• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 9
  • 6
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 22
  • 22
  • 22
  • 12
  • 12
  • 10
  • 7
  • 7
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Natural User Interface Design using Multiple Displays for Courier Dispatch Operations.

Clifford, Rory January 2013 (has links)
This thesis explores how Natural User Interface (NUI) interaction and Multiple Display Technology (MDT) can be applied to an existing Freight Management System (FMS), to improve the command and control interface of the dispatch operators. Situational Awareness (SA) and Task Efficiency (TE) are identified as being the main requirements for dispatchers. Based on studies that have been performed on SA and TE in other time critical occupations such as Emergency Medical Dispatch (EMD) and Air Traffic Control (ATC), a substitute dispatch display system was designed with focus on courier driver and freight management systems and monitoring. This system aims to alleviate cognitive overheads without disrupting the flow of the existing CFMS by providing extended screen area matched with a natural input mechanism for command and control functionality. This Master’s thesis investigates which of commercial state-of-the-art interface tools is best to use in a wide Field-of-View (FOV) multiple screen display and to dicern if there is any practical impact that a proposed NUI system will have to courier dispatching. To assess the efficacy of such a hypothetical system the author has developed an experimental prototype that combines a set of three monitors in a Multi-Monitor System to create the overall display system, accompanied with two traditional and two advanced NUI direct and indirect interaction techniques (mouse, trackpad, touch screen and gesture controller). Experiments using the prototype were conducted to determine the optimum configuration for control/display interface based upon task effectiveness, bandwidth and overall user desirability of these methods in supporting behavioural requirements of dispatch workstation task handling. The author use the well-studied and robust Fitts' Law for measuring and analysing user behaviour with NUIs. Evaluation of the prototype system finds that the multi-touch system paired with the multi-monitor system was the most responsive of the interaction techniques, direct or indirect. Based on these findings, employing such an interaction system is a viable option for deployment in FMS's. However for optimal efficiency, the firmware that supports the interactivity dynamics should be re-designed so it is optimized to touch interaction. This will allow the multi-touch system to be used effectively as an affordance technology. Although the gesture interaction approach has a lot of potential as an alternative NUI device, the performance of gesture input in this experimental setting had the worst performance of all conditions. This finding was largely a result of the interface device limitation within the wide FOV display range of the multi-monitor system. Further design improvements and experimentation are proposed to alleviate this problem for the gesture tracking and for the touchscreen modalities of interaction.
2

Advanced visualizations for network security

Nunnally, Troy J. 12 January 2015 (has links)
Monitoring volumes of malicious network data for across multiple sources can potentially be overwhelming. As a result, vital data is at a greater risk of being overlooked and the time span for analyzing it could be too lengthy. One way to address this issue is to employ network security visualization techniques to evaluate security risks and identify malicious activity to help mitigate compromised nodes on a network. The purpose of this thesis is to introduce a visualization framework to help reduce task-completion time, enhance situational awareness, and decrease user error of complex visualizations for network security applications. From the developed framework, three techniques are suggested as contributions using visualization and interaction: (1) Stereoscopic visualization technique aims to increase user awareness of vulnerabilities and malicious attacks, (2) the recommender system aims to ensure efficient navigation in complex 3D environments, and (3) an interaction system aims to assist in usability of visualization environments using Natural User Interfaces (NUIs). To investigate the aforementioned techniques, the following tools were created: 3D Stereoscopic Vulnerability Assessment Tool (3DSVAT), Parallel 3D Coordinate Visualization (P3D), NAVSEC recommender system, and Interaction System for Network Security (InterSec).
3

Gesture Based Human-Computer Interaction with Natural User Interface

Kolagani, Vijay Kumar January 2018 (has links)
No description available.
4

A Framework for Physical Rehabilitation Using Natural User Interface with Electromyography Biofeedback

Hassanien, Shehabeldin 22 May 2013 (has links)
No description available.
5

Context-aware gestural interaction in the smart environments of the ubiquitous computing era

Caon, Maurizio January 2014 (has links)
Technology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms.
6

Requisitos para o desenvolvimento de jogos digitais utilizando a interface natural a partir da perspectiva dos usuários idosos caidores

