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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.
311

Making the Game Wiki Obsolete : Improving Approachability in Grand Strategy Games

Eklund, Timmy January 2020 (has links)
The aim of this thesis is to explore and investigate the possibility of improvements in approachability and player retention, in Grand Strategy games. This is important for game developers to be able to develop games more suited to a wider audience. This study will investigate whether these improvements can be made by giving players access to information, traditionally found on game wikis, inside the game in a non-intrusive manner. This was investigated through a pre-study of current trends in gamers usage of information resources outside the games themselves. It was determined that wikis are the most common resource, and that they are most commonly used in the middle of play. Because of this, three mock-ups of user interfaces, which could supply such information to the player in the midst of playing, were designed. They were then evaluated by a panel of experts, consisting of game developers and experienced Grand Strategy players. The mock-up deemed by the experts to have the best potential, a windowed in-game encyclopedia, was implemented as a prototype in a small game. This game was developed to emulate the gameplay, and positive and negative aspects of Grand Strategy games. This prototype was then tested using A/B-testing. Despite a low number of participants, the results showed that access to information found on wikis in the game does lead to better approachability. It can also be concluded that players are closer to reaching a Flow state, which will lead to potentially higher player retention. / Syftet med denna uppsats är att utforska och undersöka möjliga förbättringar inom användarvänlighet och bevarande av spelares intresse, inom spel i genren Grand Strategy. Detta är viktigt för spelutvecklare, för att lättare kunna utveckla spel som passar en bredare publik. Denna studie kommer att undersöka huruvida sådana förbättringar kan uppnås genom att ge spelare tillgång till information, som traditionellt sett finns på wiki-sidor, inuti spelet, på ett sätt som inte stör spelaren. Detta undersöktes med hjälp av en förstudie av trender inom spelares användning av information från resurer utanför spelen. Den vanligaste resursen visade sig vara wiki-sidor. De används framförallt under tiden som man spelar. Baserat på detta skapades tre förslag på användargränssnitt som kan tillhandahålla information  till spelaren medan de spelar. De utvärderades därefter av en expertpanel, som bestod av spelutvecklare och erfarna spelare inom Grand Strategy genren. En encyklopedi i ett fönster inuti spelet blev det förslag som ansågs ha bäst potential. En prototyp av denna encyklopedi implementerades i ett litet spel. Detta spel hade utvecklats för att efterlikna spel inom Grand Strategy genren. Både de positiva och de negativa aspekterna efterliknades. Prototypen testades därefter med A/B-testning. Trots ett lågt antal deltagare visade resultaten att tillgång till information från wiki-sidor inuti spelet ledde till bättre användarvänlighet. Slutsatsen kan även dras att spelare var närmare att nå ett Flow-state medan de spelade, vilket potentiellt kan leda till att spelares intresse bevaras och vill fortsätta spela spelet.
312

Implementing voice communication technology in patient applications

Munthe, Victor January 2020 (has links)
AstraZeneca as a biopharmaceutical company performs clinical trials on human volunteers every day. It is crucial that these participants complete the trial to maximise the medical learning from the trial but also to decrease the cost for AstraZeneca. Dropout's from clinical trials can not be eliminated but as a part of the work that AstraZeneca is doing to reduce dropouts, this thesis investigates the possibility to implement voice control into patient applications. The goal is to increase the usability of the systems used in clinical trials and in return reduce dropouts and increase medical knowledge. This thesis results in a discussion that can be used for future work on this topic. Opportunities that a voice-controlled system brings, together with its limitations are presented and results in a discussion regarding "data ownership". One of the main conclusions is that a voice-controlled system would bring a lot of positive features but that either the technology or the authorities are ready for such a system today. A suggested way forward can be to start trying clinical trials, where free-text responses are used for some questions, instead of fixed responses. This can help show the authorities the benefits of such a system and motivate them to open up for more technology. / AstraZeneca är ett läkemedelsbolag som utför kliniska studier på frivilliga deltagare varje dag. Det är avgörande att deltagarna avslutar studien för att maximera utfallet av medicinsk kunskap men även ur ett kostnadsperspektiv. Den här rapporten undersöker möjligheten att implementera röststyrning i kliniska studier för patienter som en del i arbetet AstraZeneca gör för att minska avhoppen. Målet är att öka användbarheten av systemen som används i kliniska studier idag som i sin tur minskar antalet avhopp och bidrar mer till medicinsk kunskap. Rapporten resulterar i en diskussion som kan användas i ett fortsatt arbete inom ämnet. Möjligheterna som ett röststyrt system medför tillsammans med dess begränsningar presenteras och slutar i en diskussion kring ägandeskap av data. En tydlig slutsats som arbetet resulterar i är att implementationen av ett röststyrt system medför många positiva aspekter men att myndigheterna och teknologin inte har kommit lika långt. Ett föreslaget sätt att fortsätta är att börja testa kliniska studier med frågor där svaret består av fri text istället för svarsalternativ. Resultatet från studien kan då i sin tur användas i diskussion med myndigheterna för att visa på alla positiva följder som ett röststyrt system medför.
313

