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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.
61

Návrh a vývoj tenkého klienta infrastrukturního cloudu na platformě Android / Design and development of thin client for infrastructure cloud based on Android platform

Andrle, Tomáš January 2012 (has links)
This diploma thesis deals with the issue of the development of mobile thin client application which is able to manage commercial infrastructure cloud service. The introduction section provides an overview of the necessary terminology and presents the problem domain that is a subject of this thesis. Besides the project itself, of which result is the main output of this work, is also the part dedicated to research of current theses, school information resources, guidelines, recommendations and methodologies that covers topics of design and implementation of graphical user interfaces for mobile devices, especially for those that have the Android operating system installed. Information obtained on basis of the research is after used as a default knowledge base for design and implementation of the presentation layer of the previously mentioned application. The next aim of this thesis is to make analysis of requirements for new application which is being developed. The requirements are then transformed into conceptual design, to which is bound the explanation of implementation of individual application layers. UML was mainly used for the modeling of the application parts design in environment of the Sybase PowerDesigner. The programming process was performed by usage of the development environment called Eclipse SDK. Benefit of this diploma thesis lies in the possibility of reusing its concentrated knowledge resulting from the research dealing with the problems of creating GUI for mobile devices. Programmer, who is untouched in this specialization, will be able to use this part of the thesis as a critical study material which has been verified in practice. Cloud infrastructure solution providers can find there an inspiration for their own mobile thin client application.
62

Computational Simulation and Analysis of Neuroplasticity

Yancey, Madison E. 03 June 2021 (has links)
No description available.
63

Development of Electronics, Software, and Graphical User Control Interface for a Wall-Climbing Robot

Tesillo, Lynda Beatriz 01 June 2015 (has links)
The objective for this project is to investigate various electrical and software means of control to support and advance the development of a novel vacuum adhesion system for a wall-climbing robot. The design and implementation of custom electronics and a wirelessly controlled real-time software system used to define and support the functionalities of these electronics is discussed. The testing and evaluation of the overall system performance and the performance of the several different subsystems developed, while working both individually and cooperatively within the system, is also demonstrated.
64

Vytvoření GUI návrháře pro iTP (iNELS Touch Panels) / Creation of GUI Designer for iTP (iNELS Touch Panels)

Kučera, Ondřej January 2011 (has links)
This thesis is concerned with creation of designer for graphical user interface used in mobile devices. The application for these devices will be used for controlling system of intelligent electroinstallation. The thesis describes an existing solution of an intelligent electroinstallation provided by ELKO EP, s.r.o. It also contains detailed design of a prototype of an application to be used on mobile device and a desktop application used for graphical design.
65

Entwicklung einer grafischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen den Prozessparametern des Tiefziehprozesses

Weber, Paul 01 May 2017 (has links)
Die vorliegende Arbeit hat die Entwicklung und Umsetzung einer graphischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen verschiedenen Prozessparametern beim Tiefziehen von faserbasierten Materialien, wie Papier und Karton, zum Ziel. Nach einer Recherche zum Prozess des Tiefziehens und seiner Modellierung folgt das Erarbeiten von Grundsätzen bei der Erstellung und Gestaltung von graphischen Benutzerschnittstellen. Insbesondere steht dabei die Art der Eingabe von numerischen Parametern und die Visualisierung von Informationen im Vordergrund. Bei der Erstellung des Layouts des Graphical User Interface (GUI) werden die aus der Recherche gewonnenen Erkenntnisse genutzt. Dazu werden alle Anforderungen, die an die Benutzerschnittstelle gestellt werden können, zusammengetragen. Bekannte Annahmen zur Modellierung des Tiefziehprozesses werden aus Vorarbeiten verwendet. So wird innerhalb des Programmcodes der GUI der Stempelkraftverlauf beim Tiefziehen mit seinen charakteristischen Kennwerten erzeugt. Diese Kennwerte werden in einer ausgewählten Darstellungsform auf der Oberfläche für den Nutzer anschaulich präsentiert. Ein Vergleich mit den charakteristischen Werten einer Referenz in der Darstellung erlaubt eine Aussage über die Qualität des zu produzierenden Ziehformteiles. Nach der Implementierung der GUI werden abschließend Potentiale für weiterführende Arbeiten offengelegt. / The aim of this thesis is the development and implementation of a GUI for testing interactions between different process parameters in the deep drawing of fibre based materials such as paper and cardboard. After an investigation of the process of deep drawing and its modelling, the elaboration of principles of the creation and the design of the GUI follows. The main focus concentrates in particular on the type of input of numerical parameters and the visualization of information. Based on the findings from the research, the layout of the GUI is created. To this end, all requirements that can be posed on the user interface are combined. Known assumptions for the modelling of the deep drawing process are used from reliminary work. Thus, within the program code of the interface, the punch force profile during deep drawing is generated with its characteristic values. These characteristic values are displayed in a selected presentation form on the user's surface. A comparison with the characteristic values of a reference in the presentation allows a statement about the quality of the drawing part to be produced. After the implementation of the GUI the potentials for further development are finally disclosed.
66

