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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.
121

Mobility is the Message : Experiments with Mobile Media Sharing

Rost, Mattias January 2013 (has links)
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like. / <p>At the  time of doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted.</p> / Mobile Life Centre
122

3D from 2D touch

Holz, Christian January 2013 (has links)
While interaction with computers used to be dominated by mice and keyboards, new types of sensors now allow users to interact through touch, speech, or using their whole body in 3D space. These new interaction modalities are often referred to as "natural user interfaces" or "NUIs." While 2D NUIs have experienced major success on billions of mobile touch devices sold, 3D NUI systems have so far been unable to deliver a mobile form factor, mainly due to their use of cameras. The fact that cameras require a certain distance from the capture volume has prevented 3D NUI systems from reaching the flat form factor mobile users expect. In this dissertation, we address this issue by sensing 3D input using flat 2D sensors. The systems we present observe the input from 3D objects as 2D imprints upon physical contact. By sampling these imprints at very high resolutions, we obtain the objects' textures. In some cases, a texture uniquely identifies a biometric feature, such as the user's fingerprint. In other cases, an imprint stems from the user's clothing, such as when walking on multitouch floors. By analyzing from which part of the 3D object the 2D imprint results, we reconstruct the object's pose in 3D space. While our main contribution is a general approach to sensing 3D input on 2D sensors upon physical contact, we also demonstrate three applications of our approach. (1) We present high-accuracy touch devices that allow users to reliably touch targets that are a third of the size of those on current touch devices. We show that different users and 3D finger poses systematically affect touch sensing, which current devices perceive as random input noise. We introduce a model for touch that compensates for this systematic effect by deriving the 3D finger pose and the user's identity from each touch imprint. We then investigate this systematic effect in detail and explore how users conceptually touch targets. Our findings indicate that users aim by aligning visual features of their fingers with the target. We present a visual model for touch input that eliminates virtually all systematic effects on touch accuracy. (2) From each touch, we identify users biometrically by analyzing their fingerprints. Our prototype Fiberio integrates fingerprint scanning and a display into the same flat surface, solving a long-standing problem in human-computer interaction: secure authentication on touchscreens. Sensing 3D input and authenticating users upon touch allows Fiberio to implement a variety of applications that traditionally require the bulky setups of current 3D NUI systems. (3) To demonstrate the versatility of 3D reconstruction on larger touch surfaces, we present a high-resolution pressure-sensitive floor that resolves the texture of objects upon touch. Using the same principles as before, our system GravitySpace analyzes all imprints and identifies users based on their shoe soles, detects furniture, and enables accurate touch input using feet. By classifying all imprints, GravitySpace detects the users' body parts that are in contact with the floor and then reconstructs their 3D body poses using inverse kinematics. GravitySpace thus enables a range of applications for future 3D NUI systems based on a flat sensor, such as smart rooms in future homes. We conclude this dissertation by projecting into the future of mobile devices. Focusing on the mobility aspect of our work, we explore how NUI devices may one day augment users directly in the form of implanted devices. / Die Interaktion mit Computern war in den letzten vierzig Jahren stark von Tastatur und Maus geprägt. Neue Arten von Sensoren ermöglichen Computern nun, Eingaben durch Berührungs-, Sprach- oder 3D-Gestensensoren zu erkennen. Solch neuartige Formen der Interaktion werden häufig unter dem Begriff "natürliche Benutzungsschnittstellen" bzw. "NUIs" (englisch natural user interfaces) zusammengefasst. 