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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.
91

Study of Users’ Data Volume as Function of Quality of Experience for Churn Prediction

Hemanth Kumar, Ravuri January 2016 (has links)
Customer churn has always been a problem to be addressed by the telecommunication service providers. So far, work done in this regard was based on analyzing historical data of the customers by using different data mining techniques. Investigations based on individual user behavior with a motive of churn prediction are expected to give an idea about the user’s point view towards churn. Data volumes/data usage of the users is seen as parameter to assess the satisfaction of the users with the service. The subjective and objective behavior of the mobile phone users has been captured by collecting data about the data volumes/data usage for both Wi-Fi and mobile services along with their ratings of Quality of Experience (QoE).   The Experience Sampling Method has been deployed to collect the user data. Android tool was used to collect weekly data volumes of the users. A questionnaire was prepared with questions regarding quality, annoyance and churn risk of the users. The questionnaire was used to collect the weekly opinions of the users on the service. A total of 22 users participated in the study, of which 3 persons churned to other service provider during the study. The data collected in the study was analyzed using averages, correlations and decision trees. Comparisons were made between Wi-Fi and mobile services, churners and non-churners/active users. A 2-fold churn prediction model was proposed based on conclusions of the study.
92

Contribution to the study of haptic feedback for improving the audiovisual experience / Contribution à l'étude des retours haptiques pour l'amélioration de l'expérience audiovisuelle

Danieau, Fabien 13 February 2014 (has links)
Les technologies haptiques, stimulant le sens du toucher, sont utilisées depuis des années dans des applications de réalité virtuelle et de téléopération pour accroître l'immersion de l'utilisateur. Elles sont en revanche très peu employées dans les systèmes audiovisuels comme les cinémas. L'objectif de cette thèse est d'exploiter le potentiel des retours haptiques pour les contenus audiovisuels. Dans la première partie de la thèse, nous nous intéressons au rendu d'effets haptiques lors du visionnage d'une vidéo. Nous présentons tout d'abord un appareil générant des sensations de mouvements à 6 degrés de liberté. Au lieu de mettre tout le corps de l'utilisateur en mouvement, comme cela est fait avec les simulateurs de mouvements traditionnels, seulement la tête et les mains sont stimulées. Ce dispositif permet ainsi d'enrichir l'expérience audiovisuelle. Nous nous intéressons ensuite aux algorithmes de rendu d'effets haptiques dans un contexte audiovisuel. La combinaison de retours haptiques et de séquences vidéo amène de nouveaux problèmes lors du rendu haptique. Nous proposons un nouvel algorithme adapté à ce contexte. Dans la seconde partie de la thèse, nous nous concentrons sur la production d'effets haptiques. Premièrement nous présentons un nouvel outil d'édition graphique. Celui-ci propose trois méthodes d'interaction pour créer des effets de mouvement et pour les synchroniser avec une vidéo. De plus, cet outil permet de ressentir les effets créés. Ensuite nous nous penchons sur les combinaisons haptiques et audiovisuelles. Dans une nouvelle approche nommée Cinématographie Haptique, nous explorons le potentiel des effets haptiques pour créer de nouveaux effets dédiés aux réalisateurs de films. / Haptic technology, stimulating the sense of touch, is used for years in virtual reality and teleoperation applications for enhancing the user immersion. Yet it is still underused in audiovisual systems such as movie theaters. The objective of this thesis is thus to exploit the potential of haptics for audiovisual content. In the first part of this Ph.D. thesis, we address the haptic rendering in video viewing context. We first present a new device providing 6 degrees of freedom motion effects. Instead of moving the whole user's body, as it is traditionally done with motion platform, only the head and hands are stimulated. This device allows thus to enrich the audiovisual experience. Then we focus on the haptic rendering of haptic-audiovisuals. The combination of haptic effects and video sequences yields new challenges for the haptic rendering. We introduce a new haptic rendering algorithm to tackle these issues. The second part of this Ph.D. is dedicated to the production of haptic effects. We first present of novel authoring tool. Three editing methods are proposed to create motion effects and to synchronize them to a video. Besides, the tool allows to preview motion effects thanks to a force-feedback device. Then we study combinations of haptic feedback and audiovisual content. In a new approach, the Haptic Cinematography, we explore the potential of haptic effects to create new effects dedicated to movie makers.
93

