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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.
721

Un outil d’évaluation neurocognitive des interactions humain-machine

Courtemanche, François 08 1900 (has links)
De plus en plus de recherches sur les Interactions Humain-Machine (IHM) tentent d’effectuer des analyses fines de l’interaction afin de faire ressortir ce qui influence les comportements des utilisateurs. Tant au niveau de l’évaluation de la performance que de l’expérience des utilisateurs, on note qu’une attention particulière est maintenant portée aux réactions émotionnelles et cognitives lors de l’interaction. Les approches qualitatives standards sont limitées, car elles se fondent sur l’observation et des entrevues après l’interaction, limitant ainsi la précision du diagnostic. L’expérience utilisateur et les réactions émotionnelles étant de nature hautement dynamique et contextualisée, les approches d’évaluation doivent l’être de même afin de permettre un diagnostic précis de l’interaction. Cette thèse présente une approche d’évaluation quantitative et dynamique qui permet de contextualiser les réactions des utilisateurs afin d’en identifier les antécédents dans l’interaction avec un système. Pour ce faire, ce travail s’articule autour de trois axes. 1) La reconnaissance automatique des buts et de la structure de tâches de l’utilisateur, à l’aide de mesures oculométriques et d’activité dans l’environnement par apprentissage machine. 2) L’inférence de construits psychologiques (activation, valence émotionnelle et charge cognitive) via l’analyse des signaux physiologiques. 3) Le diagnostic de l‘interaction reposant sur le couplage dynamique des deux précédentes opérations. Les idées et le développement de notre approche sont illustrés par leur application dans deux contextes expérimentaux : le commerce électronique et l’apprentissage par simulation. Nous présentons aussi l’outil informatique complet qui a été implémenté afin de permettre à des professionnels en évaluation (ex. : ergonomes, concepteurs de jeux, formateurs) d’utiliser l’approche proposée pour l’évaluation d’IHM. Celui-ci est conçu de manière à faciliter la triangulation des appareils de mesure impliqués dans ce travail et à s’intégrer aux méthodes classiques d’évaluation de l’interaction (ex. : questionnaires et codage des observations). / More and more researches on Human-Computer Interactions (HCI) are trying to perform detailed analyses of interaction to determine its influence on users’ behaviours. A particular emphasis is now put on emotional reactions during the interaction, whether it’s from the perspective of user experience evaluation or user performance. Standard qualitative approaches are limited because they are based on observations and interviews after the interaction, therefore limiting the precision of the diagnosis. User experience and emotional reactions being, by nature, highly dynamic and contextualized, evaluation approaches should be the same to accurately diagnose the quality of interaction. This thesis presents an evaluation approach, both dynamic and quantitative, which allows contextualising users’ emotional reactions to help identify their causes during the interaction with a system. To this end, our work focuses on three main axes: 1) automatic task recognition using machine learning modeling of eye tracking and interaction data; 2) automatic inference of psychological constructs (emotional activation, emotional valence, and cognitive load) through physiological signals analysis; and 3) diagnosis of users’ reactions during interaction based on the coupling of the two previous operations. The ideas and development of our approach are illustrated using two experimental contexts: e-commerce and simulation-based training. We also present the tool we implemented in order to allow HCI professionals (e.g.: user experience expert, training supervisor, or game designer) to use our evaluation approach to assess interaction. This tool is designed to facilitate the triangulation of measuring instruments and the integration with more classical Human-Computer Interaction methods (ex.: surveys and observation coding).
722

大學圖書館網站首頁讀者視覺注意力之眼動 分析研究 / Assessing User’s Visual Attention on University Library Web Page with Eye Tracking Technology

