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3D layered articulated object from a single 2D drawingNoé, Estelle January 2017 (has links)
Modeling articulated objects made of rigid layered parts used to populate 3D scenes in video games or movie production is a complex and time-consuming task for digital artists. This work proposes a sketch-based approach to efficiently model 3D layered articulated objects, such as animals with rigid shells and armors, in annotating a single 2D photo manually, and eventually fabricate it from automatically computed 2D patterns. In considering symmetrical objects seen under a 3/4 view, and an- notating salient features such as extremities of the rigid articulated parts as a mix of circular and Bézier curve, this approach is able to retrieve depth information, hidden parts, and rotation-articulated structure. The resulting shape consists of a set of quadrangulated polygons that may be flattened in 2D. Details such as ears, tails, and legs were further models using dedicated annotations. The accuracy of the reconstruction has been validated on synthetic cylindrical examples, and its ro- bustness in reconstructing a 3D model of armor, armadillo, and shrimp. The latter was finally fabricated using paper. / Att modellera artikulerade objekt gjorda av styva delar lagda i lager som används till att fylla 3D-scener i datorspel och filmskapande är en komplex och tidsödande uppgift för digitala konstnärer. Den här undersökningen föreslår ett skiss-baserat tillvägagångssätt att effektivt modellera artikulerade 3D-objekt lagda i lager, såsom djur med styva skal och rustning, i att annotera ett 2D-foto manuellt, och eventuellt skapa det från automatiskt beräknade 2D-mönster. Hänsyn är tagen till symmetriska objekt sedda under en 3/4 vy, och annotera framträdande egenskapersåsom extremiteter av de styva artikulerade delarna som en blandning avcirkulära och Bézier-kurvor, kan det här tillvägagångssättet hämta information om djup, gömda delar och rotations-artikulerade strukturer. Den slutliga formen består av ett set av fyrsidiga polygoner som kan bli tillplattade i 2D. Detaljer såsom öron, svansar och ben där framtida modeller använder dedikerade annotationer. Noggrannheten av rekonstruktionen har blivit validerad på syntetiska cylindriska exempeloch dess robusthet i att rekonstruera en 3D-modell av en rustning, ett bältdjur och en räka. Den senare skapades slutligen med hjälp av papper.
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"Sorry, what was your name again?" : How to Use a Social Robot to Simulate Alzheimer’s Disease and Exploring the Effects on its InterlocutorsKanov, Maria January 2017 (has links)
Machines are designed to be infallible, but what happens if they are suddenly struck by chronic mental decline such as dementia? In this research, a social robot has been transformed into a mild-stage Alzheimer’s patient. The ultimate goal is to use it as a training tool for caregivers and medical students, as well as to raise general awareness for the disease. In particular, the study aimed to identify how to simulate Alzheimer’s with a social robot and what the effects are on its conversation partners. Thanks to its properties, the back-projected robotic head Furhat was the ideal candidate to adopt the role of Max. The sources of inspiration derived from interviews and observations. A Wizard of Oz setup enabled a conversation between the character and the user, who was given the task of asking about the robot’s life. To allow for in-between subject comparisons, the set of 20 participants was a mixture of medical and non- medical students, as well as people who knew someone with dementia closely and those who never met any. The experience was evaluated through pre- and post-interviews along with user observations. The results indicate that the patient simulation was convincing, leading the users to treat the machine as a human being and develop an emotional bond to it. They remained patient in spite of the robot’s symptoms, which affirms its potential for educational use. After all, this project aims to inspire researchers to find solutions in unconventional ways.
