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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.
161

AI as a tool and its influence on the User Experience design process : A study on the usability of human-made vs more-than-human-made prototypes

Pop, Mira, Schricker, Max January 2023 (has links)
This research paper delves into the integration of artificial intelligence (AI) in the process of user experience (UX) design resulting in more-than-human-made designs. Specifically, the study focuses on the utilization of the text-to-image AI tool, Midjourney. The primary research questions addressed in this paper are twofold: 1) How do AI tools influence the current UX design process of a high-fidelity prototype? and 2) How do more-than-human-made high-fidelity prototypes compare with human-made high-fidelity prototypes in terms of UX? To answer these research questions, a two-method study design was employed. Firstly, two focus groups with in total of 8 designers as participants were formed, with one group utilizing Midjourney to investigate its influence on the design process and to compare the two groups regarding their workwise. The aim was to create two comparable prototypes within a specific e-commerce setting. Secondly, a between-subjects design user study with 32 participants was conducted to test the high-fidelity prototypes and to assess any potential disparities in UX quality between them. The findings regarding the first research question indicate that Midjourney primarily serves as an inspirational tool. Designers were able to harness the AI tool to generate dark mode images, with the final chosen dark mode exemplifying the impact of Midjourney. Additionally, designers attempted to utilize the tool for creating icons. Regarding the second research question, the user study revealed that, despite similar and comparable use cases, there were only minor significant differences in terms of UX quality. The overall scores in System Usability Scale (SUS) and User Experience Questionnaire Plus (UEQ+) did not exhibit any significant disparity. This study suggests that while Midjourney proves to be a useful tool within the design process, its current influence on designers' UX design process and the ultimate performance of the final prototype remains relatively modest. Further research and development may be required to enhance its impact in the field of UX design and the study design should be used to test other AI tools in comparable settings.
162

[en] PROTOTYPES FOR THE CREATION OF DIGITAL GAMES: THEIR USES IN THE GAMES DESIGN TEACHING / [pt] PROTÓTIPOS PARA A CRIAÇÃO DE JOGOS DIGITAIS: APLICAÇÕES NO ENSINO DE DESIGN DE GAMES

DELMAR GALISI DOMINGUES 13 May 2019 (has links)
[pt] A complexidade inerente ao desenvolvimento de um jogo digital demanda a formação de equipes interdisciplinares. Para atingir os resultados esperados nessa tarefa, os profissionais envolvidos criam diversos protótipos durante o processo de design, cada um testando um ou mais aspectos do objeto final. Um dos componentes mais importantes a ser avaliado em um game é a mecânica do jogo, porque é principalmente dela que emerge o desafio numa partida. Para que o designer possa avaliá-la adequadamente nos seus diversos estágios de desenvolvimento é preciso que tais protótipos sejam funcionais, o que usualmente se define como protótipos de teste. Diversos tipos de protótipos podem cumprir esta função, desde os mais rudimentares até os digitais de alta fidelidade. Sendo a mecânica do jogo um dos primeiros elementos a serem elaborados em um projeto de design de games, tanto protótipos de papel, quanto os protótipos digitais de baixa fidelidade podem ser utilizados logo no início do processo. No entanto, os estudantes de design nem sempre possuem a capacitação técnica adequada ou mesmo um conhecimento elementar em programação computacional para construir protótipos digitais. Uma alternativa, portanto, é construir protótipos a partir de materiais mais rudimentares, um procedimento que, para este fim, é menos usual na indústria de jogos do que a criação de protótipos digitais. Por meio de um experimento com alunos do curso de Design de Games, esta pesquisa teve por objetivo investigar se a mecânica de jogos de diferentes gêneros pode ser criada e avaliada por meio de protótipos analógicos mais simples, mas que não usam programação computacional. Paralelamente, a pesquisa ainda nos permitiu indagar se, na construção destes protótipos, o aluno de design de games trabalharia apenas intelectualmente na concepção projetual ou se também exerceria, de alguma forma, uma atividade produtiva. Notou-se que, por serem protótipos rápidos, os protótipos analógicos são adaptativos e permitem mudanças instantâneas, possibilitando que os estudantes exercitem a prática do design por meio de um processo iterativo de geração de ideias, construção de protótipos, testes avaliativos e recriações. Deste modo, concluiu-se que tais protótipos não são somente instrumentos de concepção, mas também de produção, propiciando a prática essencial do design, que é fundamentalmente inventiva e experimental. A contribuição deste trabalho é fornecer uma nova alternativa de aprendizagem da prática projetual a estudantes de design de games, já que os resultados da pesquisa demonstraram que tais protótipos – que possuem semelhanças físicas com alguns jogos simples, como os de tabuleiro – também podem ser utilizados para criar e desenvolver games mais complexos. / [en] The intrinsic complexity of the process of developing a digital game turns the formation of multidisciplinary teams inevitable. To meet the planned aims, during the design process the professionals involved create a variety of prototypes, each one testing one or more aspects of the final object. One of the more important components to be evaluated in a game is its mechanics due its key-role in making a match really challenging. In order to be make its mechanics properly appraisable by the designer in the different stages of development, it is necessary that the prototypes were functional, in other words, were reliable prototypes of test. There are many kinds of prototypes capable of fulfilling this condition, ranging from the most rudimentary to the high fidelity digital ones. Since the game s mechanics is one of the first elements to be elaborated in a game design project, either paper prototypes as well as the low fidelity digital prototypes can be used from the very beginning of the design process. Besides that, the students of design frequently do not possess the necessary technical knowledge on computational programming to allow them constructing digital prototypes, even if the necessary knowledge is elementary. An alternative, therefore, is building prototypes from rudimentary materials, which is, however, a less usual proceeding in the game industry that the creation of digital prototypes. The aim of the present research, through an experiment among the students of the discipline of Games Design, was to investigate if the mechanics of different genres of games could be created and evaluated by simpler analogical prototypes, without using computational programming. At the same time, this work has allowed us to inquire if, during the construction of theses prototypes, the game design students work only intellectually on the project conception or if, somehow, they also practice a productive activity. We have found out that, for being quick prototypes, they are very adaptable and permit instant changes, turning possible for the students to practice the design process through an interactive process of generating ideas, prototypes building, evaluative tests and recreations. The conclusion we achieve thus is that theses prototypes not only are conception instruments but also production ones, promoting the essential practice of design, which is basically inventive and experimental. The contribution of the present study is to offer a learning alternative on the project practice for game design students, once the results of the research demonstrated that the prototypes – which present physical similarities to some simple games, as the board games – can also be used in the creation and development of more complex games.
163

