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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.
21

Using the Wizard-of-Oz technique in requirements engineering processes : A trial in a tourism context

Wik, Malin January 2015 (has links)
The purpose of the study is to explore the possibility to use the experimental prototyping technique called Wizard of Oz as a requirements engineering technique in multimedia development with a focus on how to capture (and test) requirements for system responses in on-going GUI dialogues between user and system. The Wizard-of-Oz technique makes it possible to try interactive prototypes with users or in the development team without needing any programming to be conducted first. In a tourism context interactive prototypes made in the Wizard-of-Oz system called Ozlab were used to produce live answers to tourists. The prototyped information kiosk was offered as a complement to the already running tourist information website. The available surveys and web statistics regarding tourist information system could not provide non-functional requirements. Instead, three interviews and one observation were conducted, leading up to the four experiments where the WOz technique was tried as a requirements engineering technique in addition to the traditional data collection methods. The results of this study show how a graphical Wizard-of-Oz tool can be used as a complement to traditional requirements elicitation methods. The study also shows limitations to WOz based requirements engineering work; subject experts are needed in the wizard team, for example. The study also resulted in several developments of the experimental tool itself; the web feature was exploited much further than originally conceived by the Ozlab developers.
22

Staff Perception on Readiness for Change to Implement a Social and Emotional Learning Program in an Alternative School

French, Todd Alan 16 June 2022 (has links)
No description available.
23

'Designeering Interaction': un chaînon manquant dans l'évolution de l'Interaction Homme-Machine

Huot, Stéphane 07 May 2013 (has links) (PDF)
Human Computer Interaction (HCI) is a fascinating research field because of its multidisciplinary nature, combining such diverse research domains as design, human factors and computer science as well as a variety of methods including empirical and theoretical research. HCI is also fascinating because it is still young and so much is left to discover, invent and understand. The evolution of computers, and more generally of interactive systems, is not frozen, and so are the ways in which we interact with them. From desktop computers, to mobile devices, to large displays or multi-surface environments, technology extends the possibles, needs initiate technologies, and HCI is thus a constantly moving field. The variety of challenges to address, as well as their underlying combinations of sub-domains (design, computer science, experimental psychology, sociology, etc.), imply that we should also adapt, question and sometimes reinvent our research methods and processes, pushing the limits of HCI research further. Since I entered the field 12 years ago, my research activities have essentially revolved around two main themes: the design, implementation and evaluation of novel interaction techniques (on desktop computers, mobile devices and multi- surface environments) and the engineering of interactive systems (models and toolkits for advanced input and interaction). Over time, I realized that I had entered a loop between these two concerns, going back and forth between design- ing and evaluating new interaction techniques, and defining and implementing new software architectures or toolkits. I observed that they strongly influence each other: The design of interaction techniques informs on the capabilities and limitations of the platform and the software being used, and new architectures and software tools open the way to new designs and possibilities. Through the discussion of several of my research contributions in these fields, this document investigates how interaction design challenges technology, and how technology - or engineering of interactive systems - could support and unleash interaction design. These observations will lead to a first definition of the "Designeering Interaction" conceptual framework that encompasses the specificities of these two fields and builds a bridge between them, paving the way to new research perspectives. In particular, I will discuss which types of tools, from the system level to the end user, should be designed, implemented and studied in order to better support interaction design along the evolution of interactive systems. At a more general level, Designeering Interaction is also a contribution that, I hope, will help better "understand how HCI works with technology".
24

Detection and integration of affective feedback into distributed interactive systems

Şerban, Ovidiu Mircea 13 September 2013 (has links) (PDF)
Human-Computer Interaction migrates from the classic perspective to a more natural environment, where humans are able to use natural language to exchange knowledge with a computer. In order to fully "understand" the human's intentions, the computer should be able to detect emotions and reply accordingly. This thesis focuses on several issues regarding the human affects, from various detection techniques to their integration into a Distributed Interactive System. Emotions are a fuzzy concept and their perception across human individuals may vary as well. Therefore, this makes the detection problem very difficult for a computer. From the affect detection perspective, we proposed three different approaches: an emotion detection method based on Self Organizing Maps, a valence classifier based on multi-modal features and Support Vector Machines, and a technique to resolve conflicts into a well known affective dictionary (SentiWordNet). Moreover, from the system integration perspective, two issues are approached: a Wizard of Oz experiment in a children storytelling environment and an architecture for a Distributed Interactive System.
25

Proposta de suporte XML para ambientes de desenvolvimento de sistemas visuais interativos baseados em gramáticas / A XML support propose to development environments of interactive visual systems based on grammars

