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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.
51

Revitalizing eXene

Hoag, Matthew January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Alley Stoughton / This thesis covers the process leading up to the release of eXene 2.0, a User Interface Management System (UIMS) toolkit. Since its inception, eXene has provided a unique way to create meaningful graphical user interfaces (GUIs) for Standard ML applications. Additionally, it has gone through several quality revisions which have both enhanced the toolkit and corrected many deficiencies that were present. Even with these improvements, however, the full potential of eXene has become increasingly difficult for developers to utilize. That is, in spite of the natural innovation that eXene brings to GUI construction, its current lack of extensibility, usability, and functionality has caused Standard ML developers to choose simpler, more familiar UIMS toolkits, despite their limitations, for the creation of their applications. In light of this fact, eXene needs an internal and cosmetic overhaul to extend its usage and appeal. First, to improve its extensibility, formerly weakened by organic growth, eXene requires some restructuring of its architecture. Second, to improve its overall usability, previously stifled by sparse documentation, eXene requires the implementation of an interactive electronic document for its API. Finally, to improve its functionality, several new multi-purpose widgets need to be introduced. It is the author's hypothesis that the revised structure, improved documentation, and additional multi-purpose widgets detailed in this thesis sufficiently elevate eXene's extensibility, usability, and functionality such that eXene can be considered a fully featured UIMS toolkit. With these changes and the release of eXene 2.0, eXene is more likely to be adopted as the primary UIMS toolkit for Standard ML developers.
52

Žiniatinklio vartotojo sąsajos naudojimosi tyrimas / Research of Web Interface Usage

Žalimaitė, Airida 02 September 2010 (has links)
Tikslas: ištirti žiniatinklių vartotojo sąsajos naudojimosi patogumą. Tyrimo objektas: žiniatinklių grafinės vartotojo sąsajos. Problema: šiandien internetinės svetainės yra labai populiarios, jas kuria visi. Dažniausiai kūrėjai neatsižvelgia į grafinės vartotojo sąsajos kūrimo reikalavimus, ir pateiktos internetinės svetainės būna perkrautos, netvarkingos. Todėl šiuo tyrimu siekiama atskleisti žiniatinklių vartotojo sąsajos problemas ir pateikti rekomendacijų internetinių svetainių kūrėjams. Tyrimo metodologija: žiniatinklių tyrimui buvo išskirti trys pagrindiniai kriterijai: atliktų žingsnių skaičius, atvertų puslapių skaičius, sugaištas laikas. O klaidų palyginimui buvo stebima judėjimo trajektorija. Naudotos priemonės: Selenium-ide-1.0.6 – fiksuoja visus atliekamus veiksmus, taip pat atkuria tą pačią veiksmų seką. Mozilla Firefox 3.0.15 – žiniatinklio naršyklė. Microsoft Office Excel 2003 – tyrime gautų duomenų suvedimui, lentelių ir grafikų sudarymui. Microsoft Office Word 2003 – ataskaitos paruošimui. Tyrimo apimtis: žiniatinklių vartotojo sąsajų tyrimui buvo parinktos 5 žiniatinklių grupės (kurios buvo panašios savo turiniu). Viso buvo tiriama 18 internetinių svetainių. Sugalvotos 5 užduotys. Tyrimo rezultatų apdorojimo ir pateikimo metodai: gauti tyrimo duomenys buvo susisteminti ir pateikiami stulpelinėse diagramose su detaliais aprašymais. Diagramos: užduotyje atliktų žingsnių skaičius, užduotyje atvertų puslapių skaičius, užduoties įvykdymo laikas, užduoties... [toliau žr. visą tekstą] / The goal of the final bachelor work – to research the convenience of the Web interface usage. The topicality of the subject, problems, goals and objectives are preceded. The interface usage, design technologies and requirements are analysed in the final work. The conception, classification and the system analysis are approved. The graphic usage interface, design, requirements, characteristic and technologies are enlarged. The research of web interface usage, environment, respondents, technologies, criterions, the results are approved in the work. Three main criterions were distinguished to fulfil the research: the number of performed steps, the number of opened pages, the delayed time. The criterions are necessary to compare webs . The trajectory of move is observed in order to accent the errors. Research results were systematised and presented in bar charts with detailed descriptions (comparison, error accent). The result of the research: not every Internet site is oriented towards the user. Oftentimes they are busy, non-qualitative, it is hard to find necessary information for users.
53

