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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

Mediating an experience: an approach to designing a compelling synchronous, distant, virtual communication environment

Murnieks, Andre Christopher 06 June 2005 (has links)
No description available.
72

The Common Fate Memorial

Stiber, Sara, Karlsson, Andreas January 2007 (has links)
Read some more and check the prototypes at http://www.stiber.se/commonfate.html. / War Memorials are often forgotten statues, right in the center of town, but still out of our sight. They do not tell you enough to understand them, neither are you interested in putting effort into getting to know and learn from them. This paper investigates how the web could be used to create a war memorial that is more alive, captivating and empathy awakening. There has been some virtual war memorials getting constructed since the web started to bloom, but we could not find a single one that had actually fully explored the potential of the web, and what it might have to offer for the creation of war memorials. Researching the web as a media, experience design, and information visualization, we find possibilities to mourn, commemorate and heal on virtual ground. Inspiring reflection and contemplation are another two purposes of The Common Fate Memorial. War memorial studies give us the background information needed, and ceremony mechanics are studied for further inspiration. Our findings are implemented in flash prototypes, which are user tested and evaluated.
73

Engaging Speech UI's - How to address a speech recognition interface

Söderberg, Hampus January 2014 (has links)
Speech recognition has existed for a long time in various shapes, often used for recognizing commands, performing text-to-speech transcription or a mix of the two. This thesis investigates how the input affordances for such speech based interactions should be designed to enable intuitive engagement in a multimodal user interface. At the time of writing, current efforts in user interface design typically revolves around the established desktop metaphor where vision is the primary sense. Since speech recognition is based on the sense of hearing, previous work related to GUI design cannot be applied directly to a speech interface. Similar to how traditional GUI’s have evolved to embrace the desktop metaphor and matured into supporting modern touch based experiences, speech interaction needs to undergo a similar evolutionary process before designers can begin to understand its inherent characteristics and make informed assumptions about appropriate interaction mechanics. In order to investigate interface addressability and affordance accessibility, a prototype speech interface for a Windows 8 tablet PC was created. The prototype extended Windows 8’s modern touch optimized interface with speech interaction. The thesis’ outcome is based on a user centered evaluation of the aforementioned prototype. The outcome consists of additional knowledge surrounding foundational interaction mechanics regarding the matter of addressing and engaging a speech interface. These mechanics are important key aspects to consider when developing full featured speech recognition interfaces. This thesis aims to provide a first stepping stone towards understanding how speech interfaces should be designed. Additionally, the thesis’ has also investigated related interaction aspects such as required feedback and considerations when designing a multimodal user interface that includes touch and speech input methods. It has also been identified that a speech transcription or dictating interface needs more interaction mechanics than its inherent start and stop to become usable and useful.
74

The Galaxy platform for accessible, reproducible, and collaborative data analyses: 2024 update

