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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

Proposta e implementação de uma interface para motores de jogos interativa e centrada no usuário. / Proposal and implementation of an interactive user-centered interface for game engines.

Jacober, Eduardo Costa 16 April 2007 (has links)
Um motor de jogo é uma ferramenta que facilita a criação de jogos eletrônicos garantindo a reutilização de softwares. Por sua origem tecnológica, os motores de jogo atuais, tanto comerciais quanto acadêmicos, tendem a primar pelo número de funcionalidades específicas, em detrimento da usabilidade, o que amplia o período de tempo necessário para seu aprendizado. Com o objetivo de melhor adaptar um motor de jogo didático às necessidades pedagógicas, este trabalho propõe uma interface interativa para motores denominada Game Wrench e criada através de métodos de Interação Humano-Computador. Como se tratam de áreas multidisciplinares, é também apresentado um embasamento teórico sobre os diversos aspectos envolvidos, a começar pela adoção de uma definição precisa para o conceito de jogo. O cenário específico para o qual este ambiente de programação (motor e interface) foi desenvolvido é composto pelos alunos da disciplina Computação Gráfica da Escola Politécnica da USP, que programam sobre um motor de jogo didático chamado enJine. Através de um protótipo em papel, testes de usabilidade foram realizados com parte desses alunos, o que gerou diversas diretrizes para a programação final da interface. Uma versão preliminar dessa interface usando plataforma Java foi desenvolvida, gerando diversos resultados e contribuições ao longo do processo, como artefatos de projeto (personas, cenários), ferramentas de desenvolvimento (estrutura GAML, classes para enJine, widgets especializados) e diretrizes sobre a metodologia utilizada (avaliação heurística, prototipagem em papel, teste de usabilidade). / Game engines are tools to aid the development of computer and video games through software reuse. Once born in a technological environment, present game engines, either commercial or not, are normally worried more about the number of implemented features than usability issues. These characteristics may extend the period of learning-time. To address the goal of better adapting a didactic game engine to pedagogical needs, this study proposes an interactive interface for engines called Game Wrench, following Computer-Human Interface methods. Being multidisciplinary fields, a theoretical base on the related subjects is presented, starting with a precise definition for the concept of gaming. Undergraduate students of Escola Politecnica da USP enrolled in a Computer Graphics course where they develop games using a didactic engine called enJine, compose the specific scenario for which this programming environment was developed. Using paper prototypes, usability tests were conducted with some of these students, generating a list of guidelines for implementing this interface. A preliminary Java version of the interface was made available, generating results and contribution throughout the design process, such as design artifacts (personas, scenarios), programming tools (GAML specification, enJine classes, specialized widgets) and guidelines for the methodology adopted (heuristic evaluation, paper prototypes, usability tests).
52

Proposta e implementação de uma interface para motores de jogos interativa e centrada no usuário. / Proposal and implementation of an interactive user-centered interface for game engines.

