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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.
1

User-centred systems design : designing usable interactive systems in practice /

Göransson, Bengt, January 2004 (has links)
Diss. (sammanfattning) Uppsala : Univ., 2004. / Härtill 9 uppsatser.
2

Designing work support systems : for and with skilled users /

Olsson, Eva, January 2004 (has links)
Diss. (sammanfattning) Uppsala : Univ., 2004. / Härtill 10 uppsatser.
3

Toward a layout-based predictor of user effort required to achieve software system usability goals /

Feldman, Liam, January 1900 (has links)
Thesis (M.S.)--Texas State University--San Marcos, 2009. / Vita. Appendices: leaves 49-50 . Includes bibliographical references (leaves 51-54).
4

Development of an integrated interface modelling methodology to support system architecture analysis

Uddin, Amad January 2016 (has links)
This thesis presents the development and validation of a novel interface modelling methodology integrated with a system architectural analysis framework that emphasises the need to manage the integrity of deriving and allocating requirements across multiple levels of abstraction in a structured manner. The state of the art review in this research shows that there is no shared or complete interface definition model that could integrate diverse interaction viewpoints for defining system requirements with complete information. Furthermore, while existing system modelling approaches define system architecture with functions and their allocation to subsystems to meet system requirements, they do not robustly address the importance of considering well-defined interfaces in an integrated manner at each level of systems hierarchy. This results in decomposition and integration issues across the multiple levels of systems hierarchy. Therefore, this thesis develops and validates following: -Interface Analysis Template as a systematic tool that integrates diverse interaction viewpoints for modelling system interfaces with intensive information for deriving requirements. -Coupling Matrix as an architecture analysis framework that not only allocates functions to subsystems to meet requirements but also promotes consistent consideration of well-defined interfaces at each level of design hierarchy. Insights from the validation of developed approach with engineering case studies within an automotive OEM are discussed, reflecting on the effectiveness, efficiency and usability of the methods.
5

Research on Talent Cultivation in China 's Universities Based on Supply - Demand Relation of Labor Market

January 2017 (has links)
abstract: University graduates play a significant role in the labor market of China. Universities continuously supply senior talents and provide a strong guarantee to the country’s development. However, with the enlargement of the enrollment scale, more and more graduates become unemployed or forced to be employed. Most literatures mainly focus on the unemployed phenomenon or reasons, but had neglected the relationship among the employment, universities and the labor market. This assay is trying to using the supply and demand theory of classical economics to analyze the training direction and model of university from the perspective of the supply and demand of labor market. This assay proposes that universities have to integrate with the demand of the labor market so that to cultivate the talents to meet the social needs. Firstly, the essay analyzes the relationship between the universities education and the supply and demand labor market by using the view of labor economics, and shows the mainly phenomenon and features of supply-demand imbalance. And then, the writer considered that universities talent cultivation development of China has gone through “absolute shortage”, “relative shortage” and “structural unbalanced” three stages. Thirdly, the survey results confirmed that the talent cultivation in universities does not match the demand of the labor market. On one other hand, over educated is a common phenomenon in the academic education. On the other hand, the graduates are lack of education skills training. Fourthly, the essay analyzes the reasons which lead to the unbalance. The unbalance is not only affected by the macro factors, but also by the micro factors. Fifthly, build up the interaction system model “UPT-LM” for the universities talent cultivation and the labor market, and separately building up the macro interaction system and the micro interaction system to analyze the balance of supply and demand. Based on this, it should strengthen the interaction on the feedback mechanism. At last, strengthening the connection of universities talent cultivation and labor market is a systematic program which needs the corporation from the government, the universities and the labor market. / Dissertation/Thesis / Doctoral Dissertation Business Administration 2017
6

