• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 38
  • 11
  • 7
  • 4
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 77
  • 77
  • 77
  • 77
  • 27
  • 26
  • 25
  • 18
  • 16
  • 15
  • 15
  • 14
  • 13
  • 13
  • 12
  • 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

Share my meal : A Social Catalyst for Interactions Around Food

Salinas Tovar, Betzabe January 2021 (has links)
Building social networks plays a key role for international students as they undergo changes when moving to a new place. Different factors play a critical role in the experience of each individual. Creating a sense of connectedness to a community facilitates the assimilation of new and different cultures. Along with the emerging field of Human-Food Interaction, this study provides an early exploration of how shared experiences around the topic of food can facilitate interactions within social groups. A user-centered design approach helped to understand the needs of international students concerning their food practices. In turn, it led to the development of the prototype named Share my meal that facilitates interactions among international students through food, thus, opening up space for the discovery of new ingredients and culinary experiences as well as promoting socialization with other people. / Skapa ett socialt nätverk är viktigt för internationella studenter, eftersom när de flyttar till ett nytt land så genomgår de en stor förändring. Olika faktorer spelar en avgörande roll för varje individs upplevelse. Skapa en känsla av gemenskap och sammanhållning kan underlätta assimileringen av nya och olika kulturerna. Med det ökade intresset för området Human-Food Interaction, undersökte denna studie hur delade upplevelser av mat kan underlätta interaktionen inom sociala grupper. En användarcentrerad designstrategi användes för att förstå internationella studenters behov och vanor kring deras matkonsumtion. Följaktligen, ledde det till utvecklingen av prototypen Share my meal med syftet att genom mat, underlätta interaktionen mellan internationella studenter för att upptäckta av nya ingredienser och kulinariska upplevelser, men även främjar socialiseringen med andra människor.
42

Gesture-based interaction for Centralized Traffic Control / Gestbaserad interaktion för centraliserad fjärrstyrning av tågtrafik

Milivojevic, Mladen January 2016 (has links)
Ever wondered how trains arrive and depart on time? Traffic Control systems are there to help control the traffic flow, with many operators monitoring and taking actions when necessary. Operators of the traffic control systems use a keyboard and a mouse to interact. Current user interface and work setup consist of many usability issues that can be improved in order to increase operator’s efficiency and productivity in controlling the traffic. Interviewing users of the system and researching on related topics led to a newly proposed design in interaction, user interface as well as some suggestions for increasing productivity. Gesture-based interaction is introduced and simulated for traffic control systems that tend to improve the operation. Various gestures are designed such as panning, zooming and hovering the map using Leap Motion controller which enables intuitive interaction. These gestures aim to solve identified usability issues discovered during the interview with the user. The project aims to answer the following question: Can gesture-based interaction solve usability issues and establish the intuitive use of the CTC system? Performing exploratory research on this topic involved designing, implementing and testing hand gestures with users. From an ergonomic perspective, body posture and hand position of the operator is examined and suggested to use sit-to-stand workstations in order to reduce pain and discomfort while working. Gesture-based interaction eliminates finding mouse cursor on large screens, it enables fast request of detailed information and also it provides a better overview of the map surroundings. Laboratory tests confirm that gesture-based interaction brings more natural and intuitive use of traffic control systems. There is a big potential for gesture-based interaction to increase usability and bring efficient controlling for operators. It would reduce delays of the train and maintain safe traffic flow. / Har du någonsin undrat hur tåg anländer och avgaå i tid? Trafikledningssystem (CTC-system) hjälper till att kontrollera trafikflöet där operatörer övervakar och vidtar åtgärder vid behov. Operatörer av ett trafikledningssystem använder idag ett tangentbord och en mus för att interagera. Det nuvarande användargränssnittet och arbetsinstallationen består av många användbarhetsproblem som kan förbättras för att öka operatörens effektivitet och produktivitet för att kontrollera trafiken. Intervjuer med användare av systemet samt forskning om ämnet ledde till ett nytt föreslag av interaktion, utformning av användargränssnitt samt några förslag för att öka produktiviteten. Den gestbaserade interaktionen som infördes och simulerades för trafikkontrollsystemet tenderar att förbättra funktionen. Olika gester utformades som möjliggör för användaren att panorera, zooma och sväva över kartan. Gesterna implementerades med hjälp av Leap Motion Controller som möjliggör intuitiv interaktion. Dessa gester syftar till att lösa identifierade användbarhetsproblem som upptäcks under intervjuerna med användarna. Syftet med detta arbete var att svara på följande forskningsfråga: Kan gestbaserad interaktion lösa användbarhetsproblem och etablera intuitiv användning av CTC-systemet? Den explorativa forskning som utfördes i detta arbete inkluderade att utforma, genomföra och testa gester med användare. Kroppshållning och handposition för operatorerna undersöktes ur ett ergonomiskt perspektiv och studien föreslår att använda sitt-till-stå arbetsstationer för att minska smärta och obehag under arbetet. Gestbaserad interaktion eliminerar problemet att hitta muspekaren på stora skärmar, vilket gör det enkelt att snabbt hitta detaljerad information och ger även en bättre överblick över kartans omgivning. Laboratorietester bekräftar att gestbaserad interaktion ger mer naturlig och intuitiv användning av trafikledningssystemet. Det finns en stor potential för gestbaserad interaktion för att öka användbarheten och ge en effektiv kontroll för operatörerna. Det skulle minska förseningarna av tåget och upprätthålla ett säkert trafikflöde.
43