Triggering Ideas With Generative AI : Integrating generative AI within the early stages of the UX design process

Peña López, Daniel January 2023 (has links)
This thesis aims to investigate the potential integration of generative AI into the UX design process, particularly in its early stages, to enhance structured ideation sessions. The research-through-design methodology was employed, utilizing qualitative semi-structured interviews and contextual inquiries to inform design decisions. By analyzing data from contextual inquiries using affinity mapping and work models, three significant problems in ideation sessions that AI has the potential to address were identified: participants face difficulties generating ideas within a limited time frame, they refrain from sketching during online ideation sessions, and the starting point for discussions is not optimized. Tools addressing these problems were sketched, and the one solving the idea generation difficulties was further developed with a low-fidelity design after considering each tool’s feasibility, desirability, and viability. Usability testing sessions were conducted, resulting in five insights regarding the integration of generative AI in structured ideation sessions. These insights shed light on how AI-generated words and images assist participants in ideation and how such sources of inspiration should be presented. A Figma plugin was implemented using the React framework and chatGPT API, offering essential functionality. This implementation was tested in two ideation sessions to evaluate the tool’s usefulness and functionality, leading to an additional set of five insights that confirmed the tool’s effectiveness in a real-world scenario and further expanded on the initial set of insights. These two sets of insights lay the foundation for developing a high-fidelity tool prototype or pursuing further research in this area.
314

How to design a digital guide app in Flutter/Firebase with a focus on the group experience and Text-To-Speech

Sävmarker, Malcolm January 2023 (has links)
With an emphasis on usability, this paper intends to create a digital museum guide app using the Flutter framework and Firebase web platform. In order to improve the visitor's experience, the app will make use of Geolocation, QR codes, and text-to-speech with translation. It will also provide pertinent audio tracks, activate them based on the user's location, and let users pause and resume audio for those around. The paper will examine how technology may enhance the museum-going experience and analyze the opportunities and challenges associated with developing a digital guide app that seeks to support the group experience.
315

The Impact of Foveated Rendering as Used for Head-Mounted Displays in Interactive Video Games / Exploring the Effects of Foveated Rendering on Virtual Reality Game Graphics

Andersson, Klara, Landén, Erik January 2023 (has links)
Introduction: In this study, foveated rendering has been explored as its impacton people in a virtual reality (VR) video game setting. Foveated rendering has thepotential to decrease the performance cost of virtual reality gaming by only renderingthe part of the scene where the user is looking. It achieves this with the use of aneye tracker. Although, this study does not focus on the performance gain.Related Work: The work that has previously been done has mostly focused onperformance. Studies that concentrate on how it affects people have only used ascene with a still or moving target in it. This work will expand upon this by includingit in a whole game instead. Method: A user study is conducted to test the perceived visual quality by playinga fast-paced game that requires a lot of eye and head movements. This is tested asa first-person shooter game, which is played thrice with different types of foveation.Those being no foveation, static, and dynamic foveated rendering and comparingthem with each other. The user study performed to test this had 20 participants whoplayed the game and answered a questionnaire afterward regarding the quality. These participants were experienced in normal gaming but had little previous experiencewith virtual reality. Results and Analysis: The results show that the majority do not notice a differencein quality between the game types. However, the type most people preferred wasfoveated rendering without the use of an eye tracker, called static foveation.Discussion: The results demonstrate that video games can effectively incorporatefoveated rendering, resulting in significant performance improvements with minimaldrawbacks. However, it is important to note that foveated techniques have certainhardware requirements that may limit their widespread adoption. One such require-ment is Variable Rate Shading, which is becoming increasingly prevalent as it issupported by all new graphics cards. This means that the market may more easilyadopt foveated rendering techniques that do not rely on an eye tracker. Additionally,a built-in eye tracker in headsets is another hardware requirement that might makeit harder for that to happen.Conclusion: Foveated rendering has almost no impact on the perceived quality of VR games which can lead to performance gains and makes it easier for people to getfeel more immersed in them.
316

