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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.
891

Grafisk återgivning av radardetektion av flygplan : Utveckling av ett grafiskt användargränssnitt för PCL- och ADS-B-system / Graphic representation of radar detection of aircrafts

Jansson, Alice January 2024 (has links)
Passive Coherent Location (PCL), eller Passiv Radar som det populärt kallas, är enteknologi inom radarlära som innefattar radartyper som inte själva skickar ut elektromagnetiska vågor för att finna och undersöka ett mål. Istället använder sig dessa radartyper av befintliga signaler, såsom radio- och TV-sändningar för att detektera mål. På så vis är det betydligt svårare att upptäcka en passiv radar jämfört med en traditionell aktiv radar. SAAB utvecklar teknologi och metoder för passiva radarsystem. För att få en förståelse för ett av deras PCL-systems prestanda behöver SAAB utveckla en enkel metod för att fastställa radartäckningen. Som ett steg till detta har SAAB därför givit författaren till denna rapport i uppgift att skapa ett gränssnitt som kombinerar och jämför PCL-systemet med detektioner från en automatic dependent surveillance broadcast (ADS-B). Detektionerna från ADS-B kan då fungera som ett facit för hur väl PCLsystemet tar upp detektioner. Vilket ger gränssnittets användare en god indikationför PCL-systemets utsträckning och reliabilitet. Intervjuer hölls med anställda på SAAB som har erfarenhet av att arbeta med likvärdiga system och dess gränssnitt. Intervjuerna var semistrukturerade med frågor som syftade att utforska vilka funktioner som uppskattas och vilka svårigheter deltagarna ser i nuvarande gränssnitt. Utefter deltagarnas svar på intervjuerna byggdes en behovsanalys som tillsammans med teorier inom området låg till grund för utformningen av gränssnittsprototypen. Lösningsförslaget är en gränssnittsprotyp som visar datapunkter där detektion av mål visas från PCL-systemet och ADS-B. / Passive Coherent Location (PCL), or more popularly known as Passive Radar, is a subgenre within the field of radartechnology which includes radar types that does not transmit electromagnetic signals by themselves to find and investigate targets. Instead, they use already existing transmission, such as radio and TV broadcasts, to detect a target. Thus, it is much harder to discover a passive radar compared to a traditional active radar. SAAB is developing technologies and methods for passive radar systems. To get an understanding of the performance of one of their PCL systems, SAAB is looking for a simple method to determine the coverage of the radar. As part of this SAAB has given the author of this report the task of developing an interface which combines and compares the PCL-system with the detections of an automatic dependent surveillance broadcast (ADS-B). The detections from the ADS-B can then act as an answer key for how well the PCL-system detects targets. Thus, giving the interfaces user a good indication for the PCL-systems coverage and reliability. Interviews were conducted with SAAB employees experienced in working with similar systems and their interfaces. These interviews were semi-structured, with questions aiming to explore appreciated features and identified challenges in the current interfaces. A needs analysis was constructed based on the participants answers in the interviews, which, combined with theories within the field served as the foundation for designing the interface prototype. The proposed solution is an interface prototype, displaying data points from the PCL system and ADS-B.
892

