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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.
351

Análise da percepção da sinalização vertical por parte do condutor, utilizando ambientes simulados de direção: um estudo de caso na rodovia BR-116 / Analysis of the road signs perception in driving simulated environments: a case study on the BR-116 highway

Miguel Andrés Castillo Rangel 15 May 2015 (has links)
Os simuladores de direção são ferramentas de pesquisa que permitem estudar o comportamento do condutor em diversos cenários de direção, de forma rápida, segura e econômica. Este estudo faz parte de um projeto de pesquisa que visa utilizar essas ferramentas na avaliação de projetos de sinalização, antes da sua implantação na rodovia. Em particular, o objetivo deste trabalho foi analisar como os condutores percebem a sinalização vertical dentro de um ambiente simulado de direção, apoiado no uso de um sistema de rastreio do olhar. O andamento da pesquisa abrangeu a montagem do simulador e do sistema de rastreio do olhar, a geração do ambiente simulado de direção, o experimento no simulador para medir a percepção da sinalização dentro do ambiente virtual, e por último, a análise e validação dos resultados. No experimento, 21 condutores dirigiram em um trecho de 10 quilômetros da rodovia BR-116 que possui 31 sinais de trânsito, para mensurar a distância de percepção, o número de fixações e o tempo de observação da sinalização, assim como a variação da velocidade após percepção da mesma. A percepção da sinalização dentro do ambiente virtual foi semelhante à reportada na literatura para estudos em estradas: em média, os condutores perceberam um de cada três sinais, o tempo de observação foi de 360 milissegundos, a distância de percepção foi de 100 metros e somente a percepção dos limites de velocidade foi relevante no comportamento dos condutores. Adicionalmente, obteve-se uma validade relativa entre as velocidades no simulador e as velocidades de operação medidas no trecho estudado. Nesse sentido, os resultados deste estudo sustentam a viabilidade e a validade do simulador de direção na avaliação de projetos de sinalização. Finalmente, como contribuição adicional, propuseram-se medidas para aprimorar a sinalização no trecho estudado e o realismo do simulador de direção. / Driving simulators are research tools that allow studying driver behavior on several driving scenarios, in a safely and cost-effective way. This study pertains to a research project whose goal is to use these tools in the assessment of road signage projects, before their implementation on roadway. In particular, the goal of this study was to analyze how drivers perceive road signs within a simulated driving environment, supported by an eye tracking system. The research development included the assembling of the driving simulator and the eye tracking system, the generation of the simulated environment, an experiment to measure the signaling perception within that environment, and finally, the analysis and validation of the results. In the experiment, twenty-one drivers drove over a ten-kilometer virtual segment of the BR-116 roadway, that has thirty-one traffic signs, in order to measure the number of eye fixations, the perception distance and the observation time over each sign, as well as, the speed change after its perception. The perception of the road signs within the virtual environment was similar to that reported in the literature for on-road studies: in average, the drivers perceived one-third of the traffic signs, the mean observation time was 360 milliseconds, the mean perception distance was 100 meters and only the speed limit signs perception was relevant on the drivers behavior. Furthermore, it was observed a relative validity between the driving simulator speeds and the actual operating speeds in the studied segment. In that sense, this study shows the feasibility and validity of using driving simulators to assess road signage projects. Finally, some countermeasures were proposed in order to enhance both the road signaling of the studied segment and the road signs perception within the simulated driving environment.
352

Nas partituras das emoções: processamento de estímulos afetivos musicais e visuais em crianças e adolescentes com Síndrome de Williams / In scores of emotions: processing of musical and visual affective stimuli in children and adolescents with Williams Syndrome