Exploring the Use of Augmented Reality in the Experience Industry : A Study on Technological Innovation through Prototyping

Catalán, Alberto, Gidlöf, Frida January 2018 (has links)
This master thesis is a case study, in the experience industry, of prototypes in the early stage of the innovation process – the front end of innovation. The innovation is augmented reality (AR) that adds digital made graphics or information in the user's environment. To answer the research questions and to fulfill the purpose of this thesis, which is to gain an understanding of the role of a prototype in an innovation process, a prototype was created. The designing tools used for developing the prototype were brainstorming and storyboarding. The prototype presents a concept of using AR-glasses at an ice hockey venue. A workshop was carried out for evaluating the finished prototype, using the "thinking hats"-method. The conclusion of this study is that a prototype can be used as a starting point for further creativity by creating a common perspective of a technology at the front end of innovation. Further on, it was discovered that a prototype can be good to use earlier in their innovation process, to accelerate the process. In the process of designing the prototype, it was shown that the creation is iterative, rather than linear.
164

BÄDDSOFFAN GENERATIONS : Produktutveckling för compact living

Birkehammar, Martina January 2021 (has links)
In Sweden, there are students who live in small student apartments. These apartments can be called compact living as a student apartment can be as small as 16 square meters. To take advantage of the place that is in small homes, it would be good if larger furniture could be combined into a piece of furniture. On behalf of Husmuttern AB, this work has been aimed at exploring furniture concepts with sleeping and their functions in a compact living environment for students. The issues being examined are: -          What functions are desirable in a multifunctional seating and sleeping furniture for students and people living in compact living environments? -          How can a multifunctional seating and sleeping furniture be designed, that is applied to students living in a compact-living environment? Human Centered Design was used as a method and thus a qualitative data collection was carried out in the form of observations. The respondents were in the primary target group and were observed in their everyday lives in their homes. A focus group was involved in generating ideas and concepts. Functional prototypes were built, and 3D models were created in SolidWorks. Digital testing of the concepts was carried out and the development of the Generation Sofa Bed was realized. There is a discussion about how reliable this study is, when the results became situational. However, the respondents were from a limited audience and had different views on what they wanted from a sofa bed, which provided rewarding information for the development of the furniture. The conclusion is that while the Generation Sofa Bed needs to be further developed through testing and evaluation of storage facilities, it has great potential to become a finished product. / I Sverige bor det studenter i små studentlägenheter. De lägenheterna kan kallas för compact living då en studentlägenhet kan vara så liten som 16 kvadratmeter. För att ta vara på den plats som finns i små hem vore det bra om större möbler kunde kombineras till en möbel. På uppdrag av Husmuttern AB har detta arbete haft som syfte att utforska möbelkoncept med sov- och sittfunktioner i en compact living miljö för studenter. De frågor som undersöks är: 1.      Vilka funktioner är önskvärda i en multifunktionell sitt- och sovmöbel för studenter och personer som bor i compact living miljö? 2.      Hur kan en multifunktionell sitt- och sovmöbel konstrueras, som är tillämpad för studenter som bor i compact-living miljö?  Human Centered Design användes som metod och därmed genomfördes en kvalitativ datainsamling i form av observationer. Respondenterna var med i den primära målgruppen och observerades i sin vardag i sina hem. En fokusgrupp var med och genererade idéer och koncept. Funktionsprototyper byggdes och 3D modeller skapades i SolidWorks. Digital testning av koncepten genomfördes och utvecklingen av Bäddsoffan Generations blev förverkligad. Det finns en diskussion om hur pålitlig denna studie är, då resultaten blev situationsbaserade. Dock var respondenterna från en begränsad målgrupp och hade olika syn på vad de ville ha av en bäddsoffa, vilket gav givande information till utvecklingen av möbeln. Slutsatsen är att medan Bäddsoffan Generations behöver vidareutvecklas genom testning och utvärdering om förvaringsmöjligheter, så har den stor potential att bli en färdig produkt.
165

