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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
581

A Natural User Interface for Virtual Object Modeling for Immersive Gaming

Xu, Siyuan 01 October 2013 (has links)
" We designed an interactive 3D user interface system to perform object modeling in virtual environments. Expanding on existing 3D user interface techniques, we integrate low-cost human gesture recognition that endows the user with powerful abilities to perform complex virtual object modeling tasks in an immersive game setting. Much research has been done to explore the possibilities of developing biosensors for Virtual Reality (VR) use. In the game industry, even though full body interaction techniques are involved in modern game consoles, most of the utilizations, in terms of game control, are still simple. In this project, we extended the use of motion tracking and gesture recognition techniques to create a new 3D UI system to support immersive gaming. We set a goal for the usability, which is virtual object modeling, and finally developed a game application to test its performance. "
582

A Configuration User Interface for Multi-Cloud Storage Based on Secret Sharing : An Exploratory Design Study

Framner, Erik January 2019 (has links)
Storing personal information in a secure and reliable manner may be crucial for organizational as well as private users. Encryption protects the confidentiality of data against adversaries but if the cryptographic key is lost, the information will not be obtainable for authorized individuals either. Redundancy may protect information against availability issues or data loss, but also comes with greater storage overhead and cost. Cloud storage serves as an attractive alternative to traditional storage as one is released from maintenance responsibilities and does not have to invest in in-house IT-resources. However, cloud adoption is commonly hindered due to privacy concerns. Instead of relying on the security of a single cloud, this study aims to investigate the applicability of a multi-cloud solution based on Secret Sharing, and to identify suitable options and guidelines in a configuration user interface (UI). Interviews were conducted with technically skilled people representing prospective users, followed by walkthroughs of a UI prototype. Although the solution would (theoretically) allow for employment of less “trustworthy” clouds without compromising the data confidentiality, the research results indicate that trust factors such as compliance with EU laws may still be a crucial prerequisite in order for users to utilize cloud services. Users may worry about cloud storage providers colluding, and the solution may not be perceived as adequately secure without the use of encryption. The configuration of the Secret Sharing parameters are difficult to comprehend even for technically skilled individuals and default values could/should be recommended to the user. / PRISMACLOUD
583

Ticket Vending Machine for the Visually Impaired Persons / Ticket Vending Machine for the Visually Impaired Persons

REHMAT, BADDAR, ISHFAQ, MUHAMMAD January 2011 (has links)
In the field of technology, every day new inventions are introduced in the society for promotion human beings life. By virtue of which all the citizens of society are facilitated according to their needs of life style. Most of the people from developed countries are benefited in all ways of life due to their nonstop efforts and struggle in the field of technology. However some are completely denied due to lack of awareness and lacking of technical education in the subject field. The handicapped people are not very well explored in each part of world, especially third world countries by the researchers. So we can claim it, for their weaknesses and so called interest to understand more about the handicapped people worldwide. To understanding about such people will provide us with opportunities to excel in the subfield. There is a big gap between the handicapped and society which causes to cut them off from society. This gap needs to be filled in, while carrying out researches in the desired fields. Our research area is related to ticket reservation machine for the visually impaired people, to make the process easy for them to buy ticket at their own from the ticketing machine. After studying different articles on the subject, it is proved that many inventions have already been done by researchers and others are in progress for helping out the handicapped people. We have presented screen prototypes of the interface of the ticketing machine for the visually impaired people. We collected many hardware devices as one kit which can be use in the machine for the visually impaired users. It will enhance their power of visual sense to perform tasks at their own. There are some principles to follow in building up any system for visually impaired or blind people. If followed these principles in true sense it will facilitate to make new interface designs for interaction with visually impaired or blind users in friendly way. In this way we can overcome the shortcomings between normal and visually impaired people, which will be a great achievement to serve the deprived people.
584

