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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

Création interactive de mondes virtuels : Combiner génération procédurale et contrôle utilisateur intuitif / Interactive design of virtual worlds : Combining procedural modeling with intuitive user control

Emilien, Arnaud 10 December 2014 (has links)
La complexité des mondes virtuels ne cesse d'augmenter et les techniques de modélisation classiques peinent à satisfaire les contraintes de quantité nécessaires à la production de telles scènes. Les techniques de génération procédurale permettent la création automatisée de mondes virtuels complexes à l'aide d'algorithmes, mais sont généralement contre-intuitives et par conséquent réservées à des artistes expérimentés.En effet, ces méthodes offrent peu de contrôle à l'utilisateur et sont rarement interactives.De plus, il s'agit souvent pour l'utilisateur de trouver des valeurs pour leurs nombreux paramètres en effectuant des séries d'essais et d'erreurs jusqu'à l'obtention d'un résultat satisfaisant, ce qui est long et fastidieu.L'objectif de cette thèse est de combiner la puissance créatrice de la génération procédurale avec un contrôle utilisateur intuitif afin de proposer de nouvelles méthodes interactives et intuitives de modélisation de mondes virtuels.Nous proposons plusieurs méthodes combinant génération procédurale et contrôle intuitif, en accentuant graduellement leur aspect interactif. Ainsi, nous présentons :- une méthode de génération procédurale de villages sur des terrains accidentés, dont les éléments sont soumis à de fortes contraintes de l'environnement,- une méthode interactive de modélisation de cascades, basée sur un contrôle utilisateur fin et la génération automatisée d'un contenu cohérent en regard de l'hydrologie et du terrain,- une méthode d'édition de terrains par croquis, où les éléments caractéristiques du terrain sont analysés et déformés pour correspondre aux lignes de crêtes tracées par l'utilisateur,- une méthode de peinture de mondes virtuels, où des techniques de synthèse d'éléments vectoriels sont utilisées pour automatiser la déformation et l'édition de la scène tout en préservant sa cohérence. / The complexity of virtual worlds is increasing and conventional modeling techniques are struggling to meet the constraints and amount of time required for the production of such scenes.Procedural generation techniques allow automated virtual worlds creation using algorithms, but are often non-intuitive and therefore reserved to experimented artists.Indeed, these methods offer few controls to users and are rarely interactive.Moreover, the user often needs to find values of several parameters by performing a series of trial and error, until obtaining a satisfactory result, which is a long and tedious task.The objective of this thesis is to combine the power of procedural modeling with intuitive user control to propose intuitive and interactive methods for modeling virtual worlds.We propose several methods combining procedural modeling and intuitive control, gradually increasing their interactive aspect.Thus we present:- a technique for procedural modeling of villages over arbitrary terrains, whose elements are subject to strong environmental constraints,- an interactive technique for procedural modeling of waterfall sceneries, based on an intuitive user control and the automated generation of a consistent content, in regard of hydrology and terrain constraints,- an sketch-based technique for editing terrains, where terrain features are extracted and deformed to fit the user sketches,- an interactive method for virtual world painting, where example-based synthesis of vectorial elements methods are used to automate deformation and editing of the scene while maintaining its consistency.
22

The PACT Analysis Framework. A case study of 1177.se / PACT ramverket. En studie av 1177.se

Reinius, Joakim January 2011 (has links)
In 2010 the new Swedish national system for health care 1177.se was launched in order for users to have one place where to find health care related information. The primary stakeholders of this system, which is online based, are the counties and regions of Sweden. The purpose of the thesis is to identify what improvements can be made on the health care system in order to benefit new technologies and in the end the users. The main question that the thesis will address is: * How can a PACT analysis improve the design of health the health care system 1177.se to benefit new technologies in order to be as available as possible. The method that has been used in order to gain knowledge in the subject has been literature studies, observations, scenario building and also an interview. The analysis of the empirical and theoretical studies has shown that more attention should be placed on people that have different disabilities and people with other origins then Sweden. People that are not so comfortable with Internet technology also is a group of people that needs to be placed in focus. / 1177.se är det nya svenska informationssystemet för vård som lanserades 2010. Initiativtagarna är regioner och landsting i Sverige. Målet med 1177.se är att den ska bli den ledande resursen för de svenska invånarna när det kommer till information och råd om hälsa, sjukvård och tandvård. Det senaste decenniet har Internet utvecklats så pass mycket att vården kan använda dess kapacitet för invånarna i Sverige. Regionerna och landstingen såg en möjlighet att använda en gemensam plats för alla invånare att hitta information om hälsa, sjukvård och tandvård. Sverige har ungefär 9,5 miljoner invånare (SCB, 2011) som alla vid någon tidpunkt kommer i kontakt med det svenska sjukvårdssystemet. De kan lida av alla från sorters sjukdomar till att enbart söka information eller hitta information om vård i närområdet och leta efter fakta själva. Det finns flera olika användningsområden för informationssystemet 1177.se vilket betyder att hur man designar systemet är av yttersta vikt. En PACT (People, Activities, Contexts, Technologies) analys strävar mot att identifiera vilka olika aktiviteter som människor gör och i vilka kontexter samt vilken teknik man använder för att ge en indikation på vad man bör tänka på då ett informationssystem designas. Denna uppsats är ett försök att analysera informationssystemet 1177.se och ge min syn på vilka förbättringar som kan göras efter att ha gjort en PACT analys.
23

