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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.
391

Usable privacy for digital transactions : Exploring the usability aspects of three privacy enhancing mechanisms

Angulo, Julio January 2012 (has links)
The amount of personal identifiable information that people distribute over different online services has grown rapidly and considerably over the last decades. This has led to increased probabilities for identity theft, profiling and linkability attacks, which can in turn not only result in a threat to people’s personal dignity, finances, and many other aspects of their lives, but also to societies in general. Methods and tools for securing people’s online activities and protecting their privacy on the Internet, so called Privacy Enhancing Technologies (PETs), are being designed and developed. However, these technologies are often seen by ordinary users as complicated and disruptive of their primary tasks.   In this licentiate thesis, I investigate the usability aspects of three main privacy and security enhancing mechanisms. These mechanisms have the goal of helping and encouraging users to protect their privacy on the Internet as they engage in some of the steps necessary to complete a digital transaction. The three mechanisms, which have been investigated within the scope of different research projects, comprise of (1) graphical visualizations of service providers’ privacy policies and user-friendly management and matching of users’ privacy preferences “on the fly”, (2) methods for helping users create appropriate mental models of the data minimization property of anonymous credentials, and (3) employing touch-screen biometrics as a method to authenticate users into mobile devices and verify their identities during a digital transaction.   Results from these investigations suggest that these mechanisms can make digital transactions privacy-friendly and secure while at the same time delivering convenience and usability for ordinary users.
392

DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets

Ericsson Duffy, Mikael January 2013 (has links)
This research thesis is an exploration into what possibilities lie beyond the representation of analog material when it transcends into the digital realm. Specifically, how printed comics can be altered in realtime by creator- allowed user interaction, when adapted for presentation within the digital sphere of mobile smartphones and computer tablets. Using legacy computer-game techniques like parallax scrolling with modern digital layer filters, device sensors and applying them in realtime to the comic creators digitally layered content, alternative forms of presentation arise.This is an investigation into the comic creator’s will of allowing possibilities of added depth perception, interactivity and alternative visual narratives in their comic, manga or graphic novels when employing new techniques based on sensor data input from a reader, like accelerometer-, gyroscope- or eye-tracking sensors. Several different techniques are evaluated. The focus is mainly on the context of creators of comics or manga who use digital tools and layer compositions when producing their work. Several aspects of the user-centered experience are also explored.Although mainly an interaction design project, most of the design methods are used from a service design approach, emphasizing co-design techniques like interviews, observations and user tests. The results are digital prototypes and proof-of-concepts featuring technology tests that support final design conclusions.The results will show both enthusiasm and reluctance from test subjects towards the new technologies presented. The professional craft of comic, manga and graphic novel creation has a deeply rooted aesthetic and production cycle in its history of the printed form. It could be difficult to alter its standard, reverence and nostalgia in the eyes of its readers and creators, when pursuing the digital format and narrative possibilities of the future. A video explaining the project’s “Drawn To Life” technology is available online.
393

[en] AN ENERGY-AWARE IOT GATEWAY, WITH CONTINUOUS PROCESSING OF SENSOR DATA / [pt] UM ENERGY-AWARE IOT GATEWAY, COM PROCESSAMENTO CONTÍNUO DE DADOS DE SENSOR

LUIS EDUARDO TALAVERA RIOS 30 August 2016 (has links)
[pt] Poucos estudos têm investigado e propôs uma solução de middleware para a Internet das Coisas Móveis (IoMT), onde as coisas inteligentes (Objetos Inteligente) podem ser movidos, ou podem mover-se de forma autônoma, mas permanecem acessíveis a partir de qualquer outro computador através da Internet. Neste contexto, existe uma necessidade de gateways com eficiência energética para fornecer conectividade para uma grande variedade de objetos inteligentes. As soluções propostas têm mostrado que os dispositivos móveis (smartphones e tablets) são uma boa opção para se tornar os intermediários universais, proporcionando um ponto de conexão para os objetos inteligentes vizinhos com tecnologias de comunicação de curto alcance. No entanto, eles só se preocupam apenas sobre a transmissão de dados de sensores-primas (obtido a partir de objetos inteligentes conectados) para a nuvem onde o processamento (e.g. agregação) é executada. Comunicação via Internet é uma atividade de forte drenagem da bateria em dispositivos móveis; Além disso, a largura de banda pode não ser suficiente quando grandes quantidades de informação estão sendo recebidas dos objetos inteligentes. Por isso, consideramos que uma parte do processamento deve ser empurrada tão perto quanto possível das fontes. A respeito disso, processamento de eventos complexos (CEP) é muitas vezes usado para o processamento em tempo real de dados heterogêneos e pode ser uma tecnologia chave para ser incluído nas Gateways. Ele permite uma maneira de descrever o processamento como consultas expressivas que podem ser implantados ou removidos dinamicamente no vôo. Assim, sendo adequado para aplicações que têm de lidar com adaptação dinâmica de processamento local. Esta dissertação descreve uma extensão de um middleware móvel com a inclusão de processamento contínuo dos dados do sensor, a sua concepção e implementação de um protótipo para Android. Experimentos têm mostrado que a nossa implementação proporciona uma boa redução no consumo de energia e largura de banda. / [en] Few studies have investigated and proposed a middleware solution for the Internet of Mobile Things (IoMT), where the smart things (Smart Objects) can be moved, or else can move autonomously, but remain accessible from any other computer over the Internet. In this context, there is a need for energy-efficient gateways to provide connectivity to a great variety of Smart Objects. Proposed solutions have shown that mobile devices (smartphones and tablets) are a good option to become the universal intermediates by providing a connection point to nearby Smart Objects with short-range communication technologies. However, they only focus on the transmission of raw sensor data (obtained from connected Smart Objects) to the cloud where processing (e.g. aggregation) is performed. Internet Communication is a strong battery-draining activity for mobile devices; moreover, bandwidth may not be sufficient when large amounts of information is being received from the Smart Objects. Hence, we argue that some of the processing should be pushed as close as possible to the sources. In this regard, Complex Event Processing (CEP) is often used for real-time processing of heterogeneous data and could be a key technology to be included in the gateways. It allows a way to describe the processing as expressive queries that can be dynamically deployed or removed on-the- fly. Thus, being suitable for applications that have to deal with dynamic adaptation of local processing. This dissertation describes an extension of a mobile middleware with the inclusion of continuous processing of sensor data, its design and prototype implementation for Android. Experiments have shown that our implementation delivers good reduction in energy and bandwidth consumption.
394

