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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

Expression of Empathy in Social Virtual Bots used for Genetic Counseling

Reghunath, Anagha January 2021 (has links)
No description available.
22

Den lyckligt ovetande internetanvändaren : En studie om sambandet mellan acceptans och transparens för persondata vid personliga rekommendationer online.

Mörner, Caroline January 2021 (has links)
Receiving personal recommendations has today become very common in digital environments. However, little is yet known about how these are perceived by the users directly affected. Previous studies have indicated that attitudes towards personalized content on the internet varies depending under which circumstances they occur. Although people perceive personalization online as beneficial in some cases, there is still a widespread dissatisfaction with the collection of private data. A greater transparency of the gathering and usage of sensitive data has been designated as a necessary step in order for the user to gain more control and increase digital integrity. This study aimed to investigate how increased transparency of private data affects the acceptability of personal recommendations online, that are based on AI-assisted systems. In the current study three chosen domains have been studied: Amusement & entertainment, News & politics and Health & medical care. Potential impact of underlying emotional mechanisms has also will been examined. The participants (N = 498) completed an online survey where transparency of sensitive data was manipulated in two groups as the main independent variable. Acceptance was then measured in subsequent questions, as well as standpoints of emotional and ethical statements related to scenarios for each domain. The hypothesis predicted that the acceptance would increase with added transparency due to more visibility and control of how private data is utilized. However, there will still be a difference between domains where highest acceptance will be measured for amusement & entertainment in relation to news & politics and health & medical care. Based on multiple mixed ANOVAs it can be stated that transparency seems to have a negative effect on acceptance, where acceptance level decreases in all instances with higher transparency for private data. Transparency appears to have the most impact on health and & medical care. The results indicate that emotional reactions follow the same pattern as acceptance, with greater negative feelings for increased transparency and higher positive feelings for low transparency etc. This research reveals interesting relationships between transparency, acceptance and emotional reactions toward personal recommendations which ought to be studied profoundly in the future.
23

Digital Dashboard as a communicating tool for improved information exchange within staff in a hospital environment

Edman, Simon January 2020 (has links)
There is a well-known expression that reads: “Communication is key”. That applies to our everyday life, work, relationships and more. Communication helps to make sure everyone is informed, and by doing so, avoiding misunderstandings. Effective and valuable internal communication is also a success factor and an essential part of an organizations’ structure. This study aimed to help staff at the Intensive Care Unit (ICU) at Örnsköldsvik hospital. This paper presents results from a study performed, with the objective to investigate how a digital dashboard should be designed to make management and responsible specialist feel confident that they reach out to all team members and also receives communicated information in a hospital environment. This was done by conducting a user-centered design process to analyze, design and implement a digital dashboard that later on was used in a final study including a test period and evaluation. For a period of 2 weeks, the implemented digital dashboard was tested at the ICU in a hospital. After that period, the dashboard was evaluated by the staff members using a questionnaire, and an interview with the responsible administrator of content. The result suggest that the management and responsible specialist felt that the digital dashboard makes them reach out to all other team members better, compared to their current communication channels. In addition, the vast majority of team members felt that they receive communicated information better. By using a digital dashboard as an internal communication platform, information exchange within the staff at the ICU was improved. / <p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p>
24

Digital dashboard as an information channel in office environments

Gustafsson, Isak January 2020 (has links)
Workplaces way of communicating and sharing information has changed trough out the years, and digitalization has given new opportunities to how workplaces can communicate using technology. A popular tool used for presenting information is large digital screens. A company that uses a screen like this to present information to their employees is Xlent in Umeå. This thesis is about investigating how this screen can come to better use at the workplace, by creating a new system that combines office information, currently presented on the screen, with employees’ schedules that previously have been managed on a whiteboard. The new solution was implemented as a web application, allowing a user to access the application on any preferred platform. An administrator can therefore, during a meeting, directly change the content presented on the TV-screen from a cellphone or laptop. Due to the current global pandemic, Covid-19, could the new system not be tested within the workplace, instead, it was tested from an administrative point of view. Usability testing for the sought usage within the workplace is left as future work.
25

Develop a conceptual Design System for an Automatic Test Equipment

Bark, Lars Filip January 2020 (has links)
No description available.
26

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.
27

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.
28

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.
29

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.
30

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.

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