Document Clustering Interface

Johnson, Samuel January 2014 (has links)
This project created a first step prototype interface for a document clustering search engine. The goal is to facilitate the needs of people with reading difficulties as well as being a useful tool for general users when trying to find relevant but easy to read documents. The hypothesis is that minimizing the amount of text and focus on graphical representation will make the service easier to use for all users. The interface was developed using previously established persona and evaluated by general users (i.e. not users with reading disabilities) in order to see if the interface was easy to use and to understand without tooltips and tutorials. The results showed that even though the participants understood the interface and found it intuitive, there was still some information they thought were missing, such as an explanation for the reading indexes and how they determined readability.
24

Two Point O: Växjö Crisis Edition : Facilitating mindful materialism between humans and more than humans in a society of overconsumption

Veneziano-Coen, Clara January 2020 (has links)
Here we ask ourselves not where objects come from, but investigate our relationship with what lies beneath the material. Within the Two Point O project, in the Växjö Crisis Edition, the practice of Care Biopics evolves. These individualised interventions bring us face to face with multiple storylines and definitions of an object valued during times of crisis. How does the proposed exploration of Care Biopics, community values and material symbolism facilitate the shift from mindless overconsumption to mindful materialism?Through several aspects of co-creating digital material, definitions and common values, Care Biopics weave a practice of democratic and accessible design. A practice of inclusitivty, caring with and social sustainability. A practice of designing not for, but with the people.
25

Approches théoriques des modes d'organisation spatiale des architectures multimédias / Theoretical approaches of spatial organization modes in multimedia architectures

Papaconstantinou, Georgios 11 October 2014 (has links)
Notre implication personnelle dans le design de projets de multimédias culturels nous a conduits à nous intéresser plus particulièrement aux architectures multimédias, qui constituent le sujet de cet ouvrage. Le terme «architectures multimédia» décrit trois axes différents: les architectures spatiales, les architectures du contenu et les architectures de programmation et de navigation interactive. Des analogies et des relations peuvent être établies entre l’organisation spatiale et la structure programmatique du projet architectural et les propriétés correspondantes d’une œuvre multimédia. L’accent est mise sur les multimédias culturels de la période 1990-2005 dans le but de découvrir des éléments innovants dans la conception de l’interface graphique et interactive. Ces innovations, qui constituent des programmes artistiques nouveaux, ont contribué à faire progressivement émerger un nouveau langage propre à l’espace numérique multimédia. Un nouvel habitus de la production artistique s’est développé sur l’héritage des vieux moyens d’expression et sur l’assimilation des nouveaux médias. / Through our personal involvement in the design of cultural multimedia projects we have developed a special interest in multimedia architectures, which are the subject of this text. The term “multimedia architectures” denotes three different axes: spatial architecture of screens and interfaces, architecture of the content organisation and the architecture of programming and navigation design. Analogies and relations can be established between the spatial organization and the program structure of the architectural project and the corresponding properties of a multimedia work. The cultural multimedia of the period 1990-2005 have been analysed with the aim of discovering innovative elements in the design of the graphical and interactive interface. These innovations represent new artistic programs and have contributed to the gradual emergence of a new language, specific to the digital space of interactive multimedia. A new habitus of artistic production has developed on the legacy of the old means of expression and on the assimilation of new media.
26

Diseño de información y su influencia en la difusión del contenido de la Ley de Protección y Bienestar Animal / Information design and its influence in the dissemination of the content of the Law of Protection and Animal Welfare

