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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.
81

A web-based graphical user interface to display spatial data

Fiedeldey, Claudia Alexandra 23 February 2007 (has links)
This dissertation presents the design and implementation of a graphical user interface (GUI) to display spatial data in a web-based environment. The work is a case study for a web-based framework for distributed applications, the Web Computing Skeleton, using a distributed open spatial query mechanism to display the geographic data. The design is based on investigation of geographic information systems (GISs), GUI design and properties of spatial query mechanisms. The purpose ofthe GUI is to integrate information about a geographic area; display, manipulate and query geographic-based spatial data; execute queries about spatial relationships and analyse the attribute data to calculate the shortest routes for emergency response. The GUI is implemented as a Java applet embedded in a web document that communicates with the application server via generic GIS classes that provide a common interface to various GIS data sources used in the spatial query mechanism to access a geographic database. Features that are supported by the distributed open spatial query mechanism include a basic set of spatial selection criteria, spatial selection based on pointing, specification of a query window, description of a map scale and identification of a map legend. The design is based on a formal design process that includes the selection of a conceptual model, identification of task flow, major windows and dialog flow, the definition of fields and detailed window layout and finally the definition of field constraints and defaults. The conceptual model characterises the application and provides a framework for users to learn the system model. This model is conceptualised as a map that the user manipulates directly. Unlike a typical map, which just shows spatial data such as roads, cities, and country borders, the GIS links attribute data like population statistics to the spatial data. This link between the map data and the attribute data makes the GIS a powerful tool to manipulate and display data. To measure the performance of displaying spatial data, two main factors are considered, namely processing speed and display quality. Factors that affect the processing speed include the rate of data transfer from the generic GIS classes, the rate data is downloaded over the network and the speed of execution of the drawing. Two factors that influence the spatial data display quality are pixel distance and bitmap quality. The pixel distance set in the geographic database is represented by two pixels on the display screen, which affects the display quality since the pixel distance is the upper limit for display granularity. This means that setting the pixel distance is a trade-off between the processing speed and the display quality. Bitmaps are raster images that are made up of pixels or cells. To improve the raster image quality, the bitmap resolution can be adjusted to display more pixels per centimetre. / Dissertation (MSc (Computer Science))--University of Pretoria, 2007. / Computer Science / unrestricted
82

Logserver monitor for managing log messages of applications

Zhu, Lilin 01 January 2002 (has links)
This project is a graphical user interface for managing log information. Logging is an important componet of a software development cycle as well as for diagnostics of performance and monitoring of the software after deployment. The LogServer Monitor provides a graphical user interface for the display and management of logged information from a distributed environment.
83

Designing and developing a prototype indigenous knowledge database and devising a knowledge management framework

Jordaan, Leandra January 2009 (has links)
Thesis (M. Tech.) - Central University of Technology, Free State, 2009 / The purpose of the study was to design and develop a prototype Indigenous Knowledge (IK) database that will be productive within a Knowledge Management (KM) framework specifically focused on IK. The need to develop a prototype IK database that can help standardise the work being done in the field of IK within South Africa has been established in the Indigenous Knowledge Systems (IKS) policy, which stated that “common standards would enable the integration of widely scattered and distributed references on IKS in a retrievable form. This would act as a bridge between indigenous and other knowledge systems” (IKS policy, 2004:33). In particular within the indigenous people’s organizations, holders of IK, whether individually or collectively, have a claim that their knowledge should not be exploited for elitist purposes without direct benefit to their empowerment and the improvement of their livelihoods. Establishing guidelines and a modus operandi (KM framework) are important, especially when working with communities. Researchers go into communities to gather their knowledge and never return to the communities with their results. The communities feel enraged and wronged. Creating an IK network can curb such behaviour or at least inform researchers/organisations that this behaviour is damaging. The importance of IK is that IK provides the basis for problem-solving strategies for local communities, especially the poor, which can help reduce poverty. IK is a key element of the “social capital” of the poor; their main asset to invest in the struggle for survival, to produce food, to provide shelter, or to achieve control of their own lives. It is closely intertwined with their livelihoods. Many aspects of KM and IK were discussed and a feasibility study for a KM framework was conducted to determine if any existing KM frameworks can work in an organisation that works with IK. Other factors that can influence IK are: guidelines for implementing a KM framework, information management, quality management, human factors/capital movement, leading role players in the field of IK, Intellectual Property Rights (IPR), ethics, guidelines for doing fieldwork, and a best plan for implementation. At this point, the focus changes from KM and IK to the prototype IK database and the technical design thereof. The focus is shifted to a more hands-on development by looking at the different data models and their underlying models. A well-designed database facilitates data management and becomes a valuable generator of information. A poorly designed database is likely to become a breeding ground for redundant data. The conceptual design stage used data modelling to create an abstract database structure that represents real-world objects in the most authentic way possible. The tools used to design the database are platform independent software; therefore the design can be implemented on many different platforms. An elementary prototype graphical user interface was designed in order to illustrate the database’s three main functions: adding new members, adding new IK records, and searching the IK database. The IK database design took cognisance of what is currently prevailing in South Africa and the rest of the world with respect to IK and database development. The development of the database was done in such a way as to establish a standard database design for IK systems in South Africa. The goal was to design and develop a database that can be disseminated to researchers/organisations working in the field of IK so that the use of a template database can assist work in the field. Consequently the work in the field will be collected in the same way and based on the same model. At a later stage, the databases could be interlinked and South Africa can have one large knowledge repository for IK.
84

