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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.
21

Ovládání desktopu pomocí senzoru Kinect / Kinect-Based Desktop Controller

Czompál, Zsolt January 2012 (has links)
The aim of this master's thesis was to create a user interface that allows controlling the PC using voice commands, static poses and dynamic gestures. It contains an implementation of a natural user interface that emulates the functionality of the keyboard and the mouse. In this thesis for detecting and tracking the user was used the sensor Kinect. For implementation I have chosen platform Windows and the Kinect for Windows SDK with programming language C#. During the implementation and testing of the interface, sensor Kinect for Xbox 360 was used. The result of this master's thesis is a natural user interface that allows controlling desktop applications without using keyboard or mouse, and that is comfortable and user-friendly.
22

Kinect™ Based Biology Education System

Chaumpanich, Kritsakorn 27 May 2015 (has links)
No description available.
23

Descriptive Study on the Use of Bimanual and Same-hand Multifinger Interaction on a Multitouch Display

Zerega Bravo, Rafael January 2013 (has links)
Multitouch technology allows the users to use both their hands and multiple fingers to manipulate digital content directly on the screen. This paper attempts to analyze the actual convenience of bimanual and multifinger manipulation on a multitouch display by conducting three observational experiments and studying how a group of volunteers use their hands and fingers when interacting with digital content on a touchscreen surface. In addition, the participants had to fill in a questionnaire where they give some additional insights on how they experienced the use of multitouch-based interface during the experiments. The results suggest that when participants were performing tasks in which they were instructed to manipulate the digital content as fast as they could, a high percentage of them resorted to the use of at least some level of bimanual manipulation of the digital content. However, when participants were told to perform the tasks calmly the big majority of participants decided to move the objects by using only one hand (unimanual). Same-hand multifinger manipulation was also used by a high percentage of participants when moving several objects simultaneously. Nevertheless, in all three experiments the most common way of moving objects across the screen was by dragging them one at a time (sequential move). Finally, in relation to the personal assessment made by the participants, a total of 70% feel that the possibility for engaging in bimanual interaction, that multitouch interface offers, is a clear benefit and advantage over traditional keyboard and mouse. However, 40% of the respondents feel that the use of mouse still is a more effective and natural form of interaction than multitouch technology.
24

The Crematorium of Hanga Hahave on Rapa Nui (Easter Island): What stories can the skeletal remains reveal. / Krematoriet i Hanga Hahave på Rapa Nui (Påskön): Vilka historier kan de skeletala kvarlevor berätta.

Navarro, Sigourney Nina January 2017 (has links)
This paper uses an osteological approach and applies the study of entanglement in an attempt to understand the crematoria on Rapa Nui (Easter Island), which represent a unique tradition within the ceremonial spheres of the Polynesian area. Skeletal remains from the crematorium of ahu Hanga Hahave, which consist of both cremated - and unburned remains, have been analysed to reveal the different practices that took part in the cremation process and to identify the individuals that were deposited in such structure. Ethnohistorical records were applied to interpret the osteological evidence and to discuss the circumstances surrounding the possible use of the crematorium, as either a site for sacrificial offerings or a site for burials.  This paper aims at creating an underlying basis for the study of crematoria on Rapa Nui and provides an overview of the processes central to the disposal of the dead and the usage and significance of this structure. The results of this study showed that the ancient Rapanui through the practice of cremation, followed an internalised structure within their society to complete each cultural act that constituted the crematorium, and these were divided in the construction of the crematorium, the making of fire, and the treatment of the dead. The complexity of each cultural act presents the possibility that an organised society, with at least one designated head, may have been in charge of the practice of cremation physically and spiritually. The skeletal remains could not be applied to determine whether the crematorium of Hanga Hahave was used for sacrificial offering or for burial since the analysed remains only represented one-fifth of the entire bone collection from the crematorium. However, the findings of this study have pointed towards a burial practice rather than a sacrificial one. / Denna uppsats använder ett osteologiskt tillvägagångssätt och Hodders’’entanglement’ studie i tolkningen av krematorierna på Rapa Nui (Påskön), som representerar en unik tradition inom Polynesien. Skelettmaterialet från krematoriet i ahu Hanga Hahave har analyserats för att upptäcka de olika metoder som deltog i kremeringsprocessen och identifiera vilka individer som deponerades här. Etnohistoriska källor användes också i tolkningen av det osteologiska materialet och för att behandla frågorna kring krematoriernas användning: antigen som en plats för offring eller en plats för begravning. Syftet är att skapa en underliggande grund för studiet av krematorierna på Rapa Nui för att ge en överblick på de centrala processerna. Resultatet visade att den forntida Rapanui följde en internaliserad struktur inom sitt samhälle för att slutföra varje kulturell handling som utgjorde kremerings praktik och var uppdelade i konstruktionen av krematoriet, bruken av eld och hantering av de döda. Komplexiteten hos varje handling möjliggör att ett organiserat samhälle, där minst en ledare har varit ansvarig i fysisk eller andlig form. Skelettmaterialet från krematoriet i ahu Hanga Hahave kunde inte användas för att bestämma krematoriets användning eftersom det analyserade materialet endast representerade en femtedel av den totala bensamlingen, dock pekar studiet på en begravningsritual snarare än en offer.
25

