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Статті в журналах з теми "User centered conception":

1

Johnson, Robert R., Michael J. Salvo, and Meredith W. Zoetewey. "User-Centered Technology in Participatory Culture: Two Decades “Beyond a Narrow Conception of Usability Testing”." IEEE Transactions on Professional Communication 50, no. 4 (December 2007): 320–32. http://dx.doi.org/10.1109/tpc.2007.908730.

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2

Meesters, Kenny, and Bartel Van de Walle. "Serious Gaming for User Centered Innovation and Adoption of Disaster Response Information Systems." International Journal of Information Systems for Crisis Response and Management 6, no. 2 (April 2014): 1–15. http://dx.doi.org/10.4018/ijiscram.2014040101.

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Global profusion of information technology has spawned a large and varied number of tools and systems to aid disaster responders in managing disaster-related information. To adequately study the conception, development and deployment of such tools and systems, the user and the operational context in which user tasks are performed play a central role. As natural disasters however happen unexpectedly, often occur in remote areas and always impose working conditions of high time pressure and high situational volatility, user involvement is difficult to achieve for adequately studying tools and systems in disaster conditions. Current approaches for adoption in disaster conditions are therefore either resource intensive or lack realism, or both. This paper proposes the use of serious games to balance the realism of a disaster situation with an efficient and effective study setup and execution. Building on existing literature for serious gaming, it presents a serious game that focuses on the information management and decision making processes in an urban search and rescue setting. Through several game instances that have been played in the past three years, it examines the usefulness of serious games as a method to conduct research, to facilitate user centered development and to support dissemination activities.
3

Duchastel, Philippe. "Learning Environment Design." Journal of Educational Technology Systems 22, no. 3 (March 1994): 225–33. http://dx.doi.org/10.2190/ekxu-3nqt-y0kb-yf27.

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Learning Environment Design (LED) is an instructional design process that is geared to the design of flexible and user-centered learning resources that constitute inviting environments for learning. LED is a possible successor to Instructional Systems Design (ISD), the process that has flourished in the instructional design field over the past three decades. LED is rooted in a conception of learning that emphasizes information, interest, structure, and regulation. LED explicitly distinguishes between the content and strategy facets of design in order to bring out the importance of both.
4

Clossen, Amanda S. "Beyond the Letter of the Law: Accessibility, Universal Design, and Human-Centered Design in Video Tutorials." Pennsylvania Libraries: Research & Practice 2, no. 1 (May 2, 2014): 27–37. http://dx.doi.org/10.5195/palrap.2014.43.

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This article demonstrates how Universal and Human-Centered Design approaches can be applied to the process of library video tutorial creation in order to enhance accessibility. A series of questions that creators should consider in order to focus their design process is discussed. These questions break down various physical and cognitive limitations that users encounter, providing a framework for future video creation that is not dependent on specific software. By approaching accommodations more holistically, videos are created with accessibility in mind from their conception. Working toward the ideal of a video tutorial that is accessible to every user leads to the creation of more clearly worded, effective learning objects that are much more inclusive, making instructional concepts available to users of all abilities.
5

Wieczorek, Andrzej. "The conception of selected Technology Assessment method and the possibilities of TS application." Multidisciplinary Aspects of Production Engineering 2, no. 1 (September 1, 2019): 234–42. http://dx.doi.org/10.2478/mape-2019-0023.

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Abstract The article addresses the problem of population aging and the related problem of using and maintenance of technical means by the older persons. Such persons, as participants of the exploitation process, experience various problems. Therefore, the challenge is to adapt technical means to the needs of older people. The response of engineers to this challenge may be the technology assessment, which assumes the adoption of various achievements in the field of philosophy, sociology, psychology or other social sciences as tools for their work. The proposal for such a solution is presented in the article and it is an indicator that allows you to draw conclusions about the real needs of older people. The effect of calculations with its use is the Wi characterization in the function of the human age. This characteristic complements the characteristics obtained on the basis of empirical data about the behavior of a technical mean. The article also presents the possibilities of using the discussed indicator. These include: improving the quality of life of users of technical means at various ages through rational management of company resources, improving the quality of life of users through user-centered design, exclusion from exploitation by the elderly technical means/their components based on social technology assessment, analysis and optimization of needs people of different ages, modeling the movement of older people, elimination of social exclusion of older people, improving the quality of life of people of all ages through appropriate knowledge management.
6

Manerov, Martin, Arseniy Syuzyumov, and Sergey Tyurin. "Methodical framework for developing interactive web maps based on the example of Struve Geodetic Arc UNESCO World Heritage Site." InterCarto. InterGIS 26, no. 4 (2020): 228–41. http://dx.doi.org/10.35595/2414-9179-2020-4-26-228-241.

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Today, interactive maps are gaining popularity and are used by both specialists and ordinary users in various fields of science and technology. However, the development of the theoretical base of web cartography and the development of interactive maps lags significantly behind the practical component. Moreover, a systematization of the principles of user-centered design in the field of web mapping is necessary. The aim of this work is to create a methodical framework that can be universal for most interactive web map development projects. The creation of the framework is based on the established scheme of interactive web maps development, the ideas of user-oriented design, as well as on the personal experience of the authors in the development of interactive web maps. The methodical framework covers the following aspects: the need for interactivity of web maps, accessibility on various devices, the dimensional aspect of a map, data structuring, the choice of elements of interaction, the need of usage of third-party maps, multilinguality, the ability to upload user-generated content, the need to create animations, and the choice of the base software. The developed framework helps to form the determining part of the conception of an interactive web map, which is a fundamental step in the proposed process of a web map development. Moreover, the framework facilitates the process of creating interactive web maps and opens up new possibilities and development methods for specialists in web cartography. The authors, using the interactive web map dedicated to the World Heritage Site “Struve Geodetic Arc”, which was developed by them, as an example, clearly demonstrated the conceptual development process based on the methodical framework. The terminology is considered and a new definition of an interactive web map is given.
7

Romero-Perales, Elena, Clara Sainz-de-Baranda Andujar, and Celia López-Ongil. "Electronic Design for Wearables Devices Addressed from a Gender Perspective: Cross-Influences and a Methodological Proposal." Sensors 23, no. 12 (June 10, 2023): 5483. http://dx.doi.org/10.3390/s23125483.

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The design of wearable devices has been approached from many perspectives over the years, mainly from a functionality, electronics, mechanics, usability, wearability, or product design perspective. However, there is a missing point in these approaches: the gender perspective. Gender intersects with every approach and, considering the interrelationships and dependencies, can achieve a better adherence, reach a wider audience, and even change the conception of the wearables design paradigm. The electronics design addressed from a gender perspective must consider both the morphological and anatomical impacts and those emanating from socialization. This paper presents an analysis of the different factors to consider when designing the electronics of a wearable device, including the functionality to implement, sensors, communications, or the location, together with their interdependencies, and proposes a user-centered methodology that contemplates a gender perspective at every stage. Finally, we present a use case that validates the proposed methodology in a real design of a wearable device for the prevention of gender-based violence cases. For the application of the methodology, 59 experts have been interviewed, 300 verbatims have been extracted and analyzed, a dataset from the data of 100 women has been created and the wearable devices have been tested for a week by 15 users. The electronics design needs to be addressed from a multidisciplinary approach, by rethinking the decisions taken for granted and analyzing the implications and interrelationships from a gender perspective. We need to enroll more diverse people at every design stage and include gender as one of the variables to study.
8

Martínez, Mireia, Kimberly Katte, Ana Maria De Andrés, Aida Ribera, Laia Arnal, Josep Carné, Pilar Rodríguez, et al. "Barcelona Aging coLLaboratory (BALL): an open-innovation ecosystem to co-create and test innovative solutions for older people in real-life settings." International Journal of Integrated Care 23, S1 (December 28, 2023): 612. http://dx.doi.org/10.5334/ijic.icic23236.

