26 research outputs found

    Implementasi Kansei Engineering dalam Desain Tampilan Website Perguruan Tinggi

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    Tampilan sebuah website awalnya dikembangkan dari sisi fungsi dan kegunaan website tersebut. Seiring dengan perkembangan zaman, dalam merancang tampilan sebuah website mulai melibatkan sisi perasaan atau emosi dari pengguna website. Penelitian ini mengimplementasikan metode Kansei Engineering dalam merancang tampilan sebuah website perguruan tinggi, dimana sisi perasaan atau emosi pengguna dapat dilibatkan dalam merancang tampilan sebuah website. Metodologi yang digunakan adalah metodologi Kansei Engineering Type I, yang memecah sebuah konsep desain menjadi sub konsep. Penelitian ini menggunakan 15 Kansei Word dan 16 spesimen website perguruan tinggi. Partisipan yang terlibat pada penelitian ini adalah 70 partisipan yang terdiri dari 10 orang dosen dan 60 orang mahasiswa STIEB Perdana Mandiri. Hasil kuesioner dari partisipan kemudian diolah dengan menggunakan analisis statistik multivariat yakni Cronbach's Alpha, Coefficient Correlation Analysis (CCA), Principal Component Analysis (PCA), Factor Analysis (FA) dan analisis Partial Least Square (PLS). Berdasarkan hasil pengolahan data dari seluruh partisipan diperoleh tiga rekomendasi elemen desain tampilan website Perguruan Tinggi yang mewakili perasaan atau emosi dari pengguna website perguruan tinggi

    Interaction design for inclusive electronic government services

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    Orientador: Maria Cecilia Calani BaranauskasDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Serviços do governo eletrônico (eGov, do inglês: electronic government/e-government) são um veículo de comunicação entre as entidades do governo nos diferentes níveis (municipal, estadual, etc.) e os cidadãos. Além de tornar ações do governo mais transparentes e aumentar a eficiência e eficácia, esses serviços visam fortalecer a democracia oferecendo a possibilidade de participação dos cidadãos nos processos democráticos. Para tais fins, serviços de eGov precisam possibilitar o acesso pela população inteira, isto é para pessoas com diferentes competências ou necessidades específicas. A contribuição desse trabalho envolve mostrar caminhos para como interfaces de usuário de serviços de eGov podem ser projetados de uma maneira inclusiva, respeitando a diversidade de uma população. Partindo de uma análise do contexto brasileiro, esse trabalho mostra tanto as principais diferenças entre serviços de eGov e outras aplicações web quanto as diferenças entre países em desenvolvimento e países desenvolvidos a esse respeito. O principal desafio identificado é a adaptaçãao de métodos tradicionais ao contexto de serviços inclusivos de eGov. No próximo passo identificamos barreiras do acesso ao serviços de eGov por usuários com necessidades específicas como diferentes de eficiências, baixo letramento ou baixo letramento digital. Propomos o conceito de técnicas assistivas" que ampliam a visão limitada de tecnologias assistivas para o contexto de nosso cenário, isto é, um uso por pessoas que usam serviços em diferentes situações, inclusive de eficiências. Os desafios identificados e diferentes experiências trazidas de projetos nos motivaram a propor um framework para o design socialmente responsável. Os elementos principais desse framework são métodos e técnicas da Semiótica Organizacional e do Design Participativo para atingir uma visão sócio-tecnica dos problemas de design. Esses métodos e técnicas são aplicados em Práticas Participativas Inclusivas em um Cenário*, um grupo de representantes de usuários finais que foram escolhidos como imagem de características encontradas na sociedade brasileira. Por fim analisamos um conjunto de protótipos que foram criados dentro do contexto do framework de design socialmente responsável. Como o design de serviços inclusivos de eGov depende de fatores culturais entre outros, criamos um design rationale abstrato que discute diferentes questões de design e assim visa apoiar o designer na tomada de decisões adequadas ao respectivo contexto.Abstract: Electronic government (eGov) services are means of communication between entities of the government (on local, state or other levels) and the citizens. Besides making actions of the government more transparent and increasing efficiency and effectiveness, such servicees aim to strengthen democracy by offering citizens possibilities to participate in democratic processes. Thus, eGov services have to enable access to the whole population, including people with different competencies or special needs. The contribution of this work involves showing ways of creating user interfaces to eGov services inclusively and respecting the diversity of the population. Starting with an analysis of the Brazilian country context, this work shows the main differences between eGov services and other web applications as well as differences between developing and developed countries regarding those applications. The principal challenge that has been identified is that of adapting traditional methods to the context of inclusive eGov services. In the next step we identify barriers of access to eGov services that are imposed on users with special needs like impairments, low literacy or low digital literacy. We propose the concept of \assistive techniques" to extend the limited vision of assistive technologies to the context of our scenario, i.e. to people with special needs besides impairments who make use of eGov services in different situations. The challenges identified and different experiences from diffrent projects motivated us to propose a framework for socially responsible design. The main elements of this framework are methods and techniques from Organizational Semiotics and Participatory Design in order to get a socio-technical vision of design problems. These methods and techniques are employed during Participatory Inclusive Practices in a Cenário*, a group of end user representatives that has been composed to mirror the characteristics of the Brazilian society. Finally, we analyze a set of prototypes that have been created within the context of the framework of socially responsible design. Since the design of inclusive eGov services depends on cultural and other factors, we created an abstract design rationale that discusses different design issues and thus supports the designer in taking decisions that are tailored to the respective context.MestradoMestre em Ciência da Computaçã