2D-NUIs ist vor allem auf Mobilgeräten ein Durchbruch gelungen; über eine Milliarde solcher Geräte lassen sich durch Berührungseingaben bedienen. 3D-NUIs haben sich jedoch bisher nicht auf mobilen Plattformen durchsetzen können, da sie Nutzereingaben vorrangig mit Kameras aufzeichnen. Da Kameras Bilder jedoch erst ab einem gewissen Abstand auflösen können, eignen sie sich nicht als Sensor in einer mobilen Plattform. In dieser Arbeit lösen wir dieses Problem mit Hilfe von 2D-Sensoren, von deren Eingaben wir 3D-Informationen rekonstruieren. Unsere Prototypen zeichnen dabei die 2D-Abdrücke der Objekte, die den Sensor berühren, mit hoher Auflösung auf. Aus diesen Abdrücken leiten sie dann die Textur der Objekte ab. Anhand der Stelle der Objektoberfläche, die den Sensor berührt, rekonstruieren unsere Prototypen schließlich die 3D-Ausrichtung des jeweiligen Objektes. Neben unserem Hauptbeitrag der 3D-Rekonstruktion stellen wir drei Anwendungen unserer Methode vor. (1) Wir präsentieren Geräte, die Berührungseingaben dreimal genauer als existierende Geräte messen und damit Nutzern ermöglichen, dreimal kleinere Ziele zuverlässig mit dem Finger auszuwählen. Wir zeigen dabei, dass sowohl die Haltung des Fingers als auch der Benutzer selbst einen systematischen Einfluss auf die vom Sensor gemessene Position ausübt. Da existierende Geräte weder die Haltung des Fingers noch den Benutzer erkennen, nehmen sie solche Variationen als Eingabeungenauigkeit wahr. Wir stellen ein Modell für Berührungseingabe vor, das diese beiden Faktoren integriert, um damit die gemessenen Eingabepositionen zu präzisieren. Anschließend untersuchen wir, welches mentale Modell Nutzer beim Berühren kleiner Ziele mit dem Finger anwenden. Unsere Ergebnisse deuten auf ein visuelles Modell hin, demzufolge Benutzer Merkmale auf der Oberfläche ihres Fingers an einem Ziel ausrichten. Bei der Analyse von Berührungseingaben mit diesem Modell verschwinden nahezu alle zuvor von uns beobachteten systematischen Effekte. (2) Unsere Prototypen identifizieren Nutzer anhand der biometrischen Merkmale von Fingerabdrücken. Unser Prototyp Fiberio integriert dabei einen Fingerabdruckscanner und einen Bildschirm in die selbe Oberfläche und löst somit das seit Langem bestehende Problem der sicheren Authentifizierung auf Berührungsbildschirmen. Gemeinsam mit der 3D-Rekonstruktion von Eingaben ermöglicht diese Fähigkeit Fiberio, eine Reihe von Anwendungen zu implementieren, die bisher den sperrigen Aufbau aktueller 3D-NUI-Systeme voraussetzten. (3) Um die Flexibilität unserer Methode zu zeigen, implementieren wir sie auf einem großen, berührungsempfindlichen Fußboden, der Objekttexturen bei der Eingabe ebenfalls mit hoher Auflösung aufzeichnet. Ähnlich wie zuvor analysiert unser System GravitySpace diese Abdrücke, um Nutzer anhand ihrer Schuhsolen zu identifizieren, Möbelstücke auf dem Boden zu erkennen und Nutzern präzise Eingaben mittels ihrer Schuhe zu ermöglichen. Indem GravitySpace alle Abdrücke klassifiziert, erkennt das System die Körperteile der Benutzer, die sich in Kontakt mit dem Boden befinden. Aus der Anordnung dieser Kontakte schließt GravitySpace dann auf die Körperhaltungen aller Benutzer in 3D. GravitySpace hat daher das Potenzial, Anwendungen für zukünftige 3D-NUI-Systeme auf einer flachen Oberfläche zu implementieren, wie zum Beispiel in zukünftigen intelligenten Wohnungen. Wie schließen diese Arbeit mit einem Ausblick auf zukünftige interaktive Geräte. Dabei konzentrieren wir uns auf den Mobilitätsaspekt aktueller Entwicklungen und beleuchten, wie zukünftige mobile NUI-Geräte Nutzer in Form implantierter Geräte direkt unterstützen können.
123