Towards Designing and Generating User Interfaces by Using Expert Knowledge

Braham, Amani 23 December 2022 (has links)
[ES] La investigación reportada en la presente tesis doctoral se lleva a cabo a través de la metodología de la ciencia del diseño que se centra en la creación y evaluación de artefactos. En esta tesis, el principal artefacto es el novedoso enfoque para diseñar y generar interfaces de usuario utilizando el conocimiento experto. Con el fin de permitir el uso del conocimiento experto, el enfoque propuesto se basa en la reutilización de patrones de diseño que incorporan el conocimiento experto del diseño de la interfaz y proporcionan soluciones reutilizables a diversos problemas de diseño. El objetivo principal de dicho enfoque es abordar el uso de patrones de diseño a fin de garantizar que los conocimientos especializados se integren en el diseño y la generación de interfaces de usuario para aplicaciones móviles y web. Las contribuciones específicas de esta tesis se resumen a continuación: Una primera contribución consiste en el marco AUIDP que se define para apoyar el diseño y la generación de interfaces adaptativas para aplicaciones web y móviles utilizando patrones de diseño HCI. El marco propuesto abarca tanto la etapa de diseño como la de ejecución de dichas interfaces. En el momento del diseño, los modelos de patrones de diseño junto con la interfaz de usuario y el perfil de usuario se definen siguiendo una metodología de desarrollo específica. En tiempo de ejecución, los modelos creados se utilizan para permitir la selección de patrones de diseño de HCI y para permitir la generación de interfaces de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño relevantes. La segunda contribución es un método de especificación para establecer un modelo de ontología que convierte la representación tradicional basada en texto en la representación formal del patrón de diseño de HCI. Este método adopta la metodología Neon para lograr la transición de las representaciones informales a las formales. El modelo de ontología creado se llama MIDEP, que es una ontología modular que captura el conocimiento sobre los patrones de diseño, así como la interfaz de usuario y el perfil del usuario. La tercera contribución es el IDEPAR, que es el primer sistema dentro del marco global del AUIDP. Este sistema tiene como objetivo recomendar automáticamente los patrones de diseño más relevantes para un problema de diseño dado. Se basa en un enfoque híbrido que utiliza una combinación mixta de técnicas de recomendación basadas en texto y ontología para producir recomendaciones de patrones de diseño que proporcionan soluciones de diseño apropiadas. La cuarta contribución es un sistema generador de interfaz llamado ICGDEP, que se propone para generar automáticamente el código fuente de la interfaz de usuario para aplicaciones web y móviles. El ICGDEP es el segundo sistema dentro del marco global de AUIDP y se basa en el uso de patrones de diseño de HCI que son recomendados por el sistema IDEPAR. Su objetivo principal es generar automáticamente el código fuente de la interfaz de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño. Para lograr esto, el sistema ICGDEP utiliza un método que permite la generación de código fuente de interfaz de usuario para la aplicación de destino. Las contribuciones aportadas en la presente tesis han sido validadas a través de diferentes perspectivas. En primer lugar, la evaluación de la ontología MIDEP desarrollada se realiza utilizando preguntas de competencia, enfoques de evaluación basados en la tecnología y basados en aplicaciones. En segundo lugar, la evaluación del sistema IDEPAR se establece mediante un patrón producido por expertos y un estudio de evaluación centrado en el usuario. Luego, el sistema ICGDEP es evaluado en términos de ser