Espace de conception et modèle d'interaction multi-tactile gestuel : un environnement de développement pour enrichir le modèle / Design space and multi-touch gestural interaction model : a framework to enhance the model

Morin, Rudy 24 June 2011 (has links)
L’affinage technique et l’adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l’attention des designers d’interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d’interactions multi-tactiles. Dans cette étude, je défends l’idée que le design de telles interactions ne peut être approché qu’en suivant un modèle d’interaction spécifique intégrant l’ensemble des composantes physiques, cognitives, sensorielles et motrices du geste dans le couplage homme-machine. J’articule ma recherche autour d’un espace de conception, courte analyse sociotechnique de mon objet d’étude, dans lequel je définis un modèle d’interaction descriptif et génératif. Je détermine un ensemble de principes conceptuels et techniques permettant l’évaluation et la conception du design d’interfaces multi-tactiles de manière systémique et extensible. Au cours de cette étude, je précise les limites du paradigme d’ « interface naturelle » en nuançant les effets du réalisme des interactions dans l’efficacité de tels systèmes. Enfin, je présente les travaux de conception et de développement d’un environnement de développement réalisé dans le cadre d’un dispositif CIFRE qui a accompagné cette étude et permis d’enrichir le modèle théorique. / The technical refinement and the recent adoption of multi-touch technologies by both the industry and users made these technologies a major concern for interaction designers. While many studies on human-computer interaction have started to compare this type of interface with traditional WIMP interfaces performance-wise, few have included in their approach the gestural and system mapping specificities of multi-touch interactions. In this study, I defend the idea that such interaction design should follow a specific interaction model taking into account physical, cognitive, sensitive and motor aspects of gestures in the human-computer relation. I define a design space, sort of socio-technical approach, which participates in the definition of a descriptive and generative interaction model. I establish a set of conceptual and technical principles that allow the evaluation and conception of multi-touch interfaces, in a systemic and extensible way. Throughout this study, I emphasize the limits of the « natural user interface » paradigm by having a better understanding of how interaction realism affects system efficiency. Finally, I present a multi-touch framework developed as part of a CIFRE collaboration, which helped this study in the design and the extension of the conceptual model.
26

Visitor Perceptions of Authenticity and Commodification in Easter Island Cultural Heritage Tourism : Pride and Empowerment of the Rapanui

Elf Donaldson, Evelina January 2020 (has links)
This study sought to analyze tourist perceptions of cultural heritage tourism on Easter Island, more specifically, how they perceived and valued the concept of ‘authenticity’ in representations of local Rapanui culture. By analyzing and categorizing trends found in Trip Advisor reviews left for 6 tourism businesses on the island (3 traditional performance venues and 3 guided tour companies), this primary research question was further broken down to assess 1) what factors in particular render an experience valuable and authentic to the tourist, 2) how tourists perceive indigenous Rapanui’s relationship to their own culture in the context of cultural tourism, and 3) if they perceive the industry as exploiting or empowering the Rapanui people. Ultimately the study uncovered the tendency for tourists to look to the transmitters of culture themselves (i.e. local performers, guides, company owners) when assessing the value and authenticity of their cultural experience, taking into account the transmitter’s indigenous heritage, cultural pride, knowledgeability, and openness and eagerness to share their culture with visitors (evident by the perceived passion with which they performed, or the personal storytelling and friendship evident in the guide-guest relationship). In addition to constructing value and authenticity, these qualities left visitors with the impression that local Rapanui are empowered by the industry and have agency over the manner in which their culture is showcased. The tourist’s search for meaning was also an important finding, as the majority either appreciated direct explanations about island culture and history, or created their own meaning when none was provided. While the scope of this study was limited to Easter Island, it has implications that may be applied to other destinations with indigenous, cultural tourism, as it very much speaks to the value that tourists place on cultural pride and preservation, community-based grassroots tourism, a desire for meaning and explanation, and consideration for the tourist’s own impact on the destination.
27

SketChart: A Pen-Based Tool for Chart Generation and Interaction.