Pillon, Carolina Bravo January 2015 (has links)
O aumento da população senescente no Brasil e no mundo implica ações específicas para satisfazer às necessidades e preferências do público idoso. Diversas áreas do conhecimento dedicam-se aos estudos relacionados ao envelhecimento humano com a finalidade de garantir a autonomia, independência, qualidade de vida e expectativa de vida saudável das pessoas com mais de 60 anos. Nesse contexto, novas tecnologias de intervenção baseadas nos jogos digitais têm sido utilizadas para promover a prá-tica de atividade física com o propósito de prevenir o declínio funcional em indivíduos idosos. Sendo assim, o objetivo desta pesquisa consiste em estabelecer um conjunto de requisitos de projeto para apoiar o desenvolvimento de jogos digitais que utilizam a interface natural, a partir da perspectiva dos usuários idosos caidores, a fim de contribuir para a melhora na qualidade de vida. Para tanto, realizou-se uma intervenção no projeto de extensão do Centro de Estudos de Lazer e Atividade Física do Idoso (Celari) da Escola de Educação Física (ESEF) da Universidade Federal do Rio Grande do Sul (UFRGS), em um período de oito semanas, com duas sessões semanais. Os instrumentos de avaliação aplicados na pesquisa foram dois questionários, incluindo questões fechadas, com delineamento pré e pós-intervenção. Além disso, utilizou-se a observação direta com o intuito de recolher informações acerca da amostra. O instrumento de intervenção adotado na pesquisa foi o console Xbox One® com o sensor de movimento Kinect 2.0® e sete jogos digitais. Estabeleceram-se, então, os requisitos de usuá-rios com base nas necessidades e preferências exigidos pelos participantes da pesquisa durante a inter-venção. Em uma etapa posterior, empregou-se o método do Desdobramento da Função Qualidade (QFD) para converter os requisitos de usuários em um conjunto de requisitos de projeto sistematizados de acordo com grau de importância atribuído pelos usuários. Com isso, pretendeu-se oferecer um con-junto de requisitos de projeto para, eventualmente, orientar o desenvolvimento de um jogo digital uti-lizando a interface natural, com vistas a melhorar a qualidade de vida, o equilíbrio e reduzir o risco de quedas das pessoas idosas. / The increase in the elderly population in Brazil and in the world implies specific actions to meet the needs and preferences of the elderly. Several areas of knowledge are involved with studies related to human aging in order to ensure autonomy, independence, life quality and healthy life expectancy of people over 60 years of age. In this context, new digital game-based intervention technologies have been used to promote the practice of physical activity aiming at preventing functional decline in the elderly. Thus, this research aims to establish a set of project requirements to support the development of digital games using the natural user interface from the perspective of elderly faller users in order to contribute for the improvement in life quality. Therefore, an intervention was accomplished in the extension project of the Center of Studies of Leisure and Physical Activity for the Elderly (Celari) from the School of Physical Education (ESEF), Federal University of Rio Grande do Sul (UFRGS), during a period of eight weeks, two sessions/week. The assessment tools used in the research were two questionnaires, with closed questions, pre- and post- test design. In addition, it was also used the direct observation in order to gather information about the sample. The intervention tool adopted in the research was the Xbox One® console with Kinect 2.0® motion sensor and seven digital games. Then, it was established the user’s requirements based on the needs and preferences required by the participants of the research during the intervention. At a later stage, it was used the Quality Function Deployment (QFD) method to convert the user requirements into a set of project requirements system-atized according to the degree of importance assigned by the users. Thus, it was intended to offer a set of requirements for the project in order to, possibly, orientate the development of a digital game using the natural user interface, aiming to improve the elderly’s life quality, balance as well as decrease their risk of falls.
7

Requisitos para o desenvolvimento de jogos digitais utilizando a interface natural a partir da perspectiva dos usuários idosos caidores