Exploring Mobile Device Interactions for Information Visualization

Langner, Ricardo 14 January 2025 (has links)
Information visualization (InfoVis) makes data accessible in a graphical form, enables visual and interactive data exploration, and is becoming increasingly important in our data-driven world - InfoVis empowers people from various domains to truly benefit from abstract and vast amounts of data. Although they often target desktop environments, nowadays, data visualizations are also used on omnipresent mobile devices, such as smartphones and tablets. However, most mobile devices are personal digital companions, typically visualizing moderately complex data (e.g., fitness, health, finances, weather, public transport data) on a single and very compact display, making it inherently hard to show the full range or simultaneously different perspectives of data. The research in this thesis engages with these aspects by striving for novel mobile device interactions that enable data analysis with more than a single device, more than a single visualization view, and more than a single user. At the core of this dissertation are four realized projects that can be connected by the following research objectives: (i) Facilitating data visualization beyond the casual exploration of personal data, (ii) Integrating mobile devices in multi-device settings for InfoVis, and (iii) Exploiting the mobility and spatiality of mobile devices for InfoVis. To address the first objective, my research mainly concentrates on interactions with multivariate data represented in multiple coordinated views (MCV). To address the second objective, I consider two different device settings in my work: One part investigates scenarios where one or more people sit at a regular table and analyze data in MCV that are distributed across several mobile devices (mobile devices on a table). The other part focuses on scenarios in which a wall-sized display shows large-scale MCV and mobile devices enable interactions with the visualizations from varying positions and distances (mobile devices in 3D space). The settings also allow to look at different purposes and roles of mobile devices during data exploration. To address the third objective, I examine different spatial device interactions. This includes placing and organizing multiple mobile devices in meaningful spatial arrangements and also pointing interaction that combines touch and spatial device input. Overall, with my research, I apply an exploratory approach and develop a range of techniques and studies that contribute to the understanding of how mobile devices can be used not only for typical personal visualization but also in more professional settings as part of novel and beyond-the-desktop InfoVis environments.:Publications ... ix List of Figures ... xix List of Tables ... xx 1. Introduction ... 1 1.1. Research Objectives and Questions ... 5 1.2. Methodological Approach ... 8 1.3. Scope of the Thesis ... 10 1.4. Thesis Outline & Contributions ... 13 2. Background & Related Work ... 15 2.1. Data Visualization on a Mobile Device ... 16 2.1.1. Revisiting Differences of Data Visualization for Desktops and Mobiles ... 16 2.1.2. Visualization on Handheld Devices: PDAs to Smartphones ... 18 2.1.3. Visualization on Tablet Computers ... 20 2.1.4. Visualization on Smartwatches and Fitness Trackers ... 21 2.1.5. Mobile Data Visualization and Adjacent Topics ... 22 2.2. Cross-Device Data Visualization ... 24 2.2.1. General Components of Cross-Device Interaction ... ... 24 2.2.2. Cross-Device Settings with Large Displays ... 26 2.2.3. Cross-Device Settings with Several Mobile Devices ... 27 2.2.4. Augmented Displays ... 29 2.2.5. Collaborative Data Analysis ... 30 2.2.6. Technological Aspects ... 31 2.3. Interaction for Visualization ... 32 2.3.1. Touch Interaction for InfoVis ... 33 2.3.2. Spatial Interaction for InfoVis ... 36 2.4. Summary ... 38 3. VisTiles: Combination & Spatial Arrangement of Mobile Devices ... 41 3.1. Introduction ... 43 3.2. Dynamic Layout and Coordination ... 45 3.2.1. Design Space: Input and Output ... 46 3.2.2. Tiles: View Types and Distribution ... 46 3.2.3. Workspaces: Coordination of Visualizations ... 47 3.2.4. User-defined View Layout ... 49 3.3. Smart Adaptations and Combinations ... 49 3.3.1. Expanded Input Design Space ... 50 3.3.2. Use of Side-by-Side Arrangements ... 50 3.3.3. Use of Continuous Device Movements ... 53 3.3.4. Managing Adaptations and Combinations ... 54 3.4. Realizing a Working Prototype of VisTiles ... 55 3.4.1. Phase I: Proof of Concept ... 55 3.4.2. Phase II: Preliminary User Study ... 56 3.4.3. Phase III: Framework Revision and Final Prototype ... 59 3.5. Discussion ... 63 3.5.1. Limitations of the Technical Realization ... 63 3.5.2. Understanding the Use of Space and User Behavior ... 64 3.5.3. Divide and Conquer: Single-Display or Multi-Display? ... 64 3.5.4. Space to Think: Physical Tiles or Virtual Tiles? ... 65 3.6. Chapter Summary & Conclusion ... 66 4. Marvis: Mobile Devices and Augmented Reality ... 69 4.1. Introduction ... 