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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.
41

Design of Collaborative Systems for Modern Cockpits

McKay, Paul January 2009 (has links)
One of the most significant developments in cockpit technology over the past several years is the emergence of a new cockpit architecture that uses cursor control devices and keyboards for interaction with individual and shared displays. This architecture has allowed for the design of cockpit interfaces with many advantages compared to traditional designs. However, there are a number of challenges associated with these new cockpits that should be addressed so that pilots will be able to take full advantage of the performance improvements available from the new designs. This thesis describes three of the major challenges associated with the new architecture: supporting awareness, assisting interruption recovery, and mitigating interaction conflicts. It also describes the analysis process used to identify these challenges and proposes an interface augmentation with the potential to address them. The proposed design uses visualizations of the history of operator interactions with the interface to provide cues to the pilots about where each of them has been (and is currently) interacting. This interaction data includes both visual (sourced from a gaze tracking system) and input (from the keyboard or cursor control device) information, and was communicated on the interface using dynamic borders around the relevant areas of the interface. This augmentation aimed to address the three identified challenges by providing pilots with: improved awareness of each other’s actions, visual cues of where they were working prior to an interruption and what has changed since, and clear indications of where each is working to allow them to avoid conflicts. A two-stage evaluation process was used to determine the utility of the interface concept in a cockpit context by developing a non-interactive video prototype and showing it to pilots. The results of the evaluation indicated that the design has sufficient potential to warrant further study, as evaluation in higher fidelity environments would help provide further evidence of its potential utility for live cockpit operations. Therefore, future work should include the development and evaluation of a fully interactive prototype for live cockpit operations, as well as further examination of the design concept’s potential for use as a training tool.
42

The New Montage: Digital Compositing And Its Generative Role In Architecture

Sencar, Isil 01 December 2007 (has links) (PDF)
This thesis is an investigation on the changing concept of space and its production, through a reconsideration of montage in the digital environment. Since the beginning of the twentieth century, collage and montage have been one of the key terms that lead the movements of art and architecture. Towards the end of the 80s, however, as a result of the introduction of the digital environment, the quality and quantity of methods of production and transfer of knowledge have increased and the flow of information has gained a noticeable importance. Through recent developments, the digital environment offers many opportunities for representation in architectural field as well as other professions. Montage, which is a technique for construction of a new meaning or entity throughout its history, now changes its character with the infinitely many opportunities digital environment proposes as well. Therefore, this thesis tries to examine the changing scope and formulation of montage in this specific environment through the example of digital compositing which is a recent design and production technique used in the field of photography and cinema. Digital compositing provides layering, editing and merging numerous elements in one frame. Through its inherent potential of decomposing time and juxtaposing different modes of realities, the concept of space and production and visualization techniques in the digital medium change also affecting the roles of the designer and the user in the process. Thus, this new formulation brings forward a new understanding of design process that acts as an interface both spatially and temporally.
43

Development of an integrated building design information interface

Punjabi, Sonia Arjun 29 August 2005 (has links)
This research recognizes the need for building simulation/performance tools that can easily be integrated into the building design process. The study examines available simulation tools and attempts to determine why these tools are not used by building designers/architects. Findings confirm that the complexity of simulation tools created by scientists, who are more technically oriented, discourages use by architects who are more visually oriented people. The evaluation and analysis of available simulation tools suggests a thorough research methodology for creating a new front-end interface that solves current usage problems. The research is limited to the interface design of the new front-end which is named Integrated Building Design Information Interface (IBDII). The new front end provides an interface that allows designers to make more informed decisions during the design process while providing a front-end that supports AutoCAD and permits a user interface where the mode of input is graphical and not numerical. Criteria for the new front-end interface enable the development of a series of mock-up interface designs that are responsive to the needs of architects. A working graphical user interface of the building information prototype is created and is then put through an empirical user testing. The usability testing establishs the usefulness, effectiveness, likeability and learnability of the developed interface design. The testing includes six factors which act as indicators of usability and provide suggestions for future developments. The testing evaluation ascertains that the interface is easy to learn and use. Findings also show that the best feature of integrated building design information front-end is its interface design and there is room for improvement in the way input is selected.
44

Impact of Free vs. Guided Exploratory Learning via Interactive Computer Simulation on Students' Learning

