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The municipal challenges of the accessibility act : A study of the challenges in compliance with the Swedish act on accessibility to digital public service within Swedish municipalitiesWestin, Mia January 2022 (has links)
Digitalization in society is going fast and was accelerated further by the Covid-19 pandemic. By this, many people's everyday tasks were transferred to digital environments. This meant in Sweden that most new internet users in 2020 were people over the age of 75 and people with different types of disabilities. Due to this increase in digitalization and all these new internet users, accessibility online is a subject that has gained higher significance. Since September 2020, all Swedish municipalities' websites must be accessible by law. Municipalities have a great responsibility to make information and necessary services available to the public. The purpose of this study was to investigate how well municipalities succeed with their work with web accessibility as a consequence of the legislation in Sweden and identify where the municipalities meet concrete obstacles in order to comply with the law. The purpose was also to investigate how the work with web accessibility on municipal websites can be simplified, improved, or otherwise enabled for those who work with such issues in the municipalities. To fulfill the purpose, two research question was formed for the study: 1. In the process of making municipalities’ websites accessible, which are the concrete obstacles that make the work difficult for those who work with such issues in the municipalities? 2. How can the work with the accessibility of municipal websites be simplified, improved, or otherwise enabled for those who work with such issues in the municipalities? To answer the research questions, two methods were chosen, a web survey and in-depth interviews, which corresponds to a combination of a quantitative and a qualitative method. The web survey was sent out to all municipalities in Sweden with the focus to answer RQ1 and the in-depth interviews were conducted with two accessibility experts with the focus to answer RQ2. Several obstacles were identified relating to lack of resources, lack of competence, lack of understanding of the law and the interpretation of it, attitudes, and old technology. Solutions on how the work can be simplified for those who work with web accessibility were identified relating to attitudes, resources, competence, legislation, and consumer demands. The main conclusions were that even though a municipality comply fully with the law, it does not mean that the website is accessible for all users, hence the law is not comprehensive enough. It also shows that there are several aspects that makes it hard for the municipalities to comply with the law and that most of these aspects also are the areas that needs improvement for the work to be simplified for the municipalities.
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Identifying Causes of Burden in Ecological Momentary Assessment StudiesFadahunsi, Simeon, O'Donnell, Grace January 2022 (has links)
No description available.
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Influential Observation : How Observers Can Influence Activities With Gaze, and How This Impacts Social Presence PerceptionDerlow, Max January 2022 (has links)
There is a distinction between participants and observers; the former performs an activity, whereas the latter spectates. The idea of observers who can influence activities is largely unexplored and could contain potential use-cases for eye-trackers and improve social presence in digital settings. This thesis adds to existing research by investigating whether higher degrees of observer influence correspond to increased social presence perception in digital co-located settings. It also provides designers with a tool that helps design and evaluate interactions accounting for observers' influences. The thesis presents five gaze implementations across two games that allow observers to influence them to investigate the hypothesised link between social presence perception and an observer's degree of influence. The results indicate that the link exists, although more tests are necessary to determine whether there is a noticeable difference between observers who impact activities directly and indirectly.
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A Comparative Case Study on How the Swedish and British Armed Forces Use Multi Domains in Aspects of Methods, Technology, and Organization / En jämförande fallstudie om hur den svenska och brittiska Försvarsmakten använder multidomänbegreppet i form av metoder, teknologi och organisationKeyvanpour, Daniel January 2022 (has links)
The multi-domain operations are vaguely defined and there are a variety of interpretations. In general terms, multi-domain can be described as a means of communication between different joint forces such as land, water, air, cyber, and space. In multi-domain operations, the focus is on how those domains can integrate using technologies, methods, and planning. By interviewing individuals with long experience in both the British and Swedish Armed Forces and conducting a literature study, the focus has been on understanding how multi-domain operations as a concept are understood, interpreted, and implemented in the respective nation’s operations today regarding the technology and organizational structure. The results were compared with frameworks such as Federated Mission Networking (FMN) and Level of Information Systems Interoperability (LISI). The analysis shows that both the Swedish and British Armed Forces need greater interoperability. In order to have a better ability to cooperate within their forces, a more agile approach to the organization is needed that takes advantage of information and communication technologies. This can be achieved by managing different protocols through the different layers and models and by introducing a cloud service that functions as a cloud service function where the information flow is fast and easily accessible, independent of the domain.
