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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.
291

Gravity Control System: Realistic Balanced Poses and Animations

Remmers, Tobias January 2007 (has links)
The Gravity Control for Maya will be extraordinary beneficial to an animator trying to create realistic animation, by calculating the center of gravity and area of balance. This control will provide the animator with the ability to rotate around the center of gravity and keep the character in a balanced pose. With that ability, the animator can easily create accurate poses and animation, such as mid-air flips. The system also supports a vast number of characters with different shapes, sizes and number of limbs.
292

A rigorous methodology for developing GUI-based DSL formal tools

Silva, Robson dos Santos e 23 August 2013 (has links)
Submitted by Luiz Felipe Barbosa (luiz.fbabreu2@ufpe.br) on 2015-03-12T14:30:39Z No. of bitstreams: 2 Dissertacao Robson Santos Silva.pdf: 2657380 bytes, checksum: e8bfe7912e7136af0fbf6082153115fd (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Approved for entry into archive by Daniella Sodre (daniella.sodre@ufpe.br) on 2015-03-13T12:57:10Z (GMT) No. of bitstreams: 2 Dissertacao Robson Santos Silva.pdf: 2657380 bytes, checksum: e8bfe7912e7136af0fbf6082153115fd (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-03-13T12:57:10Z (GMT). No. of bitstreams: 2 Dissertacao Robson Santos Silva.pdf: 2657380 bytes, checksum: e8bfe7912e7136af0fbf6082153115fd (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-08-23 / It is well-known that model-driven engineering (MDE) is a software development methodology that focuses on creating and exploiting (specific) domain models. Domain models (conceptually) capture all the topics (for instance, entities and their attributes, roles, and relationships as well as more specific constraints) related to a particular problem. It is common to use domain-specific languages (DSL) to describe the concrete elements of such models. MDE tools can easily build domain-specific languages (DSL), capturing syntactic as well as static semantic information. However, we still do not have a clear way of capturing the dynamic semantics of a DSL as well as checking the domain properties prior to generating the implementation code. Formal methods are a well-known solution for providing correct software, where we can guarantee the satisfaction of desired properties. Unfortunately the available formal methods tools focus almost exclusively on semantics whereas human-machine interaction is "left to the user". Several industries, and in particular the safety-critical industries, use mathematical representations to deal with their problem domains. Historically, such mathematical representations have a graphical appeal. For example, Markov chains and fault-trees are used in safety assessment processes to guarantee that airplanes, trains, and other safety-critical systems work within allowed safety margins. In general, due to the difficulty to obtain correct software, such industries use Commercial Off-The-Shelf (COTS) software or build them specifically to satisfy their needs with a related testing campaign effort. Such DSLs are difficult to capture, using just MDE tools for instance, because they have specific semantics to provide the desired (core) information for the industries that use them. In this sense, given a DSL (L) composed of a syntax and static semantics (SSL), and dynamic semantics (DSL) parts, our work proposes a rigorous methodology for combining the easiness of MDE tools, to capture SSL, with the correctness assured by formal methods, to capture DSL as well and check its properties. This combination is specifically handled in the following way, we capture all aspects of L using formal methods, check the desired properties and adjust if necessary. After that, we automatically translate part of it in terms of constructs of a MDE tool, from which we can build a user-friendly (GUI) front-end very easily (automatically). Finally, we link the front-end code to the automatically synthesized code from the formal dynamic semantics back-end. Although we require the use of a formal methods tool, the distance from the mathematical representations used in industry and the formal methods notation is very close. With this proposed methodology we intend that safety-critical industries create their domain specific software as easy as possible and with the desired static and dynamic properties formally checked. / A Engenharia Dirigida a Modelos ou (MDE—Model-Driven Engineering) é uma metodologia de desenvolvimento de software que se concentra na criação e manipulação de modelos específicos de domínio. É comum o uso de linguagens específicas de domínio (DSL) para descrever os elementos concretos de tais modelos. Ferramentas de MDE podem facilmente construir linguagens específicas de domínio (DSL), capturando seus aspectos sintáticos assim como sua semântica estática. No entanto, ainda não possuem uma forma clara de capturar a semântica dinâmica de uma DSL, assim como a verificação de propriedades de domínio antes da geração de código executável. Métodos formais são tidos como uma solução para prover software correto, onde podemos garantir que desejadas propriedades são satisfeitas. Infelizmente, as ferramentas de métodos formais disponíveis concentram-se quase que exclusivamente na semântica enquanto que a interação homem-computador é "deixada para o usuário". Indústrias em que a segurança é crítica, usam representações matemáticas para lidar com os seus domínios de problemas. Historicamente, essas representações matemáticas têm um apelo gráfico. Por exemplo, Cadeias de Markov e Árvores de Falha. Em geral, devido à dificuldade em obter softwares formalmente verificados, essas indústrias utilizam sistemas comerciais prontos para uso (Commercial Off-the-shelf - COTS) ou os constróem especificamente para satisfazerem as suas necessidades com um esforço considerável em testes. Tais DSLs são difíceis de capturar, usando apenas ferramentas MDE por exemplo, porque possuem uma semântica particular para prover as informações específicas desejadas para as indústrias que as utilizam. Neste sentido, dada uma DSL (L), composta por sintaxe e semântica estática (SSL), e semântica dinâmica (DSL), este trabalho propõe uma metodologia rigorosa para combinar a facilidade de ferramentas MDE em capturar SSL, com a corretude assegurada por métodos formais para capturar DSL e verificar suas propriedades. Esta combinação é especificamente tratada da seguinte maneira: captura-se todos os aspectos de L utilizando métodos formais, verificam-se as propriedades desejadas e as ajustam caso necessário. Em seguida, parte de L é traduzida automaticamente em termos de artefatos para uma ferramenta MDE, a partir da qual é possível construir uma interface amigável (front-end) facilmente (automaticamente). Por fim, o código do front-end é integrado com o código sintetizado automaticamente a partir da semântica dinâmica formal (back-end).
293

