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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.
11

Improving command selection in smart environments by exploiting spatial constancy

2015 November 1900 (has links)
With the a steadily increasing number of digital devices, our environments are becoming increasingly smarter: we can now use our tablets to control our TV, access our recipe database while cooking, and remotely turn lights on and off. Currently, this Human-Environment Interaction (HEI) is limited to in-place interfaces, where people have to walk up to a mounted set of switches and buttons, and navigation-based interaction, where people have to navigate on-screen menus, for example on a smart-phone, tablet, or TV screen. Unfortunately, there are numerous scenarios in which neither of these two interaction paradigms provide fast and convenient access to digital artifacts and system commands. People, for example, might not want to touch an interaction device because their hands are dirty from cooking: they want device-free interaction. Or people might not want to have to look at a screen because it would interrupt their current task: they want system-feedback-free interaction. Currently, there is no interaction paradigm for smart environments that allows people for these kinds of interactions. In my dissertation, I introduce Room-based Interaction to solve this problem of HEI. With room-based interaction, people associate digital artifacts and system commands with real-world objects in the environment and point toward these real-world proxy objects for selecting the associated digital artifact. The design of room-based interaction is informed by a theoretical analysis of navigation- and pointing-based selection techniques, where I investigated the cognitive systems involved in executing a selection. An evaluation of room-based interaction in three user studies and a comparison with existing HEI techniques revealed that room-based interaction solves many shortcomings of existing HEI techniques: the use of real-world proxy objects makes it easy for people to learn the interaction technique and to perform accurate pointing gestures, and it allows for system-feedback-free interaction; the use of the environment as flat input space makes selections fast; the use of mid-air full-arm pointing gestures allows for device-free interaction and increases awareness of other’s interactions with the environment. Overall, I present an alternative selection paradigm for smart environments that is superior to existing techniques in many common HEI-scenarios. This new paradigm can make HEI more user-friendly, broaden the use cases of smart environments, and increase their acceptance for the average user.
12

InfoMart Reporting : The process of developing a data discovery tool for Genesys InfoMart

Vestling, Olof January 2015 (has links)
Customer relationship management (CRM) is gaining momentum around the world and a majority of the organizations view customer experience provided by contact-centers as a competitive differentiator. Thus is the importance of understanding these systems very big. The purpose of the thesis is to create a cohesive solution, a prototype, to gather, aggregate and present viable business reports for a number of channels in such a system. The CRM-platform handled in this thesis is called Genesys InfoMart, which is developed by Genesys Telecommunications. The thesis defines the use-cases and reports to be compiled. It does also give a description of how data is cross- correlated across the database and how it was gathered. By involving domain-experts and using a scenario based- approach, requirements have been derived and reports have been developed. It is concluded that the conceptual scenarios were feasible. There are no limitations within the InfoMart data mart with respect to the functionality that the domain-experts demand. A cooperative-evaluation session showed that the conceptual design was approved and that it provided the functionality that the evaluation group requested. Thus concluded that the methodological approach was overall successful and that the requirements were met. It is however recommended to continue the development process by exposing the prototype to end-users evaluation. This can provide insights and information that can be very useful when developing the final product.
13

Plasticity for user interfaces in mixed reality / Plasticité des interfaces de réalité mixte