Ahmad, Suzan January 2006 (has links)
Computer simulations are increasingly recognized as educational tools that facilitate students' learning in a safe environment. However, the way in which the simulations are used can have considerable impact on learning outcomes. Some have argued that exploratory learning is an effective strategy for learning new materials; but others have expressed concern that allowing free exploration may result in less efficient, or even inaccurate, learning and therefore encourage more guided exploration. The purpose of this research is to compare learning outcomes of nursing students in a critical care course when using an interactive computer simulation designed to teach fundamentals of oxygenation management under two exploratory learning methods (free versus guided exploration). The conceptual framework for the study was derived from the Informatics Research Organizing Model. The experimental study used a pretest-posttest design. Students in an existing or just finished critical care course were invited to participate in the study. Following a pretest that included a paper and pencil assessment of students' oxygenation management knowledge and two computer-generated clinical scenarios, students were encouraged to learn about the simulation using either guided or free exploration. The Guided Exploration group was given tasks to achieve, while the Free Exploration group was asked to learn about the instructional oxygenation management simulation without any specific tasks. Students then completed a posttest that was identical to the pretest with the addition of one novel clinical scenario to assess knowledge transfer. The results of data analysis using paired t-tests showed no significant differences in learning in the post test for the total group. The independent t-test showed no differences in the mean score between the Free and Guided Exploration groups.
45

Online catalogue research and the verbal protocol method

Morrison, Heather January 1999 (has links)
The verbal protocol method is used extensively in computer usability studies. This study was designed to test the feasibility of using the verbal protocol method as a means of conducting field research on the online catalogue. Ten undergraduate students conducted their own research on DRA’s Infogate. As they searched, they talked aloud about what keys they were pressing, what was happening on the screen, and their reactions. Transcripts of sessions were analyzed. A total of 65 different problems or comments were noted during search sessions, with 11 problems or comments noted in three or more sessions. This supports the hypothesis that the verbal protocol method is a valuable means of identifying common problems for users. It is suggested that the verbal protocol method offers great potential as a research tool in librarianship, for example in the area of interface design.
46

Studying the User Task of Information Gathering on the Web

Alhenshiri, Anwar 13 March 2013 (has links)
Research has studied information seeking behaviour and several models have been developed. Those models were further modified following the emergence of the web. At the beginning of the 2000s, research started focusing on the concept of a user task instead of an activity or a simple action. The studies conducted were aimed to categorize the user activities into high level tasks. Investigating the tasks identified is anticipated to assist with developing tools and applications that would help the user to accomplish those tasks. After categorizing the user information seeking activities into high-level tasks, research continued to investigate changes in the frequencies of the tasks identified. Changes in the user behaviour that accompanied the evolution of the web and its applications have been targeted for improving how users interact with tools intended for accomplishing user activities. However, there has been little emphasis on studying the high-level tasks identified in the case of the web. Even though those tasks differ substantially, users have been using the same web browsing model to accomplish most of the activities under each type of task. The research discussed in this dissertation is concerned with studying the task of information gathering which is also known as the informational task. This task was selected due to: 1) its high frequency on the web (between 48% and 61.25% of the overall tasks users perform); 2) its complexity and the ambiguity associated with the kind of activities that comprise the task; 3) the need for using multiple applications for accomplishing the requirements of this type of task; and 4) the necessity for collecting different types of data from different sources for satisfying the task requirements. The current state in research related to information gathering identifies this task based on a simple description of the user activities that distinguishes information gathering from other kinds of tasks. The research discussed in this dissertation: 1) provides a thorough definition of the task, 2) models its underlying subtasks (sets of related activities), and 3) investigates difficulties and issues associated with each subtask. The investigations lead to design recommendations that resulted in building specific features to be examined during information gathering tasks. The research concluded by providing final recommendations based on the findings which resulted from investigating those features.
47

Gruppis : utvecklingen av en mobilapplikation för informationsspridning mellan personal och vårdnadshavare / Gruppis : the development of a mobile application for dissemination of information between staff and caregivers

