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Semantic highlighting : an approach to communicating information and knowledge through visual metadataHussam, Ali January 1999 (has links)
No description available.
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Ergonomic posture correction through a camera live feed and its applicability in terms of usability.El-mir, Yahia, Ivarsson, Jonatan January 2020 (has links)
In this thesis, we summarize our empirical research as well as findings towards an implementation and perception of a live feedback posture correction tool. Our goal is to develop a tool that could help a sedentary user to maintain correct posture without having to evaluate by themselves if their sitting position is ergonomical. The focus of the thesis lies in the identification of a posture recognizing tool, how to make use of the posture recognizing tool to evaluate posture status, and how the user interface should be presented towards the user. We also, based on user experience, focus on the usability in terms of effectiveness, efficiency, satisfaction and user friendliness of said posture correction tool.We chose to evaluate how well 3 different posture detection algorithms would fit our implementation based upon a certain number of criteria. We used the algorithm to get joint position data and drew out vectors between every joint. With our vectors we could calculate the angles between limbs in the human body and by doing so, evaluate if the user has good or bad posture. We conducted experiments on 7 participants towards our system, 3 of them are UX experts and 4 of them had no previous experience in UX design, after each experiment we provided the participant with a survey to share their experiences. The survey was focused on usability and user experiences. We then drew an analysis from our empirical research to form a conclusion.We managed to create a fully functional prototype which accurately could determine the participants posture. Out of our 3 different posture detection algorithms, we selected Openpose. We used their unity plugin and were able to calculate angles between limbs with unity’s built in functions towards vectors. From our testing, we got a lot of useful critique towards how the tool waspresented and explained towards the user, most of the feedback was towards the guidelines of the camera setup and its lack of guidance in that phase. We also received very positive feedback towards the tool and functionality itself, how responsive and accurate the system was for example.We have concluded that even though the tool we developed has some faults from a user perspective, we have come a long way to create something innovative and interesting. If there would be more time and resources to be spent towards the tool, this tool could definitely become big in the ergonomic world.
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Usability evaluation of e-learning applications, A case study of It’s Learning from a student’s perspective / Användbarhet utvärdering av e-lärande program, En fallstudie av It's Learning från en studerandes perspektivQureshi, Kashif Manzoor, Irfan, Muhammad January 2009 (has links)
The basic purpose of e-learning applications is to deliver knowledge, share information and help learners in their learning activities in an effective and efficient way by involving advanced electronic technologies. Usability of e-learning applications is of great significance because their success depends upon basic usability principles. The criteria for judging the success can be defined by user satisfaction level after the user’s interaction with interface of e-learning system. In this research report we present the results of a usability evaluation of an e-learning system. Appropriate use of usability evaluation methods according to given scenarios is an important aspect of this report. Both end-users and usability experts participated in our study, during which we used different methods for usability evaluation of specific e-learning platform It’s Learning. The authors give recommendations for the improvement of It’s Learning after validating the results of methods used for usability evaluation. Moreover, the authors discuss the areas of e-learning with relation to usability where future could be more beneficial to learners by involving and adopting new technologies. / Det grundläggande syftet med e-learning-program är att förmedla kunskap, utbyta information och hjälpa eleverna i deras lärande på ett effektivt och ändamålsenligt sätt genom att involvera avancerad elektronisk teknik. Användbarhet av e-lärande som är av stor betydelse för att deras framgång beror på grundläggande användbarhet principer. De kriterier för bedömning av hur framgångsrik kan definieras genom användartillfredsställelse nivå efter användarens interaktion med gränssnittet för e-lärande system. I denna forskning rapport presenterar vi resultaten av en användbarhet utvärdering av ett e-learning system. Lämplig användning av användbarhet utvärderingsmetoder enligt fastställda scenarier är en viktig aspekt av denna rapport. Både slutanvändare och användbarhet experter deltog i vår studie, då vi använde olika metoder för användbarhet utvärdering av e-learning plattformen It's Learning. Författarna ge rekommendationer till förbättringar av It's Learning efter validera resultaten av metoder som används för användbarhet utvärdering. Dessutom har författarna diskutera områden av e-lärande med avseende på användbarhet där framtiden skulle kunna vara mer fördelaktigt för de studerande genom att engagera och införandet av ny teknik. / Kashif Manzoor Qureshi 0046-700511015, Muhammad Irfan 0046767142792
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360 VIDEO VIEWING WITH VIRTUAL REALITY HEADSETS: CONNECTING USER HEAD MOVEMENTS TO INTENTIONSMohammed A.Y. Metwaly (18436875) 29 April 2024 (has links)
