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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.
281

Emergent Features and Perceptual Objects: A Reexamination of Fundamental Principles in Display Design

Holt, Jerred Charles 16 December 2013 (has links)
No description available.
282

Aesthetics vs. Functionality in User Prompt Design: A Mobile Interface Usability Study on the iOS Touch ID Feature

Alsubail, Rayan A. January 2015 (has links)
No description available.
283

Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries

Kuhlman, Lane M. 03 September 2009 (has links)
No description available.
284

[pt] EXPLORANDO INFORMAÇÕES BASEADAS EM ONTOLOGIA ATRAVÉS DA REVELAÇÃO PROGRESSIVA DE RESPOSTAS VISUAIS PARA CONSULTAS RELACIONADAS / [en] EXPLORING ONTOLOGY-BASED INFORMATION THROUGH THE PROGRESSIVE DISCLOSURE OF VISUAL ANSWER TO RELATED QUERIES

DALAI DOS SANTOS RIBEIRO 28 April 2020 (has links)
[pt] A busca na Web se tornou o método predominante para as pessoas suprirem suas necessidades de informação. Embora seja difundido, o modelo tradicional de páginas de resultados de pesquisa só é satisfatório se o usuário souber, com bastante precisão, como elaborar sua consulta para corresponder à busca das informações desejada. Propomos um novo modelo para páginas de resultados de pesquisa, que vai além de fornecer uma lista navegável de resultados em forma de visualizações, através da geração implícita de consultas relacionadas para expandir o espaço de busca, revelando progressivamente os resultados correspondentes. / [en] Web search has become the predominant method for people to fulfill their information needs. Although widespread, the traditional model for search result pages is only satisfactory if the user knows quite precisely how to phrase their query to match their intended information. We propose a new model for search page results, which goes beyond providing a navigable list of visualization search results, by implicitly generating related queries to expand the search space and progressively disclosing the corresponding results.
285

Multi-Scale Cursor: Optimizing Mouse Interaction for Large Personal Workspaces

Dasiyici, Mehmet Celal 05 June 2008 (has links)
As increasingly large displays are integrated into personal workspaces, mouse-based interaction becomes more problematic. Users must repeatedly "clutch" the mouse for long distance movements [61]. The visibility of the cursor is also problematic in large screens, since the percentage of the screen space that the cursor takes from the whole display gets smaller. We test multi-scale approaches to mouse interaction that utilize dynamic speed and size techniques to grow the cursor larger and faster for long movements. Using Fitts' Law methods, we experimentally compare different implementations to optimize the mouse design for large displays and to test how they scale to large displays. We also compare them to techniques that integrate absolute pointing with head tracking. Results indicate that with some implementation level modifications the mouse device can scale well up to even a 100 megapixel display with lower mean movement times as compared to integrating absolute pointing techniques to mouse input while maintaining fast performance of the typical mouse configuration on small screens for short distance movements. Designs that have multiple acceleration levels and 4x maximum acceleration reduced average number of clutching to less than one per task in a 100 megapixel display. Dynamic size cursors statistically improve pointing performance. Results also indicated that dynamic speed transitions should be as smooth as possible without steps of more than 2x increase in speed. / Master of Science
286

Evaluation of innovative computer-assisted transcription and translation strategies for video lecture repositories