Eduardo Costa Jacober 16 April 2007 (has links)
Um motor de jogo é uma ferramenta que facilita a criação de jogos eletrônicos garantindo a reutilização de softwares. Por sua origem tecnológica, os motores de jogo atuais, tanto comerciais quanto acadêmicos, tendem a primar pelo número de funcionalidades específicas, em detrimento da usabilidade, o que amplia o período de tempo necessário para seu aprendizado. Com o objetivo de melhor adaptar um motor de jogo didático às necessidades pedagógicas, este trabalho propõe uma interface interativa para motores denominada Game Wrench e criada através de métodos de Interação Humano-Computador. Como se tratam de áreas multidisciplinares, é também apresentado um embasamento teórico sobre os diversos aspectos envolvidos, a começar pela adoção de uma definição precisa para o conceito de jogo. O cenário específico para o qual este ambiente de programação (motor e interface) foi desenvolvido é composto pelos alunos da disciplina Computação Gráfica da Escola Politécnica da USP, que programam sobre um motor de jogo didático chamado enJine. Através de um protótipo em papel, testes de usabilidade foram realizados com parte desses alunos, o que gerou diversas diretrizes para a programação final da interface. Uma versão preliminar dessa interface usando plataforma Java foi desenvolvida, gerando diversos resultados e contribuições ao longo do processo, como artefatos de projeto (personas, cenários), ferramentas de desenvolvimento (estrutura GAML, classes para enJine, widgets especializados) e diretrizes sobre a metodologia utilizada (avaliação heurística, prototipagem em papel, teste de usabilidade). / Game engines are tools to aid the development of computer and video games through software reuse. Once born in a technological environment, present game engines, either commercial or not, are normally worried more about the number of implemented features than usability issues. These characteristics may extend the period of learning-time. To address the goal of better adapting a didactic game engine to pedagogical needs, this study proposes an interactive interface for engines called Game Wrench, following Computer-Human Interface methods. Being multidisciplinary fields, a theoretical base on the related subjects is presented, starting with a precise definition for the concept of gaming. Undergraduate students of Escola Politecnica da USP enrolled in a Computer Graphics course where they develop games using a didactic engine called enJine, compose the specific scenario for which this programming environment was developed. Using paper prototypes, usability tests were conducted with some of these students, generating a list of guidelines for implementing this interface. A preliminary Java version of the interface was made available, generating results and contribution throughout the design process, such as design artifacts (personas, scenarios), programming tools (GAML specification, enJine classes, specialized widgets) and guidelines for the methodology adopted (heuristic evaluation, paper prototypes, usability tests).
53

Improving the interfaces of online discussion forums to enhance learning support : a thesis presented in partial fulfilment of the requirements for the degree of Master of Information Science in Information Systems at Massey University, Palmerston North, New Zealand

Jonnavithula, Lalitha January 2008 (has links)
This thesis describes a research work aimed at improving the interfaces of online discussion forums (ODFs) in relation to their functional support to enhance learning. These ODFs form part of almost all Learning Management Systems (LMSs) such as WebCT, Moodle and Blackboard, which are widely used in education nowadays. Although ODFs are identified as valuable sources to learning, their interfaces are limited in terms of providing support to students, such as in the areas of managing their postings as well as in facilitating them to quickly locate and obtain specified information. In addition, these systems lack features to support inter-institutional cooperation that could potentially increase knowledge sharing between students and educators of different institutions. The interface design objective of this study therefore was to explore and overcome the limitations identified as above, and enhance the effectiveness and efficiency of ODFs’ support to learning. Using a task centered design approach; the required features were developed, and implemented in a working prototype called eQuake (electronic Question answer knowledge environment). eQuake is a shared online discussion forum system developed as an add-on to a well-known open source e-learning platform (Moodle). This system was intended for use among interinstitutional students in New Zealand tertiary institutions that teach similar courses. The improved interface functionalities of eQuake are expected to enhance learning support in terms of widening communication among users, increasing knowledge base, providing existing matching answer(s) quickly to students, and exposing students to multiple perspectives. This study considers such improvements to ODF interfaces as vital to enable users to enjoy the benefits of technology-mediated environment. The perceived usefulness and ease-of-use of improved features in eQuake were evaluated using a quantitative experimental research method. The evaluation was conducted at three tertiary institutions in New Zealand, and the overall results indicated positive response, although some suggestions for improvement have been made in the evaluation. This thesis presents a review of the related literature, describes the design and development of a user interface, followed by its implementation in eQuake, and a description of the evaluation. The thesis concludes with recommendations for better interface design of ODFs and provides suggestions for future research in this area.
54

Personality effect in the design of adaptive e-learning systems : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information System at Massey University

Al-Dujaily, Amal Unknown Date (has links)
This PhD thesis is a theoretical and practical study concerning the user model for adaptive e-learning systems. The research activity is two-fold. It firstly explores the personality aspect in the user model which has been overlooked in the previous literature on the design of adaptive e-learning systems, in order to see whether learners with different types of personality would have different effects on their learning performance with adaptive e-learning systems. And secondly, it investigates how to embody the personality features in the current user model, proposing that the inclusion of the personality in the user model for adaptive e-learning systems would lead to better learning performance. The thesis has considered the personality aspect in four parts. PART I reviews the theoretical and empirical literature on adaptive e-learning systems from which the main research questions are constructed. It explains how this study derives an overarching model for the inclusion of personality type in effective e-learning systems. PART II consists of the experiments, which explore empirically the importance of identifying the personality in the user model for adaptive e-learning and its effect in individual learning. That is, the main theme of the thesis hypothesises that different personality type’s influence performance with e-learning systems. PART III shows the effects of personality type on groups of learners performing collaborative learning activities. It suggests practical implications of designing collaborative learning technologies in conjunction with the personality feature. Finally, PART IV includes personality in the proposed user model and tests the primary hypothesis that “the personality may influence the learning performance of students using adaptive e-learning systems”.
55