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Improving Software-as-a-Service Sales by Managing the Knowledge of Change Agents : A Case Study of an IT-company in a Servitization Transition / Förbättrad SaaS-Försäljning genom Hantering av Förändringsagenters Kunskap : En Fallstudie av ett IT-företag som befinner sig i en TjänstefieringstransformationBIRGERSSON, KRISTOFFER, GRANATH, PHILIP January 2018 (has links)
Servitization describes the trend amongst companies of supplementing tangible product offerings with services. A case in point is the cloud computing which represents a paradigm shift of servitization in the IT industry as it allows physical products to be delivered entirely remotely as a service. Software-as-a-Service (SaaS) constitutes a delivery business model of cloud computing which allows customers to access a supplier's application through a cloud infrastructure and is seen as a disruptive innovation. Despite the growing market for cloud computing services, the concept is claimed not to be very understood by many businesses. When transitioning from product-oriented to service-oriented value propositions, successful companies have for instance put efforts on the education of their sales personnel. Such employees could be seen as change agents whose goal is to influence the adoption decision making processes of the organization’s clients. Furthermore, as economies have become more knowledge-intensive, Knowledge management has become more critical. Previous research has put little attention to how Knowledge management relates to the diffusion rate of innovations. This study, therefore, explores how management of change agents' knowledge can facilitate the mediation of innovations. A case study was conducted of an IT company experiencing a servitization transition towards SaaS offerings to achieve the purpose of this study. The study is delimited to the diffusion of SaaS as an innovation within the financial industry in Sweden. 12 employees within the Case Company and six clients were interviewed regarding the subjects previously mentioned. The results suggest that the mediation of SaaS is done through personal communication, presentations, and distribution of sales material. The study has found that change agents need to be clear in their mediation efforts of SaaS solutions as the understanding of what SaaS includes sometimes differs between clients and suppliers. Furthermore, customers considered SaaS solutions for systems that they view as not being directly value-adding and for those systems they prefer standardization as it allows cost-efficiency. SaaS allows multi-tenant environments and is therefore suitable for standardized offerings, as standardization corresponds well to the business logic appropriate for a codification Knowledge Management strategy. The Case Company already conducts a codification strategy. However, the finding of this study suggests that they should strengthen it since a focused KM strategy is preferable to attain more of its benefits and to increase the organizational knowledge creation capabilities. Conducting a codification strategy is something they have good capabilities of pursuing and is suggested to facilitate the change agents' mediation of innovations. Sales material at the Case Company is identified as dependent on personal performance and standardizing the material would thereby ensure an even quality. Making a variety of standardized material easily accessible would further allow the change agents to select material with appropriate messages aimed at specific types of customers, which is important since the customers are found to have different preferences / Molntjänster representerar ett paradigmskifte inom tjänstefierings-trenden (servitisering), då IT-företag kan erbjuda fysiska produkter som tjänster via internet. Software-as-a-Service (SaaS) är en affärs- och leveransmodell inom molntjänst-konceptet vilken ger användare tillgång till applikationer via molnlösningens infrastruktur, och ses fortsättningsvis som en innovation. Trots den växande marknaden för molntjänster är kunskapen angående konceptet fortfarande låg inom många företag. Vid övergång från produkt- till serviceorienterade värdeerbjudanden har framgångsrika företag bland annat fokuserat på utbildning av säljpersonal. Sådan personal kan ses som förändringsagenter vars mål är att influera beslutsprocesser hos för organisationens kunder. Fortsättningsvis har kunskapshantering (Knowledge Management) blivit allt viktigare då världsekonomierna har blivit mer kunskapsintensiva. Tidigare forskning har dessutom sällan lagt fokus på hur kunskapshantering relaterar till spridningen av innovationer. Den här studien undersöker därför hur kunskapshanteringen av förändringsagenters kunskap främjar medlingen av innovationer. För att uppnå syftet utfördes en fältstudie på en IT-organisation genomgår en tjänstefieringstransformation. 12 anställda hos IT-organisationen och 6 kunder intervjuades angående de tidigare nämnda områdena. Studien resultat visar att medlingen av SaaS lösningar sker genom personlig kommunikation, presentationer samt distribution av säljmaterial, och att förändringsagenterna behöver vara tydligare i sin medling då förståelsen utav SaaS tjänster skiljer sig åt mellan kunder och leverantörer. Fortsättningsvis efterfrågar kunder SaaS till de system som inte anses bidra med iv direkta konkurrensfördelar. De vill därför ha standardiserade lösningar hellre än kundanpassade lösningar för att dra nytta utav kostnadsfördelarna som standardiserade lösningar möjliggör. SaaS lämpar sig för standardiserade lösningar då flera användare kan koppla upp sig till samma applikationsmiljö, vilket ligger i linje med en kodifierings-kunskapsstrategi. Företaget som undersöktes i fallstudien använder redan en kodifieringsstrategi, men rekommenderas stärka den eftersom en mer fokuserad strategi skulle leda till en högre realisering av dess fördelar samt öka organisationens kapacitet att utveckla sin kunskap. Fallföretaget har bra förutsättningar att få till en mer fokuserad kodifieringsstrategi, vilket skulle kunna förbättra förändringsagenternas medlande av innovationen. Säljmaterial är ibland för personberoende och standardisering av sådant material skulle därav försäkra en jämnare kvalité. Att dessutom förbättra tillgängligheten av standardiserat material skulle fortsättningsvis ge förändringsagenterna större möjlighet att välja det mest passande budskapet till specifika kunder, vilket är fördelaktigt eftersom kunder visade sig ha olika preferenser.