FATKID : a Finite Automaton Toolkit

Huysamen, Nico 12 1900 (has links)
Thesis (MSc)--Stellenbosch University, 2012 / ENGLISH ABSTRACT: This thesis presents the FATKID Finite Automata Toolkit. While a lot of toolkits currently exist which can manipulate and process nite state automata, this toolkit was designed to e ectively and e ciently generate, manipulate and process large numbers of nite automata by distributing the work ow across machines and running the computations in parallel. Other toolkits do not currently provide this functionality. We show that this framework is user-friendly and extremely extensible. Furthermore we show that the system e ectively distributes the work to reduce computation time. / AFRIKAANSE OPSOMMING: In hierdie tesis bespreek ons die FATKID Eindige Automaat Toestel. Al- hoewel daar reeds toestelle bestaan wat automate kan genereer, manupileer, en bewerkings daarmee kan uitvoer, is daar egter geen toestelle wat dit op die skaal kan doen wat ons vereis deur die proses te versprei na 'n aantal nodes nie. Ons vereis 'n stelsel wat mew baie groot aantalle automate werk. Die stelsel moet dan die gewensde prosesse in 'n verspreide omgewing, en in parallel uitvoer om verwerkingstyd te verminder. Ons sal wys dat ons stelsel nie net hierdie doel bereik nie, maar ook dat dit gebruikers-vriendelik is en maklik om uit te brei.
85

Design de interação para TV Digital: convergência das mídias e o Sistema Brasileiro de TV Digital / Digital TV Interaction Design: media convergence and the Brazilian Digital Television System

Schlittler Silva, João Paulo Amaral 27 April 2011 (has links)
O Sistema Brasileiro de TV Digital (SBTVD), adotado como padrão de TV Digital no Brasil, traz consigo a alta resolução de imagens, mais canais, a transmissão para receptores móveis e a promessa de interatividade. Concomitantemente à sua implantação, vemos o crescimento da base de usuários do serviço móvel pessoal, assim como um aumento substancial dos usuários de redes sociais e da internet acessando mídias como TV, música, publicações e conteúdo gerado por usuários. As mídias digitais interativas criaram uma demanda pelo design de interfaces facilitadoras da interação entre máquinas, usuários e o acesso, busca e distribuição de conteúdo midiático. Designers gráficos antes dedicados a mídias específicas como a TV, cinema e publicações impressas têm migrado para plataformas digitais, contribuindo para o design de mundos virtuais e a interação homem-computador. Com a convergência da TV Digital com outras mídias, designers de interfaces devem considerar a ubiquidade de dispositivos móveis inteligentes presentes no mesmo ambiente da TV, criando assim uma experiência em que os usuários podem interagir com múltiplas telas e plataformas. É cada vez mais comum celulares e outros aparelhos portáteis estarem conectados à internet, e que podem servir como canal de retorno e tela secundária, expandindo a interface do usuário e facilitando a interação com a TV. Diversos motivos como a ausência de um canal de retorno e a disponibilidade limitada do middleware Ginga em conversores e receptores de TV Digital têm atrasado o lançamento de serviços interativos para o SBTVD. Ao transferir o paradigma da interatividade de um modelo de distribuição vertical para um ambiente conectado, no qual usuários e telespectadores podem compartilhar sua experiência em múltiplas telas e dispositivos, é possível conceber uma nova forma de interação com a TV Digital. Esta tese pesquisa avanços no design de interfaces, tecnologia da TV Digital e novas mídias de modo a subsidiar o design de experiência do usuário da TV Digital. Partindo do conteúdo audiovisual e digital da Copa do Mundo de 2010, propõe-se o design de uma interface que integra um smartphone com um receptor de TV Digital como síntese de um modelo de interação com a TV para a Copa de 2014. / While Brazil has adopted SBTVD as its Digital Television standard, providing higher resolution, multiple channel feeds, mobile television and the promise of interactivity, there has been an explosive growth of the cell phone user base, as well as a dramatic increase in the usage of social networks and services on the internet that provide access to digital media such as TV, music, publishing and user generated content. The emergence of digital media has created a demand for the design of humancomputer interfaces allowing the interaction between users, searching, publishing and retrieving media content. Graphic designers once working on specific medias such as print, film and television have migrated to digital platforms becoming more and more involved in the design of virtual worlds and human computer interaction. As Digital TV converges with other media, user interface designers should consider the ubiquity of digital devices in the same room as an HDTV receiver, creating an experience where users can fluidly interact with multiple platforms and screens. Increasingly smartphones and other devices are connected to the internet, thus providing both a data return path and a secondary display that can extend the user interface enhancing the interaction with the TV. For several reasons, such as the lack of a return path and limited availability of Ginga middleware in converter boxes and digital sets, the launch of Interactive TV services has had a slow start in Brazil. By shifting the paradigm of interactivity from a vertical distribution model to a connected environment where users and viewers can share their experiences using multiple screens and devices, it is possible to design a new way to experience and interact with Digital TV. This thesis researches developments in interface design, digital TV technology and new media in order to subsidize the design of an interactive TV user experience. Drawing on audiovisual media and interactive content of the 2010 FIFA World Cup, the design of a user interface that integrates a smartphone with a DTV Receiver proposes a DTV interaction model for the 2014 World Cup.
86

