• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 378
  • 51
  • 40
  • 39
  • 34
  • 28
  • 19
  • 19
  • 11
  • 10
  • 9
  • 8
  • 6
  • 4
  • 4
  • Tagged with
  • 786
  • 786
  • 126
  • 110
  • 89
  • 83
  • 74
  • 72
  • 69
  • 69
  • 68
  • 63
  • 62
  • 56
  • 54
  • 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.
361

Olive Oil Market Trends -The Importance of An Appealing Packaging Design / Trenderna p� olivoljemarknaden - vikten av en tilltalande f�rpackningsdesign

Hübinette, Matilda, Jonas, Jenny January 2013 (has links)
I denna kandidatuppsats besvaras frågan om vilka designlösningar på förpackningen till en olivolja som i butikssammanhang positionerar sig som mer exklusiv och därmed bidrar till att målgruppen inhandlar produkten. För att ta reda på detta har observationer på sådana olivoljeflaskor gjorts i tre utvalda butiker. Utifrån dessa observationer har sedan en trendanalys gjorts. Med utgångspunkt ur trendanalysen har ett designarbete gjorts där fyra olika olivoljeförpackningar tagits fram baserade på element som används på en majoritet av dagens olivoljeförpackningar som positionerar sig som mer exklusiva. Förpackningarna är 3D-modeller modellerade i 3D Studio Max och etiketterna har skapats i Illustrator och Photoshop och har i den sistnämnda programvaran sammanfogats med förpackningarna. Med hjälp av bärbar eye-trackingutrustning fick fyra deltagare se de framtagna förpackningarna och med blicken svara på frågor angående dessa. Förpackningarna visades med hjälp av en projektor på en vägg, i naturlig storlek och uppradade på en simulerad butikshylla. Efter detta intervjuades deltagarna genom att använda kvalitativa frågor angående deras åsikter om olivoljeförpackningarna. Resultaten visar att varumärkesnamnets utformning är viktigt samt att en förpackning till en olivolja som positionerar sig som mer exklusiv bör vara gjord av glas, vara mjuk och följsam, samt innehålla ett mönster på etiketten. Form och mönster är de element som verkar vara de mest minnesvärda elementen och för att locka målgruppen är det viktigt med en förpackning som sticker ut på butikshyllan. En alltför innovativ form är inte att rekommendera medan en innovativ etikett kan vara fördelaktig. Tidigare erfarenheter har en betydelse vid val av förpackning och varumärkesnamn, produktbeskrivare och produktnamn bör tydligt uttryckas. Det är även fördelaktigt om designlösningen får konsumenten att vilja använda förpackningen som en del av köksinredningen. Färger, ovanliga för denna typ av produkt, kan skapa ett positivt ”hyllintryck” och färger som associeras till positivitet, värme, sol och energi kan i synnerhet locka konsumenter inom målgruppen. Symmetri i utformningen av etiketter för olivoljor som positionerar sig som mer exklusiva är fördelaktigt liksom användningen av en ljus nyans i etiketten i kontrast till ett mörkare textelement och/eller grafiskt element. / In this bachelor thesis the question regarding which design solutions, concerning the packaging to an up-market olive oil, contribute to the target group purchasing the product. To find out, observations on the up-market olive oil packaging of today was made in three selected stores. Based on the observations a trend analysis was made. With this analysis as a base, a design task, where four different olive oil packages were produced. These packages were based on elements frequently used on the present olive oil packaging. The packages are 3D-models made in 3D Studio Max and the labels were made in Illustrator and Photoshop. The labels were then merged with the packages using Photoshop. Using portable eye-tracking equipment, four participants were shown the four different olive oil packages, and got to answer questions concerning these packages, by using their eyes. The packages were shown through a projector, on a plain wall, in natural size and lined up on a simulated store shelf. Afterwards the participants answered qualitative questions regarding their opinions concerning olive oil packaging. The results show that the formation of the brand name is of importance and that a packaging for an up-market olive oil should be made out of glass, have a streamlined shape and a label that contains a pattern. The most memorable elements seem to be shape and pattern and in order to attract the target group, it is important to use a packaging design that stands out on the store shelf. An overly innovative shape is not to be recommended, but an innovative label can be beneficial. Prior experiences are of importance when choosing a packaging and brand name, product descriptor and product name should clearly be expressed. It is also beneficial if the design solution makes the consumer want to use the packaging as a part of the interior design in the kitchen. Colors unusual for this type of product can be used to create a positive ‘shelf impact’ and colors associated with positivity, warmth, sun and energy can especially tempt the consumers of the target group. Symmetry in the layout of the labels for up-market olive oil is beneficial as well as the use of a light color tone on the label in contrast to a darker text element and/or graphic element.
362