Lacoche, Jérémy 21 July 2016 (has links)
Cette thèse s'intéresse à la plasticité des interfaces de Réalité Mixte (RM), c'est-à-dire les applications de Réalité Virtuelle (RV), Réalité Augmentée (RA) et de Virtualité Augmentée (AV). Il y a un réel engouement aujourd’hui pour ce type d’applications notamment grâce à la démocratisation des périphériques tels les lunettes et casques immersifs, les caméras de profondeur et les capteurs de mouvement. La Réalité Mixte trouve notamment ses usages dans le divertissement, la visualisation de données, la formation et la conception en ingénierie. La plasticité d'un système interactif est sa capacité à s'adapter aux contraintes matérielles et environnementales dans le respect de son utilisabilité. La continuité de l'utilisabilité d'une interface plastique est assurée quel que soit le contexte d'usage. Nous proposons ainsi des modèles et une solution logicielle nommée 3DPlasticToolkit afin de permettre aux développeurs de créer des interfaces de Réalité Mixtes plastiques. Tout d'abord, nous proposons trois modèles pour modéliser les sources d'adaptation : un modèle pour représenter les dispositifs d'interaction et les dispositifs d'affichage, un modèle pour représenter les utilisateurs et leurs préférences et un modèle pour représenter la structure et la sémantique des données. Ces sources d'adaptation vont être prises en compte par un processus d'adaptation qui va déployer dans une application les composants applicatifs adaptés au contexte d'usage grâce à des mécanismes de notation. Le déploiement de ces composants va permettre d'adapter à la fois les techniques d'interaction de l'application et également la présentation de son contenu. Nous proposons également un processus de redistribution qui va permettre à l'utilisateur final de changer la distribution des composants de son système sur différentes dimensions : affichage, utilisateur et plateforme. Ce processus va ainsi permettre à l'utilisateur de changer de plateforme dynamiquement ou encore de combiner plusieurs plateformes. L'implémentation de ces modèles dans 3DPlasticToolkit permet de fournir aux développeurs une solution prête à l'usage qui peut gérer les périphériques actuels de Réalité Mixte et qui inclut un certain nombre de techniques d'interaction, d'effets visuels et de métaphores de visualisation de données. / This PhD thesis focuses on plasticity for Mixed Reality (MR) User interfaces, which includes Virtual Reality (VR), Augmented Reality (AR) and Augmented Virtuality (AV) applications. Today, there is a growing interest for this kind of applications thanks to the generalization of devices such as Head Mounted Displays, Depth sensors and tracking systems. Mixed Reality application can be used in a wide variety of domains such as entertainment, data visualization, education and training, and engineering. Plasticity refers to the capacity of an interactive system to withstand variations of both the system physical characteristics and the environment while preserving its usability. Usability continuity of a plastic interface is ensured whatever the context of use. Therefore, we propose a set of software models, integrated in a software solution named 3DPlasticToolkit, which allow any developer to create plastic MR user interfaces. First, we propose three models for modeling adaptation sources: a model for the description of display devices and interaction devices, a model for the description of the users and their preferences, a model for the description of data structure and semantic. These adaptation sources are taken into account by an adaptation process that deploys application components adapted to the context of use thanks to a scoring system. The deployment of these application components lets the system adapt the interaction techniques of the application of its content presentation. We also propose a redistribution process that allows the end-user to change the distribution of his/her application components across multiple dimensions: display, user and platform. Thus, it allows the end-user to switch dynamically of platform or to combine multiple platforms. The implementation of these models in 3DPlasticToolkit provides developers with a ready to use solution for the development of plastic MR user interfaces. Indeed, the solution already integrates different display devices and interaction devices and also includes multiple interaction techniques, visual effects and data visualization metaphors.
14

Apprentissage incrémental de modèles de domaines par interaction dialogique / Incremental Learning of Domain Models by Dialogic Interaction