Facilitating Information Retrieval in Social Media User Interfaces

Costello, Anthony 01 January 2014 (has links)
As the amount of computer mediated information (e.g., emails, documents, multi-media) we need to process grows, our need to rapidly sort, organize and store electronic information likewise increases. In order to store information effectively, we must find ways to sort through it and organize it in a manner that facilitates efficient retrieval. The instantaneous and emergent nature of communications across networks like Twitter makes them suitable for discussing events (e.g., natural disasters) that are amorphous and prone to rapid changes. It can be difficult for an individual human to filter through and organize the large amounts of information that can pass through these types of social networks when events are unfolding rapidly. A common feature of social networks is the images (e.g., human faces, inanimate objects) that are often used by those who send messages across these networks. Humans have a particularly strong ability to recognize and differentiate between human Faces. This effect may also extend to recalling information associated with each human Face. This study investigated the difference between human Face images, non-human Face images and alphanumeric labels as retrieval cues under different levels of Task Load. Participants were required to recall key pieces of event information as they emerged from a Twitter-style message feed during a simulated natural disaster. A counter-balanced within-subjects design was used for this experiment. Participants were exposed to low, medium and high Task Load while responding to five different types of recall cues: (1) Nickname, (2) Non-Face, (3) Non-Face & Nickname, (4) Face and (5) Face & Nickname. The task required participants to organize information regarding emergencies (e.g., car accidents) from a Twitter-style message feed. The messages reported various events such as fires occurring around a fictional city. Each message was associated with a different recall cue type, depending on the experimental condition. Following the task, participants were asked to recall the information associated with one of the cues they worked with during the task. Results indicate that under medium and high Task Load, both Non-Face and Face retrieval cues increased recall performance over Nickname alone with Non-Faces resulting in the highest mean recall scores. When comparing medium to high Task Load: Face & Nickname and Non-Face significantly outperformed the Face condition. The performance in Non-Face & Nickname was significantly better than Face & Nickname. No significant difference was found between Non-Faces and Non-Faces & Nickname. Subjective Task Load scores indicate that participants experienced lower mental workload when using Non-Face cues than using Nickname or Face cues. Generally, these results indicate that under medium and high Task Load levels, images outperformed alphanumeric nicknames, Non-Face images outperformed Face images, and combining alphanumeric nicknames with images may have offered a significant performance advantage only when the image is that of a Face. Both theoretical and practical design implications are provided from these findings.
893

[pt] MODELAGEM E CONTROLE DE UM ROBÔ MÓVEL COM ESTEIRAS PARA TAREFAS DE VIGILÂNCIA / [en] MODELING AND CONTROL DESIGN OF A TRACKED MOBILE ROBOT FOR SURVEILLANCE TASKS

PERCY WILIANSON LOVON RAMOS 29 June 2020 (has links)
[pt] Nos últimos anos, os avanços mais recentes em robótica e suas aplicações têm sido usados para reduzir a carga de trabalho e os requisitos de mão-de-obra, melhorando o ambiente, a saúde e a segurança, particularmente nos sistemas de produção agrícola. Robôs autônomos fazem parte de tal inovação tecnológica e os robôs móveis com esteiras, em particular, têm sido amplamente utilizados em campos agrícolas em todo o mundo, já que suas esteiras proporcionam uma grande área de contato em solos úmidos e terrenos irregulares, evitando que o robô fique preso e melhorando a sua mobilidade. Neste trabalho, aborda-se a modelagem e o controle de robôs móveis com esteiras (Tracked Mobiler Robots, TMRs) para executar tarefas de vigilância em campos agrícolas. A metodologia proposta considera que o modelo cinemático do TMR são incertos devido ao escorregamento inerente entre as esteiras e o terreno. Para lidar com as incertezas de modelagem e perturbações externas, utiliza-se uma estratégia de controle robusto baseada na abordagem de modos deslizantes. Uma interface de usuário móvel (Mobile User Interface, MUI) baseada no sistema operacional Android é desenvolvida para controlar o robô movél com esteiras de forma manual ou autônoma. A partir da MUI, o operador humano pode visualizar as informações capturadas de sensores externos e internos. Simulações numéricas em MATLAB são realizadas para verificar o desempenho do controladores, bem como validar o modelo cinemático do robô, em diferentes configurações iniciais. / [en] In recent years, the latest advances in robotics and its applications have been used to reduce the workload and manpower requirements, improving the environment, health and safety (EHS) conditions, particularly in agricultural production and farming systems. Autonomous robots are part of such technological innovation and Tracked Mobile Robots (TMRs), in particular, have being widely used on agricultural fields around the world, since their tracks provide a large contact area on the wet soils and irregular terrains avoiding the robot to get stuck. In this work, we address the modeling and control design of tracked mobile robots (TMRs) able to perform surveillance tasks in agricultural fields. The proposed methodology considers that the kinematic models of the TMRs are both uncertain due to the inherent slippage between the tracks and the terrain. To deal with the modeling uncertainties and external disturbances, we use the sliding mode control (SMC) approach. A Mobile User Interface (MUI) based on Android operating system. is developed to control the TMR manually or autonomously. By using the MUI the human operator can visualize the information captured from external and internal sensors. Numerical simulations in MATLAB are carried out to verify the performance of the controller as well as validate the robot kinematic model under different configurations.
894