Design automation of customer specific microcontroller based on VHDL.

January 1994 (has links)
by Siu Hing Kee Stanley. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1994. / Includes bibliographical references (leaves 87-88). / Abstract --- p.ii / Acknowledgments --- p.iii / Chapter 1 --- Introduction --- p.1-1 / Chapter 1.1 --- Introduction --- p.1-1 / Chapter 1.2 --- Background --- p.1-2 / Chapter 1.3 --- Thesis Organization --- p.1-4 / Chapter 2 --- Synthesis of Common Structures in a Microcontroller --- p.2-1 / Chapter 2.1 --- Limitation of Synthesis Tools --- p.2-1 / Chapter 2.2 --- Synthesizable VHDL for Common Structures --- p.2-2 / Chapter 2.2.1 --- Counter --- p.2-3 / Chapter 2.2.2 --- Set-Reset Latch --- p.2-6 / Chapter 2.2.3 --- D Latch --- p.2-9 / Chapter 2.2.4 --- D Flip-flop --- p.2-12 / Chapter 2.2.5 --- Multiplexor --- p.2-13 / Chapter 2.2.6 --- Shift Register --- p.2-15 / Chapter 2.2.7 --- Signal Affected by Two Signal Edges --- p.2-18 / Chapter 2.2.8 --- Combinational Feedback --- p.2-19 / Chapter 2.2.9 --- Short Pulses --- p.2-21 / Chapter 2.2.10 --- Register Transfer Logic --- p.2-22 / Chapter 2.2.11 --- Status Flag --- p.2-26 / Chapter 2.2.12 --- Register Access --- p.2-30 / Chapter 2.2.13 --- Clock Divider --- p.2-34 / Chapter 2.2.14 --- Communication among Processes --- p.2-36 / Chapter 3 --- Synthesis of Components of a Microcontroller --- p.3-1 / Chapter 3.1 --- Timer --- p.3-1 / Chapter 3.2 --- Serial Peripheral Interface (SPI) --- p.3-9 / Chapter 3.3 --- Serial Communication Interface (SCI) --- p.3-16 / Chapter 3.4 --- Parallel I/O Port --- p.3-21 / Chapter 3.5 --- 6805CPU --- p.3-22 / Chapter 3.5.1 --- State Counter --- p.3-23 / Chapter 3.5.2 --- Instruction Decoding and Execution Unit --- p.3-24 / Chapter 3.5.3 --- Interrupt Logic --- p.3-25 / Chapter 3.5.4 --- Instruction Register --- p.3-27 / Chapter 4 --- VHDL Coding and Synthesis --- p.4-1 / Chapter 4.1 --- Controlling Synthesis by VHDL Coding --- p.4-1 / Chapter 4.1.1 --- Structure Control --- p.4-2 / Chapter 4.1.2 --- Feedback Path Control --- p.4-2 / Chapter 4.1.3 --- Control of Use of Storage --- p.4-2 / Chapter 4.1.4 --- Timing Control --- p.4-3 / Chapter 4.2 --- Consequences of the Writing Guidelines --- p.4-5 / Chapter 5 --- Interface Tool for Generation of VHDL for a Microcontroller --- p.5-1 / Chapter 5.1 --- Features --- p.5-1 / Chapter 5.2 --- Construction --- p.5-1 / Chapter 5.3 --- Illustration --- p.5-3 / Chapter 5.4 --- Data Structure --- p.5-5 / Chapter 5.4.1 --- Design List --- p.5-6 / Chapter 5.4.2 --- Instance Data --- p.5-6 / Chapter 5.4.3 --- Instance List --- p.5-8 / Chapter 5.4.4 --- Register Data --- p.5-9 / Chapter 5.4.5 --- Dialogs and Functions --- p.5-10 / Chapter 5.5 --- VHDL Generator for Individual Component --- p.5-11 / Chapter 5.6 --- VHDL Generator for the Whole Microcontroller --- p.5-14 / Chapter 6 --- Conclusion --- p.6-1 / Bibliography --- p.B-1 / Appendix --- p.A-1
87

