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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.
21

Design and Implementation of an Eye Blink Controlled Human Computer Interface

Gwalani, Poonam 28 April 2011 (has links)
Advances in Human Computer Interface (HCI) have made this area of research important for improving the standard of living for people with disabilities. An eye blink system is presented to allow people with disabilities to control a standard computer mouse. This system is designed for people who are paralytic with no control over their arms, speech, and anyone who is restricted to only the control of eye and head movements. This system is based on infrared reflectivity to capture and analyze real time eye blink signal of the user. It uses simple economical hardware electronics to emulate the functionality of computer mouse click based on user eye blinks. Informal tests show that the system can successfully distinguish between voluntary and involuntary eye blinks and can emulate user mouse clicks. This interface offers an economical, non-invasive, hands-free, plug and play device that provides the disabled with flexibility to improve their quality of life.
22

The Human Analysis Element of Intrusion Detection: A Cognitive Task Model and Interface Design and Implications

Ellis, Brenda Lee 01 January 2009 (has links)
The use of monitoring and intrusion detection tools are common in today's network security architecture. The combination of tools generates an abundance of data which can result in cognitive overload of those analyzing the data. ID analysts initially review alerts generated by intrusion detection systems to determine the validity of the alerts. Since a large number of alerts are false positives, analyzing the data can severely reduce the number of unnecessary and unproductive investigations. The problem remains that this process is resource intensive. To date, very little research has been done to clearly determine and document the process of intrusion detection. In order to rectify this problem, research was conducted which involved several phases. Fifteen individuals were selected to participate in a cognitive task analysis. The results of the cognitive task analysis were used to develop a prototype interface which was tested by the participants. A test of the participants' knowledge after the use of the prototype revealed an increase in both effectiveness and efficiency in analyzing alerts. Specifically, the findings revealed an increase in effectiveness as 72% of the participants made better determinations using the prototype interface. The results also showed an increase in efficiency when 72% of the participants analyzed and validated alerts in less time while using the prototype interface. These findings, based on empirical data, showed that the use of the task diagram and prototype interface helped to reduce the amount of time it previously took to analyze alerts generated by intrusion detection systems.
23

Reducing Cognitive Load Using Hypervariate Display

Garrabrants, William 01 January 2008 (has links)
This research examined the application of hypervariate display principles to human-computer interfaces with the intent of reducing the cognitive load placed on the operator during high-intensity activity. This research extended the existing body of knowledge relevant to reducing the cognitive load using human-computer interfaces. Existing research has explored the application of techniques that, when used in isolation, contribute to a computer operator's understanding of the data or efficiency in execution of tasks. This research studied the collaborative use of proven display techniques to improve a computer operator's ability to understand large amounts of data more rapidly and react to that data more effectively. These techniques, including the display of multiple variables in a single window, use of preattentive factors in the display, and the severing of geospatial dependencies on data significantly contributed to the reduction of cognitive burdens placed on a user in environments that are typically overwhelming. Experiments performed on 18 volunteer participants conclusively proved that the hypervariate display improved the participants' ability to handle increased workload, comprehend complex situations quickly and completely, and efficiently respond to the situation in an effective manner. This research has significant value and broad application to user communities where computers are used to control high-intensity operations such as military and law enforcement environments.
24

Entre Mnemo e Locus: arquitetura de espaços virtuais, construção de espaços mentais / Between Mnemo and Locus: Architecture of Virtual Space, Construction of Mental Space

