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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.
1

Measuring cohesion in English texts : the relationship between cohesion and coherence

Parsons, Gerald L. January 1995 (has links)
No description available.
2

Knowledge needs analysis for simultaneously multi-agent real-time systems

Scown, Philip J. A. January 1997 (has links)
A set of systems are considered where there are multiple agents simultaneously active within real-time a environment. These systems are termed SMART systems and are found in domains as diverse as office administration, process control and aviation. Such systems place particular demands on agents that are not present in non-SMART systems. Actions may be time constrained in two ways: i) an action appropriate at one time may not be appropriate at another; ii) the time available for a required action may approximate to the time in which an agent is able to perform that action. In order to be able to function in such environments agents, both human and computer, must be aware of time constraints and the actions necessary to ensure that they do not compromise system goals.
3

A Framework of Freehand Gesture Interaction: Techniques, Guidelines, and Applications

Ni, Tao 17 November 2011 (has links)
Freehand gestures have long been considered to potentially deliver natural, intuitive, terse but powerful human-computer interaction techniques. Over years, researchers have been attempting to employ freehand gestures as an alternative input modality to the conventional devices (e.g. keyboard and mouse) in a wide array of application domains, and a huge number of gesture recognition systems and gesture-based interaction techniques have been created in lab. However, a fundamental question remains: is it possible to establish an interaction framework so that we may approach freehand gestural interaction from a systematic perspective, and design coherent and consistent freehand gesture-based human-computer interaction experience? Existing research tends to focus on the technologies that enable the gestural interaction, or on the novel design of gestural interaction techniques for specific tasks and applications. Such "point designs" are claimed to be insufficient, and an existing application-specific design lends very limited insights and guidance to design problems in another application. An interaction framework allows us to move from individual designs to a more holistic approach. The goal of this research is to construct a framework to support a systematic approach for designing freehand gesture-based interactions. Toward this goal our research began with a review and examination of the gesture interaction literature, followed by an analysis of the essential components of an interaction framework. We then proposed and justified the scope of research and the approach we took to construct the interaction framework. We have designed and evaluated (analytically and empirically) gestural interaction techniques for two broad categories of freehand gestures we specified — spatial gestures, and surface gestures. In the design activity, we have discovered and proposed the core design principles and guidelines, and validated them via user studies. Finally, we assessed the ability of the freehand gesture interaction framework we have constructed to help designers create new applications and designs, by putting together a few proof-of-concept examples of a coherent and consistent freehand gesture user interface. / Ph. D.
4

Security, Privacy and Risks Within Smart Cities: Literature Review and Development of a Smart City Interaction Framework

Ismagilova, Elvira, Hughes, L., Rana, Nripendra P., Dwivedi, Y.K. 16 September 2020 (has links)
Yes / The complex and interdependent nature of smart cities raises significant political, technical, and socioeconomic challenges for designers, integrators and organisations involved in administrating these new entities. An increasing number of studies focus on the security, privacy and risks within smart cities, highlighting the threats relating to information security and challenges for smart city infrastructure in the management and processing of personal data. This study analyses many of these challenges, offers a valuable synthesis of the relevant key literature, and develops a smart city interaction framework. The study is organised around a number of key themes within smart cities research: privacy and security of mobile devices and services; smart city infrastructure, power systems, healthcare, frameworks, algorithms and protocols to improve security and privacy, operational threats for smart cities, use and adoption of smart services by citizens, use of blockchain and use of social media. This comprehensive review provides a useful perspective on many of the key issues and offers key direction for future studies. The findings of this study can provide an informative research framework and reference point for academics and practitioners.
5

Design Directions for Supporting Implicit Interactions in a Market Surveillance System

Mattsson Johansson, Elna January 2021 (has links)
Enterprise systems are built for companies and used by the employees to complete work tasks. Focus on userdriven designs for consumer technology has led to expectations of user-friendly designs. Enterprise technology tends, however, to be more technology-driven rather than user-driven, creating unmatched expectations and mismatch between end-user and company objectives. This is why it is necessary to also consider enterprise systems from a user-driven perspective. Therefore, this study addresses user-driven enterprise designs through the Implicit Interaction Framework using a market surveillance system (MSS) as a case study. Practical design implementations and insights were gained through Research through Design (RtD), which were obtained from a survey to validate potential problems, mapping activities using the framework to gain design insights, and prototyped wireframes expressed through narrative video scenarios and evaluated with UX professionals to identify design directions. Three design directions were identified: Recall: Actions for Reminding, Collaboration: Anticipation of Intention, and Disruption: Supporting Ongoing State-Shifting. Control comes at the cost of disruption or risking wrongful actions, context of implicitness creates a trade-off between cognitive load and risk of errors, and lastly UX professionals might have to balance competing objectives in a situation where they collide. Furthermore, the Implicit Interaction Framework can guide enterprise UX designers and researchers to understand the interplay and interactions occurring between system and end-user. However, it is a translation where the complexity of enterprise systems is in some respects difficult to demonstrate, where better end-user experiences through implicit interactions should not be assumed. / Företagssystem är byggda för företag och används av de anställda för att slutföra arbetsuppgifter. Fokus på användardriven design inom konsumentteknik har lett till förväntningar på användarvänliga designer. Företagssystem tenderar dock att vara mer teknologidriven snarare än användardriven, vilket skapar oöverträffade förväntningar och oöverensstämmelse mellan slutanvändarnas och företagets mål. Det är därför nödvändigt att också betrakta företagssystem från ett användardrivet perspektiv. Därför behandlar den här studien användardrivna företagsdesigner genom ramverket ”Implicit Interaction Framework” där ett marknadsövervakningssystem ”market surveillance system” (MSS) används som fallstudie. Praktiska designimplementeringar och insikter nåddes genom Research through Design (RtD), som erhölls från en enkät för att validera potentiella problem, kartläggningsaktiviteter för att få designinsikter, och prototyper framhävda genom videoscenarier med berättarröst och som utvärderas med UX-yrkesverksamma personer för att identifiera designriktningar. Tre designriktningar identifierades: Komma ihåg: Åtgärder för att Påminna, Samverkan: Förväntan på Avsikt, och Avbrott: Stöd för Pågående Tillståndsändring. Kontroll har sitt pris genom avbrott eller risk för felaktiga handlingar, sammanhanget för implicititet skapar en avvägning mellan kognitiv belastning och risk för fel, och slutligen UX-yrkesverksamma kan behöva balansera konkurrerande mål i en situation där de kolliderar. Dessutom kan Implicit Interaction Framework vägleda UX-designers och forskare för att förstå samspelet och interaktionerna mellan system och slutanvändare. Det är dock en översättning där komplexiteten i företagssystem i vissa avseenden är svår att demonstrera, där bättre slutanvändarupplevelser genom implicita interaktioner inte bör antas.

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