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Development of an educational application using HCD toolkit and open data on the recife culture 使用HCD工具包和有关文化的开放数据开发教育应用程序
Geraldo Gomes da C. Júnior, R. M. M. Gouveia, Victor Medeiros
This paper presents the Human-Centered Design process (HCD) applied in the context of educational games using open data about cultural aspects of the city of Recife. The main objective of the work is the collaborative development of an application for smartphones, entitled "Recife Games", which provides an entertaining way to learn about Recife culture. The methodology for the application development was based on the HCD Toolkit and Jakob Nielsen's usability criteria and heuristics. We also used two interaction design techniques, Skeumorfism and Flat Design. The work includes the steps proposed in the human centered design, starting with the specification of a strategic challenge and the following three main phases: Listen, Create and Deploy. Finally, we present statistics related to the application usage on Android platform, that shown relevant user acceptance of "Recife Games".
本文介绍了以人为本的设计过程(HCD)在教育类游戏中的应用,该游戏使用了有关累西腓市文化方面的开放数据。这项工作的主要目标是合作开发一款名为“累西腓游戏”的智能手机应用程序,它为了解累西腓文化提供了一种有趣的方式。应用程序开发的方法是基于HCD工具包和Jakob Nielsen的可用性标准和启发式。我们还使用了两个交互设计技术,Skeumorfism及平面设计。这项工作包括以人为中心的设计中提出的步骤,首先是战略挑战的说明,然后是以下三个主要阶段:倾听、创建和部署。最后,我们给出了Android平台上应用使用情况的相关统计数据,显示了相关用户对“累西腓游戏”的接受程度。
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引用次数: 1
A voice command interface for visually impaired on urban mobility 为视障人士设计的城市交通语音指令界面
Patrick Almeida, A. Lima, D. Souza
People with any visual impairment need special support and tools to overcome the day-to-day difficulties in the urban mobility context. The human-computer interaction area (HCI) has studies investigating new technologies to provide more accessibility and usefulness to this group of end users. In this context, this paper presents the results of research that applied the design thinking method to understand the users' requirements in a group of visual impaired people that study in special institute that supports their teaching. For example, a common complain obtained from our field research was the wrong information obtained from pedestrian and service operators when they needed to know the bus routes. We have monitored visual impairment users in practical evaluations of usability and accessibility using the Rota Urbana Voicer tool, that provides an extension to an existing tool to search public transportation routes using voice commands in a smartphone. We have also identified different suggestions to improve our tool based on other studies in the literature.
有视力障碍的人需要特殊的支持和工具来克服城市交通环境中的日常困难。人机交互领域(HCI)研究了新技术,为这组最终用户提供更多的可访问性和有用性。在此背景下,本文以一群视障人士为研究对象,运用设计思维的方法来了解视障人士在特殊学院的教学需求。例如,我们在实地调研中得到的一个常见的抱怨是,当行人和服务运营商需要了解公交路线时,他们获得的信息是错误的。我们使用Rota Urbana Voicer工具对视障用户的可用性和可访问性进行了实际评估,该工具为现有工具提供了扩展,可以使用智能手机中的语音命令搜索公共交通路线。我们还根据文献中的其他研究确定了改进我们工具的不同建议。
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引用次数: 0
Generation glosses: expanding the frontiers interactional in translation process for brazilian sign language 世代光泽:巴西手语翻译过程中边界的拓展与互动
Cristiane Ellwanger, Cristina Paludo Santos, P. Soares, Tiago Luis Weisheimer
Provide accessible interfaces for the deaf community is one of the major challenges of research that is presented in the IHC area. In this scope exist different approaches to automated text translation of the Portuguese language to sign language. This paper presents a strategy based on the use of expert systems to support the generation of an interlanguage to aid the Portuguese language translation process to the language of signs, contemplating syntactic and semantic aspects. The participation of experts (interpreters) occur in all development stages of the G'Libras system and is essential to produce technologies that meet the needs of the deaf community.