Development of a text-independent automatic speaker recognition system

Mokgonyane, Tumisho Billson January 2021 (has links)
Thesis (M. Sc. (Computer Science)) -- University of Limpopo, 2021 / The task of automatic speaker recognition, wherein a system verifies or identifies speakers from a recording of their voices, has been researched for several decades. However, research in this area has been carried out largely on freely accessible speaker datasets built on languages that are well-resourced like English. This study undertakes automatic speaker recognition research focused on a low-resourced language, Sepedi. As one of the 11 official languages in South Africa, Sepedi is spoken by at least 2.8 million people. Pre-recorded voices were acquired from a speech and language national repository, namely, the National Centre for Human Language Technology (NCHLT), were we selected the Sepedi NCHLT Speech Corpus. The open-source pyAudioAnalysis python library was used to extract three types of acoustic features of speech namely, time, frequency and cepstral domain features, from the acquired speech data. The effects and compatibility of these acoustic features was investigated. It was observed that combining the three acoustic features of speech had a more significant effect than using individual features as far as speaker recognition accuracy is concerned. The study also investigated the performance of machine learning algorithms on low-resourced languages such as Sepedi. Five machine learning (ML) algorithms implemented on Scikit-learn namely, K-nearest neighbours (KNN), support vector machines (SVM), random forest (RF), logistic regression (LR), and multi-layer perceptrons (MLP) were used to train different classifier models. The GridSearchCV algorithm, also implemented on Scikit-learn, was used to deduce ideal hyper-parameters for each of the five ML algorithms. The classifier models were evaluated on recognition accuracy and the results show that the MLP classifier, with a recognition accuracy of 98%, outperforms KNN, RF, LR and SVM classifiers. A graphical user interface (GUI) is developed and the best performing classifier model, MLP, is deployed on the developed GUI intended to be used for real time speaker identification and verification tasks. Participants were recruited to the GUI performance and acceptable results were obtained
67

Porovnání implementace GUI v různých knihovnách v OS Linux / Comparing GUI Implementation in Different Libraries in OS Linux

Šelepa, Jan January 2009 (has links)
This thesis presents the elemental properties and principles in graphical user interface. It then shows how one can work with a graphical user interface on GNU/Linux operating system and gives some examples of toolkits used for this purpose. The next part shows the design of an aplication based on an existing anti-virus program. The last part shows the dierences between the two implementations of the designed application.
68

Identifying effectiveness of different input devices as pointing devices for graphical user interfaces

Budak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
69

GUI Performance Metrics Framework : Monitoring performance of web clients to improve user experience

Atterlönn, Anton, Hedberg, Benjamin January 2019 (has links)
When using graphical user interfaces (GUIs), the main problems that frustrates users are long response times and delays. These problems create a bad impression of the GUI, as well as of the company that created it.When providing a GUI to users it is important to provide intuition, ease of use and simplicity while still delivering good performance. However, some factors that play a major role regarding the performance aspect is outside the developers’ hands, namely the client’s internet connection and hardware. Since every client has a different combination of internet connection and hardware, it can be a hassle to satisfy everyone while still providing an intuitive and responsive GUI.The aim of this study is to find a way to monitor performance of a web GUI, where performance comprises response times and render times, and in doing so, enable the improvement of response times and render times by collecting data that can be analyzed.A framework that monitors the performance of a web GUI was developed as a proof of concept. The framework collects relevant data regarding performance of the web GUI and stores the data in a database. The stored data can then be manually analyzed by developers to find weak points in the system regarding performance. This is achieved without interfering with the GUI or impacting the user experience negatively. / När man använder grafiska gränssnitt upplevs lång responstid och fördröjning som de främsta problemen. Dessa problem är frustrerande och ger användare en negativ syn på både det grafiska gränssnittet och företaget som skapat det.Det är viktigt att grafiska gränssnitt är intuitiva, lättanvända och lättfattliga samtidigt som de levererar hög prestanda. Det finns faktorer som påverkar dessa egenskaper som är utanför programmerarnas händer, t.ex. användarens internetuppkoppling och hårdvara. Eftersom varje användare har olika kombinationer av internetuppkoppling och hårdvara är det svårt att tillfredsställa alla och samtidigt tillhandahålla ett intuitivt och responsivt gränssnitt.Målet med denna studie är att hitta ett sätt att övervaka prestandan av ett grafiskt gränssnitt där begreppet prestanda omfattar responsiviteten och hastigheten av den grafiska renderingen, och genom detta möjliggöra förbättring av responstider och renderingstider.Ett ramverk som övervakar prestandan av ett grafiskt gränssnitt utvecklades. Ramverket samlar in relevant prestandamässig data om det grafiska gränssnittet och sparar datan i en databas. Datan som sparats kan sedan bli manuellt analyserad av utvecklare för att hitta svagheter i systemets prestanda. Detta uppnås utan att störa det grafiska gränssnittet och utan att ha någon negativ påverkan på användarupplevelsen.
70

Designing User Interfaces for Increased Depth Perception in Remote Crane Operation

Harju, Johan January 2024 (has links)
This study investigates different design choices for graphical user interfaces meant to improve depth perception in remote crane operation through measuring efficiency and user experience. To achieve this, three different graphical user interface designs were created and implemented into a cargo port simulator within the game engine Unity. These GUIs consists of a top-down shadow overlay, a guideline overlay and one overlay that would display held containers as see-through, called X-ray overlay. The three GUIs were then tested in a user study along a blank interface which had no overlay, in order to compare task efficiency, accuracy and usability among the four interfaces. In total, 15 participants took part in the user study in which none had any previous experience in using heavy machinery such as cargo cranes. These 15 participants were of various ages between 22-59 and of various genders. The results from the user study shows that the shadow overlay and the guideline overlay were more favoured among the participants who took part in the experiment, as well as more usable in comparison towards the X-ray overlay and having no overlay. The participants were also more accurate and efficient in placing containers while using the shadow overlay and the guideline overlay.

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