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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.
1

An empirical investigation to examine the usability issues of using adaptive, adaptable, and mixed-initiative approaches in interactive systems

Alshumari, Mansour January 2015 (has links)
The combination of graphical user interface (GUI) and usability evaluation presents an advantage to mastering every piece of software and ensuring perfect quality of work. The increasing demand for online learning is becoming more important, both individually and academically. This thesis introduces and describes an empirical study to investigate and compare how vocabulary can be learned by using different interactive approaches; specifically, a static learning website (with straightforward words and meanings), an adaptable learning website (allowing the user to choose a learning method), an adaptive learning website (a system-chosen way of learning), and a mixed-initiative (mixing approaches and techniques). The purpose of this study is to explore and determine the effects of these approaches in learning vocabu-lary achievement to enhance vocabulary learning for non-English speakers. The par-ticipants were Arabic speakers. The three levels of vocabulary learning activities were categorised as easy, medium, and hard. The independent variables (IVs) were controlled during the experiment to ensure consistency and were as follows: tasks, learning effects, and time. The dependent variables (DVs) were learning vocabulary achievements and scores. Two aims were explored in relation to the effects of these approaches to achievement. The first related to learning vocabularies for non-English speakers tackling the difficulties of the English language and the second related to studying system usability of learning English vocabulary in terms of usability measures (efficiency, frequency of error occurrence, effectiveness, and satisfaction). For this purpose, a vocabulary-learning language website was designed, implement-ed, and tested empirically. To fulfill these requirements, it was first necessary to measure two usability components (efficiency and effectiveness) with a within-subject design of n = 24 subjects recruited and, for users’ satisfaction, a between-subject design of n = 99 subjects recruited, while investigating satisfaction with a system usability scale (SUS) survey. The results and data analysis were described. Overall, the results shown were all satisfactory.
2

Mixed-initiative quest generation

Olsson, Elin, Grevillius, Eric January 2020 (has links)
Ända sedan 1960-talet har idén om ett symbiotiskt partnerskap mellan dator och människa presenterats och att detta partnerskap kan ge lösningar bättre än människan ensam kan. Detta symbiotiska partnerskap har spridit sig till processuell generering (PCG) genom angripningssättet “blandade initiativ”, där människa och dator turas om bidra med lösningar. Inom spelutveckling kan viss innehåll skapas bättre av en generator och en annan del av en människa. Denna forskning fokuserar på att tillämpa den “blandade initiativ” metoden för att skapa uppdrag i “dungeon” spel, genom den utvecklade artefakten kan användaren skapa uppdrag i “Evolutionary dungeon designer” (EDD) för att designa nivåer av spelgenren “dungeons”. Artefakten använder en generator för att ge användaren automatisk genererade förslag. Generatorn har utvärderats genom ett “expressive range”-experiment som utvärderade dominansen av de aktioner som fungerar som byggstenar för uppdragen. Utöver experimentet genomfördes en användarstudie för att utvärdera artefaktens användbarhet. Mottagandet av artefakten i användarstudien var positivt. En majoritet av deltagarna upplevde en ökad kreativitet och beskrev artefakten som ett resurseffektivt verktyg för spelutvecklare, som bidrar med snabba lösningar och hjälper till att motverka inspirationsblockeringar. / Ever since the 1960s the idea of a symbiotic partnership between computer and man has been laid out, suggesting a partnership can provide solutions better than man alone can. This symbiotic relationship has been branched out to procedural content generation (PCG), through it’s “mixed initiative” approach, taking turns to provide suggestions. Within game development, some content is better created by a generator, and some by a human. This research focuses on applying the mixed initiative approach in quest creation in dungeon games, through an artefact that lets the user create quests in “Evolutionary dungeon designer” (EDD) to design dungeons in dungeon games. The artefact developed uses a generator to provide the user with automatic generated suggestions. The generator has been evaluated through an expressive range experiment to investigate the dominance of the actions which acts like building blocks for the quests. In addition to the experiment a user study was conducted. The result of the user study was that the experiences relating to the artefact were positive. A majority of the participants experienced increased creativity and described the artefact as a resource efficient tool for game developers, providing fast solutions and helping reduce inspirational blockages.
3