林惠卿, Lin, Hui Ching Unknown Date (has links)
隨著網際網路的普及,促使大學圖書館紛紛建立網站服務讀者。目前國內各大專院校圖書館網站的建置已達到百分之百,網頁成為行銷各校學術資源最直接快速的管道,而圖書館網頁也利用廣告吸引讀者對於活動訊息的注意。目前國內大學圖書館網站中,並非每個學校均設有廣告來傳播重要的訊息給讀者,即使擁有廣告也是呈現位置不一。在設計上,大學圖書館網站首頁廣告應與整體版面搭配,以引起讀者視覺關注,並達透過廣告成功行銷圖書館資源與活動的目的;而以圖書館行銷的角度考量,惟有促使圖書館網站首頁的廣告被有效注意與理解,才能達到成功行銷廣告內容的目的。 本研究採用真實驗研究法(true-experiment research method),結合網頁視覺設計相關理論對於讀者目光注意力的吸引原則,以及視覺元素之間如何影響讀者的視覺行為為基礎,設計出三種內容相同但廣告放置於不同位置之圖書館網站首頁,比較讀者視覺注意力行為的差異,並以國立中正大學大學部學生五十四名為研究對象,利用「眼球追蹤儀器」(eye tracker)收集受試者眼動指標資料,並進行廣告傳達內容之記憶效應檢測,以及實驗後輔以問卷調查與訪談,探討大學圖書館網站首頁的廣告位置對於讀者視覺注意力及記憶效應的影響。 研究結果發現,讀者在三種不同廣告圖片位置之眼動訊息、記憶效應、瀏覽順序、整體印象滿意度均具有顯著差異。研究結果歸納如下: 一、讀者在廣告置上版面具有較多的注視次數,但是在廣告置左版面則具有較多的視覺停駐。 二、讀者在三種不同廣告位置版面之廣告內容的記憶效應具有顯著差異,廣告圖片位置置左版面具有最佳之記憶效應。 三、讀者在廣告置左版面之廣告內容的記憶效應與眼動指標之「平均注視時間」具有顯著關聯性,其他兩種版面則均無顯著關聯。 四、讀者在三種不同廣告位置版面之其他讀者服務項目所定義興趣區的眼動指標具有顯著差異,廣告置左版面讀者服務項目具有較為平均之視覺分布。 五、讀者在三種不同廣告位置版面之瀏覽順序具有差異,廣告置左版面之廣告較能引起讀者的優先注視。 六、讀者在三種不同廣告位置版面之圖書館網站首頁的整體印象具有顯著差異,廣告置左版面獲得較高的評價;其中版面在「簡單的」、「不散亂的」、「可靠信任的」、「引人注目的」等項目上均顯著高於廣告置右與廣告置上版面。 綜合本研究之研究結果,建議圖書館應善用置左廣告位置提升圖書館行銷相關訊息之目的。此外,圖書館網站首頁應重視視覺元素編排對於版面整體印象的提升效應。圖書館網頁編排也應善用接近性與相似性原則,使得版面呈現具一致性。 / The popularity of the Internet has pushed university libraries establishing websites to serve readers. The establishment of domestic university library websites has currently reached 100%, web pages become the most direct and rapid channels to market the academic resources, and advertisement on the library web pages is utilized for attracting readers’ attention to activities. So far, not all domestic university library websites are established advertisement for propagating important information to readers; even though there is advertisement, the presentation positions are distinct. In terms of the design, advertisement on the index page of a university library website should match the entire layout so as to appeal readers’ visual saliency and successfully market the library resources and activities. In consideration of library marketing, merely advertisement on the index page of a library website being effectively noticed and comprehended could the successful marketing be achieved. With true-experiment research method, the visual design of web pages to attract readers’ attention in this study is integrated with the effects of visual elements on readers’ visual behaviors to design three identical advertising contents which are placed in different positions on the index page of the library website in order to compare the difference in readers’ visual attention. Furthermore, 54 undergraduate students in National Chung Cheng University are selected as the research participants. An Eye Tracker is utilized for collecting the participants’ eye-tracking indicators, and the memory effect of the advertisement is tested. Furthermore, the questionnaire survey and interviews are proceeded to discuss the effects of advertising position on the index page of a university library website on readers’ visual attention and memory effect. The research findings show that the readers present significant difference on the eye-tracking information, memory effect, browsing order, and overall satisfaction of the three advertisement positions. The research results are concluded as follows. 1.The readers appear more attention on top-layout advertisement, but stay the vision more on left-layout advertisement. 2.The readers reveal remarkable difference on memory effect of advertisement among three advertisement positions, where the optimal memory effect appears on the left-layout advertisement. 3.The readers show significant correlations between memory effect of left-layout advertisement and the eye-tracking indicator of Average Fixation Time, while the rest two layouts do not show notable correlations. 4.The readers show remarkable difference on the eye-tracking indicator of interests defined in other reader service items of three advertisement layouts; the reader service items on the left-layout advertisement appear more average visual distribution. 5.The readers reveal distinct browsing orders on the three advertisement positions; the left-layout advertisement could better appeal the readers’ prior attention. 6.The readers show significantly different impression on the index page of the library website with three advertising positions; the left-layout advertisement acquires higher appraisal, where the items of Simple, Not Disordered, Reliable, Attention Attractive reveal higher appraisal than right-layout and top-layout advertisement. Summing up the research results, the libraries are suggested to well apply left-layout advertisement to enhance the marketing information. What is more, the index page of a library website should focus on the layout of visual elements to promote the overall impression. The layout of library web pages should also well apply the principles of proximity and similarity to present the consistency.
723

