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Informationsvisualisierung mit Mobilgeräten: Erstellung und interaktive Darstellung einer LiteratursammlungLipinski, Felix 17 July 2019 (has links)
In dieser Arbeit werden die in einer umfassenden Literaturrecherche zum Thema “Informationsvisualisierung auf mobilen Geräten” erlangten Ergebnisse strukturiert dargelegt. Dabei werden sowohl historische, als auch Aspekte des aktuellen Stands zur Visualisierung auf und Interaktion mit Mobilgeräten berücksichtigt. Des Weiteren wird eine Sammlung von wissenschaftlichen Arbeiten zum genannten Thema in einer web-basierten Literaturübersicht visualisiert. Dafür werden Vorgehensweisen und Konzepte für die Auswahl von geeigneten Daten, Technologien und Designentscheidungen vorgestellt und bei der Implementierung beachtet.:1 Einführung 1
1.1 Motivation 1
1.2 Ziel dieser Arbeit 2
1.3 Aufbau der Arbeit 2
2 Verwandte Arbeiten 5
2.1 Interaktive Informationsvisualisierung auf mobilen Geräten 5
2.1.1 Ideen hinter dem heutigen Stand der Technik 5
2.1.2 Stand der Technik: Interaktionen für mobile Geräte 6
2.1.3 Informationsvisualisierung auf mobilen Geräten 10
2.1.4 Aufgaben und Nutzung mobiler interaktiver Visualisierungen 16
2.1.5 Interaktive Visualisierungen durch Kombination von mobilen Geräten 17
2.2 Interaktive Literaturübersicht 19
2.2.1 Netzwerkdarstellungen wissenschaftlicher Arbeiten 20
2.2.2 Weitere Darstellungen wissenschaftlicher Arbeiten 22
2.2.3 Interaktive Visualisierungen literatur-ähnlicher Sammlungen 23
2.3 Zusammenfassung 25
3 Konzeption 27
3.1 Analyse der Datenbasis 27
3.1.1 Informationen aus exportierten Metadaten 27
3.1.2 Zu extrahierende Daten 29
3.2 Kriterien für das Design interaktiver Visualisierungen 32
3.2.1 Aufgaben einer interaktiven Literaturübersicht 32
3.2.2 Zielgruppe einer interaktiven Literaturübersicht 33
3.3 Design interaktiver Literaturübersichten 34
3.3.1 Vergleich von multiplen und Einzelansichten 34
3.3.2 Visuelles Designkonzept 36
3.3.3 Erweiterung der Visualisierungen durch Animationen 37
3.4 Vergleich vorgestellter Visualisierungen 38
3.4.1 Vergleich von Wortwolke, Netzwerk und Sunburst-Diagramm 38
3.4.2 Vergleich von Punktmatrizen, Stapel-, Marimekko und gruppierten Balkendiagrammen 39
3.5 Zusammenfassung 40
4 Entwicklung einer interaktiven Literaturübersicht 43
4.1 Auswahl geeigneter Technologien und der Datengrundlage 43
4.1.1 Technologieauswahl 43
4.1.2 Definition der Datengrundlage 45
4.2 Oberflächendesign 46
4.2.1 Designentscheidungen der Seitenelemente 47
4.2.2 Designentscheidungen der Benutzeroberfläche 50
4.3 Interaktionsdesign der Literaturübersicht 52
4.4 Implementierung 54
4.4.1 Modulstruktur 54
4.4.2 Datenhaltung 55
4.4.3 Wortwolke 55
4.4.4 Seitenleiste und Filter 56
4.4.5 Streudiagramm 57
4.4.6 Autorenvisualisierung 57
4.5 Schlussfolgerungen 58
5 Zusammenfassung 61
5.1 Fazit 61
5.2 Ausblick 62
Literatur 63
Selbstständigkeitserklärung 79 / In this thesis, the results obtained in a comprehensive literature search on the topic of “information visualization on mobile devices” are presented in a structured manner. Historical as well as aspects of the current state-of-the-art of visualization on and interaction with mobile devices are considered. Furthermore, a collection of scientific papers on this topic will be visualized in a web-based literature overview. Procedures and concepts for the selection of suitable data, technologies and design decisions will be presented and considered during implementation.:1 Einführung 1
1.1 Motivation 1
1.2 Ziel dieser Arbeit 2
1.3 Aufbau der Arbeit 2
2 Verwandte Arbeiten 5
2.1 Interaktive Informationsvisualisierung auf mobilen Geräten 5
