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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.
151

How to annotate in video for training machine learning with a good workflow

Jakob, Persson January 2021 (has links)
Artificial intelligence and machine learning is used in a lot of different areas, one of those areas is image recognition. In the production of a TV-show or film, image recognition can be used to help the editors to find specific objects, scenes, or people in the video content, which speeds up the production. But image recognition is not working perfect all the time and can not be used in the production of a TV-show or film as it is intended to. Therefore the image recognition algorithms needs to be trained on large datasets to become better. But to create these datasets takes time and tools that can let users create specific datasets and retrain algorithms to become better is needed. The aim of this master thesis was to investigate if it was possible to create a tool that can annotate objects and people in video content and using the data as training sets, and a tool that can retrain the output of an image recognition to make the image recognition become better. It was also important that the tools have a good workflow for the users. The study consisted of a theoretical study to gain more knowledge about annotation, and how to make a good UX-design with a good workflow. Interviews were also held to get more knowledge of what the requirements of the product was. It resulted in a user scenario and a workflow that was used together with the knowledge from the theoretical study to create a hi-fi prototype by using an iterative process with usability testing. This resulted in a final hi-fi prototype with a good design and a good workflow for the users, where it is possible to annotate objects and people with a bounding box, and where it is possible to retrain an image recognition program that has been used on video content. / Artificiell intelligens och maskininlärning används inom många olika områden, ett av dessa områden är bildigenkänning. Vid produktionen av ett TV-program eller av en film kan bildigenkänning användas för att hjälpa redigerarna att hitta specifika objekt, scener eller personer i videoinnehållet, vilket påskyndar produktionen. Men bildigenkänningsprogram fungerar inte alltid helt perfekt och kan inte användas i produktionen av ett TV-program eller film som det är tänkt att användas i det sammanhanget. För att förbättra bildigenkänningsprogram så behöver dess algoritm tränas på stora datasets av bilder och labels. Men att skapa dessa datasets tar tid och det behövs program som kan skapa datasets och återträna algoritmer för bildigenkänning så att de fungerar bättre. Syftet med detta examensarbete var att undersöka om det var möjligt att skapa ett verktyg som kan markera(annotera) objekt och personer i video och använda datat som träningsdata för algoritmer. Men även att skapa ett verktyg som kan återträna algoritmer för bildigenkänning så att de blir bättre utifrån datat man får från ett bildigenkänningprogram. Det var också viktigt att dessa verktyg hade ett bra arbetsflöde för användarna. Studien bestod av en teoretisk studie för att få mer kunskap om annoteringar i video och hur man skapar bra UX-design med ett bra arbetsflöde. Intervjuer hölls också för att få mer kunskap om kraven på produkten och vilka som skulle använda den. Det resulterade i ett användarscenario och ett arbetsflöde som användes tillsammans med kunskapen från den teoretiska studien för att skapa en hi-fi prototyp, där en iterativ process med användbarhetstestning användes. Detta resulterade i en slutlig hi-fi prototyp med bra design och ett bra arbetsflöde för användarna där det är möjligt att markera(annotera) objekt och personer med en bounding box och där det är möjligt att återträna algoritmer för bildigenkänning som har körts på video.
152

Visual appeal versus usability : A quantitative analysis of the importance of visual appeal and usability in e-commerce

Haglund, Gustav, Mood Román, Clara January 2020 (has links)
Unappealing websites are rejected quickly upon visiting them, while visitors spend more time on visually appealing websites before judging its reliability; but to what extent can visual appeal alone carry the success of a website, and is it so powerful that good usability can be sacrificed? This paper studies the respective importance of visual appeal and usability in e-commerce as factors, in order to determine which factor plays the bigger role in generating trust and credibility for an e-commerce site, as credibility perception is highly correlated with its visual complexity. The relation between these two factors and the likelihood to make a purchase is also discussed. Two prototypes for a fictional consumer electronics e-commerce website were created: one with good design and flawed usability, and another with flawed design and good usability. These prototypes were shown to students aged 20-25 and asked which one they found more trustworthy and which they would rather make a purchase from. With the correlation between trust and purchase intention being apparent, the design of an e-commerce website for consumer electronics should focus mainly on the visual appeal. Usability seems to have some value, however it does not seem to be of the same importance as the visual appeal of the site in regards to generating trust, and consequently customers. The prototypes were constructed in Adobe XD, demonstrated with video recordings, and sent out in a survey to 70 students.
153