utilizado efectivamente por los desarrolladores, considerando el factor de productividad. Por último, la evaluación del marco mundial de AUIDP se lleva a cabo mediante estudios de casos y estudios de usabilidad. / [CA] La investigació reportada en aquesta tesi doctoral es duu a terme a través de la metodologia de la ciència del disseny que se centra en la creació i avaluació d'artefactes. En aquesta tesi, el principal artefacte és el nou enfocament per dissenyar i generar interfícies d'usuari utilitzant el coneixement expert. Per tal de permetre l'ús del coneixement expert, l'enfocament proposat es basa en la reutilització de patrons de disseny que incorporen el coneixement expert del disseny de la interfície i proporcionen solucions reutilitzables a diversos problemes de disseny. L'objectiu principal d'aquest enfocament és abordar l'ús de patrons de disseny per tal de garantir que els coneixements especialitzats s'integrin en el disseny i la generació d'interfícies d'usuari per a aplicacions mòbils i web. Les contribucions específiques d'aquesta tesi es resumeixen a continuació: Una primera contribució consisteix en el marc AUIDP que es defineix per donar suport al disseny i generació d'interfícies adaptatives per a aplicacions web i mòbils utilitzant patrons de disseny HCI. El marc proposat inclou tant l'etapa de disseny com la d'execució de les interfícies esmentades. En el moment del disseny, els models de patrons de disseny juntament amb la interfície d'usuari i el perfil d'usuari es defineixen seguint una metodologia de desenvolupament específica. En temps d'execució, els models creats s'utilitzen per permetre la selecció de patrons de disseny de HCI i per permetre la generació de interfícies d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny rellevants. La segona contribució és un mètode d'especificació per establir un model d'ontologia que converteix la representació tradicional basada en text en la representació formal del patró de disseny de HCI. Aquest mètode adopta la metodologia Neon per aconseguir la transició de les representacions informals a les formals. El model d'ontologia creat s'anomena MIDEP, una ontologia modular que captura el coneixement sobre els patrons de disseny, així com la interfície d'usuari i el perfil de l'usuari. La tercera contribució és l'IDEPAR, que és el primer sistema dins del marc global de l'AUIDP. Aquest sistema té com a objectiu recomanar automàticament els patrons de disseny més rellevants per a un problema de disseny donat. Es basa en un enfocament híbrid que utilitza una combinació mixta de tècniques de recomanació basades en text i ontologia per produir recomanacions de patrons de disseny que proporcionen solucions de disseny apropiades. La quarta contribució és un sistema generador d'interfície anomenat ICGDEP, que es proposa per generar automàticament el codi font de la interfície d'usuari per a aplicacions web i mòbils. L'ICGDEP és el segon sistema dins del marc global d'AUIDP i es basa en l'ús de patrons de disseny de HCI que són recomanats pel sistema IDEPAR. El seu objectiu principal és generar automàticament el codi font de la interfície d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny. Per aconseguir-ho, el sistema ICGDEP utilitza un mètode que permet generar codi font d'interfície d'usuari per a l'aplicació de destinació. Les contribucions aportades a la present tesi han estat validades a través de diferents perspectives. En primer lloc, l'avaluació de l'ontologia MIDEP desenvolupada es fa utilitzant preguntes de competència, enfocaments d'avaluació basats en la tecnologia i basats en aplicacions. En segon lloc, l'avaluació del sistema IDEPAR s'estableix mitjançant un patró produït per experts i un estudi d'avaluació centrat en l'usuari. Després, el sistema ICGDEP és avaluat en termes de ser utilitzat