Search results for "User"
showing 10 items of 1060 documents
Enhancing genre-based measures of music preference by user-defined liking and social tags
2012
Musical preferences are typically determined by asking participants to indicate their favourite musical genres. These genre-based measures have some considerable pitfalls, since specific pieces of music in a genre might be liked more than the genre itself, and finding consensus to define a genre is often a challenging task. The aims of the present study were to (1) assess how effective genre-based measures are at identifying musical preferences, by comparing them to free responses; (2) demonstrate how the fit can be improved between the genre-based measures and sampled population; and (3) suggest and evaluate methods that use lists of liked and disliked artists to define musical preference…
Adaptīva lietotāja saskarne adrešu un plānotāja grāmatas Android lietotnes kontekstā
2019
Lietotāja saskarne ir tā, kas savieno lietotāju un lietojumprogrammu. Tas ir viens no vissvarīgākajiem aspektiem, kas rada lielu interesi par lietojumprogrammu. Daudzi dizaineri lietojumprogrammās piemēro adaptīvo lietotāja interfeisa (AUI) dizainu, lai lietotāji varētu justies laimīgi un apmierināti, lietojot programmu. Rakstā aprakstīta Android programmas, kas saucas Address&Planner Book, izstrāde, kurā var saglabāt svarīgus kontaktus un plānus un informēt lietotājus. Lietojumprogramma varētu pielāgot lietotāja saskarņu saturu un dizainu atbilstoši kontekstam, kas saistīts ar katru lietotāju, lai paredzētu lietotāja darbības un piedāvātu ērtu lietošanu. Programma ir izstrādāta, izmantojot…
Blockchain-based DR logic: a trade-off between system operator's and customer's needs
2020
This paper describes a way to include the end users of the electrical network in the Demand Response mechanism using the Blockchain technology and the Smart Contract concepts, thus developing a distributed system where customers can communicate directly with the system operator to provide their flexibility in a transparent, secure and traceable way.The historical data on energy consumption and production of the customers is recorded on the Blockchain, with the Smart Contract evaluating the baseline and the potential support that each customer can provide to fulfill the requested load adaptation communicated by the grid operator. The baseline and the optimal power reduction for a customer (e…
Automatic ontology-based user profile learning from heterogeneous web resources in a big data context
2013
The Web has developed to the biggest source of information and entertainment in the world. By its size, its adaptability and flexibility, it challenged our current paradigms on information sharing in several areas. By offering everybody the opportunity to release own contents in a fast and cheap way, the Web already led to a revolution of the traditional publishing world and just now, it commences to change the perspective on advertisements. With the possibility to adapt the contents displayed on a page dynamically based on the viewer's context, campaigns launched to target rough customer groups will become an element of the past. However, this new ecosystem, that relates advertisements wit…
Stability of Positive Systems in WSN Gateway for IoT&IIoT
2020
Modern sensor networks work on the basis of intelligent sensors and actuators, their connection is carried out using conventional or specifically dedicated networks. The efficiency and smooth transmission of such a network is of great importance for the accuracy of measurements, sensor energy savings, or transmission speed. Ethernet in many networks is typically based on the TCP/IP protocol suite. Regardless of whether or not the network transmission is wired or wireless, it should always be reliable. TCP ensures transmission reliability through retransmissions, congestion control and flow control. But TPC is different in networks based on the UDP protocol. The most important here is the tr…
Gamification Based on User Types : When and Where It Is Worth Applying
2023
Students’ motivation is one of the most relevant factors when improving the quality of the learning process. In this context, gamification is a powerful tool for increasing motivation at all levels of teaching. Since gamification methodologies can be applied in many different ways, personalizing gamified activities as a function of gamification user types is a promising strategy. Knowing the user types is also an advantage to understand the nature of learners in the class. In this article, we present the findings from several pilot exercises, where we identified gamification user types among students from Spain and Finland, analyzing their prevalence as a function of age, gender, country, a…
A virtual laboratory designed for teaching diffractive lenses
2010
[EN] We present a virtual laboratory generated in Matlab GuiQc (Graphical User Interface) for its use in Optics courses as an informatic tool for teaching the focusing properties of a diffractive lens. This Gui allows the students to learn easily and rapidly about the influence on the focal volume of the lens construction parameters. As an example in this work we analyze fractal diffractive lenses because we found that fractal geometry is a highly motivating topic for students since it is related to a wide range of scientific and technological phenomena.
Optimization of Cultural Heritage Virtual Environments for Gaming Applications
2020
Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase are also difficult and the process needs more focus. The challenge of this study was to create a game within the co…
Usable Interface Design for Everyone
2011
En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicación, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informáticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios est…
A preliminary framework for differentiating the paradigms of human-technology interaction research
2010
The purpose of this paper is to clarify the differences between approaches in the research field of human-technology interaction. We are especially interested in individuating user psychology from the more traditional paradigms. Therefore, we suggest a preliminary theoretical framework of criteria for distinguishing and individuating the different interaction research paradigms. The framework consists of five dimensions in which the paradigms may vary from each other. In this paper, we also discuss how ubiquitous computing is related to some of the dimensions. In addition, we focus on defining the new elements user psychology can bring to the discussion and analysis of human-technology inte…