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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.
41

Viscous free surface flow modelling using interface capturing methods on adaptive grids

Wang, Jr-Ping January 2002 (has links)
No description available.
42

Single Point User-Interface Software Design for Telemetry Stations

Corbin, Brian A. 10 1900 (has links)
International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California / As the repetitive processes in the manufacturing community are being automated to reduce operating cost, the satellite tracking station (being for the most part a repetitive operation) can also reduce operating cost by automation. A conventional satellite tracking station requires personnel to setup, monitor, and adjust a variety of equipment, coordinate data collection, and archive collected data. By automating, the above duties in addition to managing the station can be done through a single-point user interface. This paper presents the methods used to design the user-interface software including graphical user interface (GUI) types of hardware I/O for data acquisition and control, and remote control.
43

Comportement des éléments traces métalliques (ETM) dans deux systèmes aquatiques soumis à des activités minières et métallurgiques / Trace metal behaviour in aquatic systems contaminated by mining and metallurgical industries

Louriño Cabana, Beatriz 05 July 2010 (has links)
Le comportement des éléments traces métalliques (ETM) a été étudié dans deux systèmes aquatiques très différents, mais fortement contaminés par d’anciennes activités minières et métallurgiques. Le premier site d’étude se situe dans deux rivières Norvégiennes (Raubekken et Vorma). Les concentrations en Cu, Fe et Zn dans deux rivières ont été déterminées par voltamétrie à l’aide d’un système automatisé développé par le NTNU (Norwegian University of Science and Technology). Le résultat le plus marquant de cette étude est la variabilité journalière de ces trois métaux dans la Vorma, avec des maxima de concentrations décalés dans le temps. Le second site d’étude se situe dans le canal de la Deûle à proximité de l’ancienne usine Métaleurop. Bien que les particules en suspension et les sédiments soient fortement contaminées en plomb, zinc et cadmium, ilapparaît globalement que la qualité de l’eau filtrée est bonne. A l’interface eau-sédiment, l’oxydation de la matière organique biodégradable et la réduction conjointe des oxydes de fer et de manganèse conduisent à une libération importante des ETM dans les eaux interstitielles de surface. Pour autant, les valeurs des flux diffusifs et benthiques des ETM du sédiment vers la colonne d’eau restent faibles par rapport à leurs variations journalières de concentration constatées dans la colonne d’eau. En hiver, le suivi continu du zinc a montré que l’augmentation des concentrations survient plusieurs heures après la remise en suspension de sédiments alors qu’au printemps, les variations de température entre le jour et la nuit ainsi que celles de l’activitéphytoplanctonique sont probablement à l’origine de cycles journaliers. / Trace-metals behaviour had been studied in two different aquatic systems contaminated by mining and metallurgical activities. The first study site is situated in two Norwegian rivers (Raubekken and Vorma). Cu, Fe and Zn concentrations in both rivers were measured by voltammetry by means of an automatic monitoring system developed by the NTNU (Norwegian University of Science and Technology). The most significant result of this study was the daily variability of these three metals in Vorma, with noticeable shifts of metal-content maxima detected. The second study site is situated in Deûle river, close to the ancient smelter Metaleurop. Although suspended particles and sediments were strongly contaminated by Pb, Zn and Cd, the global quality of the filtered water was found to be good. As for the water-sediment interface, the oxidation of biodegradable organic matter and the reduction of iron and manganese oxides result in an important release of trace metals in interstitial waters from surface sediments. Nevertheless, measured and calculated diffusive and benthic fluxes of trace metals from the sediment to the water column were weak with respect to daily metal-concentrations variations in the water column. During monitoring campaigns in winter, it was shown that an increase of dissolved zinc occurred in the water column a few hours after sediment resuspension events, whereas in spring this phenomenon is more dependent upon temperature variations between day and night and phytoplankton activity as key parameters of daily cycles.
44

Evaluating Immersion in Video Games Through Graphical User Interfaces

Olsson, Anna January 2016 (has links)
Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion. Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test. Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces. Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.
45

Genius loci: on altering perceptions, reconnecting people to place & invoking spirit of place, Mitchells Plain