Real-time Detection And Tracking Of Human Eyes In Video Sequences

Savas, Zafer 01 September 2005 (has links) (PDF)
Robust, non-intrusive human eye detection problem has been a fundamental and challenging problem for computer vision area. Not only it is a problem of its own, it can be used to ease the problem of finding the locations of other facial features for recognition tasks and human-computer interaction purposes as well. Many previous works have the capability of determining the locations of the human eyes but the main task in this thesis is not only a vision system with eye detection capability / Our aim is to design a real-time, robust, scale-invariant eye tracker system with human eye movement indication property using the movements of eye pupil. Our eye tracker algorithm is implemented using the Continuously Adaptive Mean Shift (CAMSHIFT) algorithm proposed by Bradski and the EigenFace method proposed by Turk &amp / Pentland. Previous works for scale invariant object detection using Eigenface method are mostly dependent on limited number of user predefined scales which causes speed problems / so in order to avoid this problem an adaptive eigenface method using the information extracted from CAMSHIFT algorithm is implemented to have a fast and scale invariant eye tracking. First of all / human face in the input image captured by the camera is detected using the CAMSHIFT algorithm which tracks the outline of an irregular shaped object that may change size and shape during the tracking process based on the color of the object. Face area is passed through a number of preprocessing steps such as color space conversion and thresholding to obtain better results during the eye search process. After these preprocessing steps, search areas for left and right eyes are determined using the geometrical properties of the human face and in order to locate each eye indivually the training images are resized by the width information supplied by the CAMSHIFT algortihm. Search regions for left and right eyes are individually passed to the eye detection algortihm to determine the exact locations of each eye. After the detection of eyes, eye areas are individually passed to the pupil detection and eye area detection algorithms which are based on the Active Contours method to indicate the pupil and eye area. Finally, by comparing the geometrical locations of pupil with the eye area, human gaze information is extracted. As a result of this thesis a software named &ldquo / TrackEye&rdquo / with an user interface having indicators for the location of eye areas and pupils, various output screens for human computer interaction and controls for allowing to test the effects of color space conversions and thresholding types during object tracking has been built.
724

Évaluation des jeux Kinect à l’aide du suivi physiologique, du suivi oculaire et des réactions faciales du joueur

Hua, Tran Nguyen Khoi 08 1900 (has links)
No description available.
725

When Should Feedback be Provided in Online Forms? : Using Revisits as a Measurement of Optimal Scanpath Disruption and Re-evaluating the Modal Theory of Form Completion.