User Interface's Impact on Player's Immersion

Norrman, Alex January 2020 (has links)
With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of ways. Some elements are part of the game’s geometric world and its narrative, so-called diegetic elements. Then there is the opposite, nondiegetic elements, which have no connection to the game story at all and only fulfill the purpose of conveying information to the player. The aim of this thesis was to investigate how the user interface affects the players’ immersion. The study consisted of a theoretical literary section and two empirical investigations in the field of user tests and online surveys. What was investigated in this thesis was how non-diegetic user interface elements affect immersion as well as whether immersion increases by integrating the user interface into the gaming world. Determining a statistical significance difference in immersion seems difficult. But with the help of interviews and online surveys, the player’s preferences have shown that minimizing non-diegetic elements can increase immersion and that integrating the user interface into the game world is a very good and preferred solution for conveying the necessary information to the player. However, the data collected indicate that failure to convey the necessary information can lead to the opposite, reduced immersion.
154

Möjligheter och hinder vid tillämpning av självservice-systemet AutoMat i lanthandel : En designfallstudie av Ulrikas Lanthandel och självservice-systemet AutoMat

Nilsson, Sofie January 2021 (has links)
In this paper the author conducts a design case study, to identify problems and possibilities of implementation of a self-service system, named AutoMat, in a traditional supermarket located in a rural area named Ulrika. Service design methods are utilized to identify value creating actions and the user’s perception of the service landscapes for both service systems. The results are presenting an example of a partial adoption of the self-service system in the supermarket, where the supermarket is unmanned the majority of the opening hours and offers the services which cannot be included into the self-service during the manned opening hours in order to maintain the availability and attractivity of the rural area.
155

Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games

Navarro, Diego January 2020 (has links)
Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs. This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology. Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.
156

Goodbye Normal: Implementation of Remote Design Sprints into Polestar's Way of Working

Thorwid, Oscar January 2020 (has links)
A challenge for all organizations is to establish and encourage the business's continuous development, and its products and services. To create an innovative environment where co-workers, customers, and other people's insights can be collected, engagement and transparency are needed. Polestar wanted to create a business and service design process that supported courage, learning, and fast development. The objective of this thesis is to evaluate and analyze the Design Sprint process and implement it into Polestar's way of working. A Design Sprint is a four-day process for answering critical business questions through design, prototyping, and testing ideas on users. By working together in a team and in a structured way, you can eliminate endless discussions and meetings and compress months of work into a period of 4 days. A prototype was created in Miro, an online collaborative whiteboard tool, that worked as a step-by-step guide for running a Design Sprints. The prototype was tested by running two separate Design Sprints on two different projects. The sprints were done remotely, and both sprints resulted in prototypes that we tested on test users. The Design Sprint process proved to be a highly effective process for developing a prototype to test on real users. The Design process was well-received by Polestar and the employees that were involved in the testing of Design Sprints.
157

