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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.
551

Comparing the Impact of Augmented Reality and 3D models as Visual Representations in eBook

January 2017 (has links)
abstract: Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To help the readers understand and comprehend a concept that is put forward by the author of an eBook, there is ongoing research involving the use of augmented reality (AR) in education. This study explores how AR and three-dimensional interactive models are integrated into eBooks to help the readers comprehend the content quickly and swiftly. It compares the reading activities of people when they experience these two visual representations within an eBook. This study required participants to interact with some instructional material presented on an eBook and complete a learning measure. While interacting with the eBook, participants were equipped with a set of physiological devices, namely an ABM EEG headset and eye tracker during the experiment to collect biometric data that could be used to objectively measure their user experience. Fifty college students participated in this study. The data collected from each of the participants was used to analyze the reading activities of people by performing an Independent Samples t-test. / Dissertation/Thesis / Masters Thesis Computer Science 2017
552

Intelligent computing applications to assist perceptual training in medical imaging

Dong, Leng January 2016 (has links)
The research presented in this thesis represents a body of work which addresses issues in medical imaging, primarily as it applies to breast cancer screening and laparoscopic surgery. The concern here is how computer based methods can aid medical practitioners in these tasks. Thus, research is presented which develops both new techniques of analysing radiologists performance data and also new approaches of examining surgeons visual behaviour when they are undertaking laparoscopic training. Initially a new chest X-Ray self-assessment application is described which has been developed to assess and improve radiologists performance in detecting lung cancer. Then, in breast cancer screening, a method of identifying potential poor performance outliers at an early stage in a national self-assessment scheme is demonstrated. Additionally, a method is presented to optimize whether a radiologist, in using this scheme, has correctly localised and identified an abnormality or made an error. One issue in appropriately measuring radiological performance in breast screening is that both the size of clinical monitors used and the difficulty in linking the medical image to the observer s line of sight hinders suitable eye tracking. Consequently, a new method is presented which links these two items. Laparoscopic surgeons have similar issues to radiologists in interpreting a medical display but with the added complications of hand-eye co-ordination. Work is presented which examines whether visual search feedback of surgeons operations can be useful training aids.
553

Analyse, à l'aide d'oculomètres, de techniques de visualisation UML de patrons de conception pour la compréhension de programmes

Cepeda Porras, Gerardo January 2008 (has links)
No description available.
554

Stratégies d’exploration dans la recherche d'information : effet de la motivation sur l’attention / Exploration strategies in visual search : effect of motivation on attention

Chauvet, Elodie 13 December 2017 (has links)
L’objectif de ce travail de thèse est de voir dans quelle mesure la motivation participe à l’engagement des processus attentionnels pour la sélection et le traitement des informations lors d’une activité de recherche visuelle. Lorsque la recherche visuelle est orientée par un but (comme une consigne) le comportement visuel d’exploration est modifié (sélection et traitement des informations). La recherche d’information suppose également un engagement de l’individu pour atteindre le but fixé en mettant en place des comportements adaptés. Cet engagement traduit une motivation qui est ici appréhendée au travers de la théorie de l’assignation d’objectif (Locke & Latham, 1990, 2002; Latham & Locke, 2007). Une tâche de recherche visuelle d’une cible spécifique, nommée par sa catégorie sur-ordonnée parmi des distracteurs de catégorie sémantique différente, associée à une consigne spécifique (de vitesse, de précision ou de faire de son mieux) ont été utilisées pour répondre aux objectifs de recherche. Les objectifs des travaux présentés ici étaient de (1) rendre compte de l’effet de l’assignation d’objectif sur le comportement de recherche, (2) étudier la relation entre l’objectif assigné et la spécificité de la tâche et (3) observer l’effet du contexte sémantique sur l’assignation d’objectif. Les trois expériences menées ont permis de mettre en évidence une relation entre la motivation et l’attention sur le comportement visuel de recherche. Ce travail de thèse ouvre sur des perspectives de recherche dans des situations plus écologiques comme les sites web ou les jeux vidéo. / The aim of this study was to explore the link between motivation and attentional processes in regards to selection and information processes during visual-search task. When the visual search is goal driven (i.e., with an instruction) visual search behavior is changed (selection and information processes). During visual search, the individual need to be committed in order to reach the assigned goal by using a strategic behavior. This commitment could be defined as motivation as described in the Goal Setting theory (Locke & Latham, 1990, 2002; Latham & Locke, 2007). A visual search task was designed in which participants had to find a specific word, denominated by its super-ordinated category, among distractors. A specific instruction (speed, accuracy or do your best) was added in order to specify the goal of the search. The aims of this work were to (1) reveal the effect of the goal setting on search behavior, (2) study the relationship between the goal setting and the characteristic of the task and (3) observe the effect of semantic context on goal setting. The three experiments allow us to observe a relationship between motivation and attention on visual search behavior. This research concludes on the possibilities to lead more experiments on ecological environment like websites or video games.
555