Arendse, Kelly 17 October 2011 (has links)
This dissertation looks at themes of identity construction rooted in place. It takes the notion of people and the environment having a reciprocal relationship with architecture being at the interface - facilitating the localised formation of identity and sense of place. I examine current themes of Creole culture and related hybridization, and the important role architecture and place plays in the affirmation of identity. This is done in the context of Mitchells Plain located on the Cape Flats. I critique the original apartheid modernist planning in creating a ‘community’ detached, and with no ‘proper’ social network and basis for identification. In response, I propose a re-establishment of identity and pride in place. Dealing with key social issues, stitching together. ABSTRACT fragmented natural, physical and cultural elements by providing opportunity for experience and expression through concepts of event (active public space), programme, and network. By drawing on cultural and ecological lessons of the vernacular it seeks to create a sustainable, symbiotic place and a platform for individual identity development rooted in contemporary life, uniqueness of place and identity.
46

Avaliação comparativa de diferentes modelos de interfaces gráficas empregadas no ensino de geometria, segundo os conceitos de usabilidade. / Comparative evaluation of differents models of graphical interfaces used in education of geometry, according to the concepts of usabilited.

Oliveira, André Luís Lima de 30 August 2005 (has links)
O presente trabalho consiste em desenvolver e aplicar um método para avaliar comparativamente modelos distintos de interfaces gráficas computacionais, quando empregados como ferramenta de auxílio ao ensino e aprendizado de Geometria Gráfica para um específico grupo de usuários. A motivação que originou esta pesquisa foi a necessidade de avaliar, comparativamente, a interface inovadora de um programa de desenho denominado Risko, que foi desenvolvido com o propósito de atender às necessidades específicas do ensino de desenho. Como diferencial, o aplicativo usa, em sua interface, uma metáfora do mundo real e apresenta instrumentos de desenho virtuais: compasso, esquadros, lápis e borracha, que substituem as ferramentas abstratas (ícones e menus) inerentes ao padrão \"WIMP\" que é a alternativa largamente utilizada pelos aplicativos destinados ao ensino do tema. O método proposto utiliza-se de dois instrumentos: um teste prático com usuários e um questionário. Os testes com as interfaces são realizados tanto por usuários iniciantes quanto por aqueles já experientes com elas, registrando-se o número de erros cometidos bem como o tempo para completar tarefas pré-definidas, em ambas as interfaces. O questionário procura avaliar aspectos subjetivos como preferência por uma ou outra interface e percepção de precisão. Os resultados são todos analisados de forma comparativa entre as interfaces e o nível de significância é controlado estatisticamente.. A avaliação das interfaces contribui para o desenvolvimento das ferramentas computacionais educativas apontando as falhas e virtudes dos aplicativos em questão. Em linhas gerais, o trabalho estabelece um método que permite avaliar, comparativamente, distintos modelos de interfaces gráficas com enfoque para as necessidades dos usuários potenciais. / This work is about the development and application of a method for the comparative evaluation of different computer graphics interface models when used as a tool for teaching and learning Graphic Geometry by a specific user group. The motivation at the origin of this research was the need to evaluate, comparatively, the innovative interface of a drawing software called Risko, which was developed aiming at the specific needs of drawing teaching. As a distinguishing feature, this application uses a real world metaphor in its interface, presenting virtual drawing instruments: compass, triangles, pencil and eraser, which replace the abstract tools (icons and menus) intrinsic to the WIMP standard, the alternative widely used in software for teaching that subject. The proposed method uses two instruments: a practical test with users and a questionnaire. The interface tests are performed both by beginners and experienced users. The number of errors made as well as the time taken to complete pre-defined tasks are recorded. The questionnaire seeks to evaluate subjective aspects like preference for one of the interfaces and users\' perception of their precision. All the results are analyzed comparing the two interfaces, statistically controlling the significance level. The evaluation of the interfaces improves the development of didactic computer tools by pointing their faults and merits. In general terms, this work establishes a method that allows the comparative evaluation of different graphics interfaces centered on the potential user\'s needs.
47

Uma metodologia de aprendizagem de recomendações ergonômicas contextualizadas em casos de uso

