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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

Bezdrátové ovládání počítače PC / Wireless PC controll

Macháček, Jiří January 2012 (has links)
This work deals with design of PC remote control, which is able to control computer with operating system Windows and Linux using Wifi connection. There was also created necessary support software for both operating systems. Communication was secured by ciphering algorithm.
22

Kognitivní funkce ptáků založené na abstraktních zrakových stimulech / Cognitive functions of birds based on abstract visual stimuli

Štorchová, Zuzana January 2010 (has links)
Spatial orientation of pigeons on a small scale was intensivelly studied in experiments using various types of arenas or mazes. In these experiments pigeons usually searched for food hidden in the goal area and they based their orientation on available landmarks. The development of new technologies allowed to test spatial cognition of pigeons also in virtual tasks, based exclusively on a schematic representation of an arena or maze on a touch screen. In experiments of this type pigeon marks the goal by pecking and it is rewarded by food from a feeder, located near the monitor. Study presented in this diploma thesis was based on combination of both types of spatial tasks. The information crucial for locating the goal was presented to pigeons on a computer screen in form of graphic stimuli, whereas the goal itself was formed by one of the 4 holes in corners of a transparent rectangular desk, standing in front of the monitor. Experiment with similar design was not yet published in the study of spatial cognition of pigeons. Two types of abstract graphic stimuli were tested. The first stimuli provided a spatial information about the location of a goal and had a form of small rectangular frame with a white spot in one of its corners. The frame represented the space of the response desk and the white spot...
23

Ergonomic Comparison of Keyboard and Touch Screen Data Entry While Standing and Sitting

Hammer, Matthew Justin 08 October 2007 (has links)
No description available.
24

Elecronic Wallet - Utveckling av en digital plånbok sett ur ett användarperspektiv

Isaksson, Markus, Johnsson, Magnus January 2008 (has links)
This essay is a product of our examination work on candidate level in Interaction Design. The aim in this project was to design a digital wallet integrated into a cellular phone and make it as an electronic payment tool. In our project the goal has been to create a digital wallet not just for payment, but also develop it into a complete digital wallet, replacing visa, membership card, student cards, id card and receipt. Our ambition is to take care of current qualities of today's wallet and improve where it is possible so that can be replaceable with the digital wallet.
25

Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion

Czerwinski, Robert January 2012 (has links)
The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context. These key factors need to be properly investigated and developed to ensure a better deployment of a public info kiosk. It is suggested that using the principles of interaction design by doing research and studies of public interest and needs, and optimizing it by taking the specific context of place and time in account when a designing content. The results from this thesis suggests that an installation of a public info kiosk will successfully earn the attention and interest from the public if the content is relevant and interesting to the specific public. It is also important that the systems perform well in terms of software and hardware to allow a fluid and intuitive interaction with the gestural user interface.
26

Webbgränssnitt på pekskärmsdatorer : En användarstudie av webbplatser på Ipad / Web Interface for Touch Screen Computers : A User Study of Websites on the Ipad

Scali, Fabio January 2010 (has links)
Nowadays, the establishment of new touch screen technology has changed significantly the way we navigate on the Internet. The requirement to design websites that adapt to various artifacts such as touch screen computers are increasingly a need to consider. The purpose of this study is to discover - What are the specific usability requirements should be addressed in designing of websites for touch screen computers? - In order to examine the essay’s question, it presents a study where five people visiting three different websites on the touch screen computer Ipad. The study was conducted using a participant and structured interview observation in form of a think-aloud method. With the help of video equipment, information was gathered. Respondent's discussions are presented and the study's results are analyzed using a qualitative procedure. The research has contributed mainly to individualize the possible usability problems that concerned interaction with websites on the touch screen computer Ipad. Based on the analysis and the qualitative study it has come usability requirements related to aspects of the website's navigation, interaction and feedback. / I dagens samhälle har etableringen av ny pekskärmsteknik betydligt ändrat vårt sätt att navigera på internet. Kravet på att utforma webbplatser som skall anpassas till olika artefakter så som pekskärmsdatorer blir allt mer ett behov att ta hänsyn till. Syftet med denna studie är att upptäcka ”Vilka särskilda användbarhetskrav bör ställas vid utformning av webbplatser för pekskärmsdatorer?” För att undersöka uppsatsens frågeställning presenteras en studie där fem personer besöker tre webbplatser på pekskärmsdatorn Ipad. Studien genomfördes med hjälp av en deltagande och strukturerad observationsintervju i form av en tänk-högt-metod. Med hjälp av videoutrustning samlades informationen in. Respondenternas samtal presenterades och studiens resultat analyserades med en kvalitativ procedur. Forskningen bidrog framförallt med information om att individualisera de möjliga användbarhetsproblem som finns vid interaktion med webbplatser på pekskärmsdatorn Ipad. Utifrån analysen och den kvalitativa underökningen har det kommit fram användbarhetskrav som rör aspekter inom webbplatsens navigering, interaktion och återkoppling.
27