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UpYours : Translating Human Values To Design Features In Digital PlatformSijaric, Maida January 2022 (has links)
This paper introduces the application UpYours as a way to investigate how the field of Interaction Design can be utilized in three ways: 1) propose a waste management solution; 2) facilitate an easier upcycling process to enhance the potential of individual upcycling; 3) raise awareness and shift consumers' perspectives about unwanted items. The design process, a modified version of the double diamond, of creating this digital prototype is used for an Interaction Design evaluation. Finding approaches for waste management is becoming increasingly important since the amount of waste generated globally has increased excessively over the past decades. Upcycling as an approach has gained recognition, as it refers to a process where materials and objects that otherwise would go to waste are transformed into new products. Furthermore, the aim is to investigate the values and incentives for people that upcycle items via do it yourself (DIY) methods. A secondary aim is to introduce a shift in how people view upcycled products, by emphasizing consumers' perspective and intention. The final design contributes to the discussion about identifying and translating abstract human values to concrete design features which are illustrated with the interactive tool UpYours. The study identified categories of values and incentives which include practicality and safety of upcycled items; the individual and social aspect of upcycling as well as the ability to upcycle; the storytelling and uniqueness of an upcycled item and lastly, the current situation and societal aim of upcycling. Finally, the findings and insights contribute to research by providing and expanding the academic understanding of consumer values and incentives of upcycled items, as a research gap has been identified.
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Development of webcam-basedmotion mini-games with a focuson whole-body interaction andskeletal tracking / Utveckling av webbkamerabaserade rörelseminispel med fokuspå helkroppsinteraktion och skelettspårningLerssongkram, Techit January 2022 (has links)
"Sitting is the new smoking" and is one of the major causes of human health problems today. Swedes train the most in the world but are also among those who work mostsedentary. Proper movement while taking 1 minute of active short breaks helps to preventfurther health problems. Cameras can detect body movements and this information can beused to do motion analysis and skeletal estimation. Furthermore, this can be used to create games that can use this detected movement and force the user to be more active whiledoing something fun.This thesis is about designing and implementing two mini-games in Godot for particular body movements using MediaPipe. Game designers for the mini-games use heuristicsfor motion-based control in games presented by Hara and Ovaska. This thesis focuses ondeveloping game control using motion control for the mini-games. The game controls areevaluated by calculating the sensitivity of how well the controls work for the games.