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Currently, more than 700 million people worldwide are, at least, 65 years old, with this number expected to surpass 1 billion by 2050. Multi-morbidity and complex health and social care needs will increase in turn, exacerbating the demands for policies and services aimed at older adults, which the COVID-19 pandemic has highlighted as lacking. Furthermore, the increased life expectancy and a more participatory society underline a change in roles, with seniors becoming not just consumers but also producers, constituting a vital part of the economy. With other nine institutions from Catalonia, Spain, the PSPV recently launched the Barcelona Aging coLLaboratory (BALL), an open-innovation, person-centered ecosystem, based on the systemic co-creation of services and products with older people. BALL aims to integrate research and innovation processes in the real-life settings of our communities, as well as to act as an intermediary between citizens, research institutions, universities, private companies and public administrations, thereby adopting a quadruple-helix innovation framework, to co-create value and to prototype, validate and scale-up innovation. The ten participating organizations represent older adults and their caregivers, health and social care providers, research centers and universities, and small- and medium-sized enterprises. Aligned with UN Sustainable Development Goals, BALL seeks to: establish communities of practice aimed at carrying out systemic diagnoses in our communities to identify real needs and challenges related to aging, and propose strategic and operational plans; co-create and implement complex interventions and new services that respond to those real needs; co-create innovative products and test them with end-users in real-life settings. BALL is creating an ethics framework to guarantee the protection, safety and reward of participants in the co-creation process. Since its conception in 2021, BALL has incorporated several innovative projects in its catalogue: ADMIT, focused on transforming the health and social care model in order to ensure integrated care; MoviMent, which alters the physical environment and employs gamification techniques to improve physical activity and cognitive function in older adults admitted to hospitals or long-term care facilities; UDhA-AGIL-App, aimed at guiding healthcare professionals in the prescription of physical activity for older adults according to their needs (physical and cognitive function and technological knowledge) and preferences through a decision support algorithm; AI-EAT, a care robot that seeks to assist disabled older adults with feeding; A-MIDA, a person-centered approach for optimizing pharmacological interventions according to life expectancy and frailty instead of age; and QCOA, a toolkit for evaluating long-term care facilities based on PROMs and PREMs. The impact of BALL will be evaluated yearly in terms of: number of projects, number of pilots tested, number of solutions introduced into the marketplace, number of co-creation sessions and personal interviews performed, different user profiles, number of grant applications and their characteristics (national or European), visibility in media and congresses, number of new sponsorships and market impact/value, among others. We expect to influence the health and social care system and society as a whole by increasing awareness on aging challenges, influencing polices for healthy aging and enhancing local economic activities related to aging." Results: The core components of PN programmes for cancer prevention among PEH agreed cross-nationally with all the relevant key participants are (1) Promote cancer awareness and self-management (Facilitate the delivery of cancer education; Promote healthy behaviours and preventative measures; Encourage user involvement in health-related decisions), (2) Identify health needs and barriers (Develop a personalised approach to assessing user need; Seek solutions regarding barriers to care), (3) Co-ordinate access to care (Develop trusting relationships with and facilitate communication between local health and social care providers; Enhance understanding of the needs of PEH among local health and social care providers; Arrange referrals to healthcare services and cancer screening; Co-ordinate and support attendance of appointments), (4) Offer practical assistance (Arrange transportation, mobile phones, clothing, access to hygiene facilities, and storage of medication; Assist with completion of paperwork). Lessons learned: Results from the discussions indicate a high level of consistency and cross-national agreement about what the core components of the intervention should be, and how this should be designed and implemented. Next Steps: This intervention will be adapted to reflect the country-specifics, to ensure that the PN is appropriate to the four local contexts in which it is piloted. Bibliography Carmichael, C., Smith, L., Aldasoro, E., Gil-Salmerón, A., Alhambra-Borrás, T., Doñate-Martínez, A., Seiler-Ramadas, R. & Grabovac, I. (2022) Exploring the application of the navigation model with people experiencing homelessness: a scoping review, Journal of Social Distress and Homelessness. DOI: 10.1080/10530789.2021.2021363
9

Carvalho, Helena, Francis C. Dane, and Shari A. Whicker. "Conceptions of Learning and Teaching for Faculty Who Teach Basic Science." Medical Science Educator 31, no. 2 (March 15, 2021): 745–51. http://dx.doi.org/10.1007/s40670-021-01264-4.

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Abstract Introduction Conceptions of learning and teaching refer to what faculty think about teaching effectiveness. Approaches to teaching refer to the methods they use to teach. Both conceptions and approaches range from student-centered/learning-focused (active learner engagement) to teaching-centered/content-focused (passive learner engagement). This study explored how faculty teaching experience influenced faculty conceptions and their approaches to teaching. The authors hypothesized that more experienced educators appreciate and apply active learning approaches. Methods The authors used a cross-sectional survey to collect anonymous data from the Basic Science faculty at Virginia Tech Carilion School of Medicine (VTCSOM). The survey included the Conceptions of Learning and Teaching scale (COLT; Jacobs et al. 2012) and demographic information. They assessed instrument reliability with Cronbach’s alpha and examined relationships between variables with correlation and chi-square and group differences with ANOVA. Results Thirty-eight percent (50/130) of faculty responded to the survey. COLT scores for student-centered (4.06 ± 0.41) were significantly higher (p < 0.001) than teacher-centered (3.12 ± 0.6). Teacher-centered scores were lower (p < 0.05) for younger (30–39, 2.65 ± 0.48) than older faculty (50–59, 3.57 ± 0.71) and were negatively correlated with using multiple teaching methods (p = 0.022). However, 83% (39/50) reported using both traditional lectures and active approaches. Discussion Faculty conceptions about teaching showed appreciation for active learning, but a tendency to use traditional teaching methods interspersed with student-centered ones. Teaching experience was not related to faculty conceptions but was related to their teaching approaches. The amount of time dedicated to teaching was related to the appreciation of active learning, and young teachers were more student-oriented.
10

Novel, Fonds, Clara R. P. Ajisuksmo, and Sri Supriyantini. "The Influence of Processing and Regulation of Learning on Academic Achievement Amongst First Year Undergraduate Psychology Students in University of North Sumatra." Asian Journal of University Education 15, no. 2 (December 28, 2019): 36. http://dx.doi.org/10.24191/ajue.v15i2.7555.

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Transition of learning from secondary to higher education demands new students to do academic adjustments, especially towards the change from rote learning to student-centered learning. Student-centered learning requires students to process learning material with more depth and to regulate their own learning. These skills often relate with academic achievement. The purpose of this study was to investigate the influence of processing and regulation of learning conducted by first-level students on academic achievement. Other factors that affect academic achievement were explored too, such as student’s sex, parental support, conception of learning, and learning orientation . This study used mixed method. Quantitative data was obtained through Inventarisasi Cara Belajar (ICB) or Learning Style Inventory, which was filled by 180 third-semester students. ICB was used for measuring the processing and regulation of learning and their effect on academic achievement, which is depicted by Grade Point Average (GPA). Qualitative data was obtained through group interviews. Results of the study indicate that lack of regulation is the only one variable that can predict student academic achievement with a negative correlation. Several other factors were found to affect student academic achievement, including learning orientation, learning conceptions, learning motivation, academic commitment, and parental support. Researcher then designed a training based on reciprocal-teaching approach as an intervention with students as the participant.

Дисертації з теми "User centered conception":

1

Dominici, Michele. "Contributing to energy efficiency through a user-centered smart home." Phd thesis, Université Rennes 1, 2013. http://tel.archives-ouvertes.fr/tel-00869455.

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Smart homes are residences equipped with information and communication technologies that anticipate and respond to the needs of the occupants. Despite the numerous research and industrial efforts, today only few expensive smart homes have been built and sold. The reason behind this slow uptake is the technology-driven approach characterizing existing solutions. The doctoral Thesis aims at demonstrating that a smart home can provide functionalities designed with a user-centered approach, taking into account ergonomic considerations about domestic activity and human cognition. This is achieved in collaboration with cognitive ergonomists, which help "minding the gap" between human context and machine-understandable context. Using off-the-shelf and lightweight instrumentation (also minimizing privacy concerns), extending existing context modeling, reasoning and management tools and following the Ubiquitous Computing principles, the doctoral work led to the following achievements: (i) the inter-disciplinary design of suitable functionalities, in collaboration with cognitive ergonomists; (ii) the design of a context-aware system that captures and reasons about uncertain contextual information in a distributed fashion; (ii) the realization of a working prototype that demonstrates the provision of energy-saving and comfort-preserving functionalities.
2

Rasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception." Thesis, Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067/document.

