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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.
41

Human Recognition Theory and Facial Recognition Technology: A Topic Modeling Approach to Understanding the Ethical Implication of a Developing Algorithmic Technologies Landscape on How We View Ourselves and Are Viewed by Others

Albalawi, Hajer 15 August 2023 (has links) (PDF)
The emergence of algorithmic-driven technology has significantly impacted human life in the current century. Algorithms, as versatile constructs, hold different meanings across various disciplines, including computer science, mathematics, social science, and human-artificial intelligence studies. This study defines algorithms from an ethical perspective as the foundation of an information society and focuses on their implications in the context of human recognition. Facial recognition technology, driven by algorithms, has gained widespread use, raising important ethical questions regarding privacy, bias, and accuracy. This dissertation aims to explore the impact of algorithms on machine perception of human individuals and how humans perceive one another and themselves. By analyzing publications from the National Institute of Standards and Technology (NIST) and employing topic modeling, this research identifies the ethical themes surrounding facial recognition technology. The findings contribute to a broader understanding of the ethical implications of algorithms in shaping human perception and interaction, with a focus on the multidimensional aspects of human recognition theory. The research also examines the ethical considerations in AI-AI interactions, human-AI interactions, and humans perceiving themselves in the context of facial recognition technology. The study establishes a framework of human recognition theory that encompasses the alteration and reshaping of fundamental human values and self-perception, highlighting the transformative effects of algorithmic-driven technologies on human identity and values. The dissertation chapters provide a comprehensive overview of the influence of AI on societal values and identity, the revolution of big data and Information and Communication Technology (ICT), the concept of digital identity in the fourth industrial revolution, and recognition theory in the era of algorithms. The research aims to inform discussions and policy decisions regarding the responsible development and deployment of algorithms in recognition processes, addressing the challenges and opportunities brought about by algorithmic systems in shaping human recognition, identity, and the social fabric of our increasingly algorithmic society.
42

Studying Memes During Covid Lockdown as a Lens Through Which to Understand Video-Mediated Communication Interactions

Claytor, Tatyana 15 August 2023 (has links) (PDF)
The purpose of this study is to analyze image macros about video-mediated communication (VMC) created during the time frame of 2020-2021 when people all over the world started using Zoom and VMC for work and school. It is a unique opportunity to study how users' interactions with themselves and with others were affected at a time when a lot of people started using the technology at the same time. Because the focus is on interactions, I narrowed it down to three topics to analyze the memes: presence, self, and space and place to analyze the memes. I chose memes relating to these topics that were found on three popular meme databases: KnowYourMeme, Memedroid, and Memes.Com. Utilizing visual analysis tools and Shifman's format for analyzing memes, each meme was placed in a group and analyzed. The research revealed that users experienced some stressful situations regarding elements of presence, such as feeling isolated and embarrassed at times. Users were also distracted by seeing their image, were overly focused on their appearance (particularly when on camera) and utilized virtual backgrounds for self-expression. Finally, users demonstrated that the collision of private and public space happened when family members or pets interrupted meetings. They also noted that privacy was often intruded upon when other users gained personal information not normally available in face-to-face gatherings. Finally, some took advantage of the changed format to assert power. Most research concerning Zoom and other VMC focuses on how to use it effectively. There is very little research about creative reactions to the usage of this technology and this research fills that gap.
43

Social Context of Human Computer Interaction : An Examination of User Adoption of Electronic Journals

Scannell, Janette Bradley 12 1900 (has links)
This study sought to determine whether or not factors such as relative advantage, compatibility, result demonstrability, ease of use, image, visibility, and voluntariness were involved in users' adoption of a refereed Web-based journal for informational, citation, and publication purposes. In addition, the study tested whether or not exposure to a prototype of a refereed Web-based journal would change users' perceptions concerning how well they would interact with the journal.
44

The effects of platform navigation guidelines on the usability of smartphone applications / Effekterna av platformsnavigationsriktlinjer på användbarheten hos mobilapplikationer