3-D Computer-aided Design (CAD) and Computer Numerical Control (CNC) milling : An alternative to traditional ceramics master moulding technology

Du Plooy, Elsje. January 2014 (has links)
Thesis (M. Tech. (Design and Studio Art)) -- Central University of Technology, Free State, 2014 / This quantitative research project investigates the utilization of emerging technologies within the arts with a view on establishing an interdisciplinary approach between ceramics and engineering. The traditional manufacturing method of producing master moulds is a time-consuming process for the studio ceramicist. This study explores whether computer-aided design (CAD) and computer numerical control (CNC) milling can accelerate the design and manufacturing process when developing master moulds as an alternative to using traditional methods. It investigates whether SolidWorks® can be applied as a suitable CAD design tool for the creation of ceramic vessel forms in order to reduce the design development time frame. It furthermore investigates whether CNC milling can be used as a viable manufacturing technology for the making of vessel prototypes and master moulds from CAD data, the overall objective being to improve and accelerate the plaster of Paris master mould manufacturing process for the batch production of studio-based ceramic artefacts. Findings from this study indicate that emerging technologies have a lot to offer the artist when it comes to providing new possibilities for the creation of artefacts and that SolidWorks® and CNC milling can be utilized as a viable interdisciplinary manufacturing approach between ceramics and digital manufacturing technologies.
166

Expectations in romantic relationships : associations with cultural background and perceived quality of relationship

Bedell, Belinda Anne 08 1900 (has links)
The theories of social cognition and personal constructs compose the theoretical backdrop to this dissertation which deals with people's expectations regarding romantic partners and relationships.Five women were interviewed and a qualitative analysis undertaken and discussed with a view to elucidating the influence of one's parents, cultural background and individual identity on the development and functioning of expectations. These expectation are based on beliefs about men and relationships in general and about healthy and unhealthy relationships in particular. Attension is given to the role of relationship beliefs and expectations in evaluations of romantic relationships and the consequences of such evaluations for relationship satisfaction and commitment. It is concluded that expectations play an important role in the process of partner and relationship eva,uation and thus, in the outcome of relationships. Parental and cultural influences are found to play an important part in shaping individual values and expetations, albeit in an indirect manner. / Psychology / M.A. (Psychology)
167

Koncept čtyř ročních období v českém jazyce / Concept of the four seasons in Czech language

Pevná, Lucie January 2012 (has links)
The diploma thesis explores the four seasons from the view point of the linguistic picture of the world theory. The etholinguistic approach is applied in the thesis - attention is paid to the Czech-specific perception of reality especially focused on the weather and the changes of the nature in the course of the four seasons. Human perception of the change is based upon the senses - the sense of hearing, the sense of smell, and touch and the eyesight. Each season is unique. The seasons can be differentiated by their season specific stereotypes, season prototypes, and connotations. On the linguistic pictures of each season collocations are built, from which new lexical items originate, describing the season as such. Due to anthropocentrism we perceive individual astronomical and meteorological issues as personified items to which we ascribe human behaviour and human qualities. The motto of the thesis says: "I will not do the spring sowing next year. " The motto denotes the interaction of two conceptual schemata (the scheme of a cycle and the scheme of a journey) realizing the fact that the natural cycle corresponds in our mental representation with the phases of human life. The difference between the concepts is that man always reaches the terminal point of his journey unlike the nature constantly...
168