The development of a human-robot interface for industrial collaborative system

Tang, Gilbert January 2016 (has links)
Industrial robots have been identified as one of the most effective solutions for optimising output and quality within many industries. However, there are a number of manufacturing applications involving complex tasks and inconstant components which prohibit the use of fully automated solutions in the foreseeable future. A breakthrough in robotic technologies and changes in safety legislations have supported the creation of robots that coexist and assist humans in industrial applications. It has been broadly recognised that human-robot collaborative systems would be a realistic solution as an advanced production system with wide range of applications and high economic impact. This type of system can utilise the best of both worlds, where the robot can perform simple tasks that require high repeatability while the human performs tasks that require judgement and dexterity of the human hands. Robots in such system will operate as “intelligent assistants”. In a collaborative working environment, robot and human share the same working area, and interact with each other. This level of interface will require effective ways of communication and collaboration to avoid unwanted conflicts. This project aims to create a user interface for industrial collaborative robot system through integration of current robotic technologies. The robotic system is designed for seamless collaboration with a human in close proximity. The system is capable to communicate with the human via the exchange of gestures, as well as visual signal which operators can observe and comprehend at a glance. The main objective of this PhD is to develop a Human-Robot Interface (HRI) for communication with an industrial collaborative robot during collaboration in proximity. The system is developed in conjunction with a small scale collaborative robot system which has been integrated using off-the-shelf components. The system should be capable of receiving input from the human user via an intuitive method as well as indicating its status to the user ii effectively. The HRI will be developed using a combination of hardware integrations and software developments. The software and the control framework were developed in a way that is applicable to other industrial robots in the future. The developed gesture command system is demonstrated on a heavy duty industrial robot.
7

Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique / Evaluation of the virtual reality usage for the promotion of historical heritage

Khundam, Chaowanan 25 March 2019 (has links)
Les applications de patrimoine numérique ont été largement développées grâce aux techniques de réalité virtuelle, également appelées Virtual Museum (VM). Les appareils et les contenus numériques augmentent considérablement, ce qui permet le système d’interaction de faire immerger les utilisateurs dans la VM. Afin de développer une application interactive, une interaction est toujours définie avant la création d'une application sur la plate-forme sélectionnée. Cela dépend du contenu et des appareils, ce qui est limité s’il y a le changement d'appareil. A l’heure actuelle, les technologies de la réalité virtuelle évoluent rapidement. Une plate-forme de développement d’application doit supporter l’évolution des périphériques et optimiser les systèmes d’interaction à utiliser dans les ordinateurs virtuels. Cependant, l'organisation des périphériques et la structure du contenu sur une plate-forme ne font toujours pas l'objet d'une gestion efficace pour soutenir une interaction alternative en général.Nous avons proposé une nouvelle méthode pour développer une application de VM qui fournit un modèle de narration numérique pour créer un contenu interactif et un système d’interaction adaptatif dans lequel une application est exportable dans n’importe quel appareil. Nous fournissons aux développeurs des outils d’édition flexibles pour gérer la structure du contenu. L'utilisation des interactions sera interprétée dans une abstraction de haut niveau et exécutée sur un périphérique matériel de bas niveau où les interactions ont été adaptées. La narration spécifie le comportement d'interaction qui peut conduire à une interaction dans une scène virtuelle, même un périphérique peut être commuté. Notre système d'interaction adaptatif supporte l'identification des capacités des appareils et des attentes en matière de narration qui pourraient être sélectionnées pour un système d'apprentissage efficace et pour améliorer le niveau d'immersion. Cette mise en œuvre est utile à déployer non seulement pour le développement d'applications de patrimoine numérique, mais également pour l'ingénierie industrielle où un contenu interactif et un travail collaboratif sont nécessaires. / Digital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required.
8