TICaP : Technology Improvement for Care Planing

Johansson, Lovisa, Johansson, Jesper January 2020 (has links)
En stor del utav dagens vårdtagare är äldre personer och majoriteten utav dessa vill kunna bo kvar i det egna hemmet under så lång tid som möjligt. Det som oftast hindrar dem är deras olika behov och funktionshinder som gör att de ständigt är i behov av någon annans hjälp. Detta bidrar till en otrygghet bland de äldre och en minskad livskvalitet i samband med oro och att man inte kan vara självständig på samma vis som förr. Dessutom är hemtjänsten i flera delar av Sverige högt belastad. En kombination av detta gör att resurserna inom vården inte räcker till för att täcka upp de behov som finns bland vårdtagarna. Med hjälp av informations- och kommunikationsteknologi så kan man effektivisera vården och bidra till en bättre användning av de befintliga resurserna. Detta ska medföra att arbetet underlättas för vårdgivarna och ge en ökad kvalitet inom hemtjänsten. Effekten av digitala lösningar inom vården ska öka självständigheten hos vårdtagarna, öka levnadsstandarden och skapa en större trygghet bland dessa och deras anhöriga. Med hjälp av applikationen Trixxa och Halmstad Intelligent Home så har man utvecklat TICaP, en kommunikationsplattform med implementerade sensorer och funktioner. Med hjälp av TICaP kan vårdgivare, vårdtagare och deras anhöriga kommunicera med varandra, sätta upp olika arbetsuppgifter samt få realtidsinformation om den aktuella vårdtagaren. Med hjälp av denna tjänst så kan man lösa många olika behov som finns bland vårdtagare som är beroende av hemtjänst. Även få en bättre koll på hur läget ligger till för vårdtagaren i hemmet. Man kan direkt få en notis om vårdtagaren behöver hjälp, har tagit sin medicin eller om vad man vill, man bestämmer själv vad notisen ska säga. Detta leder till en ökad trygghet hos vårdtagaren då han eller hon vet med sig att anhöriga och vårdgivare får direkt information samt en ökad trygghet för de anhöriga som enkelt kan ha kolla på vårdtagarens tillstånd via applikationen. / A majority of today's caretakers are older people and most of them want to be able to stay in their own homes for as long as possible. That which usually prevents them is their different needs and disabilities, which means that they are constantly in need of someone else's help. This leads to an insecurity among the elderly and a reduced quality of life in contribution with anxiety and the fact that they cannot be as independent as before. Also, the home healthcare system in Sweden is highly burdened. A combination of these factors makes the resources available to the home healthcare system insufficient to meet the existing needs of the caretakers. With the help from information- and communications technology you can streamline the home healthcare system and contribute to make better use of existing resources. This should make the work more effective for the caregivers and increase the quality of the home healthcare system. The effect of digitalized solutions in home healthcare systems should increase the independence for the caretakers, raise the standard of living and create greater security among them and their relatives. With help of the application Trixxa and Halmstad Intelligent Home, TICaP has been developed, a communications platform with implemented sensors and functions. With the help of TICaP, caregivers, caretakers and their relatives can communicate with each other, set up different tasks and get real-time information about the current caretaker. With the help of this service you can solve many different needs that exist among caretakers who are dependent on the home healthcare system. You can also get a better understanding of how the situation is for the caretaker in their own home. You can immediately get a notification if the caretaker needs help, if the caretaker has taken his medicine, or on what you want basically, you decide for yourself what the notification should say. This leads to an increased sense of security for the caretaker as he or she knows that the relatives and caregivers receive direct information, as well as an increased sense of security for the relatives who easily can oversee the general condition of the caretaker through the application.
158

Lärande och undervisning med surfplattan i fokus : En studie om barns och förskollärares digitala färdigheter och kompetensbehov i förskolan / Learning and teaching with the tablet in focus : A study about children’s and preschool teachers’ digital  skills and competence need in preschool