Telecken, Tiago Lopes January 2008 (has links)
Ambientes de Desenvolvimento Baseados em Gramática (ADBG) utilizam uma rigorosa semântica e sintaxe para prover poderosas ferramentas que são capazes de especificar com precisão as propriedades de um sistema visual interativo. Por intermédio destas ferramentas, os ADBGs auxiliam a edição de gramáticas e a partir destas gramáticas geram o sistema visual interativo especificado. Estes ambientes utilizam componentes dos mais diferentes espaços tecnológicos e esta tese em particular está focalizada no estudo da utilização de componentes da eXtended Markup language (XML) em ADBGs. Componentes XML oferecem inúmeras soluções que visam a interoperabilidade e armazenamento de dados. Porém, apesar de amplamente difundidos a complexidade destes componentes causa uma série de problemas que vão desde o baixo desempenho de processamentos até a inviabilização da implementação de operações mais elaboradas. Com o objetivo de diminuir esta complexidade, a presente tese propõe um conjunto simplificado de componentes XML. O conjunto dos componentes XML propostos e seus relacionamentos formam um framework que pode ser utilizado para se construir ADBGs. Após a definição do framework, o mesmo foi utilizado para se implementar o protótipo de um ADBG. A implementação e uso deste protótipo demonstrou concretamente a viabilidade e aplicabilidade das propostas desta tese. Já para demonstrar a referida diferença de complexidade, os componentes XML do framework proposto foram comparados com os componentes XML dos demais ADBGs. A comparação revelou que os componentes XML das demais abordagens têm entidades adicionais que não estão presentes nos componentes propostos. Este conjunto adicional de entidades comprovou a maior complexidade dos componentes XML utilizados nos demais ADBGs. Adicionalmente, a referida comparação demonstrou que mesmo sendo mais simples os componentes propostos mantêm as mesmas funcionalidades que os componentes atualmente utilizados. / Development Environments Based on Grammar (DEBGs) often rely on rigorous syntax and semantics, which provide powerful tools to fully specify visual interactive systems and its properties. Such environments provide to visual interactive system developers a set of editors to aid the grammar specification. From these grammars specifications the DEBGs can generate the specified visual interactive systems. Such environments can use components from several technological spaces. However this thesis is focused on the application of eXtended Markup language (XML) components in DEBGs. XML components provide many solutions in terms of interoperability and data storing. Despite of its widely application, the complexity of XML components is the cause of problems such as low processing performance and inviability of many implementations. Aiming to decrease such complexity, we propose a set of simplified XML components. The set of proposed XML components and its relationships compose a framework that can be used to develop DEBGs. After the framework specification, the framework was used to implement a DEBG prototype. Such prototype shows the viability and applicability our proposals. We demonstrate the referred complexity difference comparing the XML components proposed in this thesis with the XML components applied in others DEBGs. Basically, the XML component of others DEBGs has all entities of correspondent component proposed in this thesis more a set of extra entities. This set of extra entities demonstrates the greater complexity of other approaches. Additionally, the referred comparison demonstrates that despite of its simplifications, the proposed components have the same functionalities than the current components.
26

Proposta de suporte XML para ambientes de desenvolvimento de sistemas visuais interativos baseados em gramáticas / A XML support propose to development environments of interactive visual systems based on grammars

