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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.
1

A Dog Tail Interface for Communicating Affective States of Utility Robots

Singh, Ashish January 2012 (has links)
As robots continue to enter people's spaces and environments, it will be increasingly important to have effective interfaces for interaction and communication. One such aspect of this communication is people's awareness of the robot's actions and state. We believe that using high-level state representations, as a peripheral awareness channel, will help people to be aware of the robotic states in an easy to understand way. For example, when a robot is boxed in a small area, it can suggest a negative robot state (e.g., not willing to work in a small area as it cannot clean the entire room) by appearing unhappy to people. To investigate this, we built a robotic dog tail prototype and conducted a study to investigate how different tail motions (based on several motion parameters, e.g., speed) influence people’s perceptions of the robot. The results from this study formed design guidelines that Human-Robot Interaction (HRI) designers can leverage to convey robotic states. Further, we evaluated our overall approach and tested these guidelines by conducting a design workshop with interaction designers where we asked them to use the guidelines to design tail behaviors for various robotic states (e.g., looking for dirt) for robots working in different environments (e.g., domestic service). Results from this workshop helped in improving the confusing parts in our guidelines and making them easy to use by the designers. In conclusion, this thesis presents a set of solidified design guidelines that can be leveraged by HRI designers to convey the states of robots in a way that people can readily understand when and how to interact with them.
2

TaskAmbient: A Study in Personal Task Management Visualization

Jolaoso, Sheriff Olayinka 28 May 2015 (has links)
In personal task management, individual tasks are susceptible to failure at various stages due to failures in prospective memory, information fragmentation, and/or cognitive overload. To alleviate the troubles that occur in personal task management, people use various tools such as notifications and external memory aids, but there is still room for improvement in regards to maintaining distributed cognitive artifacts such as calendars and to-do lists. Improvement in staying abreast of this personal task information as opposed to being alerted of it in individual instances was the topic of exploration in this work. TaskAmbient is an ambient information display system that was designed to address these problems. TaskAmbient supports retention of individual task knowledge as well as retention of task knowledge in a user's different areas of responsibility. With this tool, I observed usage to verify or deny its ability to support prospective memory and combat the problems associated with information fragmentation and cognitive overload in respect to personal task management. In this research, studies were conducted to learn about personal task management practices and how TaskAmbient was used. In conducting these studies, I found that TaskAmbient provided value in retaining task information and staying aware of tasks in a user's various areas of responsibility. TaskAmbient showed the extendibility to other domains of personal information management. / Master of Science
3

Gestengesteuerte Visualisierung digitaler Bestandsdaten in Bibliotheken

Sonnefeld, Philipp 09 January 2014 (has links) (PDF)
Das Bibliothekswesen steht vor der Herausforderung, die rasant wachsende und umfassende Verbreitung digitaler Medien in neue Nutzungskonzepte einzubinden, beispielsweise durch eine Steigerung der Aufenthaltsqualität. (vgl. Bonte, 2011) Begriffe wie digital library, hybrid library oder blended library versuchen, die Rolle der Bibliotheken im digitalen Zeitalter neu zu definieren. (vgl. Gläser, 2008) Die Sächsische Landes- und Universitätsbibliothek (SLUB) begegnet dieser Herausforderung unter anderem mit dem verstärkten Aufbau digitaler Bestände. Sie verfügt daher über umfangreiche digitale Kollektionen, die mit Hilfe eines geplanten öffentlichen interaktiven Systems für die Bibliotheksbesucher auf ansprechende Weise erfahrbar gemacht werden sollen. Die Exploration der digitalen Sammlungen steht dabei im Vordergrund, bereits existierende Katalogfunktionalität soll nicht ersetzt, sondern ergänzt werden. Zu diesem Zweck wird untersucht, wie durch öffentliche Interaktion das Interesse an digitalen Inhalten am Beispiel der Sammlung „Deutsche Fotothek“ gesteigert werden kann. Dabei wird besonders betrachtet, wie durch Embodied Interaction in Verbindung mit der Visualisierung des komplexen Informationsraumes der digitalen Sammlungen eine leicht erlernbare gestenbasierte Steuerung erreicht werden kann. (Dourish, 2004) Der Hauptbeitrag dieser Arbeit liegt in der Konzeption und Umsetzung eines Anwendungsprototypen, der im öffentlichen Bereich der SLUB installiert wird.
4