Pratschke, Anja 25 April 2002 (has links)
Propõe-se um método de construção arquitetural de espaços virtuais, baseado na sobreposição de diversos modos de pensar o espaço e no uso de estruturas da mnemotécnica. Para essa tarefa, faz-se, inicialmente, uma análise crítica do estado da arte em dois campos disciplinares recorrentemente envolvidos na construção de tais ambientes: Interface Usuário-Computador e Realidade Virtual. Em seguida apresenta-se a maneira de se sobrepor diversos modos de pensar o espaço em Arquitetura, a qual constitui o terceiro campo disciplinar desse estudo, explicitado através da introdução e da análise de diferentes exemplos de concepções arquitetônicas pertencentes ao âmbito virtual. Definido como pertencente à mente, o espaço virtual é concebido através de métodos arquitetônicos, acrescidos do uso da Mnemônica, que é a arte e a técnica de se desenvolver e fortalecer a memória. O processo de memorização torna-se central no processo de construção do contexto virtual. Introduzido através de exemplos na história e de recentes aplicações artísticas em realidade virtual, a tese propõe a inclusão da mnemotécnica para a estruturação espacial arquitetônica no virtual / A method is proposed for the architectural construction of virtual spaces based on the overlaying of diverse ways of thinking about space and by using structures of mnemotechniques. In order to achieve this task, a critical review is first carried out of two disciplines which are regularly involved in the construction of this kind of spatiality: Human-Computer Interface, and Virtual Reality. Architecture, as a third and central discipline, presents its method of overlaying diverse ways of thinking space, made explicit through the introduction and analysis of different examples of architectural construction in the virtual realm. Defined as belonging to the mind, the virtual space is conceived through architectural methods by adding the use of Mnemonics, which is the art and technique of developing and making stronger the memory. The memorization process itself becomes central in the process of constructing the virtual context. Introducing examples in history and recent art applications in virtual reality, the thesis proposes the introduction of mnemotechniques for the architectural spatial structuring of the virtual
25

The cost of search and evaluation in problem-solving social networks : an experimental study

Farenzena, Daniel Scain January 2016 (has links)
Online networks of individuals have been used to solve a number of problems in a scale that would not be possible if not within a connected, virtual and social environment such as the internet. However, the quality of solutions provided by individuals of an online network can vary significantly thus making work quality unreliable. This dissertation investigates factors that can influence the quality of the work output of individuals in online social networks. Specifically, we show that when solving tasks with small duration (under 5 minutes), also known as microtasks, individuals decision making will be strongly biased by costs of searching (and evaluating) options rather than financial or non-financial incentives. Indeed, we are able to show that we can influence individuals decisions, when solving problems, by rearranging elements visually to modify an the search sequence of an individual, be it by designing the virtual work environment or manipulating which options are first shown in non-controlled environments such as the Amazon Mechanical Turk labor market. We performed several experiments in online networks where individuals are invited to work on tasks with varying degrees of difficulty within three settings: mathematical games with objective truth (Sudoku and SAT instances), surveys with subjective evaluation (public policy polling) and labor markets (Amazon Mechanical Turk). We show that the time spent solving problems and the user interface are more relevant to the quality of work output than previous research have assumed and that individuals do not change this behavior while solving the sets of problems. Finally, to complement our study of online problem-solving, we present additional experiments in an online labor market (Amazon Mechanical Turk) that agrees with our networked experiments, shedding new light on how and why people solve problems.
26

Human Scapes: o design de plataformas participativas móveis para a cidade digitalmente conectada / Human Scapes: the design of mobile participatory platforms for the city digitally connected

Shigeno, Kelly Kiyumi 19 May 2016 (has links)
A difusão tecnológica e cultural do uso de dispositivos móveis está presente em todas as camadas da sociedade. Utilizados como mediadores em diferentes redes de comunicação, eles também carregam o significado de um espaço pessoal para o usuário. Sua utilização constante os transforma em potenciais sensores pessoais, gerando dados continuamente. Neste cenário, instituições e organizações governamentais utilizam-se de ferramentas digitais de georreferenciamento nos grandes centros urbanos do Brasil e do mundo para disponibilizar serviços ou coletar dados. Com o intuito de adaptar o modelo de navegação orientada utilizado na análise de portais governamentais para a análise de aplicativos móveis, foi realizada uma navegação orientada nos aplicativos selecionados, entre eles o 1746 RIO desenvolvido pelo Governo do Rio de Janeiro e o Colab desenvolvido por uma organização da sociedade civil. A navegação foi realizada com o auxilio de um roteiro de perguntas divididas em cinco principais categorias de análise: Acesso e Privacidade, Visualização e Edição de Informações, Feedback, Comunicação Social e Elementos de Gamificação. Para compreender o processo de experiência da cidadania foram realizadas entrevistas com uma ONG de São Paulo e observações em oficinas realizadas com cidadãos na cidade de Sorocaba. Pretende-se contribuir para o conhecimento na área de design e cidadania, apontando elementos e características para o desenvolvimento de aplicações móveis participativas voltadas para grandes cidades. / The technological and cultural dissemination of mobile devices usage is present in all segments of society. Used as an interface between different communication networks, mobile devices can also transform any space into one\'s own personal space. Its constant use convert them into potential personal sensors, generating data continuously. To adapt to this new paradigm governments are starting to implement georeference tools in order to provide services or collect data from major urban areas. Aiming to adapt the oriented navigation method to be performed in mobile devices, we designed a questionnaire roadmap acknowledging the main features of mobile devices. The analyzed applications include: Colab and 1746 Rio. The first is an initiative developed for citizens in a bottom-up approach intending to establish communication with city managers. The second was created by the City Hall of Rio de Janeiro and follows a topdown approach, being designed as a call center for the city residents. The questions were grouped in 5 main themes: Access rights and Privacy, View and Change Reports Data, Social Communication, Feedback, and Gamification Elements. In order to better understand how the citizenship is currently addressed, we conducted interviews with a São Paulo\'s NGO member. Also performed a non-participant observation over a workshop held at Sorocaba. This research aims to contribute to the discussion over the design and citizenship areas, suggesting elements and features for the development of participative mobile applications focused on data gathering in major cities.
27