Valor Miró, Juan Daniel 06 November 2017 (has links)
Nowadays, the technology enhanced learning area has experienced a strong growth with many new learning approaches like blended learning, flip teaching, massive open online courses, and open educational resources to complement face-to-face lectures. Specifically, video lectures are fast becoming an everyday educational resource in higher education for all of these new learning approaches, and they are being incorporated into existing university curricula around the world. Transcriptions and translations can improve the utility of these audiovisual assets, but rarely are present due to a lack of cost-effective solutions to do so. Lecture searchability, accessibility to people with impairments, translatability for foreign students, plagiarism detection, content recommendation, note-taking, and discovery of content-related videos are examples of advantages of the presence of transcriptions. For this reason, the aim of this thesis is to test in real-life case studies ways to obtain multilingual captions for video lectures in a cost-effective way by using state-of-the-art automatic speech recognition and machine translation techniques. Also, we explore interaction protocols to review these automatic transcriptions and translations, because unfortunately automatic subtitles are not error-free. In addition, we take a step further into multilingualism by extending our findings and evaluation to several languages. Finally, the outcomes of this thesis have been applied to thousands of video lectures in European universities and institutions. / Hoy en día, el área del aprendizaje mejorado por la tecnología ha experimentado un fuerte crecimiento con muchos nuevos enfoques de aprendizaje como el aprendizaje combinado, la clase inversa, los cursos masivos abiertos en línea, y nuevos recursos educativos abiertos para complementar las clases presenciales. En concreto, los videos docentes se están convirtiendo rápidamente en un recurso educativo cotidiano en la educación superior para todos estos nuevos enfoques de aprendizaje, y se están incorporando a los planes de estudios universitarios existentes en todo el mundo. Las transcripciones y las traducciones pueden mejorar la utilidad de estos recursos audiovisuales, pero rara vez están presentes debido a la falta de soluciones rentables para hacerlo. La búsqueda de y en los videos, la accesibilidad a personas con impedimentos, la traducción para estudiantes extranjeros, la detección de plagios, la recomendación de contenido, la toma de notas y el descubrimiento de videos relacionados son ejemplos de las ventajas de la presencia de transcripciones. Por esta razón, el objetivo de esta tesis es probar en casos de estudio de la vida real las formas de obtener subtítulos multilingües para videos docentes de una manera rentable, mediante el uso de técnicas avanzadas de reconocimiento automático de voz y de traducción automática. Además, exploramos diferentes modelos de interacción para revisar estas transcripciones y traducciones automáticas, pues desafortunadamente los subtítulos automáticos no están libres de errores. Además, damos un paso más en el multilingüismo extendiendo nuestros hallazgos y evaluaciones a muchos idiomas. Por último, destacar que los resultados de esta tesis se han aplicado a miles de vídeos docentes en universidades e instituciones europeas. / Hui en dia, l'àrea d'aprenentatge millorat per la tecnologia ha experimentat un fort creixement, amb molts nous enfocaments d'aprenentatge com l'aprenentatge combinat, la classe inversa, els cursos massius oberts en línia i nous recursos educatius oberts per tal de complementar les classes presencials. En concret, els vídeos docents s'estan convertint ràpidament en un recurs educatiu quotidià en l'educació superior per a tots aquests nous enfocaments d'aprenentatge i estan incorporant-se als plans d'estudi universitari existents arreu del món. Les transcripcions i les traduccions poden millorar la utilitat d'aquests recursos audiovisuals, però rara vegada estan presents a causa de la falta de solucions rendibles per fer-ho. La cerca de i als vídeos, l'accessibilitat a persones amb impediments, la traducció per estudiants estrangers, la detecció de plagi, la recomanació de contingut, la presa de notes i el descobriment de vídeos relacionats són un exemple dels avantatges de la presència de transcripcions. Per aquesta raó, l'objectiu d'aquesta tesi és provar en casos d'estudi de la vida real les formes d'obtenir subtítols multilingües per a vídeos docents d'una manera rendible, mitjançant l'ús de tècniques avançades de reconeixement automàtic de veu i de traducció automàtica. A més a més, s'exploren diferents models d'interacció per a revisar aquestes transcripcions i traduccions automàtiques, puix malauradament els subtítols automàtics no estan lliures d'errades. A més, es fa un pas més en el multilingüisme estenent els nostres descobriments i avaluacions a molts idiomes. Per últim, destacar que els resultats d'aquesta tesi s'han aplicat a milers de vídeos docents en universitats i institucions europees. / Valor Miró, JD. (2017). Evaluation of innovative computer-assisted transcription and translation strategies for video lecture repositories [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90496
287