Pillon, Carolina Bravo January 2015 (has links)
O aumento da população senescente no Brasil e no mundo implica ações específicas para satisfazer às necessidades e preferências do público idoso. Diversas áreas do conhecimento dedicam-se aos estudos relacionados ao envelhecimento humano com a finalidade de garantir a autonomia, independência, qualidade de vida e expectativa de vida saudável das pessoas com mais de 60 anos. Nesse contexto, novas tecnologias de intervenção baseadas nos jogos digitais têm sido utilizadas para promover a prá-tica de atividade física com o propósito de prevenir o declínio funcional em indivíduos idosos. Sendo assim, o objetivo desta pesquisa consiste em estabelecer um conjunto de requisitos de projeto para apoiar o desenvolvimento de jogos digitais que utilizam a interface natural, a partir da perspectiva dos usuários idosos caidores, a fim de contribuir para a melhora na qualidade de vida. Para tanto, realizou-se uma intervenção no projeto de extensão do Centro de Estudos de Lazer e Atividade Física do Idoso (Celari) da Escola de Educação Física (ESEF) da Universidade Federal do Rio Grande do Sul (UFRGS), em um período de oito semanas, com duas sessões semanais. Os instrumentos de avaliação aplicados na pesquisa foram dois questionários, incluindo questões fechadas, com delineamento pré e pós-intervenção. Além disso, utilizou-se a observação direta com o intuito de recolher informações acerca da amostra. O instrumento de intervenção adotado na pesquisa foi o console Xbox One® com o sensor de movimento Kinect 2.0® e sete jogos digitais. Estabeleceram-se, então, os requisitos de usuá-rios com base nas necessidades e preferências exigidos pelos participantes da pesquisa durante a inter-venção. Em uma etapa posterior, empregou-se o método do Desdobramento da Função Qualidade (QFD) para converter os requisitos de usuários em um conjunto de requisitos de projeto sistematizados de acordo com grau de importância atribuído pelos usuários. Com isso, pretendeu-se oferecer um con-junto de requisitos de projeto para, eventualmente, orientar o desenvolvimento de um jogo digital uti-lizando a interface natural, com vistas a melhorar a qualidade de vida, o equilíbrio e reduzir o risco de quedas das pessoas idosas. / The increase in the elderly population in Brazil and in the world implies specific actions to meet the needs and preferences of the elderly. Several areas of knowledge are involved with studies related to human aging in order to ensure autonomy, independence, life quality and healthy life expectancy of people over 60 years of age. In this context, new digital game-based intervention technologies have been used to promote the practice of physical activity aiming at preventing functional decline in the elderly. Thus, this research aims to establish a set of project requirements to support the development of digital games using the natural user interface from the perspective of elderly faller users in order to contribute for the improvement in life quality. Therefore, an intervention was accomplished in the extension project of the Center of Studies of Leisure and Physical Activity for the Elderly (Celari) from the School of Physical Education (ESEF), Federal University of Rio Grande do Sul (UFRGS), during a period of eight weeks, two sessions/week. The assessment tools used in the research were two questionnaires, with closed questions, pre- and post- test design. In addition, it was also used the direct observation in order to gather information about the sample. The intervention tool adopted in the research was the Xbox One® console with Kinect 2.0® motion sensor and seven digital games. Then, it was established the user’s requirements based on the needs and preferences required by the participants of the research during the intervention. At a later stage, it was used the Quality Function Deployment (QFD) method to convert the user requirements into a set of project requirements system-atized according to the degree of importance assigned by the users. Thus, it was intended to offer a set of requirements for the project in order to, possibly, orientate the development of a digital game using the natural user interface, aiming to improve the elderly’s life quality, balance as well as decrease their risk of falls.
8

Processo de desenvolvimento de gestos para interfaces de usuário

Medeiros, Anna Carolina Soares 26 May 2015 (has links)
Submitted by Clebson Anjos (clebson.leandro54@gmail.com) on 2016-02-16T22:01:14Z No. of bitstreams: 1 arquivototal.pdf: 4433829 bytes, checksum: 4713f292d2686f95f4ec248322aee517 (MD5) / Made available in DSpace on 2016-02-16T22:01:14Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 4433829 bytes, checksum: 4713f292d2686f95f4ec248322aee517 (MD5) Previous issue date: 2015-05-26 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The use of our body language to communicate with computer systems is an increas-ingly possible and applicable feature in the real world. This fact is potentiated by the evolution of gesture recognition based commercial solutions. A gesture interface complements or replaces navigation in a conventional interface, it is up to each developer to choose the most appropriate option for their application. Therefore when opting for gesture usage, the gestures will be re-sponsible to activate the systems functions. This work presents a gesture development process that can be used to be used to aid the construction of gesture interfaces. The proposed process should help interface designers to incorporate gesture based natural interaction into their appli-cations in a more systematic way. In order to illustrate the Process, gestures for the actions "Select", "Rotate", "Translate", "Scale" and "Stop" were developed. / A utilização da nossa linguagem corporal para nos comunicarmos com sistemas computacionais é uma característica cada vez mais possível e aplicável no mundo real. Esse fato é potencializado pela evolução das soluções comerciais baseadas em reconhecimentos de gestos. Uma interface de gestos complementa ou substitui a forma de navegação de uma interface convencional, neste cenário cabe ao desenvolvedor escolher a opção mais adequada para a sua aplicação. Assim, quando se opta pelo uso de gestos, esses serão responsáveis por acionar as funções oferecidas pelos sistemas. O presente trabalho apresenta um processo de desenvolvimento de gestos que tem potencial para ser aplicado em qualquer interface em desenvolvimento que deseje agregar interação gestual. O processo proposto deve auxiliar designers de interfaces a integrarem interação natural por gestos em suas aplicações de forma mais sistemática. Como caso de uso foram gerados gestos para as funções: “Selecionar”, “Rotacionar”, “Transladar”, “Escalonar” e “Parar”.
9

