17 research outputs found

    Touch or Touchless? Evaluating Usability of Interactive Displays for Persons with Autistic Spectrum Disorders

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    Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users (age 18-25 y.o., IQ 40-60), based on the use of two similar user interfaces, differing only by the interaction modality. We show that touch interaction provides higher usability level and results in more effective actions, although touchless interaction is more effective in terms of enjoyment and engagemen

    Relation between digital gameplay and multipleintelligences profile of higher grade elementaryschool students

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    Дисертација пружа емпиријски утемељен иновативан и јединствен увид у везу играња дигиталних игара са профилом вишеструких интелигенција ученика виших разреда основе школе. Систематизован преглед литературе реализован у оквиру дисертације указује на чињеницу да се истраживачи слажу у ставу да су  дигиталне игре постале методички валидан образовни алат, али да постоји веома мали број емпиријских истраживања посвећених вези између играња дигиталних игара и профила вишеструких интелигенција ученика.   Истраживање је  реализовано на узорку од 1262 ученика узраста од 11 до 15 година из 22 школе у Србији. За потребе истраживања креирани су и евалуирани одговарајући психометријски инструменти. Анализирана је веза профила вишеструких интелигенција ученика виших разреда основне школе са склоностима и навикама играња дигиталних игара. Проучавана је могућност предикције префериране врсте дигиталних игара у зависности од профила вишеструких интелигенција и навика играња дигиталних игара. Утврђено је да је профил вишеструких  интелигенција валидан предиктор склоности, навика играња и идентификатор зависности од  дигиталних игара. Извршена је идентификација зависности од дигиталних игара и анализирана је њена повезаност са профилима вишеструких интелигенција. Анализирани су утицаји појединих социо- демографских фактора на склоности и навике играња дигиталних игара и зависност од дигиталних игара. У складу са циљем и задацима истраживања формиране су хипотезе, које су дискутоване и потврђене. На основу резултата утврђено је постојање везе играња дигиталних игара са профилом вишеструких интелигенција ученика виших разреда основе школе.Disertacija pruža empirijski utemeljen inovativan i jedinstven uvid u vezu igranja digitalnih igara sa profilom višestrukih inteligencija učenika viših razreda osnove škole. Sistematizovan pregled literature realizovan u okviru disertacije ukazuje na činjenicu da se istraživači slažu u stavu da su  digitalne igre postale metodički validan obrazovni alat, ali da postoji veoma mali broj empirijskih istraživanja posvećenih vezi između igranja digitalnih igara i profila višestrukih inteligencija učenika.   Istraživanje je  realizovano na uzorku od 1262 učenika uzrasta od 11 do 15 godina iz 22 škole u Srbiji. Za potrebe istraživanja kreirani su i evaluirani odgovarajući psihometrijski instrumenti. Analizirana je veza profila višestrukih inteligencija učenika viših razreda osnovne škole sa sklonostima i navikama igranja digitalnih igara. Proučavana je mogućnost predikcije preferirane vrste digitalnih igara u zavisnosti od profila višestrukih inteligencija i navika igranja digitalnih igara. Utvrđeno je da je profil višestrukih  inteligencija validan prediktor sklonosti, navika igranja i identifikator zavisnosti od  digitalnih igara. Izvršena je identifikacija zavisnosti od digitalnih igara i analizirana je njena povezanost sa profilima višestrukih inteligencija. Analizirani su uticaji pojedinih socio- demografskih faktora na sklonosti i navike igranja digitalnih igara i zavisnost od digitalnih igara. U skladu sa ciljem i zadacima istraživanja formirane su hipoteze, koje su diskutovane i potvrđene. Na osnovu rezultata utvrđeno je postojanje veze igranja digitalnih igara sa profilom višestrukih inteligencija učenika viših razreda osnove škole.Dissertation provides an empirically grounded innovative and unique insight into relations between digital gameplay and multiple intelligences profile. A systematic literature review that was realized in this dissertation points to thefact that researchers agree that digital games became methodically valid educational tool, but that there are very few empirical studies on relations between digital gameplay and multiple intelligences profile of the students. The research sample consisted of 1262 11-to-15- year-old students from 22 Serbian schools. The adequate psychometric instruments were developed and evaluated as part of the research. The relations between multiple intelligence profile of higher grade  elementary school students and their gameplay preferences and habits were analyzed. The possibility of predicting preferred digital games genre based on multiple  intelligences profile and digital gameplay was examined. It was found that the multiple intelligences profile is a valid predictor of digital gameplay preferences, habits and addiction. The digital games addiction was identified, and its relation with the structure of multiple intelligence profile was examined. The influence of socio-demographic factors on digital gameplay preferences, habits and addiction was analyzed. In accordance with the dissertation objectives and tasks the research hypotheses were formulated, and further discussed and confirmed. The results imply the existence of the relation between digital gameplay and multiple intelligences profile of higher grade elementary school students