Vieira, Flavio Horacio Souza 05 April 2002 (has links)
Made available in DSpace on 2019-03-30T00:34:19Z (GMT). No. of bitstreams: 0 Previous issue date: 2002-04-05 / Human Computer Interaction (HCI) is concerned with the design, implementation, and evaluation of interactive computer-based systems, as well as with the multidisciplinary study of various issues affecting this interaction. The user interface is the part of an interactive system, application, or telematic service with which the user comes into contact cognitively, perceptually, and physically (Stephanidis, 2001). We consider two basic points for designing interfaces: i) user centered design; and ii) design for all. For designing interfaces as related to these two points, we must take into account many considerations to guide the designer. These considerations are generally incorporated into ergonomic recommendations, which are rules and principles that support assistance for designers to guarantee acceptable requirements for usability, accessibility and acceptability of interactive systems. These recommendations are addressed to ergonomic interface design and evaluation, where the ergonomic approach is based on the principle that work must be adjusted to human, i.e., adapt the computer to human, not the opposite. However, it´s not so easy for designers to adopt the correct recommendation, due to the large amount of publications, which deal superficially with interface use context. Designing interactive systems can be easier using an environment that allows the designer to learn, evaluate and apply ergonomic recommendations. This environment is guided by a methodology that provides distance learning of these ergonomic recommendations in an interactive, collaborative and reflexive way using situations and cases previously registered. / A área da Interação Humano-Computador (IHC) está focada no projeto, implementação e avaliação de sistemas interativos baseados no computador, assim como o estudo dos diferentes aspectos que influem nesta interação. A interação ocorre através de diferentes dispositivos, onde a interface do usuário é considerada parte de um sistema, aplicação, ferramentas, serviços de telemática ou quaisquer outras formas de interação do usuário de forma cognitiva, perceptiva e física (Stephanidis, 2001). Para o desenvolvimento de projetos de interface, consideramos como fatores principais: i) o projeto de interfaces centrado no usuário; e ii) projeto de interfaces para todos. Para se construir interfaces de usuário obedecendo a estes fatores, diversas considerações devem ser feitas para guiar o projetista. Estas considerações são, geralmente, expressas em recomendações ergonômicas, e são regras ou princípios que proporcionam assistências aos projetistas de interface que garantam requisitos aceitáveis na usabilidade, acessibilidade e aceitabilidade de um sistema interativo. Estas recomendações são direcionadas para o projeto e avaliação ergonômica de interfaces, onde a abordagem ergonômica baseia-se no princípio de que o trabalho deve se adaptar ao homem, ou seja, adaptar o computador ao homem, e não o contrário. Entretanto, há uma dificuldade para o projetista aplicar a recomendação mais adequada, devido ao grande volume de publicações a respeito, além de abordar superficialmente o contexto de uso da interface como um todo. Um ambiente que permita o projetista de interface aprender, avaliar e aplicar as recomendações ergonômicas facilitará o desenvolvimento de sistemas interativos. A utilização deste ambiente é guiada por uma metodologia de aprendizagem a distância de recomendações ergonômicas de forma interativa, colaborativa e baseada na reflexão a partir de situações e casos previamente cadastrados.
48

Participação de aprendizes no processo de concepção de interfaces : uso de storyboards para apoiar a construção de modelos de tarefa e de prototipos