Påtagliga användargränssnitt för kapacitiva pekskärmar utan modifiering av enhet

Habib, Ali January 2016 (has links)
Musik-applikationen c3n play används på surfplattor och mobiltelefoner som har den kapacitiva pekskärmstypen. I dagsläget kan musik-applikationen enbart styras med fingrarna. Spelpjäser, utvecklades för att målgruppen skulle kunna kombinera fingerinmatning med något fysiskt och för att underlätta spelandet. En konvergerande produktutvecklingsprocess innefattande faser och aktiviteter tillämpades. Inledningsvis genomfördes en detaljerad informationsinsamling som grund för det fortsatta arbetet. Analys av konkurrenternas produkter och en benchmarking implementerades, för att både identifiera kraven som ställts på produkten och upprätta en kravspecifikation. Spelpjäsen delades in i tre delar: formen på hela spelpjäsen, mönster som gör att användarna kan identifiera varje spelpjäs och mönster på undersidan som programvaran kunde identifiera. Därefter genererades flera idéer på formen av spelpjäsen, vilka utvärderades med hänsyn till de uppsatta kraven. Idéer som ansågs uppfylla kraven bäst gick vidare till konceptgenereringsfasen, där fem olika förslag kunde visualiseras i skisser och CAD-modeller (Computer Aidid Design). Koncepten utvärderades och förbättrades för att tillfredsställa användarnas behov och förväntningar. Det slutliga konceptet på formen gjordes i fyra olika varianter, vilka framställdes som prototyper för vidare test av målgruppen. Konceptlösningar på spelpjäsens identifieringsmönster av användaren analyserades för att passa in i c3n play-användargränssnitten. Tekniken för att identifiera spelpjäsen mot den kapacitiva pekskärmstypen utvecklades via tester, där avstånd och vinklar på kontaktpunkterna bestämdes. Viktiga produktutvecklingsverktyg implementerades för att säkerställa såväl spelpjäsernas hållbarhet som miljövänlighet, med hänsyn till produktlivscykel, tillverkning, montering och tillförlitlighet samt kostnadsmedvetenhet. Därefter valdes lämpliga material samt en lämplig tillverkningsmetod. Detta resulterade i en produktfamilj bestående av åtta stycken spelpjäser som ändrar på var sin funktion i c3n play-applikationen. En spelpjäs som förändrar amplitud, resonans, högtpassfilter, lågt-passfilter, delay, zoom + pan, kompression och feedback. / The application c3n play can be used on tablets and mobile phones that have capacitive multi touchscreens. The application can only be controlled by using the finger input. Tangible user interface was developed so the target group can use something physically “checkers” in a combination with the finger input. A product development process comprising phases and activities was implemented. Initially a detailed information collection were conducted and used as underlying to the continued work. Competitors’ products were analyzed and a benchmarking was implemented to identify user needs and to be able to make a target specification. Checkers was divided in three parts, shape of the whole checker, pattern so users can identify every checker and a pattern on the bottom so the software can identify the checkers on the screen. After that ideas were generated and the shape of the checker was evaluated. Ideas that was considered to meet the user needs went on to concept generation phase, where five different proposals was visualized in sketches and CAD (Computer Aided Design) - models. Concepts was evaluated and improved to satisfy customer needs and expectations. Final concept of the shape was developed into four different variants that was prepared as prototypes for further testing by target group. Concept solutions on identification pattern was analyzed to fit c3n play user interface. Technology to identify the checker against capacitive screen was developed by tests. Where distance and angles of contact points was determined. Important product development tools was implemented to ensure the checkers sustainability. With respect to the product life cycle, environment, manufacturing, assembly, reliability and cost consciousness. Suitable materials and manufacturing method was then chosen. Resulted in a product family consisted of eight different checkers. Each checker can change a different function in the c3n play-application. Amplitude, Resonance, Highpassfilter, Low-passfilter, Delay, Zoom + Pan, Compression and Feedback.
54