Fiabilité et variabilité temporelle des technologies CMOS FDSOI 28-20nm, du transistor au circuit intégré / Reliability and time-dependent variability of FDSOI technologies for the 20-28nm CMOS node from transistor to circuit level

Angot, Damien 05 December 2014 (has links)
La course à la miniaturisation requiert l'introduction d'architectures de transistors innovantes enremplacement des technologies conventionnelles sur substrat de silicium. Ainsi la technologie UTBB-FDSOI permet d'améliorer notablement l'intégrité électrostatique et assure une transition progressive vers les structures 3D multigrilles. Ces dispositifs diffèrent des structures conventionnelles par la présence d'un oxyde enterré qui va non seulement modifier l'électrostatique mais également introduire une nouvelle interface de type Si/SiO2 sujette à d'éventuelles dégradations. Par ailleurs, la réduction des dimensions des transistors s'accompagne d'une augmentation de la dispersion des paramètres électriques. En parallèle, le vieillissement de ces transistors introduit une forme additionnelle de variabilité : la variabilité temporelle, qu'il convient d'intégrer à cette composante moyenne de dégradation. Ce travail de thèse est développé sur quatre chapitres, où nous nous intéressons dans le premier chapitre aux évolutions technologiques nécessaires pour passer des technologies CMOS standards (40LP, 28LP) à cette technologie UTBB-FDSOI. Puis dans le second chapitre, nous abordons la dégradation moyenne des transistors et l'impact de l'architecture sur la fiabilité des dispositifs, étudiés sur les mécanismes de dégradations NBTI et HCI. Le troisième chapitre donne au niveau transistor une description analytique et physique de la variabilité temporelle induite par le NBTI. Enfin, cette variabilité temporelle est intégrée au niveau cellules SRAM dans le quatrième chapitre afin de prédire les distributions des tensions minimums de fonctionnement (Vmin) des mémoires SRAM. / The classical CMOS structure is reaching its scaling limits at the 20nm node and innovative architectures of transistors are required to replace these conventional Bulk transistors. UTBB-FDSOI transistors can improve significantly the electrostatic integrity and ensure a smooth transition to 3D multi-gates devices that will be required for sub-10nm nodes. The main difference compared to conventional transistor is related to the integration of a buried oxide (BOX) underneath the silicon film. This latter impacts the electrostatic behavior of these devices and introduces an additional Si/SiO2 interface which may be degraded due to ageing. It is then necessary to evaluate its impact on the NBTI and HCI reliability mechanisms. Besides, transistor scaling leads to an increasing variability which translates into an increased dispersion of the electrical parameters of the transistors. Meanwhile, time dependent variability due to ageing needs to be added to the average degradation component. This PhD done in STMicroelectronics R&D center is divided into four chapters: in the first one, the main technological developments necessary to keep on sustaining Moore's law requirements resulting in the UTBBFDSOI structure introduction is discussed. Then in the second chapter the architecture impact on the average reliability mechanism is discussed at transistor and Ring Oscillators' levels. In the third chapter, the time dependent variability due to NBTI is described and compared to time-zero variability. Finally the last chapter focuses on the SRAM cells reliability and a method is developed to predict minimum operating voltage (Vmin) distributions of SRAM memory.
124

Genus, estetik &amp; gränssnitt : En empirisk studie om hur användarupplevelse påverkas genom genuskodning av gränssnitt. / Gender, aesthetics &amp; interfaces : An empirical study of how user experience is affected by gendered interfaces.