Pinheiro, Rejane 11 July 2005 (has links)
Made available in DSpace on 2019-04-05T23:03:26Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-07-11 / Nowadays the importance of the area of Human-Computer Interaction (HCI) in the construction of interactive computational systems is noticed each time more, however when it is intended to use the knowledge of this area in the pedagogical context to make possible an improvement in the generation of interfaces, it is perceived a scarcity of works associates to the integration of these areas for mutual benefits. Ahead of the scene above, this work aims at the development of a methodology that support the work of groups of pupils mediated for the professor, having as main goal the knowledge construction, through the use of storyboard. The use of storyboards allows the apprentice to express the content searched in the form of interactive sketches. The described methodology possesses one another source that it makes possible to integrate this construction of knowledge of groups of apprentices to the interfaces conception process. The link of communication between the context Pedagogical and HCI is in the possibility to use storyboards constructed by the apprentices in the classroom, to facilitate to the work of designers in the construction of tasks models; and on the basis of the visual characteristics and of navigation of these storyboards and the Tasks Model (TM) associate, to allow the designer the conception of interface prototypes. The application of this methodology, as well as its validation, had occurred during the development of projects carried through in three groups of students of the Centro Federal de Educação Tecnológica do Ceará CEFET-CE. Two groups were of average education and a group was of superior education. The reached results had evidenced an active participation of the groups of apprentices in the construction of the interactive sketches, providing a lower cognitive effort the designer in the development of tasks models and the corresponding prototypes. / Nos dias de hoje, nota-se cada vez mais a importância da área de Interação Humano-Computador (IHC) na construção de sistemas computacionais interativos, porém, quando pretende-se utilizar os conhecimentos desta área no contexto pedagógico para possibilitar uma melhoria na geração de interfaces, percebe-se uma escassez de trabalhos associados à integração destas áreas para benefícios mútuos. Diante do cenário acima, este trabalho visa o desenvolvimento de uma metodologia que apóie o trabalho de grupos de alunos mediados pelo professor, tendo como meta principal a construção de conhecimento, através do uso de storyboard. O uso de storyboards permite ao aprendiz expressar o conteúdo pesquisado na forma de esboços interativos. A metodologia descrita possui uma outra vertente que possibilita integrar esta construção de conhecimento de grupos de aprendizes ao processo de concepção de interfaces. O elo de comunicação entre as visões Pedagógica e de IHC está na possibilidade de utilizar os storyboards construídos pelos aprendizes na sala de aula, para facilitar o trabalho de designers na construção de modelos de tarefas; e com base nas características visuais e de navegação desses storyboards e do Modelo de Tarefas (MT) associado, permitir ao designer a concepção de protótipos de interface. A aplicação desta metodologia, bem como a sua validação, ocorreram durante o desenvolvimento de projetos realizados em três turmas de alunos do Centro Federal de Educação Tecnológica do Ceará CEFET-CE. Duas turmas eram do ensino médio e uma turma era do ensino superior. Os resultados alcançados evidenciaram uma participação ativa dos grupos de aprendizes na construção dos esboços interativos, proporcionando um menor esforço cognitivo ao designer no desenvolvimento de modelos de tarefas e dos protótipos correspondentes.
49

Sistema de apoio a publicação e edição de conteúdo web para diversos dispositivos utilizando padrões

Silva, Marcio Maia 09 September 2005 (has links)
Made available in DSpace on 2019-04-05T23:03:37Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-09-09 / Nowadays, it is difficult not to hear comments about the Internet. It represents a means of communication, interactivity, research, and learning which has brought civilizations together for a variety of goals. One of the main goals of the Internet is to disseminate information, concerning either products, services, news, or any other kind of information. For these reasons, the availability of information on the Internet grows fast and the need to maintain it up-to-date has become a fundamental concern for organizations to keep their credibility with their audience on the Internet. The advent of mobile devices and the growth of resources for these devices, as a way to access the Internet, are re-directing people and institutions to use these devices to disseminate information. Users like this advent since it allows easy access to information without the need of a computer desktop and independence of time and context of use, in which they are situated. A practical example is to access weather news during a trip by car using the mobile phone. There is a challenge in this situation: how to update information on the Internet in an easy and fast manner, and also that can be accessed through various devices? We studied solutions and proposals for content management, as well as works related to generating UIs for mobile devices. We propose a solution based on patterns for content management and for content publication in various devices. This research consists in developing a system to support the publication and edition of content for various devices, which follows a flow of activities proposed in this work. The theoretical basis we used was: scientific work about UI generation for mobile devices; study of functionality of content management tools used in the market place; and books and articles about patterns. After researches and studies, we developed this system and created a didactic material, in the hypertext format, of a Distance Learning course, aiming at collecting the benefits that the system provided. / Nos tempos atuais, é difícil não se ouvir falar de Internet. Este canal de comunicação, de interatividade, de pesquisa, de aprendizado tornou-se um canal que aproxima civilizações para os mais diversos objetivos. Uma das finalidades mais prospectadas na Internet é disseminar informações, seja de produtos, serviços, notícias, ou qualquer outro tipo de informação. Por estas razões, a disponibilização de informações na Internet cresce velozmente e a necessidade por mantê-las sempre atualizadas se torna fundamental para que organizações mantenham credibilidade junto ao público da Internet. O advento dos dispositivos móveis e a ascensão dos recursos destes aparelhos, como a possibilidade de acessar a Internet, estão direcionando as pessoas e instituições a utilizar estes dispositivos para disponibilizar informações. Os usuários, do outro lado, gostam, pois possibilita o acesso à informação sem necessitar de um computador de mesa e independente do tempo e contexto em que eles se encontram. Um exemplo prático para isso é acessar notícias do tempo durante uma viagem de carro utilizando um celular. Diante desta situação, surge um desafio: como atualizar informação na Internet, de forma rápida, fácil e que seja disponibilizada em diversos dispositivos? Estudamos soluções e propostas para a gerência de conteúdo, assim como trabalhos voltados para a geração de interfaces para dispositivos móveis. Propomos uma solução baseada em padrões para a gerência de conteúdo e sua publicação em diversos dispositivos. Esta pesquisa consiste no desenvolvimento de um sistema de apoio à publicação e edição de conteúdo para diversos dispositivos, o qual segue um fluxo de atividades proposto neste trabalho. A base teórica que utilizamos foi: trabalhos científicos sobre a geração de interfaces para dispositivos móveis; estudo de funcionalidades de ferramentas de mercado para a gerência de conteúdo; livros e artigos sobre padrões. Após pesquisas e estudos, desenvolvemos este sistema e construímos um material didático, em formato de hipertexto, de um curso de Educação a Distância, objetivando coletar os benefícios que o sistema proporcionou.
50