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La prise en compte des enjeux environnementaux est un sujet très présent dans notre société actuelle. Dans le domaine du développement de produits, l'Eco-conception est une démarche qui permet la considération de ces enjeux en proposant de réduire les impacts environnementaux des produits tout au long de leur cycle de vie. La phase d'utilisation du cycle de vie est une étape cruciale puisque le mode d'utilisation des produits peut avoir des conséquences non négligeables sur leur performance environnementale. Nous proposons dans cette thèse d'enrichir la compréhension de cette phase d'utilisation en mettant en évidence les composantes Kansei qui jouent un rôle dans l'interaction de l'utilisateur avec le produit et qui peuvent être intégrées en amont de la conception de produits à faible impact environnemental. Notre démarche permet de mieux renseigner la phase d'utilisation, contribuant ainsi à la maitrise de la performance environnementale des produits. Nous démontrons à travers notre recherche que l'utilisateur peut être défini, non seulement par des informations basiques que nous retrouvons communément dans la Conception Centrée Utilisateur, mais également à partir d'informations subjectives apportées par la dimension Kansei. A travers nos expérimentations, nous mettons en application deux attributs EcoKansei correspondants aux valeurs et aux émotions afin d'illustrer la modélisation utilisateur pour la conception de produits à faible impact environnemental. L'approche que nous proposons vient en complément au projet EcoUse qui vise à développer une méthodologie d'Eco-conception centrée utilisateur. Les apports de notre démarche sont multiples. Du point de vue de la recherche, une mise en relation de l'Eco-conception et du Kansei, qui sont à la base complètement déconnectées entraine un enrichissement mutuel entre ces deux approches. Du point de vue industriel, une démarche d'Eco-conception appuyée par les études Kansei doit permettre la conception de nouveaux produits qui auront l'avantage d'être à la fois mieux acceptés par les utilisateurs car en adéquation avec leur sensibilité environnementale et en même temps moins impactants pour l'environnement
The consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
3

Rasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception." Electronic Thesis or Diss., Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067.

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Анотація:
La prise en compte des enjeux environnementaux est un sujet très présent dans notre société actuelle. Dans le domaine du développement de produits, l'Eco-conception est une démarche qui permet la considération de ces enjeux en proposant de réduire les impacts environnementaux des produits tout au long de leur cycle de vie. La phase d'utilisation du cycle de vie est une étape cruciale puisque le mode d'utilisation des produits peut avoir des conséquences non négligeables sur leur performance environnementale. Nous proposons dans cette thèse d'enrichir la compréhension de cette phase d'utilisation en mettant en évidence les composantes Kansei qui jouent un rôle dans l'interaction de l'utilisateur avec le produit et qui peuvent être intégrées en amont de la conception de produits à faible impact environnemental. Notre démarche permet de mieux renseigner la phase d'utilisation, contribuant ainsi à la maitrise de la performance environnementale des produits. Nous démontrons à travers notre recherche que l'utilisateur peut être défini, non seulement par des informations basiques que nous retrouvons communément dans la Conception Centrée Utilisateur, mais également à partir d'informations subjectives apportées par la dimension Kansei. A travers nos expérimentations, nous mettons en application deux attributs EcoKansei correspondants aux valeurs et aux émotions afin d'illustrer la modélisation utilisateur pour la conception de produits à faible impact environnemental. L'approche que nous proposons vient en complément au projet EcoUse qui vise à développer une méthodologie d'Eco-conception centrée utilisateur. Les apports de notre démarche sont multiples. Du point de vue de la recherche, une mise en relation de l'Eco-conception et du Kansei, qui sont à la base complètement déconnectées entraine un enrichissement mutuel entre ces deux approches. Du point de vue industriel, une démarche d'Eco-conception appuyée par les études Kansei doit permettre la conception de nouveaux produits qui auront l'avantage d'être à la fois mieux acceptés par les utilisateurs car en adéquation avec leur sensibilité environnementale et en même temps moins impactants pour l'environnement
The consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
4

David, Ludovic. "Conception et évaluation d’un système de réalité virtuelle pour l’assistance à l’auto-rééducation du membre supérieur post-AVC." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLE035.

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L'Accident Vasculaire Cérébral (AVC) est un problème de santé mondial majeur qui représente la première cause de handicap acquis de l'adulte. Les séquelles qu'il génère amènent à une perte d'autonomie et d'indépendance. Une rééducation est donc nécessaire pour recouvrir le maximum de capacités. Cependant, elle pose un problème majeur qui est celui de l'adhésion thérapeutique. Cette thèse est réalisée dans le cadre d'un contrat CIFRE entre le laboratoire IBISC et la société Interaction Healthcare. Elle porte sur la conception et l'évaluation d'un système d'assistance à l'auto-rééducation motrice du membre supérieur post-AVC, basé sur la Réalité Virtuelle. Plus particulièrement, nous nous sommes intéressés à la mise en place d'un système de gestion de la difficulté, nécessaire pour améliorer la motivation des patients. Notre système est conçu selon une méthode centrée-utilisateur en collaboration avec les patients et les thérapeutes de la clinique Les Trois Soleils.Il est basé sur un Leap Motion placé au-dessus d'une table qui permet d'interagir avec des environnements virtuels 3d affichés sur un écran. Deux exercices ont été réalisés. Le premier concerne une tâche de pointage de cibles qui permet de faire travailler la flexion-extension du coude ainsi que l'épaule. Le second concerne une tâche de pronation-supinationdu poignet. Dans ce dernier nous avons élaboré un système de gestion de la difficulté basé sur les aptitudes motrices des patients. Nous avons enfin conduit un protocole expérimental ayant pour objectif d'évaluer l'utilisabilité du dispositif, la cohérence de notre système de gestion de la difficulté à travers son impact sur les performances patients ainsi que le degré de motivation des utilisateurs. Les résultats montrent une très bonne utilisabilité, la cohérence du modèle de difficulté mais son faible impact sur les performances, et la forte motivation des participants
Stroke is a major global health problem that is the leading cause of acquired adult disability. The sequelae it generates lead to a loss of autonomy and independence. Rehabilitation is therefore necessary to regain as much capacity as possible. However, it poses a major problem of therapeutic adherence. This thesis is carried out within the framework of a CIFRE contract between the IBISC laboratory and Interaction Healthcare. It focuses on the design and evaluation of a post-stroke upper limb motor self-rehabilitation assistance system based on Virtual Reality. In particular, we were interested in setting up a difficulty management system, which is necessary to improve patient motivation. Our system is designed using a user-centered approach in collaboration with patients and therapists at the Clinic Les Trois Soleils. It is based on a Leap Motion placed above a table that allows interaction with 3D virtual environments displayed on a screen. Two exercises were carried out. The first concerns a target pointing task that allows the flexion-extension of the elbow and the shoulder to be worked on. The second concerns a pronation-supination task of the wrist. In the latter we have developed a difficulty management system based on patients' motor skills. Finally, we conducted an experimental protocol to assess the usability of the device, the consistency of our difficulty management system through its impact on patient performance and the degree of user motivation. The results show very good usability, the consistency of the difficulty model but its low impact on performance, and the high motivation of the participants
5

Gratton, Marie-France. "Health websites in Aboriginal context: Principles of conception based on a user-centered approach The case of the Sioux Lookout District." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28259.

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This thesis aims to establish the principles that should govern the conception of health websites in Aboriginal context. For Aboriginal Canadians in remote communities, it is essential to gain accurate, reliable and relevant access to health information. Health websites customized to the preferences of users and to the cultural particularities of Aboriginal culture are a possible means to vehicle this information to them. A user-centered approach is used to gather data on the preferences of presentation types and content on health websites for Aboriginal people. Remote focus group sessions were conducted using videoconferencing. Different Web presentation types, mainly videos and text-based Web pages, from Diabetes and COPD websites, are presented to the users during the focus group sessions. A qualitative data analysis is done to examine user preferences and what factors have an influence on those preferences. Key findings include: (1) the type of disease being presented on the websites has an influence on the preferences of users; (2) the preferences of users vary based on the different disease aspects presented; (3) the different factors related to the living location, such as the limited access to healthcare and the Internet, the inaccessibility of certain foods and the diversity of cultures of the different remote communities also affect the preferences of users; (4) users prefer websites to contain elements related to their culture. The findings of this research have allowed for the development of the principles for the conception of health websites. Health website owners should apply these principles to use the appropriate presentation types, add content that is more meaningful to its target audience, and reorganize the content so that the most relevant information is more easily accessible to the users. As a consequence of conducting qualitative research, the main limitation of this research is the small sample size. Future research should be conducted with a larger sample size that is more representative of the general population and of the heterogeneity of Aboriginal culture to confirm the results of this study.
6

Vu, Xuan Truong. "User-centered and group-based approach for social data filtering and sharing." Thesis, Compiègne, 2015. http://www.theses.fr/2015COMP2179/document.

