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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.
71

Porovnání implementace GUI v různých knihovnách v OS Linux / Comparing GUI Implementation in Different Libraries in OS Linux

Šelepa, Jan January 2009 (has links)
This thesis presents the elemental properties and principles in graphical user interface. It then shows how one can work with a graphical user interface on GNU/Linux operating system and gives some examples of toolkits used for this purpose. The next part shows the design of an aplication based on an existing anti-virus program. The last part shows the dierences between the two implementations of the designed application.
72

Identifying effectiveness of different input devices as pointing devices for graphical user interfaces

Budak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
73

GUI Performance Metrics Framework : Monitoring performance of web clients to improve user experience

Atterlönn, Anton, Hedberg, Benjamin January 2019 (has links)
When using graphical user interfaces (GUIs), the main problems that frustrates users are long response times and delays. These problems create a bad impression of the GUI, as well as of the company that created it.When providing a GUI to users it is important to provide intuition, ease of use and simplicity while still delivering good performance. However, some factors that play a major role regarding the performance aspect is outside the developers’ hands, namely the client’s internet connection and hardware. Since every client has a different combination of internet connection and hardware, it can be a hassle to satisfy everyone while still providing an intuitive and responsive GUI.The aim of this study is to find a way to monitor performance of a web GUI, where performance comprises response times and render times, and in doing so, enable the improvement of response times and render times by collecting data that can be analyzed.A framework that monitors the performance of a web GUI was developed as a proof of concept. The framework collects relevant data regarding performance of the web GUI and stores the data in a database. The stored data can then be manually analyzed by developers to find weak points in the system regarding performance. This is achieved without interfering with the GUI or impacting the user experience negatively. / När man använder grafiska gränssnitt upplevs lång responstid och fördröjning som de främsta problemen. Dessa problem är frustrerande och ger användare en negativ syn på både det grafiska gränssnittet och företaget som skapat det.Det är viktigt att grafiska gränssnitt är intuitiva, lättanvända och lättfattliga samtidigt som de levererar hög prestanda. Det finns faktorer som påverkar dessa egenskaper som är utanför programmerarnas händer, t.ex. användarens internetuppkoppling och hårdvara. Eftersom varje användare har olika kombinationer av internetuppkoppling och hårdvara är det svårt att tillfredsställa alla och samtidigt tillhandahålla ett intuitivt och responsivt gränssnitt.Målet med denna studie är att hitta ett sätt att övervaka prestandan av ett grafiskt gränssnitt där begreppet prestanda omfattar responsiviteten och hastigheten av den grafiska renderingen, och genom detta möjliggöra förbättring av responstider och renderingstider.Ett ramverk som övervakar prestandan av ett grafiskt gränssnitt utvecklades. Ramverket samlar in relevant prestandamässig data om det grafiska gränssnittet och sparar datan i en databas. Datan som sparats kan sedan bli manuellt analyserad av utvecklare för att hitta svagheter i systemets prestanda. Detta uppnås utan att störa det grafiska gränssnittet och utan att ha någon negativ påverkan på användarupplevelsen.
74

Development of a Graphical User Interface Prototype for an Ambulance Dispatchment Simulator

Tranucharat Falk, Josefina, Wieder, Tuva January 2023 (has links)
This paper is based on Amouzad Mahdiraji’s research about an agent-based ambulance dispatchment simulator. A simulator which is currently not focused on visual user interfaces and usability. In this study, we implemented design science to structure our research for creating a user-friendly Graphical User Interface (GUI) prototype for an ambulance dispatchment system. We used theories concerning usability and human cognition to support the development of the prototype which was later evaluated through interviews. Cognitive overload or confusion concerning a GUI can cause stress and problems which results in various errors and costs, affecting businesses and users in multiple ways. Our study resulted in a second version of the prototype in which interview analysis and theories, mainly the Gestalt principles and heuristics, were applied. Design decisions for the second version were made to improve the usability and minimize risks of confusion. Usability in a graphical user interface can be achieved in different approaches, this study shows one of them. However, to create a suitable interface for an ambulance dispatchment system, more research is required.
75

Designing User Interfaces for Increased Depth Perception in Remote Crane Operation

Harju, Johan January 2024 (has links)
This study investigates different design choices for graphical user interfaces meant to improve depth perception in remote crane operation through measuring efficiency and user experience. To achieve this, three different graphical user interface designs were created and implemented into a cargo port simulator within the game engine Unity. These GUIs consists of a top-down shadow overlay, a guideline overlay and one overlay that would display held containers as see-through, called X-ray overlay. The three GUIs were then tested in a user study along a blank interface which had no overlay, in order to compare task efficiency, accuracy and usability among the four interfaces. In total, 15 participants took part in the user study in which none had any previous experience in using heavy machinery such as cargo cranes. These 15 participants were of various ages between 22-59 and of various genders. The results from the user study shows that the shadow overlay and the guideline overlay were more favoured among the participants who took part in the experiment, as well as more usable in comparison towards the X-ray overlay and having no overlay. The participants were also more accurate and efficient in placing containers while using the shadow overlay and the guideline overlay.
76