Are icons pictures or logographical words? Statistical, behavioral, and neuroimaging measures of semantic interpretations of four types of visual information

Huang, Sheng-Cheng 12 July 2012 (has links)
This dissertation is composed of three studies that use statistical, behavioral, and neuroimaging methods to investigate Chinese and English speakers’ semantic interpretations of four types of visual information including icons, single Chinese characters, single English words, and pictures. The goal is to examine whether people cognitively process icons as logographical words. By collecting survey data from 211 participants, the first study investigated how differently these four types of visual information can express specific meanings without ambiguity on a quantitative scale. In the second study, 78 subjects participated in a behavioral experiment that measured how fast people could correctly interpret the meaning of these four types of visual information in order to estimate the differences in reaction times needed to process these stimuli. The third study employed functional magnetic resonance imaging (fMRI) with 20 participants selected from the second study to identify brain regions that were needed to process these four types of visual information in order to determine if the same or different neural networks were required to process these stimuli. Findings suggest that 1) similar to pictures, icons are statistically more ambiguous than English words and Chinese characters to convey the immediate semantics of objects and concepts; 2) English words and Chinese characters are more effective and efficient than icons and pictures to convey the immediate semantics of objects and concepts in terms of people’s behavioral responses, and 3) according to the neuroimaging data, icons and pictures require more resources of the brain than texts, and the pattern of neural correlates under the condition of reading icons is different from the condition of reading Chinese characters. In conclusion, icons are not cognitively processed as logographical words like Chinese characters although they both stimulate the semantic system in the brain that is needed for language processing. Chinese characters and English words are more evolved and advanced symbols that are less ambiguous, more efficient and easier for a literate brain to understand, whereas graphical representations of objects and concepts such as icons and pictures do not always provide immediate and unambiguous access to meanings and are prone to various interpretations. / text
88

Σχεδιασμός συστήματος και εργαλείων με σκοπό την ανάπτυξη customized GUis για τον απομακρυσμένο DSP εφαρμογών

Καραγεωργόπουλος, Δημήτριος 21 March 2011 (has links)
Σκοπός της παρούσας διπλωματικής εργασίας είναι η δημιουργία συστήματος που θα διευρύνει τις δυνατότητες των εξ’ αποστάσεως εργαστηρίων προσανατολισμένα σε θέματα ψηφιακής επεξεργασίας σήματος και εικόνας. Η υλοποίηση πραγματοποιήθηκε με το LabVIEW v 8.6 και ονομάστηκε R-DSP Server. Αξιοποιώντας τις δυνατότητες που προσφέρει ο R-DSP Server οι χρήστες μπορούν να αναπτύξουν τα δικά τους γραφικά περιβάλλοντα (Graphical User Interfaces -GUIs) τα οποία ονομάζονται προσαρμοζόμενα γραφικά περιβάλλοντα (Customized GUIs,) για τον απομακρυσμένο έλεγχο DSP εφαρμογών. Για την εύκολη και γρήγορη ανάπτυξη τέτοιων γραφικών εφαρμογών στο περιβάλλων του LabVIEW, αναπτύχθηκε μια σειρά εργαλείων που ονομάστηκε R-DSP LabVIEW Toolkit. Η εργασία ολοκληρώνεται με την παρουσίαση της λειτουργιάς του R-DSP Server αλλά και της χρήσης του R-DSP Toolkit. / The purpose of this work is to present an approach which could expand the features of Remote Laboratories focused on embedded Digital Signal Processing (DSP) systems. The proposed approach is based on a system which is designed and developed with LabVIEW and is called R-DSP Server. Exploiting this system, users are able to develop their own Graphical User Interfaces (GUIs), named Customized GUIs, for the remote control and validation of real-time DSP applications. These GUIs are tailored to the needs of each DSP application and can be implemented in any programming language. The rapid design of Customized GUIs using LabVIEW for the communication with the R-DSP Server is achieved using an implemented set of functions, called R-DSP LabVIEW Toolkit.
89