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Datadrivna beslut inom Livslångt lärande : En process för att organisationer ska lyckas med strategisk kompetensförsörjning / Data-driven Decision-making in Lifelong Learning : A Process for Organizations to Succeed with Strategic Competence ProvisionBäckelin, Jonas January 2023 (has links)
Syftet med denna studie var att ta fram en process för hur modern teknik kan användas för att organisationer ska lyckas med strategisk kompetensförsörjning. Begreppet datadrivna beslut används när så kallade klassificeringsalgoritmer kan hjälpa oss att upptäcka en ’önskad kompetens som saknas’ eller ’föreslå ett område som vi behöver utveckla’. Metoden utgår från tjänstedesign och denna studie använde sig av en empati karta, som skapades från en enkät studie på det sociala yrkesnätverket LinkedIn med virtuell snöbollsmetod (jmf. respondentdriven sampling). Den utgår från kvalitativa data som beskriver insikter utifrån användarnas upplevelser och drivkrafter. Sedan var det viktig att definiera vilka aktörer som berörs av utmaningen för att kunna beskriva stegen i en användarresa och ta fram en designskiss. Design processen inkluderade även intervjuer med huvudaktörerna för att kunna undersöka rotorsaker och sålla idéer med hjälp av klusteranalys. Slutligen testades en digital prototyp och för att utvärdera vad som fungerade och titta på förbättringar skapades feedback matris. Underlaget för att undersöka problemet kommer från behovet inom användargruppen och perspektiv från aktörer, som sedan validerats genom att använda flera olika verktyg hämtade från tjänstedesign. Slutsatsen var att datadrivet beslutsfattande går ut på att använda mätbara indikatorer och data för att fatta beslut som är i linje med strategiska mål inom kompetensförsörjning. Detta redovisas som en användarresa som består av stegen ”Initiera & kartlägga”, ”Genomföra & uppföljning” och ”Utvärdera & reflektera”. / The purpose of this study was to develop a process for how modern technology can be used for organizations to succeed in strategic competence provision. The concept of data-driven decisions is used when so-called classification algorithms can help us discover a 'desired competence that is missing' or 'suggest an area that we need to develop'. The method is based on service design and this study used an empathy map, which was created from a survey on the professional social network LinkedIn using the virtual snowball method (cf. respondent-driven sampling). It is based on qualitative data that describes insights based on the users' experiences and driving forces. Then it was important to define which stakeholders that are affected by the challenge in order to be able to describe the steps in a journey map and produce a design sketch. The design process also included interviews with the main stakeholders in order to investigate root causes and sorting ideas using cluster analysis. Finally, a digital prototype was tested and to evaluate what worked and look for improvements, a feedback matrix was created. The basis for investigating the problem comes from the need within the user group and perspectives from stakeholders, which are then validated by using several different tools taken from service design. The conclusion was that data-driven decision-making involves define measurable indicators and data to make decisions that are in line with strategic goals in competence provision. This is reported as a user journey consisting of the steps "Initiate & map out", "Implement & follow up" and "Evaluate & reflect".
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Hello! How can I assist you today ? : An Analysis of GPT Technology in Supporting International EntrepreneurshipLALLEE, Anaïs, MUCO, Nana January 2023 (has links)
This thesis investigates the applications and implications of Generative Pretrained Transformer (GPT) technology in international entrepreneurship. The research questions focus on how GPT can serve as a strategic tool, communication tool, and knowledge leverage tool, and how these applications influence decision-making, enhance performance, The findings from the analysis chapters highlights that GPT significantly contributes to strategic planning, market analysis, and operational management, thereby enhancing decision-making and performance. GPT technology, acting as a potent communication tool, nurtures more robust client relationships and eases cross-cultural interactions, courtesy of its superior language processing capabilities. The thesis discusses how these capabilities of GPT can lead to reduced miscommunications and enhanced client satisfaction. This, in turn, contributes to cost savings by retaining existing customers and attracting new ones, thereby enhancing profits. Moreover, The main theoretical implications that this thesis has resulted in will showcase the time efficiency brought by automated, high-quality communication that reduces man-hours spent on routine interactions, freeing resources for strategic tasks for international entrepreneurship. Furthermore, this study enriches the literature on generative AI exemplified by models like GPT in the world of international business, particularly within the context of international entrepreneurship. It offers essential insights that can guide international entrepreneurs in understanding the potential advantages of integrating GPT technology into their business operations.
