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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

Implementation of a Mobile Device Eye-tracking System Using Augmented Reality

Winberg, Moa January 2021 (has links)
Eye-tracking technology is used within various fields of research such as medicine, computer vision and psychology among others. Despite the many application areas and a growing interest, most eye-trackers rely on dedicated and expensive hardware to track eye movements on large monitors such as desktop displays. Eye-tracking on mobile devices using their built-in camera would be beneficial on a large scale since additional, expensive, equipment would not be needed. Because of the many smartphone users, the technology would be more available. This study aimed to explore the possibilities of using a smartphone camera and augmented reality (AR) for eye-tracking, as well as evaluate the accuracy and precision such a system could obtain. The methods used for gaze estimation were a ray-plane intersection and a system-controlled calibration using linear scaling and translation to adjust the future gaze positions. The mobile device eye-tracker was evaluated in terms of accuracy and precision by two validations using a point pattern to collect gaze data on fixations detected by the system. The result showed an accuracy and precision below optimal compared to previous studies on mobile eye- trackers and eye-trackers that use infra-red light to track the eye-movements. Several factors could have affected the result such as the environments in which the evaluations were held, eye-blinks during data collection or the implementation of the eye-tracking system including the method for calibration. Future work is recommended to evaluate the system in a controlled lab environment, including a larger number of participants and examine if the accuracy is mainly affected by external factors or if it is affected by the implementation of the system. Because of the many benefits of mobile device eye- tracking, future work within the area is encouraged. It would be interesting to investigate the ability to use a mobile device eye-tracker with unrestricted head- and hands movement for further use-cases and a more natural experience. / Teknik för ögonspårning används inom olika forskningsområden såsom medicin, datorsyn och psykologi. Trots många användningsområden och ett växande intresse förlitar sig de flesta ögonspårare på dyr hårdvara för att spåra ögonrörelser på stora bildskärmar. Ögonspårning på mobila enheter med hjälp av inbyggd kamera skulle vara fördelaktigt i stor skala eftersom ytterligare, dyr utrustning inte skulle behövas. Med tanke på de många mobiltelefonanvändare skulle tekniken vara mer tillgänglig. Denna studie syftade till att undersöka möjligheterna att använda en mobiltelefons kamera och förstärkt verklighet (AR) för ögonspårning, samt utvärdera noggrannheten och precisionen som ett sådant system skulle kunna uppnå. Metoderna som användes för att estimera blickens position var en strålplanskorsning och en systemstyrd kalibrering med linjär skalning och förskjutning för att justera framtida blickpositioner. Den mobila enhetens ögonspårare utvärderades i termer av noggrannhet och precision genom två valideringar med hjälp av ett punktmönster för att samla in blickdata från fixeringar som upptäcks av systemet. Resultatet visade en noggrannhet och precision under optimal jämfört med tidigare studier på mobila ögonspårare och ögonspårare som använder infrarött ljus. Flera faktorer kan ha påverkat resultatet, till exempel de miljöer i vilka utvärderingarna gjordes, blinkningar under datainsamlingen eller implementeringen av systemet inklusive val av kalibreringsmetod. Framtida arbete rekommenderas att utvärdera systemet i en kontrollerad laboratoriemiljö med ett större antal deltagare för att undersöka ifall noggrannheten huvudsakligen påverkas av externa faktorer eller av implementeringen av systemet. På grund av de många fördelarna med ögonspårning på mobila enheter uppmuntras framtida arbete inom området.
62

Optimizing the usability of reading assessments with eye-tracking on a mobile device