Telecken, Tiago Lopes January 2008 (has links)
Ambientes de Desenvolvimento Baseados em Gramática (ADBG) utilizam uma rigorosa semântica e sintaxe para prover poderosas ferramentas que são capazes de especificar com precisão as propriedades de um sistema visual interativo. Por intermédio destas ferramentas, os ADBGs auxiliam a edição de gramáticas e a partir destas gramáticas geram o sistema visual interativo especificado. Estes ambientes utilizam componentes dos mais diferentes espaços tecnológicos e esta tese em particular está focalizada no estudo da utilização de componentes da eXtended Markup language (XML) em ADBGs. Componentes XML oferecem inúmeras soluções que visam a interoperabilidade e armazenamento de dados. Porém, apesar de amplamente difundidos a complexidade destes componentes causa uma série de problemas que vão desde o baixo desempenho de processamentos até a inviabilização da implementação de operações mais elaboradas. Com o objetivo de diminuir esta complexidade, a presente tese propõe um conjunto simplificado de componentes XML. O conjunto dos componentes XML propostos e seus relacionamentos formam um framework que pode ser utilizado para se construir ADBGs. Após a definição do framework, o mesmo foi utilizado para se implementar o protótipo de um ADBG. A implementação e uso deste protótipo demonstrou concretamente a viabilidade e aplicabilidade das propostas desta tese. Já para demonstrar a referida diferença de complexidade, os componentes XML do framework proposto foram comparados com os componentes XML dos demais ADBGs. A comparação revelou que os componentes XML das demais abordagens têm entidades adicionais que não estão presentes nos componentes propostos. Este conjunto adicional de entidades comprovou a maior complexidade dos componentes XML utilizados nos demais ADBGs. Adicionalmente, a referida comparação demonstrou que mesmo sendo mais simples os componentes propostos mantêm as mesmas funcionalidades que os componentes atualmente utilizados. / Development Environments Based on Grammar (DEBGs) often rely on rigorous syntax and semantics, which provide powerful tools to fully specify visual interactive systems and its properties. Such environments provide to visual interactive system developers a set of editors to aid the grammar specification. From these grammars specifications the DEBGs can generate the specified visual interactive systems. Such environments can use components from several technological spaces. However this thesis is focused on the application of eXtended Markup language (XML) components in DEBGs. XML components provide many solutions in terms of interoperability and data storing. Despite of its widely application, the complexity of XML components is the cause of problems such as low processing performance and inviability of many implementations. Aiming to decrease such complexity, we propose a set of simplified XML components. The set of proposed XML components and its relationships compose a framework that can be used to develop DEBGs. After the framework specification, the framework was used to implement a DEBG prototype. Such prototype shows the viability and applicability our proposals. We demonstrate the referred complexity difference comparing the XML components proposed in this thesis with the XML components applied in others DEBGs. Basically, the XML component of others DEBGs has all entities of correspondent component proposed in this thesis more a set of extra entities. This set of extra entities demonstrates the greater complexity of other approaches. Additionally, the referred comparison demonstrates that despite of its simplifications, the proposed components have the same functionalities than the current components.
27

Proposta de suporte XML para ambientes de desenvolvimento de sistemas visuais interativos baseados em gramáticas / A XML support propose to development environments of interactive visual systems based on grammars

Telecken, Tiago Lopes January 2008 (has links)
Ambientes de Desenvolvimento Baseados em Gramática (ADBG) utilizam uma rigorosa semântica e sintaxe para prover poderosas ferramentas que são capazes de especificar com precisão as propriedades de um sistema visual interativo. Por intermédio destas ferramentas, os ADBGs auxiliam a edição de gramáticas e a partir destas gramáticas geram o sistema visual interativo especificado. Estes ambientes utilizam componentes dos mais diferentes espaços tecnológicos e esta tese em particular está focalizada no estudo da utilização de componentes da eXtended Markup language (XML) em ADBGs. Componentes XML oferecem inúmeras soluções que visam a interoperabilidade e armazenamento de dados. Porém, apesar de amplamente difundidos a complexidade destes componentes causa uma série de problemas que vão desde o baixo desempenho de processamentos até a inviabilização da implementação de operações mais elaboradas. Com o objetivo de diminuir esta complexidade, a presente tese propõe um conjunto simplificado de componentes XML. O conjunto dos componentes XML propostos e seus relacionamentos formam um framework que pode ser utilizado para se construir ADBGs. Após a definição do framework, o mesmo foi utilizado para se implementar o protótipo de um ADBG. A implementação e uso deste protótipo demonstrou concretamente a viabilidade e aplicabilidade das propostas desta tese. Já para demonstrar a referida diferença de complexidade, os componentes XML do framework proposto foram comparados com os componentes XML dos demais ADBGs. A comparação revelou que os componentes XML das demais abordagens têm entidades adicionais que não estão presentes nos componentes propostos. Este conjunto adicional de entidades comprovou a maior complexidade dos componentes XML utilizados nos demais ADBGs. Adicionalmente, a referida comparação demonstrou que mesmo sendo mais simples os componentes propostos mantêm as mesmas funcionalidades que os componentes atualmente utilizados. / Development Environments Based on Grammar (DEBGs) often rely on rigorous syntax and semantics, which provide powerful tools to fully specify visual interactive systems and its properties. Such environments provide to visual interactive system developers a set of editors to aid the grammar specification. From these grammars specifications the DEBGs can generate the specified visual interactive systems. Such environments can use components from several technological spaces. However this thesis is focused on the application of eXtended Markup language (XML) components in DEBGs. XML components provide many solutions in terms of interoperability and data storing. Despite of its widely application, the complexity of XML components is the cause of problems such as low processing performance and inviability of many implementations. Aiming to decrease such complexity, we propose a set of simplified XML components. The set of proposed XML components and its relationships compose a framework that can be used to develop DEBGs. After the framework specification, the framework was used to implement a DEBG prototype. Such prototype shows the viability and applicability our proposals. We demonstrate the referred complexity difference comparing the XML components proposed in this thesis with the XML components applied in others DEBGs. Basically, the XML component of others DEBGs has all entities of correspondent component proposed in this thesis more a set of extra entities. This set of extra entities demonstrates the greater complexity of other approaches. Additionally, the referred comparison demonstrates that despite of its simplifications, the proposed components have the same functionalities than the current components.
28

