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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.
71

ShapeUD: A Real-time, Modifiable, Tangible Interactive Tabletop System for Collaborative Urban Design

Hui Tang (6861467) 02 August 2019 (has links)
This research was to develop a real-time, modifiable, tangible interactive tabletop system for participatory urban design. The targeting user group was those stakeholders in urban design charrettes. Previous system solutions overlooked the importance of the modifiable tangible medium in the situation of reaching spatial-temporal consensus. These design issues impeded communication between the stakeholders and the professionals. Users of these systems had difficulties expressing ideas to professionals during the collaborative design process. Literature in evolving technology in the smart city context, collaborative urban design, embodied interaction, and depth-sensing was referred to guide the system design. Based on the review, this research identified the pivotal role of a shapeable and tangible medium in the system. The prototype system unified the modifiable, realistic model with its digital equivalent in urban analytics in real-time. By integrating tangible interaction, depth-sensing, and large touch screen tabletop, an intuitive, immersive decision-making interface for non-professional stakeholders could be created. During the system implementation, system elements centering ‘tangible interoperability’ were documented along the system pipeline. A heuristic evaluation, a method of usability inspection, was conducted to assess and to guide the future system design. The result was promising and inspiring. In the end, challenges and directions of system design were discussed. The contribution of this research included: discovering direction, centering tangibility, implementing a prototype, and documenting elements in each stage along the system pipeline of designing a modifiable tangible interactive tabletop system for the urban design charrette.
72

Interactive Design Interfaces to support Ideation & Rapid Prototyping

Devashri Utpal Vagholkar (11816888) 19 December 2021 (has links)
Generating ideas and creating prototypes of physical products is a highly non-linear and iterative process. Current tools divide this process into multiple discrete steps with different tools to support each of these steps such as CAD modelling, simulation and fabrication. We believe, design interfaces that combine different steps of the process and create different layers of abstraction depending on the type of the user and where they are in the process can support users in generating more creative ideas and creating better functioning prototypes more efficiently. In order to validate this, we developed three interfaces- a sketch-based ideation tool, a live programming interface to create IoT devices and a design tool to support design and fabrication of hand wearables. The foundation of these design interfaces is the layer of abstraction that allows users to focus on idea generation and converting it into a tangible prototype with little or no technical knowledge, and a continuous visual feedback that guides the user to make necessary changes to improve their design. The three tools were evaluated through user testing for supporting creation of different ideas and converting them into functional prototypes.
73

ARTIFICIAL INTELLIGENCE EMPOWERED AUGMENTED REALITY APPLICATION FOR ELECTRICAL ENGINEERING LAB EDUCATION

John Luis Estrada (11836646) 20 December 2021 (has links)
With the rising popularity of online and hybrid learning, this study explores an innovative method to improve students’ learning experiences with Electrical and Computer Engineering lab equipment by employing cutting-edge technologies in augmented reality (AR) and artificial intelligence (AI). Automatic object detection component, aligned with AR application, is developed to recognize equipment, including multimeter, oscilloscope, wave generator, and power supply. The deep neural network model, namely MobileNet SSD v2, is implemented in the study for equipment recognition. We used object detection API from TensorFlow (TF) framework to build the neural network model. When a piece of equipment is detected, the corresponding augmented reality (AR) based tutorial will be displayed on the screen. In this study, a tutorial for multi-meter is implemented. In order to provide users an intuitive and easy-to-follow tutorial, we superimpose virtual models on the real multimeter. In addition, images and web links are added in the tutorial to facilitate users with a better learning experience. Unity3D game engine is used as the primary development tool to merge both framework systems and build immersive scenarios in the tutorial.
74

EXPLORING PHISHING SUSCEPTIBILITY ATTRIBUTABLE TO AUTHORITY, URGENCY, RISK PERCEPTION AND HUMAN FACTORS

Priyanka Tiwari (9187496) 30 July 2020 (has links)
<p>Security breaches nowadays are not limited to technological orientation. Research in the information security domain is gradually shifting towards human behavioral orientation toward breaches that target weaknesses arising from human behaviors (Workman et al., 2007). Currently, social engineering breaches are more effective than many technical attacks. In fact, the majority of cyber assaults have a social engineering component. Social Engineering is the art of manipulating human flaws towards a malicious objective (Breda et al., 2017). In the likely future, social engineering will be the most predominant attack vector within cyber security (Breda et al., 2017). Human failures, persuasion and social influences are key elements to understand when considering security behaviors. With the increasing concerns for social engineering and advancements in human factors-based technology, phishing emails are becoming more prevalent in exploiting human factors and external factors. Such factors have been researched upon in pairs, not overall. Till date, there is not much research done to identify the collaborative links between authority, urgency, risk perception and human factors such as personality traits, and knowledge. This study investigates about phishing email characters, external influences, human factors influences, and their collaborative effects. </p>
75

Puppy Valley: An App-Mediated Board Game to Enhance Scam And Fraud Awareness Among US Seniors