[en] A VIEW ON PERSONIFIED VIRTUAL ASSISTANTS AND VOICE AS AN USER INTERFACE / [pt] UM OLHAR SOBRE OS ASSISTENTES VIRTUAIS PERSONIFICADOS E A VOZ COMO INTERFACE

MARCELA PEDROSO MAUES 28 April 2020 (has links)
[pt] Com cada vez mais objetos interconectados com capacidade de processamento próprios, a computação gradativamente se desvincula do computador desktop , e se torna mais favorável a novos formatos de computadores e novas interfaces. Os computadores que conversam e as interfaces de voz já foram largamente explorados em filmes e livros de ficção como Ela , 2001: Uma Odisséia no Espaço e Eu, robô, dentre outros. No entanto, não é apenas na ficção que a voz como interface aparece: sendo cada vez mais comum nos dias atuais, ela é forma de interação em vários dispositivos como computadores desktop , smartphones , smartwatches , smartTvs e videogames . Essa interface é também adotada em assistentes virtuais que auxiliam seus usuários em toda sorte de funções do dia-a-dia como organização de agenda, anotações, previsão do tempo, despertadores e controle dos chamados objetos inteligentes. O foco dessa pesquisa foi a relação dos usuários com essas interfaces de voz e com os assistentes virtuais, e como está se dando a recepção dos mesmos: como está acontecendo sua adoção, quais as opiniões e expectativas do usuário, e que problemas encontra? A premissa da pesquisa é que a personificação, ou seja, a humanização através da adoção de uma personsalidade e persona, bem como o uso de interfaces conversacionais nos assistentes virtuais facilita a sua aceitação e torna a opinião sobre os mesmos positiva. Para responder essa questão, foi realizada uma revisão bibliográfica e uma pesquisa de campo em duas etapas: a aplicação de um questionário online e a realização de grupos de foco. O questionário foi aplicado com o intuito de recrutar participantes para o grupo de foco, além de investigar a adoção e o uso de assistentes de voz por pessoas que moram no Rio de Janeiro. A aplicação do grupo de foco visou levantar a aceitação e as opiniões desses usuários sobre esses Assistentes Virtuais Personificados que usam a voz como interface, e mapear suas dificuldades com a tecnologia e suas expectativas acerca da mesma para o futuro. O resultado mostrou que a personalidade desses assistentes realmente facilita a sua adoção e tem efeitos positivos sobre a percepção do usuário, porém as interfaces de voz ainda geram desconforto quando usadas em ambiente público. As maiores preocupações levantadas pelos usuários em relação aos assistentes de voz não foram técnicas ou de usabilidade, mas reflexões sobre o impacto dos assistentes na sociedade e na vida das pessoas. / [en] As there are increasingly more interconnected objects with processing capacity, computing gradually disconnects from the desktop computer as it becomes more open to new computer formats and new interfaces. Talking computers and voice interfaces have been extensively explored in films and fiction books such as Her, 2001: A Space Odyssey and I, Robot, among others. However, it is not only in science fiction that the voice user interface appears. It became more common these days as a form of interaction in several devices like desktop computers, smartphones, smartwatches, smartTvs and videogames. This interface is also adopted in virtual assistants that help its users in all sorts of day-to-day functions such as scheduling, annotations, weather forecasting, alarm clocks, and smart objects control, and some of the virtual assistants have been developed with a humanized approach, adopting a name and a personality. The focus of this research was the relationship of users with these voice interfaces and personified virtual assistants, and how they are being received: how is their adoption taking place, what are the opinions and expectations of its users, and what problems do they encounter? The hypothesis of this research is that the personification and the adoption of conversational interfaces in virtual assistants facilitates its acceptance and makes the opinions about it more positive. To answer this question, a bibliographical review and a field research were carried out in two stages with an online form and focus groups. The questionnaire was applied in order to investigate the adoption and use of voice assistants by people living in Rio de Janeiro, and to recruit participants to the focus group. The focus group aimed to explore the acceptance and opinions of these users about the personified virtual assistants that use the voice as interface, and to map their difficulties and their expectations for the future of technology. The result shows that the personality of these assistants facilitates their adoption and has positive effects on user perception, but voice interfaces still generate discomfort when used in the public environment. The major concerns users faced while using voice assistants were not technical or usability problems but worries about the impact of the assistants on society and people s lives.
895