2.1.1 Ideen hinter dem heutigen Stand der Technik 5
2.1.2 Stand der Technik: Interaktionen für mobile Geräte 6
2.1.3 Informationsvisualisierung auf mobilen Geräten 10
2.1.4 Aufgaben und Nutzung mobiler interaktiver Visualisierungen 16
2.1.5 Interaktive Visualisierungen durch Kombination von mobilen Geräten 17
2.2 Interaktive Literaturübersicht 19
2.2.1 Netzwerkdarstellungen wissenschaftlicher Arbeiten 20
2.2.2 Weitere Darstellungen wissenschaftlicher Arbeiten 22
2.2.3 Interaktive Visualisierungen literatur-ähnlicher Sammlungen 23
2.3 Zusammenfassung 25
3 Konzeption 27
3.1 Analyse der Datenbasis 27
3.1.1 Informationen aus exportierten Metadaten 27
3.1.2 Zu extrahierende Daten 29
3.2 Kriterien für das Design interaktiver Visualisierungen 32
3.2.1 Aufgaben einer interaktiven Literaturübersicht 32
3.2.2 Zielgruppe einer interaktiven Literaturübersicht 33
3.3 Design interaktiver Literaturübersichten 34
3.3.1 Vergleich von multiplen und Einzelansichten 34
3.3.2 Visuelles Designkonzept 36
3.3.3 Erweiterung der Visualisierungen durch Animationen 37
3.4 Vergleich vorgestellter Visualisierungen 38
3.4.1 Vergleich von Wortwolke, Netzwerk und Sunburst-Diagramm 38
3.4.2 Vergleich von Punktmatrizen, Stapel-, Marimekko und gruppierten Balkendiagrammen 39
3.5 Zusammenfassung 40
4 Entwicklung einer interaktiven Literaturübersicht 43
4.1 Auswahl geeigneter Technologien und der Datengrundlage 43
4.1.1 Technologieauswahl 43
4.1.2 Definition der Datengrundlage 45
4.2 Oberflächendesign 46
4.2.1 Designentscheidungen der Seitenelemente 47
4.2.2 Designentscheidungen der Benutzeroberfläche 50
4.3 Interaktionsdesign der Literaturübersicht 52
4.4 Implementierung 54
4.4.1 Modulstruktur 54
4.4.2 Datenhaltung 55
4.4.3 Wortwolke 55
4.4.4 Seitenleiste und Filter 56
4.4.5 Streudiagramm 57
4.4.6 Autorenvisualisierung 57
4.5 Schlussfolgerungen 58
5 Zusammenfassung 61
5.1 Fazit 61
5.2 Ausblick 62
Literatur 63
Selbstständigkeitserklärung 79
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The Aesthetic Experience, Flow, and Smart Technology: Viewing Art in a Virtual EnvironmentIkard, Carol 01 January 2016 (has links)
Smart technology can support art educators and museum professionals in mediating the aesthetic experience. It can also increase museum attendance, enrich the viewer's delight and engagement with artworks and art collections, and provide an avenue for extending art on a global level. The purpose of this study was to determine the extent to which a mobile art app with text-based narrative influences scores on an aesthetic experience questionnaire. This quantitative research measured the difference in pretest and posttest human-computer interaction scores on the Aesthetic Experience Questionnaire Form after participants used two versions of a mobile art app. Csikszentmihalyi's flow was the theoretical framework. After the administration of the pretest to 67 participants, 25 participants successfully viewed an art app with or without verbiage and then completed the posttest. Results revealed a significant (p < .001) mean increase in questionnaire scores among the group that used the app with verbiage (mean difference = 0.41), but no significant improvement among the group that used the app without verbiage (mean difference = -0.03). These findings indicate that certain mobile technologies are capable of mediating an aesthetic experience. Future research may provide information to educators and museums about the quality of the aesthetic experience. This information may increase and enrich human aesthetic experiences with art and may assist to develop human understanding of different perceptions that ultimately engender inclusivity and positive social change.