Abueg, L.A.L., Afgan, E., Allart, O., Awan, A.H., Bacon, W.A., Baker, D., Bassetti, M., Batut, B., Bernt, M., Blankenberg, D., Bombarely, A., Bretaudeau, A., Bromhead, C.J., Burke, M.L., Capon, P.K., Čech, M., Chavero-Diez, M., Chilton, J.M., Collins, T.J., Coppens, F., Coraor, N., Cuccuru, G., Cumbo, F., Davis, J., De Geest, P.F., de Koning, W., Demko, M., DeSanto, A., Domínguez Begines, J.M., Doyle, M.A., Droesbeke, B., Erxleben-Eggenhofer, A., Föll, M.C., Formenti, G., Fouilloux, A., Gangazhe, R., Genthon, T., Goecks, J., Gonzalez Beltran, A.N., Goonasekera, N.A., Goué, N., Griffin, T.J., Grüning, B.A., Guerler, A., Gundersen, S., Gustafsson, O.J.R., Hall, C., Harrop, T.W., Hecht, H., Heidari, A., Heisner, T., Heyl, F., Hiltemann, S., Hotz, H., Hyde, C.J., Jagtap, P.D., Jakiela, J., Johnson, J.E., Joshi, J., Jossé, M., Jum'ah, Khaled, Kalaš, M., Kamieniecka, Katarzyna, Kayikcioglu, T., Konkol, M., Kostrykin, L., Kucher, N., Kumar, A., Kuntz, M., Lariviere, D., Lazarus, R., Le Bras, Y., Le Corguillé, G., Lee, J., Leo, S., Liborio, L., Libouban, R., López Tabernero, D., Lopez-Delisle, L., Los, L.S., Mahmoud, A., Makunin, I., Marin, P., Mehta, S., Mok, W., Moreno, P.A., Morier-Genoud, F., Mosher, S., Müller, T., Nasr, E., Nekrutenko, A., Nelson, T.M., Oba, A.J., Ostrovsky, A., Polunina, P.V., Poterlowicz, Krzysztof, Price, E.J., Price, G.R., Rasche, H., Raubenolt, B., Royaux, C., Sargent, L., Savage, M.T., Savchenko, V., Savchenko, D., Schatz, M.C., Seguineau, P., Serrano-Solano, B., Soranzo, N., Srikakulam, S.K., Suderman, K., Syme, A.E., Tangaro, M.A., Tedds, J.A., Tekman, M., Thang, W.C., Thanki, A.S., Uhl, M., van den Beek, M., Varshney, D., Vessio, J., Videm, P., Von Kuster, G., Watson, G.R., Whitaker-Allen, N., Winter, U., Wolstencroft, Martin, Zambelli, F., Zierep, P., Zoabi, R. 10 July 2024 (has links)
Yes / Galaxy (https://galaxyproject.org) is deployed globally, predominantly through free-to-use services, supporting user-driven research that broadens in scope each year. Users are attracted to public Galaxy services by platform stability, tool and reference dataset diversity, training, support and integration, which enables complex, reproducible, shareable data analysis. Applying the principles of user experience design (UXD), has driven improvements in accessibility, tool discoverability through Galaxy Labs/subdomains, and a redesigned Galaxy ToolShed. Galaxy tool capabilities are progressing in two strategic directions: integrating general purpose graphical processing units (GPGPU) access for cutting-edge methods, and licensed tool support. Engagement with global research consortia is being increased by developing more workflows in Galaxy and by resourcing the public Galaxy services to run them. The Galaxy Training Network (GTN) portfolio has grown in both size, and accessibility, through learning paths and direct integration with Galaxy tools that feature in training courses. Code development continues in line with the Galaxy Project roadmap, with improvements to job scheduling and the user interface. Environmental impact assessment is also helping engage users and developers, reminding them of their role in sustainability, by displaying estimated CO2 emissions generated by each Galaxy job. / NIH [U41 HG006620, U24 HG010263, U24 CA231877, U01 CA253481]; US National Science Foundation [1661497, 1758800, 2216612]; computational resources are provided by the Advanced Cyberinfrastructure Coordination Ecosystem (ACCESS-CI), Texas Advanced Computing Center, and the JetStream2 scientific cloud. Funding for open access charge: NIH. ELIXIR IS and Travel grants; EU Horizon Europe [HORIZON-INFRA-2021-EOSC-01-04, 101057388]; EU Horizon Europe under the Biodiversity, Circular Economy and Environment program (REA.B.3, BGE 101059492); German Federal Ministry of Education and Research, BMBF [031 A538A de.NBI-RBC]; Ministry of Science, Research and the Arts Baden-Württemberg (MWK) within the framework of LIBIS/de.NBI Freiburg. Galaxy Australia is supported by the Australian BioCommons which is funded through Australian Government NCRIS investments from Bioplatforms Australia and the Australian Research Data Commons, as well as investment from the Queensland Government RICF program.
75

Taking the Offensive : Using nudge techniques to shape the players approach to play

Helmers, Achim Carl, Wills, George Felix Bethune, Abdulrahman, Hind, Grigaraviciute, Indre January 2024 (has links)
This research investigates how players can be encouraged to alternate between offensive and defensive play within the game Martyr of Carnage (MoC), through the use of nudges. Nudges are subtle design elements that influence behavior without restricting choices, and they are commonly used in marketing, business, and government sectors. This study aims to extend the application of nudge theory to game design and find out if the theory is effective in altering playtester behavior in our game. The research was conducted using iterative game design methods, where various nudges were integrated and tested within the game environment. The main findings indicate that incorporating nudges in games serves as a useful analytical tool, effectively guiding player behavior and enhancing the overall gaming experience of Martyr of Carnage.
76

於數位實體服務之期望式服務體驗設計與作業管理方法 / Expectation-based experience and operation design and management for cyber-physical service