Virtual office assistant on Magic Mirror

Tran, David, Böcker, Jonathan January 2017 (has links)
Every second, major companies such as Google, Apple, Amazon and Microsoft are col- lecting a great amount of data from users. Photos, voice and texts etc. are stored in the companies massive server parks. With this amount of data, along with technical benefits such as computing power and exceeding algorithms, the companies can train their ma- chine learning models to levels which is hard for a local computing landscape to reach up to.Nowadays, the companies allow developers to use their services and this paper proclaims the benefits of using these. The aim for this thesis is to show how cloud based face recognition and speech recognition can be utilized to create a virtual assistant in Magic Mirror. This new concept opens new possibilities for human-computer interaction.The use case for the assistant was to aid visitors who comes into an office for an appointment with an employee. The prototype of the assistant showed 94% accuracy when identifying faces and fulfilled the task well when the employee name was internationally known, while having difficulties with others, e.g. Swedish names.
896

Mapping and Visualisation of the Patient Flow from the Emergency Department to the Gastroenterology Department at Södersjukhuset / Kartläggning samt visualisering av patientflöden från akuten till gastroenterologiavdelningen på Södersjukhuset

Tran, Quoc Huy Martin, Ronström, Carl January 2020 (has links)
The Emergency department at Södersjukhuset currently suffers from very long waiting times. This is partly due to problems within visualisation and mapping of patient data and other information that is fundamental in the handling of patients at the Emergency department. This led to a need in the creation of improvement suggestions to the visualisation of the patient flow between the Emergency department and the Gastroenterology department at Södersjukhuset. During the project, a simulated graphical user interface was created with the purpose of mimicking Södersjukhusets current patient flow. This simulated user interface would visualise the patient flow between the Emergency department and the Gastroenterology department. Additionally, a patient symptoms estimation algorithm was implemented to guess the likelihood of a patient being admitted to a department. The result shows that there are many possible improvements to Södersjukhusets current hospital information system, TakeCare, that would facilitate the care coordinators work and in turn lower the waiting times at the Emergency department. / Akutmottagningen på Södersjukhuset har i dagsläget väldigt långa väntetider. Detta beror till viss del utav problem inom visualiseringen och kartläggning av patient data och annan fundamental information för att hantera patienter på akutmottagningen. Detta ledde till att det finns ett behov att skapa förbättringsförslag på visualiseringen av patientflödet mellan akutmottagningen och gastroenterologiavdelningen på Södersjukhuset. Under projektets gång skapades ett simulerat användargränssnitt med syfte att efterlikna Södersjukhusets nuvarande patientflöde. Denna lösning visualiserar patientflödet mellan akutmottagningen och gastroenterologiavdelningen. Dessutom implementerades en enkel sorteringsalgoritm som kan bedöma sannolikheten om en patient skall bli inlagd på en avdelning. Resultatet visar att det finns flera möjliga förbättringar i Södersjukhusets nuvarande elektroniska journalsystemet, TakeCare, som skulle underlätta vårdkoordinatorernas arbete och därmed sänka väntetiderna på akutmottagningen.
897