Connysson, Ellen, Jarlevid, Marcus January 2020 (has links)
HCI och interaktionsdesign är starkt kopplade till användarupplevelse (UX), som innebär att fokusera på användarupplevelse och att prioritera mänskliga värderingar, samt etiska och politiska ideal som ofta är närvarande inom HCI.  Studiens syfte har varit att undersöka om genusstereotypisk design samspelar med hur människor av genuset man eller kvinna upplever den, samt att undersöka normativa genusstereotyper som påverkar hur gränssnitt designas beroende på om dess målgrupp är män eller kvinnor. Detta eftersom genus är en social konstruktion som skapas av saker och ting i samhället, vilket formar en bild av hur män och kvinnor ”ska” vara. Design är en del av denna genuskonstruktion, eftersom det bidrar till stereotyper över vad som är ’manligt’ och ’kvinnligt’, genom till exempel normativa färgval. Könskodad design är därför en bidragande faktor till att normer och stereotyper för genus upprätthålls i samhället. Studien har gjorts med en inledande litteraturstudie utifrån begreppen användarupplevelse, estetik, genuskodning inom human computer interaction, genus och genus som en social konstruktion. Därefter har en enkät nyttjats för en deskriptiv kvantitativ datainsamling med metoderna Structured Word Choice och en numerisk rankning, där upplevelsen av ett kalendergränssnitt testats, med en maskulin och en feminin färgsättning som valts utifrån befintlig litteratur om genustypiska färger. Därtill avslutandes datainsamlingen med intervjuer. Resultatet visat vissa tendenser som tyder på färgsättningen av ett gränssnitt upplevs viktigare av kvinnor och att både manliga och kvinnliga informanter till en viss del föredrar det gränssnitt som var färgsatt för dem, men endast marginellt. De flesta hade en neutral upplevelse av både den maskulina och feminina färgsättningen av gränssnittet. Slutsatsen som dragits baserat på nämnda metoder är att genustypisk färgsättning till största del inte påverkar användares upplevelse av ett gränssnitt. Båda genusen anser att funktion är viktigare än form, vilket är vad som bör vara i fokus när en god användarupplevelse av ett gränssnitt ska skapas. / HCI and interaction design are strongly linked to user experience (UX), which contains a built-in focus on user experiences and an emphasis on human values, ​​which indicates that these values ​​as well as ethical and political ideals are often present in HCI. The purpose of this study was to investigate if gender stereotypical design affects how people of the male or female gender experience it, and to investigate normative gender stereotypes that affect how interfaces are designed depending on if the target group are men or women. Gender is a social construct created by things in society, which forms a picture of how men and women "should" be. Design is part of this gender construction, because it contributes to the stereotypes of what is "male" and "female", for example through normative colour choices. Gender-coded design is a contributing factor in standardizing and maintaining stereotypes of gender in society. The study has been done with an introductory literature study based on the concepts user experience, aesthetics, gender coding in human computer interaction, gender, and gender as a social construct. A survey was used for descriptive quantitative data collection with the methods Structured Word Choice and numerical ranking, where the experience of a calendar interface has been tested, with a masculine and a feminine colour scheme based on existing literature on genus-typical colours. Complimentary data was collected using interviews. Certain trends emerged that indicate the coloration of an interface to be more important to women and that both male and female informants to some extent prefer the interface that was coloured according to their gender, but only marginally. Most had a neutral experience of both the masculine and feminine coloration of the interface. The conclusion drawn based on the methods above is that gender-typical colouration does not affect the users experience in any major ways. Both genders believe that function is more important than form, which is what should be the focused on when creating a good user experience in a product.
125

Researching sensitive topics: Adjusting cultural probes to research and identify design spaces for sensitive HCI.