Nara Cortes Andrade 18 December 2017 (has links)
Compreender as bases do comportamento social e do desenvolvimento socioafetivo humano é essencial tanto para indivíduos com desenvolvimento típico (DT) quanto com transtornos neuropsiquiátricos. A Síndrome de Williams (SW) é uma condição neurogenética rara ocasionada pela deleção de aproximadamente 28 genes no cromossomo 7q11.23. A sintomatologia inclui desde dismorfismos faciais a alterações do funcionamento cognitivo e socioafetivo, com a presença de deficiência intelectual de grau leve a moderado. O processamento de estímulos afetivos tem sido foco de grande interesse em indivíduos com SW. Apesar de parte das pesquisas apontarem que esta população tem habilidade preservada de reconhecimento de expressões facias de emoções positivas e prejuízos no reconhecimento de emoções negativas, este ainda não é um campo consensual. Ao mesmo tempo, estudos indicam maior interesse desta população em relação a música e diferenças no neuroprocessamento de trechos musicais com valência afetiva. O presente trabalho teve por objetivo caracterizar o processamento de estímulos afetivos musicais e visuais em crianças e adolescentes com Síndrome de Williams. O Estudo I buscou validar trechos musicais com valência afetiva em cultura brasileira e analisar o efeito do treino musical na compreensão de emoções em música. Músicas com valência afetiva foram avaliadas pelos participantes de maneira correspondente à emoção pretendida pelo compositor e de forma similar entre as populações brasileiras e canadenses. O efeito do treino musical sobre a habilidade de reconhecer as emoções em música tiveram maior impacto em emoções com maior grau de dificuldade para os participantes como todo. O Estudo II visou caracterizar o perfil musical de crianças e adolescentes com SW e diferenciar o processamento de estímulos afetivos musicais em crianças e adolescentes com SW com as de DT. Pessoas com SW foram avaliadas com maior habilidade musical global. Não foram encontradas diferenças no que diz respeito ao interesse por atividades musicais. O Estudo III teve como objetivos diferenciar habilidade de reconhecimento de emoções o padrão de rastreamento do olhar frente a estímulos afetivos visuais em crianças e adolescentes com SW e SW com sintomas de TEA (SW/TEA). Pessoas com SW desprenderam maior tempo de fixação nos olhos e em faces alegres quando comparadas a faces tristes. Resultados indicam diferença no reconhecimento de emoções e rastreamento de olhar em indivíduos com SW/TEA. Padrão de reconhecimento em estímulos musicais e visuais foi semelhante na população SW, com acentuado prejuízo no reconhecimento de emoções negativas e preservação do reconhecimento de emoções positivas. Este achado reforça a modularidade do processamento neurológico das emoções básicas. Crianças com SW reconheceram mais facilmente estímulos musicais de valência positiva em comparação aos visuais sugerindo que o domínio da música seja um ponto de força desta população / Understand the foundation of social behavior and human social and affective development is essential for both individuals with typical developmental (TD) and neuropsychiatric disorders. Williams Syndrome (WS) is a rare neurogenetic condition caused by the deletion of approximately 28 genes on chromosome 7q11.23. The symptomatology includes from facial dysmorphisms to changes in cognitive and social and affective functioning, with the presence of mild to moderate intellectual deficiency. The processing of affective stimuli has been a focus of great interest in individuals with WS. Although part of the research indicates that this population has preserved ability to recognize face expressions of positive emotions and impairment in the recognition of negative emotions, this is not yet a consensual field. At the same time, studies indicate greater interest of this population in relation to music and differences in the neuroprocessing of musical excerpts with affective valence. The present work aimed to characterize the processing of musical and visual affective stimuli in children and adolescents with Williams Syndrome. Study I sought to validate musical excerpts with affective valence in Brazilian culture and to analyze the effect of musical training on the understanding of emotions in music. Songs with affective valence were evaluated by the participants corresponding to the emotion pretended by the composer and similarly between the Brazilian and Canadian populations. The effect of musical training on the ability to recognize emotions in music has had a greater impact on emotions with a greater degree of difficulty for participants as a whole. Study II aimed to characterize the musical profile of children and adolescents with WS and to differentiate the processing of musical affective stimuli in children and adolescents with WS compered to TD. People with WS were assessed with greater overall musical ability. No differences were found regarding the interest in musical activities. The aim of Study III was to differentiate between the ability to recognize emotions and the pattern of eye tracking in relation to visual affective stimuli in children and adolescents with SW and WS with ASD symptoms. People with SW gave more fixation time to the eyes and happy faces when compared to sad faces. Results indicate difference in the recognition of emotions and eye tracking in individuals with SW / ASD. Recognition pattern in musical and visual stimuli was similar in the WS population, with marked impairment in the recognition of negative emotions and preservation of the recognition of positive emotions. This finding reinforces the modularity of neurological processing of basic emotions. Children with WS recognized easily positive musical stimuli compared to visual ones suggesting that the domain of music is the strength of this population
353

Analýza vybraného e-shopu z hlediska User Experience a User Interface / Analysis of selected e-shop from the point of view of User Experience and User Interface

Trachtová, Monika January 2017 (has links)
The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most important test of this thesis, oral questionnaire and complementary emotional cards. Using eye-tracking measurements, visual maps are obtained that plot the visual field of each respondent. All results are processed, analyzed and subsequently interpreted to the final result.
354