LAGO : Linguagem de Acesso Global ao sistema AMPLO

Luzzardi, Paulo Roberto Gomes January 1991 (has links)
Este trabalho descreve LAGO - Linguagem de Acesso Global ao sistema AMPLO AMPLO é um ambiente de projeto de sistemas digitais que consiste de uma base de dados orientada a objetos e diversas ferramentas de projeto, como editores de texto, editores gráficos, compiladores e simuladores de sistemas digitais. LAGO é a interface de alto nível de AMPLO, sendo responsável pelo controle de acesso aos recursos do sistema. Através desta interface, os usuários de AMPLO podem ativar funções de administração, gerência de projeto, projeto propriamente dito e consulta a base de dados. O acesso as diversas funções do sistema esta vinculado a classificação do usuário. Um - administrador geral - responsável pelo cadastro de usuários e de grupos de usuários. Grupos de usuários são criados Para realizar projetos, sob a liderança de um - administrador de grupo - Este indicado pelo administrador geral quando da criação do grupo e realiza funções de gerência de grupo e da base de dados associada ao grupo. Usuários - projetistas - tem acesso as funções de ativação de ferramentas (editores de texto, editores gráficos, compiladores e simuladores) e as func6es de administração de tarefas (uma tarefa corresponde a uma transação longa, a nível de banco de dados, por exemplo, a criação de objetos em varias sess6es de edição). A cada tarefa esta associada uma base de dados temporária, privativa do projetista, removida após o término da tarefa. Portanto, a base de dados de AMPLO e dividida em três níveis: base de dados pública, bases de dados por projeto e bases de dados dos projetistas. Permanentemente, LAGO oferece facilidades de consulta a base de dados. Estas funções de consulta estão disponíveis quando o usuário inicializa o sistema ou, posteriormente, pela seleção de uma função de consulta. A navegação pelos objetos da base de dados rode ser feita de forma gráfica ou textual. Na forma gráfica, os objetos são apresentados através de arvores representando os diversos tipos de relacionamentos existentes. Na forma textual, LAGO apresenta listas com nomes de objetos. / This work describes LAGO - a language for accessing the AMPLO system. AMPLO is a design environment of digital systems which is composed of an object oriented data base and of several design tools, such as text editors, graphics editors, compilers and simulators of digital systems LAGO is the high-level interface of AMPLO, and it is responsible for controlling the access to the system's resources. With this interface, the users of AMPLO may activate administratation and, design management functions, data base queries, and design tasks. The access to the several system functions is in accordance to the user classification. A "general administrator" is responsible for creating users and groups of users. Groups of users create designs, under the leadership of a "group administrator", who is indicated by the general administrator when the group is created. The "grou p administrator" has private functions for managing the group and the data base associated to the group. Designers activate design tools as text editors, graphic editors, compilers and simulators. Also they can use task management functions (a task corresponds to a long transaction at the data base level, like the creation of objects in several editing sessions, for example). A temporary data base which is a designer private data base is associated to each task, and is removed at the end of the task. Thus, the data base of AMPLO is divided into three levels: p ublic data base, group data base and designer data base LAGO permanently, offers facilities of data base ueries. These q uery functions are available when the user inicializes the system and later on, when the query function is selected. The navigation through the data base objects can be done in a gra p hical or textual form. In the graphical form, the objects are presented by trees representing the several types of relationships. In the textual form, LAGO presents lists with the name of objects.
585

Gränssnittets makt : En studie av användares upplevelse av rapporteringsfunktionen på sociala medier / The power of the user interface : A study of user experience of the reporting function on social media

Van den Poel, Malin January 2018 (has links)
Technology is increasingly becoming a natural part of our everyday lives, and in addition to this the research field of interaction design becomes increasingly more important. Design, usability and user experience shape how we now communicate with each other, which today mainly happen through social media. This puts social media platforms in a powerful position. Previous studies show how social media can be a user-controlled space for identity development, but also a place for suppression techniques and harassment, filtered through a user interface. In this essay, qualitative research methods are used to examine how power can be expressed in the process of reporting inappropriate content on social media, what the user experience can look like and what themes are present in the course of events. A thematic analysis with material from observations as well as in-depth interviews resulted in six different themes: feedback, recognition, reporting categorization, the user ́s will to be understood, the responsibility question and when something cannot be reported. These themes were then compared to theories about power and empowerment, user experience and the technology as a subject. This resulted in the notion that the power of a user interface can be expressed in many different ways, and that it is important to take the user experience into account during the design process. / Teknik är något som blir en alltmer självklar del av vår vardag och med det blir forskningsfältet för interaktionsdesign allt viktigare. Design, användbarhet och användarupplevelse formar hur vi idag kommunicerar med varandra vilket inte minst sker via sociala medier, vilket gör att sociala medieplattformar sitter på en maktposition. Tidigare forskning visar hur sociala medier är ett användarstyrt utrymme för identitetsbygge, men också en plats där härskartekniker frodas och trakasserier äger rum, allt detta filtrerat genom ett gränssnitt. I den här uppsatsen undersöks med kvalitativa metoder hur makt kan komma till uttryck vid rapportering av olämpligt innehåll på sociala medier, hur användares upplevelse kan se ut och vilka tematiker som är aktuella i skeendet. Efter en tematisk analys med material från observation och djupintervju utkristalliserades sex olika teman: återkoppling, igenkänning, rapporteringskategorisering, användarens vilja att bli förstådd, ansvarsfrågan och när något inte går att rapportera. Dessa teman jämfördes sedan med teorier om makt och egenmakt, användarupplevelse och tekniken som subjekt med resultatet att makten hos ett gränssnitt kan ta sig uttryck på många olika sätt och att det i en designprocess är viktigt att se till användarupplevelse.
586