Correlação entre habilidades executivas e rastreamento ocular em crianças e jovens com transtorno invasivo do desenvolvimento

Orsati, Fernanda Tebexreni 09 February 2007 (has links)
Made available in DSpace on 2016-03-15T19:40:01Z (GMT). No. of bitstreams: 1 Fernanda Orsati.pdf: 1711676 bytes, checksum: 67a1af29a9c15a0b260226b0599ab6af (MD5) Previous issue date: 2007-02-09 / Fundo Mackenzie de Pesquisa / Autism is part of a spectrum of the Pervasive Developmental Disorders (PDD). It is characterized by deficits in social interaction, communication and behavior. The diagnosis is based on clinical assessment and behavior observation. New methods have been developed and studied for more precise diagnosis. Among these methods are PET scan, histological, neuropsychological and eye movements markers. Combining some of these methods, such as the neuropsychological assessment of executive functions and eye movement, correlations can establish with neurobiological bases and this way contribute to more precise interventions. The objective is to assess executive functions and correlate them to eye movements abnormalities in PDD participants. METHOD: 10 PDD children and adolescents, mean age 11,9 (SD=3,22)matched with 10 children and adolescents with typical development. The WISC III was used to assess intelligence, Trail Making, Rey Complex Figure and Hanoi Tower were used to assesse the executive functions. The eye movements parameters were assessed with Predictive Saccade Task (SP), Anti-Saccade (AS), Pursuit Eye Movement, and Face Tracking. RESULTS: Significant differences were found between General IQ, Executive IQ, part B of Trail Making Test, memory drawing after 3 and 30 minutes in the Complex Figure Test and the Hanoi Tower. Differences between groups were found in the eye tracking tasks: accuracy and latency in the SP Task; errors followed by correct saccades in the AS Task; numbers of pursuit eye movements and number of fixations on the eye region in faces with eye present or absent in the Face Tracking Task. Significant correlations were also found between measures of IQ, executive functions and eye tracking. DISCUSSION and CONCLUSIONS: A profile of neuropsychological deficits correlated to eye tracking patterns has been found. This profile is characterized by: difficulties on voluntary attention regulation, response inhibition, planning, response initiation and cognitive flexibility; and preserved viso-construction ability. The executive function impairments reflect on the social behavior regulation. The description of the executive profile can contribute to more efficient interventions. / O autismo está inserido dentro dos Transtornos Invasivos do Desenvolvimento (TID) sendo caracterizado por uma tríade de comprometimentos que atinge a interação social, comunicação e comportamento. Atualmente o diagnóstico é realizado por observação e relatos comportamentais sem que haja um marcador biológico único para caracterizá-lo. Novas possibilidades de determinar esse marcador preciso vêm sendo amplamente discutidas na literatura tais como: achados de ressonância magnética funcional, histológicos, neuropsicológicos e de movimento ocular. Desta maneira, a avaliação de funções executivas e de anormalidades do movimento ocular são meios de investigação das bases de funcionamento neubiológico e contribuem para maior precisão no desenvolvimento de intervenções nesse distúrbio. O presente trabalho objetiva avaliar as Habilidades Executivas e correlacioná-las ao movimento ocular em crianças e adolescentes com TID. MÉTODO: Foram avaliadas 10 crianças e jovens com TID, com idade média de 11,9 (DP=3,22), pareados por idade e sexo com 10 crianças e jovens com desenvolvimento típico. Avaliou-se a inteligência através do WISC III; as Habilidades Executivas através do Trail Making, Figura Complexa de Rey e Torre de Hanói. As habilidades de rastreamento ocular foram avaliadas através das Tarefas de Sacada Preditiva (SP), Anti-Sacada (AS), Acompanhamento e Rastreamento de Faces. RESULTADOS: Observa-se diferenças significativas de desempenho entre grupos no QI Geral, QI de Execução, no Trail Making parte B, na reprodução de Memória com 3 e 30 minutos da Figura Complexa de Rey e na execução da Torre de Hanói. Observam-se diferenças também nas provas de rastreamento ocular: nos acertos, erros e latência para a Tarefa SP; nos erros seguidos de acerto para a Tarefa AS; no número de sacadas intermediárias para a Tarefa de Acompanhamento e no número de fixações na região dos olhos entre faces com Olhos Presentes e Ocultados no Rastreamento de Faces. Foram também encontradas correlações significativas entre índices de QI, resultados de FE e medidas de movimentos oculares. DISCUSSÃO e CONCLUSÕES: Encontrou-se um perfil de alterações neuropsicológicas nos indivíduos pesquisados que se correlaciona aos padrões de movimento ocular. Esse padrão comum é delineado por uma falta de regulação da atenção voluntária, dificuldade em inibir um comportamento e direcioná-lo ao objetivo proposto na tarefa, alteração no planejamento de ação, dificuldade para iniciação de resposta, dificuldade na flexibilidade cognitiva; e habilidade de visuo-construção preservada. As alterações em habilidades executivas refletem nas relações sociais do indivíduo com o meio e com outras pessoas. A determinação desse perfil de dificuldades pode contribuir para o desenvolvimento de intervenções mais eficazes para essa população.
556