Jackson, Gregory Alexander January 2020 (has links)
Research tools to identify sensitive topics and thus new opportunities to design for have grown in popularity in the last twenty years within HCI, with many projects and areas to note. However, the research tools used are still underdeveloped (Crabtree, 2003), and many universal designs of the 20th century have failed to develop for more sensitive areas, bar the conventional young, non-disabled, white, cis-male (Clarkson, 2003). The topics discussed in the thesis are reviews and arguments for the use of an adapted cultural probe’s place to research sensitive topics, identify perhaps previously hidden “sensitive-HCI” (Waycott et al. 2015) design spaces. The focus is on the tools to gather data, and discover design opportunities, rather than the particular and actual findings from the study.
126

Intuitivity in HCI : A critical discourse analysis / Intuitivitet i MDI : En kritisk diskuesanalys

Wennberg, Alex January 2017 (has links)
This article presents a study that has explored the concept of intuitivity in HCI research. A literature study was carried out on 76 articles published at the CHI conference between years 2004 and 2017, all discussing or claiming to design for intuitivity in some capacity. The articles have been approached through the lens of discourse analysis, and an inductive reading has been carried out to identify different perspectives on intuitvity, and themes related to intuitivity that appear in the articles. Ten different perspectives on intuitvity have been found within these articles, providing different views on what intuitivity is, and how to design for it. As they mostly, with a few exceptions, argue that intuitivity is a desirable quality despite these large differences in perspectives it is argued that the term has an exclusionary quality, making that which it does not consider invisible. Implications of this are discussed, with a focus on the fact that all articles assume and design for able-bodied users. / I den här artikeln presenteras en studie som har utforskat konceptet intuitivitet i Människa-Datorinteraktion (MDI). En litteraturstudie har genomförts på 76 artiklar som publicerats vid CHI-konferensen mellan åren 2004 och 2017, som alla diskuterar eller gör anspråk på att designa för intuitivitet i någon bemärkelse. Dessa artiklar har angripits genom användande av diskursanalys, och en induktiv läsning har genomförts för att identifiera olika perspektiv på intuitivitet, samt teman relaterade till intuitivitet, som finns i texterna. Tio olika perspektiv på intuitivitet har hittats inom de artiklar som studerats som alla i någon mån ger olika idéer om vad intuitivitet är eller hur den uppnås. Då de flesta artiklar, med några få undantag, presenterar intuitivitet som en eftersträvansvärd kvalitet trots ganska stora skillnader i perspektiv på begreppet argumenterar den här texten för att termen intuitivitet har en exkluderande kvalitet, där den osynliggör det som termen inte tar i åtanke. Implikationer diskuteras med fokus på det faktum att alla artiklar antar och designar för en normativt funktionell kropp.
127

Människa-dator interaktion under färd : en mixad studie hur designval påverkar förares interaktionstid / Human-Computer interaction while driving : A mixed study of how design choices affect driver’s interaction time