Ögonrörelsekamera som komplement vid användbarhetsutvärderingar / Eye-tracker as a complement in usability evaluations

Jonsson, Magnus January 2012 (has links)
Syftet med uppsatsen var att ta reda på hur det går att använda ögonrörelseteknik för att få ett objektivt komplement till subjektiva bedömningar vid användbarhetsutvärderingar. Det gjordes en användbarhetsutvärdering av systemet Skeldar, som är en markstation för att styra en förarlös helikopter. Testpersonerna fick sätta sig in i scenariot att göra en testflygning av en färdiginställd rutt som bevakar Linköping under en högriskmatch i ishockey. Efter testet fick testpersonerna göra tänka-högt-protokoll med sina ögonrörelser som ett hjälpmedel. Resultaten som kom fram var att testpersonerna tittar mer på kameravyn för att lokalisera domkyrkan än på kartvyn och att det inte finns någon signifikant skillnad i fixeringstid eller antalet fixeringspunkter mellan hastighets- och höjdmätaren. Det kom även fram att ingen av testpersonerna såg det varningsmeddelande som visades när bränslenivån var under tio procent. Med hjälp av tänka-högt-protokollet framkom att testpersonerna hade olika strategier för att lokalisera objekt och att de tittade mer frekvent på bränsleinidkatorn när de hade upptäckt att den lyste rött. Studien visar att det med hjälp av ögonrörelseteknik är möjligt att få ett objektivt komplement till subjektiva bedömningar i form av exempelvis fixeringstid, total fixeringstid för ett område, fixeringspunkter och totala fixeringspunkter för ett område. Det går därför att ta reda på var och när piloterna tittar på objekt och med hjälp av ett retrospektivt tänka-högt-protokoll med ögonrörelser blir det även möjligt att ta reda på varför. Ögonrörelsekameran kan alltså användas som ett verktyg i en användbarhetsutvärdering för att ta reda på varför olika designlösningar fungerar bra eller dåligt.
363

Eye tracking technology for Automation Industry

Hedlund, Markus January 2012 (has links)
This master thesis is done at CrossControl, a company in the automation industry. A literature review was done covering state of the art technology of eye-tracking and gaze control and how it can be used in the automation industry. One purpose with the study was to indentify features important for an eye-tracker in automation applications. Findings suggests that there are no standard methods for measuring the performance of trackers and further that performance in regard to gaze control is limited by physiology of the eye rather than limitations of the devices. The differences between trackers are found in robustness when it comes to differences in people or conditions in the environment. A prototype was made for demonstration. The prototype was built on equipment used in the industry combined with an eye-tracker from Tobii. A library, where coordinates from the eye-tracker were used to indicate what object in the interface was gazed upon, was implemented and used to demonstrate concepts such as buttons outside the screen activated by gaze.
364

Blicken i fokus : En ögonrörelsestudie om alternativ fokusanvändning

Brandberg, Oscar, Ljungberg, Thomas January 2018 (has links)
Syftet för den här studien är att ta reda på hur och till vilken grad filmskapare kan styra tittarens perception genom skärpeanvändning utan att tittaren upplever sig kontrollerad. Metoden för studien har varit att genomföra ett experiment med eye-tracking för att ta reda på studiens problemställning och om våra hypoteser stämmer överens med verkligheten. Problemet vi ser och vill ta reda på är att kamerans fokus är olik människans, och hur man som filmskapare kan utveckla användandet av fokus i bildproduktion. Resultatet är att skärpan har en tydlig roll i hur vi ser på rörliga bilder och att den kan styra tittaren till en viss grad. Vår slutsats är att man kan styra tittaren med hjälp av fokusförändringar, men att vi behöver gå vidare med studien för att till exempel söka svar på var gränsen går för att kunna leda tittarens uppmärksamhet genom alternativ skärpeanvändning; utan att få personen att känna sig styrd.
365