    Integration of function, aesthetics and patients' personal preferences in the prosthetic treatment planning

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    Introduction Optimal aesthetic results require suitable smile design that fulfils patient's expectations. Psychological importance of teeth appearance is clear and often discussed in relation to the success of prosthetic treatment. The objective of this article was to present methodology for creating customized smile design using the Visagismile concept and evaluate aesthetic satisfaction with prosthetic treatment. Case report A 52-year-old female patient required complete esthetical dental mouth reconstruction. Digital planning software (Visagismile) provided dentists and technicians a 2D preview of the final design that relates facial perception and personality of the patient. The latest innovation of used software in addition to documents that dentists send for the Visagismile application is that they need to send an intraoral 3D scan of the patients mouth (with any scanner) and define the length and position of incisal edges of the central incisors. This information as a STL file is sent to new Visagismile/REBEL center that is actually a digital lab, that converts 2D designs created by the Visagismile concept into 3D and create a digital wax up immediately. Conclusions Visagismile concept supports both dentist and patient in deciding the aesthetics of the prosthetic restoration. The total coefficient of the assessment of patients for the final aesthetic result was highly satisfactory. Using the proposed methodology, a smile design corresponding to individual facial features, temperament and personal preferences of the patient can be reproduced

    Proposta de guia comparativo para desenvolvimento de aplicativos móveis

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    Trabalho de Conclusão de Curso (graduação)—Universidade de Brasília, Faculdade UnB Gama, 2018.O desenvolvimento de aplicativos e softwares para o ambiente mobile é uma área de conhecimento e atuação que tem crescido nos últimos anos. Para a realização deste desenvolvimento é necessário a escolha de uma abordagem de desenvolvimento para o projeto em questão, esta abordagem pode ser nativa (implementação individual em cada plataforma) ou multiplataforma (com grande ou total reutilização de código entre diferentes plataformas). Afim de prover uma visão mais clara sobre qual é a abordagem mais adequada para um projeto de desenvolvimento de software mobile, este trabalho de conclusão de curso foi elaborado, tendo como objetivo fornecer um guia comparativo para a escolha da melhor abordagem para um determinado contexto. Um diferencial para este estudo é que, além dos aspectos quantitativos e objetivos, também foram considerados aspectos qualitativos ou subjetivos os quais influenciam no desenvolvimento do software. Para elaborar este guia comparativo foram levantados dados através de três questionários aplicados em diferentes perfis de desenvolvedores e um exemplo de uso que busca evidenciar a necessidade da aplicação do guia comparativo a um caso experimental. Por fim foi elaborado o guia comparativo, no qual identificamos que os aspectos quantitativos e objetivos não podem ser exclusivos para a escolha da abordagem, fato que também foi observado na aplicação do guia no exemplo de uso proposto. Em geral, ao contrário do que as literaturas que consideram apenas aspectos quantitativos apontam, os desenvolvedores tendem para as abordagens nativas.The development mobile applications and softwares for mobile environment is an area that has grown in the past years. To develop a mobile application, it is necessary to choose a development approach to be used in a project, this approach can be native (realized for each platform separately) or multiplatform (recognized with common code among different platforms). This thesis was elaborated in order to provide a better understanding on what is the most appropriate approach for a mobile software development project, aiming to provide a guideline for choosing the best approach for a given context. A differential for this study is that, in addition to the quantitative aspects, qualitative or subjective aspects that influence the software development were also considered. In order to elaborate this guideline, data we collected data through three questionnaires, answered by different developer profiles, and an experiment that seeks to evidence the need of the guideline to a project. Finally, the guideline was elaborated, in which we identified that the quantitative aspects cannot be the only ones when selecting an approach. We also observed during the application of the guideline in the experiment, that in general developers tend towards native approaches, in counterpart to what other papers that consider exclusively quantitative aspects point out

    Indoor navigation for the visually impaired : enhancements through utilisation of the Internet of Things and deep learning