efectivament pels desenvolupadors, considerant el factor de productivitat. Finalment, l'avaluació del marc mundial d'AUIDP es fa mitjançant estudis de casos i estudis d'usabilitat. / [EN] The research reported in the present PhD dissertation is conducted through the design science methodology that focuses on creating and evaluating artifacts. In the current thesis, the main artifact is the novel approach to design and generate user interfaces using expert knowledge. In order to enable the use of expert knowledge, the present approach is devoted to reuse design patterns that incorporate expert knowledge of interface design and provide reusable solutions to various design problems. The main goal of the proposed approach is to address the use of design patterns in order to ensure that expert knowledge is integrated into the design and generation of user interfaces for mobile and Web applications. The specific contributions of this thesis are summarized below: This first contribution is the AUIDP framework that is defined to support the design and generation of adaptive interfaces for Web and mobile applications using HCI design patterns. The proposed framework spans over design-time and run-time. At design-time, models of design patterns along with user interface and user profile are defined following a specific development methodology. At run-time, the created models are used to allow the selection of HCI design patterns and to enable the generation of user interfaces from the design solutions provided by the relevant design patterns. The second contribution is a specification method to establish an ontology model that turns traditional text-based representation into formal HCI design pattern representation. This method adopts the Neon methodology to achieve the transition from informal to formal representations. The created ontology model is named MIDEP, which is a modular ontology that captures knowledge about design patterns as well as the user interface and user's profile. The third contribution is the IDEPAR, which is the first system within the global AUIDP framework. This system aims to automatically recommend the most relevant design patterns for a given design problem. It is based on a hybrid approach that relies on a mixed combination of text-based and ontology-based recommendation techniques to produce design pattern recommendations that provide appropriate design solutions. The fourth contribution is an interface generator system called ICGDEP, which is proposed to automatically generate the user interface source code for Web and mobile applications. The proposed ICGDEP is the second system within the global AUIDP framework and relies on the use of HCI design patterns that are recommended by the IDEPAR system. It mainly aims at automatically generating the user interface source code from the design solutions provided by design patterns. To achieve this, the ICGDEP system is based on a generation method that allows the generation of user interface source code for the target application. The contributions provided in the present thesis have been validated through different perspectives. First, the evaluation of the developed MIDEP ontology is performed using competency questions, technology-based, and application-based evaluation approaches. Second, the evaluation of the IDEPAR system is established through an expert-based gold standard and a user-centric evaluation study. Then, the ICGDEP system is evaluated in terms of being effectively used by developers, considering the productivity factor. Finally, the evaluation of the global AUIDP framework is conducted through case studies and usability studies. / Braham, A. (2022). Towards Designing and Generating User Interfaces by Using Expert Knowledge [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/190920
44

