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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.
11

Evaluating Usability Evaluations

Dunlea, Allen Leo 01 June 2013 (has links) (PDF)
We live in an age when consumers can now shop and browse the web using hand-held devices. This means that competitive companies need to have a website to represent their brand and to conduct business. E-commerce sites need to pay special attention to the usability of their sites, since it has such an impact on how potential costumers view their brand. Jakob Nielsen defines usability as a "quality attribute that assesses how easy user interfaces are to use"; he separates usability into five quality components: learnability, efficiency, memorability, errors and satisfaction. The current standard for testing usability involves having a number of users physically use a site in order to determine where they have trouble. This kind of usability testing can be time consuming and costly. In order to mitigate some of these costs, many tools are being developed to help automate the process. However, many automated tools evaluate only one of the five components, or simply look for errors. In an attempt to increase the reliability and scope of such testing, this paper investigates the effectiveness of automated usability evaluators and proposes methods for future researchers to test them. Specifically, this paper details an experiment performed to test the some freely available usability evaluators against more traditional usability evaluations. The experiment attempts to determine whether automatic usability evaluations might be used as a cheaper alternative to more traditional usability evaluations.
12

An Application and Analysis of Recursive Sudvidision Schemes

Villatoro, Cecilia 01 January 2017 (has links)
The following paper discusses the application of two subdivision algorithms for the purpose of finding an optimal way of rendering smooth spherical surfaces. Subdivision algorithms are used on three dimensional models. These algorithms typically manipulate the original object to produce one that is more visually pleasing and more realistic to the object we are attempting to recreate. We applied two popular subdivision algorithms to some simple meshes to compare their outcomes. In this project we implemented some of these algorithms in order to gain some insight into how these algorithms differ in the way that they are transforming the input mesh. Our desired goal was to see if there is any basis for which we can say that one algorithm outperforms the other. Our comparison runs through several iterations of subdivision and compares their theses meshes visually. In comparing these meshes our desired visual outcome is a mesh that is more smooth or more spherical. Another metric we looked at was the number of faces being produced for each mesh. In addition, we compared the algorithms in terms of the time they took to perform subdivision. These metrics form the basis for our comparison of performance and we discuss the details of these further in this paper.In our results we found that the two algorithms we are comparing perform quite similarly on certain meshes with respect to the visual output and the time they take to perform subdivision. On meshes of different types however the algorithms might output visually distinguishable meshes upon repeated subdivisions. Finding what factors influence whether the algorithms perform similarly provides an avenue for future work.
13

CLOTH - MODELING, DEFORMATION, AND SIMULATION

Ho, Thanh 01 March 2016 (has links)
This project presents the concepts of modeling cloth objects with different materials by using parameters such as mass, stiffness, and damping. This project also introduces deformation and simulation methods to present the movement and interaction of cloth objects. The implementation is developed using C++ for fast processing but the visualization is done by Maya, which is a professional 3D modeling and animation tool.
14

Evaluating Head Gestures for Panning 2-D Spatial Information

Derry, Matthew O 01 December 2009 (has links)
New, often free, spatial information applications such as mapping tools, topological imaging, and geographic information systems are becoming increasingly available to the average computer user. These systems, which were once available only to government, scholastic, and corporate institutions with highly skilled operators, are driving a need for new and innovative ways for the average user to navigate and control spatial information intuitively, accurately, and efficiently. Gestures provide a method of control that is well suited to navigating the large datasets often associated with spatial information applications. Several different types of gestures and different applications that navigate spatial data are examined. This leads to the introduction of a system that uses a visual head tracking scheme for controlling of the most common navigation action in the most common type of spatial information application, panning a 2-D map. The proposed head tracking scheme uses head pointing to control the direction of panning. The head tracking control is evaluated against the traditional control methods of the mouse and touchpad, showing a significant performance increase over the touchpad and comparable performance to the mouse, despite limited practice with head tracking.
15

Eulerian on Lagrangian Cloth Simulation

Piddington, Kyle C 01 June 2017 (has links)
This thesis introduces a novel Eulerian-on-Lagrangian (EoL) approach for simulating cloth. This approach allows for the simulation of traditionally difficult cloth scenarios, such as draping and sliding cloth over sharp features like the edge of a table. A traditional Lagrangian approach models a cloth as a series of connected nodes. These nodes are free to move in 3d space, but have difficulty with sliding over hard edges. The cloth cannot always bend smoothly around these edges, as motion can only occur at existing nodes. An EoL approach adds additional flexibility to a Lagrangian approach by constructing special Eulerian on Lagrangian nodes (EoL Nodes), where cloth material can pass through a fixed point. On contact with the edge of a box, EoL nodes are introduced directly on the edge. These nodes allow the cloth to bend exactly at the edge, and pass smoothly over the area while sliding. Using this ‘Eulerian-on-Lagrangian’ discretization, a set of rules for introducing and constraining EoL Nodes, and an adaptive remesher, This simulator allows cloth to move in a sliding motion over sharp edges. The current implementation is limited to cloth collision with static boxes, but the method presented can be expanded to include contact with more complicated meshes and dynamic rigid bodies.
16