Expert-in-the-loop supervised learning for computer security detection systems / Apprentissage supervisé et systèmes de détection : une approche de bout-en-bout impliquant les experts en sécurité

Beaugnon, Anaël 25 June 2018 (has links)
L’objectif de cette thèse est de faciliter l’utilisation de l’apprentissage supervisé dans les systèmes de détection pour renforcer la détection. Dans ce but, nous considérons toute la chaîne de traitement de l’apprentissage supervisé (annotation, extraction d’attributs, apprentissage, et évaluation) en impliquant les experts en sécurité. Tout d’abord, nous donnons des conseils méthodologiques pour les aider à construire des modèles de détection supervisés qui répondent à leurs contraintes opérationnelles. De plus, nous concevons et nous implémentons DIADEM, un outil de visualisation interactif qui aide les experts en sécurité à appliquer la méthodologie présentée. DIADEM s’occupe des rouages de l’apprentissage supervisé pour laisser les experts en sécurité se concentrer principalement sur la détection. Par ailleurs, nous proposons une solution pour réduire le coût des projets d’annotations en sécurité informatique. Nous concevons et implémentons un système d’apprentissage actif complet, ILAB, adapté aux besoins des experts en sécurité. Nos expériences utilisateur montrent qu’ils peuvent annoter un jeu de données avec une charge de travail réduite grâce à ILAB. Enfin, nous considérons la génération automatique d’attributs pour faciliter l’utilisation de l’apprentissage supervisé dans les systèmes de détection. Nous définissons les contraintes que de telles méthodes doivent remplir pour être utilisées dans le cadre de la détection de menaces. Nous comparons trois méthodes de l’état de l’art en suivant ces critères, et nous mettons en avant des pistes de recherche pour mieux adapter ces techniques aux besoins des experts en sécurité. / The overall objective of this thesis is to foster the deployment of supervised learning in detection systems to strengthen detection. To that end, we consider the whole machine learning pipeline (data annotation, feature extraction, training, and evaluation) with security experts as its core since it is crucial to pursue real-world impact. First, we provide methodological guidance to help security experts build supervised detection models that suit their operational constraints. Moreover, we design and implement DIADEM, an interactive visualization tool that helps security experts apply the methodology set out. DIADEM deals with the machine learning machinery to let security experts focus mainly on detection. Besides, we propose a solution to effectively reduce the labeling cost in computer security annotation projects. We design and implement an end-to-end active learning system, ILAB, tailored to security experts needs. Our user experiments on a real-world annotation project demonstrate that they can annotate a dataset with a low workload thanks to ILAB. Finally, we consider automatic feature generation as a means to ease, and thus foster, the use of machine learning in detection systems. We define the constraints that such methods should meet to be effective in building detection models. We compare three state-of-the-art methods based on these criteria, and we point out some avenues of research to better tailor automatic feature generation to computer security experts needs.
29

Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling

Serim, Baris January 2012 (has links)
This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
30

Complex pleasures : designing optional interactions for public spaces

Helgason, Ingi January 2017 (has links)
This research aims to contribute to knowledge about the design of interactive systems sited in public spaces. In particular, the study concerns "optional interactions" where systems invite interaction from passers-by. These systems are action-orientated ratherthan goal-oriented, are designed to encourage engagement, and offer positive and rewarding experiences through the activity of interaction. This is in contrast to systems that provide functional services that are actively sought out by people, such as ticketvending machines or cash dispensers. This thesis asserts that this kind of optimal, designed experience can be examined and understood through comparisons with approaches taken by new-media artists working in interactive, technological media. Artists have different priorities, and use different methods to those employed by Human-Computer Interaction researchers, and this study aims to further understanding of the potential of these artistic approaches for interaction designers. The setting for these optional interaction systems is any public or semi-public environment, including museums, galleries, shopping centres, foyers and urban settings. As well as understanding the public and social context of these interactions, the experiential aspects of interaction are of primary importance in this study. The work is conducted with the aim of providing practical and theoretical resources to interaction designers tasked with creating engaging interactive systems that initiate and sustain experiences that are highly regarded by the participant. The thesis presents a designframework titled the Optional Interactions Design Framework.

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