Hellberg, Marina January 2020 (has links)
Studien har en kvalitativ ansats och tar som utgångspunkt ett sociokulturellt perspektiv. Syftet med denna studie är att beskriva och diskutera förskollärares erfarenheter av att använda digitala verktyg, med särskilt fokus på surfplattan i undervisningen, samt deras syn på och arbete med barns lärande och digitala kompetenser i förskolans pedagogiska verksamhet. I studien ingår sex förskollärare från olika förskolor i både norra och södra Sverige. I studien används kvalitativa intervjuer som metod. Resultatet visar att både barn och förskollärare i förskolan uppskattar surfplattan som ett lärandeverktyg och att det bidrar till en god utveckling av digital kompetens för barnen. Resultatet presenteras utifrån intervjuunderlagets huvudsakliga frågeområden, Surfplattans användning och möjligheter samt Kompetenser och andra villkor och behov bland förskollärare och barn. I anslutning till det första frågeområdet har två teman identifierats: Surfplattan som medierande verktyg och En meningsskapande resurs. Under det andra frågeområdet presenteras följande teman: Kompetens som villkor för lärande och meningsskapande, Digital kompetens som trygghet, I brytpunkten mellan intresse och rädsla samt Drivna barn som exponeras och inspirerar. Till följd av att barnen får använda pedagogiska läroappar på surfplattan erhåller de en personlig kunskapsutveckling. Resultatet synliggör även att de flesta av förskollärarna har en positiv inställning till surfplattan som ett medierande verktyg, vilket är av stor vikt eftersom det är oerhört aktuellt för förskolan idag. Resultatet visar likaså att det finns förskollärare som inte arbetar med någon digitalisering alls i förskolan och att nästan hälften av förskollärarna anser att de inte har tillräckligt med digital kompetens.
159

Choosing the colors for a company : A case study on how the right colors can mediate the right image of a company

Nording, Adam January 2020 (has links)
Our world is made up by millions of colors. Everywhere we go we see a variation of colors that describes the environment. Artists use colors to give an emotion to the viewer and give a deeper meaning to the art. Companies have different colors in their logos and on their websites. For example, a red colored logo can give a feeling of passion, energy and power. But used in a different situation, a red color can implicate dangerand death. The research about colors goes very deep, but there is still alot that has not been tested or discovered. This study will examine whether companies can use colors to mediate the right feeling to their customers. The method to do this included a lot of theoretical background and knowledge about colors. When data was collected a mid-fi prototype of a website was created. This mid-fi website was then transformed into three different high-fi prototypes. The three prototypes had the same content but what put them apart was their color schemes. The tests was done face to face or over the internet. The test person had to answer a short questionnaire were the person described the feelings that appeared when using the three different prototypes. After the test a short interview with each test person took place were some expressions from the test was discussed. The result for the first and second website showed a correlation between the two websites. The users had similar answers on these websites, but they also had some comments that separated the websites. The second website was in the end the most popular website which supported the hypothesis.The conclusion from the study is that colors are a very powerful tool to use if a company wants to attract more customers. This was a quite small study and to draw the conclusion that the right colors actually gives more clicks on a website, a larger and longer study must be made. This is so that the study can compare previous years sales with the year werethey introduced the new color scheme.
160

The influence of interactive product visualization on customer satisfaction : An investigation based on the SOR model

Dudkina, Lucija, Ellis, Evelina January 2022 (has links)
Interactive product visualisation (IPV) addresses the shortcomings of product visualisation on e-commerce sites, such as the absence of tactile information and the inability to directly examine products. Previous research has not addressed the influence of IPV on customer satisfaction. Therefore, the objective of this study was to address this gap by investigating factors that may influence customer satisfaction. The Stimulus-Organism-Response (SOR) model was used as a lens to further investigate the effect of stimuli of an IPV environment on the affective states of users as well as satisfaction as a response to stimuli. The furniture e-commerce industry and IKEA’s IPV tool were selected as the basis for this research. To gather data, an online survey with 5-point Likert scales was created based on previous research to discover the relationships between these factors. A total of 115 questionnaire responses were validated and analysed using multiple regression analysis. The results of the analysis indicated that interactivity, perceived ease of use, and entertainment had a positive influence on customer satisfaction as mediated by pleasure and dominance. Practical implications are presented to guide businesses that seek to implement IPV effectively.

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