<b>UNDERSTANDING CROSS REALITY INTERACTION IN A CO-DESIGN TASK</b>

Sathvik Reddy Vudumula (19120255) 13 July 2024 (has links)
<p dir="ltr">This study provides insights into the right combination of devices in a co-design task, in this case, at designing a game level. The cross-reality systems enable users to connect and collaborate across the Reality-Virtuality continuum i.e., PC/Desktop, augmented reality (AR), mixed reality (MR) and virtual reality (VR). Co-design involves two or more users coming together to ideate a clear objective, and build using the appropriate tools for collaboration, design, testing, and refinement for the masses. It also considers the time and resources used throughout the process with constant and open communication. The simulation design is based on developing an application that allows two users to connect in a pairwise modality (Desktop-Desktop, VR-VR or Desktop-VR) and use the assets provided to design a game level. The users were given a layout of the level and factors based on which the level will be designed. The results are discussed, and future work and conclusions are provided based on them.</p>
45

Speculative Futures of AI in Art : Collaborative Design Fiction with Artists

Friedrich, Julian January 2024 (has links)
As generative AI threatens creatives worldwide, this thesis applies Speculative Design through a Participatory Design process to speculate about the futures of AI in art by critically involving creatives. Conducting field research, interviews, and two co-design workshops, hosted at the Malmö City Library, the project resulted in an exhibition of four speculative scenarios in the form of short stories and AI-generated visualisations, sparking critical discourse and reflection about generative AI tools in art. The main insights from said discourse were that AI tools need to be investigated and critiqued through use by creatives, that designers working on AI tools have a responsibility to design for transparency, and that Speculative Design is the appropriate methodology to address AI in art, especially grounded in a Participatory Design process.
46

Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized art

Brinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
47

Samtalsledares erfarenheter av digitala nätverksträffar : med fokus på kommunikation, ur ett delaktighetsperspektiv / Moderators' experiences of digital meetings for networking : highlighting communication, participation and engagement

Bergqvist, Elin January 2021 (has links)
Under våren 2021 har det organiserade lärande nätverket för chefer, Nätverk för engagerat ledarskap i Region Jönköpings län, haft digitala träffar genom mötesplattformen Cisco eller Skype i stället för fysiska träffar p.g.a. de rådande samhällsrestriktionerna. Rapporten belyser samtalsledares och nätverks-deltagares mellanmänskliga interaktion och deras anpassningar till digitala arbetssätt, under en tidsperiod där digitaliseringen inom hälso- och sjukvården påskyndats av covid-19-pandemin. Undersökningens syfte är att beskriva samtalsledares erfarenheter av digitala nätverksträffar (vid Nätverket för engagerat ledarskap i Region Jönköpings län) med fokus på kommunikation och vad de beskriver för möjliga förbättringar, utifrån ett delaktighetsperspektiv. Samtliga 40 samtalsledare blev tillfrågade att medverka i undersökningen, varav sex (6) gjorde intresseanmälan. En av dem avbokade dagen innan och fem (5) genomförde gruppintervjun digitalt på mötesplattformen Zoom. Intervjun spelades in efter samtycke och varade 60 minuter. Materialet bearbetades först genom en förenklad induktiv tematisk analys, med stöd av en analysguide inspirerad av Braun och Clarke (2006). Därefter beskrevs analysresultatet utifrån ICF:s första nivå för att belysa resultatet ur ett delaktighetsperspektiv. Fyra teman framkom; digitala utmaningar, mellanmänskliga interaktioner, framtidens behov och ”kriterier” för framgångsrikt digitalt nätverkande. Ett stort problem vid de digitala nätverksträffarna har varit bristande eller fördröjd feedback. Ett annat problem har varit svårigheter med sammanhållningen och att skapa tillit i det digitala rummet. Examensarbetet har gett upphov till förbättringsförslag för ett framgångsrikt digitalt nätverkande ur ett delaktighetsperspektiv. Digitala nätverksträffar kan ses som ett alternativ eller komplement till fysiska träffar även i framtiden. Kanske kan vi framöver hitta det ”bästa receptet” för digitala nätverksträffar för en effektiv och jämlik hälso- och sjukvårdsorganisation? / During the spring of 2021, the organized learning network for managers, Network for Engaged Leadership in Region Jönköping County, has held digital meetings in applications provided by Cisco and Skype instead of having physical meetings due to the current societal restrictions. The report highlights interpersonal interaction between moderators and networking participants, and their adaptations to digital ways of working, in a time where digitalization in healthcare has been accelerated due to the COVID-19 pandemic. The purpose of the survey is to describe moderators' experiences with digital networking meetings (at the Network for Engaged Leadership in Region Jönköping County). The study focuses on communications and how improvements can be made to increase the participation and the engagement of the participants. All 40 moderators within the network were asked to participate in the survey, of which six (6) made expressions of interest. One of them canceled the day before and five (5) participated in the group interview digitally using the application Zoom. The interview was recorded with consent and lasted 60 minutes. The material was first processed through a simplified inductive thematic analysis, supported by a guide inspired by Braun and Clarke (2006). The results were then described, using the first level of the ICF, in terms of participation. Four themes were deduced: digital challenges, interpersonal interactions, future needs, and "criteria" for successful digital networking. The lack or delay of feedback has caused major issues at the meetings. Other difficulties have been the lack of affinity and trust within the group. This study has resulted in several proposals for improving digital networking by increasing accessibility. Digital networking meetings can be seen as an alternative or a complement to physical meetings. Perhaps we can find the "best recipe" for digital networking meetings for an effective and equal healthcare organization? / <p>Examen i vårdadministration, YH-utbildning: 20 Yh-poäng.</p>
48