Fullt fokus på omgivningen : Framförandet av lastbil i stadstrafik utan distraktion

Larsson, Ludwig January 2023 (has links)
This is a bachelor thesis in Information design focusing on Interaction Design. Today much transport is done with the help of trucks, especially in urban traffic. In the project methods to move towards a result is interviewing and observation the main method of collecting information. The observation was very meanigful since it consisted of a full day together with a driver. This can be problematic in certain situations where it is crowded to turn around and a lot of traffic in the form of cars, cyclists and pedestrians requires full focus. If the driver at the same time is inexperienced and don’t have routine and knowledge about all the functionsadditional distraction is added. What can interfere and help from the truck's technology can be both good and bad. What can disturb and help is shown here, functionality and adaptation that support the driver are important elements in driving the truck safely. Reduced distraction is a goal to make it possible.
317

Motivating Children With Type 1Diabetes to Use Self-management Health Coach Application : A Case Study of DiabetesNinja

Hagert, Kyösti January 2022 (has links)
This master's thesis is a UX design project, and it concentrates on applyingGamification elements to motivate children with type 1 diabetics to use the selfmanagementcoach application.The project is about iterating and re-designing the existing mobile application calledDiabetesNinja. The design process focuses on three matters: tracking carbohydratesintake, educating about diabetes type 1, and teaching children with T1D to estimatethe amount of food and that way to help to develop a valuable life habit.This project focuses on 9 – 12-year-old children with T1D and has been completed incollaboration with Stratiteq. The double diamond design model included co-design,sketching and wireframes methods.The project contributes to solving treatment challenges and supporting children withT1D. As a result of project, there are now better possibilities to educate children withT1D through gamification elements in interaction design.
318

A pragmatic approach to social enquiry /

Walker, Stephen January 1982 (has links)
No description available.
319

Trial application of the Flanders Interaction Analysis System to practical classes in a school of phyiscal and occupational therapy

Crombie, Margaret January 1980 (has links)
1 volume
320

Gamification in Disc Golf : Using Gamification to Improve Disc Golf User Experience

Baeckman, Johannes January 2022 (has links)
Gamification is at its core a way to make a serious task more fun. This paper examines the potential use of gamification within the sport of disc golf and tries to determine whether a gamified variant of the sport can increase fun and improve the disc golf user experience. In practice, this meant creating and testing a gamified disc golf concept with the product's end-users, in other words, disc golfers.    The method used in creating the gamified disc golf concept was the Lean UX Cycle, consisting of the three stages think, make, and check. Working through two full cycles of the three stages, a mobile application was realized on which the concept was built around and used for playing.  The resulting gamified concept, named Disc Golf Party (DGP), was tested in one lo-fi and one hi-fi variant. The tests resulted in lots of laughter, and the common denominator seemed to be that the participants were having fun. From the group interviews held at the end of each test, mastery seemed to be the biggest motivational factor for regular disc golf. This, in turn, lead to the participants realizing that the fun factor in disc golf was heavily related to them actually playing well. From the user tests of DGP, it was clear that the participants were having fun, even when not not playing well. This indicated that DGP could be more fun in some sense when the player is looking to play more of a casual round. Even though several participants agreed that they were having more fun playing DGP, not a single participant expressed that they preferred DGP over regular disc golf.

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