Jalmskog, Björn, Tholsgård, Johannes January 2022 (has links)
Vi har undersökt hur grafisk formgivning och design kan påverka den interaktionstid som krävs av förare, när de framför en bil utrustad med ett underhållningssystem samtidigt som de ska justera ett antal funktioner. Denna teknik är något som vuxit fram inom fordonsbranschen som en del av den pågående globala digitalisering vi ser. Tidigare forskning har uppmärksammat att tekniken presenterar möjliga faror för trafiksäkerheten, men att de undersökningar som gjorts inte är tillräckliga för att till exempel innebära ny lagstiftning. Tidigare forskning anser vi också vara bristfällig eftersom få eller inga studier genomförts på allmänna vägar och uteslutande genom bilens egna standardutrustade underhållningssystem. Dessutom finns det i Sverige förbud mot att använda mobiltelefon under körning, i de fall det blir ett störningsmoment, och i samband med att föraren håller den i handen. Vi ansåg därför att det skulle vara intressant att undersöka hur grafiska användargränssnitt, genom informatik och med hänseende till interaktions- och informationsdesign, kan påverka sättet förare interagerar med underhållningssystemet. Vi har valt att i uppsatsen använda en kvalitativ metod som innefattar både observations- och intervjustudie. Vår primärdata består av data insamlad från båda metoderna och där dessa analyseras utifrån teorier inom området för human-computer interaction (HCI) som är tvärvetenskapligt och berör aspekter och teorier för hur människan interagerar och upplever ett modernt användargränssnitt. Vi har kommit fram till att interaktionsdesign har en viktig roll som påverkar alla aspekter inom HCI och där man tydligt kan se att bra design har en stor fördel gällande användarupplevelse och tillfredsställelse. Testbilen i undersökningen har emellertid smarta funktioner och ett användargränssnitt i modern design, men där interaktionen på många sätt är lidande. Ett exempel är att vissa funktioner kräver flera navigeringssteg- och navigeringsval för användaren. Vår slutsats är därför att principer inom HCI, tillämpade på ett korrekt sätt, positivt förstärker den totala användarupplevelsen och kan dramatiskt minska interaktionstiden. En annan slutsats är också att minskad interaktionstid gynnar de mål en användare har för varje användargränssnitt men som i vår kontext i förlängningen kan kopplas till trafiksäkerhet. / We have investigated how graphical design can affect the interaction time required of users, when they drive a car equipped with an infotainment system, while adjusting a number of functions. This technology has emerged in the automotive industry as part of the ongoing global digitalisation we are experiencing. Previous research has drawn attention to the fact that the technology presents possible dangers to road safety, and previous studies performed show that they are insufficient to e.g. entail new legislation. We also consider previous research to be deficient because few or no studies have been carried out on public roads and exclusively through the car's own standard-equipped infotainment system. In addition, there exists a law against using a mobile phone in Sweden while driving, in any circumstance where they cause disturbance, and due to drivers holding it in their hand. We therefore considered it interesting to investigate how these user interfaces, in terms of interaction design, can affect the way drivers interact with the infotainment system. We have chosen to use a qualitative method in the essay that includes both observation and interview study. Our primary data consists of data collected from these two methods and are then analyzed, based on theories in the field of human-computer interface (HCI) that are interdisciplinary, and refer to aspects and theories of how humans interact and experience a modern user interface. We have come to the conclusion that interaction design has an important role that affects all aspects within HCI and where you can clearly see that good design has a great advantage in terms of user experience and satisfaction. However, the test car in the survey has smart features and a user interface in a modern design, but where the interaction is suffering in many ways. An example is that some functions require several navigation step and navigation options. Our conclusion is therefore that principles within HCI, applied correctly, positively enhance the overall user experience and can dramatically reduce interaction time. Another conclusion is also that reduced interaction time benefits the goals a user has for each user interface, but which in our context can be extended and linked to traffic safety. Note that the essay is written using Swedish as language of choice.
128

Ja, vi har en lärplatta här på förskolan! : En studie om förskollärares syn på digitalisering och digitala verktyg på förskolan

Larsson, Emil, Amin, Jasmine January 2024 (has links)
Skolverket (2016) skriver att förekomsten av utrustning som berör informations- och kommunikationsteknik har ökat på förskolan de senaste åren. Enligt Skolverket (2018) ska digitalt lärande vara en integrerad del i förskolans verksamhet. Syftet med denna studie är att bidra med djupare förståelse för hur digitalisering och digitala verktyg integreras i förskolans undervisning och som kan påverka denna användning. I studien används teorierna Digital Literacy theory och Human- Computer Interaction (HCI) för att skapa förståelse för hur digitala verktyg används i förskolan. Metoden utgörs av en fallstudie där nio  kvalitativa intervjuer med förskollärare, från två kommuner i landet, har genomförts. Härifrån hämtas olika attityder och erfarenheter kring digitala verktyg. Resultaten visar att förskollärare ser att digitala verktyg kan vara bra för barns lärande samtidigt som det finns utmaningar i form av resursbrist och brist på utbildning. Slutsatsen pekar på att förskollärares digitala kompetens är en förutsättning för pedagogisk användning och integrering av digitala verktyg i samspel med barnen på förskolan. / The Swedish National Agency for Education (Skolverket) (2016) reports that the prevalence of equipment related to information and communication technology has increased in preschools in recent years. According to Skolverket (2018), digital learning should be an integrated part of preschool activities. The purpose of this study is to provide a deeper understanding of how digitalization and digital tools are integrated into preschool education and how this usage can be influenced. The theories of Digital Literacy and Human-Computer Interaction (HCI) are utilized to understand how digital tools are used in preschools. The method consists of a case study where nine qualitative interviews with preschool teachers from two municipalities have been conducted. These interviews explore various attitudes and experiences regarding digital tools. The results show that preschool teachers see digital tools as beneficial for children's learning, yet there are challenges in terms of lack of resources and insufficient training. The conclusion points out that preschool teachers' digital competence is essential for the pedagogical use and integration of digital tools in interaction with children in preschools.
129