互動玩具系統開發與互動行為探討 / System development of interactive toy and study on behavior

孟憲奇, Meng, Shian Chi Unknown Date (has links)
本研究設計了一個結合遊戲性及新型互動體驗的英語學習輔助玩具,目的是將英語學習帶入學齡前兒童的戲水情境之中,兒童可透過與玩具遊戲的過程,達到英語學習歷程的催化。本研究開發之數位互動玩具,可藉由手與尾巴做出不同組合的動作,以及眼睛可以投射出燈光圖案表達不同情緒。並透過語音播放出故事中的單字與句子,再藉由以上的功能會組成不同的回饋。小朋友能用摸與說話的方式,在與玩具之間的遊戲過程中,達到產生興趣的效果。 現階段本研究探討使用者經驗的分析,若要分析小朋友的正式學習歷程,就必須先了解小朋友的動機和使用後的回饋,以讓未來學習歷程中的研究作為基礎。因此,基於認知心理學家的理論討論幼兒學習的歷程,以及為了得知如何設計適合的玩具給小朋友,本研究提出設計時的原則以及使用者經驗與使用性,建構出互動玩具的雛形。實驗評估對象共為8位3~5歲之兒童(第一階段7位,第二階段1位),以觀察的方式紀錄實驗過程,利用開放式問題詢問小朋友的回饋,並以進行整理與分析。總結,研究成果為: 1. 互動學習體驗:將科技結合一般戲水玩具,透過觸摸及語音的互動方式產生動作、燈光圖案、聲音等回饋,從戲水互動過程中給予兒童新的互動學習體驗。 2. 學習與探索的動機:本研究依據Skinner的操作制約概念制定互動流程,玩具經實驗發現透過觸摸及口說的互動,產生了多元回饋刺激,包含故事內容及卡牌的配合,讓小朋友在遊戲過程中能自行探索內容並在過程中學習。 3. 使用者經驗與使用性分析:從使用性五項指標分析情緒起伏歷程紀錄及分析使用者經驗,發現玩具容易讓小朋友操作且記憶玩具提供之內容,整體使用性是高的。但相較於觸摸的互動方式,說話的互動方式會讓小朋友在操作上使用性較低。 互動玩具的設計製作:以UCD的設計思維建構互動玩具外型設計、人機互動方式及內容設計,並再以Arduino為主要載體建構模組化之設計。 / This study designed an English learning toy that combined the game and a new interactive experience. This aim is to integrate English learning into the context of preschoolers playing in water and use the interaction with the toy to promote the English learning process. In this study, the digital interactive toy we made that can make different combinations of action by using its hands and tail, project out the lighting patterns to express various emotions by its eyes, and play out the words and sentences of the story by the voice player. According to the above functions, the toy forms different ways of feedback. It is effective that children can develop an interest in the toy by the ways of touching and saying in the process of game playing. At present, this study explored the analysis of user experience, if we want to analysis the children's formal learning process, we must first understand the child's motivation and feedback after use, so that it can be a foundation of the learning process in the future. Thus, the study is based on the theory of cognitive psychologists that discussed the course of early childhood learning. In order to know how to design a suitable toy for preschoolers, this study built the prototype of the interactive toy through presenting the design principles and user experience and usability. The subjects were 8 preschoolers (3-5 years of age) enrolled in the study (7 subjects in the first stage and 1 subject in the third stage). Researcher recorded the experimental procedure by the way of observing, inquired the research subjects to get their feedback by opened questions, and then digested and analyzed to the conclusion. Summary, the results of this research are in the following: (1) Interactive learning experience: The combination of technology and the general water-playing toys. The digital interactive toy let preschoolers get a new interactive learning experience through the way of touching and speaking to emerge action, light patterns, sound and other feedback. (2) Learning motivation and exploration: Based on Skinner's operational control concept, the research has found that the toy stimulates a variety of feedback through touching and speaking of the interaction, including the story content and cards. The preschoolers in the course of the game can explore the content by themselves and learning during the process. (3) User experience and usability analysis: According to the use of five indicators to analyze the course of emotional change and user experience, the research has found that the toys easily to be operated by children and made them keep memory of the contents the toy provided. The overall use is high, however, compared to the interactive way of touching, the way of speaking is lower in the children’s operation. (4) Interactive toy design: The toy is based on UCD design thinking to construct interactive toy exterior design, human-computer interaction and content design. The main carrier is Arduino to build out the modular design.
49