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.
294

Sara skolkar : Ett mobilt frånvarorapporteringssystem

Hörberg, Pontus, Nilsson, Håkan, Tuvesson, Andreas January 2003 (has links)
This bachelor thesis portray a project where the main task were to develop a computer based system prototype for handling of absence report at the upper secondary school af Chapman in Karlskrona. The project has been conducted in cooperation with students from the university programs software engineering and information economy at Blekinge Institute of Technology. Our task as MDA-students have been to survey the process of absence report of today through field studies and give a proposal of a graphical user interface which later were developed by the software engineers. The thesis also handles the cooperation with other students from other university programs. / Denna kandidatuppsats beskriver arbetet i ett projekt där målet var att ta fram en datorbaserad systemprototyp för hantering av frånvarorapportering på gymnasieskolan af Chapman i Karlskrona. Projektet har utförts i samarbete med studenter från högskoleprogrammen programvaruteknik och informationsekonomi på Blekinge Tekniska Högskola. Vår uppgift som MDA-studenter har varit att kartlägga dagens arbetsprocess kring frånvarorapporteringen genom fältstudier på skolan samt ge ett förslag på det grafiska gränssnitt som sedan utvecklades av programvaruteknikerna. Uppsatsen behandlar även hur det är att samarbeta med studenter från andra högskoleprogram.
295

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
296

Interactive Visualization of Statistical Data using Multidimensional Scaling Techniques

Jansson, Mattias, Johansson, Jimmy January 2003 (has links)
This study has been carried out in cooperation with Unilever and partly with the EC founded project, Smartdoc IST-2000-28137. In areas of statistics and image processing, both the amount of data and the dimensions are increasing rapidly and an interactive visualization tool that lets the user perform real-time analysis can save valuable time. Real-time cropping and drill-down considerably facilitate the analysis process and yield more accurate decisions. In the Smartdoc project, there has been a request for a component used for smart filtering in multidimensional data sets. As the Smartdoc project aims to develop smart, interactive components to be used on low-end systems, the implementation of the self-organizing map algorithm proposes which dimensions to visualize. Together with Dr. Robert Treloar at Unilever, the SOM Visualizer - an application for interactive visualization and analysis of multidimensional data - has been developed. The analytical part of the application is based on Kohonen’s self-organizing map algorithm. In cooperation with the Smartdoc project, a component has been developed that is used for smart filtering in multidimensional data sets. Microsoft Visual Basic and components from the graphics library AVS OpenViz are used as development tools.
297

Think big : for small - infusing confidence, security and trustworthiness for mobile services / Tänk stort för litet : ingjuta förtroende, säkerhet och trovärdighet för mobiltjänster

Antonsson, Roger, Petterson, Lena January 2004 (has links)
The use of mobile telephony has over the past years increased and consequently has the development of services over the mobile phone also increased. This semester we have taken part in a large system development project, our contributions have been designing the graphical user interfaces. In doing that we found the problem with how to mediate trust to a user through a graphical user interface interesting. In this thesis we are focusing on how to develop graphical user interfaces for a mobile phone service that radiate and infuse confidence, security and trustworthiness. In order to attain the purpose, we have used the combination of literature studies and to some extent user involvement with Mock-ups and a Think-aloud technique. We are also describing the importance of taking as well usability and usability goals as the needs for the end users into consideration. We have found that more research on how to radiate and infuse trust through a graphical user interface is needed. This thesis is concluded with some aspects on that subject that we think is important to have in mind. It is of great importance to never leave the user in a state of uncertainty and therefore is clear, sincere and informative feedback necessary throughout the service. Also central in designing graphical user interfaces is to make sure that there is no mismatch in the security of the system and the radiated security. / Användningen av mobiltelefoner har de senaste åren ökat, det har även utvecklingen av tjänsterna till mobiltelefoner. Under denna termin har vi deltagit i ett större systemutvecklingsprojekt och vår del har varit att designa det grafiska användargränssnittet. Under projektets gång har vi intresserat oss för problemet, hur tillit kan förmedlas till användaren genom det grafiska användargränssnittet. I den här rapporten fokuserar vi på hur man utvecklar grafiska användargränssnitt för en mobiltelefonservice som utstrålar och ingjuter förtroende, säkerhet och trovärdighet. För att uppnå vårt syfte har vi använt en kombination av litteraturstudier och till viss utsträckning användarmedverkan med Mock-uper och en Tänka-högt teknik. Vi beskriver även vikten av tänka på såväl använbarhet som använbarhetsmål som användarnas behov. Vi har funnit att det behövs mer forskning om hur man utstrålar och ingjuter tillit genom ett grafiskt användargränssnitt. Uppsatsen avslutas med några av våra synpunkter på vad som är viktiga att ha i åtanke. Det är av stor betydelse att aldrig låta en användare sväva i ovisshet och därför är det nödvändigt med tydlig, korrekt och informativ återkoppling genom hela tjänsten. Centralt vid design av grafiska användargränssnitt är också att förvissa sig om att det inte är någon skillnad mellan säkerheten i systemet och säkerheten som utstrålas.
298

