• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 65
  • 26
  • 13
  • 12
  • 5
  • 5
  • 3
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 147
  • 147
  • 147
  • 42
  • 41
  • 35
  • 26
  • 26
  • 25
  • 24
  • 23
  • 19
  • 17
  • 17
  • 13
  • 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.
31

The Evolution of HUD in The Elder Scrolls and Deus Ex

Pettersson, Jesper, Wigg, August January 2021 (has links)
This thesis explains the process of two researchers conducting a formal analysis of the graphical user interfaces (GUIs), specifically the heads-up displays (HUDs), of the main entries of the two game series The Elder Scrolls (1994 - 2011) and Deus Ex (2000 - 2011). The goal: to see how the evolution of their HUDs over time compare and to analyse them. After playing the games and taking notes about their HUDs, the researchers find that there is a common trend between the two series. The HUDs become more simplified over time, with some non-critical elements of the HUD being removed. They also become more precise at instructing and informing players about how to play the games. While similar additions and changes are made, the timing is different and the researchers conclude that further research is necessary in order to decide if the observed pattern of HUD evolution is unique to the two series or can hold up as a framework for a larger selection of games. As is, this thesis presents the patterns and trends within the heads-up display design of the observed games as well as a library of the observed games’ GUI elements, that future GUI designers and researchers can use to be made aware of past design decisions and revisions that has been common throughout several other games within the genre. / Denna kandidatuppsats går igenom undersökningen utav heads-up displays (Förkortas till HUD, uttalas “hadd”) som en del av de grafiska användargränssnitten tillhörande spelserierna The Elder Scrolls (1994-2011) och Deus Ex (2000-2011). Målet var att se till hur dessa utvecklades med tidens gång. Efter att data hade samlats in från spelen kom författarna fram till att det fanns en gemensam trend för hur HUDar i de två spelserierna utvecklades. Dessa HUDar hade blivit simplifierade med tiden, där icke-kritiska element försvann. De hade också blivit bättre på att instruera och informera spelare i hur de spelar spelen. Samtidigt som liknande tillägg och förändringar skedde för båda spelserierna så skiljde sig tidpunkten för när detta skedde. Författarna kom till slutsatsen att mer forskning är nödvändigt för att det ska kunna fastslås huruvida det observerade mönstret är unikt till de observerade spelserierna eller kan appliceras på andra spelserier också. Denna kandidatuppsats presenterar de mönster, designtrender, samt ett bibliotek av de komponenter, som funnits i datorspelens HUDar och kan användas av gränssnittsdesigners och forskare för att få insikt om tidigare designval och förändringar som har blivit vanligt förekommande genom flera andra spel av samma genre.
32

Klasifikace vad / Defects classification

Benda, Jan January 2021 (has links)
The thesis deals with a concept and creation of classifiers of defects found on continuous production lines. The first part presents an overview of methods used for image classification and a analysis of defects. The main part of the thesis consist of a description of created classifier interface and graphical user interface for classifier. The last part sums up reliability of each implemented classifer.
33

Návrh softwarového prostředí pro zpracování dat z měření telekomunikačních sítí / Design of software environment for processing data from telecommunication network measurement

Fornůsek, Jan January 2012 (has links)
This document introduces the reader with measurements related to optical networks. This is not a list of all measurements. There are only mentioned selected measurements related to input files into the developed application. The practical part describes the application's documentation.
34

Designer pro QDevKit / QDevKit Project Designer

Šimek, Petr January 2012 (has links)
The purpose of this thesis is to introduce a reader with existed commercial applications and control the FITkit using QDevKit. The main goal of the thesis is proposed and implemeted modul for application QDevKit which makes easy proposal and progress applications for platform FITkit.
35

Accelerated Graphical User Interfaces / Accelerated Graphical User Interfaces

Navrátil, Ladislav January 2013 (has links)
Tato práce je zaměřena na multiplatformní grafická uživatelské rozhraní a jejich hardwarovou akceleraci. Popisuje, co to uživatelské rozhraní jsou a srovnává nástroje na jejich tvorbu  a způsoby jejich realizace. Hlavním bodem je vlastní návrh a implementace nástroje na tvorbu multiplatformních hardwarově akcelerovaných grafických uživatelských rozhraní. Srovnává vlastní koncept s existujícími řešeními, a uvádí ho do praxe na projektu s externí firmou.
36

Automated Telecommunication Software Testing : An automated model generator for Model-Based Testing