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MOBILE POLLING AND SELF-REGULATION: HOW STUDENTS MAY BE TEMPTED WITH DISTRACTIONSHardin, Lee, 0000-0002-3716-3060 January 2021 (has links)
Mobile polling is a widely used classroom response system at the university level. The current study examines the predictors and outcomes of mobile polling including self-regulation and academic achievement. Furthermore, this study explores whether or not mobile polling benefits some students more than others, specifically those with higher levels of self-regulation. The data was collected from two separate University classrooms taught by the same teacher (n = 66). The first section of students were to use mobile polling software after taking their midterm exam and use the software for the remainder of the semester. The other section of students served as the control group and received the same instruction, Powerpoints, and assignments minus the usage of mobile polling. All students from both classes were given an 89 question survey known as the Barkley Deficits in Executive Function Scale (BDEFS) which measured their ability to self-regulate their behavior. A hierarchical regression model was used to find that mobile polling had no statistical significance on academic achievement at the end of the semester. The only significant predictor throughout the entire study was the initial achievement variable, which was the scores from the midterm exam. Another hierarchical regression model found that self-regulation, measured with the use of the BDEFS system, was not a significant predictor of academic achievement. When initial achievement was controlled for, the Overall EF score from the BDEFS system revealed that self-regulation had zero effect on the variance as denoted by R Square and the R Square change in the regression model. Supplemental analysis revealed that Overall EF is a significant predictor of academic achievement when a Repeated Measures ANOVA was used, though the R Square change was still low. Factor analysis was used to find which questions loaded together under five subscales, truncating the BDEFS system and revealing that Self-Restraint/Inhibition traits were a better predictor than the overall score from the BDEFS questionnaire yet was not a significant predictor of achievement. Finally, a 2 x 2 ANCOVA that investigated the interaction between high/low levels of Self-Regulation and usage of Mobile Polling and found that it did not significantly affect academic achievement. In fact, the highest mean came from the completely opposite group as expected, which was students in the control group with lower levels of self-regulation. / Educational Psychology
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Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museumsKim, Sooyoun January 2023 (has links)
The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. Children could nonetheless learn by interacting with network technology applications in art museums since the use of digital technologies and mobile devices has become widespread to assist visitors’ learning in museums in general. Therefore, this thesis can relate to Child-Computer Interaction (CCI). This thesis addresses the problem that children often have isolated or separate experiences rather than enjoy regular art exhibitions with accompanying adults. This problem could be tackled by exploring how the child–technology interaction type combined with the child–adults/peers interaction could be considered to better engage children in viewing art exhibitions together with adults. The main research question is ‘what needs adult caregivers have for their preschool children's experience at art museums, that may be met by mobile educational apps?’. The main question can be divided into three parts: what are adult caregivers’ views about 1) their preschool children’s use of mobile devices and 2) educational apps and 3) their experience at art museums? By investigating the research question, this thesis aims to explore the possibility of a mobile activity/guide app that could facilitate combined experiences and collaborative learning for preschool children and their adult caregivers together at art museums. For this thesis, a survey is adopted as a research strategy and a web-based questionnaire as a data collection method to explore the views of parents with preschool children between three and five years old. Non-probability sampling was chosen, and the questionnaire invitation was distributed physically to preschools, in playgrounds, and Nationalmuseum in Stockholm, Sweden and online to Korean parents. For quantitative data analysis, statistical tests were employed. According to the results, despite the considerable period that preschool children have used mobile devices and the frequency, parents answered that their children always or sometimes need help navigating mobile devices. Parents recognise many benefits of children’s mobile device use but would not encourage the usage. Nevertheless, parents acknowledge the importance of conversational interactions but are unlikely to engage in shared activities. Parents like child-friendly programmes for being entertaining, engaging, age-appropriate, and stimulating for children. To enjoy regular exhibitions with children, parents want touchable objects, a children-friendly atmosphere, and open-to-all or free drop-in activities. It is because parents often struggle to have their children understand and follow the behavioural rules and keep their children interested in and focused on the exhibition. Overall, parents acknowledge the inevitable trend of using mobile devices for their preschool children, even though they are yet hesitant to proactively encourage the usage. Many parents experience difficulties engaging their young children in seeing regular art exhibitions and would like to have interactive elements that attract children’s attention. This thesis is valuable since museum professionals and educational app designers could use this thesis as a knowledge base to develop the app.