Percepção e produção de sentido no ciberespaço: influência de elementos infográficos em decisões de acesso na Web

Lima, Paulo Alves de 08 March 2010 (has links)
Made available in DSpace on 2016-04-26T18:18:31Z (GMT). No. of bitstreams: 1 Paulo Alves de Lima.pdf: 91765055 bytes, checksum: 8c46ce0bc23b5f4635e078ef4a6fe5da (MD5) Previous issue date: 2010-03-08 / Considering the current dissemination stage of the world wide web and the historical social repercussion which such presence evokes, this Master Thesis intents to provide subsidies to webdesign activity, developing knowledges that contribute to the process of infographics elements manipulation in the web interfaces construction. The study corpus, Brazilian websites graphical interfaces, required for its analysis, quali-quantitative empirical research that enables, through aesthetic dissection, the identification of the existence of dominating visual patterns in Brazilian websites interfaces. The results of this stage reference the elaboration of representative models, which in the following step passed by a test process and validation with the users. The successful achievement of these objectives made it possible to solve one of the major problems related to the research object, the assembly of an interface model capable of tracing and computing path of user access, identifying separately how the infographics elements of the screen are related to each other, in the reception context, to the surfer decision for the click-through. This road bared the existence evidences of aesthetic phenomenal in the research context, fact theoretically addressed through style viewpoint, which resulted in proposing a new approach to the webdesign, capable of bringing closer the cyberculture theoretical views and the empirical results produced nowadays. The theoretical framework of the dissertation is based on three great quadrants. In the first one is located the comprehension, in the applied social science context, of the historical social movie set where the cyberculture and its typical technologically mediated communication processes are inserted. On this stage, the references are Zygmunt Bauman, Paul Virilio, Neil Postman, Asa Briggs and Peter Burke. In a second moment, the computer graphic interfaces genesis is treated with their semantic machines and graphical metaphors; here the text dialog extends to propositions of Steven Johnson, Oliver Sacks, Philippe Breton and Walter Benjamin. Finally, follows a reflection about the webdesign and its conceptualaesthetic issues under the historical view of style and here the references are Adrian Frutiger, Josef Albers, Allen Hurkburt, Donis Dondis, Charles Peirce, Eugênio Trivinho e Lucia Santaella / Considerando o atual estágio de disseminação da grande rede mundial de computadores e a repercussão social-histórica que tal presença evoca, esta Dissertação de Mestrado pretende oferecer subsídios à atividade de webdesign, desenvolvendo conhecimentos que contribuam para o processo de manipulação dos elementos infográficos na construção de interfaces Web. O corpus do estudo, as interfaces gráficas dos websites brasileiros, exigiu, para a sua análise, pesquisa empírica qualiquantitativa que possibilitasse, através de dissecação estética, identificar a existência de padrões visuais dominantes nas interfaces de websites brasileiros. Os resultados dessa etapa referenciaram a elaboração de modelos representativos, que em etapa seguinte passaram por processo de teste e validação junto a usuários. O cumprimento exitoso desses objetivos tornou possível solucionar um dos principais problemas relativos ao objeto da pesquisa, a montagem de uma interface-modelo capaz de rastrear e computar trajetórias de acesso de usuários, identificando isoladamente como os elementos infográficos da tela se relacionam, no contexto da recepção, à decisão do internauta pelo click-through. Esse percurso desnudou evidências da existência de fenômenos estéticos no contexto da pesquisa, fato abordado teoricamente sob a ótica do estilo, e que resultaram em proposição de uma nova abordagem para o webdesign, capaz de aproximar as visagens teóricas da cibercultura dos resultados empíricos produzidos no cotidiano. O quadro teórico da pesquisa é composto por três grandes quadrantes. No primeiro, situa-se o entendimento, no contexto das ciências sociais aplicadas, do cenário socialhistórico em que a cibercultura e seus típicos processos comunicativos tecnologicamente mediados se inserem. Nesse âmbito, figuram, como referências Zygmunt Bauman, Paul Virilio, Neil Postman, Asa Briggs e Peter Burke. Num segundo momento, é tratada a gênese das interfaces computacionais gráficas e suas metáforas, no qual a abordagem é norteada por Steven Johnson, Oliver Sacks, Philippe Breton e Walter Benjamin. Por fim, segue-se uma reflexão sobre o webdesign e suas questões estético-conceituais sob a ótica histórica do estilo e aqui as referências são Adrian Frutiger, Josef Albers, Allen Hurlburt, Donis Dondis, Charles Peirce, Eugênio Trivinho e Lucia Santaella
50