The Development of a Bedside Display for the ICU

Sun, Yawei 29 August 2014 (has links)
No description available.
77

"Hold That Thought" - sign language and the design of gesture interfaces

van der Zwan, Job Leonard January 2014 (has links)
Sign language has largely been dismissed in gesture interface research on grounds of being a natural language. This essay argues that this has been premature. We begin with an overview of relevant literature in the fields of both gesture interface design and sign language, followed by a discussion of other graphical and text-based user interfaces in the context of language - effectively a short essay on language and metaphors in interface design, going into more detail why I believe dismissing sign languages based on their linguistic nature is a mistake. This is further explored in an example user interface that was designed by taking an insight from sign language as a starting point to replace the desktop metaphor and combining it with the discussed text-based interfaces to extend the WIMP paradigm. This experimental design was used as a way to pose questions to users about potential uses of gesture interfaces.
78

Near-eye GUI in VR

Nauclér Löfving, Johan January 2023 (has links)
VR systems are rapidly becoming more advanced, soon making the Vergence Accommodation Conflict a non-issue. The prospect of having commercially available VR systems without VAC issues invites designers and academics to consider what impact this may have on GUI design in VR. In an effort to provide a foundation for future studies on GUI in VR, this paper explores how a near-eye GUI affects the player experience and suggests what areas should be further studied based on the results.
79

THE FUTURE OF DATA ACQUISITION

Wexler, Marty 10 1900 (has links)
International Telemetering Conference Proceedings / October 26-29, 1998 / Town & Country Resort Hotel and Convention Center, San Diego, California / The necessity to acquire and analyze data dates back to the beginning of science itself. Long ago, a scientist may have run experiments and noted the results on a piece of paper. These notes became the data. The method was crude, but effective. As experiments got more complex, the need for better methodologies arose. Scientists began using computers to gather, analyze, and store the data. This method worked well for most types of data acquisition. As the amount of data being collected increased, larger computers, faster processors, and faster storage devices were used in order to keep up with the demand. This method was more refined, but still did not meet the needs of the scientific community. Requirements began to change in the data acquisition arena. More people wanted access to the data in real time. Companies producing large data acquisition systems began to move toward a network-based solution. This architecture featured a specialized computer called the server, which contained all of the data acquisition hardware. The server handled requests from multiple clients and handled the data flow to the network, data displays, and the archive medium. While this solution worked well to satisfy most requirements, it fell short in meeting others. The ability to have multiple computers working together across a local or wide area network (LAN or WAN) was not addressed. In addition, this architecture inherently had a single point of failure. If the server machine went down, all data from all sources was lost. Today, we see that the requirements for data acquisition systems include features only dreamed of five years ago. These new systems are linked around the world by wide area networks. They may include code to command satellites or handle 250 Mbps download rates. They must produce data for dozens of users at once, be customizable by the end user, and they must run on personal computers (PCs)! Systems like these cannot work using the traditional client/server model of the past. The data acquisition industry demands systems with far more features than were traditionally available. These systems must provide more reliability and interoperability, and be available at a fraction of the cost. To this end, we must use commercial-off-the-shelf (COTS) computers that operate faster than the mainframe computers of only a decade ago. These computers must run software that is smart, reliable, scalable, and easy to use. All of these requirements can be met by a network of PCs running the Windows NT operating system.
80

網際網路的隱喻分析:運用概念合成理論的初探性研究

張惠萍 Unknown Date (has links)
本研究欲瞭解在資訊時代裡、超媒體的形式特性所中介出來的媒介經驗,即網站介面上的符號展演可能對使用者傳遞出怎樣的訊息?網站介面上的符號編排方式及超文本的結構內容會如何型塑出不同於其他媒介的使用經驗?由於隱喻運用於圖形使用者介面上已有二十多年歷史,且在傳播學門裡有著豐富的討論,因此本研究以介面上的隱喻運用作為探究超媒體經驗特性的問路石。 在回顧人機互動領域及傳播學門裡對隱喻的討論後,本研究以Fauconnier & Turner所提出的概念合成理論(conceptual blending theory)為理論工具,並選取數個網站介面的設計進行探究。透過個案分析發現,隱喻在網站介面的應用上,會透過介面媒材、超文本結構及互動功能設計綜合展現出來,而在作用層面上,介面隱喻為建構使用者瀏覽經驗的認知中介物,將真實世界概念與系統功能相互融合、構作出一組相對容易吸收與學習的經驗知識,在這之中並可能彰顯與網站定位相關的特定訊息。 本研究以為,概念合成理論能幫助我們解釋網際網路中的瀏覽經驗,是如何從媒介的物質基礎與人類的肢體與幻想中誘發出來。由介面隱喻所勾勒出的情境會激化了心智空間內豐富而複雜的互動過程,再加上電腦即時的互動性,使得使用者對該網站的概念結構與肢體動作皆會融合在一個整合的行動空間內。另外,在網站設計策略裡常見的場所隱喻及空間隱喻則是立基於「網站即空間」的概念隱喻裡,網路的空間性藉由隱喻語彙的描述、隱喻設計的增生而不斷地建構、累積、再建構,最後成為網路文化的一部份。

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