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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.
541

Interactive data mapping for industrial energy management / Oswald van Ginkel

Van Ginkel, Oswald January 2012 (has links)
Data maps serve the purpose of visually representing information. They are especially useful for allowing people to grasp complex data structures. An interactive data map adds the functionality of people and systems being able to interact with the data through the use of the data map. This interaction may include navigation through parts of data structures or physically manipulating the underlying data. In this study the feasibility of utilising an interactive data map implemented for the purpose of energy management in industries, such as gold mining and cement manufacturing, is taken under consideration. The interactive data map forms part of a complete energy management system that entails automated data capturing, control systems data aggregation, automated reporting and online interactive data presentation. A software component, which is developed for the purpose of illustrating the use of such a data map, will serve as the main line of discussion. Various requirements from the current state of a airs are identi ed in the literature study. These are utilised as the basis of the speci cations against which the interactive data map, as an e cient software tool for control, communication and policy compliance, is validated and veri ed. / Thesis (MIng (Computer and Electronic Engineering))--North-West University, Potchefstroom Campus, 2013
542

Interactive data mapping for industrial energy management / Oswald van Ginkel

Van Ginkel, Oswald January 2012 (has links)
Data maps serve the purpose of visually representing information. They are especially useful for allowing people to grasp complex data structures. An interactive data map adds the functionality of people and systems being able to interact with the data through the use of the data map. This interaction may include navigation through parts of data structures or physically manipulating the underlying data. In this study the feasibility of utilising an interactive data map implemented for the purpose of energy management in industries, such as gold mining and cement manufacturing, is taken under consideration. The interactive data map forms part of a complete energy management system that entails automated data capturing, control systems data aggregation, automated reporting and online interactive data presentation. A software component, which is developed for the purpose of illustrating the use of such a data map, will serve as the main line of discussion. Various requirements from the current state of a airs are identi ed in the literature study. These are utilised as the basis of the speci cations against which the interactive data map, as an e cient software tool for control, communication and policy compliance, is validated and veri ed. / Thesis (MIng (Computer and Electronic Engineering))--North-West University, Potchefstroom Campus, 2013
543

Evaluating Player Experience in Cycling Exergames

Al-Attas, Rana 01 October 2013 (has links)
Obesity has become a worldwide problem that most countries are trying to fight. It affects many people, irrespective of age, race, gender, or religion; anyone can suffer from obesity, which leads to serious problems, both for individuals and for society as a whole. In this study we have selected two groups of people: the basic people who do not exercise on a weekly basis, and the average people who exercise regularly, every week. We have explored the attitude of the two groups in regards to mixing exercises with games, in order to motivate the people with basic activity levels to exercise more frequently. We have used a qualitative standard online questionnaire from AttrakDiff, which evaluates user experience through four important aspects: a) quality; b) subjective understanding of quality and subjective evaluation of quality; c) pragmatic and hedonic features; and d) emotional and behavioural effects. We also did a qualitative study and a quantitative study of some of the important factors present during exercise. The results of the qualitative and quantitative studies were very encouraging as they revealed that mixing games with exercise can transform boring exercises into entertaining ones. It can also motivate players to continue and repeat the exercises. The ANOVA test was applied and it shows that combining games with a stationary bike has a significant effect on the speed and the average rotation per minute of the participants.
544

The design and implementation of an interactive proof editor

Ritchie, Brian January 1988 (has links)
This thesis describes the design and implementation of the IPE, an interactive proof editor for first-order intuitionistic predicate calculus, developed at the University of Edinburgh during 1983-1986, by the author together with John Cartmell and Tatsuya Hagino. The IPE uses an attribute grammar to maintain the state of its proof tree as a context-sensitive structure. The interface allows free movement through the proof structure, and encourages a "proof-byexperimentation" approach, since no proof step is irrevocable. We describe how the IPE's proof rules can be derived from natural deduction rules for first-order intuitionistic logic, how these proof rules are encoded as an attribute grammar, and how the interface is constructed on top of the grammar. Further facilities for the manipulation of the IPE's proof structures are presented, including a notion of IPE-tactic for their automatic construction. We also describe an extension of the IPE to enable the construction and use of simply-structured collections of axioms and results, the main provision here being an interactive "theory browser" which looks for facts which match a selected problem.
545