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Evaluation of Mobile Augmented Reality for Indoor Navigation / Utvärdering av mobil förstärkt verklighet för inomhusnavigeringWijkmark, Ruben, Hua, Alexander January 2019 (has links)
In the last three years, several advanced toolkits for developing mobile augmented reality applications have been released. This in combination with the increased computational power of commercially available mobile devices has led to a great surge of attention given to the development of such applications. Currently, most mobile augmented reality applications being developed are within the gaming category. In this study, one of the less popular use cases, indoor navigation, were explored. An initial literature study was carried out followed by the development of a prototype which were then evaluated through different usability tests. During the tests, the test subjects navigated partly with the use of the prototype and partly with traditional navigational aids present in the shopping mall where the testing took place. The test subjects navigated 28% faster on average when using the prototype and felt that it was more intuitive. Different negative aspects were, however, also observed such as a decreased awareness of their surroundings. In the end, mobile augmented reality was deemed to have great potential when used in the context of indoor navigation even though some technical challenges would likely need to be solved before widespread adoption could take place. / Under de senaste tre åren har flera avancerade verktyg för utveckling av mobilapplikationer med förstärkt verklighet lanserats. Detta i kombination med den ökade prestandan av kommersiellt tillgängliga mobila enheter har lett till en stor ökning av utvecklandet av sådana applikationer. För närvarande är majoriteten av de mobila applikationer med förstärkt verklighet som utvecklas inom kategorin spel. I denna studie undersöktes ett av de mindre populära användningsområdena, inomhusnavigering. Initialt utfördes en litteraturstudie följt av utvecklingen av en prototyp som sedan utvärderades genom olika användartester. Under testerna navigerade deltagarna dels med prototypen dels med de traditionella navigationshjälpmedel som fanns i köpcentret där testerna ägde rum. Deltagarna navigerade i genomsnitt 28% snabbare vid användning av prototypen och kände överlag att den var mer intuitiv att använda. Olika negativa aspekter med prototypen observerades såsom en minskad medvetenhet av omgivningen. I slutändan bedömdes mobilapplikationer med förstärkt verklighet ha stor potential vid användning för inomhusnavigering men att olika tekniska utmaningar sannolikt skulle behöva lösas före en mer utbredd användning av teknologin.
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A study of limitations and performance in scalable hosting using mobile devices / En studie i begränsningar och prestanda för skalbar hosting med hjälp av mobila enheterRönnholm, Niklas January 2018 (has links)
At present day, distributed computing is a widely used technique, where volunteers support different computing power needs organizations might have. This thesis sought to benchmark distributed computing performance limited to mobile device support since this type of support is seldom done with mobile devices. This thesis proposes two approaches to harnessing computational power and infrastructure of a group of mobile devices. The problems used for benchmarking are small instances of deep learning training. One requirement posed by the mobile devices’ non-static nature was that this should be possible without any significant prior configuration. The protocol used for communication was HTTP. The reason deep-learning was chosen as the benchmarking problem is due to its versatility and variability. The results showed that this technique can be applied successfully to some types of problem instances, and that the two proposed approaches also favour different problem instances. The highest request rate found for the prototype with a 99% response rate was a 2100% increase in efficiency compared to a regular server. This was under the premise that it was provided just below 2000 mobile devices for only particular problem instances. / För närvarande är distribuerad databehandling en utbredd teknik, där frivilliga individer stödjer olika organisationers behov av datorkraft. Denna rapport försökte jämföra prestandan för distribuerad databehandling begränsad till enbart stöd av mobila enheter då denna typ av stöd sällan görs med mobila enheter. Rapporten föreslår två sätt att utnyttja beräkningskraft och infrastruktur för en grupp mobila enheter. De problem som används för benchmarking är små exempel på deep-learning. Ett krav som ställdes av mobilenheternas icke-statiska natur var att detta skulle vara möjligt utan några betydande konfigureringar. Protokollet som användes för kommunikation var HTTP. Anledningen till att deeplearning valdes som referensproblem beror på dess mångsidighet och variation. Resultaten visade att denna teknik kan tillämpas framgångsrikt på vissa typer av probleminstanser, och att de två föreslagna tillvägagångssätten också gynnar olika probleminstanser. Den högsta requesthastigheten hittad för prototypen med 99% svarsfrekvens var en 2100% ökning av effektiviteten jämfört med en vanlig server. Detta givet strax under 2000 mobila enheter för vissa speciella probleminstanser.