Letard, Vincent 28 April 2017 (has links)
L'intelligence artificielle est la discipline de recherche d'imitation ou de remplacement de fonctions cognitives humaines. À ce titre, l'une de ses branches s'inscrit dans l'automatisation progressive du processus de programmation. Il s'agit alors de transférer de l'intelligence ou, à défaut de définition, de transférer de la charge cognitive depuis l'humain vers le système, qu'il soit autonome ou guidé par l'utilisateur. Dans le cadre de cette thèse, nous considérons les conditions de l'évolution depuis un système guidé par son utilisateur vers un système autonome, en nous appuyant sur une autre branche de l'intelligence artificielle : l'apprentissage artificiel. Notre cadre applicatif est celui de la conception d'un assistant opérationnel incrémental, c'est-à-dire d'un système capable de réagir à des requêtes formulées par l'utilisateur en adoptant les actions appropriées, et capable d'apprendre à le faire. Pour nos travaux, les requêtes sont exprimées en français, et les actions sont désignées par les commandes correspondantes dans un langage de programmation (ici, R ou bash). L'apprentissage du système est effectué à l'aide d'un ensemble d'exemples constitué par les utilisateurs eux-mêmes lors de leurs interactions. Ce sont donc ces derniers qui définissent, progressivement, les actions qui sont appropriées pour chaque requête, afin de rendre le système de plus en plus autonome. Nous avons collecté plusieurs ensembles d'exemples pour l'évaluation des méthodes d'apprentissage, en analysant et réduisant progressivement les biais induits. Le protocole que nous proposons est fondé sur l'amorçage incrémental des connaissances du système à partir d'un ensemble vide ou très restreint. Cela présente l'avantage de constituer une base de connaissances très représentative des besoins des utilisateurs, mais aussi l'inconvénient de n'aquérir qu'un nombre très limité d'exemples. Nous utilisons donc, après examen des performances d'une méthode naïve, une méthode de raisonnement à partir de cas : le raisonnement par analogie formelle. Nous montrons que cette méthode permet une précision très élevée dans les réponses du système, mais également une couverture relativement faible. L'extension de la base d'exemples par analogie est explorée afin d'augmenter la couverture des réponses données. Dans une autre perspective, nous explorons également la piste de rendre l'analogie plus tolérante au bruit et aux faibles différences en entrée en autorisant les approximations, ce qui a également pour effet la production de réponses incorrectes plus nombreuses. La durée d'exécution de l'approche par analogie, déjà de l'ordre de la seconde, souffre beaucoup de l'extension de la base et de l'approximation. Nous avons exploré plusieurs méthodes de segmentation des séquences en entrée afin de réduire cette durée, mais elle reste encore le principal obstacle à contourner pour l'utilisation de l'analogie formelle dans le traitement automatique de la langue. Enfin, l'assistant opérationnel incrémental fondé sur le raisonnement analogique a été testé en condition incrémentale simulée, afin d'étudier la progression de l'apprentissage du système au cours du temps. On en retient que le modèle permet d'atteindre un taux de réponse stable après une dizaine d'exemples vus en moyenne pour chaque type de commande. Bien que la performance effective varie selon le nombre total de commandes considérées, cette propriété ouvre sur des applications intéressantes dans le cadre incrémental du transfert depuis un domaine riche (la langue naturelle) vers un domaine moins riche (le langage de programmation). / Artificial Intelligence is the field of research aiming at mimicking or replacing human cognitive abilities. As such, one of its subfields is focused on the progressive automation of the programming process. In other words, the goal is to transfer cognitive load from the human to the system, whether it be autonomous or guided by the user. In this thesis, we investigate the conditions for making a user-guided system autonomous using another subfield of Artificial Intelligence : Machine Learning. As an implementation framework, we chose the design of an incremental operational assistant, that is a system able to react to natural language requests from the user with relevant actions. The system must also be able to learn the correct reactions, incrementally. In our work, the requests are in written French, and the associated actions are represented by corresponding instructions in a programming language (here R and bash). The learning is performed using a set of examples composed by the users themselves while interacting. Thus they progressively define the most relevant actions for each request, making the system more autonomous. We collected several example sets for evaluation of the learning methods, analyzing and reducing the inherent collection biases. The proposed protocol is based on incremental bootstrapping of the system, starting from an empty or limited knowledge base. As a result of this choice, the obtained knowledge base reflects the user needs, the downside being that the overall number of examples is limited. To avoid this problem, after assessing a baseline method, we apply a case base reasoning approach to the request to command transfer problem: formal analogical reasoning. We show that this method yields answers with a very high precision, but also a relatively low coverage. We explore the analogical extension of the example base in order to increase the coverage of the provided answers. We also assess the relaxation of analogical constraints for an increased tolerance of analogical reasoning to noise in the examples. The running delay of the simple analogical approach is already around 1 second, and is badly influenced by both the automatic extension of the base and the relaxation of the constraints. We explored several segmentation strategies on the input examples in order to reduce reduce this time. The delay however remains the main obstacle to using analogical reasoning for natural language processing with usual volumes of data. Finally, the incremental operational assistant based on analogical reasoning was tested in simulated incremental condition in order to assess the learning behavior over time. The system reaches a stable correct answer rate after a dozen examples given in average for each command type. Although the effective performance depends on the total number of accounted commands, this observation opens interesting applicative tracks for the considered task of transferring from a rich source domain (natural language) to a less rich target domain (programming language).
15