Vers un paradigme transformationnel dans le développement orienté objet

Khriss, Ismail 05 1900 (has links)
Thèse numérisée par la Direction des bibliothèques de l'Université de Montréal. / Plusieurs modèles de maintenance exigent que les changements soient faits et documentés dans les spécifications des besoins et soient par la suite propagés vers le code source à travers les modè­les d'analyse et de conception. Ces modèles supposent donc un haut niveau de traçabilité comme facteur clé de maintenabilité. Cette traçabilité ne peut être obtenue sans une approche transforma­tionnelle au développement des logiciels. Cette thèse a pour objectif de fournir une approche transformationnelle pour supporter l' ingénie­rie des besoins à l'aide des scénarios et pour appliquer les patrons de conception au moyen d'algorithmes et de processus. Le langage unifié de modélisation (Unified Modeling Language, UML) a été adopté comme notation de modélisation. Dans le support de l'ingénierie des besoins, nous proposons, premièrement, un algorithme incrémental pour la synthèse des spécifications dynamiques à partir des scénarios. Cet algorithme prend comme entrée un ensemble de diagrammes de collaboration d'UML et produit en sortie les diagrammes d'états-transitions d'UML de tous les objets collaborant dans les scénarios d'entrée. En outre cet algorithme permet la vérification de la cohérence et de la complétude des scénarios. Deuxièmement, un autre algorithme est conçu pour la génération d'un prototype de l'interface usager (IU) à partir de la spécification des scénarios. Les scénarios sont acquis sous forme de dia­grammes de collaboration enrichis par des informations de l'IU. Ce prototype de l'IU peut être exécuté par un constructeur d'IU ce qui permet non seulement la validation des scénarios avec les utilisateurs mais aussi sa personnalisation et son raffinement éventuel. L'application automatique des patrons de conception est réalisée par une nouvelle approche pour le raffinement successif des modèles (en format UML) statiques et dynamiques de conception. Ces raffinements successifs sont basés sur des schémas de raffinement. Un schéma de raffinement est composé de deux compartiments. Le premier compartiment décrit le modèle abstrait de con­ception, et le deuxième compartiment montre le modèle détaillé correspondant après l'application d'un patron de conception. Nous proposons aussi un catalogue de schémas de micro-raffinement qui permettent non seulement de décrire un schéma de raffinement mais aussi de prouver sa vali­dité. / Several maintenance models suggest that changes be done and docurnented in the requirernents specification and subsequently propagated through the analysis and design models to the source code. These models require all a high level of traceability. Such traceability can only be obtained by a transformational approach to software development. The objective of this thesis is to provide a transformational approach for supporting requirernents engineering based on scenarios and for applying design patterns by rneans of algorithms and pro­cesses. The Unified Modeling Language (UML) was adopted as the notational framework. For supporting requirements engineering, we propose first an incrernental algorithm for synthesiz­ing behavioral specifications frorn scenarios. This algorithrn generates from a given set of UML collaboration diagrams the UML statechart diagrams of all the abjects involved. Moreover, this algorithm allows for the verification of consistency and cornpleteness of the input scenarios. Secondly, another algorithm is designed to generate a user interface (UI) prototype from scenar­ios. Scenarios are acquired in the form of UML collaboration diagrams, which are enriched with UI information. This UI prototype can be executed in a UI builder environment for the validation of the scenarios by the users, for customization, and for further refinernent. The automatic application of design patterns is achieved by a new approach to the stepwise refine­ment of static and dynamic design models represented as UML diagrams. Refinement is based on refinement schemas which are cornposed of two compartments. The first compartrnent describes the abstract design model, whereas the second compartment shows the corresponding detailed rnodel after application of one design pattern. We also propose a catalogue of smaller transforma­tions called micro-refinement schernas. These micro-refinernent schernas are proven to be correct and can be used to compose correct refinernent schemas.
898