Gonzalez, Andres Vargas 01 January 2014 (has links)
It has been shown that representing data with the right visualization increases the understanding of qualitative and quantitative information encoded in documents. However, current tools for generating such visualizations involve the use of traditional WIMP techniques, which perhaps makes free interaction and direct manipulation of the content harder. In this thesis, we present a pen-based prototype for data visualization using 10 different types of bar based charts. The prototype lets users sketch a chart and interact with the information once the drawing is identified. The prototype's user interface consists of an area to sketch and touch based elements that will be displayed depending on the context and nature of the outline. Brainstorming and live presentations can benefit from the prototype due to the ability to visualize and manipulate data in real time. We also perform a short, informal user study to measure effectiveness of the tool while recognizing sketches and users acceptance while interacting with the system. Results show SketChart strengths and weaknesses and areas for improvement.
28

Stratified Polynesia : A GIS-based study of prehistoric settlements in Samoa and Rapa Nui

Håkansson, Olof January 2017 (has links)
The overall objective of this study is, to understand how the prehistoric individual experienced her “being in the world”. This is done by examining the spatial relationships of prehistoric remains in order to understand hierarchies. The foundation of the thesis is constructed by using data from the prehistoric settlement of Letolo in Samoa (Independent State of Samoa) in West-Polynesia and Hanga Ho´onu on Rapa Nui (Easter Island) in East-Polynesia. These data are stored and analysed in a Geographical Information System (GIS). In the Samoan case the intention is to make previously unpublished surveys available. An aim is to develop a method to interpret social information from the spatial relations of built structures. It is questioned if it is possible to interpret the degree of hierarchy in a prehistoric society only from the spatial relations of features. It is concluded that such an inquiry needs to be paired with preunderstanding and analogies, such as ethnohistorical data, since it otherwise is problematic to ascribe meaning to different built structures. The thesis uses ethnohistory for preunderstanding and analogy. The thesis further examines the worldviews and structures that are shown in the repeated practice of groups in the two settlements. / Det övergripande syftet med föreliggande studie är att komma närmare den förhistoriska människans upplevelse av varat, att komma närmare hennes upplevelse av att finnas till i världen. Detta görs genom att undersöka fornlämningars spatiala relationer för att förstå  hierarkier. I uppsatsen redovisas två databaser och Geografiska Informationssystem som har konstruerats utifrån fornlämningsdata från förhistoriska bosättningar på Samoa i västpolynesien och Rapa Nui i östpolynesien. På Samoa är det Letolodalen på ön Savai´i som undersöks, och på Rapa Nui är det Hanga Ho´onu vid La Pérouse-bukten som undersöks. Uppsatsen ämnar tillgängliggöra opublicerade inventeringar av Letolo på Samoa. En intention är att utarbeta specifika kriterier för att utläsa social information från den spatiala utbredningen av fornlämningar. Arbetet ifrågasätter om det är möjligt att läsa ut graden av hierarki i ett förhistoriskt samhälle utifrån de spatiala relationerna mellan fornlämningar. Svaret är att det går om analogier och förförståelse används då det annars är problematiskt att tillskriva mening till fornlämningar. Eftersom Polynesien är väl dokumenterat utifrån ett etnohistoriskt perspektiv används analogier och förförståelse från dessa berättelser. I uppsatsen undersöks vidare mentala världar och strukturer som visar sig i gruppers upprepade praktiker i de två bosättningarna.
29

Os impactos do uso de tecnologia da informação e da identificação e captura automática de dados nos processos operacionais do varejo

