• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 20
  • 6
  • 1
  • 1
  • 1
  • Tagged with
  • 30
  • 30
  • 10
  • 10
  • 9
  • 9
  • 7
  • 7
  • 6
  • 6
  • 5
  • 5
  • 5
  • 4
  • 4
  • 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.
1

Interactive Interfaces for Capturing and Annotating Videos of Human Movement

Zilevu, Kobla Setor 11 July 2019 (has links)
In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident. Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research / Master of Science / In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research.
2

Advances in the Development of Missile Telemetry Test Sets: Utilizing 3D Printing for Rapid Prototyping and Manufacturing

Apalboym, Maxim, Kujiraoka, Scott 10 1900 (has links)
ITC/USA 2015 Conference Proceedings / The Fifty-First Annual International Telemetering Conference and Technical Exhibition / October 26-29, 2015 / Bally's Hotel & Convention Center, Las Vegas, NV / Functionally testing missiles in the All Up Round (AUR), a configuration that consists of a complete system packaged in its flight worthy state, requires the use of test sets along with constituent conformal equipment for interfacing. During developmental testing, telemetry (TM) sections are integrated within an AUR missile. These test sets monitor TM unit performance while maintaining form, fit, and function; therefore, resulting in complete data confidence. Initiating TM functional tests permit a capability in verifying that TM sections have been integrated properly. Safety being a priority, in order to attenuate RF radiation leakage while providing repeatable test capabilities in the near-field, antenna couplers are fabricated as a shielding interface between the user and radiating source and a coupling interface between an AUR missile and the test set. Generally, antenna couplers are composed of metallic bodies which require machine shop fabrication. The process of getting machined parts can take up to several months which can delay delivery schedules. With the availability of 3D printing capabilities and methods in metalizing various materials, a novel approach to fabricating antenna couplers has been explored. The use of modeling Software Packages (Computer Aided Design and Electromagnetic Solvers) and additive printing play key roles in reducing the development cycle time while saving costs, decreasing weight, and sustaining performance. This paper will detail the efforts using 3D printing capabilities in the development and fabrication of an antenna coupler with several examples cited herein.
3

Hör-Ser-Gör : En utforskning inom ljudbaserade rörelsespel

Lindström, Edvard, Isaksson, Andréas January 2019 (has links)
Detta kandidatarbete handlar om utforskningen inom alternativa ljudspelsformer. Vi ville utforska vilken ny kunskap som kan hämtas från spelljudsteori när den applicerades i ett ljudbaserat rörelsespel. Vi försöker uppnå detta genom en iterativ och experimentell designprocess. Vi skapade två olika ljudbaserade spelprototyper där vi applicerade olika spelljudsteorier. Genom att designa prototyper och analysera dem, genom induktivt resonemang och deltagande observation, kunde vi observera att spelaren kunde använda icke-visuella gränssnitt i ett ljudbaserat rörelsespel. Som resultat presenterar vi processens mest avgörande designproblem. Utmaningen med att utveckla icke-visuella gränssnitten var att instruera spelaren i att använda dem genom icke-vokala ljud. Vi presenterar även ett nytt sätt att förstå akusmatiska ljud i icke-visuella ljudbaserade spel. Som avslutande del så diskuteras undersökningens relevans och framtida undersökningsområden föreslås. / This bachelor thesis is about exploration within alternative forms of audio game. We wanted to explore what new knowledge could be extracted from game audio theory when it is applied to a movement based audio game. We aim to do this through an iterative and experimental design process. We created two different audio game prototypes where different game audio theories were applied. By designing prototypes and analyzing them, through inductive reasoning and participant observation, we could observe that players were able to use non-visual interfaces in an non-visual audio game. As our results we present the process’s most critical design problems. The challenge in creating these non-visual interfaces was instructing the player on how to use them through non-vocal audio. We also present a new way of understanding acousmatic sound in non-visual audio games. Lastly the study’s relevance is discussed and future research areas are suggested.
4

The magic window : balancing privacy and awareness in office settings

Kim, Hyun Hoi James 06 February 2007
Co-workers who are physically distributed in the same building often obtain information about others through the windows in office doors. Using the information gathered by looking through the window, they can determine whether it is a good time to initiate a conversation with the occupant. There are, however, two problems with ordinary glass windows. First, there are times when the window does not provide enough information, such as when the occupant is away. Second, there is potential to violate the occupants privacy; as a result of the privacy risk, people often cover their windows entirely. If office windows are to work efficiently as a support for collaboration, there must be a balance between awareness and privacy. In this research, I augmented the functions of a physical office window with a computer-mediated replacement called the Magic Window. The Magic Window collects video of the occupant, mediates the signal in various ways, and then presents the altered view on a screen that replaces the glass window. The Magic Window provides a better balance of awareness and privacy in office settings by allowing occupant to differentiate the amount of awareness information based on the viewer. The Magic Window system was tested in an eight-month field trial. The trial showed that the augmented window did provide a balance of privacy and awareness, and also raised a number of issues that will aid the design of future design of co-present media spaces.
5