Perceptions of educators regarding the acceptance of multi-user virtual environments as an educational tool : presented in fulfilment of the requirements for the degree of Master of Business Studies at Massey University

Udumalagala Gamage, Wadduwage Vimani Eranda January 2010 (has links)
The concept of Multi-User Virtual Environments (MUVEs) has opened new avenues in the educational spectrum. Despite its popularity as an educational environment tool, the successful implementation of a virtual classroom is heavily reliant on the educator. This research focuses on the perceptions of educators regarding the acceptance of the MUVE as an educational tool. The Technology Acceptance Model (TAM) was used to identify and evaluate the potential benefits of the MUVE in the domain of education. The qualitative approach was considered to be the suitable approach for this study. Semi-structured interviews were conducted with 22 educators; these interviews included the demonstration of a virtual class located in the Second Life Island known as Jokaydia. The collected data was transcribed using NVivo software, and analysed using constant comparison analysis. The transcribed interviews were provided to another researcher in order to obtain an independent analysis; this created the basis for triangulation of participants’ perceptions. A summary of this analysis was then sent to all participants to confirm its credibility. The conclusions of the study suggest that the combination of MUVEs’ features and strengths will eventually influence the educators to accept the MUVE as an educational tool, although several areas of concern are identified. Future growth in the educational uses of MUVEs is examined, the implications and limitations of the study are discussed, and ideas for future research are elaborated on. Keywords: MUVE, Second Life, education, TAM, ease of use, subjective norm, enjoyment, facilities, compatibility, security and trust, collaboration, awareness, media richness, discovery learning, situated learning, role playing, controlled environment, immersiveness.
56

An Architecture for Ubiquitous Mobile Service Delivery

O'Brien, P. F. Unknown Date (has links)
No description available.
57

Development of a framework for evaluating the quality of instructional design ontologies : a thesis presented in partial fulfilment of the requirements for the degree of Master of Management in Information Systems at Massey University, Wellington, New Zealand

Li, Xin January 2009 (has links)
Instructional Design (ID) ontology can be used to formally represent knowledge about the teaching and learning process, which contributes to automatic construction of personalised eLearning experiences. While ID ontologies have been continuously improved and developed over recent years, there are concerns regarding what makes a quality ID ontology. This study proposes a framework for evaluating the quality of an ID ontology by synthesising the crucial elements considered in the ID ontologies developed to date. The framework would allow a more precise evaluation of different ID ontologies, by demonstrating the quality of each ontology with respect to the set of crucial elements that arise from the ontology. This study also gives an overview of the literature on ID ontology, as well as the implications for future research in this area.
58

Personality effect in the design of adaptive e-learning systems : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information System at Massey University

Al-Dujaily, Amal Unknown Date (has links)
This PhD thesis is a theoretical and practical study concerning the user model for adaptive e-learning systems. The research activity is two-fold. It firstly explores the personality aspect in the user model which has been overlooked in the previous literature on the design of adaptive e-learning systems, in order to see whether learners with different types of personality would have different effects on their learning performance with adaptive e-learning systems. And secondly, it investigates how to embody the personality features in the current user model, proposing that the inclusion of the personality in the user model for adaptive e-learning systems would lead to better learning performance. The thesis has considered the personality aspect in four parts. PART I reviews the theoretical and empirical literature on adaptive e-learning systems from which the main research questions are constructed. It explains how this study derives an overarching model for the inclusion of personality type in effective e-learning systems. PART II consists of the experiments, which explore empirically the importance of identifying the personality in the user model for adaptive e-learning and its effect in individual learning. That is, the main theme of the thesis hypothesises that different personality type’s influence performance with e-learning systems. PART III shows the effects of personality type on groups of learners performing collaborative learning activities. It suggests practical implications of designing collaborative learning technologies in conjunction with the personality feature. Finally, PART IV includes personality in the proposed user model and tests the primary hypothesis that “the personality may influence the learning performance of students using adaptive e-learning systems”.
59