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    Wayfinding and navigation are essential aspects of independent living that heavily rely on the sense of vision. Walking in a complex building requires knowing exact location to find a suitable path to the desired destination, avoiding obstacles and monitoring orientation and movement along the route. People who do not have access to sight-dependent information, such as that provided by signage, maps and environmental cues, can encounter challenges in achieving these tasks independently. They can rely on assistance from others or maintain their independence by using assistive technologies and the resources provided by smart environments. Several solutions have adapted technological innovations to combat navigation in an indoor environment over the last few years. However, there remains a significant lack of a complete solution to aid the navigation requirements of visually impaired (VI) people. The use of a single technology cannot provide a solution to fulfil all the navigation difficulties faced. A hybrid solution using Internet of Things (IoT) devices and deep learning techniques to discern the patterns of an indoor environment may help VI people gain confidence to travel independently. This thesis aims to improve the independence and enhance the journey of VI people in an indoor setting with the proposed framework, using a smartphone. The thesis proposes a novel framework, Indoor-Nav, to provide a VI-friendly path to avoid obstacles and predict the user s position. The components include Ortho-PATH, Blue Dot for VI People (BVIP), and a deep learning-based indoor positioning model. The work establishes a novel collision-free pathfinding algorithm, Orth-PATH, to generate a VI-friendly path via sensing a grid-based indoor space. Further, to ensure correct movement, with the use of beacons and a smartphone, BVIP monitors the movements and relative position of the moving user. In dark areas without external devices, the research tests the feasibility of using sensory information from a smartphone with a pre-trained regression-based deep learning model to predict the user s absolute position. The work accomplishes a diverse range of simulations and experiments to confirm the performance and effectiveness of the proposed framework and its components. The results show that Indoor-Nav is the first type of pathfinding algorithm to provide a novel path to reflect the needs of VI people. The approach designs a path alongside walls, avoiding obstacles, and this research benchmarks the approach with other popular pathfinding algorithms. Further, this research develops a smartphone-based application to test the trajectories of a moving user in an indoor environment

    Evaluación de la Accesibilidad y Adaptabilidad de Objetos de Aprendizaje y cursos online a través de estándares y metadatos

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    El emprendimiento ha adquirido relevancia como tema de investigación en los últimos años. El individuo emprendedor tiene un rol influyente en la economía, por lo que entender sus motivaciones y aspiraciones es clave en esta investigación. El emprendimiento puede considerarse desde dos perspectivas, a nivel individual y desde el punto de vista de la organización, tratando así el intraemprendimiento o emprendimiento corporativo. Así pues, este trabajo tiene como objetivo principal analizar los diferentes niveles en los que se desarrolla la actividad emprendedora y entender el vínculo existente con las soft skills, permitiendo así considerar esta actividad como elemento de dinamización. Para abordar el objetivo general planteado se ha estudiado en primera instancia la literatura anterior vinculada con el concepto de emprendimiento, la cual queda vinculada al entorno individual y organizacional. Posteriormente, se analizan las habilidades o soft skills determinantes como elementos influyentes que permiten el desarrollo y crecimiento emprendedor. De esta forma, se consigue abordar la repercusión de la actividad emprendedora e intraemprendedora desde una perspectiva general. En esta línea, elementos como la creatividad y el conocimiento han quedado vinculados a lo largo de toda la investigación, puesto que los emprendedores requieren la actualización constante de conocimientos, y la búsqueda y el aprovechamiento de las oportunidades existentes. En consecuencia, esta investigación contribuye con el gap existente en la literatura y permite poner en valor las capacidades más relevantes en el entramado laboral, permitiendo con esto analizar los nuevos vínculos entre la sociedad y la iniciativa emprendedora. Las primeras aproximaciones de la investigación se han desarrollado a través del análisis de la base de datos European Skills, Competences, Qualifications and Occupations (ESCO), la cual ha permitido destacar las cualidades y competencias clave en el desarrollo emprendedor. A su vez, se ha realizado, como primer artículo de la tesis un análisis bibliométrico del concepto de emprendimiento. Con esto se ha conseguido destacar a los investigadores más representativos en este ámbito, y entender las redes y conexiones existentes entre ellos. De igual forma, se han destacado las palabras innovación y formación vinculadas a este concepto siendo clave para continuar con la investigación en el tema. A nivel del individuo se ha desarrollado un análisis de las motivaciones del emprendedor, quedando reflejado en el segundo artículo de la tesis. En este caso, la investigación ha examinado cómo influyen las variables de creatividad, comunicación y liderazgo en la decisión de convertirse en emprendedor en una situación prepandémica y en la situación actual, considerada como la nueva normalidad. En este sentido, la motivación emprendedora ha destacado por quedar influenciada por factores como la incertidumbre. Además, las variables creatividad, comunicación y liderazgo no son representativas en la presencia de emprendedores potenciales en la situación post-pandémica de nueva normalidad, sin embargo, sí que lo eran antes de la Covid-19. Por consiguiente, se vuelve necesario mencionar que debido a la Covid-19 se desarrolló un análisis comparativo, enriqueciendo en gran medida los resultados obtenidos. Por último, y debido a la dificultad que supone acceder a los datos estratégicos internos de las organizaciones, se han estudiado las variables que impactan en la estrategia de la empresa a través del desarrollo de una encuesta a 241 pequeñas y medianas empresas (PYMES). Esto, ha permitido considerar la influencia que ha tenido cada variable destacada en el análisis anterior, creatividad, comunicación y liderazgo, en la organización. En consecuencia, a través del tercer artículo se consigue un análisis en profundidad de la repercusión de la formación y las skills determinantes en la estrategia empresarial. Se investiga en este artículo si esas variables impactan directamente en el desarrollo de iniciativas intraemprendedoras. La investigación destaca la relevancia de la formación de los empleados en las organizaciones como componente diferencial y generador de valor. Así pues, la formación en habilidades y competencias les permitirá desarrollar actividades emprendedoras, lo que ayudará a la toma de decisiones estratégicas y a la diferenciación en el actual mercado competitivo y cambiante