71 4.2. Related Work: Augmented Reality for Information Visualization ... 74 4.3. Design Process & Design Rationale ... 75 4.3.1. Overview of the Development Process ... 75 4.3.2. Expert Interviews in the Design Phase ... 76 4.3.3. Design Choices & Rationales ... 78 4.4. Visualization and Interaction Concepts ... 79 4.4.1. Single Mobile Device with Augmented Reality ... 79 4.4.2. Two and More Mobile Devices with Augmented Reality ... 83 4.5. Prototype Realization ... 86 4.5.1. Technical Implementation and Setup ... 87 4.5.2. Implemented Example Use Cases ... 88 4.6. Discussion ... 94 4.6.1. Expert Reviews ... 94 4.6.2. Lessons Learned ... 95 4.7. Chapter Summary & Conclusion ... 98 5. FlowTransfer: Content Sharing Between Phones and a Large Display ... 101 5.1. Introduction ... 103 5.2. Related Work ... 104 5.2.1. Interaction with Large Displays ... 104 5.2.2. Interactive Cross-Device Data Transfer ... 105 5.2.3. Distal Pointing ... 106 5.3. Development Process and Design Goals ... 106 5.4. FlowTransfer’s Pointing Cursor and Transfer Techniques ... 108 5.4.1. Distance-dependent Pointing Cursor ... 109 5.4.2. Description of Individual Transfer Techniques ... 110 5.5. Technical Implementation and Setup ... 115 5.6. User Study ... 115 5.6.1. Study Design and Methodology ... 115 5.6.2. General Results ... 117 5.6.3. Results for Individual Techniques ... 117 5.7. Design Space for Content Sharing Techniques ... 119 5.8. Discussion ... 120 5.8.1. Design Space Parameters and Consequences ... 121 5.8.2. Interaction Design ... 121 5.8.3. Content Sharing-inspired Techniques for Information Visual- ization ... 122 5.9. Chapter Summary & Conclusion ... 123 6. Divico: Touch and Pointing Interaction for Multiple Coordinated Views ... 125 6.1. Introduction ... 127 6.2. Bringing Large-Scale MCV to Wall-Sized Displays ... 129 6.3. Interaction Design for Large-Scale MCV ... 130 6.3.1. Interaction Style and Vocabulary ... 131 6.3.2. Interaction with Visual Elements of Views ... 132 6.3.3. Control of Analysis Tools ... 134 6.3.4. Interaction with Visualization Views ... 134 6.4. Data Set and Prototype Implementation ... 135 6.5. User Study: Goals and Methodology ... 136 6.5.1. Participants ... 137 6.5.2. Apparatus ... 137 6.5.3. Procedure and Tasks ... 138 6.5.4. Collected and Derived Data ... 139 6.6. Results: User Behavior and Usage Patterns ... 140 6.6.1. Data Analysis Method ... 140 6.6.2. Analysis of User Behavior and Movement ... 140 6.6.3. Analysis of Collaboration Aspects ... 142 6.6.4. Analysis of Application Usage ... 145 6.7. Discussion ... 146 6.7.1. Setup ... 146 6.7.2. Movement ... 147 6.7.3. Distance and Interaction Modality ... 147 6.7.4. Device Usage ... 148 6.7.5. MCV Aspects ... 149 6.8. Chapter Summary & Conclusion ... 149 7. Discussion and Conclusion ... 151 7.1. Summary of the Chapters ... 151 7.2. Contributions ... 152 7.2.1. Beyond Casual Exploration of Personal Data ... 153 7.2.2. Multi-Device Settings ... 154 7.2.3. Spatial Interaction ... 156 7.3. Facets of Mobile Device Interaction for InfoVis ... 157 7.3.1. Mobile Devices ... 158 7.3.2. Interaction ... 160 7.3.3. Data Visualization ... 161 7.3.4. Situation ... 162 7.4. Limitations, Open Questions, and Future Work ... 162 7.4.1. Technical Realization ... 163 7.4.2. Extent of Visual Data Analysis ... 164 7.4.3. Natural Movement in the Spectrum of Explicit and Implicit User Input ... 165 7.4.4. Novel Setups & Future Devices ... 166 7.5. Closing Remarks ... 167 Bibliography ... 169 A. Appendix for ViTiles ... 219 A.1. Examples of Early Sketches and Notes ... 219 A.2. Color Scheme for Visualizations ... 220 A.3. Notes Sheet with Interview Procedure ... 221 A.4. Demographic Questionaire ... 222 A.5. Examplary MCV Images for Explanation ... 223 B. Appendix for Marvis ... 225 B.1. Participants’ Expertise ... 225 B.2. Notes Sheet with Interview Procedure ... 226 B.3. Sketches of Ideas by the Participants ... 227 B.4. Grouped Comments from Expert Interviews (Design Phase) ... 228 C. Appendix for FlowTransfer ... 229 C.1. State Diagram for the LayoutTransfer Technique ... 229 C.2. User Study: Demographic Questionnaire ... 230 C.3. User Study: Techniques Questionnaire ... 231 D. Appendix for Divico ... 235 D.1. User Study: Demographic Information ... 235 D.2. User Study: Expertise Information ... 237 D.3. User Study: Training Questionnaire ... 239 D.4. User Study: Final Questionnaire ... 241 D.5. Study Tasks ... 245 D.5.1. Themed Exploration Phase ... 245 D.5.2. Open Exploration Phase ... 246 D.6. Grouping and Categorization of Protocol Data ... 246 D.7. Usage of Open-Source Tool GIAnT for Video Coding Analysis ... 248 D.8. Movement of Participants (Themed Exploration Phase) ... 250 D.9. Movement of Participants (Open Exploration Phase) ... 254 E. List of Co-supervised Student Theses ... 