Personality effect in the design of adaptive e-learning systems : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information System at Massey University

Al-Dujaily, Amal Unknown Date (has links)
This PhD thesis is a theoretical and practical study concerning the user model for adaptive e-learning systems. The research activity is two-fold. It firstly explores the personality aspect in the user model which has been overlooked in the previous literature on the design of adaptive e-learning systems, in order to see whether learners with different types of personality would have different effects on their learning performance with adaptive e-learning systems. And secondly, it investigates how to embody the personality features in the current user model, proposing that the inclusion of the personality in the user model for adaptive e-learning systems would lead to better learning performance. The thesis has considered the personality aspect in four parts. PART I reviews the theoretical and empirical literature on adaptive e-learning systems from which the main research questions are constructed. It explains how this study derives an overarching model for the inclusion of personality type in effective e-learning systems. PART II consists of the experiments, which explore empirically the importance of identifying the personality in the user model for adaptive e-learning and its effect in individual learning. That is, the main theme of the thesis hypothesises that different personality type’s influence performance with e-learning systems. PART III shows the effects of personality type on groups of learners performing collaborative learning activities. It suggests practical implications of designing collaborative learning technologies in conjunction with the personality feature. Finally, PART IV includes personality in the proposed user model and tests the primary hypothesis that “the personality may influence the learning performance of students using adaptive e-learning systems”.
60

A calculation of colours: towards the automatic creation of graphical user interface colour schemes : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Palmerston North, New Zealand

Moretti, Giovanni S. January 2010 (has links)
Interface colour scheme design is complex, but important. Most software allows users to choose the colours of single items individually and out of context, but does not acknowledge colour schemes or aid in their design. Creating colour schemes by picking individual colours can be time-consuming, error-prone, and frustrating, and the results are often mediocre, especially for those without colour design skills. Further, as colour harmony arises from the interactions between all of the coloured elements, anticipating the overall eff ect of changing the colour of any single element can be difficult. This research explores the feasibility of extending artistic colour harmony models to include factors pertinent to user interface design. An extended colour harmony model is proposed and used as the basis for an objective function that can algorithmically assess the colour relationships in an interface colour scheme. Its assessments have been found to agree well with human evaluations and have been used as part of a process to automatically create harmonious and usable interface colour schemes. A three stage process for the design of interface colour schemes is described. In the fi rst stage, the designer speci es, in broad terms and without requiring colour design expertise, colouring constraints such as grouping and distinguishability that are needed to ensure that the colouring of interface elements reflects their semantics. The second stage is an optimisation process that chooses colour relationships to satisfy the competing requirements of harmonious colour usage, any designer-specified constraints, and readability. It produces sets of coordinates that constitute abstract colour schemes: they de fine only relationships between coloured items, not real colours. In the third and fi nal stage, a user interactively maps an abstract scheme to one or more real colour schemes. The colours can be fi ne-tuned as a set (but not altered individually), to allow for such "soft" factors as personal, contextual and cultural considerations, while preserving the integrity of the design embodied in the abstract scheme. The colours in the displayed interface are updated continuously, so users can interactively explore a large number of colour schemes, all of which have readable text, distinguishable controls, and conform to the principles of colour harmony. Experimental trials using a proof-of-concept implementation called the Colour Harmoniser have been used to evaluate a method of holistic colour adjustment and the resulting colour schemes. The results indicate that the holistic controls are easy to understand and eff ective, and that the automatically produced colour schemes, prior to fi ne-tuning, are comparable in quality to many manually created schemes, and after fi ne-tuning, are generally better. By designing schemes that incorporate colouring constraints specifi ed by the user prior to scheme creation, and enabling the user to interactively fi ne-tune the schemes after creation, there is no need to specify or incorporate the subtle and not well understood factors that determine whether any particular set of colours is "suitable". Instead, the approach used produces broadly harmonious schemes, and defers to the developer in the choice of the fi nal colours.

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