    Personal Knowledge Models with Semantic Technologies

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    Conceptual Data Structures (CDS) is a unified meta-model for representing knowledge cues in varying degrees of granularity, structuredness, and formality. CDS consists of: (1) A simple, expressive data-model; (2) A relation ontology which unifies the relations found in cognitive models of personal knowledge management tools, e. g., documents, mind-maps, hypertext, or semantic wikis. (3) An interchange format for structured text. Implemented prototypes have been evaluated

    Adding, Retrieving and Browsing Content in Social Media and E-Journalism

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    This thesis explores the use of avatars with facial expressions in social media and e-journalism communication interfaces. This thesis involved three experimental conditions. In the first experimental condition a survey (n=34) and an experiment (n=25) were carried out in order to explore the central problems faced by users during adding and retrieving comments and methods to overcome those problems. The survey intended to find out the position users took towards these metaphors. 25users from the Aljazeera Channel in Doha, Qatar took part. The first experimental condition consisted of two interfaces, TARCS (traditional adding and retrieving comments system) and CMARCS (classification multimodal adding and retrieving comments system). This was carried out in order to assess users' perception of unique text with graphic classification and multimodal in an EARCS (electronic adding and retrieving comments system) interface in the presence and absence of an interactive context. This was implemented in order to assess the role of these unique classification interfaces in a news comment in the term of usability. In the second experiment, forty users evaluated the use of the VARCS (visual adding and retrieving comments system) and MMARCS (multimodal adding and retrieving comments system). Both interfaces evaluated the effect on public opinion as media study and effectiveness, interactivity and user satisfaction in HCI studies. The third experimental condition consisted of one study that investigated the impactbility and usability of facial expressions compared text with graphic and multimodal metaphors. Sixty six users from Al-Arabiya Channel in Dubai, UEA took part in these two experiments. The results obtained show that users had some problems with adding and retrieving comments in social media such as missing data and lack of organisation. Also, the new classification performed better and faster under an interface that implemented avatars with specific facial expressions compared to a textual interface and multimodal. Practical guidelines were also introduced to provide assistance to multimedia designers who use avatars with facial expressions in e-journalism interactive systems as well as its impact on the public opinion.Ministry of High Education in Saudi, the Saudi Arabian Cultural Bureau, Al-Jazeera Channel, MBC Group and Al-Arabiya Channe