Koniakowski, Isabella January 2017 (has links)
In web forms, feedback can be provided to users at different points in time. This study investigates these three ways of providing feedback to find which results in the shortest completion time, which results in the lowest number of gaze revisits to input fields, and which type of feedback the users prefer. This was investigated through development of prototypes that were tested with 30 participants in a within-group design after which they were interviewed about their experiences. Providing feedback instantly or after form submission resulted in significantly shorter completion times than providing feedback after users left a field. Providing feedback instantly also resulted in significantly fewer revisits to input fields compared to providing feedback after leaving a field. Through a thematic analysis, users’ experiences were shown to be the most negative when given feedback after form submission, while the most positive experiences occurred when users were given feedback immediately. The results indicate that providing feedback immediately may be an equally good or better alternative to earlier research recommendations to provide feedback after form submission and that revisits to areas of interest may, with further research, be a measurement of optimal scanpath disruption.
726

Monitoramento do estado de sonolência de motoristas de automóveis através de análise de imagens de olhos / State of the Monitoring the of drowsiness of drivers of cars through analysis of eyes' image

Silva, Leonardo Dorneles Figueiredo 28 February 2012 (has links)
Made available in DSpace on 2016-08-17T14:53:19Z (GMT). No. of bitstreams: 1 dissertacao Leonardo Dorneles.pdf: 5262998 bytes, checksum: ddf1c0050c4fd4f028d30417f5fb59f8 (MD5) Previous issue date: 2012-02-28 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / The tiredness and fatigue contribute to the involvement of drivers in a large number of accidents. This number could be reduced if it was possible to detect the moment of inattention and warn the driver of their condition. A methodology that is able to detect this automatically should be able to process the information of the current status of the driver and provide an advise in real time according to their behavior. However it must not affect the driver in its natural way to drive. In this work was developed a methodology that uses image processing techniques, computer vision, machine learning and physical characteristics to detect the eye region and analysis of their behavior with the objective of verifying the level of inattention of drivers of cars. / O cansaço e a fadiga contribuem para que o condutor de veículos automotores se envolvam em um grande número de acidentes. Esse número poderia ser reduzido caso fosse possível detectar o momento de desatenção e alertar o motorista. Uma metodologia que seja capaz de fazer essa detecção de forma automática deve ser capaz de processar as informações da situação atual do usuário e fornecer a resposta em tempo real de acordo com o seu comportamento e também não atrapalhe o condutor na sua forma natural de dirigir. Neste trabalho foi desenvolvido uma metodologia que utiliza técnicas de processamento de imagens, visão computacional, aprendizado de máquina e características físicas para a detecção da região dos olhos e a análise de seu comportamento com o objetivo de verificar o nível de desatenção de motoristas de automotores.
727

Eye on the Prize : Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements / Förstärkning av realism vid interaktion med icke spelbara karaktärer med mänskliga ögon rörelser

Palm, Daniel January 2013 (has links)
In the wake of motion capture and visual animation one aspect seems to be lacking. A realistic representation of the dynamic and unpredictable human visual perception. A human examines her surroundings in a unpredictable, saliency based and top-down task oriented manner. In the field of computer science, interaction design and the industry of game development, great leaps have been taken when it comes to capture motion of bodies. Motion capture helps developers and film makers to portray realistic humans in virtual environments. Where motion has come far, eyes and perception has not. As of yet a virtual representation of human visual perception, has not been mimicked as close as body motion. This thesis will examine perceived realism in virtual agents, with a focus on eye motion. In this study a virtual agent has been given eye movements of human beings and been compared to an agent based on current virtual agents in games. This is the first step towards synthesizing more than just human motion in virtual agents. It will provide future research with the data and tools needed to produce an algorithm based on the gathered data. Prior context research includes a study of current games. Two participant experiments have been be conducted, both has recorded eye positional data for analysis. The first experiment helps build the second as it compares virtual agents using a Likert scale for a subjective rating of realism. The results offers some very interesting data, indeed data that lie at the core of the study as well as data for further studies. While statistical analyses of Likert scales might be considered ambiguous this study has done so and reached a conclusion. A virtual agent enhanced with eye-motion based on human eye movements does portray a more realistic human like behaviour. / Arbetet undersöker uppfattad realism av virtuella karaktärer som använder mänskliga ögonrörelser. Med hjälp av en Tobii Eye-tracker har personers ögonrörelser spelats in medan de tittat på en virtuell karaktär. Därefter har den informationen använts till att skapa en virtuell karaktär med mänskliga ögonrörelser. En jämförelse mellan dessa har sedan gjorts för att bedöma vad som uppfattas mest realistiskt. Resultaten kan inte statistik säkerställas, även om datan ger indikationer på att det är en skillnad. / Programme: Master of Science Programme in Design, Interaction and Game Technologies/Masterprogram i design, interaktion och spelteknologier Phone nr: +46735305836
728