Fiabilité Porteurs Chauds (HCI) des transistors FDSOI 28nm High-K grille métal / HCI reliability of FDSOI HKMG transistors in sub-28nm technologies

Arfaoui, Wafa 24 September 2015 (has links)
Au sein de la course industrielle à la miniaturisation et avec l’augmentation des exigences technologiques visant à obtenir plus de performances sur moins de surface, la fiabilité des transistors MOSFET est devenue un sujet d’étude de plus en plus complexe. Afin de maintenir un rythme de miniaturisation continu, des nouvelles architectures de transistors MOS en été introduite, les technologies conventionnelles sont remplacées par des technologies innovantes qui permettent d'améliorer l'intégrité électrostatique telle que la technologie FDSOI avec des diélectriques à haute constante et grille métal. Malgré toutes les innovations apportées sur l’architecture du MOS, les mécanismes de dégradations demeurent de plus en plus prononcés. L’un des mécanismes le plus critique des technologies avancées est le mécanisme de dégradation par porteurs chauds (HCI). Pour garantir les performances requises tout en préservant la fiabilité des dispositifs, il est nécessaire de caractériser et modéliser les différents mécanismes de défaillance au niveau du transistor élémentaire. Ce travail de thèse porte spécifiquement sur les mécanismes de dégradations HCI des transistors 28nm FDSOI. Basé sur l’énergie des porteurs, le modèle en tension proposé dans ce manuscrit permet de prédire la dégradation HC en tenant compte de la dépendance en polarisation de substrat incluant les effets de longueur, d’épaisseur de l’oxyde de grille ainsi que l’épaisseur du BOX et du film de silicium. Ce travail ouvre le champ à des perspectives d’implémentation du model HCI pour les simulateurs de circuits, ce qui représente une étape importante pour anticiper la fiabilité des futurs nœuds technologiques. / As the race towards miniaturization drives the industrial requirements to more performances on less area, MOSFETs reliability has become an increasingly complex topic. To maintain a continuous miniaturization pace, conventional transistors on bulk technologies were replaced by new MOS architectures allowing a better electrostatic integrity such as the FDSOI technology with high-K dielectrics and metal gate. Despite all the architecture innovations, degradation mechanisms remains increasingly pronounced with technological developments. One of the most critical issues of advanced technologies is the hot carrier degradation mechanism (HCI) and Bias Temperature Instability (BTI) effects. To ensure a good performance reliability trade off, it is necessary to characterize and model the different failure mechanisms at device level and the interaction with Bias Temperature Instability (BTI) that represents a strong limitation of scaled CMOS nodes. This work concern hot carrier degradation mechanisms on 28nm transistors of the FDSOI technology. Based on carrier’s energy, the energy driven model proposed in this manuscript can predict HC degradation taking account of substrate bias dependence (VB) including the channel length effects (L), gate oxide thickness (TOX) , back oxide BOX (TBox) and silicon film thickness (TSI ). This thesis opens up new perspectives of the model Integration into a circuit simulator, to anticipate the reliability of future technology nodes and check out circuit before moving on to feature design steps.
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[en] INTERCULTURAL METACOMMUNICATION EVALUATION IN HUMAN-COMPUTER INTERACTION: A VOCABULARY TO ACCESS USERS CULTURAL PERSPECTIVES / [pt] AVALIAÇÃO DA METACOMUNICAÇÃO INTERCULTURAL NA INTERAÇÃO HUMANO-COMPUTADOR: UM VOCABULÁRIO PARA ACESSAR AS PERSPECTIVAS CULTURAIS DOS USUÁRIOS