259 / Informationsvisualisierung (InfoVis) macht Daten in grafischer Form zugänglich, ermöglicht eine visuelle und interaktive Datenexploration und wird in unserer von Daten bestimmten Welt immer wichtiger. InfoVis ermöglicht es Menschen in verschiedenen Anwendungsbereichen, aus den abstrakten und enormen Datenmengen einen echten Nutzen zu ziehen. Obwohl sie häufig auf Desktop-Umgebungen ausgerichtet sind, werden Datenvisualisierungen heutzutage auch auf den allseits präsenten Mobilgeräten wie Smartphones und Tablets eingesetzt. Die meisten Mobilgeräte sind jedoch persönliche digitale Begleiter, die in der Regel mäßig komplexe Daten (z.B. Fitness-, Gesundheits-, Finanz-, Wetter-, Nahverkehrsdaten) auf einem einzigen und sehr kompakten Display visualisieren, wodurch es grundsätzlich schwierig ist, die gesamte Bandbreite von bzw. gleichzeitig mehrere Blickwinkel auf Daten darzustellen. Die in dieser Arbeit vorgestellte Forschung greift diese Aspekte auf und versucht, neuartige Mobilgeräte-Interaktionen zu untersuchen, die eine Datenanalyse mit mehr als nur einem Gerät, mehr als nur einer Visualisierung und mehr als nur einem Benutzer ermöglichen. Im Mittelpunkt dieser Dissertation stehen vier durchgeführte Projekte, die sich anhand der folgenden Forschungsziele miteinander verbinden lassen: (i) Datenvisualisierung jenseits der einfachen Exploration persönlicher Daten ermöglichen, (ii) Mobilgeräte für InfoVis in geräteübergreifende Umgebungen einbinden und (iii) die Beweglichkeit und Räumlichkeit von Mobilgeräten für InfoVis ausnutzen. Um auf das erste Ziel hinzuarbeiten, liegt der Schwerpunkt meiner Forschung auf der Interaktion mit multivariaten Daten, die in mehreren miteinander verknüpften Visualisierungen (engl. multiple coordinated views, kurz MCV) abgebildet werden. Um das zweite Ziel zu adressieren, werden in meiner Arbeit zwei grundlegend unterschiedliche Gerätekonfigurationen behandelt: Der eine Teil befasst sich mit Szenarien, in denen eine oder mehrere Personen an einem Tisch sitzen, um Daten mit MCV zu analysieren, wobei die Ansichten auf mehrere Mobilgeräte verteilt sind (Mobilgeräte auf einem Tisch). Der andere Teil beschäftigt sich mit Szenarien, in denen ein wandgroßes Display eine große Anzahl von MCV anzeigt, während Mobilgeräte die Interaktion mit diesen Ansichten aus unterschiedlichen Positionen und Entfernungen ermöglichen (Mobilgeräte im 3D-Raum). Die Gerätekonfigurationen erlauben es zudem, verschiedene Einsatzzwecke und Rollen von mobilen Geräten während der Datenexploration zu untersuchen. Um auf das dritte Ziel hinzuwirken, untersuche ich mehrere räumliche Geräteinteraktionen. Dies umfasst die Platzierung und Anordnung mehrerer Mobilgeräte in sinnvollen räumlichen Konstellationen sowie Pointing-Interaktion die Touch- und räumliche Geräteeingaben miteinander kombiniert. Allgemein betrachtet wende ich in meiner Forschung einen explorativen Ansatz an. Ich entwickle eine Reihe von Techniken und führe Untersuchungen durch, die zu einem besseren Verständnis beitragen, wie Mobilgeräte nicht nur für typische persönliche Visualisierungen, sondern auch in einem eher professionellen Umfeld als Teil neuartiger InfoVis-Umgebungen jenseits klassischer Desktop-Arbeitsplätze eingesetzt werden können.:Publications ... ix List of Figures ... xix List of Tables ... xx 1. Introduction ... 1 1.1. Research Objectives and Questions ... 5 1.2. Methodological Approach ... 8 1.3. Scope of the Thesis ... 10 1.4. Thesis Outline & Contributions ... 13 2. Background & Related Work ... 15 2.1. Data Visualization on a Mobile Device ... 16 2.1.1. Revisiting Differences of Data Visualization for Desktops and Mobiles ... 16 2.1.2. Visualization on Handheld Devices: PDAs to Smartphones ... 18 2.1.3. Visualization on Tablet Computers ... 20 2.1.4. Visualization on Smartwatches and Fitness Trackers ... 21 2.1.5. Mobile Data Visualization and Adjacent Topics ... 22 2.2. Cross-Device Data Visualization ... 24 2.2.1. General Components of Cross-Device Interaction ... ... 24 2.2.2. Cross-Device Settings with Large Displays ... 26 2.2.3. Cross-Device Settings with Several Mobile Devices ... 27 2.2.4. Augmented Displays ... 29 2.2.5. Collaborative Data Analysis ... 30 2.2.6. Technological Aspects ... 31 2.3. Interaction for Visualization ... 32 2.3.1. Touch Interaction for InfoVis ... 33 2.3.2. Spatial Interaction for InfoVis ... 36 2.4. Summary ... 38 3. VisTiles: Combination & Spatial Arrangement of Mobile Devices ... 41 3.1. Introduction ... 43 3.2. Dynamic Layout and Coordination ... 45 3.2.1. Design Space: Input and Output ... 46 3.2.2. Tiles: View Types and Distribution ... 46 3.2.3. Workspaces: Coordination of Visualizations ... 47 3.2.4. User-defined View Layout ... 49 3.3. Smart Adaptations and Combinations ... 49 3.3.1. Expanded Input Design Space ... 50 3.3.2. Use of Side-by-Side Arrangements ... 50 3.3.3. Use of Continuous Device Movements ... 53 3.3.4. Managing Adaptations and Combinations ... 54 3.4. Realizing a Working Prototype of VisTiles ... 55 3.4.1. Phase I: Proof of Concept ... 55 3.4.2. Phase II: Preliminary User Study ... 56 3.4.3. Phase III: Framework Revision and Final Prototype ... 59 3.5. Discussion ... 63 3.5.1. Limitations of the Technical Realization ... 63 3.5.2. Understanding the Use of Space and User Behavior ... 