Requisitos para o desenvolvimento de jogos digitais utilizando a interface natural a partir da perspectiva dos usuários idosos caidores

Pillon, Carolina Bravo January 2015 (has links)
O aumento da população senescente no Brasil e no mundo implica ações específicas para satisfazer às necessidades e preferências do público idoso. Diversas áreas do conhecimento dedicam-se aos estudos relacionados ao envelhecimento humano com a finalidade de garantir a autonomia, independência, qualidade de vida e expectativa de vida saudável das pessoas com mais de 60 anos. Nesse contexto, novas tecnologias de intervenção baseadas nos jogos digitais têm sido utilizadas para promover a prá-tica de atividade física com o propósito de prevenir o declínio funcional em indivíduos idosos. Sendo assim, o objetivo desta pesquisa consiste em estabelecer um conjunto de requisitos de projeto para apoiar o desenvolvimento de jogos digitais que utilizam a interface natural, a partir da perspectiva dos usuários idosos caidores, a fim de contribuir para a melhora na qualidade de vida. Para tanto, realizou-se uma intervenção no projeto de extensão do Centro de Estudos de Lazer e Atividade Física do Idoso (Celari) da Escola de Educação Física (ESEF) da Universidade Federal do Rio Grande do Sul (UFRGS), em um período de oito semanas, com duas sessões semanais. Os instrumentos de avaliação aplicados na pesquisa foram dois questionários, incluindo questões fechadas, com delineamento pré e pós-intervenção. Além disso, utilizou-se a observação direta com o intuito de recolher informações acerca da amostra. O instrumento de intervenção adotado na pesquisa foi o console Xbox One® com o sensor de movimento Kinect 2.0® e sete jogos digitais. Estabeleceram-se, então, os requisitos de usuá-rios com base nas necessidades e preferências exigidos pelos participantes da pesquisa durante a inter-venção. Em uma etapa posterior, empregou-se o método do Desdobramento da Função Qualidade (QFD) para converter os requisitos de usuários em um conjunto de requisitos de projeto sistematizados de acordo com grau de importância atribuído pelos usuários. Com isso, pretendeu-se oferecer um con-junto de requisitos de projeto para, eventualmente, orientar o desenvolvimento de um jogo digital uti-lizando a interface natural, com vistas a melhorar a qualidade de vida, o equilíbrio e reduzir o risco de quedas das pessoas idosas. / The increase in the elderly population in Brazil and in the world implies specific actions to meet the needs and preferences of the elderly. Several areas of knowledge are involved with studies related to human aging in order to ensure autonomy, independence, life quality and healthy life expectancy of people over 60 years of age. In this context, new digital game-based intervention technologies have been used to promote the practice of physical activity aiming at preventing functional decline in the elderly. Thus, this research aims to establish a set of project requirements to support the development of digital games using the natural user interface from the perspective of elderly faller users in order to contribute for the improvement in life quality. Therefore, an intervention was accomplished in the extension project of the Center of Studies of Leisure and Physical Activity for the Elderly (Celari) from the School of Physical Education (ESEF), Federal University of Rio Grande do Sul (UFRGS), during a period of eight weeks, two sessions/week. The assessment tools used in the research were two questionnaires, with closed questions, pre- and post- test design. In addition, it was also used the direct observation in order to gather information about the sample. The intervention tool adopted in the research was the Xbox One® console with Kinect 2.0® motion sensor and seven digital games. Then, it was established the user’s requirements based on the needs and preferences required by the participants of the research during the intervention. At a later stage, it was used the Quality Function Deployment (QFD) method to convert the user requirements into a set of project requirements system-atized according to the degree of importance assigned by the users. Thus, it was intended to offer a set of requirements for the project in order to, possibly, orientate the development of a digital game using the natural user interface, aiming to improve the elderly’s life quality, balance as well as decrease their risk of falls.
10

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.

Page generated in 0.0969 seconds