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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.
1

From Curb to Launch : Explore the pre-launch, ground experience for space tourism in 2040

Lee, Benjamin January 2018 (has links)
We are at the dawn of the next chapter of manned space flight, and space travel will soon be within reach for the majority of the humanity, not just the elite. The imminent launch of Virgin Galactic's first commercial service this year, soon to be followed by companies such as SpaceX and Blue Origin, means that space tourism will quickly go from one individual every few years to dozens, perhaps hundreds of new space tourists annually. Everyday civilians going to space for the purpose of tourism will have fundamentally different needs than professional astronauts going up to space for days or month at a times for work and research. To make space travel within reach of the masses, space tourist will need a different and simplified process compared to traditional astronauts. This thesis created a user-centered service that allows companies to handle the increasing number of private individuals going to space. The service not only prepares the customer for the space flight, but also provides an experience that will last a lifetime, that will be shared with others, and in the process perhaps inspire a new generation of human progress and collaboration. The result is a snapshot of the overall service, illustrate the user experience in an immersive, virtual environment. As part of the exploration, an immersive and very effective new method of user experience testing is developed as contribution to the field of Interaction Design.
2

Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction

De Oliveira, Clarissa C. January 2018 (has links)
In less than a century, programming languages have assumed many forms in adapting to system’s needs and capacities, of which our cognitive systems are a part. One variation, tailored specifically for the cognitive processes in children’s education of computational concepts, and nowadays successful among novice adult learners too, is that of visual block based programming. From the pool of available block based programming environments, Scratch is the most popular for users, and therefore becomes a good topic for researchers interested in contemporary educational discussions, including that of coding as a curricular activity in schools. Although inspired by the educational philosophy of using abstract physical blocks in foundational learning, the mainly visual interface of Scratch is made for keyboard and mouse mediated interaction with the digital content on-screen, producing audio-visual feedback. This research is a case study of Scratch, where the shortcomings found in interactions with its environment motivate the investigation of a potential hybrid technology – tangible and visual – for enhanced learning of foundational concepts in block based programming. The investigation is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The results from its design process present the benefits and challenges of this hybrid concept to inform and inspire the development of new technologies for learning, as well as it should inspire designers of Tangible User Interfaces (TUIs) for learning and the educational community of computing to challenge the current ways of learning. The work here presented is concerned with acknowledging and building onto strengths of existing technologies, rather than substituting them with disruptive ideas.
3

Voice assistants and railway passengers : A user-centered exploration of value creation opportunities in a railway service context

Backhans, Gustav, Driving, Douglas January 2020 (has links)
There is a current rising trend of using voice assistants (VAs) to perform tasks in new ways, and various companies are considering introducing them as part of their service propositions. One such company is the railway service provider SJ AB that is interested in understanding how a VA may benefit their passengers. To better understand the utility of a VA in the railway service context, this thesis aims to explore the value creation opportunities that the introduction of such a technology presents. This exploration is done through identifying the potential functionality of such a VA, what value that functionality can create for passengers, and what barriers exist for creating that value. This identification is done through a user-centred research process, during which design probes and experience prototyping were carried out with railway passengers and analysed through qualitative content analysis. The results show that a VA presents fast, convenient, and intuitive access to a wide set of functions but is hindered by its invisible affordances and the user’s preconceptions. It shares several functions with existing channels, presented in a new way, that span the entire course of the train journey. The functionality and the identified functions primarily create utilitarian values, which connects to the passenger’s pragmatic view of the service. Furthermore, the passengers perceived the VA as an agent able to take over responsibilities and tasks from the passenger, resulting in a peace of mind but also a diminished sense of control. Finally, the railway service context affected what functionality is suitable, what values can be created and what barriers need to be considered. Some of the value creation possibilities and barriers are also contemporary and might change with shifting social norms and further technological development.
4

Don’t be unfair, Mr Bot! : An empirical study exploring the perception of fairness in non-work settings for human-agent interactions

Bäckström, August, Ekenberg, William January 2023 (has links)
This study aimed to explore the implementation of fairness in intelligent agents to enhance their interactions in our social space. Two distinct investigations, an experiment, and a focus group, were conducted to examine the impact of unfair treatment by non-anthropomorphic and anthropomorphic agents, where we sought to answer the research question: How does experiencing unfair treatment from agents with different appearances influence individuals' perceptions, satisfaction, and trust? The experiment encompassed four experimental conditions combining fair and unfair behaviours with agents displaying human-like or non-human-like appearances. User enactment, Experience prototyping, and the Wizard of Oz technique were employed during the experiment. The focus group aimed to delve into the concept of fairness and its relevance to agents in greater detail. In summary, the study's findings indicate that fairness is a significantly important consideration in agent design. However, the complexity of designing a fair agent proves challenging, due to the subjective and contextual nature where it entangles with various factors. / Toward socially competent AI: Designing multi-user interaction with embodied intelligent agents to support politeness and fairness (SCAI)
5

Codeinskij : Art and programming as part of young children’s creative exploration / Codeinskij - Art and programming as part of young children’s creative exploration : Exploring and developing tangible interactions for children to explore simple concepts of computer science, geometry and digital art in a fun an playful way.

Paolo, Camerin January 2021 (has links)
This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. From the idea of creating a tool for education, this project has evolved, throughout the iterative design process of prototyping and testing, into a toolbox for personal exploration and discovery of Art and technology. This toolbox not only aims to give children the opportunity to grow and develop their understanding of digital media but also aims to help them create stronger bonds with people around them, by sharing and participating together in the activities that they will create. Prototyping is here used as an explorative tool to not only develop the final design but to also investigate children, their interests and aspirations. The different iterations have helped getting a deeper understanding of the user and the concepts revolving around the topic of art and programming to which this project try to talk to. The outcome is a physical modular interface that allows children to build, piece by piece, a digital and interactive art experience that they can eventually share and play with family and friends.

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