Ethical views on the influence of interactive systems

Liljekvist, Mirella, Lindberg, Ellen January 2020 (has links)
Människan har i alla år, och i varierande form, influerat varandra till förändrat beteenden och med dagens tekniska utveckling finns det större möjlighet att analysera stora mängder data och hitta mönster som tidigare varit svårt för människan att nå. Med artificiell intelligens, maskininlärning och data mining-tekniker blir det allt lättare för företag att med teknik individanpassa budskap till användare - dels för att göra användarupplevelsen bättre i interaktiva system, men också för att i en förlängning påverka användare att förändra sitt beteende i utvalda situationer. Detta blev tydligt år 2018 när Cambridge Analytica-skandalen blev känd för allmänheten som en situation där data utvunnits för att påverka användare i det amerikanska presidentvalet 2016. Det stod då klart att de tekniska möjligheterna till såväl insamling, analysering och användningen av data är större än vi tidigare trott.För att undersöka användares etiska inställning till påverkan via interaktiva system utfördes denna studie. Grunden för studien bygger på tidigare forskning inom såväl mänsklig påverkan, etik inom IT och dagens digitala tekniker för dataanalys. Genom en enkät och intervjuer med faktiska användare undersöktes användares inställning till påverkan i olika situationer och genom olika tekniska enheter. Studien undersökte även om det finns någon skillnad i inställning mellan användare av interaktiva system och utvecklare av interaktiva system. Resultatet av studien visar att användare inte gör skillnad på påverkan genom olika enheter, utan att det är situationerna i sig som avgör användarens etiska inställning till påverkan. Utvecklare skattar sig generellt mer positiva till påverkan via interaktiva system än vad användare gör, men resultaten av studien visar ändå att situationerna av påverkan spelar större roll än de tekniska enheterna. Genom studiens intervjuer bekräftades enkätens resultat samtidigt som det blev uppenbart att användare av interaktiva system inte vill bli påverkade, men att många av dem också känner sig så pass medvetna att de själva kan välja bort att bli påverkade. / Humans have always, and in different ways, influenced each other’s behaviors and with today's technological development there are greater opportunities for analysis of large amounts of data to find patterns that were previously difficult to find. With artificial intelligence, machine learning and data mining techniques, it is becoming easier and easier for companies to tailor make individual messages to users - both to make the user experience better in interactive systems, but also to influence users to change their behavior in specific situations. This became clear in 2018 when the Cambridge Analytica scandal became known to the public, where data was extracted to influence users in the 2016 US presidential election. This made it clear that the technical possibilities of collecting, analyzing and using data were greater than previously known.This study was conducted in order to examine the ethical views of users on influence through interactive systems. The study is based on previous research on influence, the ethics of IT and today's digital data analysis techniques. Through a survey and interviews, users' views on influence in different situations and through different devices were examine. The study also examined whether there is any difference in views between users of interactive systems and developers of interactive systems.The results of the study show that users do not make a difference in the influence through different devices, but that the situations in which the influence occurs determine the user's ethical views towards the influence. Developers generally feel more positive about influence through interactive systems than users do, but the results of the study still show that the situations play a greater role than the technical devices. Through the study's interviews, the results of the survey were confirmed. It became clear that users of interactive systems do not want to be influenced, but that many of them also feel so aware of influence that they can choose not to be influenced.
16