A semiotic approach to the use of metaphor in human-computer interfaces

Condon, Chris January 1999 (has links)
Although metaphors are common in computing, particularly in human-computer interfaces, opinion is divided on their usefulness to users and little evidence is available to help the designer in choosing or implementing them. Effective use of metaphors depends on understanding their role in the computer interface, which in tum means building a model of the metaphor process. This thesis examines some of the approaches which might be taken in constructing such a model before choosing one and testing its applicability to interface design. Earlier research into interface metaphors used experimental psychology techniques which proved useful in showing the benefits or drawbacks of specific metaphors, but did not give a general model of the metaphor process. A cognitive approach based on mental models has proved more successful in offering an overall model of the process, although this thesis questions whether the researchers tested it adequately. Other approaches which have examined the metaphor process (though not in the context of human-computer interaction) have come from linguistic fields, most notably semiotics, which extends linguistics to non-verbal communication and thus could cover graphical user interfaces (GUls). The main work described in this thesis was the construction of a semiotic model of human-computer interaction. The basic principle of this is that even the simplest element of the user interface will signify many simultaneous meanings to the user. Before building the model, a set of assertions and questions was developed to check the validity of the principles on which the model was based. Each of these was then tested by a technique appropriate to the type of issue raised. Rhetorical analysis was used to establish that metaphor is commonplace in command-line languages, in addition to its more obvious use in GUIs. A simple semiotic analysis, or deconstruction, of the Macintosh user interface was then used to establish the validity of viewing user interfaces as semiotic systems. Finally, an experiment was carried out to test a mental model approach proposed by previous researchers. By extending their original experiment to more realistically complex interfaces and tasks and using a more typical user population, it was shown that users do not always develop mental models of the type proposed in the original research. The experiment also provided evidence to support the existence of multiple layers of signification. Based on the results of the preliminary studies, a simple means of testing the semiotic model's relevance to interface design was developed, using an interview technique. The proposed interview technique was then used to question two groups of users about a simple interface element. Two independent researchers then carried out a content analysis of the responses. The mean number of significations in each interview, as categorised by the researchers, was 15. The levels of signification were rapidly revealed, with the mean time for each interview being under two minutes, providing effective evidence that interfaces signify many meanings to users, a substantial number of which are easily retrievable. It is proposed that the interview technique could provide a practical and valuable tool for systems analysis and interface designers. Finally, areas for further research are proposed, in particular to ascertain how the model and the interview technique could be integrated with other design methods.
28

The cost of search and evaluation in problem-solving social networks : an experimental study