    E-Governance: Strategy for Mitigating Non-Inclusion of Citizens in Policy Making in Nigeria

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    The Nigerian federation that currently has 36 states structure adopted the Weberian Public Administrative system before now as an ideal way of running government, which was characterized with the traditional way of doing things without recourse to the deployment of Information Communication Technology (ICT). Today e-governance is seen as a paradigm shift from the previous way of governance. Research has shown that, the adoption and implementation of e-governance is more likely to bring about effective service delivery, mitigate corruption and ultimately enhance citizens’ participation in governmental affairs. However, it has been argued that infrastructure such as regular electricity power and access to the Internet, in addition to a society with high rate of literacy level are required to effectively implement and realize the potentials of e-governance for improved delivery of services. Due to the difficulties currently experienced, developing nations need to adequately prepare for the implementation of e-governance on the platform of Information Communication Technology (ICT). Hence, this study seeks to examine whether the adoption and implementation of e-governance in the context of Nigeria would mitigate the hitherto non-inclusion of citizens in the formulation and implementation of government policies aimed at enhanced development. To achieve the objective of the study, data were sourced and analyzed majorly by examining government websites of 20 states in the Nigerian federation to ascertain if there are venues for citizens to interact with government in the area of policy making and feedback on government actions, as a way of promoting participatory governance. The study revealed that the adoption and implementation of e-governance in the country is yet to fully take place. This is due to lack of infrastructure, low level of literacy rate and government inability to provide the necessary infrastructure for e-governance to materialize. The paper therefore, recommends among others the need for the Federal Government to involve a sound and clear policy on how to go about the adoption and implementation of egovernance through deliberate effort at increasing budgetary allocation towards infrastructural development and mass education of citizens

    The Impact of e-Democracy in Political Stability of Nigeria

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    The history of the Nigerian electoral process has been hitherto characterized by violence stemming from disputes in election outcomes. For instance, violence erupted across some states in Northern Nigeria when results indicated that a candidate who was popular in that part of the country was losing the election leading to avoidable loss of lives. Beside, this dispute in election outcome lingers for a long time in litigation at the electoral tribunals which distracts effective governance. However, the increasing penetrating use of ICTs in Nigeria is evident in the electoral processes with consequent shift in the behavior of actors in the democratic processes, thus changing the ways Nigerians react to election outcomes. This paper examines the trend in the use ICT in the Nigerian political system and its impact on the stability of the polity. It assesses the role of ICT in recent electoral processes and compares its impact on the outcome of the process in lieu of previous experiences in the Nigeria. Furthermore, the paper also examines the challenges and risks of implementing e-Democracy in Nigeria and its relationship to the economy in the light of the socio-economic situation of the country. The paper adopted qualitative approach in data gathering and analysis. From the findings, the paper observed that e-democracy is largely dependent on the level of ICT adoption, which is still at its lowest ebb in the country. It recognizes the challenges in the provision of ICT infrastructure and argues that appropriate low-cost infrastructure applicable to the Nigerian condition can be made available to implement e-democracy and thus arouse the interest of the populace in governance, increase the number of voters, and enhance transparency, probity and accountability, and participation in governance as well as help stabilize the nascent democrac
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