CATIA MARIA DIAS FERREIRA 03 February 2015 (has links)
[pt] É fato que a diversidade cultural tornou-se um novo desafio na Interação Humano-Computador. Atualmente, os usuários podem navegar por quase todos os lugares da Web, sem fronteiras nacionais e/ou culturais, fazendo contato intencional ou não com elementos de culturas estrangeiras (idiomas, práticas e etc.). A Web tornou-se, portanto, um local privilegiado para encontros interculturais, i.e., um lugar onde os usuários têm a oportunidade de entrar em contato com a diversidade cultural diretamente (ao interagir com outros usuários através de redes sociais, por exemplo) ou indiretamente (quando interagem com aplicações que carregam traços culturais estrangeiros). Este cenário indica a necessidade de uma investigação sobre como a metacomunicação (comunicação sobre a comunicação) intercultural dos designers para os usuários é percebida pelos usuários. Com isto objetivamos entender como os usuários percebem as oportunidades de estabelecer contato com a diversidade cultural ao interagirem com aplicações multiculturais e como essas percepções podem contribuir em atividades de Avaliação de IHC de tais sistemas. Então, a fim de investigar se e como os usuários expressam as suas percepções e reações sobre as oportunidades promovidas pelos encontros interculturais indiretos, realizamos estudos empíricos onde oferecemos um vocabulário específico (Metáforas de Perspectivas Culturais). Realizamos também outros estudos sem oferecer nenhum vocabulário, i.e., deixamos os usuários falarem livremente sobre as oportunidades de fazer contato com a diversidade cultural na Interação Humano-Computador. Esses estudos foram realizados no contexto de duas aplicações multiculturais (uma do domínio linguístico e outra de um domínio não linguístico). Entre os resultados obtidos, destaca-se o potencial do vocabulário específico no ciclo de design de interação de sistemas multiculturais, revelando que as Metáforas de Perspectivas Culturais são uma ferramenta de apoio promissora para as práticas de design participativo, i.e., um meio de expressão e comunicação para os usuários qualificarem suas experiências de interação reais ou potenciais. / [en] It is fact that cultural diversity has become a new challenge in Human-Computer Interaction. Today users can navigate almost anywhere on the Web, with no cultural and/or national boundaries, having intentional or unintentional contact with foreign cultural elements (languages, practices etc.). Therefore, the Web became a privileged place for intercultural encounters, i.e., a place where users have the opportunity to be in contact with cultural diversity directly (when interacting with other users using social networks, for example) or indirectly (when interacting with applications, which have foreign cultural features). This scenario indicates the need for an investigation about how the intercultural metacommunication (communication about communication) of designers to users is noticed by users. Hereupon, we intend to understand how users perceive the opportunities to make contact with cultural diversity when interacting with cross-cultural applications and how these perceptions can contribute in the HCI Evaluation activities of these systems. Thus, in order to investigate whether and how users express their perceptions and reactions over opportunities promoted by indirect intercultural encounters, we conducted empirical studies in which we offered a specific vocabulary (Cultural Viewpoint Metaphors). We also conducted other studies without offering any vocabulary, that is, we let users speak freely about the opportunities to make contact with cultural diversity in Human-Computer Interaction. These studies were conducted in the context of two cross-cultural applications (one in a linguistic domain and one in a non-linguistic domain). Among the results obtained, it was highlighted the potential of the specific vocabulary in the interaction design cycle of cross-cultural systems, revealing that Cultural Viewpoint Metaphors are a promising supporting tool for participatory design practices, i.e., a medium of expression and communication for users to qualify their real or potential interaction experiences.

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