解燕豪, Hsieh, Yen Hao Unknown Date (has links)
In the era of experience economy, how best to deliver memorable and exciting customer experiences has become a key issue for service providers. This research aims to build a systematical, quantitative and expectation-based mechanism to design and manage service experience and operation for cyber-physical services. Consequently, this study not only analyzes and synthesizes the critical factors by reviewing literatures (that is, customer expectation, service operation and customer emotion) within the background of service science but also establishes a conceptual theoretical framework for designing satisfactory service experiences. Furthermore, this study presents a concept of the Exquisite Technology and a service system (i.e. U2EX) with a customer expectation management engine (including five core methods, Hawk-Dove game, Coopetition, PSO, FCM and expectation measurement model) in the exhibition context to demonstrate the feasibility of implementing the notions of customer expectation management and service experience design. Besides, we integrate the expectation theory with the emotion theory to build a theoretical concept and employ a multimethod (including a single case study, interviews, simulations and questionnaire surveys) to test the relations and research propositions of the theoretical concept. The research results show positive evidences to support our developed theoretical concept. The customer expectation measurement model is one critical element of the proposed engine that can help service providers understand and quantify customer expectation in dynamic and real time environments for appropriate service experiences based on the systematical and theoretical groundings (i.e. Fechner’s law and operation risk). Hence, we use the simulations to verify the reliability of the customer expectation measurement model. Meanwhile, this research also conducts simulation experiments of Hawk-Dove game, PSO, FCM and Coopetition methods to have preliminary evidences for supporting the proposed mechanism. Thus, service providers provide customers with high-quality service experiences to achieve customer satisfaction and co-create values with customers through meticulous service experiences design approaches. The proposed mechanism of expectation-based service experience and operation design and management has been demonstrated in the exhibition service sector. We would like to apply the advantage and usage of the proposed mechanism to the other feasible domains and service sectors. Consequently, this study proposes a S-D based input-output analysis approach in order to find the potential fields that can also adopt the proposed mechanism by measuring the effects of technology spillovers.
77

CMS och UX : tekniker för hur man utformar en god användarupplevelse / CMS and UX : techniques for how to design a good user experience

Sjödin Peterson, Veronica, Prochownik, Natalia January 2015 (has links)
The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
78

Användarengagemang i urban informatics : En studie om hur engagemang kan utvärderas i mobilteknologi för offentliga platser / User engagement in urban informatics : A case study about how engagement can be evaluated in mobile technology used for public places

Mariano, Santino Michael Enzo January 2020 (has links)
Urban Informatics är ett forskningsvetenskapligt fält som berör sig med att försöka förstå människors upplevelse av offentliga platser när teknologi är inblandat. Då det är många faktorer som påverkar människors upplevelser av platser finns det utmaningar i Urban Informatics-processer. Det visas på förståelse inom Urban Informatics på ett behov av en designvetenskaplig process som ett svar på de utmaningar som kan uppstå. User Experience Design är ett designvetenskapligt forskningsfält där processer ämnar bibehålla ett användarcentrerat perspektiv under arbetets gång. Att ta bort fokuset från datakunskapen som krävs för teknologi och istället titta på engagemang tillåter oss att se teknologi som artefakter som kan upplevas. Olika engagemangsmodeller har gjorts tidigare där vissa har ett teknologiskt fokus på engagemang eller ett urbant fokus på engagemang. Det visar att det är viktigt att undersöka hur en sammanfattad modell kan se ut för att förklara interrelationen i människors engagemang till platser och mobilteknologi. Detta kan bidra till att minska bryggan till de forskningsfält som undersöker människor, teknologi och platser. Resultatet av studien blev en engagemangsmodell på hur ett engagemangstillfälle kan se ut med dess olika engagemangstillstånd som kan uppnås i plats och/eller mobilteknologi. / Urban Informatics is a research field that involves itself with understanding the interrelation of people, places and technology. Due to its many factors that affect people’s experiences of places when technology is involved it faces several challenges. It is understood within the field of Urban Informatics that there is a need for a research-based process based on design thinking to face these challenges. User Experience Design is a research field focuses on user-centered design processes. When the focus is removed from computing and shifted to engagement, technology can be seen as artefacts that can be experienced. Different engagement models have been made in the past where they focus either on technology or places. It shows the importance to explore how a engagement model can be interpreted and suited to explain the interrelation of peoples engagement to places using technology. The findings may contribute to lessening the gap of the research fields involved in understanding people and their engagement to places and technology. The result of this study resulted in a proposed engagement model in how different conditions of mobile engagement and place engagement may appear in one engagement session.
79