A Toolkit for Multimodal Interface Design: An Empirical Investigation

Rigas, Dimitrios I., Alsuraihi, M. January 2007 (has links)
No / This paper introduces a comparative multi-group study carried out to investigate the use of multimodal interaction metaphors (visual, oral, and aural) for improving learnability (or usability from first time use) of interface-design environments. An initial survey was used for taking views about the effectiveness and satisfaction of employing speech and speech-recognition for solving some of the common usability problems. Then, the investigation was done empirically by testing the usability parameters: efficiency, effectiveness, and satisfaction of three design-toolkits (TVOID, OFVOID, and MMID) built especially for the study. TVOID and OFVOID interacted with the user visually only using typical and time-saving interaction metaphors. The third environment MMID added another modality through vocal and aural interaction. The results showed that the use of vocal commands and the mouse concurrently for completing tasks from first time use was more efficient and more effective than the use of visual-only interaction metaphors.
288

WOODWIZ - A CROSS-PLATFORM SOLUTION FOR FOREST MANAGEMENT

Zhuona (19201579) 27 July 2024 (has links)
<p dir="ltr">Managing a forest presents many challenges for tree farmers, especially when relying on traditional manual methods. Previous research highlights the wide range of tasks involved in forest management, from planting and nurturing trees to harvesting and selling timber. These conventional approaches often result in inefficiencies and unexpected difficulties at various stages. However, advances in technology, specifically through the use of LiDAR-based reconstruction and differential geometry, have made it feasible to accurately measure tree sizes and identify species with a single capture.</p><p dir="ltr">To help tree farmers overcome these challenges, this thesis proposes the development of a cross-platform solution named WoodWiz. WoodWiz comprises two synergistic components: a mobile application for real-time, on-site tree measurements, and a web-based platform for comprehensive forest management. The measurement feature in mobile app streamlines the data collection process, reducing time and labor, while MyForest offers a detailed view of the forest's status, facilitating efficient management and planning. Additionally, WoodWiz includes a Library feature, providing a repository of forestry resources and best practices, and a community platform to foster collaboration and knowledge sharing among forestry professionals. This integrated system simplifies the wide range of tasks involved in forest management—from planting and nurturing to harvesting and selling timber—thereby reducing inefficiencies and addressing the unexpected difficulties typically associated with traditional methods.</p><p dir="ltr">The development of WoodWiz involved extensive research, design, and evaluation, culminating in a robust tool that not only streamlines forest management tasks but also provides tree farmers with actionable insights for decision-making. By automating critical measurements and facilitating data access, WoodWiz improves the accuracy of forest inventory and health assessments, leading to more informed and strategic management practices. The potential impacts of this solution on the forestry industry include increased productivity, improved sustainability of forest resources, and enhanced profitability for tree farmers. This thesis details the iterative process of WoodWiz's development, highlights its key features, and evaluates its effectiveness in transforming forest management practices.</p>
289

Exploring the Impact of Dynamic Design Elements on User Experience in Digital Interfaces : Understanding the Role of Dynamic Elements

Al-Hufah Al-Otaibi, Abdulmalek, Kiaee, Kiarash January 2024 (has links)
This study seeks to investigate the subtle impact that dynamic design elements in web interfaces have on users, particularly on users' decision-making and engagement. In contrast to most current research efforts, which predominantly address mobile applications, the current study aims to direct the focus on web-based environments to reveal special behavioral responses evoked by dynamic design features. The study adopts a comprehensive mixed-methods approach that encompasses qualitative and quantitative data collection techniques. This includes A/B testing on the prototypes of web interfaces, which provides the base for measuring engagement objectively from users. A very salient point here is that animations increase user retention by 30%, which shows that well-applied dynamic elements can advance the stickiness and interaction users would have with a digital platform. On the other hand, the thesis also mentions the risks related to such design elements, like the ability to cause cognitive overload and distraction in case of non-judicious use of these elements. Through the account of user behavioral analysis in response to various implementations, the research provides useful insights to web designers and developers about how to use animations and transitions judiciously for navigational intuitiveness and responsiveness without hampering web interface usability. The present research also adds to theories for UX and user interface design (UID) by promoting the balanced integration of dynamic design elements. What was brought to the forefront was that research to understand the specific impacts of these elements can lead to more effective digital environments, tailored to foster user engagement that could support efficient processes of decision making. This thesis not only fills the academic gap related to digital interaction but also provides a practical guideline for the improvement of web interface design given user behavior and technology.
290