Design de interação para TV Digital: convergência das mídias e o Sistema Brasileiro de TV Digital / Digital TV Interaction Design: media convergence and the Brazilian Digital Television System

João Paulo Amaral Schlittler Silva 27 April 2011 (has links)
O Sistema Brasileiro de TV Digital (SBTVD), adotado como padrão de TV Digital no Brasil, traz consigo a alta resolução de imagens, mais canais, a transmissão para receptores móveis e a promessa de interatividade. Concomitantemente à sua implantação, vemos o crescimento da base de usuários do serviço móvel pessoal, assim como um aumento substancial dos usuários de redes sociais e da internet acessando mídias como TV, música, publicações e conteúdo gerado por usuários. As mídias digitais interativas criaram uma demanda pelo design de interfaces facilitadoras da interação entre máquinas, usuários e o acesso, busca e distribuição de conteúdo midiático. Designers gráficos antes dedicados a mídias específicas como a TV, cinema e publicações impressas têm migrado para plataformas digitais, contribuindo para o design de mundos virtuais e a interação homem-computador. Com a convergência da TV Digital com outras mídias, designers de interfaces devem considerar a ubiquidade de dispositivos móveis inteligentes presentes no mesmo ambiente da TV, criando assim uma experiência em que os usuários podem interagir com múltiplas telas e plataformas. É cada vez mais comum celulares e outros aparelhos portáteis estarem conectados à internet, e que podem servir como canal de retorno e tela secundária, expandindo a interface do usuário e facilitando a interação com a TV. Diversos motivos como a ausência de um canal de retorno e a disponibilidade limitada do middleware Ginga em conversores e receptores de TV Digital têm atrasado o lançamento de serviços interativos para o SBTVD. Ao transferir o paradigma da interatividade de um modelo de distribuição vertical para um ambiente conectado, no qual usuários e telespectadores podem compartilhar sua experiência em múltiplas telas e dispositivos, é possível conceber uma nova forma de interação com a TV Digital. Esta tese pesquisa avanços no design de interfaces, tecnologia da TV Digital e novas mídias de modo a subsidiar o design de experiência do usuário da TV Digital. Partindo do conteúdo audiovisual e digital da Copa do Mundo de 2010, propõe-se o design de uma interface que integra um smartphone com um receptor de TV Digital como síntese de um modelo de interação com a TV para a Copa de 2014. / While Brazil has adopted SBTVD as its Digital Television standard, providing higher resolution, multiple channel feeds, mobile television and the promise of interactivity, there has been an explosive growth of the cell phone user base, as well as a dramatic increase in the usage of social networks and services on the internet that provide access to digital media such as TV, music, publishing and user generated content. The emergence of digital media has created a demand for the design of humancomputer interfaces allowing the interaction between users, searching, publishing and retrieving media content. Graphic designers once working on specific medias such as print, film and television have migrated to digital platforms becoming more and more involved in the design of virtual worlds and human computer interaction. As Digital TV converges with other media, user interface designers should consider the ubiquity of digital devices in the same room as an HDTV receiver, creating an experience where users can fluidly interact with multiple platforms and screens. Increasingly smartphones and other devices are connected to the internet, thus providing both a data return path and a secondary display that can extend the user interface enhancing the interaction with the TV. For several reasons, such as the lack of a return path and limited availability of Ginga middleware in converter boxes and digital sets, the launch of Interactive TV services has had a slow start in Brazil. By shifting the paradigm of interactivity from a vertical distribution model to a connected environment where users and viewers can share their experiences using multiple screens and devices, it is possible to design a new way to experience and interact with Digital TV. This thesis researches developments in interface design, digital TV technology and new media in order to subsidize the design of an interactive TV user experience. Drawing on audiovisual media and interactive content of the 2010 FIFA World Cup, the design of a user interface that integrates a smartphone with a DTV Receiver proposes a DTV interaction model for the 2014 World Cup.
90

An on-line library of design patterns

Wu, Weizhong 01 January 2004 (has links)
This project is to develop an on-line library to help software engineers who utilize design patterns for developing e-commerce applications it translates generic design patterns to concrete design patterns. The graphical user interface was developed to allow the user to develop their own design patterns by modifying or changing stored design patterns.

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