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Emotion by Design : An exploration of evoking ‘relief’ through a mobile appBirgersson, Fredric January 2022 (has links)
Kurr is a foodtech startup developing a mobile app with the purpose of answering the question “what to eat?”. The company has built a brand identity in order to stand out among the more than 5,7 apps available in the biggest mobile app markets. As a part of the brand identity, the company aims to implement the emotion of ‘relief’ in the interactions between the app and its users. A unique attribute of ‘relief’ is that it must always appear immediately after some other aroused emotion. The objective of this study was to examine if it is possible to evoke ‘relief’ through a mobile app. Design thinking was the method applied in this study. The method has a big focus on the human, the users of the app in this case, by conducting interviews and user testing throughout the whole process. Phases of generating a big amount of ideas have alternated with phases of filtering out the best ones. To trigger the emotion of ‘relief’, the user flow was split into the following steps; 1. make it easy to get started, 2. motivate to keep on and charge up ‘joy’, 3. generate a climax of the preceding emotion, and 4. evoke the feeling of ‘relief. These steps were then implemented in a prototype. The prototype was later tested and the test results did not show evidence of how the emotion of ‘relief’ can be evoked through a mobile app, but it suggested that the result could differ if the tests were conducted in a real-life situation instead of a test environment. The research showed a significant result that the emotion of ‘joy’ was evoked when interacting with the prototype. The validity of the result should be further investigated though, with new user tests in a real-life environment and with a higher number of participants.
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Facial Feature Tracking and Head Pose Tracking as Input for Platform GamesAndersson, Anders Tobias January 2016 (has links)
Modern facial feature tracking techniques can automatically extract and accurately track multiple facial landmark points from faces in video streams in real time. Facial landmark points are defined as points distributed on a face in regards to certain facial features, such as eye corners and face contour. This opens up for using facial feature movements as a handsfree human-computer interaction technique. These alternatives to traditional input devices can give a more interesting gaming experience. They also open up for more intuitive controls and can possibly give greater access to computers and video game consoles for certain disabled users with difficulties using their arms and/or fingers. This research explores using facial feature tracking to control a character's movements in a platform game. The aim is to interpret facial feature tracker data and convert facial feature movements to game input controls. The facial feature input is compared with other handsfree inputmethods, as well as traditional keyboard input. The other handsfree input methods that are explored are head pose estimation and a hybrid between the facial feature and head pose estimation input. Head pose estimation is a method where the application is extracting the angles in which the user's head is tilted. The hybrid input method utilises both head pose estimation and facial feature tracking. The input methods are evaluated by user performance and subjective ratings from voluntary participants playing a platform game using the input methods. Performance is measured by the time, the amount of jumps and the amount of turns it takes for a user to complete a platform level. Jumping is an essential part of platform games. To reach the goal, the player has to jump between platforms. An inefficient input method might make this a difficult task. Turning is the action of changing the direction of the player character from facing left to facing right or vice versa. This measurement is intended to pick up difficulties in controling the character's movements. If the player makes many turns, it is an indication that it is difficult to use the input method to control the character movements efficiently. The results suggest that keyboard input is the most effective input method, while it is also the least entertaining of the input methods. There is no significant difference in performance between facial feature input and head pose input. The hybrid input version has the best results overall of the alternative input methods. The hybrid input method got significantly better performance results than the head pose input and facial feature input methods, while it got results that were of no statistically significant difference from the keyboard input method. Keywords: Computer Vision, Facial Feature Tracking, Head Pose Tracking, Game Control / Moderna tekniker kan automatiskt extrahera och korrekt följa multipla landmärken från ansikten i videoströmmar. Landmärken från ansikten är definerat som punkter placerade på ansiktet utefter ansiktsdrag som till exempel ögat eller ansikts konturer. Detta öppnar upp för att använda ansiktsdragsrörelser som en teknik för handsfree människa-datorinteraktion. Dessa alternativ till traditionella tangentbord och spelkontroller kan användas för att göra datorer och spelkonsoler mer tillgängliga för vissa rörelsehindrade användare. Detta examensarbete utforskar användbarheten av ansiktsdragsföljning för att kontrollera en karaktär i ett plattformsspel. Målet är att tolka data från en appliktion som följer ansiktsdrag och översätta ansiktsdragens rörelser till handkontrollsinmatning. Ansiktsdragsinmatningen jämförs med inmatning med huvudposeuppskattning, en hybrid mellan ansikstdragsföljning och huvudposeuppskattning, samt traditionella tangentbordskontroller. Huvudposeuppskattning är en teknik där applikationen extraherar