Eye Tracking Interface Design for Controlling Mobile Robot / Eye Tracking Interface Design for Controlling Mobile Robot

Jan, Muhammad Asghar, Bukhari, Syed Majid Ali Shah January 2009 (has links)
This thesis provides a baseline study for eye tracking user interface design for controlling a mobile robot. The baseline study is an experiment involving the use of a radio controller (RC) to drive the robot, while gaze data is collected from each subject monitoring the position of robot on the remote screen that displays the view for the turret-mounted video camera on the robot. Initial data from the experiment provides a foundation for interface design of actual control of the mobile robot by gaze interaction. Such an interface may provide Tele-presence for the disable. Patients with motor disability cannot use their hands and legs but only use their eye motions. Such applications of an eye tracking system can provide patients with much flexibility and freedom for search and identification of objects. / Muhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
355

E-Commerce Web design : The importance of a first impression

Beronius, Gabriella, Andrén, Sarah January 2017 (has links)
The technical society we live in is in a constant state of advancement and we are continuallyintroduced to new innovative ways of mediating information through. Today, plenty of mediachannels exist, for organizations to use when they strive to reach larger groups of people, butto achieve web site success; researchers have stated that considerations of user preferencesimplemented in web design are crucial. This makes understanding and addressing whichcharacteristics will be valued from the moment a user enters a site something that isconsidered helpful to the web designer in order to maintain user traffic and create an interest.In other words, something to catch the user’s attention to create a good first impression is necessary. The constant state of advancement of technology prevailing today has resulted in even morecomplex websites and a countless number of design principles to apply when designing forthe web. In spite of this, usability and visual appeal have remained central in prior research.To test these theories, a study was conducted by using a qualitative method in form of anexperiment consisting of eye tracking and an open-ended questionnaire. To perform the eyetracking the researchers created two mock-ups representing the main page of two differentwebsites. Each mock-up was developed with considerations towards two different designapproaches, one striving to achieve visual appeal and the other towards usability, todetermine which one the participants preferred. The study contained 50 participants who performed the experiment and answered thequestionnaire. Results from the eye tracking were presented in gaze plots and heat maps andthe result from the questionnaire was presented and analyzed through coding by the researchers. Final findings showed that the website preferred by most participants were the one developedwith the usable design approach. Additionally, the discussion presented the findings andreaches a conclusion of the study which finds connections between the chosen designapproach of the webpage and the participant’s choice of preferred webpage.
356

Comparison of Two Eye Trackers for the Visualization of Eye Tracking Data in Node-Link Diagrams

Nazli, Bilgic, Vulgari, Sofia Kiriaki January 2016 (has links)
The usage of eye trackers is becoming more and more popular in the field of information visualization. In this project two eye trackers, The Eye Tribe nd Mirametrix S2, are used to obtain eye tracking data for visualizations. It is planned to use the eye trackers with OnGraX, a network visualization system, where they will provide data for the implementation of visualizations, specifically, heatmaps. OnGraX already uses heatmaps to show regions in a network that have been in the viewport of the user. One aim of this thesis will be the comparison between the two eye trackers, and if the use of eye tracking data gives better results thatn the already existing viewport-based approach. At the same time, we provide the foundation for adaptive visualizations with OnGraX. Our research problem is also of interest for visualization in general, because it will help to improve and develop eye tracking technology in this context. To support the outcome of our implementation, we carried out a user study. As a result, we concluded that one of the two eye trackers appears to have more capabilities than the other, and that using the eye tracking data is a more preferred way of depicting the heatmaps on OnGraX.
357

Immersion visuelle tridimensionnelle haute performance par suivi du mouvement des yeux / 3D visual augmented immersion with eyes tracking