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Les médias sociaux occupent un rôle grandissant dans de nombreux domaines de notre vie quotidienne. Parmi d'autres, les réseaux sociaux tels que Facebook, Twitter, LinkedIn et Google+ dont la popularité a explosé ces dernières années, attirent des millions d'utilisateurs qui se communiquent, publient et partagent des informations et contenus à un rythme sans précédent. Outre les avantages reconnus, les réseaux sociaux ont également soulevé des problèmes divers. Nous sommes particulièrement intéressés par deux problèmes spécifiques : surcharge d'information et cloisonnement de données. Ces deux problèmes empêchent les utilisateurs d'exploiter pleinement et efficacement la richesse des informations poussées sur les réseaux sociaux. Les utilisateurs ont des difficultés pour filtrer tous les contenus reus, pour découvrir de nouveaux contenus au-delà de leurs réseaux personnels, et surtout pour partager les contenus intéressants avec leurs différents groupes d'intérêt. Pour aider les utilisateurs à surmonter ces difficultés, nous proposons une Approche centrée sur utilisateur et basée groupe pour filtrer et partager des données sociales. Cette nouvelle approche a un double objectif : (1) permettre aux utilisateurs d'agréger leurs données sociales en provenance de différents réseaux sociaux, d'en extraire des contenus de leur intérêt et (2) organiser et partager les contenus au sein de différents groupes. Les membres d'un groupe sont en outre en mesure de choisir quelle partie de leurs données à partager avec le groupe et définir collectivement les sujets d’intérêt de ce dernier. Pour implémenter l'approche proposée, nous spécifions une architecture de système comprenant plusieurs modules extensibles, et nous développons un prototype fonctionnel basé Web, appelé SoCoSys. Les résultats expérimentaux, obtenus des deux tests différents, valident les valeurs ajoutées de notre approche
The social media have played an increasingly important role in many areas of our every day life. Among others, social network sites such as Facebook, LinkedIn, Twitter and Google+ have recently exploded in popularity by attracting millions of users, who communicate with each other, share and publish information and contents at an unprecedented rate. Besides the recognized advantages, social network sites have also raised various issues and challenges. We are particularly interested in two of them, information overload and "walled gardens". These two problems prevent the users from fully and efficiently exploiting thewealth of information available on social network sites. The users have difficulties to filter all incoming contents, to discover additional contents from outside of their friend circles, and importantly to share interesting contents with their different groups of interest. For helping the users to overcome such difficulties, we propose a User-centered and group- based approach for social data filtering and sharing. This novel approach has a twofold purpose : (1) allow the users to aggregate their social data from different social network sites, and to extract from those data the contents of their interest, and (2) organize and share the contents within different groups. The members of a group are moreover able to choose which part of their social data to share with the group, and collectively define its topics of interest. To achieve the proposed approach, we define a modular system architecture including a number of extensible modules, and accordingly build a working Web-based prototype, called SoCoSys. The experimental results, obtained from the two different tests, confirm the added values of our approach
7

Fonseca, Livramento da Silva Renato. "Conception d'un outil d'assistance pour les phases préliminaires de projet basée sur les principes de systèmes sensoriels, utilisabilité et conception universelle." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI041.

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La connaissance du fonctionnement du système sensoriel humain par le concepteur, peut contribuer à la création de concepts et d'alternatives initiales de solution de conception dans les phases initiales des projets. Il peut effectivement donner un regard particulier sur les capacités sensorielles, cognitives et motrices des utilisateurs. Cependant, la mise à disposition de ces informations de manière systématique est encore une pratique naissante en architecture, design industriel et ingénierie de produit. Dans ce contexte, cette thèse a pour objectif de développer un outil d'accompagnement des équipes multidisciplinaires dans la création de concepts et d'alternatives de solutions, centrées sur l'utilisateur, dans le cadre de l'Architecture, du Design Industriel et de l'Ingénierie de Produit en considérant trois bases conceptuelles: le Système Sensoriel, l’Utilisabilité et la Conception Universelle. La méthode de la recherche s’est déroulée en quatre étapes: (1) l’étude de la littérature focalisée sur les trois bases conceptuelles et sur des méthodes de développement de projet, (2) le développement de l'outil, basée sur une approche centrée sur l’utilisateur en mobilisant des étudiants et professeurs de programmes de 2ème et 3ème cycles universitaires en France et au Brésil et des industriels, (3) l’évaluation de l’outil par un panel d’experts brésiliens de disciplines différentes et ayant des expériences en développement de projet et enfin (4) l’analyse des résultats qui souligne que l'outil remplit de manière satisfaisante sa fonction. A travers une utilisation simple et intuitive sur une plateforme numérique, il contribue au travail collaboratif en fournissant des informations plus large et complète permettant la création de concepts et d'alternatives initiales de solutions de conception
The knowledge of the functioning of the human sensory system by the designer, can contribute to the creation of concepts and initial alternatives of design solution in the initial phases of the projects. It can effectively give specific information on the sensory, cognitive and motor capacities of users. However, making this information systematically available is still an emerging practice in architecture, industrial design and engineering. In this context, this Ph.D. thesis aims to develop a support tool for multidisciplinary teams in the creation of concepts and alternative solutions, user centered, within the framework of Architecture, Industrial Design and Product Engineering, considering three conceptual bases: Sensory System, Usability and Universal Design. The research method took place in four stages: (1) the study of the literature focused on the three conceptual bases and on project development methods, (2) the development of the tool, based on a user-centered approach by mobilizing students and professors from Master and Doctorate programs in France and Brazil and professionals from industry, (3) the evaluation of the tool by a panel of Brazilian experts from different disciplines and having experience in project development and finally (4) analyzing the results which validate the functions of the tool. Through simple and intuitive use on a digital platform, it contributes to collaborative work by providing more complete information allowing the creation of concepts and initial alternatives of design solutions
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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
9

Millet, Antoine. "Caractérisation de la perception d’un produit hybride intégrant des composantes issues d’univers produits contradictoires en conception : application aux produits sport-santé." Thesis, Bordeaux, 2020. http://www.theses.fr/2020BORD0249.