Interactive user experience design : creating an effective online experience

Park, Ji Yong, n/a January 2007 (has links)
Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
94

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Nilsson, Tobias, Tilander, Elias January 2010 (has links)
<p>Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.</p>
95

Skeuomorphism : En Studie om Realistiska Designinslag i Digitala Gränssnitt

Croner, Alexander, Wessman, Jonathan January 2013 (has links)
Skeuomorphism är ett relativt nytt begrepp inom interaktionsdesign.Skeuomorphism är en designstil vars mål är att efterlikna realistiska objekt för attframkalla och skapa vissa effekter och upplevelser, som till exempel attunderförstått kommunicera en förståelse till användaren. Litteraturstudien visadepå att ingen har undersökt hur användare upplever inslagen och effekter somutlovas är spekulationer. Denna uppsats undersöker hur användare upplever inslagav skeuomorphism i digitala gränssnitt. Studien utfördes med hjälp av metodernathink-aloud och intervjuer för att besvara frågan, ”Hur upplever användare inslag avskeuomorphism i digitala grafiska gränssnitt?”. Studien resulterade i sex punktersom presenterar hur användare upplever inslag av skeuomorphism. / Skeuomorphism is a relatively new concept in interaction design. Skeuomorphism isa design style that aims to mimic realistic objects to develop and create certaineffects and experiences, such as implicitly communicate an understanding to theuser. The literature review showed that no one has studied how users experiencethese elements and the effects that are promised are only speculations. This essayexamines how users experience the elements of skeuomorphism in digitalinterfaces. The study was conducted using the methods think-aloud and interviewsto answer the question, “How do users experience elements of skeuomorphism indigital graphical interfaces?” . The study resulted in six aspects which presents howusers experience the elements of skeuomorphism.
96

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Nilsson, Tobias, Tilander, Elias January 2010 (has links)
Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.
97

Att leva tillsammans med en familjemedlem som drabbats av psykossjukdom : en litteraturstudie

Petersson, Louise, Roel, Patricia, Sandell, Inger January 2012 (has links)
Bakgrund: En psykossjukdom är en sjukdom som inte bara drabbar personen själv utan hela dennes familj. Hela familjens livsvärld påverkas och familjelivet ansträngs hårt. Den psykossjuka familjemedlemmen erfar världen på ett annorlunda sätt. Vanliga symtom vid en psykos är bland annat hallucinationer och vanföreställningar. En bra vårdrelation mellan vårdgivare, den sjuka psykossjuka familjemedlemmen och anhöriga är en förutsättning för återhämtning. Syfte: Få ökad kunskap om och förståelse för anhörigas upplevelse av att leva med en familjemedlem med psykossjukdom. Metod: Metoden som valdes för studien var en systematisk litteraturstudie i vilken elva vetenskapliga artiklar analyserades med en kvalitativ innehållsanalys. Resultat: Tre kategorier framträdde ur data. Dessa visar att anhöriga bär på både känslomässiga och praktiska bördor samt att de har negativa erfarenheter av stöd och information av vårdpersonal. Slutsats: Resultatet i studien visar att psykossjukdom är en belastande sjukdom för anhöriga. Deras känslomässiga bördor är komplexa beroende på deras höga belastning av att vårda sin sjuka familjemedlem samt brister i bemötande av vårdpersonal.
98

A Study of the Relation between Entrepreneurial Experience and Opportunity Identification