Rekommendationssystem : En studie om upplevelsen från användarnas perspektiv

Hammarberg, Hampus, Nilsson, Jonathan January 2019 (has links)
The digital growth of the 21st century has led to the development and establishment of recommendation systems for digital services. This is to allow users to find relevant content in the vast amount of data that exists. Past research shows that recommendation systems have been explored to a large extent, but that there is considerable knowledge missing regarding its impact on users. With this, we have chosen to examine its filtering and prioritization from the users perspective in order to see how recommendations are perceived and what implications it can bring for the future. The collection of data has been made through qualitative interviews and observations where Spotify’s recommendation systems have been used as foundation. When analysing this data, categorizations have shown results within five overall themes that have contributed to several conclusions. It has been shown that there are differences regarding the perception of integrity and trust between different kinds of recommendations and that there is an extensive obliviousness regarding the different recommendation systems. There is also no common view on the differences in value concerning the various ways to explore in Spotify and all of the participants have expressed dissatisfaction as well as four out of five showing mistrust towards recommendation systems.
587

Mobile application onboarding processes effect on user attitude towards continued use of applications / Mobil applikationers onboarding processers effekt på användarattityd mot fortsatt användning av applikationer

Eriksson, Hanna, Parflo, Emelie January 2019 (has links)
The growing popularity of smartphones in recent years has led to an increase in mobile application development and use. However, a large number of mobile applications are only used once before being removed. For companies and organizations to spend time and money on application development only to achieve low user retention rates is unsustainable. During their first interaction with a mobile application it is crucial that users find functionality and value quickly to avoid discontinuation of use. User onboarding is often implemented in mobile applications to aid in first time interaction, making onboarding processes subject of investigation for effect on user attitude towards continued use of mobile applications. The study examined mobile onboarding processes and their effect on user attitude towards continued use of applications as well as the difference between onboarding processes effect on user attitude towards continued use of applications. The study was conducted within-subjects through a survey consisting of interaction with two prototypes with different onboarding processes and a questionnaire based on the technology acceptance model in order to investigate the variables of interest. The results of the survey were analyzed to measure the effects of the onboarding processes on the factors of the technology acceptance model and to investigate the differences between the onboarding processes. The results showed that user onboarding has a positive influence on perceived usefulness, attitude towards use and intention to use. There was no significant difference between the different types of onboarding patterns effect on attitude towards continued use. The positive effects on attitude and intention to use confirmed that implementing onboarding processes in mobile applications could be beneficial for value proposition and user retention. The perceived usefulness proved to be the determining factor on attitude and intention to use.
588

Improving the interfaces of online discussion forums to enhance learning support : a thesis presented in partial fulfilment of the requirements for the degree of Master of Information Science in Information Systems at Massey University, Palmerston North, New Zealand

Jonnavithula, Lalitha January 2008 (has links)
This thesis describes a research work aimed at improving the interfaces of online discussion forums (ODFs) in relation to their functional support to enhance learning. These ODFs form part of almost all Learning Management Systems (LMSs) such as WebCT, Moodle and Blackboard, which are widely used in education nowadays. Although ODFs are identified as valuable sources to learning, their interfaces are limited in terms of providing support to students, such as in the areas of managing their postings as well as in facilitating them to quickly locate and obtain specified information. In addition, these systems lack features to support inter-institutional cooperation that could potentially increase knowledge sharing between students and educators of different institutions. The interface design objective of this study therefore was to explore and overcome the limitations identified as above, and enhance the effectiveness and efficiency of ODFs’ support to learning. Using a task centered design approach; the required features were developed, and implemented in a working prototype called eQuake (electronic Question answer knowledge environment). eQuake is a shared online discussion forum system developed as an add-on to a well-known open source e-learning platform (Moodle). This system was intended for use among interinstitutional students in New Zealand tertiary institutions that teach similar courses. The improved interface functionalities of eQuake are expected to enhance learning support in terms of widening communication among users, increasing knowledge base, providing existing matching answer(s) quickly to students, and exposing students to multiple perspectives. This study considers such improvements to ODF interfaces as vital to enable users to enjoy the benefits of technology-mediated environment. The perceived usefulness and ease-of-use of improved features in eQuake were evaluated using a quantitative experimental research method. The evaluation was conducted at three tertiary institutions in New Zealand, and the overall results indicated positive response, although some suggestions for improvement have been made in the evaluation. This thesis presents a review of the related literature, describes the design and development of a user interface, followed by its implementation in eQuake, and a description of the evaluation. The thesis concludes with recommendations for better interface design of ODFs and provides suggestions for future research in this area.
589