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L’objectif de notre recherche est de proposer une méthode permettant de caractériser la perception d’un produit hybride dit sport-santé.En effet, l’expérience utilisateur liée à un produit est devenue, de nos jours, un facteur de différenciation majeur parmi la concurrence et peut grandement influencer le succès d’un produit. Les utilisateurs/consommateurs ne cherchent plus seulement un produit fonctionnel, mais aussi un produit simple à utiliser qui leur procure de la satisfaction tout au long de son usage. Ce dernier aspect, la satisfaction de l’utilisateur, est devenu un enjeu industriel important. L’objectif est de procurer la meilleure expérience possible à l’utilisateur et ainsi d’améliorer les chances de succès du produit. Cela dépend notamment de la façon dont le produit est perçu.Néanmoins, dans certains cas, concevoir la façon dont est perçu un produit peut s’avérer complexe. C’est le cas notamment de produits hybrides qui mêlent des caractéristiques issues de domaines produits distincts. L’entreprise SC-Ergomedical a expérimenté cette difficulté en constatant que les produits hybride sport-santé développés n’étaient pas compris à leur juste valeur. En effet, ils étaient perçus soit comme des produits de sport soit comme des produits de santé, mais jamais de manière conjointe. Force est de constater que cela les rend moins acceptés par les utilisateurs/consommateurs. Cet écart de perception résulte à la fois de la nature dialogique des univers produits du sport et de la santé et que la perception de tels produits dépend de leurs contextes d’usages contraires mais aussi d’une sémantique manquante traduisant l’identité du dit produit hybride sport-santé.Afin de réduire cet écart de perception et d’améliorer la compréhension des produits hybrides sport-santé, nous proposons dans cette thèse une méthodologie basée sur l’approche de l’Ingénierie Affective. Les résultats observés permettent alors de construire un espace de conception pour caractériser la perception d’un produit sport-santé. En effet, les deux premières expérimentations menées ont permis de définir une sémantique sport-santé ainsi que l’influence des contextes d’usages contraires qui conditionne la perception de ces produits. La troisième nous a permis de caractériser l’espace attributs des produits sport-santé et de le relier à l’espace sémantique prédéfini. L’ensemble des trois expérimentations, nous a conduit à la création de l’espace de conception caractérisant la perception d’un produit sport-santé.Cet espace de conception fournit un guide aux concepteurs pour développer des produits hybrides sport-santé et réduire l’écart de perception constaté. En effet, via cet espace, il est alors possible de préconiser des attributs produit à partir d’une sémantique sport-santé dans un contexte d’usage du sport et/ou de la santé, d’évaluer les valeurs sport-santé d’une solution ou d’un produit final ou encore d’explorer des combinaisons d’attributs produit sport-santé et de visualiser les valeurs qui en résultent.Ces différentes possibilités sont exploitables dans un outil d’aide à la conception pour des produits hybride comme celui que nous proposons dans ce manuscrit spécifique à la conception de produit hybride sport-santé
The aim of our research is to propose a method to characterize the perception of a so-called sport-health hybrid product.Indeed, the user experience associated with a product has become, nowadays, a major differentiator among the competition and can greatly influence the success of a product. Users / consumers are no longer just looking for a functional product, but also a product that is easy to use and that gives them satisfaction throughout its use. This last aspect, user satisfaction, has become an important industrial issue. The aim is to provide the best possible user experience and thereby improve the chances of the product being successful. It depends in particular on how the product is perceived.However, in some cases, designing the way a product is viewed can be complex. This is particularly the case with hybrid products that combine characteristics from different product areas. The company SC-Ergomedical experienced this difficulty by noting that the hybrid sports-health products developed were not fully understood. Indeed, they were perceived either as sports products or as health products, but never together. It is clear that this makes them less accepted by users / consumers. This perception gap results both from the dialogical nature of the product universes of sport and health and that the perception of such products depends on their contexts of contrary uses but also on a missing semantics reflecting the identity of the sport-health hybrid product.In order to reduce this perception gap and improve the understanding of hybrid sport-health products, we propose in this thesis a methodology based on the Affective Engineering approach. The results observed then make it possible to build a design space to characterize the perception of a sport-health product. Indeed, the first two experiments carried out made it possible to define a sport-health semantics as well as the influence of contexts of contrary use which conditions the perception of these products. The third allowed us to characterize the attribute space of sport-health products and link it to the predefined semantic space. All three experiments led us to the creation of the design space characterizing the perception of a sport-health product.This design space provides a guide for designers to develop hybrid sport-health products and reduce the perceived gap. Indeed, via this space, it is then possible to recommend attributes produced from a sport-health semantics in a context of use of sport and / or health, to evaluate the sport-health values of a solution or a final product or to explore combinations of sport-health product attributes and visualize the resulting values.These different possibilities can be used in a design assistance tool for hybrid products like the one we propose in this manuscript specific to the design of hybrid sport-health products
10

Hily, Anaëlle. "Conception et évaluation systématique des environnements immersifs pour l’accompagnement des projets en mode Living Lab." Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0305.

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Les secteurs d'application de la réalité virtuelle se diversifient. La progression rapide des technologies immersives et leur meilleure accessibilité ont mené à une augmentation de leur usage, dans le contexte académique comme industriel. La réalité virtuelle montre des résultats concrets dans la formation des personnes et leur sensibilisation à des situations d'urgence. Elle fournit également des espaces virtuels collaboratifs, accessibles même à distance. En recherche, ces environnements virtuels offrent des avantages expérimentaux, notamment pour les problématiques liées à la neuropsychologie, car leurs variables peuvent être contrôlées précisément et sont donc reproductibles. Cependant, la réalité virtuelle ne se limite pas aux technologies qui la mettent en œuvre. Il s'agit d'un domaine complexe qui fait appel à des connaissances en cognition, informatique et ingénierie. La conception d'une nouvelle application est donc un défi pluridisciplinaire, où l'intégration des utilisateurs est souhaitable afin de limiter les potentiels effets négatifs. Peu de cadres théoriques sont disponibles afin de guider cette démarche de conception, et la validation des environnements créés par l'évaluation de l'expérience utilisateur s'appuie majoritairement sur l'utilisation de questionnaires auto-rapportés qui fournissent des données subjectives. Cette thèse propose de formaliser une démarche de conception de système de réalité virtuelle, intégrant une évaluation globale de l'expérience utilisateur par le biais d'une approche combinée d'indicateurs subjectifs et objectif, dont physiologiques. Un encadrement pluridisciplinaire des laboratoires ERPI (Equipe de Recherche en Processus Innovatifs) et 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) ainsi qu'une convention CIFRE avec la société TEA (Tech Ergo Appliquées) permet de porter un regard global sur l'articulation des différents niveaux et disciplines en jeu dans ce domaine de recherche par le biais d'une démarche recherche action
The application sectors of virtual reality are diversifying. The rapid progression and improved accessibility of immersive technologies has led to an increase in their use, both in the academic and industrial context. Virtual reality shows concrete results in training people and raising their awareness of emergency situations. It also provides collaborative virtual spaces, accessible even remotely. In research, these virtual environments offer experimental advantages, especially for the field of neuropsychology, because their variables can be precisely controlled and are therefore reproducible. However, virtual reality is not limited to the technologies that implement it. It is a complex field that requires knowledge in cognition, computer science and engineering. The design of a new application is therefore a multidisciplinary challenge, where the integration of users is desirable in order to limit potential negative effects. Few theoretical frameworks are available to guide this design process, and the validation of the environments created through the evaluation of the user experience relies mostly on the use of self-reported questionnaires that provide subjective data. This thesis proposes to formalize a design approach for virtual reality systems, integrating a global evaluation of the user experience through a combined approach of subjective and objective indicators, including physiological. A multidisciplinary supervision of the ERPI (Equipe de Recherche en Processus Innovatifs) and 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) laboratories, as well as a CIFRE agreement with the TEA company (Tech Ergo Appliquées) allows to take a global look at the articulation of the different levels and disciplines at stake in this field of research through an action research approach

Книги з теми "User centered conception":

1

Allen, Bryce. Information tasks: Toward a user-centered approach to information systems. San Diego: Academic Press, 1996.

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2

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

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3

ISO/TC 159/SC 4 Ergonomics of human-system interaction (Subcommittee). Ergonomics of human-system interaction: Human-centered design for interactive systems : Ergonomie de l'interaction homme-système : partie 210: conception centrée sur l'opératoeur humain pour les systèmes interactifs. Geneva: International Organization for Standardization, 2019.

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4

Lahiri, Chavan Apala, and Prabhu Girish V, eds. Innovative solutions: What designers need to know for today's emerging markets. Boca Raton: Taylor & Francis, 2010.

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5

Seow, Steven C. Designing and engineering time: The psychology of time perception in software. Upper Saddle River, N.J: Addison-Wesley, 2008.

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6

Kurosu, Masaaki. Theory of user engineering. 2017.

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7

Bolte, Betty, Mica R. Endsley, and Debra G. Jones. Designing for Situation Awareness: An Approach to User-Centered Design. CRC, 2003.

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8

Endsley, Mica R. Designing for Situation Awareness: An Approach to User-Centered Design, Second Edition. 2nd ed. CRC, 2009.

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9

Rasmusson, Jonathan. The Way of the Web Tester: A Beginner's Guide to Automating Tests. Pragmatic Bookshelf, 2016.

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10

Creativity And Rationale Enhancing Human Experience By Design. Springer, 2012.

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Частини книг з теми "User centered conception":

1

Guiderdoni-Jourdain, Karine, and Ewan Oiry. "Does User Centered Design, Coherent with Global Corporate Strategy, Encourage Development of Human Resource Intranet Use?" In Handbook of Research on E-Transformation and Human Resources Management Technologies, 78–91. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-304-3.ch005.

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In organizations, researchers as well as professionals have generally observed insufficient use of computer technologies when compared to their expected outcomes before their implementation (Bowers, 1995). Reiterating in detail Orlikowski’s theoretical propositions, the authors try to impart a clear theoretical status and to identify how transformation of the « artifact » can eventually transform uses. Using a longitudinal case study describing uses of a HR Intranet in an aeronautical firm, the authors want to show that: computer technology conception integrating user’s needs, which scientific literature usually calls « user centered » conception, allows use development. However, data gathered in the interviews allows stating that this kind of conception achieved to develop uses only because it was in a strong interaction with corporate policy.
2

Gaunet, Florence, and Xavier Briffault. "A Navigational Aid for Blind Pedestrians Designed with User- and Activity-Centered Approaches." In Handbook of Research on User Interface Design and Evaluation for Mobile Technology, 693–710. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-871-0.ch041.