Gestengesteuerte Visualisierung digitaler Bestandsdaten in Bibliotheken

Sonnefeld, Philipp 11 November 2013 (has links)
Das Bibliothekswesen steht vor der Herausforderung, die rasant wachsende und umfassende Verbreitung digitaler Medien in neue Nutzungskonzepte einzubinden, beispielsweise durch eine Steigerung der Aufenthaltsqualität. (vgl. Bonte, 2011) Begriffe wie digital library, hybrid library oder blended library versuchen, die Rolle der Bibliotheken im digitalen Zeitalter neu zu definieren. (vgl. Gläser, 2008) Die Sächsische Landes- und Universitätsbibliothek (SLUB) begegnet dieser Herausforderung unter anderem mit dem verstärkten Aufbau digitaler Bestände. Sie verfügt daher über umfangreiche digitale Kollektionen, die mit Hilfe eines geplanten öffentlichen interaktiven Systems für die Bibliotheksbesucher auf ansprechende Weise erfahrbar gemacht werden sollen. Die Exploration der digitalen Sammlungen steht dabei im Vordergrund, bereits existierende Katalogfunktionalität soll nicht ersetzt, sondern ergänzt werden. Zu diesem Zweck wird untersucht, wie durch öffentliche Interaktion das Interesse an digitalen Inhalten am Beispiel der Sammlung „Deutsche Fotothek“ gesteigert werden kann. Dabei wird besonders betrachtet, wie durch Embodied Interaction in Verbindung mit der Visualisierung des komplexen Informationsraumes der digitalen Sammlungen eine leicht erlernbare gestenbasierte Steuerung erreicht werden kann. (Dourish, 2004) Der Hauptbeitrag dieser Arbeit liegt in der Konzeption und Umsetzung eines Anwendungsprototypen, der im öffentlichen Bereich der SLUB installiert wird.:1 EINFÜHRUNG 6 1.1 MOTIVATION 6 1.2 ZIELSTELLUNG 7 1.3 GLIEDERUNG 7 2 GRUNDLAGEN 9 2.1 KOGNITION UND RAUMWAHRNEHMUNG 9 2.2 CHARAKTERISTIKEN DES ÖFFENTLICHEN RAUMES IN BIBLIOTHEKEN 9 2.2.1 Öffentlichkeit in der Bibliothek 10 2.2.2 Bühnenmetapher 10 2.2.3 Zusammenfassung 10 2.3 INTERAKTION IM RAUM 10 2.3.1 Begriffsdefinition 10 2.3.2 Räumliche Interaktion 11 2.3.3 Zusammenfassung 12 2.4 INFORMATIONSVISUALISIERUNG 12 2.4.1 Begriffsklärung 12 2.4.2 Datenbild und Navigationsbild 13 2.4.3 Darstellung von Relationen in Baum und Netz 15 2.4.4 Information Visualization Framework 18 2.4.5 Zusammenfassung 18 2.5 EXPLORATION KOMPLEXER DATENRÄUME 19 2.5.1 Exploration 19 2.5.2 Immersion 21 2.5.3 Emersion 21 2.5.4 Zusammenfassung 22 2.6 PERSONENTRACKING MIT MICROSOFT KINECT® 23 2.7 GESTENERKENNUNG 25 3 VERWANDTE ARBEITEN 27 3.1 AMBIENTE DISPLAYS 27 3.2 GESTISCHE INTERAKTION 28 3.3 EXPLORATIONSTECHNIKEN FÜR INFORMATIONSRÄUME 30 4 SYNTHESE UND KONZEPTION 32 4.1 ZIELVISION 32 4.2 INFORMATIONSKONZEPT 34 4.2.1 Initiale Auswahl und Analyse der Bestandsdaten 35 4.2.2 Verfeinerung der selektierten Bestände 36 4.2.3 Organisation der relevanten Daten 38 4.3 DARSTELLUNGSKONZEPT 40 4.3.1 Interface 40 4.3.2 Graphkomponente 41 4.3.3 Galeriekomponente 45 4.4 RAUMSITUATION UND INTERAKTIONSKONZEPT 49 4.4.1 Raumsituation 49 4.4.2 Aufmerksamkeit und Nutzerverhalten 53 4.4.3 Interaktionskonzept 54 5 UMSETZUNG 61 5.1 BACKEND 61 5.1.1 Verarbeitung der Bestandsdaten 62 5.1.2 Tracking und Gestenerkennung 63 5.2 MIDDLEWARE 65 5.2.1 Zugriff auf Bestandsdaten 65 5.2.2 Zugriff auf Trackingdaten 67 5.3 FRONTEND 68 5.3.1 Verarbeitung der Nutzereingaben 68 5.3.2 Galeriekomponente 71 5.3.3 Graphkomponente 77 6 ZUSAMMENFASSUNG 84 6.1 FAZIT 84 6.2 AUSBLICK 85 6.2.1 Verbesserungsvorschläge 85 6.2.2 Konzeptionelle Beschränkungen 86 6.2.3 Erweiterte Zielvision 87 7 ANHANG 89 A LITERATURVERZEICHNIS 89 B ABBILDUNGSVERZEICHNIS 94 C TABELLENVERZEICHNIS 97 D QUELLKODEVERZEICHNIS 98 E LISTE DER KOLLEKTIONSTITEL IN DEN DIGITALEN SAMMLUNGEN 99 F METAINFORMATIONEN FÜR DATENSÄTZE DER DEUTSCHEN FOTOTHEK 100 G ÜBERSICHT DER AUSGEWÄHLTEN KNOTENHIERARCHIE UND UNTERKNOTEN 103 H DEPLOYMENT-ANLEITUNG 104
5

