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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.
131

Individual differences in information seeking : the effects and interaction of spatial, visualization and domain expertise /

Downing, Ricard E. January 2003 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 2003. / Typescript. Vita. Includes bibliographical references (leaves 86-95). Also available on the Internet.
132

Toward the human-computer dyad /

King, William Joseph. January 2002 (has links)
Thesis (Ph. D.)--University of Washington, 2002. / Vita. Includes bibliographical references (leaves 137-145).
133

A hypermedia representation of a taxonomy of usability characteristics in virtual environments /

Tokgoz, Asim. January 2003 (has links) (PDF)
Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, March 2003. / Thesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 137-140). Also available online.
134

An investigation of postural and visual stressors and their interactions during computer work

Treaster, Delia E. January 2003 (has links)
Thesis (Ph. D.)--Ohio State University, 2003. / Title from first page of PDF file. Document formatted into pages; contains xvii, 211 p.: ill. (some col.). Includes abstract and vita. Advisor: William S. Marras, Dept. of Industrial, Welding, and Systems Engineering. Includes bibliographical references (p. 177-206).
135

Building a Student Information System

Efosa, Alohan January 2015 (has links)
In this project, I intend to design a Student Information System (SIS) that will be user-friendly and more diverse for prospective users of this platform. This application will be similar to most existing platforms such as OSIS-BSU (Online Student Information System of Benguet State University), which has a lot of interesting features for both students and teachers. In this SIS the organization or school can efficiently create, store, retrieve, delete or update student academic and information records. My main goal is to generate and improve new knowledge and promote the usage of e-learning in higher institutions. The method used to achieve this set will be done through prototyping based on paper, a survey and a literature/scientific study. The theoretical aspect consists of scripting programming languages that are processes on a server and embedded into HTML. The result was achieved through accurate evaluation of collected data through a conducted survey.  The survey confirms that the new improved SIS will not only bring dynamic changes, but also create room for e-learning environment in higher institutions in Nigeria.
136

The Application of human body tracking for the development of a visualinterface

Wong, Shu-fai., 黃樹輝. January 2004 (has links)
published_or_final_version / abstract / toc / Computer Science and Information Systems / Master / Master of Philosophy
137

Gender and Communication Styles on the World Wide Web

Sutcliffe, Tami January 1998 (has links)
Certain human communication traits have historically been identified as gender-specific. The purpose of this paper is to collect and compare the most widely-indexed, gender-specific World Wide Web sites from five given interest areas, and to then determine which, if any, traditionally gender-based communication patterns were present within these sites. Using qualitative and quantitative analysis, this study found that in many cases: * Female-oriented sites in this study emphasized communality * stressed sharing personal experience * resisted authoritative language * encouraged emotional interaction # Male-oriented sites in this study relied on authoritative language # emphasized privacy # stressed professionalism # minimized personal interaction . Although these sites represent only a miniscule "snap shot" of communication on the Web, they seemed to suggest that the core of traditionally identified gender-specific communication traits is being actively transplanted into Cyberspace.
138

Disclosure and Timeliness: Do users need a Later Button?

Russell, Terrell G., Kramer-Duffield, Jacob January 2008 (has links)
Research has repeatedly shown that computer-mediated communications (CMC) lead to higher levels of disclosure of personal information (Tidwell and Walther 2002). Recent studies have examined the role of increasingly common social media and social network services (SNS) on disclosure in a variety of contexts (Mazer et al. 2007; Tufekci 2008). The combination of personal demographic data, taste preferences, public disclosure of friend networks and now increasing usage of tools for instantly updating status (e.g., Twitter, Facebook) has, we believe, fundamentally altered users' understanding of the temporality of information and its (semi-)permanence. This study investigates users' willingness to disclose information with respect to how long ago that information may have been created or captured. Users were more willing to share items as time passed. Potentially, a "Later Button" should be put into practice to address this latent willingness (40% of sharing scenarios) to disclose information at a later date.
139

A study of the impact of on-line game emotion value creation on playersâ switching behavior [in Chinese]

Chiu, Guang-Hwa, Chang, Yuh-Shihng January 2006 (has links)
Text in Chinese, with English abstract / With the popularization of broadband network in Taiwan, playing online-games has become one of most popular behavior. In 2003, the Taiwan on-line game market scale is up to NT $ 88.3 hundred million. In 2004 it is NT$ 92.7 hundred million. From the above data, the Taiwan on-line game market has been growing rapidly from 2000 to 2004. Focusing on the MMORPG, players exhibit switching behavior from old games to new ones. The thesis is aimed at exploring the factors of the players in the value creation process in playing on-line games, which influence his switching decision making. The research method focuses on external factors' "core services" combined with psychological factors such as "customer satisfaction", "emotion value" and "flow experience", to construct an empirical model to analyze the players' switching barriers and their switching behaviors. Our research adopts the on-line game players' emotion value factors in explaining their switching behaviors, which is different from previous related works. We take samples of Web members of Game-Based and Bahamut, which are the largest on-line game community in Taiwan, as the research objects. A total of 1749 completed questionnaires were obtained, with a response rate of 80.42 %. The explanation strength of the research model reaches 71.1%. The research scope covers the system exterior factors, players' perception factors, emotion value factors, the switching barriers and the switching behaviors. The results indicate that the development of any information system must take into consideration user' s requirements in the emotion value. It also suggests that the human requirement for final value demand should be incorporated into information design education.
140

TIME - A Multi-levelled framework for evaluating and designing digital libraries

Dillon, Andrew January 1999 (has links)
This is a preprint of a paper published (with a slighlty different title: TIME - A multi-level framework for the design and evaluation of digital libraries) in the International Journal of Digital Libraries 2(2/3), 170-177. Abstract: Digital libraries promise benefits for all stakeholders in the information usage community which almost certainly will be matched by commensurate shortcomings that are as yet unforeseen. Even though these are very early days for digital libraries, three decades of research on human-computer interaction in general, and the recent history of hypermedia research in particular, indicate that whatever else occurs, the usability of digital library applications will prove crucial to widespread acceptance. In the present paper an evaluation framework (termed TIME) is outlined. TIME offers designers and implementers of digital libraries a framework to address key human factors in a usercentered manner. Bridging all levels of human factors, from the ergomonic to the user goal, TIME is a socio-cognitive framework that highlights the interplay of multiple issues affecting user response to digital documents.

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