64 3.5.3. Divide and Conquer: Single-Display or Multi-Display? ... 64 3.5.4. Space to Think: Physical Tiles or Virtual Tiles? ... 65 3.6. Chapter Summary & Conclusion ... 66 4. Marvis: Mobile Devices and Augmented Reality ... 69 4.1. Introduction ... 71 4.2. Related Work: Augmented Reality for Information Visualization ... 74 4.3. Design Process & Design Rationale ... 75 4.3.1. Overview of the Development Process ... 75 4.3.2. Expert Interviews in the Design Phase ... 76 4.3.3. Design Choices & Rationales ... 78 4.4. Visualization and Interaction Concepts ... 79 4.4.1. Single Mobile Device with Augmented Reality ... 79 4.4.2. Two and More Mobile Devices with Augmented Reality ... 83 4.5. Prototype Realization ... 86 4.5.1. Technical Implementation and Setup ... 87 4.5.2. Implemented Example Use Cases ... 88 4.6. Discussion ... 94 4.6.1. Expert Reviews ... 94 4.6.2. Lessons Learned ... 95 4.7. Chapter Summary & Conclusion ... 98 5. FlowTransfer: Content Sharing Between Phones and a Large Display ... 101 5.1. Introduction ... 103 5.2. Related Work ... 104 5.2.1. Interaction with Large Displays ... 104 5.2.2. Interactive Cross-Device Data Transfer ... 105 5.2.3. Distal Pointing ... 106 5.3. Development Process and Design Goals ... 106 5.4. FlowTransfer’s Pointing Cursor and Transfer Techniques ... 108 5.4.1. Distance-dependent Pointing Cursor ... 109 5.4.2. Description of Individual Transfer Techniques ... 110 5.5. Technical Implementation and Setup ... 115 5.6. User Study ... 115 5.6.1. Study Design and Methodology ... 115 5.6.2. General Results ... 117 5.6.3. Results for Individual Techniques ... 117 5.7. Design Space for Content Sharing Techniques ... 119 5.8. Discussion ... 120 5.8.1. Design Space Parameters and Consequences ... 121 5.8.2. Interaction Design ... 121 5.8.3. Content Sharing-inspired Techniques for Information Visual- ization ... 122 5.9. Chapter Summary & Conclusion ... 123 6. Divico: Touch and Pointing Interaction for Multiple Coordinated Views ... 125 6.1. Introduction ... 127 6.2. Bringing Large-Scale MCV to Wall-Sized Displays ... 129 6.3. Interaction Design for Large-Scale MCV ... 130 6.3.1. Interaction Style and Vocabulary ... 131 6.3.2. Interaction with Visual Elements of Views ... 132 6.3.3. Control of Analysis Tools ... 134 6.3.4. Interaction with Visualization Views ... 134 6.4. Data Set and Prototype Implementation ... 135 6.5. User Study: Goals and Methodology ... 136 6.5.1. Participants ... 137 6.5.2. Apparatus ... 137 6.5.3. Procedure and Tasks ... 138 6.5.4. Collected and Derived Data ... 139 6.6. Results: User Behavior and Usage Patterns ... 140 6.6.1. Data Analysis Method ... 140 6.6.2. Analysis of User Behavior and Movement ... 140 6.6.3. Analysis of Collaboration Aspects ... 142 6.6.4. Analysis of Application Usage ... 145 6.7. Discussion ... 146 6.7.1. Setup ... 146 6.7.2. Movement ... 147 6.7.3. Distance and Interaction Modality ... 147 6.7.4. Device Usage ... 148 6.7.5. MCV Aspects ... 149 6.8. Chapter Summary & Conclusion ... 149 7. Discussion and Conclusion ... 151 7.1. Summary of the Chapters ... 151 7.2. Contributions ... 152 7.2.1. Beyond Casual Exploration of Personal Data ... 153 7.2.2. Multi-Device Settings ... 154 7.2.3. Spatial Interaction ... 156 7.3. Facets of Mobile Device Interaction for InfoVis ... 157 7.3.1. Mobile Devices ... 158 7.3.2. Interaction ... 160 7.3.3. Data Visualization ... 161 7.3.4. Situation ... 162 7.4. Limitations, Open Questions, and Future Work ... 162 7.4.1. Technical Realization ... 163 7.4.2. Extent of Visual Data Analysis ... 164 7.4.3. Natural Movement in the Spectrum of Explicit and Implicit User Input ... 165 7.4.4. Novel Setups & Future Devices ... 166 7.5. Closing Remarks ... 167 Bibliography ... 169 A. Appendix for ViTiles ... 219 A.1. Examples of Early Sketches and Notes ... 219 A.2. Color Scheme for Visualizations ... 220 A.3. Notes Sheet with Interview Procedure ... 221 A.4. Demographic Questionaire ... 222 A.5. Examplary MCV Images for Explanation ... 223 B. Appendix for Marvis ... 225 B.1. Participants’ Expertise ... 225 B.2. Notes Sheet with Interview Procedure ... 226 B.3. Sketches of Ideas by the Participants ... 227 B.4. Grouped Comments from Expert Interviews (Design Phase) ... 228 C. Appendix for FlowTransfer ... 229 C.1. State Diagram for the LayoutTransfer Technique ... 229 C.2. User Study: Demographic Questionnaire ... 230 C.3. User Study: Techniques Questionnaire ... 231 D. Appendix for Divico ... 235 D.1. User Study: Demographic Information ... 235 D.2. User Study: Expertise Information ... 237 D.3. User Study: Training Questionnaire ... 239 D.4. User Study: Final Questionnaire ... 241 D.5. Study Tasks ... 245 D.5.1. Themed Exploration Phase ... 245 D.5.2. Open Exploration Phase ... 246 D.6. Grouping and Categorization of Protocol Data ... 246 D.7. Usage of Open-Source Tool GIAnT for Video Coding Analysis ... 248 D.8. Movement of Participants (Themed Exploration Phase) ... 250 D.9. Movement of Participants (Open Exploration Phase) ... 254 E. List of Co-supervised Student Theses ... 259
395