Ärendehantering i Windows 8 : Nytt användargränssnitt för iipax permission / Next generation UI for case management

Vestman, Frida January 2012 (has links)
This master thesis was performed at IdaInfront AB. The aim of the thesis was toinvestigate how the design principles ofthe user interface in Windows 8 can beapplied to a case management system. Theuser interface in Windows 8 is based ona design language called Metro and it isprimarily designed for touch screens.Ida Infront AB wanted to know whatpossibilities and limitations the Metrointerface offers.The study has resulted in a prototypeapplication that is developed in Windows8. The prototype shows how the Metrointerface can be applied on a casemanagement system. Some limitations inthe usability have been identified inthe Metro interface when applied to acase management system. The mainlimitation is that it is difficult todisplay a lot of information at the sametime in Metro applications. The abilityto display a lot of information isimportant when IT systems are used tosupport decision making. The Metrointerface also offers several newfeatures that are usable for a casemanagement system, such as semanticzoom, notifications, so called tiles andbuilt in functionality of sharingcontent between applications.
299

Analys och förslag till förbättringar med avseende på GUI och funktion ur ett användbarhetsperpektiv av programvaran Service Desk Manager

Lindström, Håkan January 2012 (has links)
Företaget Kerfi AB i Norrköping är en leverantör av informationsteknik och har bland annat specialistkompetens inom service management. För detta använder de programvara från företaget CA technologies. CA Service Desk Manager är en så kallad IT Service Management applikation med processer för samordning och styrning av service management. Under inledande diskussioner kom det fram att även om programvaran har varit i bruk under flera år så finns det fortfarande problem med användargränssnittet. Uppgiften består i att analysera användargränssnittet ur ett användbarhetsperspektiv för att kunna ta fram förslag på olika lösningar till programvarans påpekade brister. För insamling av data användes en expertutvärdering vilket omfattade en heuristisk utvärdering och en consistency inspection. Dessa metoder kompletterades med intervjuer och enkäter för att få fram användarnas åsikter och synpunkter om programvaran. Examensarbetet har resulterat i en samling av förslag till sådant som kan förbättras för de delar av användargränssnittet där brister har upptäckts.
300

Lightweight User Agents / Användaragenter med små avtyck

Estgren, Martin January 2016 (has links)
The unit for information security and IT architecture at The Swedish Defence Research Agency (FOI) conducts work with a cyber range called CRATE (Cyber Range and Training Environment). Currently, simulation of user activity involves scripts inside the simulated network. This solution is not ideal because of the traces it leaves in the system and the general lack of standardised GUI API between different operating systems. FOI are interested in testing the use of artificial user agent located outside the virtual environment using computer vision and the virtualisation API to execute actions and extract information from the system. This paper focuses on analysing the reliability of template matching, a computer vision algorithm used to localise objects in images using already identified images of said object as templates. The analysis will evaluate both the reliability of localising objects and the algorithms ability to correctly identify if an object is present in the virtual environment. Analysis of template matching is performed by first creating a prototype of the agent's sensory system and then simulate scenarios which the agent might encounter. By simulating the environment, testing parameters can be manipulated and monitored in a reliable way. The parameters manipulated involves both the amount and type of image noise in the template and screenshot, the agent’s discrimination threshold for what constitutes a positive match, and information about the template such as template generality. This paper presents the performance and reliability of the agent in regards to what type of image noise affects the result, the amount of correctly identified objects given different discrimination thresholds, and computational time of template matching when different image filters are applied. Furthermore the best cases for each study are presented as comparison for the other results. In the end of the thesis we present how for screenshots with objects very similar to the templates used by the agent, template matching can result in a high degree of accuracy in both object localization and object identification and that a small reduction of similarity between template and screenshot to reduce the agent's ability to reliably identifying specific objects in the environment.

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