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EMG-Based position and trajectory estimation of human arm gestures : theoretical development and experimental investigation /Alsayegh, Osamah Abdullah, January 1999 (has links)
Thesis (Ph. D.)--Lehigh University, 2000. / Includes vita. Includes bibliographical references (leaves 135-149).
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User-interface evaluation metrics for a typical M-Learning applicationKantore, Adelin January 2011 (has links)
Usability is seen as an important aspect for the quality of an M-learning application. Yet very little research has been conducted in this area – particularly in South Africa. Even though the trials of M-learning projects have been witnessed in the country during the last five years, very little is known about the systems that were implemented as regards their usability. Additionally, metrics and measures used in evaluating usability have not been reported. A need exists for relevant metrics to M-learning usability. The primary objective of this work was to propose metrics and measures – for the purpose of evaluating the User-Interfacedesign usability of M-learning application. The research included a literature review of M-learning, as well as the development of metrics and measures based on the Goal Question Metric (GQM) Model. This model has helped provide a reference model and measurements for evaluating the User-InterfaceUsability. A case study was used as a research strategy. An application called Kontax was selected for evaluation by users and expert reviewers. Data-collection methods consisted of User Testing and Heuristics evaluations. Data-gathering instruments included the use of surveys and user- satisfaction questionnaires based on the proposed metrics, task scenarios and expert-reviewed questionnaires based on the proposed metrics; all these instruments were developed. It was found that, although the users thought the system was very interesting, and they wished to hear more about it in the future, the system nevertheless had usability flaws which made it difficult to use. All the users failed to register so that they could use the system; additionally, the system-error messages did not help the users recognize, and recover from an error – leaving the user to simply log out. Help was not adequate, thus making it difficult for first-time users to know what to do when they needed support. The system was also said to have a lot of information presented on its home page, which caused the user to be disoriented. The Kontax application has usability flaws which should be III attended to, in order to improve its usability. The proposed metrics proved to be very useful in evaluating the usability of the tool.
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A method of episode identification and association in human-computer interaction with applications to personalized interface agentsHui, Ka Keung 01 January 2000 (has links)
No description available.
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Developing a generic network planning interfaceWessels, Tertius Dewet 23 February 2007 (has links)
Please read the abstract in the section 00front of this document / Dissertation (MSc (Computer Science))--University of Pretoria, 2007. / Computer Science / unrestricted
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Distributing intelligence in the wireless control of a mobile robot using a personal digital assistantOphoff, Madri January 2011 (has links)
Personal Digital Assistants (PDAs) have recently become a popular component in mobile robots. This compact processing device with its touch screen, variety of built-in features, wireless technologies and affordability can perform various roles within a robotic system. Applications include low-cost prototype development, rapid prototyping, low-cost humanoid robots, robot control, robot vision systems, algorithm development, human-robot interaction, mobile user interfaces as well as wireless robot communication schemes. Limits on processing power, memory, battery life and screen size impact the usefulness of a PDA in some applications. In addition various implementation strategies exist, each with its own strengths and weaknesses. No comparison of the advantages and disadvantages of the different strategies and resulting architectures exist. This makes it difficult for designers to decide on the best use of a PDA within their mobile robot system. This dissertation examines and compares the available mobile robot architectures. A thorough literature study identifies robot projects using a PDA and examines how the designs incorporate a PDA and what purpose it fulfils within the system it forms part of. The dissertation categorises the architectures according to the role of the PDA within the robot system. The hypothesis is made that using a distributed control system architecture makes optimal use of the rich feature set gained from including a PDA in a robot system’s design and simultaneously overcomes the device’s inherent shortcomings. This architecture is developed into a novel distributed intelligence framework that is supported by a hybrid communications architecture, using two wireless connection schemes. A prototype implementation illustrates the framework and communications architecture in action. Various performance measurements are taken in a test scenario for an office robot. The results indicate that the proposed framework does deliver performance gains and is a viable alternative for future projects in this area.
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A model for managing user experienceMashapa, Job January 2013 (has links)
New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
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Automating the generation of interactive applicationsNoik, Emanuel Gerald January 1990 (has links)
As user interfaces become more powerful and easier to use they are often harder to design and implement. This has caused a great demand for interface tools. While existing tools ease interface creation, they typically do not provide mechanisms to simplify application development and are too low-level. Furthermore, existing tools do not provide effective mechanisms to port interactive applications across user interfaces. While some tools provide
limited mechanisms to port applications across user interfaces which belong to the same class (e.g., the class of all standard graphical direct-manipulation user interfaces), very few can provide the ability to port applications across different interface classes (e.g., command-line, hypermedia, speech recognition and voice synthesis, virtual reality, etc.).
With my approach, the programmer uses an abstract model to describe the structure of the application including the information that the application must exchange with the user, rather than describing a user interface which realizes these characteristics. By specifying application semantics at a very high level of abstraction it is possible to obtain a much greater separation between the application and the user interface. Consequently, the resulting applications can be ported not only across user interfaces which belong to a common interface class, but across interfaces which belong to distinct classes. This can be realized through simple recompilation - source code does not have to be modified.
NAAG (Not Another Application Generator), a tool which embodies these ideas, enables
programmers to create interactive applications with minimal effort. An application is modelled as a set of operations which manipulate objects belonging to user-defined object
classes. The input to NAAG is a source program which describes classes, operations and their inputs and outputs, and the organization of operations within the application. Classes and operations are implemented as data structures and functions in a conventional
programming language such as C. This model simplifies not only the specification and generation of the user interface, but the design and implementation of the underlying application.
NAAG utilizes existing technology such as macro-preprocessors, compilers, make programs,
and low-level interface tools, to reduce the programming task. An application that is modified by adding, removing, or reorganizing artifacts (classes, operations, and menus), can be regenerated with a single command. Traditionally, software maintenance has been a very difficult task as well. Due to the use of a simple abstract model, NAAG applications are also easier to maintain. Furthermore, this approach encourages software reuse: applications consisting of arbitrary collections of original and pre-existing artifacts can be composed easily; functions which implement abstract operations are independent of both, user interface aspects, and the context in which they are employed.
Application development is further simplified in the following ways: the programmer describes the semantics of the user interface - a conventional explicit specification is not required; output primitives are defined in an interface-independent manner; many programming
tasks such as resource management, event processing, and communication, are either handled directly by the tool or else simplified greatly for the programmer.
NAAG is currently used by the members of the Laboratory for Computational Vision at the University of British Columbia to maintain a sophisticated image processing system. / Science, Faculty of / Computer Science, Department of / Graduate
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Usability modelling for requirements engineering /Adikari, Sisira. January 2008 (has links)
Thesis (Masters) -- University of Canberra, 2008. / Includes bibliography (p. 130-135) Also available online.
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Towards holistic human-computer interaction evaluation research and practice development and validation of the distributed usability evaluation method /Vrazalic, Lejla. January 2004 (has links)
Thesis (Ph.D.)--University of Wollongong, 2004. / Typescript. This thesis is subject to a 2 year embargo (16/09/2004 to 16/09/2006) and may only be viewed and copied with the permission of the author. For further information please Contact the Archivist. Includes bibliographical references: p. 360-374.
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Quality in use addressing and validating affective requirements /Bentley, Brian Todd. January 2006 (has links)
Thesis (PhD) - Swinburne University of Technology, 2006. / [Submitted for the degree of Doctor of Philosophy, Swinburne University of Technology - 2006]. Typescript. Includes bibliographical references (p. 218-231).
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