Exploring ways to convey medical information during digital triage : A combined user research and machine learning approach

Ansved, Linn, Eklann, Karin January 2019 (has links)
The aim of this project was to investigate what information is critical to convey to nurses when performing digital triage. In addition, the project aimed to investigate how such information could be visualized. This was done through a combined user research and machine learning approach, which enabled for a more nuanced and thorough investigation compared to only making use of one of the two fields. There is sparse research investigating how digital triaging can be improved and made more efficient. Therefore, this study has contributed with new and relevant insights. Three machine learning algorithms were implemented to predict the right level of care for a patient. Out of these three, the random forest classifier proved to have the best performance with an accuracy of 69.46%, also having the shortest execution time. Evaluating the random forest classifier, the most important features were stated to be the duration and progress of the symptoms, allergies to medicine, chronic diseases and the patient's own estimation of his/her health. These factors could all be confirmed by the user research approach, indicating that the results from the approaches were aligned. The results from the user research approach also showed that the patients' own description of their symptoms was of great importance. These findings served as a basis for a number of visualization decisions, aiming to make the triage process as accurate and efficient as possible.
169

UNE INGENIERIE DIDACTIQUE POUR L'APPRENTISSAGE DU THEOREME DE THALES AU COLLEGE

Laguerre, Eric 23 November 2005 (has links) (PDF)
Le but de ce travail de recherche est, en premier lieu, de définir les fonctionnalités externes et internes aux mathématiques du théorème de Thalès pour savoir, dans un second temps, si elles sont transmises au cours de l'histoire, dans l'enseignement actuel et si elles sont transmissibles dans le cadre d'une ingénierie au niveau collège. Après une étude épistémologique visant à étudier l'évolution du rapport à cet énoncé et des démonstrations associées dans l'histoire depuis l'Antiquité grecque, ont été cernées des difficultés rencontrées par les élèves dans la reconnaissance de configurations géométriques associées à ce théorème et dans son application. Ceci a notamment permis de montrer le rôle joué par les figures archétypes et les figures prototypes liées au théorème de Thalès et les erreurs qui se produisent dès que les figures proposées aux élèves s'en éloignent. En particulier, ces erreurs ont permis de définir des figures pathogènes. Les figures non reconnues, à tort, comme pouvant faire l'objet d'une application du théorème étant qualifiées de pathologiques. L'enseignement actuel de ce théorème a également été analysé et un certain nombre d'insuffisances ont été mises en évidence comme en particulier le faible niveau de problématisation des activités qui sont censées introduire le théorème et l'approche ostensive qui les caractérise. A partir de cet ensemble d'études, une ingénierie didactique a été conçue visant d'une part à motiver l'introduction de ce théorème par des problèmes de calcul de mesures de distances inaccessibles dans le méso-espace et d'autre part à organiser les rapports nécessaires entre le méso-espace et le micro-espace. Cette construction didactique, qui a tenu compte également d'une difficulté essentielle que constitue le passage à des rapports irrationnels, a été expérimentée et progressivement raffinée.
170

Translation technique in the Peshitta to Ezekiel 1-24, incorporating a frame semantic approach / Godwin Mushayabasa

Mushayabasa, Godwin January 2013 (has links)
The aim of this study is to develop a more effective translation technique analysis of the Peshitta to Ezekiel text that would contribute to the textual studies of Ezekiel. In order to help provide such an effective analysis on translation technique, the methodology employed is the comparative analysis of texts, which incorporates the theory from Cognitive Semantics called Frame Semantics. This theory views units of meaning in text or speech contexts at the level of semantic frames and is therefore most ideal in view of the idiomatic nature of the Peshitta translation. By applying this theory, the frames in the Hebrew source text of the translator were compared to those in the translator’s target Syriac text, to see whether there were correspondences between the two frames. In chapter 3, the GIVING frames evoked by נתן (nātan) were studied and it was found that most of the frames in the Hebrew text corresponded well with those in the Syriac target text. The exception is mainly those frames in which there might have been textual difficulties in the source text. Similar observations were made in chapter 4 for the ARRIVING frames evoked by the Hebrew verb בוא (bō). However, nouns associated with the frame MISDEEDS presented some problems, mainly as to their use in the Hebrew source text. The use of these nouns could have affected the translator’s understanding of such categories, leading to their inconsistent representation in the target text. Nevertheless, it can be indicated that the translator demonstrated a relatively good understanding of the use of the nouns in the Hebrew text. Overall, the translation of the Peshitta to Ezekiel was made at the approximate level of semantic frames, displaying a translation technique that should be very useful for the textual studies of the Book of Ezekiel. / PhD (Semitic Languages), North-West University, Potchefstroom Campus, 2013

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