Museu, arte e tecnologia: as transformações dos museus contemporâneos influenciadas pelas TIC\'s / Museum, art and technology: transformations of the museum influenced by ICTs in the XXI\'s Century

Lapa, Rodrigo Amaral 10 April 2012 (has links)
Este trabalho aborda o tema do museu por meio de suas transformações no contexto da Sociedade da Informação. Do ponto de vista teórico-metodológico, estabelece análises sobre os aspectos que envolvem museu, arte e tecnologia, proporcionados pela interação entre arte e espectador. Discute as possibilidades oferecidas pelas TIC\'s (Tecnologias da Informação e Comunicação) e sua relevância no âmbito social, cultural e artístico como instrumento agregador e transformador das funções da arte e da arquitetura nos museus. Busca também compreender os processos de criação e desenvolvimento da arte e sua integração com a arquitetura dos museus no desenho de obras e espaços interativos. O trabalho busca identificar a incorporação destas tecnologias e discutir suas principais possibilidades, riscos e desafios. Enfatiza a importância do aspecto multidisciplinar na concepção dos novos museus e nas estratégias de organização do espaço museográfico. / This work addresses the theme of the museum space transformations in the context of the Information Society. From the standpoint of theoretical and methodological framework, seeks to establish benchmarks and qualitative aspects that involve cognitive and spatial relationships between the Museum, Art and Technology, provided mainly by the creation of interactive and integrated digital systems. It discusses the possibilities offered by new technologies and their relevance in the social, cultural and art as an aggregator tool and processor functions of Arts and Architecture. It\'s scope understand the processes of creation and development of art and its integration with architecture in the conception of museums that use interactive systems. The study points to a tendency to incorporate these technologies in order to make the public more involved and communicative with art and architecture. Emphasizes the importance of the multidisciplinary aspect designing new museums, it\'s social and cultural aspects, and the strategies of museological space.
17

Uma nova interface para a inclusão digital na terceira idade

Moro, Gláucio Henrique Matsushita 15 October 2010 (has links)
Made available in DSpace on 2016-04-29T14:22:49Z (GMT). No. of bitstreams: 1 Glaucio Henrique Matsushita Moro.pdf: 3789930 bytes, checksum: 0aa81e3ddd3e12fcaf86dec064f1eec8 (MD5) Previous issue date: 2010-10-15 / This essay discusses the current technology aspect and its simplification through usability techniques aiming to assist the cognitive process of divide people, focused on seniors. Believing that information technology, currently available, is not accurate for certain groups such as elderly community. Based on the hypermedia and network concept of Pierre Lévy and Lúcia Leão; the innovative precepts and poetic interface of Giselle Beiguelman, and reflections on the maturity of Vitória Kachar, develops an argument about the influence of the technology in a panorama of coexistence of different cultural environments. Proposing an interface consistent to the elderly profile, it discusses audience particularities and evaluates their relationship with the existing technological content. Considering Jakob Nielsen s usability recommendations, connects important aspects to develop a project focusing on the elderly audience, identifying the essential elements in a network environment. It analyzes case studies of sites targeted to senior people, classifying them under the criteria of understandability, and operability. Finally, it proposes alternatives for the interface and information architecture for personal computers and mobile devices, designed for the universe of senior people / A presente dissertação aborda o estado da atual tecnologia e a sua simplificação através de técnicas de usabilidade, com objetivo de facilitar o processo cognitivo de pessoas excluídas digitalmente, com um enfoque na terceira idade. Considera que as tecnologias da informação atualmente existentes são inadequadas a determinados grupos socioculturais, como o dos idosos. Tomando por base a os conceitos sobre hipermídia e rede de Pierre Lévy e Lúcia Leão; os preceitos inovadores e poéticos de interface de Giselle Beiguelman; e as reflexões sobre a maturidade de Vitória Kachar; desenvolve uma discussão sobre a influência da tecnologia num panorama de coexistência de mundos culturais distintos. Para propor uma interface condizente com o perfil dos idosos, discute as peculiaridades do público-alvo e analisa o seu relacionamento com o conteúdo tecnológico existente. Considerando recomendações de Jakob Nielsen sobre usabilidade, relaciona aspectos relevantes a serem apreciados no desenvolvimento de um projeto voltado para a terceira idade, identificando os elementos essenciais em um ambiente de navegação. Analisa, então, estudos de caso de sites direcionados à terceira idade, classificando-os sob critérios de inteligibilidade, apreensibilidade e operacionalidade. Por fim, propõe sugestões de interface e de arquitetura da informação para computadores pessoais e para aparelhos de telefonia móvel, projetadas para o universo da terceira idade
18