INSPIRe – Entwicklung eines Gamifiaction-Ansatzes zur Attraktivitätssteigerung der Infrastruktur durch spielerische Maßnahmen im Radverkehr: Nationaler Radverkehrsplan 2020, Förderkennziffer VB1912

Anke, Juliane, Wölfel, Christian, Schmitt, Felix 29 February 2024 (has links)
Die nationale und internationale Literatur gibt mittlerweile einen guten Überblick zu Barrieren bzw. Determinanten der Radnutzung. Dabei stehen neben sozio-ökono-mischen und demografischen Faktoren, auch die Topographie, die Witterung sowie infrastrukturelle Faktoren im Mittelpunkt (u. a. Heinen van Wee, & Maat, 2010). Natürliche Barrieren aufgrund der Topographie, z.B. Steigungen können zu einer Minder- oder Nicht-Nutzung des Fahrrads führen (Damant-Sirois et al., 2014; Geller, 2006). Zusätzlich können sich infrastrukturelle Faktoren, z. B. das Fehlen direkter Verbindungen, negativ auf die Attraktivität der Strecke, aber auch auf die Regelbe-folgung auswirken (Johnson et al., 2011). An dieser Stelle setzen Gamification-Ansätze an, die durch eine Erhöhung der Nutzermotivation auch die Radnutzung zu steigern versuchen. Anders als bisherige Gamification-Ansätze im Radverkehr, die hauptsächlich App-Technologien nutzen (z. B. Pajarito & Gould, 2017; Wunsch et al., 2015), ist es Ziel des vorliegenden Projektes, eine infrastrukturbasierte Gamification-Lösung zu entwickeln, die beim Fahren direkt durch die Radfahrer:innen genutzt werden kann. Bisherige praktische Umsetzungen von Gamification-Maßnahmen im Verkehr differenzieren nicht nach gruppenspezifischen und bedürfnisorientierten Motiva-toren, obwohl bekannt ist, dass bestimmte Spieleelemente typenspezifische Unterschiede ansprechen. Durch eine spezifische Ansprache innerhalb des vorliegenden Projektes soll eine höhere Wirksamkeit für die Zielgruppen erreicht werden. Das Forschungsvorhaben gründet sich dabei auf die verhaltens- und einstellungsbasierten Radfahrtypen des NRVP-Projektes RadVerS und baut darauf erstmals datenbasierte Modelle prototypischer Nutzer:innen (Personas) für verschiedene Anwendungsfälle auf. Das ermöglicht das systematische Ableiten von Anforderungen sowie die Entwicklung und effektive Evaluierung entsprechender Gamification-Maßnahmen mit hohem Akzeptanzpotenzial. Zur Demonstration der praktischen Anwendbarkeit soll die entwickelte Gamification-Maßnahme in einen Prototyp überführt und an einem ausgewählten Strecken-abschnitt der Radverkehrsinfrastruktur innerhalb der Stadt Dresden installiert und dessen Wirksamkeit evaluiert werden. Im Ergebnis des Projektes werden Handlungsempfehlungen zum Einsatz von Gami-fication-Maßnahmen im Radverkehr als Handreichung für Kommunen mit Anwen-dungsleitfaden am Beispiel des eingesetzten Prototyps für die Umsetzung in der eigenen Kommune aufbereitet und verbreitet. Die Erfahrungen aus diesem Projekt bieten so auch eine Vorlage für ähnliche Vorhaben in anderen Kommunen und resultieren in einem anschaulichen und wiederverwendbaren Konzept.:Einleitung 7 1. Ziel und Methodik der Untersuchung 9 1.1 Ziele der Untersuchung 9 1.2 Untersuchungsmethodik 10 1.2.1 Literaturanalyse und RadVerS-Daten 10 1.2.2 Identifikation Untersuchungsabschnitt und Vorher-Messung 11 1.2.3 Operationalisierung für User Experience Design 11 1.2.4 Entwicklung Prototyp 12 1.2.5 Evaluation Anwendungsfall 12 2. Literaturanalyse und RadVerS-Daten 14 2.1 Determinanten der Radnutzung 14 2.1.1 Einflussfaktoren auf die Radnutzung allgemein 14 2.1.2 Routenwahlfaktoren 15 2.1.3 Unfälle und Unfallursachen im Radverkehr 17 2.2 Gamification 21 2.2.1 