Gutierrez Lopez, Armando, Mulas Viela, Ignacio Manuel January 2012 (has links)
In Model-Based Testing (MBT) the main goal is to test a system by designing models which describe the functionality of the system to test. Subsequently, test cases are obtained from the model, and these test cases can be executed automatically. Experience has shown that the learning curve for learning MBT can be steep - especially for people who do not have previous programming experience. This is because the language used to design models uses programming language concepts. In this thesis we describe a tool which automatically generates models, given an initial set of requirements. The advantage of this tool is that users do not need to learn a model-based testing language to design models, but instead they must learn to use a high-level of abstraction and a Graphical User Interface to specify their test cases. We demonstrate the value of the tool by using it to design models that generate test cases for telecommunications system, but show that this tool can be adapted for use in testing similar systems. The application of this tool can facilitate traditional phase-based software development methods, by saving a considerable amount of time and resources. In addition, when applied to agile software development, the reduced time required for testing because of the use of our tool helps shortening the feedback loops between designing and testing, thus increasing team efficiency within every iteration. / I Model-Based Testing (MBT) är det huvudsakliga målet att testa ett system genom modeller som beskriver systemets unktionalitet för att testa. Därefter erhålls testfall från modellen, och dessa testfall kan utföras automatiskt. Erfarenheten har visat att inlärningskurvan för lärande MBT kan vara branta - särskilt för personer som inte har tidigare erfarenhet av programmering. Detta beror på det språk som används för användning programmeringsspråk begrepp. I denna avhandling beskriver vi ett verktyg som automatiskt genererar modellerna, med tanke på en första uppsättning krav. Fördelen med detta verktyg är att användarna inte behöver lära sig en modellbaserad testning av språket att konstruera modeller, utan de måste lära sig att använda en hög nivåav abstraktion och ett grafiskt användargränssnitt för att ange sina testfall. Vi demonstrerar värdet av verktyget genom att använda den för att konstruera modeller som genererar testfall för telekommunikationssystem, men visar att detta verktyg kan anpassas för användning vid testning av liknande system. Tillämpningen av detta verktyg kan underlätta traditionella fas-baserade metoder mjukvaruutveckling, genom att spara en avsevärd tid och resurser. Dessutom, när det tillämpas på Agile Software utveckling, minskade tid som krävs för att testa på grund av användningen av vårt verktyg hjälper förkorta återkopplingar mellan design och testning, vilket ökar teamet effektiviteten inom varje iteration. / En Model-Based Testing (MBT), el objetivo principal es testear un sistema mediante el diseño de modelos que describan su funcionalidad. En consecuencia, estos modelos generan test cases que pueden ser ejecutados automáticamente en dicho sistema. La experiencia nos muestra que la curva de aprendizaje en el caso de MBT puede ser pronunciada, especialmente para aquellos sin ninguna experiencia previa en programación. Esto se debe a que los lenguajes usados para diseñar modelos usan conceptos intrínsecos a los lenguajes de programación. En este Proyecto Fin de Carrera, describimos una herramienta que genera automáticamente modelos, dado un conjunto de requisitos inicial. La ventaja que ofrece esta herramienta es que los usuarios no requieren el aprendizaje de ninguno lenguaje de modelado a la hora de diseñar modelos, sino que tan solo deben aprender a utilizar una Interfaz de Usuario Gráfica (GUI), a un alto nivel de abstracción, para especificar sus test cases. Demostramos el valor de esta herramienta mediante su aplicación en un nuevo sistema de telecomunicaciones en fase de pruebas de Ericsson, mostrando al mismo tiempo que puede ser utilizada en el testeo de sistemas similares. La aplicación de esta herramienta puede facilitar los métodos de desarrollo de software tradicionales mediante el ahorro de una cantidad considerable de tiempo y recursos. Además, aplicada a métodos de desarrollo ágil de software, el tiempo reducido requerido para el testing a causa del uso de esta herramienta ayuda a acortar los plazos entre diseño y testing, y en consecuencia, incrementando la eficiencia del equipo en cada iteración.
37

Evaluating player performance and usability of graphical FPS interfaces in VR

Willemsen, Mattias January 2019 (has links)
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot always be designed as they have been for traditional video games. An often recommended approach is to merge the interface with the game world, but it is unclear if this is the best idea in all cases. As the market for Virtual Reality is growing quickly, more research is needed to create an understanding of how GUIs should be designed for Virtual Reality. Objectives. The thesis researches existing GUI type classifications and adapts them for VR. A method to compare the GUI types to each other is selected and conclusions are drawn about how they affect player performance, usability, and preference.  Methods. A VR FPS game is developed and an experiment is designed using it. The experiment tests the player's performance with each of three distinct GUI types and also presents questionnaires to get their personal preference. Results. Both player performance and subjective opinion seems to favour geometric GUI. Conclusions. The often recommended approach for designing GUI elements as part of the game world may not always be the best option, as it may sacrifice usability and performance for immersion. / Bakgrund. Vid design av grafiska användargränssnitt (GUI) till Virtual Reality kan inte alltid samma design användas som tidigare har använts i traditionella TV-spel. Ett tillvägagångssätt som ofta rekommenderas är att göra spelets GUI en del av spelvärlden men det är oklart om det är den bästa strategin när man väger in prestation, användbarhet, och preferens. Eftersom marknaden för Virtual Reality växer snabbt behövs mer forskning för att få en förståelse för hur grafiska användargränssnitt bör designas. Syfte. Detta examensarbete undersöker existerande klassifikationer av GUI:n och anpassar dem för VR. En metod för att jämföra de olika typerna av GUI väljs ut och slutsatser dras om hur de påverkar prestanda, användbarhet och preferens. Metod. Ett VR FPS-spel utvecklas och ett experiment designas baserat på det. Experimentet testar spelares prestanda med tre olika typer av GUI. Spelarna svarar även på enkäter om upplevd användbarhet och preferens. Resultat. Data från både prestanda och personlig preferens verkar förespråka Geometriskt GUI. Slutsatser. Metoden som ofta rekommenderas där spelets GUI arbetas in som en del av spelvärlden verkar inte alltid vara det bästa valet då det kan offra användbarhet och prestanda för inlevelse.
38