    Closing Information Gaps with Need-driven Knowledge Sharing

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    Informationslücken schließen durch bedarfsgetriebenen Wissensaustausch Systeme zum asynchronen Wissensaustausch – wie Intranets, Wikis oder Dateiserver – leiden häufig unter mangelnden Nutzerbeiträgen. Ein Hauptgrund dafür ist, dass Informationsanbieter von Informationsuchenden entkoppelt, und deshalb nur wenig über deren Informationsbedarf gewahr sind. Zentrale Fragen des Wissensmanagements sind daher, welches Wissen besonders wertvoll ist und mit welchen Mitteln Wissensträger dazu motiviert werden können, es zu teilen. Diese Arbeit entwirft dazu den Ansatz des bedarfsgetriebenen Wissensaustauschs (NKS), der aus drei Elementen besteht. Zunächst werden dabei Indikatoren für den Informationsbedarf erhoben – insbesondere Suchanfragen – über deren Aggregation eine fortlaufende Prognose des organisationalen Informationsbedarfs (OIN) abgeleitet wird. Durch den Abgleich mit vorhandenen Informationen in persönlichen und geteilten Informationsräumen werden daraus organisationale Informationslücken (OIG) ermittelt, die auf fehlende Informationen hindeuten. Diese Lücken werden mit Hilfe so genannter Mediationsdienste und Mediationsräume transparent gemacht. Diese helfen Aufmerksamkeit für organisationale Informationsbedürfnisse zu schaffen und den Wissensaustausch zu steuern. Die konkrete Umsetzung von NKS wird durch drei unterschiedliche Anwendungen illustriert, die allesamt auf bewährten Wissensmanagementsystemen aufbauen. Bei der Inversen Suche handelt es sich um ein Werkzeug das Wissensträgern vorschlägt Dokumente aus ihrem persönlichen Informationsraum zu teilen, um damit organisationale Informationslücken zu schließen. Woogle erweitert herkömmliche Wiki-Systeme um Steuerungsinstrumente zur Erkennung und Priorisierung fehlender Informationen, so dass die Weiterentwicklung der Wiki-Inhalte nachfrageorientiert gestaltet werden kann. Auf ähnliche Weise steuert Semantic Need, eine Erweiterung für Semantic MediaWiki, die Erfassung von strukturierten, semantischen Daten basierend auf Informationsbedarf der in Form strukturierter Anfragen vorliegt. Die Umsetzung und Evaluation der drei Werkzeuge zeigt, dass bedarfsgetriebener Wissensaustausch technisch realisierbar ist und eine wichtige Ergänzung für das Wissensmanagement sein kann. Darüber hinaus bietet das Konzept der Mediationsdienste und Mediationsräume einen Rahmen für die Analyse und Gestaltung von Werkzeugen gemäß der NKS-Prinzipien. Schließlich liefert der hier vorstellte Ansatz auch Impulse für die Weiterentwicklung von Internetdiensten und -Infrastrukturen wie der Wikipedia oder dem Semantic Web

    MODEL DRIVEN SOFTWARE PRODUCT LINE ENGINEERING: SYSTEM VARIABILITY VIEW AND PROCESS IMPLICATIONS

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    La Ingeniería de Líneas de Productos Software -Software Product Line Engineerings (SPLEs) en inglés- es una técnica de desarrollo de software que busca aplicar los principios de la fabricación industrial para la obtención de aplicaciones informáticas: esto es, una Línea de productos Software -Software Product Line (SPL)- se emplea para producir una familia de productos con características comunes, cuyos miembros, sin embargo, pueden tener características diferenciales. Identificar a priori estas características comunes y diferenciales permite maximizar la reutilización, reduciendo el tiempo y el coste del desarrollo. Describir estas relaciones con la suficiente expresividad se vuelve un aspecto fundamental para conseguir el éxito. La Ingeniería Dirigida por Modelos -Model Driven Engineering (MDE) en inglés- se ha revelado en los últimos años como un paradigma que permite tratar con artefactos software con un alto nivel de abstracción de forma efectiva. Gracias a ello, las SPLs puede aprovecharse en granmedida de los estándares y herramientas que han surgido dentro de la comunidad de MDE. No obstante, aún no se ha conseguido una buena integración entre SPLE y MDE, y como consecuencia, los mecanismos para la gestión de la variabilidad no son suficientemente expresivos. De esta manera, no es posible integrar la variabilidad de forma eficiente en procesos complejos de desarrollo de software donde las diferentes vistas de un sistema, las transformaciones de modelos y la generación de código juegan un papel fundamental. Esta tesis presenta MULTIPLE, un marco de trabajo y una herramienta que persiguen integrar de forma precisa y eficiente los mecanismos de gestión de variabilidad propios de las SPLs dentro de los procesos de MDE. MULTIPLE proporciona lenguajes específicos de dominio para especificar diferentes vistas de los sistemas software. Entre ellas se hace especial hincapié en la vista de variabilidad ya que es determinante para la especificación de SPLs.Gómez Llana, A. (2012). MODEL DRIVEN SOFTWARE PRODUCT LINE ENGINEERING: SYSTEM VARIABILITY VIEW AND PROCESS IMPLICATIONS [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/15075Palanci