JupyterLab_Voyager: A Data Visualization Enhancement in JupyterLab

Zhang, Ji 01 June 2018 (has links)
With the emergence of big data, scientific data analysis and visualization (DAV) tools are critical components of the data science software ecosystem; the usability of these tools is becoming extremely important to facilitate next-generation scientific discoveries. JupyterLab has been considered as one of the best polyglot, web-based, open-source data science tools. As the next phase of extensible interface for the classic iPython Notebooks, this tool supports interactive data science and scientific computing across multiple programming languages with great performances. Despite these advantages, previous heuristics evaluation studies have shown that JupyterLab has some significant flaws in the data visualization side. The current DAV system in JupyterLab heavily relies on users’ understanding and familiarity with certain visualization libraries, and doesn’t support the golden visual-information-seeking mantra of “overview first, zoom and filter, then details-on-demand”. These limitations often lead to a workflow bottleneck at the start of a project. In this thesis, we present ‘JupyterLab_Voyager’, an extension for JupyterLab that provides a graphical user interface (GUI) for data visualization operations and couples faceted browsing with visualization recommendation to support exploration of multivariate, tabular data, as a solution to improve the usability of the DAV system. The new plugin works with various types of datasets in the JupyterLab ecosystem; using the plugin you can perform a high-level graphical analysis of fields within your dataset sans coding without leaving the JupyterLab environment. It helps analysts learn about the dataset and engage in both open-ended exploration and target specific answers from the dataset. User testings and evaluations demonstrated that this implementation has good usability and significantly improves the DAV system in JupyterLab.
17

Virtual Reality Engine Development

Varahamurthy, Varun 01 June 2014 (has links)
With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a higher level of interaction between the real and the simulated. There are still issues that persist, however. Many modern graphics/game engines still do not provide developers with an intuitive or adaptable interface to incorporate these new technologies. Those that do, tend to think of VR as a novelty afterthought, and even then only provide tailor-made extensions for specific hardware. The goal of this paper is to design and implement a functional, general-purpose VR engine using abstract interfaces for much of the hardware components involved to allow for easy extensibility for the developer.
18

Probabilistic Roadmaps for Virtual Camera Pathing with Cinematographic Principles

Davis, Katherine 01 April 2017 (has links)
As technology use increases in the world and inundates everyday life, the visual aspect of technology or computer graphics becomes increasingly important. This thesis presents a system for the automatic generation of virtual camera paths for fly-throughs of a digital scene. The sample scene used in this work is an underwater setting featuring a shipwreck model with other virtual underwater elements such as rocks, bubbles and caustics. The digital shipwreck model was reconstructed from an actual World War II shipwreck, resting off the coast of Malta. Video and sonar scans from an autonomous underwater vehicle were used in a photogrammetry pipeline to create the model. This thesis presents an algorithm to automatically generate virtual camera paths using a robotics motion planning algorithm, specifically the probabilistic roadmap. This algorithm uses a rapidly-exploring random tree to quickly cover a space and generate small maps with good coverage. For this work, the camera pitch and height along a specified path were automatically generated using cinematographic and geometric principles. These principles were used to evaluate potential viewpoints and influence whether or not a view is used in the final path. A computational evaluation of ‘the rule of thirds’ and evaluation of the model normals relative to the camera viewpoint are used to represent cinematography and geometry principles. In addition to the system that automatically generates virtual camera paths, a user study is presented which evaluates ten different videos produced via camera paths with this system. The videos were created using different viewpoint evaluation methods and different path generation characteristics. The user study indicates that users prefer paths generated by our system over flat and randomly generated paths. Specifically, users prefer paths generated using the computational evaluation of the rule of thirds and paths that show the wreck from a large variety of angles but without too much camera undulation.
19

Methodology of Augmented Reality Chinese Language Articulatory Pronunciation Practice: Game and Study Design

Sinyagovskaya, Daria 01 January 2022 (has links) (PDF)
Learning a language can be hard. Learning a language that contains tones to convey meaning is even harder. This dissertation presents a novel methodology for creating a language practice using augmented reality that has never been used before. The design of a new app in AR and non-AR versions can evaluate the same practice methodology. This methodology was applied to new software and was examined in regard to the importance of this software. Although the study results are inconclusive, progress has been made in answering research questions on the effectiveness of AR versus non-AR and the reliability of peer assessment. This study is essential for developing future language applications using design and methodologies in AR and peer evaluation.
20

Terrain Impostors

Hess, William Hamilton 01 December 2010 (has links) (PDF)
Interactive software applications which need to render large terrain meshes can suffer from slow frame rates if the geometry of the terrain is sufficiently dense. However, the viewing angle to many distant features of the terrain does not change rapidly with respect to time. If the movement of the viewing position is limited to continuous motion and restrained to a known speed, many terrain features may be rendered once in high detail and reused for several frames. This thesis proposes a method to increase the rendering speed of large complex terrains by splitting the terrain into contiguous chunks. If a given chunk is far enough away from the camera and its viewing angle will not change quickly, it is rendered into an image buffer. This buffer is then used to texture map a simplified version of the terrain mesh. The simplified and textured mesh is rendered in place of the original chunk of geometrically complex terrain. The simplified mesh is used to approximate parallax effects as the viewing angle changes in small increments. This technique is shown to as much as double the rendering speed of large terrain meshes without reducing the quality of the final image.

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