de vinklar användarens huvud lutar. Hybridmetoden använder både ansiktsdragsföljning och huvudposeuppskattning. Inmatningsmetoderna granskas genom att mäta effektivitet i form av tid, antal hopp och antal vändningar samt subjektiva värderingar av frivilliga testanvändare som spelar ett plattformspel med de olika inmatningsmetoderna. Att hoppa är viktigt i ett plattformsspel. För att nå målet, måste spelaren hoppa mellan plattformar. En inefektiv inmatningsmetod kan göra detta svårt. En vändning är när spelarkaraktären byter riktning från att rikta sig åt höger till att rikta sig åt vänster och vice versa. Ett högt antal vändningar kan tyda på att det är svårt att kontrollera spelarkaraktärens rörelser på ett effektivt sätt. Resultaten tyder på att tangentbordsinmatning är den mest effektiva metoden för att kontrollera plattformsspel. Samtidigt fick metoden lägst resultat gällande hur roligt användaren hade under spelets gång. Där var ingen statisktiskt signifikant skillnad mellan huvudposeinmatning och ansikstsdragsinmatning. Hybriden mellan ansiktsdragsinmatning och huvudposeinmatning fick bäst helhetsresultat av de alternativa inmatningsmetoderna. Nyckelord: Datorseende, Följning av Ansiktsdrag, Följning av Huvud, Spelinmatning
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Microinteractions: Don’t forget to raise your hand! : A qualitative study concerning microinteractions in digital meeting platforms and the impact they have on workflow efficiencies in the creative industry.Andersson, Elsa, Strömland, Moa, Quassdorf, Catherine January 2021 (has links)
This research paper studies the extent of how microinteractions are utilized in Microsoft Teams and the impact that they have on workflow efficiencies, specifically in the creative industry. In a novel time where Covid-19 virus has increased the demand of digital platforms, the importance of research within remote meeting utilization, and the interaction possibilities within, is of utter importance. Also, since we are missing out on the spontaneous interactions that occur when meeting face-to-face, the microinteractions within digital meeting platforms now carry a heavier weight when interactions are solely occuring remotely. The data collection was achieved through a qualitative approach consisting of participant observations and semi-structured interviews. The results of this research proved that microinteractions are used frequently within digital meetings in Microsoft Teams, but in different contexts and in different constellations. The results also identified that microinteractions, which hold the right conditions, can streamline workflows in certain scenarios. This study concluded in interesting data that answered the research questions but also opened up for further research due to the topic being of a novel field and in a special time, in this case referring to the pandemic and Covid-19.
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The Effects Of Physical Movement In Virtual Reality With The Use Of Heart Rate Biofeedback Interaction As A Game MechanicPettersson, Sebastian January 2021 (has links)
This thesis explores the use of heart rate as a biofeedback game mechanic control in combination with physical movement in a Virtual reality (VR) environment using either teleportation, or a VR treadmill. A literature review, surveys, expert interviews, semi-structured interviews and a VR prototype were created. The prototype was iterated three times, and tested using the A-B method with 57 participants. The Polar H10 was used for the heart rate monitoring of the participants. The readings of the heart rate values were received via a script in Python in order to extract raw heart rate data from the participant in real time and sent to the prototype in Unity. It includes different interaction functionalities, a teleportation system, and a grabbing system from the SteamVR asset pack, a walk function using the Omnideck from Omnifinity, and includes assets from Unity for the graphics and sound. From the results and analysis of the data from the prototype, it can be interpreted that using some sort of movement in VR enhances the participants engagement and immersiveness in the environment. While heart rate biofeedback control enhances the VR experience, adding physical walking using treadmills improves it even more.
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Development of digital sales processes with help of the See-Think-Do-Care modelYlitalo, Frida January 2021 (has links)
Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
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An investigation of relationship between Professional fitness trainers and usage of social platforms; Facebook, Instagram, Twitter and YouTubeKhan, Reem January 2020 (has links)
This study aims to investigate how professional fitness trainers use four different social platforms; Facebook, Instagram, Twitter and YouTube professionally and what type of content they create. It also explores the specific aspects of each social platform in terms of features or general perception that affect how professional fitness trainers experience them and use them in their professional practice. The qualitative study revealed that professional fitness trainers use all social platforms professionally; to build and sustain their social media community, to educate themselves with fitness knowledge, to make social connections and to advertise themselves as expert fitness trainers. The qualitative study also revealed the unique features of each social platform and how professional fitness trainers engage with same activities differently from one platform to another. The findings support the use of social platforms for fitness purpose professionally and can also inform the design of technology that uses social media to help people stay fit and share fitness information.
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