Understanding the game UI : Perceptions and readability among experienced and inexperienced individuals / Att förstå spelgränsnitt : Uppfattningar och läsbarhet bland erfarna och oerfarna individer

Ehnroth, Isabelle, Sköld, Wilma January 2023 (has links)
This study investigates readability and perceptions of heads-up displays (HUDs) in video games among players with varying levels of gaming experience. Additionally, it discusses strategies for designing user interfaces that fulfil the needs of both experienced players and individuals without prior gaming experience. Four different video game HUDs were redesigned to examine the influence of layout, grouping, size, and visual elements. Nine participants viewed static images of the HUDs, followed by semi-structured in-depth interviews to collect data. Thematic analysis revealed patterns regarding layout, structure, usability, and visual elements in relation to readability, genre, player preferences and experience. Results indicate that prior gaming experience influences layout preferences, with experienced players exhibiting greater variability based on individual gaming styles, while inexperienced players favour larger, simplified icons in easily accessible locations. The study suggests the implementation of multiple HUD pre-sets or customisable UI tools in games to accommodate diverse player preferences and enhance user experiences. Drawing parallels to existing practices in games, this research proposes a grid-based UI system for players to create personalised HUD layouts. / Denna studie undersöker läsbarhet och uppfattningar av användargränssnitt i datorspel bland individer med olika nivåer av tidigare spelerfarenhet. Studien diskuterar även strategier för att designa användargränssnitt som uppfyller behoven hos både erfarna spelare och individer utan tidigare spelerfarenhet. Användargränssnitt från fyra olika datorspel omredigerades för att undersöka inverkan av layout, gruppering, storlek och visuella element. Nio deltagare visades statiska bilder av gränssnitten och data samlades in med semistrukturerade djupgående intervjuer. Den tematiska analysen avslöjade mönster gällande layout, struktur, användarvänlighet och visuella element i relation till läsbarhet, genre, preferenser och erfarenhet. Resultaten indikerar att tidigare spelerfarenhet påverkar preferenser för layout, där erfarna spelare uppvisar större variation baserat på individuella spelstilar, medan oerfarna spelare föredrar större och förenklade ikoner på lättillgängliga platser. Studien föreslår att datorspel implementerar flera varianter eller anpassningsbara användargränssnitt för att tillgodose fler spelares behov och förbättra användarupplevelsen. Forskningen drar paralleller till befintliga metoder i spel och föreslår ett rutnätnätsbaserat system där spelare kan skapa skräddarsydda användargränssnitt.
899

Development & Automation of Thermal Resistance Measurement System for Assessment of Thermal Interface Materials

Allahyarbigi, Sepinood January 2024 (has links)
Effective heat management is essential for preserving performance and dependability as electronic equipment becomes increasingly powerful and smaller. This project presents the developed system, TeRMeS, which was created to test the thermal resistance of thermal interface materials (TIMs) essential for the thermal management of electronic devices, including battery systems. This work focuses on using steady-state techniques to evaluate TIMs under various operational forces and temperatures in real-world electronic packaging conditions. A noteworthy breakthrough is the creation of a user-friendly graphical user interface (GUI), which offers sophisticated options for real-time thickness measurement and enables researchers to alter parameters and dynamically display outcomes, thereby improving the measuring process. The results of the experiment highlight the importance of TIM thickness and applied force in lowering thermal resistance and increasing thermal conductivity. These elements are necessary to prevent battery packs and electrical parts from overheating. To improve heat management strategies in high-performance computing and electronics, the study provides accurate, reliable data by focusing on steady-state measurements.
900

Virtual reality designprinciples: A casestudy on VRChat

Eckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.

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