为聋人社区提供可访问的接口是IHC领域研究的主要挑战之一。在这个范围内存在不同的方法来自动文本翻译葡萄牙语到手语。本文提出了一种基于使用专家系统来支持生成中介语的策略,以帮助葡萄牙语翻译过程中的语言符号,考虑句法和语义方面。在G'Libras系统的所有开发阶段都有专家(口译员)的参与,这对于开发满足聋人社区需求的技术至关重要。
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引用次数: 0
Communicability on Facebook: evaluating elderly and young users using MAC-g method Facebook上的沟通能力:用MAC-g方法评估老年和年轻用户
Carolina Q. Sacramento, Simone Bacellar Leal Ferreira, Aline da Silva Alves, Fabiana da Silva, M. Pimentel, Leonardo Nardi, A. Conci
The growth of the elderly population and the social network's benefits to this public makes essential a good communicability of these systems for the elderly users. This article describes a qualitative research using the Communicability Evaluation Method for Collaborative Systems with two user's profiles on Facebook. The objective was to evaluate if the limitations from the aging process can generate different results in the contrasted profiles. As a result, we observed some aspects to be reviewed on Facebook interface as: improving meaning system, defining more clearly organization criteria for information and correcting usability and accessibility issues that contribute to communicability breakdowns during the elderly's interaction.
老年人口的增长和社交网络对这一群体的好处使得这些系统对老年用户具有良好的可沟通性至关重要。本文描述了一项定性研究,使用两个用户在Facebook上的个人资料的协作系统的可沟通性评估方法。目的是评估老化过程的限制是否会在对比剖面中产生不同的结果。因此,我们观察到Facebook界面的一些方面需要进行审查:改进意义系统,定义更清晰的信息组织标准,纠正导致老年人互动时沟通中断的可用性和可访问性问题。
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引用次数: 1
Climate challenge: raising collective awareness in the tradition of games with a purpose 气候挑战:在有目的的游戏传统中提高集体意识
A. Scharl, Michael Föls, D. Herring
The Climate Challenge is an online competition in the tradition of games with a purpose that combines practical steps to reduce carbon footprint with predictive tasks to estimate future climate-related conditions. The application is designed to increase environmental literacy and motivate users to adopt more sustainable lifestyles. Its feedback channels include a leaderboard and a visual tool to compare answers of individual players with (i) the average assessments of their direct social network contacts as well as the entire pool of participants, (ii) a selected group of experts, and (iii) real-world observations.
气候挑战是一项传统的在线竞赛,其目的是将减少碳足迹的实际步骤与预测未来气候相关条件的预测任务相结合。该应用程序旨在提高环境素养,并激励用户采用更可持续的生活方式。它的反馈渠道包括一个排行榜和一个可视工具,用于将单个玩家的答案与(1)他们的直接社交网络联系人和整个参与者的平均评估,(2)一个选定的专家小组,以及(3)真实世界的观察结果进行比较。
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引用次数: 0
An environment to support the design, implementation and evaluation of gamification in social systems 支持社会系统中游戏化的设计、实施和评估的环境
Claudio Cavalcante, Vasco Furtado, E. Furtado
Gamification has become a popular strategy to increase the engagement and participation of users in social systems. Despite the popularity that now reigns, we identified that gamification can not be treated simply as award points and provide badgets for users. Care must be taken, since the choice of the game mechanics must consider the profile of the user as a player. If such considerations are not made properly, the desired goals by the developer cannot be obtained. In other words, one needs to understand the relationship between the developer's goals, the game mechanics and the profile of users (players). The lack of computational tools to support the developer to consider how these three aspects relate to and impact, led us to propose GameWork. It is a Service-oriented Architecture to support gamification in general, especially to help monitoring the system and the players behaviors with respect to the incentives provided. This article describes GameWork and an example of its implementation in a commercial social network.
游戏化已经成为提高用户在社交系统中的参与度的一种流行策略。尽管游戏化现在很流行,但我们认为不能简单地将其视为奖励点或为用户提供小玩意。必须小心,因为游戏机制的选择必须考虑到用户作为玩家的特征。如果没有适当地考虑这些问题,开发人员所期望的目标就无法实现。换句话说,你需要理解开发者的目标、游戏机制和用户(玩家)之间的关系。由于缺乏计算工具来支持开发者考虑这三个方面之间的关系和影响,所以我们提出了GameWork。它是一个面向服务的体系结构,通常支持游戏化,特别是帮助监控系统和玩家的行为。本文将介绍GameWork及其在商业社交网络中的应用。
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引用次数: 0
Visualization mechanisms for crowdsourcing information in emergency coordination 应急协调中众包信息可视化机制
Paulo R. M. Simões Júnior, R. Novais, Vaninha Vieira, L. G. Pedraza, Manoel G. Mendonça, Karina Villela
To perform emergency coordination, people in a command centre need to process a large amount of data about the incident to make decisions, generally, under time pressure. A main challenge is to quickly obtain contextual information about the situation, which can be obtained from people in the place of the incident, in a crowdsourcing manner. This paper presents our investigation about visualization mechanisms to support command centres on analysing crowdsourcing information regarding emergency situations. As contributions, we highlight: 1) discussion of existing visualization mechanisms and their support on emergency management; 2) prototype of the Emergency Response Toolkit (ERTK), a set of tools to support command centres on using information from the crowd, e.g. in large-scale events; and 3) evaluation of ERTK and its visualization mechanisms with 11 emergency experts, in Brazil, Austria and Spain, collecting feedback to improve information visualization for emergency management.