Gameplay experience with eye tracking

Fekete, Lorand, Hagelbäck, Maria January 2012 (has links)
This study is about how a person who is used to play games experiences playing a game with their eyes as input. The participants played a 3D game where the player had to collect coins by moving a ball over them. The participants first tried the game with keyboard as input and then right after only interacting by gazing via screen. The achieved score was recorded both for input from keyboard and input from eye. After the game session the participants were asked to answer two questionnaires that contained questions about their background and questions referring to the game they just played. The experiment was performed in a lab with a TobiiT60 eye tracker. All participants got lower score when they used eye tracking as input but most of the participants found it to be more fun. We reached the conclusion that, with the game used in our experiment, the participants felt that gaining a high score was not the most important. Instead they ranked having fun as a more important factor. Our experiment has shown that using an eye tracker can make a casual game more fun.
557

Alternativa metoder för att kontrollera ett användargränsnitt i en browser för teknisk dokumentation / Alternative methods for controlling the user interface in a browser for technical documentation

Svensson, Cecilia January 2003 (has links)
When searching for better and more practical interfaces between users and their computers, additional or alternative modes of communication between the two parties would be of great use. This thesis handles the possibilities of using eye and head movements as well as voice input as these alternative modes of communication. One part of this project is devoted to find possible interaction techniques when navigating in a computer interface with movements of the eye or the head. The result of this part is four different controls of an interface, adapted to suit this kind of navigation, combined together in a demo application. Another part of the project is devoted to the development of an application, with voice control as primary input method. The application developed is a simplified version of the application ActiViewer., developed by AerotechTelub Information&Media AB.
558