Microcomputer based simulation

Haining, Andrew January 1981 (has links)
Digital simulation is a useful tool in many scientific areas. Interactive simulation can provide the user with a better appreciation of a problem area. With the introduction of large scale integrated circuits and in particular the advent of the microprocessor, a large amount of computing power is available at low cost. The aim of this project therefore was to investigate the feasibility of producing a minimum cost, easy to use, interactive digital simulation system. A hardware microcomputer system was constructed to test simulation program concepts and an interactive program was designed and developed for this system. By the use of a set of commands and subsequent interactive dialogue, the program allows the user to enter and perform simulation tasks. The simulation program is unusual in that it does not require a sophisticated operating system or other system programs such as compilers. The program does not require any backup memory devices such as magnetic disc or tape and indeed could be stored in ROM or EPROM. The program is designed to be flexible and extendable and could be easily modified to run with a variety of hardware configurations. The highly interactive nature of the system means that its operation requires very little programming experience. The microcomputer hardware system uses two microprocessors together with specially designed interfaces. One was dedicated to the implementation of the simulation equations, and the other provided an input/output capability including a low cost CRT display.
546

Genetic algorithms for evolutionary product design

Graham, Ian J. January 2002 (has links)
This thesis describes research into the development of a Computer Aided Design (CAD) tool that uses a Genetic Algorithm (GA) to generate and evolve original design concepts through human interaction. CAD technologies are firmly established in the later stages of design, and include many applications of Evolutionary Algorithms (EAs). The use of EAs as generative and search tools for conceptual design is less evident in fields other than abstract art, architecture and styling. This research gains its originality in aiming to assist designers early in the design process, by creating and evolving aesthetically interesting forms (objects). The integration of GA software with a solid modelling system has enabled the development of a prototype `Evolutionary Form Design' (EFD) system. Objects are defined using a genetic data structure and constructed from various geometric primitives and combinations of Boolean operators. The primitives interact in ways that are not easily predicted, often creating novel shapes that are unlikely to have been discovered through conventional means. Edge blending further adds to objects' complexity and visual appeal. Populations of objects are subjected to a `selective breeding' programme, directed through the user's allocation of scores, and may also be guided by simple geometric targets. These factors determine which objects are `fittest' and most likely to parent a new, hopefully improved generation of objects. The challenge has been to turn the concept into a genuinely useful tool, ensuring that desirable features are reproduced in subsequent populations. The key to achieving this is the way objects are recombined during reproduction. Work has included developing 4 novel routine for grouping the individual primitives that form objects using a Teamforming algorithm. Innovative, aesthetically interesting forms can be evolved intuitively and efficiently, providing inspiration and the initial models for original design concepts. Examples are given where the system'is used by undergraduates to generate seating designs, and by the author, to create virtual sculptures and a range of consumer product concepts.
547

Development of multimedia courseware technology for use in hydrology and water management instruction

Delombaerde, Fred. January 1998 (has links)
A Computer Assisted Learning (CAL) approach was developed to enhance course material for an undergraduate Hydrology and Water Management course, through the use of multimedia courseware. The courseware can be installed under 32bit versions of Windows' operating systems. CD-ROM's were used as the courseware distribution media. A LAN version, which uses NetBEUI protocol to access Windows' workgroups, has also been activated. / Course material was first digitized and then placed in a Windows' Graphic User Interface (GUI) using Microsoft Visual Basic versions 4--5. Multimedia files, including images, sound, and movies were then added to enhance visualization. Students can navigate through the courseware in a non-linear fashion akin to multimedia hyperlink technology. The courseware contains all of the conventional course material in text format with multimedia additions so that students can follow class material on computers. Simulation and prediction tools were also added in order to aid students in problem visualization and solving. / The course instructor can update material by uploading material through an ActiveX web site. The courseware is then automatically updated when an active TCP/IP connection is detected on the client side using a similar ActiveX control. / Program performance is optimized through the use of a high-speed CD-ROM drive and at least 32 megabytes of RAM. The network version performs substantially slower than its CD-ROM equivalent since a Network bandwidth bottleneck occurs.
548