Reversed Voodoo Dolls: An exploration of physical visualizations of biological data / Omvända voodoodockor: en undersökning av fysisk visualisering av biologisk data

Rodriguez Palacios, Miguel Andres January 2015 (has links)
Physical visualizations are artifacts that materialize abstract data. They take advantage of human natural abilities to interact with information in the physical world. These visualizations present an opportunity to be applied on new application domains. With the objective of discovering if physical visualizations can support remote monitoring of biological data, a technology probe is presented in the form of a reversed voodoo doll. This probe uses the natural affordance of an anthropomorphic figure to represent a person and reverses the concept of voodoo dolls in a playful way. The scenario of safety is selected for testing physical visualizations of bio-data. Two measurements from the human body, heart rate and motion are chosen as a light way to monitor remotely over a person’s conditions. During the study, a group of six participants were exposed to the technology probe and their interactions with it were observed. The study reports on the users’ interpretations of the data and uses given to the alternative modalities of the probe. The results suggest that the data mapping to the object’s body parts was effective for conveying meaning. Additionally, the results confirm that the use of multiple modalities in physical visualizations offers an opportunity to present information in situated contexts in the real world. The degree of physicality achieved by the reversed voodoo doll and the effects of the selected metaphors are discussed. In conclusion, it is argued that the responses and interpretations from the users indicate that the reversed voodoo doll served as a means in its own right to transmit information for monitoring of bio-data. / Fysiska visualiseringar är artefakter som materialiserar abstrakt data. Genom att använda sig av mänskliga naturliga förmågor interagerar de med information i den fysiska världen. Dessa visualiseringar skapar möjligheter för appliceringar inom nya tillämpningsområden. För att undersöka om fysiska visualiseringar kan stödja fjärrövervakning av biologisk data introducerades en sond i form av en omvänd voodoodocka. Med en människolik figur representerar denna sond en verklig person. På så sätt utnyttjar den naturliga associationer till mänskliga egenskaper och omvänder konceptet vodoodockor på ett lekfullt sätt. De fysiska visualiseringarna av biologisk data testas ur ett säkerhetsperspektiv. Två värden, hjärtfrekvens och rörelse, mäts från en människokropp för att göra det möjligt att övervaka en persons tillstånd på distans. Under studien observeras sex användare då de interagerar med sonden. Studien visar hur användarna tolkar sondens data och hur användningen varierar med avseende på sondens olika modaliteter. Resultaten från denna studie tyder på att datamappningen till sondens kroppsdelar effektivt ökade förståelsen. Dessutom bekräftar resultaten att användning av flera modaliteter i fysiska visualiseringar gör det möjligt att presentera information, anpassat till olika situationer i den verkliga världen. Till vilken grad voodoodockan ger en känsla av kroppslighet samt konsekvenser av de valda metaforerna diskuteras. I slutsatsen hävdas att användarnas svar och tolkningar tyder på att den omvända voodoodockan fungerade som ett medel för att övervaka biologisk data.
6

PrivacyLamp

Knudsen, Tore January 2017 (has links)
This thesis project presents a research through design process, that has aimed to investigate and challenge internet users’ perception and awareness around the theme of online privacy and third-party trackers. This has been done by designing a critical design artifact called PrivacyLamp which takes form as a classic lamp, that through a secondary (dis)functionality is designed to work as an mediation of potential third-par- ty-trackers activity on the user’s local network. PrivacyLamp has been developed through an iterative design process, guid- ed by relevant literature and works within the eld of critical design, physical data visualization, and design for re ection, which all have worked as a foundation for the design of such an artefact. The prototype has been evaluated together with six participants, who all adopted the prototype into their domestic settings to experience it as a part of their everyday life for a few days. The aim of this qualitative study has been to investigate how a defamiliarized domestic object can work as an ambient display to question the invisible ow of connec- tivity and its complication within online privacy, as well as the narratives and experiences users develops in relation to this.
7