The magic window : balancing privacy and awareness in office settings

Kim, Hyun Hoi James 06 February 2007 (has links)
Co-workers who are physically distributed in the same building often obtain information about others through the windows in office doors. Using the information gathered by looking through the window, they can determine whether it is a good time to initiate a conversation with the occupant. There are, however, two problems with ordinary glass windows. First, there are times when the window does not provide enough information, such as when the occupant is away. Second, there is potential to violate the occupants privacy; as a result of the privacy risk, people often cover their windows entirely. If office windows are to work efficiently as a support for collaboration, there must be a balance between awareness and privacy. In this research, I augmented the functions of a physical office window with a computer-mediated replacement called the Magic Window. The Magic Window collects video of the occupant, mediates the signal in various ways, and then presents the altered view on a screen that replaces the glass window. The Magic Window provides a better balance of awareness and privacy in office settings by allowing occupant to differentiate the amount of awareness information based on the viewer. The Magic Window system was tested in an eight-month field trial. The trial showed that the augmented window did provide a balance of privacy and awareness, and also raised a number of issues that will aid the design of future design of co-present media spaces.
6

Understanding the Designing of Knowledge Work Support Tools as a Situated Practice / Erfarenhetsbaserat lärande perspektiv på design av IT-stöd för kunskapsarbete

Eberhagen, Niclas January 2011 (has links)
The aim of the thesis is twofold. First, a need is exposed for adopting a situated design perspective in designing computer-based tools that support knowledge work. Second, an examination is made of what this perspective may reveal concerning the nature of processes and relations within the design situation. This is done to understand better what it means for users and developers, as well as other stakeholders, to approach and capture the tacit knowing within the work context. The argument for adopting a situated design perspective is based on experience drawn from development projects, as well as literature reviews. In these projects, the design situations encountered are best characterized as explorative and iteratively interpreted. Here, approaching and understanding the work context, together with the users, has at best been a pursuit of the vision of the future system guided by local circumstances, and where the users had difficulties in expressing and understanding what it is they want and how they want it. This implies that formal engineering methods, where the development work is reduced to an engineering endeavor based on a rationalistic perspective, are not sufficient. The situated design perspective is presented in this thesis as a conceptual model of the design practice, highlighting its constituent worlds, processes, and relations. The model depicts designing as an explorative and sense-making process, navigating between what is wanted or envisioned and what may be negotiated and discovered. It emphasizes the importance of the artifact being designed as a means to capture, communicate, and discover what is possible in the work context. The model makes clear that the design process is highly situated, and that it cannot take place outside the work context because of interdependent relationships. It is designing within the living work context, not design for an objectified one. Thus, it cannot be planned as a pure engineering endeavor, but needs to be viewed as a situated practice.
7

Värdet av iterativa designprocesser i teknikundervisning i grundskolan

Laaksonen, Tobias January 2015 (has links)
This thesis aims to test whether students learn more technology, and become more interested in technology, by designing in iterative processes versus linear ones. The thesis has been conducted as a five-week field study, in which technology teachers have been provided with a teacher’s manual, lesson plans and teaching material especially adapted to a school project with iterative design as working method. Students and teachers have evaluated the project afterwards through an online survey. In total, seven teachers and approximately 300 students have participated in the field study. The thesis’ results can be summarized in the following conclusions; Students learn more, and become more interested in technology, if the education is conducted as team assignments in which the students use iterative design There is a difference between how much boys and girls perceive having learned from the iterative way of designing. Boys, to a higher degree than girls, think that they learn more from iterative design than from linear. There are also interesting results worth discussing further; The study suggests that it is important for students’ learning that the teacher is having fun teaching. There are no differences between boys and girls or different ages regarding how much fun the students had designing iteratively.
8

Varumärkesstrategi på webben : Tillämpning av användarcentrerad design för positionering på webben