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Enhancing the meaning of urban biking through implicit interactionvon Loeper, Jan January 2023 (has links)
Fundamentally, interaction design is about getting in between: Between people and what is important to them. While it often makes sense to make mediated interactions explicit, implicit interactions can integrate harmoniously into the here and now and happen almost unnoticed. In this master’s thesis, I explore different approaches to harmoniously integrate interactions with mobile and wearable devices into cycling. Cycling can be treated as a modality. It can influence the behaviour of the operating system or provide considerations for the design of applications. Rather than adding to the existing flow of signals, I propose to tap into that flow and even take it a step further: I explore ways to add meaning to what people are already doing as if there were no interface. Wearable devices, such as the current Apple Watch, can provide comprehensive insight into ongoing activities. The name "smartwatch" suggests that this device is meant to be attended to, but the greater opportunity lies in sensing and adding meaning to what is already happening. This allows people to immerse themselves in their ‘natural’ environment with their heads up and their hands free.
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A Comparative Analysis of User Interfaces in the Calling Functionality of Infotainment Systems among Popular Cars in Romania : Investigating UX and Usability Design Principles for In-car Infotainment Systems.Kandiyoti Eskenazi, Semi, Cimpan, Bogdana-Floriana January 2023 (has links)
As cars become more integrated into people’s lives, the design of in-car infotainment systems has become increasingly important. This thesis explores the user experience and Usability design principles of the calling functionality within the infotainment systems of five of the most common cars in Romania. The research examines the design principles that underpin these systems, using the European Statement of Principles on Human-Machine Interface (HMI) as a reference. The primary methodology involved two stages of surveys. The first survey gathered demographic information, car ownership details, and participants' experiences with their infotainment systems. This data was then used to identify the most common cars for the second survey, which further investigated user preferences for different infotainment interfaces. Analysis of the survey results reveals significant patterns in user preferences, with ease of use and convenience emerging as crucial factors in user satisfaction. The study highlights the importance of button placement, interface design, and layout in determining user experience. The most preferred interfaces were those which aligned with HMI principles, emphasizing simplicity, clarity of information, and ease of navigation. Despite certain limitations, such as the small sample size and potential for self-reporting bias, the research provides important insights into user preferences and the impact of design principles on user experience. The findings underscore the need for interface designs that are both user-friendly and align with established HMI guidelines. The implications of these findings extend to the broader fields of Human-Computer Interaction and Automotive User Interfaces, emphasizing the importance of user-centered design in enhancing user experience and satisfaction. Future research could expand upon these findings, exploring the impact of aesthetic design factors and the potential for personalized interface options.
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Choreographic Interfaces : Through the use of dancing & choreography in the design process – encourage and elevate personal movement languages at home.Wallgren, Amanda January 2023 (has links)
We increasingly move through and with technology in our homes. One could, using a dance metaphor, view our home as a stage where we become unintentional performers to an audience of digital devices. Still, the way we interact with our devices is mostly based on us, as humans, adapting to the technology – leading to technology-driven products rather than humanistic. By involving dancers and learning from choreographic approaches, the project aim is to consider the body in the design process to form more humanistic interactions where the technology adapts to our personal ways of moving. Through interviews, autobiographical research, recurring workshops with professional dancers, and prototyping, the realisation came digital devices make us unlearn how to move creatively at an earlier stage but that feedback on our movements together with how a space is designed can encourage it. Furthermore, that when designing for movement one has a lot of power, since while claiming what is the right movement one is at the same time deciding what is the wrong movement– which might lead to exclusion. This led to the outcome of the project which suggest a way in which we might evaluate Choreographic Interfaces based on how open for personalisation they are. From this a concept is proposed where what role digital devices should have in our home is redefined. Instead of using conventional ways of interacting with digital devices (e.g., buttons, phone, voice assistant, motion sensors), this project takes the shape of a system which lets the user configure and manage devices using existing “choreographies” and routines that naturally develop over time when people live together. The system learns how people move at home during different times and manifests it in contextual ”zones”, which, through visual feedback, allow users to change the appearance of their space, such as setting the room up for play mode, meditation, or a morning stretch. The suggestion is that future movement technologies might enable us to redefine how we live our lives at home through eliciting joy, play, and wellbeing while we interact with our digital devices. This project aims to contribute to the field of interaction design through suggesting a shift away from designers creating each interaction and the users just adapting to them. Instead, the suggestion is the approach of Choreographic Interfaces where the designer empower the user to utilise their personal way of moving and encourages an active relationship with their devices at home.
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