921 research outputs found

    Automatic Web Navigation Problem Detection Based on Client-Side Interaction Data

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    The current importance of digital competence makes it essential to enable people with disabilities to use digital devices and applications and to automatically adapt site interactions to their needs. Although most of the current adaptable solutions make use of predefined user profiles, automatic detection of user abilities and disabilities is the foundation for building adaptive systems. This work contributes to diminishing the digital divide for people with disabilities by detecting the web navigation problems of users with physical disabilities based on a two-step strategy. The system is based on web user interaction data collected by the RemoTest platform and a complete data mining process applied to the data. First, the device used for interaction is recognized, and then, the problems the user may be having while interacting with the computer are detected. Identification of the device being used and the problems being encountered will allow the most adequate adaptation to be deployed and thus make the navigation more accessible

    Abmash: Mashing Up Legacy Web Applications by Automated Imitation of Human Actions

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    Many business web-based applications do not offer applications programming interfaces (APIs) to enable other applications to access their data and functions in a programmatic manner. This makes their composition difficult (for instance to synchronize data between two applications). To address this challenge, this paper presents Abmash, an approach to facilitate the integration of such legacy web applications by automatically imitating human interactions with them. By automatically interacting with the graphical user interface (GUI) of web applications, the system supports all forms of integrations including bi-directional interactions and is able to interact with AJAX-based applications. Furthermore, the integration programs are easy to write since they deal with end-user, visual user-interface elements. The integration code is simple enough to be called a "mashup".Comment: Software: Practice and Experience (2013)

    Comparative analysis and visualization of multiple collinear genomes

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    Abstract Background Genome browsers are a common tool used by biologists to visualize genomic features including genes, polymorphisms, and many others. However, existing genome browsers and visualization tools are not well-suited to perform meaningful comparative analysis among a large number of genomes. With the increasing quantity and availability of genomic data, there is an increased burden to provide useful visualization and analysis tools for comparison of multiple collinear genomes such as the large panels of model organisms which are the basis for much of the current genetic research. Results We have developed a novel web-based tool for visualizing and analyzing multiple collinear genomes. Our tool illustrates genome-sequence similarity through a mosaic of intervals representing local phylogeny, subspecific origin, and haplotype identity. Comparative analysis is facilitated through reordering and clustering of tracks, which can vary throughout the genome. In addition, we provide local phylogenetic trees as an alternate visualization to assess local variations. Conclusions Unlike previous genome browsers and viewers, ours allows for simultaneous and comparative analysis. Our browser provides intuitive selection and interactive navigation about features of interest. Dynamic visualizations adjust to scale and data content making analysis at variable resolutions and of multiple data sets more informative. We demonstrate our genome browser for an extensive set of genomic data sets composed of almost 200 distinct mouse laboratory strains

    Animating user interface prototypes with formal models

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    Dissertação de mestrado integrado em Informatics EngineeringThe User Interface (UI) provides the first impression of an interactive system and should, thus, be intuitive, in order to guide users effectively and efficiently in performing their tasks. User interface prototyping is a common activity in UI development, as it supports early exploration of the UI design by potential users. UI quality plays a crucial role in safety-critical contexts, where design errors can poten tially lead to catastrophic events. Model-based analysis approaches aim to detect usability and performance issues early in the design process by leveraging formal analysis. They complement prototyping, which supports user involvement, but not an exhaustive analysis of the designs. The IVY Workbench emerges as a model-based analysis tool intended for non-expert usage. The tool was originally focused on supporting modelling and verification, but more recently an effort began to combine the formal model capabilities with UI mock-ups, to produce more interactive prototypes than traditional mock-up editors support. This work addresses the enhancement of the prototyping features of the IVY Workbench. The improvements of such features include the creation of a dynamic widget library that can vastly improve the quality of prototypes. Such a library, however, should be compatible with several mock-up editors to attract a broader design community. The results of this work include an analysis of alternative prototyping tools, identifying potential features that can enhance the IVY Workbench, the creation of a dynamic widget library that is compatible with several mock-up editors, and several improvements to IVY’s prototyping plugin, including the addition of code exporting functionalities. Usability tests were conducted to validate the new features of the tool, with positive results. Two mobile applications were also created, allowing users to test prototypes in their mobile devices.A UI proporciona o primeiro contacto entre um utilizador e um sistema interativo. Assim, a UI deverá ser capaz de guiar o utilizador na execução das suas tarefas, de um modo eficiente e eficaz. A prototipagem de interfaces é uma atividade comum no processo de desenvolvimento de UIs, já que permite a exploração antecipada do design de uma UI com potenciais utilizadores. A UI tem um papel bastante relevante no contexto de sistemas críticos, onde falhas no design podem gerar eventos catastróficos. As metodologias de análise baseadas em modelos procuram detetar potenciais falhas de usabilidade e desempenho, em fases iniciais do processo de desenvolvimento, através de análise formal. Estas metodologias complementam o processo de prototipagem, que suporta o envolvimento dos utilizadores mas não oferece uma análise exaustiva do design. A IVY Workbench surge como uma ferramenta de análise baseada em modelos que visa suportar utilizadores sem grandes conhecimentos de análise formal. Embora originalmente focada na modelação e verificação, surgiu recentemente um esforço para combinar as capacidades da análise formal com mock-ups da UI. O objetivo é produzir protótipos com maior nível de interação do que os produzidos pelos tradicionais editores de mock-ups. O presente trabalho apresenta melhorias das capacidades de prototipagem da ferramenta IVY Workbench. Estas melhorias incluem a criação de uma biblioteca de widgets dinâmicos, que aperfeiçoa a qualidade dos protótipos desta ferramenta. Esta biblioteca deverá ser compatível com múltiplos editores de mock-ups, de modo a atrair uma vasta comunidade de designers. Os resultados deste trabalho incluem uma análise de alternativas de ferramentas de prototipagem, onde são identificadas funcionalidades que podem aprimorar a ferramenta IVY Workbench; a criação de uma biblioteca de widgets dinâmicos, compatível com inúmeros editores de mock-ups; assim como várias melhorias efetuadas no plugin de prototipagem desta ferramenta, incluindo a adição de funcionalidades de exportação de código fonte. Foram realizados testes de usabilidade para validar as novas funcionalidades da ferramenta com utilizadores, onde foram obtidos resultados positivos. Finalmente, foram criadas duas aplicações móveis que permitem que os utilizadores testem os protótipos nos seus dispositivos móveis