<p dir="ltr">In recent years, VR technology has significantly enhanced video immersion and efficiency. Numerous studies have delved into analyzing user panning, a head or body movement executed by an individual engaging with a 360-degree video, to improve video buffering by predicting such movements. However, this perspective tends to isolate user panning behavior as a distinct signal for modeling and prediction, neglecting the intrinsic value of the content and the user's engagement with it, thereby leaving a gap in comprehending the motives behind users' panning in these immersive settings.</p><p dir="ltr">Our research endeavors to bridge this gap by investigating the underlying reasons for viewers' panning behavior (head movements) in 360-degree content, employing thematic analysis of self-reported user intentions. This thesis illuminates the driving motivations for pans during 360-degree video interactions, as expressed by participants. Through categorizing the viewer's behavior with detailed annotations, we establish a structured framework for understanding viewer engagement.</p><p dir="ltr">Furthermore, we explore the feasibility of predicting viewer intentions based solely on video content, thus providing insights into content-driven viewer panning behavior. This work also introduces a meticulously compiled dataset that merges pan action data with corresponding user-reported motivations, presenting a valuable asset for subsequent VR viewer behavior research. Lastly, we unveil a user-friendly system compatible with any head-mounted device, designed to ease the replication of our study and enable real-time collection of user panning data, free from desktop tethering constraints. This system not only facilitates data gathering but also broadens the accessibility and utility of our research outcomes, significantly advancing the comprehension of human interaction within VR contexts.</p>
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Systém pro správu volnočasových a vzdělávacích programů / Outdoor Activity ManagerTříska, Miroslav January 2011 (has links)
The aim of this master's thesis is to propose a dynamic user interface for a tool engaged in administration of leisure time and educational activities as a web application with an emphasis on frequented operations of daily programmes creation. This will be provided with a sophisticated searching of activities from which you can make a daily programme or on which basis of designated parameters can be achieved an automatical proposition of the programme. I intend to use accessible web technologies to make this real. The purpose of the project is study all these technologies and give shape to an effective user interface respecting needs of the target group of users.
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Actions to enhance and support the informationsecurity risk assessment process in corporations / Åtgärder för att förbättra och stödja informationssäkerhetsriskbedömningsprocessen på företagKarlsson, Karolin January 2019 (has links)
Information security is growing in importance as the world becomes more digital, at the same time the importance of usability implementation in software development is also growing. In this study, an evaluation was done on what affects usability and how important usability is in a reporting tool handling information security risk assessment (ISRA). The research question from which the study is based on: What actions can enhance and support the information security risk assessment process in corporations? In order to investigate the research question a study was organized consisting of a survey (N=30) and a think-aloud usability test (N=7). As a part of the analysis process a usability heuristic analysis was performed. According to this study, the ISRA process is complicated and creating a well-functioning supporting tool for it is complex. In order for the tool to facilitate for the users work, usability is an important aspect and should be taken in consideration early in the development process of a tool. Based on the findings in this study actions that can contribute to enhanced usability were discussed. The recommended actions are: 1) Include all types of roles in the ISRA process to determine the purpose of the tool and what it should support. 2) Implement clear guiding information in all parts of the tool, all people involved in the ISRA process should be able to understand the tool. 3) Keep an intuitive flow throughout the tool, the user should intuitively always know what the next step is and what to expect. 4) Have a search function that supports all aspects in the tool. / Informationssäkerheten växer i betydelse i takt med att världen blir mer digital, samtidigt så ökar även betydelsen av implementering av användbarhet i mjukvaruutveckling. I denna studie gjordes en utvärdering av vad som påverkar användbarheten och hur viktigt användbarheten är i ett rapporteringsverktyg som hanterar informationssäkerhetsriskbedömning (ISRB). Den forskningsfråga som studien bygger på: Vilka åtgärder kan förbättra och stödja informationssäkerhetsriskbedömningsprocessen i företag? För att undersöka forskningsfrågan organiserades en studie bestående av en enkätundersökning (N = 30) och ett användbarhetstest med ”Think-Aloud” (N = 7). Som en del av analysprocessen utfördes en användbarhets heuristisks analys. Enligt denna studie är ISRB-processen komplicerad och att skapa ett välfungerande stödjande verktyg för att det är komplext. För att verktyget ska underlätta för användarnas arbete är användbarheten en viktig aspekt och bör tas i beaktning tidigt i utvecklingsprocessen för ett verktyg. Baserat på resultaten i dessa studie så diskuterades åtgärder som kan bidra till ökad användbarhet. De rekommenderade åtgärderna är: 1) Inkludera alla typer av roller i ISRB-processen för att bestämma syftet med verktyget och vad det ska stödja. 2) Implementera tydlig guidande information i alla delar av verktyget, alla personer som är involverade i ISRB-processen ska kunna förstå och använda verktyget. 3) Ha ett intuitivt flöde genom alla delar i verktyget, användaren bör intuitivt alltid veta vad nästa steg är och vad de kan förvänta sig. 4) Har en sökfunktion som stöder alla aspekter i verktyget
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