Ergonomische Produktgestaltung am Beispiel mobiler Geräte im interkulturellen Vergleich: China – Deutschland – USA

Leiber, Paul 26 November 2010 (has links) (PDF)
Nicht zuletzt durch die Globalisierung kommen mittlerweile viele Geräte in vielen unterschiedlichen Kulturen zugleich zum Einsatz. Durch die Anpassung von Produkten an kulturelle Unterschiede kann die Gebrauchstauglichkeit dieser Produkte in der jeweiligen Kultur verbessert werden. Dies führt aufgrund einer höheren Kundenzufriedenheit und Sicherheit bei der Bedienung zu Vorteilen für die Nutzer der Produkte, in Folge dann auch zu höheren Umsätzen für die Hersteller der Produkte. Die vorliegende Arbeit zeigt am Beispiel der Nutzung mobiler Geräte Erkenntnisse für die Anpassung von Mensch-Maschine-Schnittstellen an die Anforderungen von Nutzern in China, Deutschland und den USA auf. Sie verwendet eine Kombination von quantitativen und qualitativen Forschungsmethoden. Zunächst wird ein Überblick über den theoretischen Wissensstand in den relevanten Bereichen erarbeitet, bevor Interviews mit neun deutschen Experten der Produktentwicklung mit internationaler Erfahrung einen Überblick über die Praxis der Produktentwicklung in international tätigen Konzernen geben. Auf der Basis dieser theoretischen und praktischen Erkenntnisse wird eine Online-Befragung zurNutzung mobiler Geräte im Fahrzeug mit insgesamt 269 chinesischen, deutschen und US-amerikanischen Teilnehmern beschrieben. Eine Card-Sorting-Studie mit 46 internationalen Probanden sowie eine Fahrsimulatorstudie mit 33 deutschen Probanden untersucht anschließend spezifische kulturelle Unterschiede bei der Kategorisierung. Eine weitere Fahrsimulatorstudie mit 42 chinesischen und deutschen Probanden analysiert kulturelle Präferenzen für Eingabemöglichkeiten. Die im Rahmen dieser Arbeit zusammengestellten Erkenntnisse münden in konkreten Gestaltungsregeln. Aus den Erkenntnissen ergeben sich neue Fragestellungen für die zukünftige Forschung.
396

Student Recruitment for the Mobile Generation : An Exploratory Study of Mobile Marketing Practices in the International Higher Education Industry