Definitionen 21 2.2.2 Psychologischer Hintergrund 22 2.2.3 Spielelemente 24 2.2.4 Gamification im (Rad-) Verkehrskontext 27 2.3 Eigene Datenbasis 36 2.3.1 Radfahrtypen 36 2.3.2 Ergebnisse einer Masterarbeit im Rahmen des Projektes 37 2.3.3 RadVerS-Daten zu Vermeidungen und Problemstellen 38 3. Identifikation Untersuchungsabschnitt und Vorher-Messung 46 3.1 Anwendungsszenarien und Vorauswahl der Standorte 46 3.2 Standortauswahl und Besichtigung 51 3.3 Standort Budapester Straße - Vorher-Messung 68 4. Gamification-Entwicklung mittels User Experience Design 70 4.1 Industriedesign und User Experience Design 70 4.2 Einflussfaktoren, Komponenten und Konsequenzen von User Experience 72 4.3 Prozess und Methoden des User Experience Designs 73 4.4 Persona-Methode 74 4.5 Wer entwickelt Gamification-Lösungen 75 5. Prototyp- Entwicklung 76 5.1 Analysephase 76 5.2 Ausgewählte Lösungsansätze auf Basis von Spielelementen 80 Ampelticket 81 Trivia-Quiz 81 Stimmungsbarometer 82 Punktraster 82 Bewegungsanalogien 83 Ampel-Highscore 83 Tattoo-Station 84 Rückenwind 84 Ampelticket 85 Meinungsbild 86 Ampeltrittbrett 86 Melodie des Fahrrads 87 Bitte-Grinsen-Aktion 87 Durch den Tunnel rutschen 88 5.3 Vorauswahl und Weiterentwicklung von Lösungsansätzen 88 5.4 Detaillierung für den konkreten Standort 97 5.5 Detaillierte Ausarbeitung als Prototyp im Forschungsprojekt 101 User Journey und Storyboard 103 Technische Detaillierung und Umsetzung Prototyp 104 Ausarbeitung des Nutzungszenarios 111 Zusammenfassende Beschreibung des Prototyps 114 5.6 Visionen über den Forschungsprototyp hinaus 116 Weiterentwicklung der Lichtlogik und Implementierung anderer Spielmechanismen 116 Erweiterungen – Beispiel Score 120 Tiefere Integration in die Infrastruktur 121 6. Evaluation Anwendungsfall 122 6.1 Änderungen zum ursprünglichen Evaluationskonzept 122 6.2 Forschungsfragen 123 6.3 Methoden 124 6.3.1 Interviews mit Radfahrer:innen . 124 6.3.2 Interviews mit Vertreter:innen der Stadt 125 6.3.3 Datenaufbereitung 126 6.4 Ergebnisse 126 6.4.1 Interviews mit Radfahrer:innen 126 6.4.2 Interviews mit Vertreter:innen der Stadt 133 7. Diskussion und Ausblick 136 7.1 Entwicklung einer Gamification für den Radverkehr 136 7.2 Limitationen 137 7.3 Weiterer Forschungsbedarf 138 7.4 Lessons Learned 138 8. Literatur 140 9. Anhang 153 9.1 Beobachtungsprotokoll - Beispiel Albertbrücke 154 9.2 Befragungsbogen - Beispiel Albertbrücke 155 9.3 Interview-Leitfaden Radfahrer:innen 156 9.4 User Experience Questionnaire (Laugwitz et al., 2008) 159 9.5 Interviewleitfaden – Vertreter:innen der Stadt161
80

INSPIRe: Gamifaction im Radverkehr

Anke, Juliane, Wölfel, Christian, Schmitt, Felix, Fitzer, Anika 29 February 2024 (has links)
Was ist Gamification? Wie kann Gamification sinnvoll in den Radverkehr integriert werden und worauf sollte bei der Entwicklung geachtet werden? Diese Broschüre gibt einen Überblick über die Hintergründe eines exemplarischen Gamification-Prototyps aus verkehrspsychologischer und Design-Perspektive und unterstützt so aktiv bei der Implementierung solcher Lösungen im urbanen Radverkehr. Inhaltlich findet dabei eine Teilung statt, sodass sowohl das nötige Methoden- und Fachwissen beider Disziplinen erläutert wird, aber auch immer wieder Bezug zu dem im Rahmen des Forschungsprojektes entstandenen Gamification-Prototyp „Follow Me“ hergestellt wird. Die Lesenden werden so Schritt für Schritt durch den Entwicklungsprozess begleitet und finden an passenden Stellen nützliche Tipps.

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