Two stage process model of learning from multimedia: guidelines for design

Zolna, Jesse S. 31 March 2008 (has links)
Theories of learning from multimedia suggest that when media include two modal forms (e.g., visual and auditory), learning is improved by activating modally segregated working memory subsystems, thereby expanding the total cognitive resource available for learning (Mayer, 2001; Sweller, 1999). However, a recent meta-analysis suggests that the typical modality effect (use of narrations and diagrams [i.e., multimodal] leads to better learning than use of text and diagrams [i.e., unimodal]) might be limited to situations in which presentations are matched to the time it takes for the narration to play (Ginns, 2005). This caveat can be accounted for by the differences in ways that people process unimodal and multimodal information, but not by the expansion of working memory explanation for modality effects (Tabbers, 2002). In this paper, I propose a framework for conceptualizing how people interact with multimedia instructional materials. According to this approach, learning from multimedia requires (1) creating mental codes to represent to-be-learned information and (2) forming a network of associations among these mental codes to characterize how this information is related. The present research confirms, in two between-subjects experiments, predictions from this model when presentation pace and verbal presentation modality are manipulated to accompany static (Experiment 1) and animated (Experiment 2) diagrams. That is, the data suggest that learning from unimodal presentations improved as presentation pace was slowed, whereas learning from multimodal presentations did not change as presentation pace was slowed. A third experiment also confirmed predicted patterns of eye movement behavior, demonstrating patterns of increasing dwell time on pictures and switches between media as pace was slowed for unimodal presentations but not multimodal presentations. It is concluded that the parallel patterns of learning outcomes and eye-movement behavior support the proposed model and are not predicted by other models of learning from multimedia instructions. This improvement in predictions of the effects of manipulating design elements (e.g., presentation pace and verbal presentation modality) on learning can help designers as they consider what combination of resources (e.g., classroom time or equipment for multimodal presentation) to devote to instructional design.
549

Participant experience studies of interactive artworks : an investigation of laboratory-based methods used to study Echology

Deutscher, Meghan Catherine 05 1900 (has links)
We investigate the use of laboratory-based methodology for studying participant experience of interactive artworks. The investigation is motivated by two goals: to inform the HCI practitioner of the role of participant experience studies in artwork from the perspective of the artist and to inform the artist of how laboratory-based methodology can contribute to the refinement of their techniques and aesthetics. In this thesis three main purposes for participant experience studies in the artist's process are derived from the roles of artist, art object, and participants in an interactive artwork. Common characteristics of participant experience studies are reviewed, with three cases unique in their use of more formal methodologies examined in detail. This thesis builds on a foundation set forth by these three cases in an investigation of orientation media: media such as text, images, or video designed by the artist to convey supplemental information to participants and thus selectively influence their understanding of different elements in an interactive artwork. Orientation media in the form of instructions cards is used in a study of the interactive sound and video installation piece, Echology. The orientation media is successful in revealing elements of the artwork that, given explicit instructions or not, still cause confusion among participants. A general review of the study methodology is also provided. This includes observations of changes in participant behaviour due to their roles as subjects in a study and implications these changes have on using formal methodologies for studying participant experience.
550

Interactive tools for biomechanical modeling and realistic animation

Kaufman, Andrew 11 1900 (has links)
We describe a semi-automatic technique for modeling and animating complex musculoskeletal systems using a strand based muscle model. Using our interactive tools, we are able to generate the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We integrate our musculoskeletal modeling and animation toolkit into a professional 3D production environment, thereby enabling artists and scientists to create complex musculoskeletal systems that were previously inaccessible to them. We demonstrate the applications of our tools to the visual effects industry with several animations of the human hand and applications to the biomechanics community with a novel model of the human shoulder.

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