Ayob, Kibret January 2015 (has links)
Syfte: Företag har svårt att positionera sig på webben då de misslyckas att utveckla sina webbsidor för att stödja dess varumärkesstrategi. Syftet med denna studie är att undersöka hur ett företag kan tillämpa designstrategi ur ett användarcentrerat designperspektiv för att stödja företagets övergripande varumärkesstrategi på webben. Kunskapslucka: Denna studie har identifierat en kunskapslucka vad gäller hur företag fastställer och verkställer designstrategi för att stödja övergripande varumärkesstrategi på webben. Metod: Studien avser att undersöka tillämpning av designstrategi genom att ta fram ett designförslag som baserats på en användarcentrerad designprocess. För att göra detta har intervjuer med experter samt expertutvärdering av webbsidor utförts för att kartlägga en billeverantörs återförsäljares domän, baserat på motsvarande strategi för köpresa som är avsedd för att leda besökaren till billeverantörens produkt- och tjänsteutbud som representeras av återförsäljare och dess webbsidor. Denna datainsamling ligger till grund för persona och kontextscenarion som översätts till identifierade krav som motsvarar produktens designstrategi. Designstrategin ligger sedan till grund för det skapande momentet i den användarcentrerade designprocessen, där iterativ design leder till förädlande av framtagna ramverksskisser till interaktiv prototyp. Resultat och slutsats: Resultatet av studien som var en framtagen interaktiv prototyp visar att användarcentrerad design som tillämpar designstrategi, genom att fastställa företagets och användarens mål och behov samt innehålls- och funktionalitetskrav, är ett alternativ som tillåter strukturerad förädling av en webbsida till den punkt att webbsidan uppfyller sin designstrategi. Resultatet visar också att beroende på hur grundlig en kartläggning är och hur välformulerad designstrategin är påverkar hur väl framtagen webbsida, vare sig det är en prototyp eller slutprodukt, uppfyller sitt syfte. / Purpose: Corporations experience difficulties positioning themselves on the web as a result of not developing their websites in a way that is inline with their overall business strategy. The purpose of this study is to explore how corporations should apply design strategy, based on a user-centered design perspective, to support their overall business strategy on the web. Originality/value: This study has identified a knowledge gap in terms of how corporations define and apply design strategy in order to support their overall business strategy on the web. Methodology: This study aims to research the application of design strategy by creating a prototype through the use of a user-centered design process. This was done by interviewing experts as well as evaluating websites, in order to explore the domain of a car manufacturers retailers, which was based on the corresponding strategy of leading the visitor to the car manufacturers offerings that are represented by the retailers and their websites. This data collection was the foundation in the creation of a persona and context scenarios that was translated into identified needs that represented the products design strategy. The design strategy in turn was the foundation for the creating phase of the user-centered design process, where iterative design lead to refining framework sketches and an interactive prototype. Findings and conclusion: The study which resulted in an interactive prototype shows that user-centered design, which applies design strategy by defining the corporations and the users goals and needs, is an alternative that allows for structured refinement to the point that the website fulfills its design strategy. The results also show that depending on how well the domain exploration is executed as well as how well the design strategy is defined will affect the resulting website and to what extent it fulfills its purpose, whether it’s is still a prototype or if it’s the end result.
9

DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK : DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS

ALI, SHUJAT January 2011 (has links)
Now a day the revolution in computer technology has changed the trend of human life. Congenital methods are a being replaced by new technique. The purpose of this study was to make an interface design prototype of Elskift company website. Another aim was to find out  the  prototype  should  concentrate  on  usability  and  user  interface design  heuristic.  Main  goals  were  that  the  prototype  was  easy  to learn,  efficient  of  use  and  subjective  satisfaction.  Both Quantitative and Qualitative approaches were used in this study.  Interviews were performed with the management and developer of Elskift. Survey was conducted to collect data from the participant.  Iterative  design  was used  in  this  design  process  its  include  evaluation,  design  and prototype. Usability testing was performed in the final design option. The Elskift design prototype is not an abundant and the complete web-based prototype but it contain maximum attribute
10

Conceal, don't feel : Representing emotional suppression through deep game design

Kokkinidis, Alexandros, Berghäll, Adam, Österlund, Emma, Paulsen, Hampus January 2021 (has links)
This paper follows the process of the authors using deep game design as means of expression by making a game that models the authors experience of anger suppression. It will be based on theories of psychology to define what suppressed emotions are. It also includes other game design theories that are different from Deep Games discovered in the books Art of Game Design and Game Design Workshop. The ideas of preproduction are looked at briefly.  Subsequently, the game is tested iteratively through qualitative interviews with the purpose of studying how the players identify the metaphors in the game. The development process is documented through three iterations, where each iteration is broken down into the technical aspect, the metaphors, the results of the playtests, the findings, and then a short discussion. The authors find four aspects on how to apply deep game design, and three different understandings of their metaphors by the players. / Den här avhandlingen följer författarnas process att göra ett deep game som ett sätt att utrycka sig om undertryckt ilska. Den kommer till största del grunda sig på teorier om psykologi för att definiera vad undertryckta känslor är. Avhandlingen innehåller även andra speldesignsteorier som skiljer sig ifrån Deep Games som beskrivs i böckerna Art of Game Design och Game Design Workshop. Idéerna från förproduktionen undersöks kort.  Därefter testas spelet iterativt genom kvalitativa intervjuer med syfte att studera hur spelarna identifierar metaforerna i spelet. Sedan undersöks idéerna som skapades under förproduktionen. Utvecklingsprocessen dokumenteras genom tre iterationer, varje iteration bryts ned till dess tekniska delar, metaforer, resultat av speltest, samt en kort diskussion.   Författarna identifierar fyra aspekter på hur man använder deep game design och att spelarna har tre olika förståelser av deras metaforer.

Page generated in 0.0975 seconds