Design Principles in Mobile Web Usability

Pettersson, Elena, Thai, Tiffany January 2017 (has links)
As the use of mobile devices is increasing and the use of laptops and computers is decreasing it is becoming more important to design for better web usability across platforms. The established design principles for web design provide guidelines when designing and testing web usability. The principles, however, are not commonly used to evaluate and test the usability of mobile websites. This study seeks to examine how the usability of mobile and desktop websites is affected based on the adaption of established web design principles. The study is built upon an analytical framework where common keywords have been selected from a selection of established web design principles. This study takes on a qualitative approach with experimental features, using a heuristic evaluation, a usability study and an eye-tracking experiment. The study indicates that there is a connection between low adaption of certain keywords of web design principles and the usability of mobile and desktop websites, contributing to a deeper understanding of how adaption of design principles affect web usability across platforms. / Användningen av mobila enheter har på senare tid ökat och användningen av bärbara datorer och stationära datorer har minskat. Det blir därför allt viktigare att designa mer användarvänliga hemsidor på olika plattformar. Etablerade design principer för webbdesign anger riktlinjer för design och test av webbanvändbarhet. Design principer används inte i en större utsträckning för att utvärdera användbarheten på mobila hemsidor, därför syftar denna studie till att undersöka hur användbarheten för mobilhemsidor påverkas utifrån att tillämpningen av design principer för webbdesign. Studien bygger på ett analytiskt ramverk där nyckelord har valts ut från ett antal etablerade webbdesign principer. Studien har ett kvalitativt tillvägagångssätt, med experimentella inslag. Studien har genomförts genom heuristik utvärdering, användbarhets studier och eye-tracking experiment. Studien indikerar att det finns en koppling mellan lägre nivåer av tillämpning av webbdesign principer och användbarheten på mobil- och datorsanpassade hemsidor. Denna studie bidrar till en djupare förståelse om hur anpassningen av design principer och dess påverkan av användbarheten på hemsidor över olika plattformar.
559

Investigating Gaze Attraction to Bottom-Up Visual Features for Visual Aids in Games

Sjöblom, Mattias January 2016 (has links)
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers need to know which visual feature is the most effective in attracting a player's gaze and what features are preferred by players as visual aid. Objectives. This study investigates which feature of the bottom-upvisual attention process attracts the gaze faster. Methods. With the use of the Tobii T60 eye tracking system, a user study with 32 participants was conducted in a controlled environment. An experiment was created where each participant looked at a slideshow consisting of 18 pictures with 8 objects on each picture. One object per picture had a bottom-up visual feature applied that made it stand out as different. Video games often have a goal or a task and to connect the experiment to video games a goal was set. This goal was to find the object with the visual feature applied. The eye tracker measured the gaze while the participant was trying to find the object. A survey to determine which visual feature was preferredby the players was also made. Results. The result showed that colour was the visual feature with the shortest time to attract attention. It was closely followed by intensity,motion and a pulsating highlight. Small size had the longest attraction time. Results also showed that the preferred visual feature for visual aid by the players was intensity and the least preferred was orientation. Conclusions. The results show that visual features with contrast changes in the texture seems to draw attention faster, with colour the fastest, than changes on the object itself. These features were also the most preferred as visual aid by the players with intensity the most preferred. If this study was done on a larger scale within a 3D-environment, this experiment could show promise to help designers in decisions regarding visual aid in video games.
560

Beyond hand-eye coordination : An exploration of eye-tracking and speech recognition as a navigation tool for interactive systems

Sjöberg, Adam, Rominger, Marcel January 2015 (has links)
The human’s ability to see, listen and speak is naturally embedded in how we interact and communicate with each other, but not only do we interact with other humans, we also spend a lot of time interacting with computers. In our study we take a starting point in embodied interaction and draw on people’s abilities from everyday life and apply them to computation in form of eye-tracking and speech recognition. Previous research mainly explored these inputs separately and little has been discovered regarding the combination. We applied a qualitative approach consisting of free surfs, task based evaluations and ten interviews, and we aimed for an understanding of how people perceive this interaction and to discover potential use contexts. The results indicate that people are positive towards the combination of eye-tracking and speech recognition for interacting with computers but found it hard to imagine a rich set of contexts in which it could be used.

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