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Usability of Content Management Systems on touchscreen mobile devices / Innehållshanteringssystems användbarhet för mobila pekskärmsenheterKrinaki, Maria January 2017 (has links)
Content Management Systems (CMS) can support the creation and maintenance of an e-commerce website and its content. Together with the advance of mobile technology and Internet, it is now possible for business owners to manage their online store using their mobile touchscreen devices. This thesis aims to define the usability problems of the existing CMSs when they are used on mobile touchscreen devices. Heuristic evaluation was performed in three CMSs in order to gain a better understanding of how CMS on touchscreen works and what are the major issues that could downgrade usability. Based on the results of the evaluation, a prototype was implemented and evaluated in order to find out if the design characteristics of the prototype can enhance usability. The impact of the prototype is discussed in terms of efficiency and heuristics violations. Moreover, design guidelines are suggested and uncovered usability problems for further research are provided. / Innehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
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Critical Analysis and Evaluation of Interactive and Customised Applications on Mobile Television. Interactive and Customised Mobile Television Applications are Evaluated Using the Views of Consumers, Advertisers, and Telecommunications Operators with Regard to Services and Also Assessing the Usability of Mobile Devices.Al Sheik Salem, Omar F.A. January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today¿s communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed.
The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers¿ opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially ¿free¿ mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
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Mobile translators for non-English-speaking women accessing maternity servicesHaith-Cooper, Melanie January 2014 (has links)
Yes / It is becoming increasingly common for midwives to care for women who do not speak English, and UK interpreting services are often inadequate and underused. Persistent language barriers have been found to contribute to maternal and perinatal mortality thus it is essential that these barriers are overcome to provide safe maternity care. This article reports on a two-stage study undertaken to address this. The study aimed to:
• Identify difficulties midwives experience when communicating with non-English-speaking women. Through undertaking a group interview with 11 senior students, four themes emerged: accessing interpreters, working with interpreters, cultural barriers and strategies to address persistent language barriers
• Explore the feasibility of using mobile devices with a translation application to communicate in clinical practice. Google Translate was tested in a simulated clinical environment with multi-lingual service users. Google Translate was not adequately developed to be safely used in maternity services. However, a maternity-specific mobile application could be built to help midwives and women communicate in the presence of a persistent language barrier.
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Interfaces utilisateur 3D, des terminaux mobiles aux environnements virtuels immersifsHachet, Martin 03 December 2010 (has links) (PDF)
Améliorer l'interaction entre un utilisateur et un environnement 3D est un défi de recherche primordial pour le développement positif des technologies 3D interactives dans de nombreux domaines de nos sociétés, comme l'éducation. Dans ce document, je présente des interfaces utilisateur 3D que nous avons développées et qui contribuent à cette quête générale. Le premier chapitre se concentre sur l'interaction 3D pour des terminaux mobiles. En particulier, je présente des techniques dédiées à l'interaction à partir de touches, et à partir de gestes sur les écrans tactiles des terminaux mobiles. Puis, je présente deux prototypes à plusieurs degrés de liberté basés sur l'utilisation de flux vidéos. Dans le deuxième chapitre, je me concentre sur l'interaction 3D avec les écrans tactiles en général (tables, écrans interactifs). Je présente Navidget, un exemple de technique d'interaction dédié au controle de la caméra virtuelle à partir de gestes 2D, et je discute des défis de l'interaction 3D sur des écrans multi-points. Finalement, le troisième chapitre de ce document est dédié aux environnements virtuels immersifs, avec une coloration spéciale vers les interfaces musicales. Je présente les nouvelles directions que nous avons explorées pour améliorer l'interaction entre des musiciens, le public, le son, et les environements 3D interactifs. Je conclue en discutant du futur des interfaces utilisateur 3D.
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