A Software Framework for Out-of-turn Interaction in a Multimodal Web Interface

Shenoy, Atul 03 July 2003 (has links)
Multimodal interfaces are becoming increasingly important with the advent of mobile devices, accessibility considerations, and novel software technologies that combine diverse interaction media. This thesis investigates systems support for web browsing in a multimodal interface. Specifically, we outline the design and implementation of a software framework that integrates hyperlink and voice interaction. This enables the user to engage in out-of-turn interactions to personalize access at an information site. For the developer, the framework enables the creation of sites that adapt to the needs of users, yet permits fine-grained control over what interactions to support. Design methodology, implementation details, and two case studies are presented. / Master of Science
4

Mixed-Initiative Methods for Following Design Guidelines in Creative Tasks

Bharadwaj, Aditya 26 August 2020 (has links)
Practitioners in creative domains such as web design, data visualization, and software development face many challenges while trying to create novel solutions that satisfy the guidelines around practical constraints and quality considerations. My dissertation work addresses two of these challenges. First, guidelines may conflict with each other, creating a need for slow and time-consuming expert intervention. Second, guidelines may be hard to check programmatically, requiring experts to manually use multipage style guides that suffer from drawbacks related to searchability, navigation, conflict, and obsolescence. In my dissertation, I focus on exploring mixed-initiative methods as a solution to these challenges in two complex tasks: biological network visualization where guidelines may conflict, and web design where task requirements are hard to check programmatically. For biological network visualization, I explore the use of crowdsourcing to scale up time-consuming manual layout tasks. To support the network-based collaboration required for crowdsourcing, I first implemented a system called GraphSpace. It fosters online collaboration by allowing users to store, organize, explore, lay out, and share networks on a web platform. I then used GraphSpace as the infrastructure to support a novel mixed-initiative crowd-algorithm approach for creating high-quality, biological meaningful network visualizations. I also designed and implemented Flud, a system that gamifies the graph visualization task and uses flow theory concepts to make algorithmically generated suggestions more readily accessible to non-expert crowds. Then, I proposed DeepLayout, a novel learning-based approach as an alternative to the non-machine learning-based method used in Flud. It has the ability to learn how to balance complex conflicting guidelines from a layout process. Finally, in the domain of web design, I present a real-world iterative deployment of a system called Critter. Critter augments traditional quality assurance techniques used in structured domains, such as checklists and expert feedback, using mixed-initiative interactions. I hope this dissertation can serve to accelerate research on leveraging the complementary strengths of humans and computers in the context of creative processes that are generally considered out of bounds for automated methods. / Doctor of Philosophy / Practitioners in creative domains such as web design, data visualization, and software development face many challenges while trying to create novel solutions that satisfy the guidelines around practical constraints and quality considerations. My dissertation work addresses two of these challenges. First, sometimes the guidelines may conflict with each other under a certain scenario. In this situation, tasks require expert opinion to prioritize one guideline over the other. This dependence on expertise makes the design process slow and time-consuming. Second, sometimes it is difficult to determine which guidelines have been fulfilled. In this scenario, experts have to manually go through a list of guidelines and make sure applicable guidelines have been successfully applied to the final product. However, using a list of guidelines has its own drawbacks. Not all guidelines are applicable to a project, and finding a relevant guideline can be strenuous for experts. Moreover, a design process is not as simple as following a list of guidelines. Design processes are dynamic, non-linear, and iterative. Due to these reasons, a simple list of guidelines does not align with the designers' workflow. My dissertation focuses on exploring mixed-initiative methods where computers and humans collaborate in a tight feedback loop to help follow guidelines. To this end, I present solutions for two complex creative tasks: biological network visualization where we can compute how well a design adheres to the guidelines but guidelines may conflict and web design where task requirements are hard to check programmatically. I hope this dissertation can serve to accelerate research on leveraging the complementary strengths of humans and computers in the context of creative processes that are generally considered out of bounds for automated methods.
5

Système de planification en mixed-initiative pour l'assistance à la gestion des systèmes informatisés complexes / Mixed-initiative planning system to assist the management of complex IT systems