Whole Care<sup>+</sup>: An integrated health care for the elderly living in their homes

Park, Hyo Ri 01 May 2011 (has links)
The elderly experience their health getting significantly deteriorated as they age. They suffer not only from chronic diseases but from various geriatric diseases such as high blood pressure, arthritis and cardiovascular disease. Their mental health also retreats creating challenges for the elderly from the loss of short term memory to dementia. Furthermore, after they retire, the elderly’s social network decreases as their social activities are inevitably limited to a small group of people like families and friends. With the face of such impairments in their physical, mental and social health, many elderly cannot help but are being institutionalized or sent to specialized places like nursing homes, which provide them professional care. However, a study indicates that most Americans prefer to stay in their homes as they get older since they can maintain their social connections to neighbors and friends, be close to their medical caregivers in town as well as attain emotional comfort and security with familiar surrounding and environments. On top of that, Americans of all ages value on keeping their ability of independence and autonomy by controlling their lives in general. Various health care-aid devices and services appear to offer specific support to health care activities for the elderly in their homes. However, such aids have more focused only on when the elderly’s health is degraded or on very specific areas such as tracking health data like blood pressure, blood sugar and calorie intakes. The elderly need comprehensive understanding about their health problems, healthy daily habits and timely interactions with their families and caregivers, in order to keep independent living safely in their places. Smart Home technology has much potential to support the elderly’s independent living as well as interactions with others. To better understand this, we conducted a user-centered design project which looks at the management of the elderly’s health enabled by Smart Home technology.
55

Designing for ultra-mobile interaction:experiences and a method

Ronkainen, S. (Sami) 18 May 2010 (has links)
Abstract Usability methodology has matured into a well-defined, industrially relevant field with its own findings, theories, and tools, with roots in applying information technology to user interfaces ranging from control rooms to computers, and more recently to mobile communications devices. The purpose is regularly to find out the users’ goals and to test whether a design fulfils the usability criteria. Properly applied, usability methods provide reliable and repeatable results, and are excellent tools in fine-tuning existing solutions The challenges of usability methodologies are in finding new concepts and predicting their characteristics before testing, especially when it comes to the relatively young field of mobile user interfaces. Current usability methods concentrate on utilising available user-interface technologies. They do not provide means to clearly identify, e.g., the potential of auditory or haptic output, or gestural input. Consequently, these new interaction techniques are rarely used, and the long-envisioned useful multimodal user interfaces are yet to appear, despite their assumed and existing potential in mobile devices. Even the most advocated and well-known multimodal interaction concepts, such as combined manual pointing and natural language processing, have not materialised in applications. An apparent problem is the lack of a way to utilise a usage environment analysis in finding out user requirements that could be met with multimodal user interfaces. To harness the full potential of multimodality, tools to identify both little or unused and overloaded modalities in current usage contexts are needed. Such tools would also help in putting possibly existing novel interaction paradigms in context and pointing out possible deficiencies in them. In this thesis, a novel framework for analysing the usage environment from a user-centric perspective is presented. Based on the findings, a designer can decide between offering a set of multiple devices utilising various user-interface modalities, or a single device that offers relevant modalities, perhaps by adapting to the usage environment. Furthermore, new techniques for creating mobile user interfaces utilising various modalities are proposed. The framework has evolved from the experiences gathered from the designs of experimental and actual product-level uni- and multimodal user interface solutions for mobile devices. It has generated novel multimodal interaction and interface techniques that can be used as building blocks in system designs.
56

Comparing voice and touch interaction for smartphone radio and podcast application / Jämförelse  av  röst-  och  pekskärmsinteraktion  för  en  radio-  och podcastapplikation  för  smartphones