PaintBoard: prototyping interactive character behaviours by digitally painting storyboards

Rea, Daniel J. 03 February 2015 (has links)
The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
19

Beyond Skin Deep: Exploring the contribution of communication design within interaction design projects

Dunbar, Michael James, miek@collabo.net January 2009 (has links)
This research has explored potential ways for understanding the contribution communication design makes within the field of interaction design; specifically projects that have involved the design of web-based interactive systems. As a practice-based design investigation, this research has been conducted through a series of interaction design projects within the context of a Collaborative Research Centre, and have often included working with industry partners. I will refer to these as projects throughout this exegesis. In this exegesis, I will argue that communication design can make a valuable contribution to interaction design projects, and that this contribution can be facilitated by understanding interactive systems in terms of the role that they play in our everyday experience of the world. This exegesis presents the central argument of the research and how the research questions were investigated. It presents the projects through which the research has been conducted, and through discussion, presents the discoveries and knowledge gained through this research. The total submission for this research consists of the exegesis, exhibition, and oral presenation. Throughout each mode of delivery I will share how the research questions were investigated.
20

Museu, arte e tecnologia: as transformações dos museus contemporâneos influenciadas pelas TIC\'s / Museum, art and technology: transformations of the museum influenced by ICTs in the XXI\'s Century

Rodrigo Amaral Lapa 10 April 2012 (has links)
Este trabalho aborda o tema do museu por meio de suas transformações no contexto da Sociedade da Informação. Do ponto de vista teórico-metodológico, estabelece análises sobre os aspectos que envolvem museu, arte e tecnologia, proporcionados pela interação entre arte e espectador. Discute as possibilidades oferecidas pelas TIC\'s (Tecnologias da Informação e Comunicação) e sua relevância no âmbito social, cultural e artístico como instrumento agregador e transformador das funções da arte e da arquitetura nos museus. Busca também compreender os processos de criação e desenvolvimento da arte e sua integração com a arquitetura dos museus no desenho de obras e espaços interativos. O trabalho busca identificar a incorporação destas tecnologias e discutir suas principais possibilidades, riscos e desafios. Enfatiza a importância do aspecto multidisciplinar na concepção dos novos museus e nas estratégias de organização do espaço museográfico. / This work addresses the theme of the museum space transformations in the context of the Information Society. From the standpoint of theoretical and methodological framework, seeks to establish benchmarks and qualitative aspects that involve cognitive and spatial relationships between the Museum, Art and Technology, provided mainly by the creation of interactive and integrated digital systems. It discusses the possibilities offered by new technologies and their relevance in the social, cultural and art as an aggregator tool and processor functions of Arts and Architecture. It\'s scope understand the processes of creation and development of art and its integration with architecture in the conception of museums that use interactive systems. The study points to a tendency to incorporate these technologies in order to make the public more involved and communicative with art and architecture. Emphasizes the importance of the multidisciplinary aspect designing new museums, it\'s social and cultural aspects, and the strategies of museological space.

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