Zinn, Marian, Johansson, Helen January 2015 (has links)
Background: In an increasingly market-driven and global higher education industry, characterized by growing international competition and the emergence of disruptive mobile technologies, higher education institutions (HEIs) are challenged to adopt innovative ways of marketing for student recruitment to sustain student enrollment numbers. Within this new landscape the concept of mobile marketing for student recruitment has become an important issue for HEIs. Mobile devices are playing an increasingly significant role in the decision-making process of potential students and this trend has created the need to adopt new forms of marketing through mobile devices to stay relevant with a new mobile generation of students. Purpose: Despite the growing significance of mobile marketing for HEIs, little is still known about the phenomenon of mobile marketing for student recruitment within a higher education setting. Hence, the purpose of this thesis was to fill this knowledge gap by exploring how and why mobile marketing can be used during the student recruitment process from the perspective of education-marketing practitioners. Method: The research gap addressed in this thesis called for existing mobile marketing concepts to be introduced to the field of higher education marketing. Hence, in alignment with abductive reasoning, the starting point of the research was the creation of a theoretical framework that integrates theory on mobile marketing tools with the student recruitment process. Subsequently, through a collective case study design, exploratory qualitative research was undertaken amongst ten universities and four education-marketing agencies to learn about exemplary cases of mobile marketing practice in HEIs. Empirical data was collected from semi-structured interviews with 16 informants, as well as relevant documents to gain a rich understanding of the phenomenon of mobile marketing for recruiting new students. Results & Contribution: This thesis extends the higher education marketing literature by making a first contribution towards conceptualising mobile marketing for student recruitment. The empirical study revealed ten major categories of mobile student recruitment tactics to engage with potential students on mobile devices, and provides new insights on how and for what purpose these tools can be used to recruit new students. Furthermore, a conceptual model of mobile marketing for student recruitment was developed, which helps to understand how mobile marketing can be applied to the student recruitment process. The study is particularly relevant for education marketers, as it provides practitioners with new knowledge about the opportunities presented by mobile marketing channels to communicate with their main target audience. Specifically, the study provides empirical evidence of mobile marketing practices in the industry and a set of specific recommendations. Additionally, the new model may provide a framework for developing a mobile recruitment strategy for HEIs.
397

Design Guidelines for a Mobile-Enabled Language Learning System Supporting the Development of ESP Listening Skills

Palalas, Agnieszka 08 May 2012 (has links)
This dissertation presents, describes and discusses an interdisciplinary study which investigated the design and development of a language learning instructional solution to address the problem of inadequate aural skills acquisition for college ESP (English for Special Purposes) students. Specifically, it focused on the use of mobile technology to expand learning beyond the classroom. The eighteen-month process of data collection and analysis resulted in a conceptual model and design principles for a Mobile-Enabled Language Learning (MELL) solution. Mobile-Enabled Language Learning Eco-System was thus designed, developed and trialled in the real-life learning context. Through the iterative process of the design, development and evaluation of the MELL system and its components, design principles were also generated. These design recommendations were refined and reformulated in a cyclical fashion with the help of more than 100 students and ten experts. The resulting MELLES design framework encompasses guidelines addressing the essential characteristics of the desired MELL intervention as well as procedures recommended to operationalize those features. The study also resulted in a better understanding of the broader context of ESP learning using mobile devices and the role of elements of environment, ultimately contributing to real-life praxis of the Ecological Constructivist framework and the complementary approach of Design-Based Research (DBR) methodology. / 2012-06
398

Informal Learning of Registered Nurses using Mobile Devices in the Healthcare Workplace

Fahlman, Dorothy (Willy) 06 December 2012 (has links)
This dissertation research study explored how registered nurses (RNs) use mobile devices as tools to support and enhance informal learning in their work settings. The mixed methods inquiry involved select Canadian practicing and regulated RNs who used mobile devices in their workplaces. A sequential explanatory research design collected quantitative and qualitative data using an online survey and semi-structured interviews. Quota sampling for the quantitative component yielded 170 usable online surveys. From the survey respondents, interview volunteers were purposively selected and ten (10) interviews were conducted. Descriptive, inferential, inductive, and integrated data analyses were conducted in order to explore strategies, processes, purposes, modes of use (individual [non-collaborative] or collaborative), and age-generational differences associated with RNs’ use of mobile devices for informal learning in the workplace. Findings indicated that the study participants primarily used their handheld devices for self-directed informal learning with non-collaborative strategies or processes in their work settings for accessing online resources for a range of reasons including: evidence-based support, new procedures/treatments, professional development, patient/client teaching, and maintaining competency. Age differences related to the use of mobile devices for informal learning were minimal. However, workplace-related influences including deficiencies in formal educational resources, Internet access, and/or employer support were relevant to the informal learning experiences. Positive perceptions of efficiencies, self-confidence, patient/client safety, patients/clients’ reactions, and the need for sanctioned resources for using mobile technologies in the healthcare workplace were articulated. The findings pointed to the significance of mobile devices as learning tools for RNs’ informal learning for construction of knowledge and meaning-making to inform professional development and continuing competence. / 2013-01
399

ACUMAAF: ambiente de computação ubíqua para o monitoramento e avaliação de atividade física / ACUMAAF: ambiente de computação ubíqua para o monitoramento e avaliação de atividade física