Wallén, Fredrik January 2017 (has links)
Today voice recognition is becoming mainstream and nowadays it is also possible to include in individual smartphone apps. However, it has not previously been investigated for which tasks it is preferable from a usability perspective to use voice recognition rather than touch. In order to investigate this, a voice user interface was created for a smartphone radio application, which already had a touch interface. The voice user interface was also tested with users in order to improve its usability. After that, a test was conducted where the participants were asked to perform the same tasks using both the touch and voice interface. The time they took to complete the tasks was measured and the participants rated the experience of completing the task on a scale. Finally, they were asked which interaction method they preferred. For most of the tasks tested, the voice interaction was both faster and got a higher rating. However, it should be noted that in a case where users don’t have specific tasks to perform it might be harder for them to know what a voice controlled app can and cannot do than when they are using touch. Many users also expressed that they were reluctant to use voice commands in public spaces out of fear of appearing strange. These results can be applied to other radio/podcast apps and, to a lesser extent, app for watching TV series and playing music. / Röststyrningen blir vanligare och numera är den också möjligt att använda i individuella appar för smartphones. Det har dock inte tidigare undersökts för vilka uppgifter det ur ett användbarhetsperspektiv är att föredra framför pekskärmsinteraktion. För att undersöka det skapades ett röstinterface för en radiooch podcast applikation som redan hade ett pekskärmsinterface. Röstinterfacet testades också med användare för att förbättra dess användbarhet. Efter det gjordes ett test där deltagarna blev ombedda att utföra samma uppgift med både pekskärm- och röstinterface. Den tid de tog på sig uppmättes och deltagarna betygsatte upplevelsen av att utföra uppgiften på en skala. Slutligen blev de tillfrågade omvilken interaktionsmetod de föredrog. För de flesta av de testade uppgifterna var röstinteraktion snabbare och fick högre betyg. Det ska dock noteras att i fall då användaren inte har specifika uppgifter att utföra kan det vara svårare för dem att veta vad en röststyrd app kan och inte kan göra än när de använder pekskärm. Många användare uttryckte också att de var motvilliga till att använda röstkommandon i allmänna utrymmen av rädsla föratt verka underliga. Dessa resultat kan tillämpas på radio/podcast appar och, i mindre utsträckning, appar för att titta på TV-serier och spela musik.
57

A User Centered Design and Prototype of a Mobile Reading Device for the Visually Impaired

Keefer, Robert B. 10 June 2011 (has links)
No description available.
58

Imagining a NeoFreudian Mind Interface: A Normative Model of Medical Humanities Research

Tiller, Samuel Perry 29 July 2019 (has links)
This thesis argues for a new theory of medical humanities practice and research, known as Mind Interface Theory. It begins with the claim that Sigmund Freud expanded medical metaphysics considerably in "A General Introduction to Psychoanalysis," and that this expansion affords the possibility of thinking of the mind as a user interface. Capitalizing on this affordance, the work then introduces mind interface theory as one possible imagining of Freud's metaphysical system, separate from his well-known theory, psychoanalysis. More specifically, it uses his discussion of dreamwork to reveal reprocessing as mind interface's mechanism of healing, before utilizing this reprocessing principle to orient the medical humanities' research, providing a theoretical framework for increased collaboration between humanists and physicians and a foundation for two distinct modes of activist scholarship: product-based and process-based. / Master of Arts / This thesis participates in medical humanities scholarship by advocating for a specific theory of the field that stems from a reading of Sigmund Freud’s Introduction to Psychoanalysis, a brief series of lectures which were written down for public consumption. Instead of using psychoanalysis itself to form a theory of the medical humanities, my work abstracts the broader suppositions on which psychoanalytic interpretation is rooted. This broader framework I call Freud’s medical metaphysics and define as the assumptions about causation and disease which form the basis for his philosophy of medical treatment. In making this distinction, I can more ably build my own theory of a mind interface on the fact that the basic structure of the metaphysics advocated in the lectures implies a vision of the mind that can be likened to a modern user interface. Through conceiving of the mind in terms of a user interface, I use mind interface theory to frame treatment in such a way as to promote a humanist theory of healing. The purport of the method is that humanists can assist patients through helping them utilize signs, language, and symbols to reprocess their experience. The advocation of this method is then applied to current threads in medical humanities scholarship to suggest that efforts in the field would be best served if they were directed towards studying the artifacts of patient populations for narrative and rhetorical strategies which were effective with coping with a specific illness and fostering an environment where patients are encouraged to produce such artifacts.
59