Tavakoli, Mina January 2021 (has links)
An estimated 20% of Swedish schoolchildren suffer from some form of reading difficulty such as dyslexia. Late diagnosis of dyslexia leads to consequences for both the individual and society. To identify such reading difficulties, over 50 different forms of reading assessments are being used in schools around Sweden. By using eye-tracking technology, one could minimize the time for these assessments and make them less prone to external biases. In this study such a solution is evaluated with regards to usability. Using widely available technology, mobile devices with built-in front-facing cameras, a reading assessment with integrated eye-tracking was developed. The aim of this study was to evaluate the usability of the solution and find areas to be improved. This was done through allowing 14 participants to use the application and answer a usability survey based on the System Usability Scale (SUS). The results showed an average SUS-score of 87.0, equivalent to a grade of A+, which reflected the positive responses in the open questions of the survey. The main area of improvement found was the speed of the calibration process, as this solution was found too slow. To further improve this solution, head and hand movement must be taken into consideration by the eye-tracker to allow free hand-held usage with less supervision. Further improvements such as larger screens and added machine learning are also suggested. Conclusively the results of this study show promise if such improvements are accomplished. / Uppskattningsvis lider 20% av svenska skolbarn av någon form av lässvårighet, däribland dyslexi. En sen diagnos av dyslexi leder till konsekvenser för både individen och samhället. För att identifiera sådana läsproblem används över 50 olika läsförståelsetest i skolor runt om i Sverige. Genom att använda ögonspårning (eye-tracking) kan man minimera tiden för dessa bedömningar och göra dem mindre benägna att påverkas av yttre faktorer. I denna studie utvärderas en sådan lösning med avseende på användbarhet. Med hjälp av allmänt tillgänglig teknik, mobila enheter med inbyggda framåtvända kameror, utvecklades en läsanalys med integrerad ögonspårning. Syftet med denna studie var att utvärdera användbarheten av denna lösning och hitta områden som skulle kunna förbättras. Detta gjordes genom att låta 14 deltagare använda applikationen och svara på en användbarhetsenkät baserad på System Usability Scale (SUS). Resultaten visade en genomsnittlig SUS-poäng på 87,0, vilket motsvarar betyget A +, samt återspeglade de positiva svaren i enkäten i undersökningen. Det främsta förbättringsområdet som hittades var kalibreringsprocessens hastighet, eftersom denna ansågs vara för långsam. För att ytterligare förbättra denna lösning måste huvud- och handrörelser tas i beaktande av eye-trackern för att möjliggöra fri handhållen användning med mindre översyn. Ytterligare förbättringar såsom större skärmar och tillagd maskininlärning föreslås också. Sammanfattningsvis visar resultaten av denna studie lovande framtidsutsikter för den utvecklade lösningen om sådana förbättringar tillämpas.
63

Transforming Consumer Values into Eco-Friendly Purchases : A study on young Swedish consumers within the Electronic mobile device market

Järvstrand, Andreas, Larsson, Axel, Sundström, Kasper January 2016 (has links)
Problem: Although modern people are more aware than ever about the environment and responsible sourcing of raw materials, a gap exists between consumers’ preferences on eco-friendly products and their actual purchasing behaviour. Companies operating in the electronic mobile device industry have been unable to bridge this value-action gap and relatively little research has been conducted on this industry.   Topic & Purpose: This paper aims to investigate and discover the preferences and purchasing behaviour of young Swedish consumers operating in the electronic mobile device industry. This paper will focus on purchasing intentions, willingness to pay, and identify which consumption values have the highest effects on these consumers’ intent to purchase eco-friendly mobile devices.   Method: A descriptive strategy and a deductive approach were applied in order to understand the impact of consumption values, CSR, brand image, and product information on young Swedish consumers. Eight hypotheses were developed to test the influence of each of these factors. The empirical study was was based on a quantitative approach and the data collection was made through an online survey and face-to-face interviews targeted towards young Swedish consumers between the ages of 18 and 28. The data analysis was conducted by using the SPSS program in order to gain numerical values which could be used to analyse the validity of each hypothesis.   Conclusion: This study discovered two out of five consumption values to have a clearly higher impact on young Swedish consumers’ purchasing intentions towards eco-friendly mobile devices. These values were emotional and conditional value, indicating that environmental awareness and situational factors have the highest influence on shaping the consumption values of these consumers. In addition, brand image was seen to be an influential factor for these consumers, as opposed to CSR, or product information. Based on these findings, suggestions for further research were presented.
64