    Semantic technologies: from niche to the mainstream of Web 3? A comprehensive framework for web Information modelling and semantic annotation

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    Context: Web information technologies developed and applied in the last decade have considerably changed the way web applications operate and have revolutionised information management and knowledge discovery. Social technologies, user-generated classification schemes and formal semantics have a far-reaching sphere of influence. They promote collective intelligence, support interoperability, enhance sustainability and instigate innovation. Contribution: The research carried out and consequent publications follow the various paradigms of semantic technologies, assess each approach, evaluate its efficiency, identify the challenges involved and propose a comprehensive framework for web information modelling and semantic annotation, which is the thesis’ original contribution to knowledge. The proposed framework assists web information modelling, facilitates semantic annotation and information retrieval, enables system interoperability and enhances information quality. Implications: Semantic technologies coupled with social media and end-user involvement can instigate innovative influence with wide organisational implications that can benefit a considerable range of industries. The scalable and sustainable business models of social computing and the collective intelligence of organisational social media can be resourcefully paired with internal research and knowledge from interoperable information repositories, back-end databases and legacy systems. Semantified information assets can free human resources so that they can be used to better serve business development, support innovation and increase productivity

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Assisted Interaction for Improving Web Accessibility: An Approach Driven and Tested by Userswith Disabilities

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    148 p.Un porcentaje cada vez mayor de la población mundial depende de la Web para trabajar, socializar, opara informarse entre otras muchas actividades. Los beneficios de la Web son todavía más cruciales paralas personas con discapacidades ya que les permite realizar un sinfín de tareas que en el mundo físico lesestán restringidas debido distintas barreras de accesibilidad. A pesar de sus ventajas, la mayoría depáginas web suelen ignoran las necesidades especiales de las personas con discapacidad, e incluyen undiseño único para todos los usuarios. Existen diversos métodos para combatir este problema, como porejemplo los sistemas de ¿transcoding¿, que transforman automáticamente páginas web inaccesibles enaccesibles. Para mejorar la accesibilidad web a grupos específicos de personas, estos métodos requiereninformación sobre las técnicas de adaptación más adecuadas que deben aplicarse.En esta tesis se han realizado una serie de estudios sobre la idoneidad de diversas técnicas de adaptaciónpara mejorar la navegación web para dos grupos diferentes de personas con discapacidad: personas conmovilidad reducida en miembros superiores y personas con baja visión. Basado en revisionesbibliográficas y estudios observacionales, se han desarrollado diferentes adaptaciones de interfaces web ytécnicas alternativas de interacción, que posteriormente han sido evaluadas a lo largo de varios estudioscon usuarios con necesidades especiales. Mediante análisis cualitativos y cuantitativos del rendimiento yla satisfacción de los participantes, se han evaluado diversas adaptaciones de interfaz y métodosalternativos de interacción. Los resultados han demostrado que las técnicas probadas mejoran el acceso ala Web y que los beneficios varían según la tecnología asistiva usada para acceder al ordenador

    BioIMAX : a Web2.0 approach to visual data mining in bioimage data

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    Loyek C. BioIMAX : a Web2.0 approach to visual data mining in bioimage data. Bielefeld: Universität Bielefeld; 2012

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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