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The two-fold aim of this chapter is to present the design process of an interface for a mobile navigational aid for blind pedestrians and a set of rules for producing route descriptions for these users, as well as the methodology used to develop them, rooted in a user- and activity-centered approach. We first present the state of the art of wearable verbal navigational aids and what might still be lacking in their conception, and propose a reusable user- and activity-centered approach designed to complement already existing and future systems. Case studies fitting into this approach are next presented: route descriptions produced by blind pedestrians were analyzed; the production rules were extracted and tested in urban areas. Results reveal these rules, the specific database features, the required user profiles, and the precision of localization necessary for assisting blind pedestrians’ wayfinding in urban areas. Finally, future trends in mobile guiding tools for the visually impaired are examined.
3

Gaunet, Florence, and Xavier Briffault. "A Navigational Aid for Blind Pedestrians Designed with User- and Activity-Centered Approaches." In Ubiquitous and Pervasive Computing, 389–407. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-960-1.ch027.

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The two-fold aim of this chapter is to present the design process of an interface for a mobile navigational aid for blind pedestrians and a set of rules for producing route descriptions for these users, as well as the methodology used to develop them, rooted in a user- and activity-centered approach. We first present the state of the art of wearable verbal navigational aids and what might still be lacking in their conception, and propose a reusable user- and activity-centered approach designed to complement already existing and future systems. Case studies fitting into this approach are next presented: route descriptions produced by blind pedestrians were analyzed; the production rules were extracted and tested in urban areas. Results reveal these rules, the specific database features, the required user profiles, and the precision of localization necessary for assisting blind pedestrians’ wayfinding in urban areas. Finally, future trends in mobile guiding tools for the visually impaired are examined.
4

Meesters, Kenny, and Bartel Van de Walle. "Serious Gaming for User Centered Innovation and Adoption of Disaster Response Information Systems." In Gamification, 1239–54. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch061.

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Global profusion of information technology has spawned a large and varied number of tools and systems to aid disaster responders in managing disaster-related information. To adequately study the conception, development and deployment of such tools and systems, the user and the operational context in which user tasks are performed play a central role. As natural disasters however happen unexpectedly, often occur in remote areas and always impose working conditions of high time pressure and high situational volatility, user involvement is difficult to achieve for adequately studying tools and systems in disaster conditions. Current approaches for adoption in disaster conditions are therefore either resource intensive or lack realism, or both. This paper proposes the use of serious games to balance the realism of a disaster situation with an efficient and effective study setup and execution. Building on existing literature for serious gaming, it presents a serious game that focuses on the information management and decision making processes in an urban search and rescue setting. Through several game instances that have been played in the past three years, it examines the usefulness of serious games as a method to conduct research, to facilitate user centered development and to support dissemination activities.
5

Tsikouras, Panagiotis, Athanasia Hatzilazarou, Anastasia Bothou, Ethimios Oikonomou, Dimitrios Kyriakou, Athanasia Kassapi, Alexios Alexiou, et al. "Emergency Contraception. Literature Review. Experience in a Greek Center. Greece Used Methods." In Conception and Family Planning - New Aspects [Working Title]. IntechOpen, 2023. http://dx.doi.org/10.5772/intechopen.113112.

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The sexual liberation of women can now be taken for granted, and access to information is particularly easy, but even today there is still many lack of information about contraceptive methods. No method of contraception has a 100% guaranteed result as success depends on many factors such as faithful adherence to the instructions of family planning centers, age of the woman, the frequency of the sexual act, and of course the type of contraception. Emergency contraception refers to any method of contraception used after intercourse and before implantation. It differs from the medical termination of pregnancy, which has 75–89% effectiveness and copper IUDs. Contraception is used to stop the sperm from fertilizing the egg or to stop the fertilized egg from implantation in the uterus. All contraceptive methods require educational awareness and emergency contraception should not be used as normal contraceptive treatment. It does not fall into the sphere of moral dilemmas if it is taught correctly at the levels of primary and secondary education and in the family sphere. Undoubtedly, the organization of family planning centers for women of reproductive age as well as for teenagers is deemed necessary and should become a priority of every government.
6

Isomäki, Hannakaisa. "Different Levels of Information Systems Designers' Forms of Thought and Potential for Human-Centered Design." In Selected Readings on the Human Side of Information Technology, 74–90. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-088-2.ch005.

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This article describes a study clarifying information systems (IS) designers’ conceptions of human users of IS by drawing on in-depth interviews with 20 designers. The designers’ lived experiences in their work build up a continuum of levels of thought from more limited conceptions to more comprehensive ones reflecting variations of the designers’ situated knowledge related to human-centred design. The resulting forms of thought indicate three different but associated levels in conceptualising users. The separatist form of thought provides designers predominantly with technical perspectives and a capability for objectifying things. The functional form of thought focuses on external task information and task productivity, nevertheless, with the help of positive emotions. The holistic form of thought provides designers with competence of humancentred information systems development (ISD). Furthermore, the author hopes that understanding the IS designers’ tendencies to conceptualise human users facilitates the mutual communication between users and designers.
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Isomäki, Hannakaisa. "Different Levels of Information Systems Designers' Forms of Thought and Potential for Human-Centered Design." In Human Computer Interaction, 605–21. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch040.

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This article describes a study clarifying information systems (IS) designers’ conceptions of human users of IS by drawing on in-depth interviews with 20 designers. The designers’ lived experiences in their work build up a continuum of levels of thought from more limited conceptions to more comprehensive ones reflecting variations of the designers’ situated knowledge related to human-centred design. The resulting forms of thought indicate three different but associated levels in conceptualising users. The separatist form of thought provides designers predominantly with technical perspectives and a capability for objectifying things. The functional form of thought focuses on external task information and task productivity, nevertheless, with the help of positive emotions. The holistic form of thought provides designers with competence of humancentred information systems development (ISD). Furthermore, the author hopes that understanding the IS designers’ tendencies to conceptualise human users facilitates the mutual communication between users and designers.
8

Isomäki, Hannakaisa. "Different Levels of Information Systems Designers' Forms of Thought and Potential for Human-Centered Design." In Information Communication Technologies, 734–50. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-949-6.ch047.

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This article describes a study clarifying information systems (IS) designers’ conceptions of human users of IS by drawing on in-depth interviews with 20 designers. The designers’ lived experiences in their work build up a continuum of levels of thought from more limited conceptions to more comprehensive ones reflecting variations of the designers’ situated knowledge related to human-centred design. The resulting forms of thought indicate three different but associated levels in conceptualising users. The separatist form of thought provides designers predominantly with technical perspectives and a capability for objectifying things. The functional form of thought focuses on external task information and task productivity, nevertheless, with the help of positive emotions. The holistic form of thought provides designers with competence of human-centred information systems development (ISD). Furthermore, the author hopes that understanding the IS designers’ tendencies to conceptualise human users facilitates the mutual communication between users and designers.
9

Schatzki, Theodore R. "Processes, Life, and the Practice Plenum." In Institutions and Organizations, 79–99. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198843818.003.0006.

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Process approaches form a minoritarian vocation in contemporary social thought. The concept of process is regularly used in unconsidered ways that are continuous with untutored uses outside academic texts. But there is relatively little detailed engagement with, or focused conceptual development centered on, the concept—despite a recent burst of process analyses, above all in organization studies and in corners of sociology and geography that engage with pragmatism, Bergson, or Deleuze. Chapter 6 examines whether lives, practices, and the practice plenum embrace or are themselves processes. To explore this issue, Schatzki draws on a slew of prominent notions of process and work with Heidegger’s and Mead’s ideas about action and life as well as his own conception of practices.
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Rhine, Anthony, and Jay Pension. "Contrasting Frameworks." In How to Market the Arts, 51–64. Oxford University PressNew York, 2022. http://dx.doi.org/10.1093/oso/9780197556078.003.0004.

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Abstract This chapter describes the frameworks and conceptions of promotion and education. It reviews the history of promotion and key ideas from McCarthy through contemporary promotion. It also defines the perspective of education used in the engagement edge. It clarifies theories of constructivism and learner-centered teaching, two approaches to education. The chapter lays important groundwork which attempts to ensure that the author’s use of the words and the reader’s interpretation are congruent, so that the reader can follow the path into the two chapters that follow. In each section of the chapter, the concepts are related back to the work of nonprofit arts organizations.

Тези доповідей конференцій з теми "User centered conception":

1

Roquette, Juan, Fernando Alonso, and Pilar Salazar. "Human-Centered Design since the Degree Kickoff: from Alumni Experience to Designer and User Experience." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001377.