The Evolution Of The Graphic Design Of The GUI In A Multiplayer Online Battle Arena (MOBA) : A case study of the ability icons for champions in League of Legends

von Holtum, Maximilian, Sir, Jungbin January 2023 (has links)
The aim of this study is to examine how the Graphical User Interface of League of Legends’ ability icons for champions evolved from 2009-2023. This was done by conductinga formal analysis of three different champions from the game League of Legends that haveundergone Visual and Gameplay Updates. The value of this case study was the understandingof the evolution of GUI in games over a long period of time. This may help game artists tounderstand how a coherent graphic design language is formed for a specific game and how itevolves over time to reflect design changes in games.
39

Development Of A Graphical User Interface For Cal3qhc Called Calqcad

Gawalpanchi, Sheetal 01 January 2005 (has links)
One of the major sources of air pollution in the United States metropolitan areas is due to automobiles. With the huge growth of motor vehicles and, greater dependence on them, air pollution problems have been aggravated. According to the EPA, nearly 95% of carbon monoxide (CO ) (EPA 1999) in urban areas comes from mobile sources, of which 51% is contributed by on road vehicles. It is well known fact that, carbon monoxide is one of the major mobile source pollutants and CO has detrimental effects on the human health. Carbon monoxide is the result of mainly incomplete combustion of gasoline in motor vehicles (FDOT 1996). The National Environmental Policy Act (NEPA) gives important considerations to the actions to be taken. Transportation conformity . The Clean Air Act Amendments (CAAA, 1970) was an important step in meeting the National Ambient Air Quality Standards In order to evaluate the effects of CO and Particulate Matter (PM) impacts based on the criteria for NAAQS standards, it is necessary to conduct dispersion modeling of emissions for mobile source emissions. Design of transportation engineering systems (roadway design) should take care of both the flow of the traffic as well as the air pollution aspects involved. Roadway projects need to conform to the State Implementation Plan (SIP) and meet the NAAQS. EPA guidelines for air quality modeling on such roadway intersections recommend the use of CAL3QHC. The model has embedded in it CALINE 3.0 (Benson 1979) – a line source dispersion model based on the Gaussian equation. The model requires parameters with respect to the roadway geometry, fleet volume, averaging time, surface roughness, emission factors, etc. The CAL3QHC model is a DOS based model which requires the modeling parameters to be fed into an input file. The creation of input the file is a tedious job. Previous work at UCF, resulted in the development of CALQVIEW, which expedites this process of creating input files, but the task of extracting the coordinates still has to be done manually. The main aim of the thesis is to reduce the analysis time for modeling emissions from roadway intersections, by expediting the process of extracting the coordinates required for the CAL3QHC model. Normally, transportation engineers design and model intersections for the traffic flow utilizing tools such as AutoCAD, Microstation etc. This thesis was to develop advanced software allowing graphical editing and coordinates capturing from an AutoCAD file. This software was named as CALQCAD. This advanced version will enable the air quality analyst to capture the coordinates from an AutoCAD 2004 file. This should expedite the process of modeling intersections and decrease analyst time from a few days to few hours. The model helps to assure the air quality analyst to retain accuracy during the modeling process. The idea to create the standalone interface was to give the AutoCAD user full functionality of AutoCAD tools in case editing is required to the main drawing. It also provides the modeler with a separate graphical user interface (GUI).
40

Integration of the Transportation Systems Analysis Model for the Small Aircraft Transportation System

Hinze, Nicolas Karlsson 18 August 2005 (has links)
Standalone computer modules for county to county travel demand forecasting have been integrated. The Trip Generation, Trip Distribution and Mode Choice modules have been unified under one Graphical User Interface (GUI). The outputs are automatically mapped using Geographic Information Systems (GIS) technology to allow immediate and spatial analysis. The integrated model allows for faster running times and quicker analysis of the results. The ability to calculate travel time savings for travelers was also included to the final model. The modeling framework developed is known as the Transportation Systems Analysis Model (TSAM). / Master of Science

Page generated in 0.028 seconds