Eye Tracking as an Additional Input Method in Video Games : Using Player Gaze to Improve Player Immersion and Performance

Ejdemyr, Niclas January 2016 (has links)
Context. Gaze based interaction in video games is still a developing field, and is mostly used as an off-line evaluation tool or a replacement for traditional input methods. This thesis will look closer at the prospect of using eye tracking as an additional input to be used alongside the traditional methods of input to improve the immersion and performance of the player. Objectives. To implement a gaze based interaction method into arst person adventure in a way to improve player performance and immersion. Method. Using the Tobii REX eye tracker, 18 volunteers participated in an experiment. They played two versions of a game in an controlled environment. The versions had the same mechanics and game elements but only one of them had eye tracking implemented. After the experiment the participants answered nine questions about which prototype they preferred. Results. All participants' scores were in all cases but one, lower when using the eye tracking input method, compared to the traditional one.The time it took for the participants to complete the game was longer for everybody. 16 out of 18 players also felt more immersed in the game while using eye tracking compared to playing with the traditional input method. Conclusions. The results from the experiments provided evidence that the interaction method designed for this thesis did not improve player performance. The results also showed that the interaction method did improve immersion for most players.
366

An eye-tracking study on synonym replacement / En ögonrörelsestudie på synonymutbyte

Svensson, Cassandra January 2015 (has links)
As the amount of information increase, the need for automatic textsimplication also increase. There are some strategies for doing thatand this thesis has studied two basic synonym replacement strategies.The rst one is called word length and is about always choosinga shorter synonym if it is possible. The second one is called wordfrequency and is about always choosing a more frequent synonym if itis possible. Three dierent versions of them were tried. The rst onewas about just choosing the shortest or most frequent synonym. Thesecond was about only choosing a synonym if it was extremely shorteror more frequent. The last was about only choosing a synonym if itmet the requirements for being replaced and was on synonym level 5.Statistical analysis of the data revealed no signicant dierence. Butsmall trends showed that always choosing a more frequent synonymthat is of level 5 seemed to make the text a bit easier.
367

Keeping an Eye on the Context : An Eye Tracking Study of Cohesion Errors in Automatic Text Summarization / Med ett öga på sammanhanget : En ögonrörelsestudie av kohesionsfel i automatiska textsammanfattningar

Rennes, Evelina January 2013 (has links)
Automatic text summarization is a growing field due to the modern world’s Internet based society, but to automatically create perfect summaries is not easy, and cohesion errors are common. By the usage of an eye tracking camera, this thesis studies the nature of four different types of cohesion errors occurring in summaries. A total of 23 participants read and rated four different texts and marked the most difficult areas of each text. Statistical analysis of the data revealed that absent cohesion or context and broken anaphoric reference (pronouns) caused some disturbance in reading, but that the impact is restricted to the effort to read rather than the comprehension of the text. Erroneous anaphoric reference (pronouns) was not detected by the participants which poses a problem for automatic text summarizers, and other potential disturbing factors were detected. Finally, the question of the meaningfulness of keeping absent cohesion or context as a separate error type was raised.
368

The effect of product familiarity on consumers' attention to online advertisements : An eye-tracking experiment.

Trel, Marion January 2017 (has links)
Purpose - The purpose of this research was to study millennial consumers' attention to online advertisements published by streetwear companies on social media. The aim was to investigate differences between consumers' attention to familiar products and unfamiliar products. Three hypotheses were constructed to test whether product familiarity affects consumers´ attention to advertisements: H1: Consumers who are familiar with the products are more likely to look at them in advertisements than consumers who are unfamiliar with the products. H2: Consumers who are familiar with the products will spend more time looking at them in advertisements than consumers who are unfamiliar with the products. H3: Consumers who are familiar with the products will find them faster from advertisements than consumers who are unfamiliar with the products. Method - The study applied between-subjects design by dividing 40 participants in two matched groups based on their gender. Both groups had 10 male and 10 female participants. During the eye-tracking experiment, participants in Group 1 were shown three product photos for two seconds and three advertisements containing the same products for four seconds. Participants in Group 2 were only presented with three advertisements for four seconds. The results of the study are presented in two parts. Firstly, heatmaps give an illustrative overview of the findings and Statistical analysis presents the results of statistical tests. Chi-square test was performed to test the first hypothesis and independent-samples t-tests were performed to test the second and third hypotheses. Results - The results of the study show that people who were familiar with the products were more likely to look at them in advertisements than consumers who were unfamiliar with the products. Also, people who were familiar with the products spent more time looking at them compared to people who were unfamiliar with the products. However, previous exposure to products did not result in faster identification of the products from advertisements.
369