Ramoul, Abdeldjalil 28 November 2018 (has links)
Le concept de systèmes informatisés complexes rassemble tous les systèmes constitués d’un grand nombre de composantes inter-connectées et gérées par ordinateur. La configuration et la gestion de ces systèmes passe par une multitude de tâches critiques à leur bon fonctionnement et leur évolution. La problématique de la mise en place et la maîtrise des procédures de gestion et de configuration de tels systèmes devient un point critique au vu de la complexité croissante et du besoin d’évolution de ces derniers. L’objectif de cette thèse est de répondre à cette problématique, à travers le développement d’un outil de planification en mixed-initiative pour la co-génération automatique d’actions de gestion et de configuration, indépendamment du domaine d’application. Dans cette perspective, nous développons « Grounded Totally Ordered Hierarchical Planner » (GTOHP), un planificateur automatique hiérarchique, en « Hierarchical Task Network » (HTN), qui présente des performances élevées nécessaires à une interaction en mixed-initiative. Pour cela nous proposons un algorithme d’instanciation et de simplification des problèmes de planification HTN qui réduit de manière très significative leur complexité et améliore de ce fait les performances des algorithmes de planification. Nous proposons aussi une extension au langage de définition des domaines de planification automatique PDDL afin de modéliser les connaissances des experts du domaine d’application sous forme de méthodes de décomposition des tâches qui serviront à guider l’algorithme de planification HTN. Ensuite, nous intégrons au planificateur GTOHP des mécanismes de récolte de statistiques et d’in- formations sur les résultats des tests réalisés lors de la recherche de plans et nous l’intégrons dans le système « Mixed-Initiative Planner » (MIP) qui fournit plusieurs fonctionnalités d’interaction en mixed-initiative. Nous démontrons les performances élevées du planificateur GTOHP et les apports de l’algorithme d’instanciation et de simplification en le comparant à un planificateur HTN de l’état de l’art à travers une série d’expérimentations sur des domaines de planification issues de la compé- tition internationale de planification automatique. Enfin, nous proposons des critères d’évaluation pour les systèmes en mixed-initiative qui servent de base à la discussion du système MIP. / The concept of complex IT systems includes all systems consisting of a large number of inter-connected and computer-managed components. The configuration and management of these systems involves a multitude of tasks that are critical to their proper functioning and their evolution. The problem of defining procedures for managing and configuring such systems becomes very critical in view of their increasing complexity and their rapid evolution. The aim of this thesis is to develop a mixed-initiative planning tool for the automatic co-generation of a set of management and configuration actions, regardless of the application domain. In this perspective, we develop GTOHP, a hierarchical automatic planner, with HTN, that present the high performance needed for a mixed-initiative interaction. We propose an algorithm for the instantiation and the simplification of HTN planning problems, which significantly reduces their complexity and improves the performance of the planning algorithms. We also propose an extension to the « Planning Domain Definition Language » (PDDL) in order to modelize the knowledge of domain experts in the form of tasks decomposition methods that will be used to guide the HTN planning algorithm. Then, we integrate some mechanisms to GTOHP for collecting statistics and information about the tests results carried out during the plans search and integrate them into the MIP which provides several features of mixed-initiative interaction. We demonstrate the high performance of the GTOHP planner and the contributions of the instantiation and simplification algorithm, by comparing them to a state-of-the-art HTN planner through a series of experiments on planning domains from the international planning competitions. Finally, we propose a panel of evaluation criteria of mixed-initiative systems that serve as a basis for the discussion about the performances and contributions of the MIP system.
6

Adaptive, adaptable, and mixed-initiative in interactive systems : an empirical investigation : an empirical investigation to examine the usability issues of using adaptive, adaptable and mixed-iniative approaches in interactive systems