Dömstedt, Julia, Sjöström, Klara January 2015 (has links)
Denna rapport beskriver designprocessen och utvecklingen av en mobilapplikation kallad Gruppis. Rapporten syftar till att redogöra för hela processen från konceptualisering av idén till en slutgiltig interaktiv hi-fiprototyp. Syftet med applikationen är att underlätta kommunikation och informationsspridning mellan personal och vårdnadshavare i förskola, skola eller andra barngrupper. Arbetsprocessen innefattade förarbete i form av fokusgrupp och PACT-analys för att få en uppfattning om användarna och deras behov. Utifrån relevanta designprinciper och riktlinjer för interaktionsdesign har sedan två olika gränssnitt, anpassade för smartphone och surfplatta, skapats. Dessa har sedan testats och utvärderats vilket har lett till revideringar i design och navigation. För att optimera upplevelsen av applikationen har även en grafisk design skapats. Examensarbete resulterade i två interaktiva och verklighetstrogna hi- fiprototyper för både smartphone och surfplatta.
48

IInterface Design for an Automated Combat Identifcation System: Displaying Reliability Information

Neyedli, Heather 15 February 2010 (has links)
Users have difficulty relying on automated combat identification aids; however, verbally informing users of the automation reliability has helped them rely on the automation more appropriately. A number of interfaces that displayed automation reliability information in real time were developed and tested. In Experiment I, participants used the interfaces in the IMMERSIVE simulation, a first person shooter game. The results showed that the form of the interface affected both reliance on the automation and sensitivity in discriminating hostile and friendly targets. The difference in sensitivity and reliance may be attributed to how participants allocated their attention among the displays. In Experiment II, still combat scenes were presented to the participants for 400 or 800 milliseconds (as opposed to 10 seconds in Experiment I) to place additional time stress on attention resources. The results replicated the results of Experiment I, but sensitivity measures showed a dependence on reliability of the automation.
49

IInterface Design for an Automated Combat Identifcation System: Displaying Reliability Information

Neyedli, Heather 15 February 2010 (has links)
Users have difficulty relying on automated combat identification aids; however, verbally informing users of the automation reliability has helped them rely on the automation more appropriately. A number of interfaces that displayed automation reliability information in real time were developed and tested. In Experiment I, participants used the interfaces in the IMMERSIVE simulation, a first person shooter game. The results showed that the form of the interface affected both reliance on the automation and sensitivity in discriminating hostile and friendly targets. The difference in sensitivity and reliance may be attributed to how participants allocated their attention among the displays. In Experiment II, still combat scenes were presented to the participants for 400 or 800 milliseconds (as opposed to 10 seconds in Experiment I) to place additional time stress on attention resources. The results replicated the results of Experiment I, but sensitivity measures showed a dependence on reliability of the automation.
50

Experience design and automotive design

Gomez, Rafael January 2005 (has links)
This thesis centres on experience design and automotive design. The aim is to investigate the emotional experience of the driving activity. The research question driving the study is: "How can experience design influence the driving activity?" Experience design proposes to explore emotional aspects of interactions in context. A model of the human-product-environment relationship, using activity theory as its foundation, is presented. The model is used to situate the overall experience of driving. An experiment exploring the overall emotional experience in real driving situations was conducted. Participants were required to drive around a specified route while performing particular tasks with the vehicle interface. A data triangulation approach was employed involving interviews, think-aloud protocols and observations. Findings indicate that context together with the emotional state of the driver before driving impacts the overall emotional experience. Positive emotional states before driving with no interaction challenges in high-traffic contexts generated neutral overall experiences. However, positive emotional states before driving with interaction challenges in high-traffic contexts generated negative overall experiences. Negative emotional states before driving combined with interaction challenges in high-traffic contexts generated positive emotional experiences. It appears that positive emotions associated with overcoming challenging interactions in high-traffic contexts reflect positively on the overall experience. Emotions elicited in low and mediumtraffic contexts did not affect the overall experience. Another finding suggests that extended visual interaction with interface in high-traffic context generates negative emotions. It is proposed that vehicle interfaces should adapt appropriately to their surrounding context to support positive (and avoid negative) emotional experiences. In low and medium-traffic contexts interfaces may encourage interactions. In high-traffic contexts, if the driver is in a positive emotional state before driving interfaces may discourage challenging interactions. If the driver is in a negative emotional state before driving the interface may encourage challenging interactions. In conclusion, this study proposes the application of current and upcoming technologies for future automotive interiors to enhance positive (and reduce negative) emotional experiences within the driving activity.

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