Aurat, David 30 May 2016 (has links)
Les simulateurs sont de plus en plus intégrés dans le milieu industriel car ils facilitent les processus de fabrication et de test des objets. Dans ces simulateurs, comme dans d’autres domaines d’application de la réalité virtuelle, des écrans stéréoscopiques sont utilisés afin de rapprocher la vision sur écran de la vision naturelle. Toutefois, l’ajout de la stéréoscopie pose des problèmes au niveau physiologique, comme le conflit vergence-accommodation. Ce conflit est une des causes majeures de fatigue visuelle en vision stéréoscopique.Dans une première partie nous allons nous intéresser aux différentes méthodes permettant de réduire les effets du conflit vergence-accommodation. Puis, nous proposerons, expérimenterons et validerons un nouveau traitement : l’ajout d’un flou en vision périphérique. Ce traitement nous a permis de réduire la fatigue visuelle. Nous avons de plus trouvé que plus la zone nette est petite, plus le traitement est efficace.La deuxième partie de ce manuscrit sera consacrée à l’amélioration de la perception des formes en vision stéréoscopique artificielle. L’apport principal sera la prise en compte du point de regard dans le processus de rendu afin de reproduire l’impact de la direction du regard sur la perception de l’environnement et ainsi améliorer la perception de l’environnement virtuel. Cela génère des parallaxes verticales en vision périphérique. Cette nouvelle méthode de rendu permet d’améliorer la perception des formes lorsque celles-ci sont proches de l’utilisateur. / Simulators are more and more used in industry because they help for making and testing objects. Like in other domains, simulators use stereoscopic screen to get closer natural vision and artificial vision. However, stereoscopy create some physiological problems like vergence-accommodation conflict. This conflict is one of the main cause of visual strain while viewing stereoscopic contents. In a first part, we will see some methods to reduce visual fatigue due to vergence-accommodation conflict. Then, we will propose, test and validate a new method: a blur in peripheral vision. This treatment reduce eye strain. In addition, we found out that the smaller the sharp area is, the more effective the treatment is. In the second part, we will focus on the shape perception in stereoscopic vision and how to improve it. The main contribution will be to take into account the user’s gaze point in the rendering process to reproduce the effect of the gaze direction in natural vision and improve the perception of the virtual environment. This camera convergence create deformations – called vertical parallaxes – on the screen in peripheral vision. This new method improve shape perception if objects are located close to the user.
358

Mobile Robot Navigation using Gaze Contingent Dynamic Interface

Ahmed, Zaheer, Shahzad, Aamir January 2010 (has links)
Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
359

Passive gaze-contingent techniques relation to system latency / Passiva blickberoende teknikers relation till system latens

Thunström, Robin January 2014 (has links)
Interactive 3D computer graphics requires a lot of computational resources to render a high quality frame. Typically the process of rendering a frame assumes a naïve approach that the whole frame can be perceived by the user in uniform detail. This is often not true, within 2° horizontal eccentricity from point of gaze is where one can primarily perceive details. Adjusting the quality of a frame based on the visual acuity can increase rendering performance by a factor of five to six at the resolution 1920x1080 without sacrificing perceived quality (Guenter et al., 2012a). Doing so without the user being aware of the manipulation requires a highly sophisticated system with low system latency able to update the display fast enough. The current study aims to answer what system latency is required to support passive gaze-contingent techniques that requires close to real-time gaze data. A unique experiment design was developed exposing test subjects to different system latencies by varying eye-tracker and monitor frequency. The outcome from the current study with 20 participants indicates a configuration with the estimated worst case system latency of 60ms is capable of hiding manipulation for 55% of the participants. Lowering the worst case system latency to 42ms and 95% of the participants reported that they could not detect any change. The study concludes that the configuration with estimated worst case system latency of 42ms is able to support passive gaze-contingent techniques. / Interaktiv 3D datorgrafik kräver mycket dataresurser för att producera en högkvalitativ bildruta. Den typiska processen att producera en bildruta antar det naiva antagandet att hela bildrutan kan uppfattas av användaren i enhetlig detalj. Detta antagande är ofta inte sant. Mänskliga ögat kan uppfatta detaljer i 2° horisontell vinkel från blickfokus med minskande detaljrikedom i ökande vinkel. Att anpassa kvaliteten på en bildruta baserat på detta kan öka renderingsprestanda med en faktor 5-6 vid upplösningen 1920x1080, utan att minska på den subjektivt upplevda kvaliteten (Guenter et al., 2012a). Att kunna göra det utan att användaren är medveten om manipulation kräver ett mycket sofistikerat system med låg system latens för att uppdatera displayen tillräckligt snabbt. Denna studie syftar till att svara på vad för system latens som krävs för att stödja tekniker som kräver nära realtid blick uppgifter. Studien presenterar ett unikt experiment där testpersoner exponeras för olika system latenser genom att variera både skärm och ögonspårnings frekvenser. Resultatet från studien som baseras på 20 deltagare visar att en konfiguration med estimerad värsta fall system latens på 60ms kan dölja manipulation för 55% av deltagarna. Vid 42ms system latens i värsta fall uppgav 95% av deltagarna att de inte kunde upptäcka någon förändring. Studien drar slutsatsen att konfigurationen med beräknade värsta fall systemet latens på 42ms kan stödja passiva blickberoende tekniker. / <p>Mobile: 073-2420226 Email: robin@thunstroem.com</p>
360

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.

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