    State of the art of audio- and video based solutions for AAL

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    Working Group 3. Audio- and Video-based AAL ApplicationsIt is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living (AAL) technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred to as the use of innovative and advanced Information and Communication Technologies to create supportive, inclusive and empowering applications and environments that enable older, impaired or frail people to live independently and stay active longer in society. AAL capitalizes on the growing pervasiveness and effectiveness of sensing and computing facilities to supply the persons in need with smart assistance, by responding to their necessities of autonomy, independence, comfort, security and safety. The application scenarios addressed by AAL are complex, due to the inherent heterogeneity of the end-user population, their living arrangements, and their physical conditions or impairment. Despite aiming at diverse goals, AAL systems should share some common characteristics. They are designed to provide support in daily life in an invisible, unobtrusive and user-friendly manner. Moreover, they are conceived to be intelligent, to be able to learn and adapt to the requirements and requests of the assisted people, and to synchronise with their specific needs. Nevertheless, to ensure the uptake of AAL in society, potential users must be willing to use AAL applications and to integrate them in their daily environments and lives. In this respect, video- and audio-based AAL applications have several advantages, in terms of unobtrusiveness and information richness. Indeed, cameras and microphones are far less obtrusive with respect to the hindrance other wearable sensors may cause to one’s activities. In addition, a single camera placed in a room can record most of the activities performed in the room, thus replacing many other non-visual sensors. Currently, video-based applications are effective in recognising and monitoring the activities, the movements, and the overall conditions of the assisted individuals as well as to assess their vital parameters (e.g., heart rate, respiratory rate). Similarly, audio sensors have the potential to become one of the most important modalities for interaction with AAL systems, as they can have a large range of sensing, do not require physical presence at a particular location and are physically intangible. Moreover, relevant information about individuals’ activities and health status can derive from processing audio signals (e.g., speech recordings). Nevertheless, as the other side of the coin, cameras and microphones are often perceived as the most intrusive technologies from the viewpoint of the privacy of the monitored individuals. This is due to the richness of the information these technologies convey and the intimate setting where they may be deployed. Solutions able to ensure privacy preservation by context and by design, as well as to ensure high legal and ethical standards are in high demand. After the review of the current state of play and the discussion in GoodBrother, we may claim that the first solutions in this direction are starting to appear in the literature. A multidisciplinary 4 debate among experts and stakeholders is paving the way towards AAL ensuring ergonomics, usability, acceptance and privacy preservation. The DIANA, PAAL, and VisuAAL projects are examples of this fresh approach. This report provides the reader with a review of the most recent advances in audio- and video-based monitoring technologies for AAL. It has been drafted as a collective effort of WG3 to supply an introduction to AAL, its evolution over time and its main functional and technological underpinnings. In this respect, the report contributes to the field with the outline of a new generation of ethical-aware AAL technologies and a proposal for a novel comprehensive taxonomy of AAL systems and applications. Moreover, the report allows non-technical readers to gather an overview of the main components of an AAL system and how these function and interact with the end-users. The report illustrates the state of the art of the most successful AAL applications and functions based on audio and video data, namely (i) lifelogging and self-monitoring, (ii) remote monitoring of vital signs, (iii) emotional state recognition, (iv) food intake monitoring, activity and behaviour recognition, (v) activity and personal assistance, (vi) gesture recognition, (vii) fall detection and prevention, (viii) mobility assessment and frailty recognition, and (ix) cognitive and motor rehabilitation. For these application scenarios, the report illustrates the state of play in terms of scientific advances, available products and research project. The open challenges are also highlighted. The report ends with an overview of the challenges, the hindrances and the opportunities posed by the uptake in real world settings of AAL technologies. In this respect, the report illustrates the current procedural and technological approaches to cope with acceptability, usability and trust in the AAL technology, by surveying strategies and approaches to co-design, to privacy preservation in video and audio data, to transparency and explainability in data processing, and to data transmission and communication. User acceptance and ethical considerations are also debated. Finally, the potentials coming from the silver economy are overviewed.publishedVersio

    Community-driven & Work-integrated Creation, Use and Evolution of Ontological Knowledge Structures

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