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This article seeks to investigate the new paradigms of digital form and their application to the design process as a way to integrate service design from the very beginning of the process. It addresses a review of the generation of design in the key of "activity of conformation of open strategies". The aim is to open a deep reflection that allows an evolution of the understanding of the discipline of design linked to the outdated definition of "task of formalization of finished objects", which is widespread and still widely assumed. It is undeniable that engineering, urban planning, architecture, graphic design, product design, experience design and fashion design all share a common objective: all of them, in the end, can be considered as "service design".Indeed, each of the modalities of contemporary design and creation involves providing conceptual and oper-ational responses to needs (functional, aesthetic, symbolic, structural, social, individual). In short, creative activity consists of interpreting requirements and constraints in the most creative and efficient way possible. Design is not so much concerned with the need to produce "finished" objects, whether tangible or intangible. Contemporary design aims to create "formal laws", flexible and open, that can be applied according to the changing scenarios posed by today's users. To design digitally today is to create logical structures of data, algorithms and open results. This article rais-es the possibility of designing -from the genesis of the design- by integrating data referring to users and their algo-rithms as the basis of the formal, diagrammatic or structural law of the design solution. From clear mathematical rules and their parameterization, we propose the generation of the base structure of the "digital contemporary design"; from the exposition of data to the generation of “empty form”. In order to that, a preliminary reflection on the Technical drawing / CAD / BIM is proposed as well as describing the languages of the contemporary Design project (data and algorithms necessary for the construction of the form by topological transformations on simple forms). This is a con-temporary way of understanding the generation of the “empty form”. A "prepared" and "structured" format for the subsequent acquisition of successive layers of information (user data) that would trigger the "virtual twin" of the de-sign. Designing by means of topological transformations is an essential exercise in the foundations of digital culture: working with this type of algorithm is the main work of CAD programs. The conception of contemporary design must increasingly take into account the digital era, which constitutes the paradigm of our culture. The ideation and formalization of the actions that define design, architecture, urbanism and the physical environment, go through the management of formal operations within information systems that com-bine identity, visuality, materiality, measurement, financing, parameterization, industrialization, construction mainte-nance and, of course, interaction with users and systems. This phenomenon once again highlights the importance of geometry and drawing as fundamental disciplines that sustain the solid foundations of design education in the Univer-sity.Finally, the article addresses the urgency of defining new methodologies for the design process to ensure that design does not remain a mere "cultural response" to the technical advances produced by science, nor is it a purely intuitive process that proposes images but dispenses with the technical language of its time. We defend the activity of design as a purely contemporary task, which must be generated with the languages and methodologies of our current (and future) time, and for which it must have the possibility of integrating data and adapting to them with flexibility. In this way, any kind of design can be considered "service design" because it will "serve" effectively, avoiding the unnecessary iterations pursued by the LEAN system, which make human actions on reality inefficient and unsustaina-ble. Such a design would prevent the industry from having to generate an overabundance of designs and then discard the inadequate ones (by natural selection, through trial and error, dictated by the market and by user needs).Keywords: Design Training · Design Methodologies · Human-centered Design · Alumni experience · Designer experience ·User Experience · Service Design · Form · Contemporary Design process
2

Rosa a, Virginie, b. *, Franck Handgraaf a, Jean Sayeuxc, Brice Pereyred, and Frédéric Cordiere. "The Ergomedical Design: Integrating a Medical Approach into the Innovative Design Process." In Applied Human Factors and Ergonomics Conference. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe100509.

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Ergonomics, usability and user-centered design are terms that are well known among designers. Yet, products often seem to fail to meet the users' needs, resulting in a gap between expected and experienced usability. Prospective users of a new design in the area of everyday products offer innumerable opportunities for measurement and observation, in view of both the diversity in user populations and the freedom of where and how to use a product. In this research we wanted to show the impact of integrating a medical approach with an ergonomic approach to create a new sphere of innovation. This is what we called the Ergomedical design. This design process allows innovating protection concepts, but also in the wellness or human performance. All the examples are in the field of physical activity. We illustrate the integration of medical experts and their approach to innovation and design product with an innovative concept of earplug. Generally, it's explained that earplug protects of environment (pollution), water and maybe the cold (or wind). But the problem for users is not pollution, water or cold but the otitis and the exostisis. So with our medical team, we decide to change our approach and develop an earplug, which protects patients about otitis and exostisis. With this new design approach, a new concept of earplug was born. During the conception, the medical team has validated or not the different designs with medical arguments. The first test has been centered about the health used of the product on extreme condition. We have tested this product during many days and every tester has kept the earplug in his ear during 6 to 8 hours by days. Our medical manager has tested a non-irritability of this product. To finish we have tested this earplug during one year in order to prove the concept efficiency to prevent the otitis and the exostisis. Ergonomic tests have proved the comfort, the fit design and the good adaptability for the sport practice. The Ergomedical concept completes the ergonomic and user's centered approaches to design new product.
3

Moreira da Silva, Ana. "In a Digital/Artificial Intelligence time can sketches still be useful for Design Process?" In 5th International Conference on Human Systems Engineering and Design: Future Trends and Applications (IHSED 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004126.

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Design is, undoubtedly, a creative process. To solve several design problems, designers need tools with specific qualities. Can sketches still be beneficial during design creative process?The relationship between freehand drawing and designers is very old, as the designers use this medium as a way of giving space to creative thinking.Sketching is often used as a tool during idea generation in the early stages of design process. It is in this initial phase of project conception in design where sketches are more frequently used.With the advent of digital drawing tools, most designers, from several design areas, still prefer to sketch with a pen, or a pencil on a paper during the ideas generation.However, and for several users, sketches may seem obsolete representations, totally unable to compete with the modern and sophisticated modeling tools.Nowadays, the use of digital rendering has grown, as the advancement of hardware and software that provide the use of the technique via computer is notorious.With the evolution of technology, the end of manual drawing has long been one of the most discussed issues.There are, however, questions for its future: should technological means completely replace the old method in the name of speed, practicality and immediate results?This paper reflects on sketching as the conception and representation or presentation of an idea, essential to human-centered design practice.We intend to investigate how sketches can still be powerful representations of new ideas, as part of a larger design process, as a key method for thinking, reasoning, and exploring solutions for design problems.
4

Wilson, James H., and Asfaw Beyene. "California Wave Energy Resource Evaluation." In ASME 2007 26th International Conference on Offshore Mechanics and Arctic Engineering. ASMEDC, 2007. http://dx.doi.org/10.1115/omae2007-29619.

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In this paper, a collection of deep water (&gt;100 m) wave records was assessed to create a long-term, statistically reliable data set. These wave data were derived from the Coastal Information Data Program (CDIP) Buoy Data from UCSD Scripps Institute of Oceanography, National Data Buoy Center (NDBC) Buoy Data from NOAA, and other sources. From this data set, long-term annual averages and monthly wave probability distributions were analyzed for ten one degree latitude bins bounded by the 100 m and 1000 m depth contours seaward of the California coast. The probability distributions were used to quantify the potential for useful electricity extraction from the coastal wave of California. Optimal locations for developing wave energy installations are specified. The California coast north of Point Conception has an ideal wave resource for the generation of electricity from wave energy. South of Point Conception the wave energy arriving from North Pacific storms is efficiently blocked by the significant change in California coast orientation south of Point Conception and the Channel Islands. The near coastal Southern California (SOCAL) region has a significantly reduced wave resource compared to the California coast north of Pont Conception. Factors impacting the status of ocean wave energy technologies and their development are also discussed. Applicability of the wave statistical results is critical to determine the average “wave to wire” efficiency for the many different types of wave energy converter (WEC) technologies that exist in many different states of commercial development.
5

Ball, Zachary, and Kemper Lewis. "The Design of the Crowd: Organizing Mass Collaboration Efforts." In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-68127.