Chen, Wei-Ting 09 January 2007 (has links)
Many people instinctively agree that entrepreneurial experience is a valuable property more useful in identifying new opportunities. In fact, many entrepreneurs who had started an enterprise thought that they identified a new opportunity but failed in new enterprise. This let us consider a question ¡§How entrepreneurial experience effects opportunity identification¡H¡¨ Past researches have discussed more about ¡§prior knowledge¡¨, but not deeply discussed about the content of entrepreneurial experience. It is hard to express the unique value of entrepreneurial experience and to explain the logic of the relation between entrepreneurial experience and opportunity identification. This research further describes and defines the content of entrepreneurial experience on the basis of ¡§prior knowledge¡¨ discussed by past researches, and explains the relation between entrepreneurial experience and opportunity identification. Analyzing literature, this research generalizes a conclusion that entrepreneurial experience includes ¡§start-up experience¡¨, ¡§management experience¡¨ and ¡§industry-specific experience¡¨. ¡§Start-up experience¡¨ is the most unique and is also the key point of this research. Through discussion with entrepreneur, the content of ¡§start-up experience¡¨ includes ¡§sustained opportunity identification¡¨, ¡§establishment of networks of stakeholders¡¨ and ¡§establishment of honor¡¨. The goals of these activities are reacting to the environmental impact of high uncertainty, variance and time pressure in start-up period. Finally, according to the result of case study, this research finds ¡§sustained opportunity identification¡¨ and ¡§establishment of networks of stakeholders¡¨ could be useful or harmful to opportunity identification in different conditions. ¡§Establishment of honor¡¨ is absolutely useful to opportunity identification. So it can be understood that entrepreneurial experience could give opportunity identification a positive or negative effect.
99

Jonathan D. Kramer's ¡mThe Time of Music¡n: An Inquiry into Time Experience

Fu, Hsiu-chuan 10 September 2007 (has links)
In 1988, through the book of¡mThe Time of Music¡nJonathan D. Kramer (1942 - 2004) provided various point of view to understand the description analysis of the¡§Time Experience¡¨of music : by way of using the methods of¡§waiting¡¨and¡§explain¡¨in both linear and nonlinear in the description analysis of¡§Time Experience¡¨, the situation of ¡§personal time experience¡¨can be emphasized; via¡§musical performance interface¡¨, the subconscious communication interface can be stirred; under the process of interaction experience the multiperspective image can be presented and the difference with the traditional analysis and description analysis in the time experience with listening experience situation can be compared. To analysis and integrates the methods of description analysis in¡§Time Experience¡¨from Kramer' s ¡mThe Time of Music¡n is the aim of this thesis. Through¡§personal time experience¡¨ in ¡§musical performance interface¡¨, there are three categories can be discussed such as : 1) a number of the descriptions about¡§musical performance interface¡¨; 2) the concepts of¡§personal time experience¡¨in music via different auras in terms of musical performance interfaces¡F3) the points are strongly related to the perspective of¡§personal time experience¡¨in music and being the matrix of Music.
100

"I'm center stage!" : A study of service offerings from a consumer's point of view

Mathys, Jonas January 2015 (has links)
The purpose of this study is to learn more about the consumers' interaction with companies over different channels. It is conducted from a consumer's point of view, but the insights gained through this study will help companies to design and build better services. In this context, the concepts of User Experience, cross-channel and Customer Experience provide a theoretical framework. The new approach in this study is to combine the three concepts, their framing and their identified design elements. This conceptual framing contains a list of design elements with a positive influence on the service experience. However, the conceptual framing provides no answers on how to apply these design elements. In the methodology part, possible approaches are discussed. The heuristic evaluation used in the two case studies is a method that takes all three concepts from the theoretical framework into account. With the first heuristic, it is possible to analyze single touchpoints like User Experience demands. The following heuristics are used within a cross-channel context. Finally, the last heuristic is responsible for the holistic perspective from Customer Experience. The case studies are then conducted to verify the applicability of the design elements with the heuristic evaluation. The findings of the study were positive and suggest that the heuristic evaluation is a suitable method to analyze a company's service offerings. Additionally, the case studies lead to results which are useful for the two companies (Migros and Nestlé). The overall conclusion of this study is that the three concepts complement each other very well. User Experience is responsible for well designed touchpoints. Cross-channel expands the perspective on ecosystems and evaluates how the touchpoints operate together. Finally, Customer Experience analyzes the whole company and its touchpoints on a heuristic perspective.

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