1,393 research outputs found

    Design and implementation of an integrative system for configurable exergames targeting the senior population

    Get PDF
    Exergames have been proposed as a solution for the promotion of physical activity in the senior population. The diversity of needs and limitations of the target users demand that the exergaming systems allow the configuration and adjustment of game parameters according to each user profile. Such systems are ideal to use in nursing homes, senior gymnasiums, or even rehabilitation centers. Health and sports professionals are then the main interacting users with the interface of such exergaming systems. Configuration can be difficult and time-consuming when considering complex systems with a significant amount of parameter choices. Since professionals working on such places already have time constraints, if they face long-time configuration of these systems they might give up of using them. Therefore, there is an evident need for systems that assist professionals in two ways. First, providing management support for training sessions and plans with exergames. Second, providing automatic decision-making processes that assist in game selection and parameters configuration to fit the user needs. The acceptance and effectiveness of such systems can only be achieved if the main prospective interactors with the system are involved in the development process so that the system can fulfill the users’ needs and expectations. This thesis reports on the design, implementation, and usability evaluation of an integrative system using some of the most-known human-centric techniques, such as interviews, card sorting, and paper prototyping. Results of a usability study of the UI and the main functionalities of the system showed a considerable acceptance and interest by the professionals. The usability study revealed to be a great resource to find aspects of the system that should be further considered for improvement in future iterations. Furthermore, the high results of the USE (Usefulness, Satisfaction, and Ease of use) questionnaire confirm that this system is a promising tool that sports professionals may be willing to use in their daily practice.A literatura suporta que os exergames, ou jogos que requerem exercício físico, constituem uma opção válida para promoção da atividade física na população idosa. A diversidade de necessidades e limitações do público-alvo exige que estes exergames sejam configuráveis de forma a permitir ajustar os parâmetros do jogo de acordo com o perfil de cada indivíduo. Estes sistemas personalizáveis são ideais para a utilização em lares, centros de dia, ginásios específicos para idosos ou até mesmo em centros de reabilitação. Os profissionais de saúde e de desporto são, assim, os principais utilizadores a definir as configurações destes exergames. Neste contexto, escolher as definições ideais para cada perfil pode ser um processo difícil e demorado, tendo em conta que a interface destes sistemas apresenta normalmente uma quantidade significativa de opções. Considerando que estes profissionais já têm constrangimentos de tempo na sua prática diária, se forem confrontados com uma interação longa e complexa com estes sistemas, podem acabar por desistir de usá-los. Neste sentido, existe uma clara necessidade de sistemas que auxiliem os profissionais a incluir os exergames na sua prática diária com a população idosa. Este sistema deverá assistir os profissionais de duas maneiras. Primeiro, que permita gerir sessões e planos de treino com os exergames. Segundo, que disponibilize processos de decisão automáticos de forma a auxiliar na escolha dos jogos, bem como nas configurações ideais para cada perfil de utilizador. A aceitação e a eficácia destes sistemas podem apenas ser alcançadas se os profissionais forem envolvidos no processo de desenvolvimento desde o início. Tal permitirá que este possa ser desenhado tendo em conta as suas necessidades e expectativas. Esta dissertação descreve as técnicas aplicadas no desenho, implementação e avaliação de um sistema integrativo para exergames, com base em algumas técnicas bem conhecidas na área de interação homemmáquina, como por exemplo entrevistas, card sorting e prototipagem em papel. Resultados de um estudo de usabilidade da interface do sistema integrativo demonstraram uma considerável aceitação e interesse por parte dos profissionais. O estudo de usabilidade revelou ser um bom recurso para encontrar aspetos do sistema que devem ser considerados para melhoramento em futuras iterações. Além disso, os resultados promissores do questionário USE (Utilidade, satisfação e facilidade de uso) confirmam que os profissionais poderão estar interessados em usar este sistema na sua prática diária

    A context-aware model to improve usability of information presented on mobile devices

    Get PDF
    Online information access on mobile devices is increasing as a result of the growth in the use of Internet-enabled handheld (or pocket-size) devices. The combined influence of recent enabling technologies such as Web 2.0, mobile app stores and improved wireless networks have driven the increase in online applications that allow users to access various types of information on mobile devices regardless of time and location. Examples of such applications (usually shortened to app) include: social media, such as FacebookTM App and TwitterTM App, banking applications such as (Standard Bank South Africa)TM Mobile Banking App and First National Bank (FNB) BankingTM App, and news application such as news 24TM App and BBCTM News App. Online businesses involved in buying, selling and business transaction processing activities via the Internet have exploited the opportunity to extend electronic commerce (e-commerce) initiatives into mobile commerce (m-commerce). Online businesses that interact with end user customers implement business to consumer (B2C) m-commerce applications that enable customers to access and browse product catalogue information on mobile devices, anytime, anywhere. Customers accessing electronic product catalogue information on a mobile device face a number of challenges such as a long list of products presented on a small screen and a longer information download time. These challenges mainly originate from the limiting and dynamic nature of the mobile apps operating environment, for example, dynamic location, bandwidth fluctuations and, diverse and limited device features, collectively referred to as context. The goal of this research was to design and implement a context-aware model that can be incorporated into an m-commerce application in order to improve the presentation of product catalogue information on m-commerce storefronts. The motivation for selecting product catalogue is prompted by literature which indicates that improved presentation of information in m-commerce (and e-commerce) applications has a positive impact on usability of the websites. Usable m-commerce (and e-commerce) websites improve efficiency in consumer behaviour that impacts sales, profits and business growth. The context-aware model aimed at collecting context information within the user environment and utilising it to determine optimal retrieval and presentation of product catalogue in m-commerce. An integrated logical context sensor and Mathematical algorithms were implemented in the context-aware model. The integrated logical context sensor was responsible for the collection of different types of predetermined context information such as device specification or capabilities, connection bandwidth, location and time of the day as well as the user profile. The algorithms transformed the collected context information into usable formats and enabled optimal retrieval and presentation of product catalogue data on a specific mobile device. Open-source implementation tools were utilised to implement components of the model including: HTML5, PhP, JavaScript and MySQL database. The context-aware model was incorporated into an existing m-commerce application. Two user evaluation studies were conducted during the course of the research. The first evaluation was to evaluate the accuracy of information collected by the context sensor component of the model. This survey was conducted with a sample of 30 users from different countries across the world. In-between the context sensor and main evaluation surveys, a pilot study was conducted with a sample of 19 users with great experience in mobile application development and use from SAP Next Business and Technology, Africa. Finally an overall user evaluation study was conducted with a sample of 30 users from a remote area called Kgautswane in Limpopo Province, South Africa. The results obtained indicate that the context-aware model was able to determine accurate context information in real-time and effectively determine how much product information should be retrieved and how the information should be presented on a mobile device interface. Two main contributions emerged from the research, first the research contributed to the field of mobile Human Computer Interaction. During the research, techniques of evaluating and improving usability of mobile applications were demonstrated. Secondly, the research made a significant contribution to the upcoming field of context-aware computing. The research brought clarity with regard to context-aware computing which is lacking in existing, current research despite the field’s proven impact of improving usability of applications. Researchers can utilise contributions made in this research to develop further techniques and usable context-aware solutions