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The potential for mass collaboration and concurrent engineering among individuals working on a design project allows for increased innovation in idea generation while also supporting the parallelization of project development. The former of these two benefits is highlighted by recent corporate initiatives to incorporate crowdsourcing in their design process. This is done in an effort to garner new and unique perspectives while also driving designs that carry greater acceptance from the community and/or intended market. The latter benefit is emphasized by the pronounced success of concurrent engineering projects which tend to reduce production costs, all while enhancing overall product performance. This work aims to exploit these two concepts in a structured and methodical crowd centered design framework. A simulated pool of individuals, representing the crowd, are used to form design groups using game-theoretic principles. The outcome of each sub-game aims to increase the overall improvement to the designed system by maximizing what each individual can potentially add to the project. The optimization of resource allocation is then performed where time spent on individual or collaborative efforts is determined. The proposed framework is applied to simplified design projects at their initial conception, before detailed mathematical design models are determined.
6

López-Íñiguez, Guadalupe, and Tuula Jääskeläinen. "How about equality and equity in higher music education? A theoretical framework for researching quality of music teaching and learning." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5417.

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While quality development has an important role in higher education in Finland, its connection with equality and equity in teaching and learning music is not often mentioned. Most of the discussions about equality in education have focused on how to equalize access to and participation in education, but there are disagreements about what the very concepts of equality and equity mean in education. When striving to achieve equality in higher music education, the use of learner-centered pedagogies may promote an engaging and satisfying learning experience. We illustrate a more holistic approach in teaching and learning music by adapting the equality-equity model developed by Espinoza (2007) to give an overview of dimensions of equality and equity with reference to the different stages of the educational process at the music university level. Constructivist research and phenomenographic research in teaching and learning music suggest that the conceptions held by teachers and students about teaching and learning can be relevant factors in the pursuit of change in educational practices. On this basis, we develop a theoretical framework and suggest some remedies for the research of teaching and learning in music universities aimed at developing more holistic quality in higher music education.
7

Cheng, Dah Yu, and Albert L. C. Nelson. "The Chronological Development of the Cheng Cycle Steam Injected Gas Turbine During the Past 25 Years." In ASME Turbo Expo 2002: Power for Land, Sea, and Air. ASMEDC, 2002. http://dx.doi.org/10.1115/gt2002-30119.

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The Cheng Cycle gas turbine has enjoyed its 25th anniversary since its conception. More than 100 sites around the world including the United States, Japan, Australia, Italy, Germany, and the Netherlands have used the Cheng Cycle. A chronology will be presented in this paper which will highlight the steps taken to develop the fully automated, load following power and cogeneration system. The Cheng cycle operates with a steam to air ratio trajectory that has its highest “peak efficiency” at the onset of a turbine’s operation. The peak efficiency point was coined as the Cheng point by Dr. Urbach [ref.1] of the US Navy’s David Taylor Research Center. Many thermodynamic and professional textbooks refer to the original Dual Fluid Cycle as the Cheng Cycle. Besides the high efficiency feature, the Cheng Cycle is mechanically simple and flexible in operation. It can put power on line faster than a combined cycle, and it has extremely clean emissions at low cost. The future performance of the Advanced Cheng Cycle will also be projected.
8

Čeč, Dragica. "Complex legal and political use of right of domicile in the late Habsburg Monarchy." In Decade of decadence: 1914–1924 spaces, societies and belongings in the Adriatic borderland in historical comparison. Znanstveno-raziskovalno središče Koper, Annales ZRS, Slovenija, 2024. http://dx.doi.org/10.35469/978-961-7195-46-0_01.

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Modern citizenship embodies a triad of dimensions: a legal status granting rights, a principle underpinning democratic self-governance, and a conception of collective identity and membership [Joppke 2010]. This nuancedconcept of citizenship was partially introduced to the successor states following the dissolution of the Habsburg Monarchy. In the 19th century, the right of domicile (Heimatrecht) exhibited certain characteristics akin to modern citizenship but also served as a “technology” [Cruikshank 1999] for the practical management of mobility, encompassing both impoverished individuals and migrant workers. Political debates and policies regarding mobile populations during this period were pulled in two conflicting directions. On one side, there was a drive to control and secure the movement of these “dangerous” population groups. On the other, there was a need to meet labor demands, which necessitated greater freedoms [cf. Foucault 2007]. Immigrant men and women, particularly those experiencing temporary unemployment, improper behavior, incapacity to work, poverty, chronic illness, or those seeking access to local, municipal, and provincial politics, faced discrimination based on the right of domicile. They were often subjected to close scrutiny by municipal authorities and native-born residents. A change of residence within the Austro-Hungarian Monarchy could lead to an individual’s perception of themselves, and by others, as foreigners, regardless of the high mobility and multicultural nature of urban centers such as Vienna and Trieste. Nevertheless, the concept of “foreignness” is a variable construct, changing according to political, economic, and social circumstances and networks. Following the dissolution of the Habsburg Monarchy, the exclusionary tools of pertinency automatically granted citizenship to certain individuals, irrespective of their workplace or long absence from their domicile municipality. However, this right of pertinence also caused significant social trauma across post-Habsburg Europe, leaving many at risk of statelessness (Kirch-ner-Reill et al.). Despite the extensive and varied application of the right of domicile in different social contexts within the late 19th-century Austro-Hungarian Monarchy, some recent historical analyses reduce its meaning to a mere “legal mechanism that communities used to avoid the costs and presence of persons considered socially undesirable.”
9

Citeia, Adriana Claudia, and Monica Iuliana Popescu. "THERIOMORPHIC MODELS IN MYTHOLOGICAL EXEGESIS: SATYR, CENTAUR, CYCLOPS." In 10th SWS International Scientific Conferences on ART and HUMANITIES - ISCAH 2023. SGEM WORLD SCIENCE, 2023. http://dx.doi.org/10.35603/sws.iscah.2023/fs06.08.

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From the beginning, through to Antiquity and the Middle Ages, mankind has started from a belief in the existence of a substantial soul. Belief in a spirit substance gradually receded, giving way to a spirit wholly dependent on matter and strictly material causes. The human psyche does not easily adapt to the times, and, despite humanity's breakthroughs and changing conceptions regarding life and the world, the nucleus of magical thinking has continued to exist and manifest itself incongruously relative to modern circumstances. Antiquity offers a variety of examples in representing mental illnesses (both in primary historical accounts and literary writings). Homeric texts contain multiple events and characters awash with psychopathological manifestations. This article proposes a paradigm on the exegesis of narrative myth from a double perspective: philosophical and psychological. A Greco-Roman mythological system of reference is used, centered on characters with a theriomorphic, hybrid, and/or double/mixed (human-animal) structure: satyr (Pan), centaur (Chiron, Nessus, Pholos), cyclops (Polyphemus). The concepts of dipsychism and identity dissociation are analyzed from the archetypal perspective of C.G. Jung and the philosophical and psychological perspectives of J. Radden and J.P. Dauwalder. The main claim of this thesis is an underlining of the timeliness and relevance of myth in the process of self-knowledge and of defining the complex architecture of the collective imaginary.
10

Junior, Antonio Carlos Ramos, Carolina Bertholdo da Cunha, Cristiano de Souza Santos, Jorel Lopes Rodrigues dos Anjos, Marcello Marques, Marcio Fernandes Leal, Paulo Roberto Santos Pinto da Fonseca, Rafael Gustavo da Cunha Pereira Pinto, and Francisco Bráulio Oliveira. "Well Design Process Supported by Artificial Intelligence." In Offshore Technology Conference. OTC, 2024. http://dx.doi.org/10.4043/35332-ms.

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Abstract In recent years, artificial intelligence (AI) has been changing the way the industry operates, especially the oil industry. In the oil exploration and production activity, specifically in the Reservoirs and Wells areas, the use of AI has been growing exponentially, with applications ranging from reservoir drainage plan evaluation (CARDOSO et al., 2017) to predicting well instability issues during drilling (LENWOUE et al., 2023). The Selection of Alternatives via Artificial Intelligence – SAVIA, arises from the Internal Startups Program, an initiative of Petrobras' Digital Transformation that aims to enable innovations conceived by the employees themselves for value generation, maximizing results and reducing costs for the Company. Centro de Estudos Avançados do Recife (CESAR), as a digital innovation center, partners with Petrobras in the development of these projects to make the ideas feasible. SAVIA emerges from the need to streamline and innovate the well conception process, known as SELEPOÇO, by improving the technological incorporation stage aligned with cost optimization expectations. AI proposes to well Designers alternatives of well configuration for a given investment project. The Minimum Viable Product (MVP) of SAVIA was developed through the construction of a decision tree algorithm based on the accumulated knowledge of Petrobras' technicians and engineers, in the form of business rules implemented in Python, and the construction of a machine learning model based on historical data from built wells. Data from lithology and other information from about 1600 offshore wells built by Petrobras in the last two decades were used to train and assess SAVIA's performance.

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