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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.
71

PEEK & BOOK : Transforming the outside into an imaginary playground

Sabir, Ezgi January 2017 (has links)
Today, urban children are spending time indoors more than ever before and getting away from phenomenas of the outdoor world, which creates a big concern on how they develop their senses and get physical exercise. The tools, games and devices they interact with are preventing their imagination rather than sparking, by making kids consume content rather than asking for their participation. Peek transforms the outside into an imaginary playground for children, where interacting with the natural world takes the focus and the child’s simple acts and explorations can turn into their own stories. It is an expressive digital tool that invites children to explore the outside, capture audio and visual snippets, and build stories around them. It comes together with a physical book which triggers child’s imagination through guided explorations and allows the child to keep the stories they created. The result is a play experience designed for children aged between 5 and 8 years old.
72

Large digital screen as a corporate communication channel : Enhancing the dissemination of information, administration and interaction

Bäckström, Tove January 2018 (has links)
Public areas are more and more equipped with digital screens that are used to inform or promote a particular product. This is a way to communicate with the people on that area. The idea is to get people's attention, make them read and take in information and possibly buy the product that is marketed. This type of digital display is called digital signage and can also be used as an information channel of a company where information directed to employees and visitors is displayed. CGI Östersund has a screen placed in their office that works as such an information channel. This thesis is about investigating and analyzing the current presentation and creating a new solution with a custom interface that will be more effective and engage more people. The new solution is interactive and clickable with the help of a mouse. A user study has been done using a Kinect sensor to see how many people are watching the screen, how long they look at the screen and from what distance. This data was also supplemented by a survey sent to the employees at CGI Östersund. The result of the user study shows that there was no significant difference between the previous solution and the new one. This may be due to two main reasons: the lack of time in which the experiment was performed and the location of the digital screen that is not currently optimal.
73

En undersökning av samspelet mellan grafiska gränssnitt, huvudrörelser och dess inverkan för användarupplevelsen i virtuell verklighet

Engdahl, Henrik January 2017 (has links)
I denna rapport undersöks samspelet mellan grafiska gränssnitt, huvudrörelser och dess inverkan för användarupplevelsen i virtuell verklighet. Studien begränsas till applicering i fastighetsvisningsapplikationer i virtuell verklighet. Studien och rapportens syfte är att besvara frågeställningen: Vilka aspekter bör tas i åtanke vid utformningen av grafiska gränssnitt för huvudrörelsebaserade inmatningsmetoder till VR-mjukvara. Denna fråga kommer besvaras med designriktlinjer orienterade för virtuell verklighet. I bakgrunden presenteras definitioner och användning av termer som: Virtuell verklighet, grafiska gränssnitt, inmatningsmetoder och huvudrörelseinmatning. I bakgrunden presenteras även företagssamarbetet med Wec360 samt riktlinjer om grafiska gränssnitt i virtuell verklighet som ligger till grund för studiens innehåll. Därefter följer ett metodkapitel som presenterar, definierar samt förklarar användning av de test- och utvärderingsmetoder som används i kommande tester. Dessa tester och utvärderingar är en heuristisk utvärdering för att finna primära problemområden som ligger som bas för kommande användbarhetstest. Men innan dess utfördes en semistrukturerad intervju med fem(5) personer som är utan, eller har mindre erfarenhet av virtuell verklighet. Dessa intervjuer utfördes för att få en grundlig idé om preferens, attityd, beteende, användning, erfarenhet samt preliminära tankar. Med samma fem deltagare utfördes ett användbarhetstest vars primära syfte var att säkerställa eller dementera de problem som uppfattades under den heuristiska utvärderingen. Användbarhetstestet användes även för att upptäcka nya problemområden som ska analyseras. Därefter följde en analys som följde bottom up-metoden för att ta alla delade problem och föra samman till en helhetsbild som studiens resultat därefter baseras på. Därefter följer resultatet – tre riktlinjer med mål att förbättra aspekter för det grafiska gränssnittet och huvudrörelseinmatning med syfte att förbättra användarupplevelsen. De främsta resultaten visas gälla applikationens sämre synlighet av interaktiva grafiska element. Men även en inkräktande upplevelse bildad av grafiska förflyttningselement. Det slutliga resultatet berörde hjälpavsnitt och hur användaren visas var funktioner och element finns i applikationen samt hur de används. Slutligen följer slutsatser och tillhörande diskussion för vidare studier inom området för användarupplevelse och grafiska gränssnitt i virtuell verklighet.
74

The role of awareness in adoption of government cyber security initiatives : A study of SMEs in the U.K.