Usability and security of human-interactive security protocols

Kainda, Ronald January 2011 (has links)
We investigate the security and usability of Human-Interactive Security Protocols (HISPs); specifically, how digests of 4 or more digits can be compared between two or more sys- tems as conveniently as possible while ensuring that issues such as user complacency do not compromise security. We address the research question: given different association scenarios and modes of authentication in HISPs, how can we improve on existing, or design new, empirical channels that suit human and contextual needs to achieve acceptable effective security? We review the literature of HISPs, proposed empirical channels,and usability studies of HISPs; we follow by presenting the methodology of the research reported in this thesis. We then make a number of contributions discussing the effectiveness of empirical channels and address the design, analysis, and evaluation of these channels. In Chapter 4 we present a user study of pairwise device associations and discuss the factors affecting effective security of empirical channels in single-user scenarios. In Chapter 5 we present a user study of group device associations and discuss the factors affecting effective security of empirical channels in multi-user scenarios. In Chapter 7 we present a framework designed for researchers and system designers to reason about empirical channels in HISPs. The framework is grounded in experimental data, related research, and validated by experts. In Chapter 8 we present a methodology for analysing and evaluating the security and usability of HISPs. We validate the methodology by applying it in laboratory experiments of HISPs. Finally, in Chapter 6 we present a set of principles for designing secure and usable empirical channels. We demonstrate the effectiveness of these principles by proposing new empirical channels.
65

Mobile Indoor Positioning for Augmented Reality Systems

Glass, Robert B 01 January 2014 (has links)
This thesis explores the creation and setup of a prototype that allows users of the device to interact within an indoor real world environment and a virtual environment simultaneously using high-tech common technology. The prototype is comprised of a small mobile device such as a cellular mobile phone, Raspberry Pi computer, a battery powered handheld Pico projector, and software developed for the Android OS. The software can easily be ported to other mobile and non-mobile operating systems. The mobile device must contain accelerometer, magnetometer, and gyroscope embedded sensors as well as 802.11 wireless network chip. The prototype software implements an indoor positioning system to track the current location and orientation of the prototype device in real time. It also displays a virtual world projection upon the surfaces of the real world in relation to the prototype’s physical location and orientation. Three different orientation estimation methods were tested and compared in this thesis. Accelerometer and magnetometer based method, gyroscope based method, and a combined method using a technique called sensor fusion were implemented. A multilateration approach was used for location estimation. Location estimates were calculated from the measured received signal strength of multiple 802.11 wireless network access points. The location of all wireless access points were known and fixed. Received signal strength data was converted to meters using a log distance propagation model, and tests were conducted to compare actual distance with converted distance. Tests were also conducted to compare multilateration estimates from unfiltered or raw RSS and filtered RSS data using a Kalman filter.
66

Streaming Video over Unreliable and Bandwidth Limited Networks

Aziz, Hussein January 2013 (has links)
The main objective of this thesis is to provide a smooth video playout on the mobile device over wireless networks. The parameters that specify the wireless channel include: bandwidth variation, frame losses, and outage time. These parameters may affect the quality of the video negatively, and the mobile users may notice sudden stops during the playout video, i.e., the picture is momentarily frozen, followed by a jump from one scene to a different one. This thesis focuses on eliminating frozen pictures and reducing the amount of video data that need to be transmitted. In order to eliminate frozen scenes on the mobile screen, we propose three different techniques. In the first technique, the video frames are split into sub-frames; these sub-frames are streamed over different channels. In the second technique the sub-frames will be “crossed” and sent together with other sub-frames that are from different positions in the streaming video sequence. If some sub-frames are lost during the transmission a reconstruction mechanism will be applied on the mobile device to recreate the missing sub-frames. In the third technique, we propose a Time Interleaving Robust Streaming (TIRS) technique to stream the video frames in different order. The benefit of that is to avoid losing a sequence of neighbouring frames. A missing frame from the streaming video will be reconstructed based on the surrounding frames on the mobile device. In order to reduce the amount of video data that are streamed over limited bandwidth channels, we propose two different techniques. These two techniques are based on identifying and extracting a high motion region of the video frames. We call this the Region Of Interest (ROI); the other parts of the video frames are called the non-Region Of Interest (non-ROI). The ROI is transmitted with high quality, whereas the non-ROI is interpolated from a number of references frames. In the first technique the ROI is a fixed size region; we considered four different types of ROI and three different scenarios. The scenarios are based on the position of the reference frames in the streaming frame sequence. In the second technique the ROI is identified based on the motion in the video frames, therefore the size, position, and shape of the ROI will be different from one video to another according to the video characteristic. The videos are coded using ffmpeg to study the effect of the proposed techniques on the encoding size. Subjective and objective metrics are used to measure the quality level of the reconstructed videos that are obtained from the proposed techniques. Mean Opinion Score (MOS) measurements are used as a subjective metric based on human opinions, while for objective metric the Structural Similarity (SSIM) index is used to compare the similarity between the original frames and the reconstructed frames.
67

Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application

Pola, Sai Vijay January 2019 (has links)
Context: In recent years, everyone is completely relying on using computers and smartphones in our daily activities. Augmented Reality will superimpose virtual and computer-generated information on top of the real world. Volvo Construction Equipment (VCE) team is planning to use Augmented Reality applications on a real construction site to track the details of the vehicles without going to the laboratory. An Augmented reality application is developed for Microsoft HoloLensand Mobile device and the user experience is evaluated. This research has been conducted at PDRL-BTH, in collaboration with VCE. Objectives: In this research, the key attributes are collected, which should be displayed in both the devices and compare the user experience using the user satisfaction score. Furthermore, this research involves exploring and evaluating the difference in the user experience between both the devices. Methods: In this study first an interview is carried out with the design engineers of the VCE team. Some open-ended questions were asked to the VCE team. The information required from the VCE team is collected and documented and further an experiment on the user experience has been conducted to calculate the User Satisfaction Score between the Microsoft HoloLens and Mobile device. After the experiment, the significant difference has been measured using statistical techniques among the two devices. To measure the size of the difference Cohen’s D effect size is used. Results: The significant difference between the User Satisfaction Score of the two devices has been done using T-test. The results state that the significant value is less than 0.05 and hence the null hypothesis is rejected. The measurable difference states that Microsoft HoloLens has a better user interface than the Mobile device with respect to the user satisfaction Score. Conclusions: After obtaining the results and analyzing the data, we conclude that there is a significant difference in the user experience of Microsoft HoloLens when compared to Mobile device. We also conclude that Microsoft HoloLens has better user experience when compared to the Mobile device.
68

CHARACTERIZATION, MODELING AND DESIGN OF ULTRA-THIN VAPOR CHAMBER HEAT SPREADERS UNDER STEADY-STATE AND TRANSIENT CONDITIONS

Gaurav Patankar (5930123) 10 June 2019 (has links)
This dissertation is focused on studying transport behavior in vapor chambers at ultra-thin form factors so that their use as heat spreaders can be extended to applications with extreme space constraints. Both the steady-state and transient thermal transport behaviors of vapor chambers are studied. The steady-state section presents an experimental characterization technique, methodologies for the design of the vapor chamber wick structure, and a working fluid selection procedure. The transient section develops a low-cost, 3D, transient semi-analytical transport model, which is used to explore the transient thermal behavior of thin vapor chambers: 1) The key mechanisms governing the transient behavior are identified and experimentally validated; 2) the transient performance of a vapor chamber relative to a copper heat spreader of the same external dimensions is explored and key performance thresholds are identified; and 3) practices are developed for the design of vapor chambers under transient conditions. These analyses have been tailored to ultra-thin vapor chamber geometries, focusing on the application of heat spreading in mobile electronic devices. Compared to the conventional scenarios of use for vapor chambers, this application is uniquely characterized by compact spaces, low and transient heat input, and heat rejection via natural convection.
69

Modelling of Interaction Units

Sun, Bo January 2005 (has links)
<p>Developing a model of a service system and mobile units including cellphone, PDA, Laptop is an important preliminary step of designing the systems which could provide these units some convenient and entertainment services through common short range communication like blue tooth, wireless LAN, etc. </p><p>In this project, an ontology is created to represent this model. Meanwhile, some basic service rules are also programmed and combined with this ontology can be used to simulate some interactions between items inside this model. </p><p>The description of this model (ontology) has been made through Protégé and demonstrated by using its graphical interface. The rules have been created by using Jess and implemented with the ontology by using JessTab.</p>
70

A Context Aware Emergency Management System Using Mobile Computing

Ceran, Onur 01 February 2013 (has links) (PDF)
In this thesis, an emergency management system taking advantage of mobile computing and its awareness on context is provided. The framework primarily aims to create an infrastructure for acquiring implicit and explicit data about an emergency situation by using capabilities of smart mobile devices and converting them into value-added information to be used in phases of emergency management. In addition to conceptual description of the framework, a real prototype implementation is developed and successful application of the framework is demonstrated. Sample cases are analyzed in conjunction with the prototype and an experiment for reporting an emergency situation is carried out by a group of participants in order to demonstrate the applicability and feasibility of the framework. Data collected during the experiment are examined in order to determine the advantages of the proposed system in comparison with traditional emergency reporting efforts.

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