Nunes, Douglas Fabiano de Sousa 13 June 2012 (has links)
Made available in DSpace on 2016-06-02T19:05:57Z (GMT). No. of bitstreams: 1 4452.pdf: 7806002 bytes, checksum: 03f3df43afda775ba6b11c313093d1d5 (MD5) Previous issue date: 2012-06-13 / Financiadora de Estudos e Projetos / The physical inactivity has been indicated by the World Health Organization (WHO) as one of the main risk factors for the incidence of Chronic Non-Communicable Diseases (CNCDs). Millions of deaths in the world are a result of these diseases, and this number has increased each year. In an attempt to change this scenario WHO has stimulated regular practice of physical activities, because they play an important role in preventing CNCDs. In Brazil, these activities are performed by health units which generate a large amount of data that need treatment. To deal with this problem we developed UCEMEPA, an environment that employs Ubiquitous Computing technologies and wireless communication networks, in order to monitor remotely and evaluate participants of physical activity groups in real-time. This environment automatically collects physiologic data, and provides indicators which will support and direct public policies for promoting physical activity. In this sense, UCEMEPA will contribute for the promotion of health and quality of life, and for the conduction of longitudinal studies aiming to establish correlations between the practice of physical activity and CNCDs prevention. / A inatividade física tem sido apontada pela Organização Mundial de Saúde (OMS) como um dos principais fatores de risco comportamentais responsáveis pela incidência de Doenças Crônicas Não Transmissíveis (DCNTs). Milhões de mortes no mundo são decorrentes dessas doenças e esse número vem aumentando a cada ano. Na tentativa de reverter esse quadro a OMS vem estimulando as práticas regulares de atividade física, já que estas possuem um importante papel na prevenção de DCNTs. No Brasil a promoção dessas atividades é realizada por unidades regionalizadas de saúde e geram uma grande quantidade de dados que carecem de processamento e tratamento. Em resposta a esse problema nós desenvolvemos o ACUMAAF, um ambiente que emprega tecnologias emergentes da Computação Ubíqua e redes de comunicação sem fio para monitorar e avaliar, em tempo real e a distância, participantes de grupos de atividade física. Esse ambiente coleta dados fisiológicos de forma automática e coletiva e tem como objetivo possibilitar a geração de indicadores capazes de apoiar e nortear políticas públicas de promoção de atividade física. O ACUMAAF é um ambiente computacional com contribuições para a promoção da saúde, para a promoção da qualidade de vida da população e para a realização de estudos longitudinais objetivando relacionar atividade física e a prevenção de DCNTs.
400

As janelas de David Hockney: os dispositivos móveis no processo de criação artística / The windows of David Hockney: mobile devices in the process of artistic creation

Jokowiski, Graciela Johnsson Campos 24 March 2017 (has links)
Esta dissertação apresenta uma abordagem sobre os dispositivos móveis como possíveis mediadores do pensamento artístico. Fundamentada em conceitos teóricos que permeiam as relações entre arte, imagem e tecnologia, pretende compreender a participação destes dispositivos no processo de criação a partir da observação da arte visual de David Hockney nos celulares e tablets. Seus objetivos específicos abrangem estudos de como os artistas da arte contemporânea têm se expressado por meio das imagens e como as janelas digitais têm participado deste movimento. A dissertação se inicia com um estudo teórico sobre as janelas da arte, priorizando aquelas que se inserem na arte contemporânea, seguida por uma investigação da trajetória do artista David Hockney. A pesquisa teórica foi importante para o entendimento de como as artes visuais contemporâneas têm materializado os conceitos dos artistas. A arte de Hockney nos dispositivos móveis é analisada a partir da exposição da série de pinturas Flores Frescas, onde o artista expõe suas obras nos tablets e celulares. A análise das imagens de Hockney complementa a pesquisa por meio de uma observação qualitativa e interpretativa de seis obras da mesma série, fundamentada em parâmetros que a pesquisa teórica indicou como prioritários para a construção de uma estética da arte digital. Esta análise identificou tendências da criação artística incorporadas nas pinturas a partir dos dispositivos móveis. A conclusão mostra uma apropriação do dispositivo por este artista por meio de um processo criativo que colabora para a formação de uma estética contemporânea. / This research presents an approach on mobile devices as possible mediators of artistic thinking. Based on theoretical concepts about the relations between art, image and technology, it aims at understanding the participation of these devices in the process of creation from the observation of the visual art of David Hockney in the cellular phones and tablets. Its specific objectives are the studies of how artists of contemporary art have expressed themselves through images and how digital windows have participated in this movement. The research paper begins with a theoretical study on metaphorical windows in art, prioritizing those of contemporary art, and continues an investigation into the trajectory of the artist David Hockney. Theoretical research was important for the understanding of how visual arts materialize the concepts of contemporary artists. Hockney's art on mobile devices is analyzed from the Fresh Flowers painting exposition, in which the artist exposes his works on tablets and cell phones. The analysis of Hockney’s images complements the research through the observation of six paintings of the same series, based on parameters that the theoretical research indicated as important for the construction of an aesthetic of digital art. This analysis was important in identifying trends in artistic creation embodied in paintings for mobile devices. The conclusion shows an appropriation of the device by this artist through a painting that contributes to the formation of a contemporary aesthetic.

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