为了进行紧急协调,指挥中心的人员通常需要在时间压力下处理有关事件的大量数据以做出决策。一个主要的挑战是快速获取有关情况的背景信息,这些信息可以通过众包的方式从事件发生地的人们那里获得。本文介绍了我们对可视化机制的研究,以支持指挥中心分析有关紧急情况的众包信息。作为贡献,我们强调:1)讨论现有的可视化机制及其对应急管理的支持;2)应急工具包(ERTK)的原型,这是一套工具,可支持指挥中心使用来自人群的信息,例如在大型活动中;3)与巴西、奥地利和西班牙的11名应急专家对ERTK及其可视化机制进行评估,收集反馈意见,以改进应急管理的信息可视化。
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引用次数: 8
Therapy game: uma nova plataforma para auxiliar nas áreas de fisioterapia e terapia ocupacional 治疗游戏:一个帮助物理治疗和职业治疗的新平台
A. Kronbauer, João Graça Neto, S. Barreto
Video games are constantly evolving and new ideas for user interactions are being proposed. Within this context, innovative technological artifacts are being created in order to enable interaction flexibility, involvement in the game and rewarding experiences for the players. In recent years, the medical field has benefited from video games with new treatments in the area of physical and occupational therapy. This paper presents a low-cost technological infrastructure, capable of creating games for the area of body movement rehabilitation, utilizing an innovative wearable control that interacts with this new video game. In order to validate this proposal, we conducted initial experiments with potential users, pediatric neurologists and physical therapists. The user experience was a success and the results indicate promising usability in the medical area.
电子游戏在不断发展,用户交互的新理念不断涌现。在这种情况下,创新的技术产物被创造出来,以实现互动的灵活性,参与游戏,并为玩家提供奖励体验。近年来,医学领域得益于电子游戏在物理和职业治疗领域的新疗法。本文提出了一种低成本的技术基础设施,能够为身体运动康复领域创造游戏,利用创新的可穿戴控制与这种新的视频游戏交互。为了验证这一建议,我们与潜在用户、儿科神经学家和物理治疗师进行了初步实验。用户体验是成功的,结果表明在医疗领域有前景的可用性。
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引用次数: 0
Designing interaction and collaboration in active learning systems 设计主动学习系统中的交互和协作
Fabrício Matheus Gonçalves, Júlio Cesar dos Reis, M. Baranauskas
In formal learning environments there is a diversity of interests and abilities that need to have space in the interaction between those involved in the production and sharing of knowledge. This diversity of skills is still not supported by existing systems, when the goal is collaboration on active learning models. The design solutions need to align systems with the needs of students and teachers and the learning objectives. This article proposes an analysis based on artifacts of Organizational Semiotics, which allows us to understand learning requirements that influence the design of collaborative systems. This analysis informed the development of a technological platform to support an active learning environment. Experimental results on the use of the system in teaching of HCI indicate good user acceptance and pointed out its viability in mediating the engagement and collaboration of those involved in active learning.
在正式的学习环境中,有各种各样的兴趣和能力,在参与知识生产和分享的人之间的互动中需要有空间。当目标是在主动学习模型上进行协作时,现有系统仍然不支持这种技能的多样性。设计解决方案需要使系统与学生和教师的需求以及学习目标保持一致。本文提出了一种基于组织符号学工件的分析,它使我们能够理解影响协作系统设计的学习需求。这一分析为支持主动学习环境的技术平台的开发提供了信息。在HCI教学中使用该系统的实验结果表明,用户接受度很高,并指出其在调节参与主动学习的人的参与和协作方面的可行性。
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引用次数: 0
Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems 第14届巴西计算机系统人为因素研讨会论文集
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Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
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