Arithmétique mentale et sens du nombre: le rôle des habiletés numériques dans le choix et l'exécution des stratégies de résolution d'additions complexes /cMathieu Guillaume / Mental arithmetic and the number sense: the role of numerical abilities in the selection and in the execution of solving strategies for complex additions.

Guillaume, Mathieu 09 October 2013 (has links)
La présente thèse a pour objectif de clarifier la nature de la relation entre les habiletés numériques innées – le Sens du Nombre – et les compétences en arithmétique apprises à l’école. L’originalité de cette recherche consiste en l’attention particulière que je porterai au rôle que jouent les habiletés numériques innées dans les différentes manières de résoudre une addition complexe, telle que 48 + 25, c’est-à-dire les stratégies de résolution. Dans le présent travail, je m’attèlerai à déterminer si la possession de compétences numériques plus développées favorise l’utilisation de procédures de calcul qui tiennent compte des propriétés numériques des opérandes du calcul, et si, inversement, la possession d’habiletés numériques plus imprécises entrave leur application, au profit de stratégies de calcul plus basiques. <p><p>À cette fin, j’axerai la présente thèse en trois volets distincts. Dans un premier volet, je vérifierai que les habiletés numériques sont essentielles à l’implémentation de toutes les stratégies de calcul, malgré le fait qu’elles soient engagées à des degrés d’élaboration différents en fonction de la stratégie exécutée. Ensuite, dans un second volet, je confirmerai que les compétences numériques orientent les préférences stratégiques ;comme je le supposais, les calculateurs possédant les habiletés numériques les plus développées ont davantage recours à des stratégies basées sur la magnitude complète des nombres, alors que ceux qui ont des capacités plus limitées les évitent. Enfin, dans un dernier volet, je mettrai en évidence que l’application de telles stratégies qui impliquent de traiter les numérosités entières engendre au niveau cérébral une activité accrue au sein des régions intrapariétales, aires dédiées au traitement des magnitudes numériques, par rapport aux autres procédures de calcul.<p><p>Les résultats que je rapporte dans la présente thèse mettent ainsi en évidence que les habiletés numériques sont critiques dans la résolution d’additions complexes non seulement au niveau de l’exécution de la stratégie de calcul, mais aussi dans l’établissement à long terme de la préférence stratégique des individus. Outre ces observations, la présente recherche plaide plus généralement en faveur de la prise en considération des stratégies de résolution dans les tâches arithmétiques, car les compétences numériques peuvent y être associées à des degrés différents. Au-delà de la simple performance, s’intéresser plus qualitativement aux stratégies de résolution constitue selon moi une étape cruciale dans la compréhension de la nature du lien entre le Sens du Nombre inné et les compétences en arithmétique.<p><p>/<p><p>The current thesis aims at clarifying the nature of the relationship between innate numerical abilities – the Number Sense – and arithmetic skills acquired at school. I will particularly focus in this research on the role played by these innate numerical abilities in selecting and executing the different procedures that could be used to solve a complex addition such as 48 + 27. In the current thesis, I will attempt to determine whether more elaborated numerical competence favours the utilisation of solving strategies that take into account the numerical properties of the addends, and conversely, whether inaccurate numerical representations discourage from using these strategies, for the benefit of more basic solving strategies.<p><p>In the current thesis, I will more specifically cover three different aspects. First of all, I will demonstrate that numerical abilities are crucial in implementing every solving strategy, but that they are engaged to a different extent as a function of the executed strategy. Secondly, I will show that numerical competence determine strategic preference; as I hypothesized, adults who possess the best numerical abilities would use more frequently solving strategies that are based on the entire numerical magnitude of the addends, whereas adults with more limited abilities would rather avoid them and execute basic procedures. Finally, in the third section, I will emphasize that the use of such elaborated solving strategies do imply at the cerebral level a stronger activity within the intraparietal regions, which are dedicated to the numerical magnitude processing, in comparison to other basic solving strategies.<p><p>The data I report here thus highlight that numerical abilities are essential in solving complex additions, not only in the execution of the solving strategy, but also in the long-term establishment of the preferred strategy. Besides this observation, the current thesis claims more generally in favour of the consideration of solving strategies when assessing arithmetic tasks, because numerical abilities are involved to a distinct extent in these tasks. Over and above regular performance, investigating through a qualitative perspective the solving strategies constitutes, according to me, a fundamental step in understanding the nature of the relationship between the innate Number Sense and arithmetic skills.<p> / Doctorat en Sciences Psychologiques et de l'éducation / info:eu-repo/semantics/nonPublished
729