Automated usability analysis and visualisation of eye tracking data

De Bruin, Jhani Adre January 2014 (has links)
Usability is a critical aspect of the success of any application. It can be the deciding factor for which an application is chosen and can have a dramatic effect on the productivity of users. Eye tracking has been successfully utilised as a usability evaluation tool, because of the strong link between where a person is looking and their cognitive activity. Currently, eye tracking usability evaluation is a time–intensive process, requiring extensive human expert analysis. It is therefore only feasible for small–scale usability testing. This study developed a method to reduce the time expert analysts spend interpreting eye tracking results, by automating part of the analysis process. This was accomplished by comparing the visual strategy of a benchmark user against the visual strategies of the remaining participants. A comparative study demonstrates how the resulting metrics highlight the same tasks with usability issues, as identified by an expert analyst. The method also produces visualisations to assist the expert in identifying problem areas on the user interface. Eye trackers are now available for various mobile devices, providing the opportunity to perform large–scale, remote eye tracking usability studies. The proposed approach makes it feasible to analyse these extensive eye tracking datasets and improve the usability of an application. / Dissertation (MSc)--University of Pretoria, 2014. / Computer Science / unrestricted
370

Compréhension et stratégies d’exploration des documents pédagogiques illustrés / Understanding and eye-tracking strategies of illustrated pedagogical documents

Métayer, Natacha 13 January 2016 (has links)
Il est aujourd’hui plus aisé de proposer dans un même document d’apprentissage de nombreuses sources d’information présentées sous des formats différents. Si présenter plusieurs médias peut apporter des bénéfices en termes de performances d’apprentissage, traiter efficacement ces différentes sources d’information est une activité complexe. C’est pourquoi, proposer des documents guidant l’apprenant lors de sa consultation peut s’avérer nécessaire afin de favoriser la construction d’un modèle mental de qualité. Les études empiriques menées au cours de cette thèse se sont attachées à déterminer quels formats étaient les plus efficaces tout en augmentant progressivement le guidage au sein du document. Ainsi, ont été testés : la position de l’illustration par rapport au texte, l’effet de la consigne, la segmentation du texte et l’introduction d’un guidage via un contraste figure/fond. De plus, afin d’apporter de nouveaux éléments de réflexion quant à la manière dont les individus explorent un document d’apprentissage et l’impact de ces stratégies sur les performances, les mouvements oculaires des apprenants ont été enregistrés. Les résultats obtenus ont mis en évidence que les modifications du format de présentation des informations avaient un impact sur les stratégies de consultation du document notamment sur l’augmentation des transitions oculaires effectuées entre les textes et les illustrations. Cependant, seule la segmentation du texte sous forme de paragraphes sémantiques a permis d’obtenir des bénéfices en termes de compréhension. / It is easier today to offer in one informative document many sources of information presented in different formats. Presenting various media can bring benefits in terms of learning performance, but dealing effectively with these different sources of information is complex. Therefore, offering documents guiding the learner when he is reading may be necessary to promote the construction of a qualitative mental model. Empirical studies that are conducted during this thesis endeavour to determine which formats are most effective while gradually increasing guidance within the document. Thus, four items are tested: the position of the picture relative to the text, the effect of the instructions, the text segmentation and the introduction of a guidance through a figure-ground contrast. Moreover, in order to bring new elements of reflection about how people explore an informative document and the impact of these strategies on performance, the eye movements of the learners were recorded. The results showed that changes in the format of information have an impact on the strategies of consultation of the document, including the increasing eye transitions between texts and illustrations. However, only the segmentation of the text in the form of semantic paragraphs brought benefits in terms of understanding

Page generated in 0.0264 seconds