Topping, Colin January 2017 (has links)
Awareness is a key component of any information security programme. This study sets out to establish whether SMEs are using the government cyber security initiatives and finds that only 4.3% of respondents are utilising the resource that is freely available from the newly formed National Cyber Security Centre. The principal reason for this is a lack of awareness, although the survey also reveals that respondents would use this service if they had knowledge of it. Furthermore, 72.3% are keen for the government to deliver a public cyber security awareness campaign from funds available to the National Cyber Security Strategy. The association of the NCSC with GCHQ is seen to increase the trust in the service the NCSC delivers, whilst incentivising SMEs to enhance their security is popular amongst the 46 respondents. Survey responses suggest that small and micro businesses believe that they are too small to attract cyber-attacks, under the misguided assumption that “security through obscurity” is a viable control to mitigate the cyber risk. This underlines the lack of awareness of the randomness of threats such as ransomware and supports the need for greater user knowledge.
75

ITIL i små och medelstora företag : Utifrån ett säkerhetsperspektiv / ITIL in small and medium sized enterprises : From a security perspective

Hedin, Emelie January 2014 (has links)
I detta arbete uppmärksammas problematiken kring SME i relation till ITIL utifrån ett säkerhetsperspektiv. Arbetet baseras på två fallstudier där en av dessa två är mer djupgående och därmed behandlas som huvudsaklig. Dessa två fallstudier analyseras sedan utifrån en teoretisk grund baserad på litterära, vetenskapliga och muntliga källor som bearbetats utifrån studiens två övergripande frågeställningar: Vilka är de avgörande faktorer som påverkar organisationen under en ITIL implementation och vilka skillnader finns det mellan större och mindre organisationer i relation till säkerhet? Studiens huvudsakliga slutsatser är att det går att de övergripande faktorer som påverkar en implementation är relaterade till hur organisationen hanterar den organisatoriska förändring som sker i samband med implementationen samt hur de förhåller sig till ITIL innan implementationen. Vidare finner studien att det går att ifrågasätta om storleken på organisationen verkligen är en avgörande faktor i relation till arbetet med säkerhet och att det mer handlar om de kulturella skillnaderna mellan större organisationer och SME. / This work addressed the problem of SMEs in relation to ITIL from a safety perspective. The work is based on two case studies in which one of these two is more profound and thus treated as principal. These two case studies are analyzed from a theoretical foundation based on literary, scientific and oral sources that are processed on the basis of the study's two overarching questions: What are the crucial factors affecting the organization during an ITIL implementation and what are the differences between large and small organizations in relation to security? The study's main conclusions is that it is possible that the overall factors affecting the implementation are related to how the organization handles the organizational change that occurs in the context of implementation, and how they relate to ITIL before implementation. Further, the study finds that it is possible to question whether the size of the organization is really a critical factor in relation to the work on security and that it is more about the cultural differences between large organizations and SMEs.
76

Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance / Skapande och optimering av röresleplattformsspel i Unity 3D

Gustavsson, Per January 2019 (has links)
With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modification in Unity. While only using the built-in web camera in the computer, it made it an accessible motion- based platformer game. This report also investigates the performance of the game when using these tools and the camera, as well as what is needed for improvements, including rendering and lighting effects in the game.
77

En Jämförelse av För- och Nackdelar med VR och Tvådimensionell Visualisering inom Testning och Verifikation av Autonoma Fordonsfunktioner / A comparison between VR and Two Dimensional Visualization within Testing and Verification of Autonomous Functions in Vehicles.