A Voice-based Multimodal User Interface for VTQuest

Schneider, Thomas W. 14 June 2005 (has links)
The original VTQuest web-based software system requires users to interact using a mouse or a keyboard, forcing the users' hands and eyes to be constantly in use while communicating with the system. This prevents the user from being able to perform other tasks which require the user's hands or eyes at the same time. This restriction on the user's ability to multitask while using VTQuest is unnecessary and has been eliminated with the creation of the VTQuest Voice web-based software system. VTQuest Voice extends the original VTQuest functionality by providing the user with a voice interface to interact with the system using the Speech Application Language Tags (SALT) technology. The voice interface provides the user with the ability to navigate through the site, submit queries, browse query results, and receive helpful hints to better utilize the voice system. Individuals with a handicap that prevents them from using their arms or hands, users who are not familiar with the mouse and keyboard style of communication, and those who have their hands preoccupied need alternative communication interfaces which do not require the use of their hands. All of these users require and benefit from a voice interface being added onto VTQuest. Through the use of the voice interface, all of the system's features can be accessed exclusively with voice and without the use of a user's hands. Using a voice interface also frees the user's eyes from being used during the process of selecting an option or link on a page, which allows the user to look at the system less frequently. VTQuest Voice is implemented and tested for operation on computers running Microsoft Windows using Microsoft Internet Explorer with the correct SALT and Adobe Scalable Vector Graphics (SVG) Viewer plug-ins installed. VTQuest Voice offers a variety of features including an extensive grammar and out-of-turn interaction, which are flexible for future growth. The grammar offers ways in which users may begin or end a query to better accommodate the variety of ways users may phrase their queries. To accommodate for abbreviations of building names and alternate pronunciations of building names, the grammar also includes nicknames for the buildings. The out-of-turn interaction combines multiple steps into one spoken sentence thereby shortening the interaction and also making the process more natural for the user. The addition of a voice interface is recommended for web applications which a user may need to use his or her eyes and hands to multitask. Additional functionality which can be added later to VTQuest Voice is touch screen support and accessibility from cell phones, Personal Digital Assistants (PDAs), and other mobile devices. / Master of Science
60

Tangible User Interface for CAVE based on Augmented Reality Technique

Kim, Ji-Sun 20 January 2006 (has links)
This thesis presents a new 3-dimensional (3D) user interface system for a Cave Automated Virtual Environment (CAVE) application, based on Virtual Reality (VR), Augmented Reality (AR), and Tangible User Interface (TUI). We explore fundamental 3D interaction tasks with our user interface for the CAVE system. User interface (UI) is comprised of a specific set of components, including input/output devices and interaction techniques. Our approach is based on TUIs using ARToolKit, which is currently the most popular toolkit for use in AR projects. Physical objects (props) are used as input devices instead of any tethered electromagnetic trackers. An off-the-shelf webcam is used to get tracking input data. A unique pattern marker is attached to the prop, which is easily and simply tracked by ARToolKit. Our interface system is developed on CAVE infrastructure, which is a semi-immersive environment. All virtual objects are directly manipulated with props, each of which corresponds to a certain virtual object. To navigate, the user can move the background itself, while virtual objects remain in place. The user can actually feel the prop's movement through the virtual space. Thus, fundamental 3D interaction tasks such as object selection, object manipulation, and navigation are performed with our interface. To feel immersion, the user is allowed to wear stereoscopic glasses with a head tracker. This is the only tethered device for our work. Since our interface is based on tangible input tools, seamless transition between one and two-handed operation is provided. We went through three design phases to achieve better task performance. In the first phase, we conducted the pilot study, focusing on the question whether or not this approach is applicable to 3D immersive environments. After the pilot study, we redesigned props and developed ARBox. ARBox is used for as interaction space while the CAVE system is only used for display space. In this phase, we also developed interaction techniques for fundamental 3D interaction tasks. Our summative user evaluation was conducted with ARDesk, which is redesigned after our formative user evaluation. Two user studies aim to get user feedback and to improve interaction techniques as well as interface tools' design. The results from our user studies show that our interface can be intuitively and naturally applied to 3D immersive environments even though there are still some issues with our system design. This thesis shows that effective interactions in a CAVE system can be generated using AR technique and tangible objects. / Master of Science

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