Uma metodologia para apoiar o re-projeto participativo de interfaces usando padrões de usabilidade

Pereira, Felipe Tavora 25 November 2005 (has links)
Made available in DSpace on 2019-04-05T23:03:35Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-11-25 / This dissertation proposes a methodology to provide greater support to the Unified Process (RUP) in re-designing the interfaces of software systems. The methodology, integrated to RUP, provides greater support to the software non-functional requisites, notably the usability requirements, allowing a better management of the processes of modifications of such requirements. Better management will result in faster accomplishment, which will reduce maintenance costs. In order to attain this purpose, the objective defined was to use the principles of participatory design, through which users can actively participate in the process of decision making about the alterations of interface, having a greater awareness of the impact that such alterations will provoke in the system as a whole. The use of interaction patterns will facilitate communication between users and designers, since it establishes a language that is easily understood by the entire development team, and gives the user greater assurance about what is to be expected from the alterations. Besides, solutions will have been implemented that have already been successfully used, allowing their re-use. This study identified the activities and disciplines of RUP within which the methodology is inserted, proposing changes in the workflow that a solicitation of interface alteration should follow in order to be implemented. / Esta dissertação propõe uma metodologia para dar maior suporte ao Processo Unificado (RUP) quando do re-projeto de interfaces dos sistemas de software. A metodologia, integrada ao RUP, estabelece um suporte maior aos requisitos não funcionais de um software, especificamente os requisitos de usabilidade, fazendo com que processos de modificação nesses requisitos possam ser mais bem gerenciados e, assim, mais rapidamente efetuados, diminuindo os custos de manutenção. Para isso, o objetivo definido foi o de utilizar princípios do participatory design através dos quais os usuários possam participar ativamente do processo de tomada de decisão sobre alterações de interface, tendo maior consciência dos impactos que essas alterações irão causar no sistema como um todo. A utilização de padrões de interação facilitará a comunicação entre usuários e projetistas, por estabelecer uma linguagem de fácil entendimento para todo o time de desenvolvimento, dando, ainda, uma maior segurança ao usuário sobre o que ele espera das modificações. Além disso, terão sido implementadas soluções utilizadas com êxito em problemas anteriores, possibilitando o reuso. Este trabalho identificou as atividades e disciplinas do RUP nas quais essa metodologia está inserida, propondo um fluxo de mudanças por onde a solicitação de uma alteração de interface deve passar para que seja implementada.

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