Lengua Univazo, María Gracia Jorisy 02 July 2019 (has links)
La presente investigación basada en que el diseño gráfico puede contribuir en la difusión de información sobre Protección y Bienestar Animal tiene como objetivo diseñar una propuesta infográfica que ayude a informar sobre la ley de manera más interactiva y atractiva. La metodología que se está usando tiene un enfoque cuantitativo por lo que se han utilizado técnicas de recolección de datos como encuestas mediante un cuestionario con preguntas específicas que permitan conocer al público y testeo del producto. La solución que se plantea para solucionar el problema es el diseño de una infografía interactiva, la cual tuvo un impacto positivo en los usuarios. Los resultados arrojaron que la solución propuesta resulta atractiva e interesante (88.5% de los encuestados) y no presenta dificulta en la comprensión del contenido (84.6%). Por lo que se concluye que existe un problema de difusión de información sobre la ley de Protección y Bienestar Animal y la propuesta infográfica resulta un recurso útil. / Trabajo de investigación
27

La influencia de la jerarquía visual en la aprendibilidad de los videojuegos de administración de recursos / Influence of visual hierarchy principles in the learnability of resource management videogames

Bedoya De Lama, Luis Sebastian 27 November 2019 (has links)
En esta investigación se evaluó la influencia de los principios de jerarquía visual en la aprendibilidad de las interfaces de videojuegos de administración de recursos, a lo cual se postuló la hipótesis de que la jerarquía visual aplicada en el diseño de la interfaz de usuario en juegos de este género influyen de manera positiva en la aprendibilidad, facilitando el reconocimiento de los elementos gráficos y la memorización de los pasos a realizar para lograr la victoria disminuyendo la posibilidad de abandono del juego por parte de jugadores nuevos. Para llegar a este supuesto, se analizó documentalmente dos videojuegos del género Estrategia en Tiempo Real desarrollados del 2008 al 2018. De igual manera, se realizaron pruebas de usabilidad en dichos videojuegos y, consecuentemente, encuestas que midan la aprendibilidad según la opinión de los participantes. Los resultados del análisis documental sugieren la aplicación de los principios de semejanza, región común, proximidad y de contraste. En los resultados de las pruebas de usabilidad y encuestas se registró que los usuarios consideran que el ordenamiento de los elementos gráficos les ayudó a realizar las acciones dictadas, memorizarlas y usarlas de manera más rápida para poder conseguir la victoria. Podemos concluir que existe una influencia positiva de la jerarquía visual en la velocidad y eficacia de aprendizaje de las interfaces en los videojuegos del género estudiado y, que la aplicación de los principios busca el logro de uso en lugar de un orden de importancia de los elementos del juego. / In this investigation we analyzed the influence of the principles of visual hierarchy in the learnability of resource management video game interfaces, to which a hypothesis was postulated regarding how visual hierarchy applied to user interface design on games of this genre influence positively in the learnability, making easier the recognition of graphic elements and the memorization of the steps to achieve victory lowering the possibility of game quitting in new players. To achieve this supposition, two Real Time Strategy video games that were developed from 2008 to 2018 were analyzed. Similarly, usability tests of such games were made, and, therefore, surveys that measure the learnability from the participants standpoint. The results of the documentary analysis suggest that the application of the principles of similarity, common fate, proximity and contrast. In the results of the usability tests and surveys it was recorded that the arrangement of graphic elements helped them to achieve the dictated tasks, memorizing them and using them in the fastest way to achieve victory. We can conclude that there’s a positive influence of visual hierarchy in the speed and effectiveness of learning from the videogame interfaces of the studied genre and, that the application of the principles look for a successful experience rather than just a hierarchy order between the game assets. / Trabajo de investigación
28