Layer Management in Virtual Reality : An Explorative Technical Design Study / Bildlagerhantering i Virtual Reality : En Explorativ Teknisk Designstudie

Bergeling, Rickard January 2017 (has links)
Virtual Reality has once again emerged as a platform with great potential for exploratory research. An expectation for the next generation virtual reality platforms is to be used as a tool for graphical designers as a new way to access the virtual world and interact with digital content. Just as mobile applications are developed for smaller screens with touch capabilities and desktop applications for computer screens with the input of mouse and keyboard, the interfaces of VR applications need to be designed with the capabilities and limitations of the platform in mind. A common component in modern graphic editing software is layer management: having the final output of the application divided into sub-components. This thesis explores how layer management can best be implemented in room-scale Virtual Reality with a focus on selection, navigation and manipulation through an iterative design study. The study concludes that, to improve the learnability of a system, interactions should be based on real-world interaction for naturalistic tasks while drawing inspiration from desktop applications for more abstract tasks. Furthermore, the environment needs to be adjusted to the systems designated tasks as well as the physical characteristics of the user. Lastly, as previous studies have suggested, amplifying the movement of manipulated objects in relation to the movement of the controller decreases the required movement of the user, reducing fatigue and increasing the user’s reach. However, this amplification was perceived as a reduction in precision, which some users valued more than movement reduction. Therefore, the amplification factor should be adjusted in relation to the operation’s precision requirements. While directly applicable to layer management in VR, these findings could serve as guidelines for applications utilizing 2D content in a virtual environment, room-scale VR applications designed to perform abstract tasks, and productivity tools for Virtual Reality. / Virtual Reality (VR) har på senare år sett ett uppsving både vad gäller teknisk utveckling och intresse hos konsumenter. Den nya generationens VR-plattformar har stor potential för utforskande studier både vad gäller användningsområden och interaktionsgränssnitt. En av förväntningarna är att VR ska kunna användas inom grafisk formgivning som ett verktyg för att tillgå- och interagera med digitalt innehåll på nya sätt. Precis som mobila applikationer är utvecklade för mindre touch-skärmar och PC-applikationer är designade för mus- och tangentbordsinteraktion med återkoppling genom en datorskärm så kommer gränssnitten för framtidens VR applikationer att vara utformade efter denna plattforms specifikationer. En vanlig komponent i dagens grafiska redigeringsprogramvaror är bildlagerhantering; att ha en bild eller bildruta uppdelad i mindre delar där varje del kan redigeras och påverkas som en separat enhet. Denna uppsats utforskar genom en iterativ designstudie hur bildlagerhantering kan implementeras i en VR miljö med fokus på navigation, val av objekt och manipulation av objekt. Studien visar att interaktionsgränssnitten som baseras på interaktioner med verkligheten och interaktion med traditionella PC applikationer för naturliga respektive abstrakta operationer gör interaktionerna lättare att lära sig och förstå. Förutom de uppgifter som systemet är ämnat att utföra bör även utformningen av den virtuella miljön ta hänsyn till de fysiska egenskaperna hos användaren. Som tidigare studier har visat så kan ett förstärkt utslag av manipulerade objekt i förhållande till kontrollen minska den rörelse som krävs av användaren för att utföra en uppgift och därigenom minska trötthet och öka användarens effektiva räckvidd. Denna förstärkning uppfattades dock som en reducering av precision, vilket vissa användare värdesatte mer än reducering av krävd rörelse. Därför ska förstärkningsgraden sättas i relation till den precision som krävs av varje operation. Studiens resultat är direkt applicerbara för lagerhantering i VR men kan också användas som riktlinjer för VR applikationer som hanterar 2D-innehåll i en 3D miljö samt VR applikationer med syfte att användas som produktivitetsverktyg.

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