    Software Projects 2006-2007

    Get PDF

    A component-based approach to human–machine interface systems that support agile manufacturing

    Get PDF
    The development of next generation manufacturing systems is currently an active area of research worldwide. Globalisation is placing new demands on the manufacturing industry with products having shorter lifecycles and being required in more variants. Manufacturing systems must therefore be agile to support frequent manufacturing system reconfiguration involving globally distributed engineering partners. The research described in this thesis addresses one aspect within this research area, the Human Machine Interface (HMI) system that support the personnel involved in the monitoring, diagnostics and reconfiguration of automated manufacturing production machinery. Current HMI systems are monolithic in their design, generally offer poor connectivity to other manufacturing systems and require highly skilled personnel to develop and maintain them. The new approach established in the research and presented in this thesis provides a specification capture technique (using a novel storyboarding modelling notation) that enables the end users HMI functionality to be specified and rapidly developed into fully functional End User HMI's via automated generation tools. A novel feature in this HMI system architecture that all machine information is stored in a common unified machine data model which ensures consistent accurate machine data is available to all machine lifecycle engineering tools including the HMI. The system's run-time architecture enables remote monitoring and diagnostics capabilities to be available to geographically distributed engineering partners using standard internet technologies. The implementation of this novel HMI approach has been prototyped and evaluated using the industrial collaborators full scale demonstrator machines within cylinder head machining and engine assembly applications

    Development and Specification of Virtual Environments

    Get PDF
    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview of different classes of VE-like applications, and a number of state-of-the-art VEs. To further define the topic of research, we propose a general framework for VE systems development, in which we identify five major classes of development tools: methodology, guidelines, design specification, analysis, and development environments. Of each, we give an overview of existing best practices

    Sketch-based Queries in Mobile GIS-Environments

    Get PDF
    Recent achievements in the field of mobile computing and wireless communication promise data retrieval anywhere and anytime. This development provided the basis to expand GIs technology to handheld devices, such as personal digital assistants (PDAs). Although traditional GIs technology is well suited for desktop workstations, it needs to be adapted in order to satisfy the requirements of users using handheld computing devices. This adaptation is necessary because the usability of traditional GISs depends on characteristics of desktop computers, such as their relatively large user interfaces (e.g., displays, keyboards, pointing devices), considerable computing resources (i.e., CPU, memory, storage, operating systems), and high bandwidth network connectivity. Small devices possess few of these characteristics, hence, requiring new and efficient methods for interaction with spatial databases. We propose a concept that supports sketch-based querying in mobile GIs environments. This concept combines newest techniques for spatial querying and mobile technologies. Such a combination is beneficial for users because it allows them to formulate queries by drawing the desired configuration with a pen on the touch-sensitive PDA screen, and consequently avoids typing complex statements in some SQL-like query language. Client-server architectures in mobile environments are characterized by low and fluctuating bandwidth, and by frequent disconnections. We discuss client-server strategies in mobile environments, suggest an adaptive client-server architecture for geomobile querying, and analyze the performance. It is shown that adaptation to the mobile environment is necessary in order to ensure efficiency of geo-mobile queries

    An Advanced A-V- Player to Support Scalable Personalised Interaction with Multi-Stream Video Content

    Get PDF
    PhDCurrent Audio-Video (A-V) players are limited to pausing, resuming, selecting and viewing a single video stream of a live broadcast event that is orchestrated by a professional director. The main objective of this research is to investigate how to create a new custom-built interactive A V player that enables viewers to personalise their own orchestrated views of live events from multiple simultaneous camera streams, via interacting with tracked moving objects, being able to zoom in and out of targeted objects, and being able to switch views based upon detected incidents in specific camera views. This involves research and development of a personalisation framework to create and maintain user profiles that are acquired implicitly and explicitly and modelling how this framework supports an evaluation of the effectiveness and usability of personalisation. Personalisation is considered from both an application oriented and a quality supervision oriented perspective within the proposed framework. Personalisation models can be individually or collaboratively linked with specific personalisation usage scenarios. The quality of different personalised interaction in terms of explicit evaluative metrics such as scalability and consistency can be monitored and measured using specific evaluation mechanisms.European Union's Seventh Framework Programme ([FP7/2007-2013]) under grant agreement No. ICT- 215248 and from Queen Mary University of London
    corecore