Eriksson, Eivind, Aronsson, Alfred January 2021 (has links)
The goal of this study is to compare the differences between Virtual Reality with a head mounted display and traditional, 2-dimensional monitors when used in simulation and testing. By conducting this comparison, the aim was to find out whether a visualization method that uses 3-dimensions as opposed to a method which only uses 2-dimensions, provides a better solution for viewing 3-dimensional data gathered from actual vehicles in real-world tests.  The approach to investigate this is by developing a tool that can visualize data from a dataset in both 2 and 3-dimensions. The tool was then evaluated by allowing a group of participants, whose work is related to testing within the automotive industry, perform tasks using the tool and timing the results. In addition to the timed results, the participants were also asked to answer a questionnaire with the aim of providing a more detailed look into how they experienced the two methods of visualisation.  Overall, the impression of using VR as a method of visualization was by all participants positive and it was concluded that the participants performed marginally better with VR but at the cost of slight discomfort and some fatigue. However, the results could be accurately improved as the precision of the gathered data was found limited by the method used to collect it in the experiment.
78

Can improved usability increase the user experience of digital advising? / Kan ökad användbarhet förbättra användarupplevelsen vid digital rådgivning?

Dimow, Sara January 2021 (has links)
Starting a business is a massive undertaking. It can feel complicated and difficult to know where to start. A common take-off can be to look up information on the internet. It is also possible to get information on how to start a business from the bank, which is a credible source. However, the information may not be presented in the best and most user-friendly way, making it difficult to follow each step. This raises the question: How to design a digital guide for starting a business? This study examines how usability can be improved to increase the guide’s user experience and thus improve the customer journey. To ensure that the right solution is developed, one must first understand what the fundamental problems are. In this way, the right solution can be found to the problem. This was accomplished using the Double Diamond method. The method included four phases, Discover - literature study, evaluation and interviews, Define - How Might We, Develop - brainstorming and sketching, and Deliver - prototyping and user testing. The thesis resulted, via four phases, in a design proposal ready to be implemented. A usability measure test, SUS, was carried out on a Hi-Fi prototype with a mean SUS score of 88.5. Due to the General Data Protection Regulation and not being able to implement the proposal on Swedbanks’ site, it was not possible to conduct the test on the intended target audience. However, in the next step, the developed material and methods could be used to test the intended target audience.
79

Machine Learning to identify cheaters in online games

Willman, Martin January 2020 (has links)
Cheating in online games is a problem both on the esport stage and in the gaming community. When a player cheats, the competitors do not compete on the same terms anymore and this becomes a major problem when high price pools are involved in online games. In this master thesis, a machine learning approach will be developed and tested to try to identify cheaters in the first-person shooter game Counter-Strike : Global Offensive. The thesis will also go through how the game Counter-Strike : Global Offensive works, give examples of anti-cheat softwares that exists, analyse different cheats in the game, consider social aspects of cheating in online games, and give an introduction to machine learning. The machine learning approach was done by creating and evaluating a recurrent neural network with data from games played with the cheat aimbot and without the cheat aimbot. The recurrent neural network that was created in this master thesis should be considered as the first step towards creating a reliable anti-cheat machine learning algorithm. To possible increase the result of the recurrent neural network, more data and more data points from the game would be needed.
80

OpenModelica Interactive Simulation using an OPC UA client

Fors Johansson, Christoffer January 2017 (has links)
Simulating a model of a complex physical system can beuseful in order to obtain a deeper understanding of the system.OpenModelica is an open-source, modeling and simulation environmentin which such a simulation could be performed. This thesispresents a design and implementation of an interactive simulationprototype for the OpenModelica Connection Editor. After aninvestigation of the possibilities in the current OpenModelicaenvironment, several requirements were determined about howinteractive simulation should look and work. A prototype wasdeveloped based on these requirements. As a result, the prototypecan act as a base for applying further functionality to theinteractive simulation in both parallel and future works.

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