Auditory Information Design

Barrass, Stephen, stephen.barrass@cmis.csiro.au January 1998 (has links)
The prospect of computer applications making "noises" is disconcerting to some. Yet the soundscape of the real world does not usually bother us. Perhaps we only notice a nuisance? This thesis is an approach for designing sounds that are useful information rather than distracting "noise". The approach is called TaDa because the sounds are designed to be useful in a Task and true to the Data. ¶ Previous researchers in auditory display have identified issues that need to be addressed for the field to progress. The TaDa approach is an integrated approach that addresses an array of these issues through a multifaceted system of methods drawn from HCI, visualisation, graphic design and sound design. A task-analysis addresses the issue of usefulness. A data characterisation addresses perceptual faithfulness. A case-based method provides semantic linkage to the application domain. A rule-based method addresses psychoacoustic control. A perceptually linearised sound space allows transportable auditory specifications. Most of these methods have not been used to design auditory displays before, and each has been specially adapted for this design domain. ¶ The TaDa methods have been built into computer-aided design tools that can assist the design of a more effective display, and may allow less than experienced designers to make effective use of sounds. The case-based method is supported by a database of examples that can be searched by an information analysis of the design scenario. The rule-based method is supported by a direct manipulation interface which shows the available sound gamut of an audio device as a 3D coloured object that can be sliced and picked with the mouse. These computer-aided tools are the first of their kind to be developed in auditory display. ¶ The approach, methods and tools are demonstrated in scenarios from the domains of mining exploration, resource monitoring and climatology. These practical applications show that sounds can be useful in a wide variety of information processing activities which have not been explored before. The sounds provide information that is difficult to obtain visually, and improve the directness of interactions by providing additional affordances.
590

企業網站使用者介面與互動模式之研究

徐安良, Hsu, An-Liang Unknown Date (has links)
本研究主要探討企業網站的使用者介面與互動模式之設計與應用情形。本研究屬於實徵性研究,經由文獻的探討整理出網站的網頁調查分析表以及建立問卷調查的架構,研究樣本的選擇皆根據數位週刊中對於台灣500大網站調查報告中,有關企業網站之部份。  在網站調查分析方面,本研究針對金融業、通訊業、電子業、軟體業及服務業等五大類型的企業網站,挑選各類別排行前十名的企業網站進行實際調查,共計50家企業網站。調查結果發現:(1)企業網站的版面整體的編排上較偏向平面、靜態的設計。(2)有豐富的色彩使用。(3)企業網站對於活潑動態資訊內容的提供上不足。(4)網頁與使用者間的的互動功能仍有待加強。  在問卷調查方面,本研究採Email寄發問卷,共寄出152份問卷,有效回收31份,有效回收率24.03%。經由資料分析發現:(1) 不同類型的企業網站使用者其對於網頁構成要素重要性的認定都是一致的,並不會因為企業網站類型的不同而有所不同 (2) 使用者對其本身公司網站設計的滿意程度由高至低依次為金融業、電子業、軟體業、服務業、通訊業。(3) 不同類型的企業網站使用者其對於網頁互動模式重要性的認定都是一致的,並不會因為企業網站類型的不同而有所不同。(4)女性對於網頁構成要素及互動模式的重要性偏好在某些項目上較男性為高。(5)不同教育背景的使用者對於網頁的構成要素及互動模式在某些項目上有顯著的差異。(6) 不同年齡層的使用者對於網頁構成要素及互動模式的重要性認知上並無顯著差異。 隨著網際網路的蓬勃發展,企業網站顯然已成為掌握市場動脈與提昇競爭優勢的一項重要工具。網站是本小利大的投資,企業網站除了要提升網頁介面的吸引力及親和度,增進與使用者的互動外,企業網站應提供更豐富、實用的資訊內容以強化本身的競爭優勢。

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