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This project is about the usability of Learning Management Systems (LMS), focusing on the specific case of the open source system Moodle. Specifically, this project is about communication and collaboration tools that are used by teachers on the system. This study investigates whether usability problems hamper the use teachers make of these tools. Focused interviews were conducted with professionals working in distance education and the answers of the respondents were subjected to techniques of content analysis in order to obtain data for developing the tools needed to prove the hypothesis.  相似文献   
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This article is about the risk behavior adopted by pedestrians at crosswalks with traffic light equipment. It was observed that many pedestrians take risk to cross the Presidente Vargas Avenue. This avenue is located in downtown in Rio de Janeiro city, Brazil, and has a heavy vehicular traffic and intense pedestrian flow. Many pedestrians cross the four lanes of avenue dangerously disobeying the traffic light indications. To conduct this research about pedestrian's behavior at crosswalks, a model known as Communication-Human Information Processing Model - C-HIP Model was used. Investigating the stages by C-HIP model perspective, using methods and techniques for each stage, enabled to identify which factors can contribute to pedestrians to disobey traffic signs and adopt a risky behavior in pedestrian crossing.  相似文献   
3.
This research deals with the influence of the computer use in schools related to the children posture, in an ergonomic point of view. The research tries to identify probable causes for the children early postural constraints, relating it to the sedentary behavior and the lack of an ergonomic project in schools. The survey involved 186 children, between 8 and 12 years old, students of a private school in Rio de Janeiro-Brasil. An historical and theoretical school furniture research was conducted as well as a survey with the students and teachers, computer postural evaluation, ergonomic evaluation (RULA method), and observations in the computer classroom. The research dealt with the student's perception with respect to the furniture utilized by him in the classroom during the use of the computer, his body complaint, the time he spent working on the school computer and the possibility of the existence of sedentariness. Also deals with the teachers' perception and knowledge regarding ergonomics with reference to schoolroom furniture and its Regulatory Norms (RN). The purpose of the research work is to highlight the importance of this knowledge, having in view the possibility of the teachers' collaboration in the ergonomic adaptation of the classroom environment and in their conscientious opinion during the purchasing of this furniture. A questionnaire was utilized and its results showed some discontent on the part of the teachers with relation to the schoolroom furniture as well as the teachers' scant knowledge of Ergonomics.We conclude with a survey that despite the children had constraints in postural assessments and school furniture needs a major ergonomic action, the time that children use the computer at school is small compared with the time of use at home and therefore insufficient to be the main cause of quantified commitments, thus the study of computer use at home as a development and continuity of this research.  相似文献   
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This article is result from a questionnaire about mobile app store usage. The objective of this work was to collect information about user needs and opinion regarding search, purchase and evaluation process in Android Market, Apple App Store, BlackBerry App World and Nokia Ovi Store. The data collected was analyzed to identify the positive and negative usability aspects, if the process to perform these task are any different in those stores and if the users are satisfy with their store or if they have any complains about it. Its covers the brazilian market only.  相似文献   
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The article presents the processes and the results of the application of some ergonomic techniques, used to evaluate the usability of the virtual learning environment adopted by the Distance Education Center of the Federal Institute of Espírito Santo - Brazil.  相似文献   
6.
Mobile phones obtained large popularization in Brazil thanks to pre-paid (pay as you go) contracts. This kind of contract represents 82% of mobile phone connections in Brazil, corresponding to 143 million in a total of 174 million mobile phone accesses in the country. In this scenario, a research about the usability of mobile phones with 17 to 24 year old youngsters, living in poor communities, enrolled in the NGO Spectaculu. Usability tests were carried through with 30 youngsters from a NGO in Rio de Janeiro. Was made a extraction of the navigation sequence with data information of input and output from the system. Point Navigation Map was created to track low-income mobile user's interaction.  相似文献   
7.
This study supports itself in ergonomic concepts and usability criteria by prioritizing the identification and correction of problems found during the interaction of children with projected interfaces for them and left from the cognitive, interactional and interfacial difficulties caused by the excesses of color, elements and animation in sites and games, between them the difficulty of recognition of the information during the interaction with the elements of grid of the interface. The results of the methodology had proven that 78.38% of the 37 children got so absorbed by the game and forgot to fulfill their tasks, at least partially, and that the application of the supported ergonomic beddings in usability criteria is imperative. It is relevant to point out that the projetual activity of the game is centered in the user, the child, whose behavior is distinct and particular. Points that had been disclosed that had passed unobserved by the involved adults in this project, and that they had displayed the unappropriateness of some screens of the Spore? to the etária band due to the ambiguity of the game, besides, the children had been sensible to the clarity in some screens and had passed for unnecessary situations of stress.  相似文献   
8.
This study investigates how, and to what extent, citizens use Twitter as a platform for political mobilization in an electoral context. Conceptualizing political participation as a process, we develop a typology of political participation designed to isolate mobilizing calls for action from the rest of the political discussion online. Based on Twitter data collected one week prior to the 2015 British general election, we then identify the top 100 most retweeted accounts using the hashtag #GE2015, classify them by actor type, and perform a content analysis of their Twitter posts according to our typology. Our results show that citizens – not political parties – are the primary initiators and sharers of political calls for action leading up to the election. However, this finding is largely due to an uneven distribution of citizen-driven mobilizing activity. A small number of highly active users, typically supporters of nationalist parties, are by far the most active users in our dataset. We also identify four primary strategies used by citizens to enact mobilization through Twitter: in-text calls for action, hashtag commands, sharing mobilizing content, and frequent postings. Citizens predominantly expressed political calls for action through Twitter’s hashtag feature, a finding that supports the notion that traditional conceptions of political participation require nuance to accommodate the new ways citizens are participating in the politics of the digital age.  相似文献   
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This paper presents an ergonomic study on the navigation structures and information units of entertainment sites with multimedia content. This research is a case study on the XBOX 360 promotional website. It analyzes the presentation of the content on a grid that simulates the spatial displacement of the screen's elements and evaluates the interaction that the page allows for, from the users' point of view.  相似文献   
10.
Knowing the users is capital for building user-friendly digital interfaces. One way to think about the users is considering their familiarity with this technology. This article presents the results of twelve interviews with elderly people residing in the so-called South Zone of Rio de Janeiro (Brazil) who have used mobile phones over at least one year. It is part of the Doctor's Thesis "Mobile phones for elderly people - usability for social integration" ("Celulares para idosos - usabilidade a servi?o da integra??o social"), which is targeted at ascertaining if the current mobile phones are user-friendly for elderly people. Through the technique of Guided Interviews, we found usage time, criteria for choice of phones, reasons for changes, preferences, and manners of use. Preliminarily, we have noticed differences in the behavior of the participating users and performed a qualitative analysis according to groups of age and gender.  相似文献   
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