Quantitative Trait Loci in Commercial Animal Populations. United States Department of Agriculture, luty 2005. http://dx.doi.org/10.32747/2005.7586473.bard.

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Individual loci affecting economic traits in dairy cattle (ETL) have been detected via linkage to genetic markers by application of the granddaughter design in the US population and the daughter design in the Israeli population. From these analyses it is not possible to determine allelic frequencies in the population at large, or whether the same alleles are segregating in different families. We proposed to answer this question by application of the "modified granddaughter design", in which granddaughters with a common maternal grandsire are both genotyped and analyzed for the economic traits. The objectives of the proposal were: 1) to fine map three segregating ETL previously detected by a daughter design analysis of the Israeli dairy cattle population; 2) to determine the effects of ETL alleles in different families relative to the population mean; 3) for each ETL, to determine the number of alleles and allele frequencies. The ETL on Bostaurusautosome (BT A) 6 chiefly affecting protein concentration was localized to a 4 cM chromosomal segment centered on the microsatellite BM143 by the daughter design. The modified granddaughter design was applied to a single family. The frequency of the allele increasing protein percent was estimated at 0.63+0.06. The hypothesis of equal allelic frequencies was rejected at p<0.05. Segregation of this ETL in the Israeli population was confirmed. The genes IBSP, SPP1, and LAP3 located adjacent to BM143 in the whole genome cattle- human comparative map were used as anchors for the human genome sequence and bovine BAC clones. Fifteen genes within 2 cM upstream of BM143 were located in the orthologous syntenic groups on HSA4q22 and HSA4p15. Only a single gene, SLIT2, was located within 2 cM downstream of BM143 in the orthologous HSA4p15 region. The order of these genes, as derived from physical mapping of BAC end sequences, was identical to the order within the orthologous syntenic groups on HSA4: FAM13A1, HERC3. CEB1, FLJ20637, PP2C-like, ABCG2, PKD2. SPP, MEP, IBSP, LAP3, EG1. KIAA1276, HCAPG, MLR1, BM143, and SLIT2. Four hundred and twenty AI bulls with genetic evaluations were genotyped for 12 SNPs identified in 10 of these genes, and for BM143. Seven SNPs displayed highly significant linkage disequilibrium effects on protein percentage (P<0.000l) with the greatest effect for SPP1. None of SNP genotypes for two sires heterozygous for the ETL, and six sires homozygous for the ETL completely corresponded to the causative mutation. The expression of SPP 1 and ABCG2 in the mammary gland corresponded to the lactation curve, as determined by microarray and QPCR assays, but not in the liver. Anti-sense SPP1 transgenic mice displayed abnormal mammary gland differentiation and milk secretion. Thus SPP 1 is a prime candidate gene for this ETL. We confirmed that DGAT1 is the ETL segregating on BTA 14 that chiefly effects fat concentration, and that the polymorphism is due to a missense mutation in an exon. Four hundred Israeli Holstein bulls were genotyped for this polymorphism, and the change in allelic frequency over the last 20 years was monitored.
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