Martinsson, Josefine January 2017 (has links)
As mobile devices become a larger part of modern society, understanding how they differ from desktop devices and how to design for them is becoming more relevant. Apple and Google have themselves published guidelines for how applications should be designed on iOS and Android, the two major operating systems on mobile devices today. But the opinions on how important guidelines are for providing users with the best experience possible differ, both in scientific writing and among industry professionals. This study focuses on platform guidelines for navigation, researching the question: What effect does platform guidelines for navigation have on the usability of a smartphone application? To investigate this a usability experiment is conducted. The independent variable manipulated is type of navigation, which adheres or does not adhere to platform guidelines, and the dependent variable measured is usability in terms of effectiveness, efficiency and user satisfaction. The results from this experiment indicate no significant differences between the navigation types in terms of effectiveness nor efficiency. Differences found in user satisfaction cannot be linked to guidelines for navigation. Although familiarity can be identified as a major factor in why users were satisfied with navigation, what users considered familiar differed. Thus the results of this study bring into question whether the platform guidelines function as conventions and cannot confirm any major effects of platform navigation guidelines on the usability of a smartphone application. / Mobila enheter blir en allt större del av det moderna samhället, i och med detta blir det även allt mer relevant att förstå hur de skiljer sig från mer traditionella enheter och hur man bör designa för dem. Apple och Google har själva publicerat riktlinjer för hur mobilapplikationer kan utformas på iOS och Android, de två största operativsystemen på mobila enheter idag. Men åsikterna om hur viktiga dessa riktlinjerna är att följa för att ge användarna den bästa möjliga upplevelsen varierar, både i vetenskapligt skrivande och bland branschfolk. Denna studie fokuserar på plattformsriktlinjer för navigation och undersöker frågan: Vilken effekt har plattformsriktlinjer för navigation på användbarheten hos en mobilapplikation? För att undersöka detta utförs ett användbarhetsexperiment. Den oberoende variabel som manipuleras är typ av navigation, som följer eller inte följer plattformsriktlinjerna, och den beroende variabeln som mäts är användbarhet när det gäller effektivitet och användarnöjdhet. Resultaten från detta experiment visar inga signifikanta skillnader mellan navigationstyperna vad gäller effektivitet. Skillnader observerade i användarnöjdhet kan inte kopplas till plattformsriktlinjerna för navigation. Även om vana kan identifieras som en viktig faktor i varför användarna var nöjda med viss navigation så varierade vad användarna var vana vid på ett sätt som inte var kopplat till platformsriktlinjerna. Resultatet av denna studie ifrågasätter huruvida plattformsriktlinjerna fungerar som konventioner och kan inte bekräfta några större effekter av plattformsnavigationsriktlinjer på användbarheten hos en mobilapplikation.
45

Understanding interactive behaviour : a quantitative approach

Watts, Leon Adam January 1998 (has links)
No description available.
46

A study of usability aspects of a graphical user interface for discretionary users

Reeves, Edwina Mercy January 1999 (has links)
No description available.
47

Approach on the Vocabulary Problem in Collaboration

Chen, Hsinchun January 1993 (has links)
Artificial Intelligence Lab, Department of MIS, University of Arizona / Previous research in information science and in human-computer interaction has shown that people tend to use different terms to describe a similar concept. Due to the unique backgrounds, training, and experiences of different people, the chance of two collaborators using the same term to describe a concept or an object for a common task is quite low. This vocabulary difference has created difficulties for both synchronous and asynchronous collaborations. Bridging the gap between vocabularies of different collaborators is one of the most pressing challenges for computer-supported cooperative work (CSCW) system designers. In this research we propose a concept space approach and describe its associated algorithms for solving the vocabulary problem. For illustration purposes, we present two implementation examples. The first implementation involved extracting and linking C. elegans worm-specific vocabularies for assisting molecular biology researchers in information retrieval and information sharing. The second example describes a system which helped resolve meeting participants' vocabulary problem during a group brainstorming and idea organization process. By adopting automatic indexing, cluster analysis, and neural network classification techniques, this research has shown the feasibility of an algorithmic approach to solving the vocabulary problem in collaboration.
48

Visual and by-example interactive systems for non-programmers

Lau-Kee, David Andrew January 1990 (has links)
No description available.
49

Virtual environments for science education : a schools-based development

Crosier, Joanna January 2000 (has links)
No description available.
50

Mixed reality simulators

Ausmeier, Natalie Jean January 2017 (has links)
A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Science Johannesburg, May 2017. / Virtual Reality (VR) is widely used in training simulators of dangerous or expensive vehicles such as aircraft or heavy mining machinery. The vehicles often have very complicated controls that users need to master before attempting to operate a real world version of the machine. VR allows users to safely train in a simulated environment without the risk of injury or damaging expensive equipment in the field. VR however visually cuts off the user from the real environment,whichmayobtainobstructions. Usersareunabletosafelymoveorgesturewhilewearing aVRheadset. Additionallyusersareunabletousestandardinputdevicessuchasmiceandkeyboards. Bymixinginaliveviewofthetherealworld,theusercanstillseeandinteractwiththe physical environment. The contribution of this research is presenting ways of using Mixed RealitytoenhancetheuserexperienceoftraditionalVRbasedsimulators. MixedRealityimproves on traditional VR simulators by allowing the user the safety and freedom of not being cut off from the real world, allowing interaction and the tactile feedback of interacting with complex physical controls, while still allowing simultaneous use of virtual controls and by adding a real world reference point to aid in diminishing simulator sickness caused by visual motion / A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Science / GR2018

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