Interactive Semi-Ambient Display with Narrative Visualization : Interactive ambient visualization to support the workflow of the Artist & Repertoire division of a music management company

Horvath, Domonkos January 2016 (has links)
Ambient displays present useful information in the periphery of the users and normally they don’t support interactions. Technological advancements in digital displays, computing power of smart phones and faster wireless networks enable new forms of interactions. The purpose of this thesis is to explore the design space of ambient displays and make an inquiry into the future state by designing and implementing an interactive prototype for a specific use case. The context of the project is a music management company, its Artist & Repertoire division and their work-flow. The work introduces a novel concept of Interactive Semi-Ambient Displays with Narrative visualization features. The thesis is a comprehensive documentation of an iterative Research through Design process and its final outcome, an interactive prototype. The prototype consists of a Semi-Ambient visualization, integrated with narrative features and a mobile application to interact and control the visualization. A formative focus group evaluation of the prototype was conducted to evaluate the final outcome of the process. Results suggest that the concept is a viable way to effectively visualize information in office environments and support the work-flow of co-located groups. Based on the comments, future directions for the general concept and the project are discussed. / Ambivalenta skärmar ger nyttig information i periferin hos användarna som normalt inte stöder en interaktion. Tekniska framsteg i de digitala skärmarna, datorkapaciteten i smarta telefoner och snabbare trådlösa nätverk möjliggör en ny form av interaktion. Syftet med denna avhandling är att undersöka utformningen av dessa ambivalenta skärmar och redogöra om ett framtida skede genom att utforma och genomföra en interaktiv prototyp hos ett specifikt användningsområde. Projektets kontext är ett förvaltningsbolag i musikbranschen, och dess Konstär & Repertoar indelning samt deras arbetsflöde. Arbetets syfte är att introducera ett nytt koncept av interaktiva Semi-Ambivalenta skärmar med berättande visualiseringsfunktioner. Avhandlingen är en omfattande sammansättning av en återkommande forskning inom design process och dess slutliga resultat, en interaktiv prototyp. Prototypen består av en Semi-Ambivalent visualisering, integrerad med narrativa funktioner och en mobil applikation för att interagera och styra visualisering. En utvärdering av prototypen utfördes i form av en pedagogisk fokusgrupp för att ta fram det slutliga resultatet av processen. Resultaten tyder på att konceptet är ett lönsamt sätt att effektivt visualisera information i kontorsmiljöer och stödja arbetsflödet hos lokala arbetsgrupper. Baserat på kommentarerna som finns, är de framtida målen för det grundliga konceptet & projektet att föra en diskussion.
8

The Design and Evaluation of Ambient Displays in a Hospital Environment

Koelemeijer, Dorien January 2016 (has links)
Hospital environments are ranked as one of the most stressful contemporary work environments for their employees, and this especially concerns nurses (Nejati et al. 2016). One of the core problems comprises the notion that the current technology adopted in hospitals does not support the mobile nature of medical work and the complex work environment, in which people and information are distributed (Bardram 2003). The employment of inadequate technology and the strenuous access to information results in a decrease in efficiency regarding the fulfilment of medical tasks, and puts a strain on the attention of the medical personnel. This thesis proposes a solution to the aforementioned problems through the design of ambient displays, that inform the medical personnel with the health statuses of patients whilst requiring minimal allocation of attention. The ambient displays concede a hierarchy of information, where the most essential information encompasses an overview of patients’ vital signs. Data regarding the vital signs are measured by biometric sensors and are embodied by shape-changing interfaces, of which the ambient displays consist. User-authentication permits the medical personnel to access a deeper layer within the hierarchy of information, entailing clinical data such as patient EMRs, after gesture-based interaction with the ambient display. The additional clinical information is retrieved on the user’s PDA, and can subsequently be viewed in more detail, or modified at any place within the hospital.In this thesis, prototypes of shape-changing interfaces were designed and evaluated in a hospital environment. The evaluation was focused on the interaction design and user-experience of the shape-changing interface, the capabilities of the ambient displays to inform users through peripheral awareness, as well as the remote communication between patient and healthcare professional through biometric data. The evaluations indicated that the required attention allocated for the acquisition of information from the shape-changing interface was minimal. The interaction with the ambient display, as well as with the PDA when accessing additional clinical data, was deemed intuitive, yet comprised a short learning curve. Furthermore, the evaluations in situ pointed out that for optimised communication through the ambient displays, an overview of the health statuses of approximately eight patients should be displayed, and placed in the corridors of the hospital ward.

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