Romano, Regiane Relva 09 December 2011 (has links)
Submitted by Regiane Relva Romano (regiane@vip-systems.com.br) on 2011-12-28T12:03:36Z No. of bitstreams: 1 Tese Regiane Relva Romano - dezembro 2011-Versao Final.pdf: 4192254 bytes, checksum: 786a11620fac456f482835d77b815ce8 (MD5) / Rejected by Gisele Isaura Hannickel (gisele.hannickel@fgv.br), reason: Prezada Regiane, Está pendente a capa e a ficha catalográfica. Favor retirar o logotipo das primeiras folhas. Segue a sequencia: 1º capa 2º contra capa (que na sua postagem está como 1ª folha) 3º ficha catalográfica 4º folha de assinaturas 5º sequencia do trabalho..... Em caso de dúvidas favor verificar no site da biblioteca / serviços / manuais / normalização de trabalhos academicos. Att, Secretaria de Registro on 2011-12-28T12:09:43Z (GMT) / Submitted by Regiane Relva Romano (regiane@vip-systems.com.br) on 2012-01-04T01:31:23Z No. of bitstreams: 1 Tese Regiane Relva Romano - Versao Final Entregue.pdf: 4264628 bytes, checksum: 5cde922f780d99b751abbf306d16f982 (MD5) / Approved for entry into archive by Gisele Isaura Hannickel (gisele.hannickel@fgv.br) on 2012-01-04T11:12:52Z (GMT) No. of bitstreams: 1 Tese Regiane Relva Romano - Versao Final Entregue.pdf: 4264628 bytes, checksum: 5cde922f780d99b751abbf306d16f982 (MD5) / Made available in DSpace on 2012-01-04T11:16:03Z (GMT). No. of bitstreams: 1 Tese Regiane Relva Romano - Versao Final Entregue.pdf: 4264628 bytes, checksum: 5cde922f780d99b751abbf306d16f982 (MD5) Previous issue date: 2011-12-09 / Este trabalho objetivou identificar as principais tecnologias disponíveis de TI (Tecnologia da Informação) e de AIDC (Identificação e Captura Automática de Dados) para a área de varejo de autosserviço, para preencher a lacuna existente na literatura, sobre os benefícios de se usar novas tecnologias no ponto de venda, com vistas a otimizar sua operação. Para tanto, foram estudados os principais processos operacionais de uma loja de varejo de autosserviço, com vistas a identificar como as Tecnologias da Informação (TI) e de Identificação e Captura Automática de Dados (AIDC), poderiam ajudar a melhorar os resultados operacionais e agregar valor ao negócio. Para analisar suas proposições (de que o uso de TI e de AIDC podem ajudar na: redução dos tempos dos processos de retaguarda; redução do número de operações no ponto de venda; prevenção de perdas; redução dos custos e dos tempos para a realização dos inventários; redução do número de funcionários nas lojas; redução do tempo de fila no caixa; redução de rupturas e no aumento da eficiência operacional da loja), foram pesquisados diversos estudos de casos mundiais de empresas do segmento de varejo, que implementaram as tecnologias de AIDC e TI, principalmente a de RFID, para saber quais foram os impactos do uso destas tecnologias em suas operações e, em seguida, foi desenvolvido um Estudo de Caso abrangente, por meio do qual se objetivou entender os benefícios empresariais reais do uso destas tecnologias para o varejo de autosserviço. Como resultado final, foi possível identificar as mudanças nos processos operacionais do varejo de autosserviço, bem como os benefícios gerados em termos de custo, produtividade, qualidade, flexibilidade e inovação. O trabalho também evidenciou os pontos críticos de sucesso para a implementação da TI e das AIDC no varejo, que são: a revisão dos processos operacionais; a correta definição do hardware; dos insumos; do software; das interferências do ambiente físico; da disponibilização dos dados/informações dos produtos; das pessoas/funcionários e dos parceiros de negócios/fornecedores. De maneira mais específica, este trabalho buscou contribuir para o enriquecimento do campo de estudos no segmento de varejo e para o uso da tecnologia da informação, no Brasil, já que o assunto sobre o uso e o impacto de novas tecnologias no ponto de vendas, ainda permanece pouco explorado academicamente. / This study sought to identify the main IT technologies available for the AIDC and retail self-service area, to fill the gap in the literature about the real advantages of using new technologies at the point of sale, in order to optimize its operation. In order to do this, we studied the main operational processes of a self-service retail store bearing in mind to identify how the technologies of Automatic Identification and Data Capture and IT could help to improve the operating results and add value to the business. To analyze these proposals we have surveyed several global case studies of retail companies, which implemented the AIDC and IT technologies to investigate what were the impacts of using these technologies in their operations and then designed a comprehensive and innovative Case Study, through which we sought to understand the real business benefits. As a final result, it was possible to identify the changes and the benefits in terms of cost, productivity, quality, flexibility and innovation. The work also highlighted the critical points of success for the implementation of AIDC and IT Retail, which are: the review of operating processes, the correct definition of the hardware; inputs; software; interferences of the physical environment, the availability of data / information of products, of people / employees and of business partners / suppliers. More specifically, this study sought to contribute to the enrichment of the field studies in the retail segment and for the use of information technology in Brazil, since the issue on the use and impact of new technologies at the point of sales, still remains unexplored academically.

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