Prince Owusu Attah (10731960) 05 May 2021 (has links)
<p>Scams and fraud have become a significant problem for the American population within the past few years. While victims range from young to older adults, it is the seniors who are the major targets. In 2018 the Federal Trade Commission reported that senior citizens aged 60 years and above formed 35% of all the scam victims it recorded. According to the U.S Senate Committee on aging, scams like the grandparent scam, IRS impersonation scam, romance scam; have become popular. Even at this level of notoriety, most victims are usually unaware of it entirely or how its perpetrators commit these crimes. Being aware of the situation is a critical step towards curbing this problem. This thesis project uses User-Centered Design (UCD) to understand, conceptualize, and prototype a solution to promote social interaction while improving the cognitive abilities of seniors and creating awareness about fraud. The design requirements and direction were formed through multivariate research methods like literature review, user interviews, and focus group sessions. The proposed solution is Puppy valley, an app-mediated trivia board game that has a physical wheel and mobile application and uses narratives inspired by real fraud cases to create activities for users to play with. After the research and design, the game was evaluated by five experts, and refinements within the scope of the study were made based on the insights from the evaluation.</p>
76

Information Architecture and Cognitive User Experience in Distributed, Asynchronous Learning: A Case Design of a Modularized Online Systems Engineering Learning Environment

Cassandra M McCormack (11173440) 23 July 2021 (has links)
<p>Systems engineering (SE) is an increasingly relevant domain in an increasingly interconnected world, but the demand for SE education is impeded by the challenges of effectively teaching interdisciplinary material that emphasizes the development of a mentality over specific skills. A modularized, asynchronous, distributed course configuration may provide an advantageous alternative to more traditional hybrid course designs. Online courses have been a topic in the educational field since the establishment of the internet. However, the widespread disruptions to higher education due to the COVID-19 pandemic highlighted the demand for and difficulty of developing deliberate and robust learning environments designs that consider a variety of traditional and non-traditional students. This thesis presents a case design of a learning environment for an interdisciplinary-focused, introductory graduate-level systems course that has previously been designed for, and taught in, a hybrid environment. The case design will emphasize the information architecture (IA) and user experience (UX) prototype design of the learning environment as informed by user-centric principles, cognitive theories and analyses, the IA literature, and existing course content. This focus on learner knowledge development (“beyond-the-screen”) factors rather than the direct user interface (“at-the-screen”) provides design recommendations and insights that are robust to changing user interface trends and preferences. A distribution of learners with varying backgrounds, learning needs, and goals associated with the material will be identified. These individual differences can dramatically impact the effectiveness of potential interventions, particularly when different types of learners have directly conflicting needs. Thus, the online learning environment will utilize adaptable interfaces to move away from a “one-size-fits-all” design approach. Content modularization and non-sequential, tag-based navigation were utilized to address the challenges of teaching highly interdisciplinary material. This thesis emphasizes a learning environment design that aims to teach highly interdisciplinary systems subject matter to a variety of learners with a variety of characteristics in an asynchronous, online format while making use of existing course material. </p>
77

Holographic Sign Language Interpreter: A User Interaction Study within Mixed Reality Classroom

Fu Chia Yang (12469872) 27 April 2023 (has links)
<p>An application was developed to explore user interactions with the holographic sign language interpreters within HoloLens MR classrooms for Deaf and Hard of Hearing (DHH) students. The proposed system aims to enhance DHH students’ learning efficacy. Despite the ongoing advancement of assistive technology and the trend to adopt Mixed Reality applications into education, not much existing research provides user study or design guidelines for HoloLens development targeting the DHH community. The developed HoloLens application projects a holographic American Sign Language (ASL) avatar that signs the lecture while a speaking instructor is teaching. The usability test focused on avatar manipulation (move, rotate, and resize) and avatar framing (full-body and half-body displays) within the MR classroom. A mixed-method approach was used to analyze quantitative and qualitative data through test recordings, surveys, and interviews. The result shows user preferences toward viewing holographic signing avatars in the MR space and user acceptability toward such applications</p>
78

A model of pulsed signals between 100MHz and 100GHz in a Knowldege-Based Environment

Fitch, Phillip January 2009 (has links)
The thesis describes a model of electromagnetic pulses from sources between 100MHz and 100GHz for use in the development of Knowledge-Based systems. Each pulse, including its modulations, is described as would be seen by a definable receiving system. The model has been validated against a range of Knowledge-Based systems including a neural network, a Learning systems and an Expert system.
79

Digital Age: A Study of Older Adults' User Experiences with Technology

Allegra W Smith (11104764) 23 July 2021 (has links)
<div>Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals. </div><div><br></div><div>To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.</div>
80

An Exploratory Study on The Trust of Information in Social Media

Chih-Yuan Chou (8630730) 17 April 2020 (has links)
This study examined the level of trust of information on social media. Specifically, I investigated the factors of performance expectancy with information-seeking motives that appear to influence the level of trust of information on various social network sites. This study utilized the following theoretical models: elaboration likelihood model (ELM), the uses and gratifications theory (UGT), the unified theory of acceptance and use of technology model (UTAUT), the consumption value theory (CVT), and the Stimulus-Organism-Response (SOR) Model to build a conceptual research framework for an exploratory study. The research investigated the extent to which information quality and source credibility influence the level of trust of information by visitors to the social network sites. The inductive content analysis on 189 respondents’ responses carefully addressed the proposed research questions and then further developed a comprehensive framework. The findings of this study contribute to the current research stream on information quality, fake news, and IT adoption as they relate to social media.

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