Optimal placement of sensor and actuator for sound-structure interaction system

Suwit, Pulthasthan, Information Technology & Electrical Engineering, Australian Defence Force Academy, UNSW January 2006 (has links)
This thesis presents the practical and novel work in the area of optimal placement of actuators and sensors for sound-structure interaction systems. The work has been done by the author during his PhD candidature. The research is concentrated in systems with non-ideal boundary conditions as in the case in practical engineering applications. An experimental acoustic cavity with five walls of timber and a thin aluminium sheet fixed tightly on the cavity mouth is chosen in this thesis as a good representation of general sound-structure interaction systems. The sheet is intentionally so fixed that it does not satisfy ideal boundary conditions. The existing methods for obtaining optimal sensor-actuator location using analytic models with ideal boundary conditions are of limited use for such problem with non-ideal boundary conditions. The method presented in this thesis for optimal placement of actuators and sensors is motivated by energy based approach and model uncertainty inclusion. The optimal placement of actuator and sensor for the experimental acoustic cavity is used to construct a robust feedback controller based on minimax LQG control design method. The controller is aimed to reduce acoustic potential energy in the cavity. This energy is due to the structure-borne sound inside the sound-structure interaction system. Practical aspects of the method for optimal placement of actuator and sensors are highlighted by experimental vibration and acoustic noise attenuation for arbitrary disturbance using feedback controllers with optimal placement of actuator and sensor. The disturbance is experimentally set to enter the system via a spatial location different from the controller input as would be in any practical applications of standard feedback disturbance rejections. Experimental demonstration of the novel methods presented in this thesis attenuate structural vibration up to 13 dB and acoustic noise up to 5 dB for broadband frequency range of interest. This attenuation is achieved without the explicit knowledge of the model of the disturbance.
9

Sistema de Rastreamento da MÃo Humana Utilizando VisÃo Artificial para AplicaÃÃes Embarcadas / Human Hand Tracking System Using Computer Vision for Embedded Applications

Rodrigo Fernandes Freitas 25 February 2011 (has links)
CoordenaÃÃo de AperfeiÃoamento de NÃvel Superior / Nos Ãltimos anos a capacidade de processamento dos dispositivos portÃteis tÃm aumentado muito, permitindo-lhes processar aplicaÃÃes, tais como jogos, antes somente possÃveis em plataformas de maior poder computacional. PorÃm, a interface com o usuÃrio nÃo tem acompanhado essa evoluÃÃo do poder computacional, sendo realizada ainda por meio de teclados nÃo ergonÃmicos. Esta dissertaÃÃo propÃe um sistema de interaÃÃo para dispositivos portÃteis baseado em VisÃo Computacional. Este sistema rastreia a mÃo do usuÃrio e reconhece seis possÃveis gestos: apontamento, zoom in, zoom out, rotaÃÃo horÃria, rotaÃÃo anti-horÃria e arrastar. Inicialmente o sistema captura imagens da mÃo do usuÃrio, aplica filtros de prÃ-processamento sobre estas e segmenta a regiÃo da pele atravÃs de limiarizaÃÃo. Feito isto, o contorno da mÃo à extraÃdo e representado em um vetor pelo algoritmo do cÃdigo em cadeia. As pontas dos dedos sÃo localizadas a partir do contorno representado e, atravÃs de um conjunto de regras, o gesto realizado pelo usuÃrio à reconhecido. O sistema proposto à simulado utilizando a plataforma Simulink e implementado em linguagem C ANSI. AlÃm disto, este sistema à comparado com trÃs outros sistemas descritos na literatura com base em quatro critÃrios de avaliaÃÃo: custo computacional, invariÃncia à rotaÃÃo para o gesto de apontamento, robustez à presenÃa de regiÃes no fundo da imagem com cor prÃxima à da pele e robustez à oclusÃo com regiÃes de cor prÃxima à da pele. Os resultados indicam que este sistema atende os requisitos dos critÃrios de avaliaÃÃo, portanto, sendo possÃvel sua utilizaÃÃo em dispositivos portÃteis.
10

Realms of Màgia: Exploring Roleplaying Games as Interaction Design Systems

Reitz, Austin J. 29 May 2019 (has links)
No description available.

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