Farenzena, Daniel Scain January 2016 (has links)
Online networks of individuals have been used to solve a number of problems in a scale that would not be possible if not within a connected, virtual and social environment such as the internet. However, the quality of solutions provided by individuals of an online network can vary significantly thus making work quality unreliable. This dissertation investigates factors that can influence the quality of the work output of individuals in online social networks. Specifically, we show that when solving tasks with small duration (under 5 minutes), also known as microtasks, individuals decision making will be strongly biased by costs of searching (and evaluating) options rather than financial or non-financial incentives. Indeed, we are able to show that we can influence individuals decisions, when solving problems, by rearranging elements visually to modify an the search sequence of an individual, be it by designing the virtual work environment or manipulating which options are first shown in non-controlled environments such as the Amazon Mechanical Turk labor market. We performed several experiments in online networks where individuals are invited to work on tasks with varying degrees of difficulty within three settings: mathematical games with objective truth (Sudoku and SAT instances), surveys with subjective evaluation (public policy polling) and labor markets (Amazon Mechanical Turk). We show that the time spent solving problems and the user interface are more relevant to the quality of work output than previous research have assumed and that individuals do not change this behavior while solving the sets of problems. Finally, to complement our study of online problem-solving, we present additional experiments in an online labor market (Amazon Mechanical Turk) that agrees with our networked experiments, shedding new light on how and why people solve problems.
29

The cost of search and evaluation in problem-solving social networks : an experimental study

Farenzena, Daniel Scain January 2016 (has links)
Online networks of individuals have been used to solve a number of problems in a scale that would not be possible if not within a connected, virtual and social environment such as the internet. However, the quality of solutions provided by individuals of an online network can vary significantly thus making work quality unreliable. This dissertation investigates factors that can influence the quality of the work output of individuals in online social networks. Specifically, we show that when solving tasks with small duration (under 5 minutes), also known as microtasks, individuals decision making will be strongly biased by costs of searching (and evaluating) options rather than financial or non-financial incentives. Indeed, we are able to show that we can influence individuals decisions, when solving problems, by rearranging elements visually to modify an the search sequence of an individual, be it by designing the virtual work environment or manipulating which options are first shown in non-controlled environments such as the Amazon Mechanical Turk labor market. We performed several experiments in online networks where individuals are invited to work on tasks with varying degrees of difficulty within three settings: mathematical games with objective truth (Sudoku and SAT instances), surveys with subjective evaluation (public policy polling) and labor markets (Amazon Mechanical Turk). We show that the time spent solving problems and the user interface are more relevant to the quality of work output than previous research have assumed and that individuals do not change this behavior while solving the sets of problems. Finally, to complement our study of online problem-solving, we present additional experiments in an online labor market (Amazon Mechanical Turk) that agrees with our networked experiments, shedding new light on how and why people solve problems.
30

Entre Mnemo e Locus: arquitetura de espaços virtuais, construção de espaços mentais / Between Mnemo and Locus: Architecture of Virtual Space, Construction of Mental Space

Anja Pratschke 25 April 2002 (has links)
Propõe-se um método de construção arquitetural de espaços virtuais, baseado na sobreposição de diversos modos de pensar o espaço e no uso de estruturas da mnemotécnica. Para essa tarefa, faz-se, inicialmente, uma análise crítica do estado da arte em dois campos disciplinares recorrentemente envolvidos na construção de tais ambientes: Interface Usuário-Computador e Realidade Virtual. Em seguida apresenta-se a maneira de se sobrepor diversos modos de pensar o espaço em Arquitetura, a qual constitui o terceiro campo disciplinar desse estudo, explicitado através da introdução e da análise de diferentes exemplos de concepções arquitetônicas pertencentes ao âmbito virtual. Definido como pertencente à mente, o espaço virtual é concebido através de métodos arquitetônicos, acrescidos do uso da Mnemônica, que é a arte e a técnica de se desenvolver e fortalecer a memória. O processo de memorização torna-se central no processo de construção do contexto virtual. Introduzido através de exemplos na história e de recentes aplicações artísticas em realidade virtual, a tese propõe a inclusão da mnemotécnica para a estruturação espacial arquitetônica no virtual / A method is proposed for the architectural construction of virtual spaces based on the overlaying of diverse ways of thinking about space and by using structures of mnemotechniques. In order to achieve this task, a critical review is first carried out of two disciplines which are regularly involved in the construction of this kind of spatiality: Human-Computer Interface, and Virtual Reality. Architecture, as a third and central discipline, presents its method of overlaying diverse ways of thinking space, made explicit through the introduction and analysis of different examples of architectural construction in the virtual realm. Defined as belonging to the mind, the virtual space is conceived through architectural methods by adding the use of Mnemonics, which is the art and technique of developing and making stronger the memory. The memorization process itself becomes central in the process of constructing the virtual context. Introducing examples in history and recent art applications in virtual reality, the thesis proposes the introduction of mnemotechniques for the architectural spatial structuring of the virtual

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