Al Omar, Khalid Hamad January 2009 (has links)
This thesis investigates the use of static, adaptive, adaptable and mixed-initiative approaches to the personalisation of content and graphical user interfaces (GUIs). This empirical study consisted of three experimental phases. The first examined the use of static, adaptive, adaptable and mixed-initiative approaches to web content. More specifically, it measured the usability (efficiency, frequency of error occurrence, effectiveness and satisfaction) of an e-commerce website. The experiment was conducted with 60 subjects and was tested empirically by four independent groups (15 subjects each). The second experiment examined the use of adaptive, adaptable and mixed-initiative approaches to GUIs. More specifically, it measured the usability (efficiency, frequency of error occurrence, effectiveness and satisfaction) in GUI control structures (menus). In addition, it investigated empirically the effects of content size on five different personalised menu types. In order to carry out this comparative investigation, two independent experiments were conducted, on small menus (17 items) and large ones (29 items) respectively. The experiment was conducted with 60 subjects and was tested empirically by four independent groups (15 subjects each). The third experiment was conducted with 40 subjects and was tested empirically by four dependent groups (5 subjects each). The aim of the third experiment was to mitigate the drawbacks of the adaptive, adaptable and mixedinitiative approaches, to improve their performance and to increase their usability by using multimodal auditory solutions (speech, earcons and auditory icons). The results indicate that the size of content affects the usability of personalised approaches. In other words, as the size of content increases, so does the need of the adaptive and mixed-initiative approaches, whereas that of the adaptable approach decreases. A set of empirically derived guidelines were also produced to assist designers with the use of adaptive, adaptable and mixed-initiative approaches to web content and GUI control structure.
7

Collaborative Learning of Hierarchical Task Networks from Demonstration and Instruction

Mohseni-Kabir, Anahita 10 September 2015 (has links)
"This thesis presents learning and interaction algorithms to support a human teaching hierarchical task models to a robot using a single or multiple examples in the context of a mixed-initiative interaction with bi-directional communication. Our first contribution is an approach for learning a high level task from a single example using the bottom-up style. In particular, we have identified and implemented two important heuristics for suggesting task groupings and repetitions based on the data flow between tasks and on the physical structure of the manipulated artifact. We have evaluated our heuristics with users in a simulated environment and shown that the suggestions significantly improve the learning and interaction. For our second contribution, we extended this interaction by enabling users to teaching tasks using the top-down teaching style in addition to the bottom-up teaching style. Results obtained in a pilot study show that users utilize both the bottom-up and the top-down teaching styles to teach tasks. Our third contribution is an algorithm that merges multiple examples when there are alternative ways of doing a task. The merging algorithm is still under evaluation. "
8

A proposed technique for ideation through artifact shape deviations

Träff, Oliver January 2019 (has links)
This paper proposes a new ideation technique for how to ideate using sketching and a generative design system based prototype tool. The technique is aimed to support ideation through the exploration of design shape deviations. The tool generates 3D model artifacts with variations in their shapes. The overall shape and deviations are based on a design concept specified by the user of the tool. These design artifacts are then used as a means to rediscover one's own design concepts through the theory of estrangement. A study was conducted where university-level design students tested the technique in a scenario where they were tasked with ideating product design solutions. The performed study (along with post-study interviews) revealed promising results where participants of the study described their experiences as fun and interesting. The design outcomes of the study display how participants worked and iterated on their conceptual artifacts. They explored different and new angles of the design space relative to their concepts by using the generated design artifacts. This may suggest that this technique, using computer-generated concept deviations can be a successful way of supporting ideation by expanding on one's design concepts, rediscovering concepts, moving beyond obvious solutions and iterating design concepts.
9

A Study on Mixed-Initiative for Fostering Creativity in Game Design

Österman, Axel, Nuevo Nolasco, Chelsi Mutya January 2018 (has links)
Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Using the feedback from Eddy 2.0’s user study and studying other related works, newfeatures have been planned and implemented to improve the elements of mixed-initiativein Eddy for version 3.0. The results primarily feature a new and improved workflow aswell as enhancing a room’s context with the addition of a logical world grid. This in turnimproves the program’s intuitiveness and makes it possible for the designer to createmore complex designs of their preference while maintaining the general functionalities ofthe original Eddy.The study was evaluated with a small scale user study of five users at a gamedevelopment company with most of the feedback being positive in nature. From thefeedback more features have been planned for a future version of Eddy being version 4.0.
10

A Study on Fitness Functions and Their Impact in PCG

Johansson, Simon January 2018 (has links)
Procedural Content Generation (PCG) is a tool for developers to take advantage of the computational power of the computer in order to create new content. There are many different method that a PCG program is able to utilize but finding the most optimal may be very challenging. In this paper we improved Evolution Dungeon Designer (EDD) by integrate symmetry and similar fitness function. We evaluated them with experiments and a user study that involved participants that are active in the field of game development. We can see that both symmetry and similar functions can easily be integrated for creating 2D dungeon rooms but has the potential of overwhelm the existing functions.

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