Reconhecimento de gestos usando segmentação de imagens dinâmicas de mãos baseada no modelo de mistura de gaussianas e cor de pele / Gesture recognizing using segmentation of dynamic hand image based on the mixture of Gaussians model and skin color

Hebert Luchetti Ribeiro 01 September 2006 (has links)
O objetivo deste trabalho é criar uma metodologia capaz de reconhecer gestos de mãos, a partir de imagens dinâmicas, para interagir com sistemas. Após a captação da imagem, a segmentação ocorre nos pixels pertencentes às mãos que são separados do fundo pela segmentação pela subtração do fundo e filtragem de cor de pele. O algoritmo de reconhecimento é baseado somente em contornos, possibilitando velocidade para se trabalhar em tempo real. A maior área da imagem segmentada é considerada como região da mão. As regiões detectadas são analisadas para determinar a posição e a orientação da mão. A posição e outros atributos das mãos são rastreados quadro a quadro para distinguir um movimento da mão em relação ao fundo e de outros objetos em movimento, e para extrair a informação do movimento para o reconhecimento de gestos. Baseado na posição coletada, movimento e indícios de postura são calculados para reconhecimento um gesto significativo. / The purpose of this paper is to develop a methodology able to recognize hand gestures from dynamic images to interact with systems. After the image capture segmentation takes place where pixels belonging to the hands are separated from the background based on skin-color segmentation and background extraction. The image preprocessing can be applied before the edge detection. The recognition algorithm uses edges only; therefore it is quick enough for real time. The largest blob from the segmented image will be considered as the hand region. The detected regions are analyzed to determine position and orientation of the hand for each frame. The position and other attributes of the hands are tracked per frame to distinguish a movement from the hand in relation to the background and from other objects in movement, and to extract the information of the movement for the recognition of dynamic gestures. Based in the collected position, movement and indications of position are calculated to recognize a significant gesture.

Page generated in 0.1082 seconds