旅遊資訊於行動裝置平台之設計分析

林君萍 Unknown Date (has links)
電子連線與隨身行動裝置的興起,滿足了使用者希望能隨時隨地取得資訊的需求,而旅行者的資訊使用行為,恰巧符合此特性。一份資訊與介面設計良好的行動旅遊內容,不但可讓旅人減輕負擔,還可藉由行動連網獲取旅程中最即時的資訊。但目前應用於行動裝置平台上的旅遊資訊多偏向提供部分適地性服務(Location Based Service),亦即透過GPS等定位技術,確認使用者所在位置,進而提供相關資訊的服務,如主動提供當地加油、餐飲等各項資訊服務,此類適地性服務多為片段提供購物消費資訊,並非完整之旅遊資訊。本研究探討數位旅遊資訊內容該如何設計與呈現於具備影音、音樂、圖像、照相、電腦等多功能的行動裝置平台,以滿足使用者的資訊需求。研究首先提出一套行動旅遊資訊系統應包含的資訊內容與架構,然後進行雛型設計,最後評估測試此系統的適用程度。研究結果發現動態旅行的旅遊資訊,可在行動裝置平台尋得一個呈現的嶄新舞台。 / The integration of the internet and mobile devices satisfies the drsire of “information on the go”. This demand also matches the information usage behavior for travelers. A well designed mobile traveling information with convenient user interfaces helps them to get what they need at any moment while traveling through mobile internet. However, the current traveling information in mobile platform is usually location based services. The kind of services does not provide a complete traveling content but only small pieces of information. The thesis focuses on the design of an integrated digital content on mobile devices for the travelers. It includes the design of content structure, information display and user interface. The mobile platform targets on those who equipped with multimedia and 3G wireless communication ability. We propose a content planning and informative structure for traveling information. A prototyping system was first made to evaluate the concept of information design. Then the implementation and further evaluation was done by using the NOKIA N73 3G cell phone. The results show that personal mobile devices offering a new stage for the dynamic traveling information.
29

結合電子電路與觸控平板之原型設計工具 / Designing a visual programming toolkit for prototyping electronics with mobile devices

林廷達 Unknown Date (has links)
近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。 許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。 本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。 本研究原型設計工具,有以下功能: • 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。 • 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。 • 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。 • 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。 / As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills. More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.
30

Démarche méthodologique pour la conception préliminaire et interactive / Methodological approach for interactive preliminary-design

Ríos zapata, David 14 December 2018 (has links)
Les processus de prise de décision dans la conception demandent aux concepteurs de prioriser les spécifications et les variables afin de développer des solutions plus proches des objectifs du produit. Néanmoins, la taille des informations est souvent volumineuse et difficile à comprendre : garder la trace de la liste des variables dépendantes, des variables indépendantes et des objectifs de conception est une tâche complexe, avec potentiellement des retraitements et perte de temps, surtout lorsqu'il est nécessaire d'identifier quand une modification sur une variable peut avoir un impact sur les performances du produit.L'objectif de cette thèse est de proposer une méthode qui permettant d'obtenir un trade-off entre les objectifs de conception. Ce trade-off est basé sur deux aspects : i) le développement d'un modèle de traçabilité, gérant les informations à partir des exigences du produit (dans le domaine linguistique) jusqu'à la définition des variables (dans le domaine des nombres réels). ii) un cadre d’amélioration de la conception, fondé sur la définition des fonctions de désirabilité des objectifs de conception. La propagation de ces fonctions jusqu’à les variables de conception permettent de calculer la combinaison de valeurs qui maximisent l’index global de désirabilité de la solution.La proposition de thèse peut être comprise comme une approche hybride, comprenant une partie exploratoire interactive et une partie interactive inductive. Sur la partie exploratoire, les concepteurs peuvent modifier les variables à l'aide d'outils visuels afin de comprendre en temps réel l'impact de ces modifications sur les objectifs de conception. Sur la partie inductive, les concepteurs utilisent une méthode de pré-dimensionnement proposée, qui calcule les valeurs des variables qui maximisent la désirabilité des objectifs de conception. Cette méthode fonctionne sur un environnement de conception multidisciplinaire, avec des problèmes convexes ou non-convexes. / Preliminary design decision-making processes are related to the prioritisation of design specifications and variables in order to develop solutions that are closer to product's requirements. Nevertheless, the size of the information is often large and hard to understand: keeping in track the list of dependent variables, independent variables and design objectives is a challenging task, with potentially reprocessing and loss of time, especially when it is necessary to identify how a modification on a variable might impact the performance of the product.The objective of this thesis is to generate a method that can obtain a trade-off among the design objectives desirability. This trade-off process is supported on two aspects: i) the development of a traceability model, managing information from the input requirements (in the linguistic field) up to the variables definition (in the real numbers field). ii) A design amelioration framework, based on the definition of the design objectives desirability functions; the propagation of these functions until design variables allow to calculate the combinations of values that maximise the global desirability of the solution.The proposal of the thesis can be understood as a hybrid approach, including an interactive exploratory part and an inductive interactive part. On the exploratory part, designers can modify the variables using visual tools in order to understand in real time how these modifications have an impact on the design objectives. On the inductive part, designers make use a proposed pre-sizing method that calculates the values of the variables that maximise the desirability of the design objectives. This proposal is developed to perform on a multidisciplinary design environment, facing, either convex and non-convex problems.

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