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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.
11

Computer interfaces for data communications

王漢江, Wong, Hon-kong, Kenneth. January 1975 (has links)
published_or_final_version / Electrical Engineering / Master / Master of Philosophy
12

IDEAL : a tool to enable usability specification and evaluation /

Ashlund, Stacey Lynn. January 1992 (has links)
Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1992. / Vita. Abstract. Includes bibliographical references (leaves 74-78). Also available via the Internet.
13

User interfaces for wearable computers development and evaluation /

Witt, Hendrik. January 1900 (has links)
Zugl.: Bremen, Univ., Diss., 2007
14

Brain-computer interfaces for control and computation /

Shenoy, Pradeep. January 2008 (has links)
Thesis (Ph. D.)--University of Washington, 2008. / Vita. Includes bibliographical references (leaves 102-123).
15

Continuous sensorimotor control mechanisms in posterior parietal cortex forward model encoding and trajectory decoding /

Mulliken, Grant Haverstock. Andersen, Richard A. Shimojo, Shinsuke, January 1900 (has links)
Thesis (Ph. D.) -- California Institute of Technology, 2008. / Title from home page (viewed 06/25/2010). Advisor and committee chair names found in the thesis' metadata record in the digital repository. Includes bibliographical references.
16

Development of a data buffer and interface converter

Mack, Mark Alfred January 1984 (has links)
Thesis (Masters Diploma (Technology))--Cape Technikon, Cape Town,1984 / The excessive usage of peripheral devices such as TTY's, VDU's and printers, have a significant load on the frontend processor of the Alcatel X83 minicomputer. Because of this, the response time of the front-end processor to the peripher~ls is excessive. This can also be attributed to the fact that the peripherals have small buffers or no buffers at all. These peripheral devices also operate at slow speeds. A slow response time from the mini-computer results in decreased productivity. The mini-computer does not provide ports for parallel printers even though there is an abundance of these type of printers. The unavailability of a variety of interfaces on the minicomputer makes the reconfiguration of the peripheral network inflexible. Replacing the existing peripheral equipment in order to overcome the above limitations will be costly. This thesis describes the design, development and implementation of a data buffer and interface converter which would overcome the above mentioned limitations.
17

Juiciness in Citizen Science Computer Games: Analysis of a Prototypical Game

Buckthal, Eric D. Ebucktha 01 June 2014 (has links) (PDF)
Incorporating the collective problem-solving skills of non-experts could ac- celerate the advancement of scientific research. Citizen science games leverage puzzles to present computationally difficult problems to players. Such games typ- ically map the scientific problem to game mechanics and visual feed-back helps players improve their solutions. Like games for entertainment, citizen science games intend to capture and retain player attention. “Juicy” game design refers to augmented visual feedback systems that give a game personality without modi- fying fundamental game mechanics. A “juicy” game feels alive and polished. This thesis explores the use of “juicy” game design applied to the citizen science genre. We present the results of a user study in its effect on player motivation with a prototypical citizen science game inspired by clustering-based E. coli bacterial strain analysis.
18

Real-Time Ray Traced Global Illumination Using Fast Sphere Intersection Approximation for Dynamic Objects

Garmsen, Reed Phillip 01 February 2019 (has links) (PDF)
Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates. We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for second bounce lighting calculations for diffuse light rays. This speeds up both the necessary intersection tests and the amount of geometry that needs to be updated within the GPU's acceleration structure. Our results show that our approach for diffuse bounced light is faster than using the conservative mesh for triangle-ray intersection in some cases. Since we are using this technique for diffuse bounced light the lower resolution of the spheres is close to the quality of traditional raytracing techniques for most materials.
19

Human Recognition Theory and Facial Recognition Technology: A Topic Modeling Approach to Understanding the Ethical Implication of a Developing Algorithmic Technologies Landscape on How We View Ourselves and Are Viewed by Others

Albalawi, Hajer 15 August 2023 (has links) (PDF)
The emergence of algorithmic-driven technology has significantly impacted human life in the current century. Algorithms, as versatile constructs, hold different meanings across various disciplines, including computer science, mathematics, social science, and human-artificial intelligence studies. This study defines algorithms from an ethical perspective as the foundation of an information society and focuses on their implications in the context of human recognition. Facial recognition technology, driven by algorithms, has gained widespread use, raising important ethical questions regarding privacy, bias, and accuracy. This dissertation aims to explore the impact of algorithms on machine perception of human individuals and how humans perceive one another and themselves. By analyzing publications from the National Institute of Standards and Technology (NIST) and employing topic modeling, this research identifies the ethical themes surrounding facial recognition technology. The findings contribute to a broader understanding of the ethical implications of algorithms in shaping human perception and interaction, with a focus on the multidimensional aspects of human recognition theory. The research also examines the ethical considerations in AI-AI interactions, human-AI interactions, and humans perceiving themselves in the context of facial recognition technology. The study establishes a framework of human recognition theory that encompasses the alteration and reshaping of fundamental human values and self-perception, highlighting the transformative effects of algorithmic-driven technologies on human identity and values. The dissertation chapters provide a comprehensive overview of the influence of AI on societal values and identity, the revolution of big data and Information and Communication Technology (ICT), the concept of digital identity in the fourth industrial revolution, and recognition theory in the era of algorithms. The research aims to inform discussions and policy decisions regarding the responsible development and deployment of algorithms in recognition processes, addressing the challenges and opportunities brought about by algorithmic systems in shaping human recognition, identity, and the social fabric of our increasingly algorithmic society.
20

Studying Memes During Covid Lockdown as a Lens Through Which to Understand Video-Mediated Communication Interactions

Claytor, Tatyana 15 August 2023 (has links) (PDF)
The purpose of this study is to analyze image macros about video-mediated communication (VMC) created during the time frame of 2020-2021 when people all over the world started using Zoom and VMC for work and school. It is a unique opportunity to study how users' interactions with themselves and with others were affected at a time when a lot of people started using the technology at the same time. Because the focus is on interactions, I narrowed it down to three topics to analyze the memes: presence, self, and space and place to analyze the memes. I chose memes relating to these topics that were found on three popular meme databases: KnowYourMeme, Memedroid, and Memes.Com. Utilizing visual analysis tools and Shifman's format for analyzing memes, each meme was placed in a group and analyzed. The research revealed that users experienced some stressful situations regarding elements of presence, such as feeling isolated and embarrassed at times. Users were also distracted by seeing their image, were overly focused on their appearance (particularly when on camera) and utilized virtual backgrounds for self-expression. Finally, users demonstrated that the collision of private and public space happened when family members or pets interrupted meetings. They also noted that privacy was often intruded upon when other users gained personal information not normally available in face-to-face gatherings. Finally, some took advantage of the changed format to assert power. Most research concerning Zoom and other VMC focuses on how to use it effectively. There is very little research about creative reactions to the usage of this technology and this research fills that gap.

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