Physical activity in natural environments : importance of environmental quality, landscape type and promotional materials

Elliott, Lewis Roland January 2016 (has links)
Physical inactivity and disconnection from natural environments threatens human health. However, research has demonstrated that natural environments potentially support health-enhancing physical activity which could confer greater physical and mental health benefits than physical activity in other types of environment. This thesis approached the study of physical activity in natural environments through three related pieces of research. Firstly, an experimental study was carried out to explore how the presence of litter in beach environments affected psychophysiological responses to exercise. Responses to exercise did not differ in littered and clean conditions but there was evidence that order effects influenced findings. Visual attention to the two scenes differed, but did not mediate differences in psychophysiological responses. Secondly, analysis of a national dataset was undertaken to explore the form and quantity of physical activity conducted within natural environments in England. A series of linear regressions revealed that higher-intensity physical activities occurred in countryside environments, but more total energy expenditure occurred in coastal environments. Thirdly, a quantitative content analysis of brochures which promote recreational walking in natural environments was conducted which investigated their use of persuasive behavioural messages. These brochures omitted behavioural techniques which may be effective at motivating inactive individuals to walk. Extending this, an online survey tested whether improving brochure content heightened intentions to walk in natural environments. By designing content based on the theory of planned behaviour, the intentions of inactive individuals to undertake walking in natural environments were increased. The findings from this thesis demonstrate that the protection of natural environments is vital for preserving and promoting active recreation and could contribute to population-level increases in physical activity with theory-based promotion in the future.
730

Na rozhraní lexikální a gramatické povahy vidu: studie očních pohybů / At the boundary between lexical and grammatical aspect: an eye tracking study

Kořenář, Michal January 2017 (has links)
I malé změny v Gramatický a lexikální aspekt jsou dva příklady kategorií, které se na této mentální reprezentaci podílí. Pomocí těchto kategorií vytváříme mentální koncepty, pomocí opujeme naše prožívání místa a času. Tato studie zkoumá interakci lexikálního a gramatického vidu a jak se tato interakce odráží na charakteru očních pohybů u mluvčích nizozemštiny. Bylo užito 04). Byly měřeny oční pohyby 20 rodilých mluvčí nizozemštiny, během toho, co sledovali bílou obrazovku bez jakýchkoliv explicitních obrazových stimulů a poslouchali věty vytvořené s ohledem na různé kombinace lexikálního a gramatického vidu. Užité paradigma simuluje případy z běžného života, kdy lidé pasivně poslouchají mluvenou řeč bez doprovodné vizuální složky. Tato studie nabízí důkazy, že gramatický a lexikální aspekt ovlivňují celou řadu očních pohybů. Tato práce je hodnotným rozšířením naší znalosti o psycholingvistické realitě vidu v nizozemštině, tomto ohledu věnována dostatečná pozornost. Výsledky tohoto výzkumu vnáší nové světlo do probíhající diskuse o tom, zda i tak abstraktní ává měřitelné stopy v našem senzomotorickém systému, a zda je schopný ho ovlivňovat. Navíc tato studie otevírá dveře dalšímu výzkumu zaměřenému na spojení mezi jazykem a mozkovými drahami, které se podílí na zpracování vjemových stimulů. klíčová slova:...

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