Amorphous Silicon Dual Gate Thin Film Transistor & Phase Response Touch Screen Readout Scheme for Handheld Electronics Interactive AMOLED Displays

Kabir, Salman January 2011 (has links)
Interactive handheld electronic displays use hydrogenated amorphous silicon (a-Si:H) thin film transistor (TFT) as a backplane and a Touch Screen Panel (TSP) on top as an input device. The low mobility and instability of a-Si:H TFT threshold voltage are major two issues for driving constant current as required for Active Matrix Organic Light Emitting Ddiode (AMOLED) displays. Low mobility is compensated by increasing transistor width or resorting to more expensive material TFTs. On the other hand, the ever increasing threshold voltage shift degrades the drain current under electrical operation causing OLED display to dim. Mutual capacitive TSP, the current cell phone standard, requires two layers of metals and a dielectric to be put in front of the display, further dimming the device and adding to visual noise due to sun reflection, not to mention increased integration cost and decreased yield. This thesis focuses on the aforementioned technological hurdles of a handheld electronic display by proposing a dual-gate TFT used as an OLED current driving TFT and a novel phase response readout scheme that can be applied to a one metal track TSP. Our dual-gate TFT has shown on average 20% increase in drive current over a single gate TFT fabricated in the same batch, attributed to the aid of a top channel to the convention bottom channel TFT. Furthermore the dual gate TFT shows three times the Poole-Frenkel current than the single gate TFT attributed to the increase in gate to drain overlap. The dual-gate TFT shows a 50% improvement in threshold voltage shift over a single gate TFT at room temperature, but only ~8% improvement under 75ºC. This is an important observation as it shows an accelerated threshold voltage shift in the dual-gate. This difference in the rate of threshold voltage change under varying temperature is attributed to the difference in interface states, supporting Libsch and Kanicki’s multi-level temperature dependant dielectric trapping model. The phase response TSP readout scheme requires IC only on one side of the display. Cadence Spectre simulation results showed that both touch occurrence and touch position can be obtained using only one metal layer.
28

Amorphous Silicon Dual Gate Thin Film Transistor & Phase Response Touch Screen Readout Scheme for Handheld Electronics Interactive AMOLED Displays

Kabir, Salman January 2011 (has links)
Interactive handheld electronic displays use hydrogenated amorphous silicon (a-Si:H) thin film transistor (TFT) as a backplane and a Touch Screen Panel (TSP) on top as an input device. The low mobility and instability of a-Si:H TFT threshold voltage are major two issues for driving constant current as required for Active Matrix Organic Light Emitting Ddiode (AMOLED) displays. Low mobility is compensated by increasing transistor width or resorting to more expensive material TFTs. On the other hand, the ever increasing threshold voltage shift degrades the drain current under electrical operation causing OLED display to dim. Mutual capacitive TSP, the current cell phone standard, requires two layers of metals and a dielectric to be put in front of the display, further dimming the device and adding to visual noise due to sun reflection, not to mention increased integration cost and decreased yield. This thesis focuses on the aforementioned technological hurdles of a handheld electronic display by proposing a dual-gate TFT used as an OLED current driving TFT and a novel phase response readout scheme that can be applied to a one metal track TSP. Our dual-gate TFT has shown on average 20% increase in drive current over a single gate TFT fabricated in the same batch, attributed to the aid of a top channel to the convention bottom channel TFT. Furthermore the dual gate TFT shows three times the Poole-Frenkel current than the single gate TFT attributed to the increase in gate to drain overlap. The dual-gate TFT shows a 50% improvement in threshold voltage shift over a single gate TFT at room temperature, but only ~8% improvement under 75ºC. This is an important observation as it shows an accelerated threshold voltage shift in the dual-gate. This difference in the rate of threshold voltage change under varying temperature is attributed to the difference in interface states, supporting Libsch and Kanicki’s multi-level temperature dependant dielectric trapping model. The phase response TSP readout scheme requires IC only on one side of the display. Cadence Spectre simulation results showed that both touch occurrence and touch position can be obtained using only one metal layer.
29

Student-generated representations in Algodoo while solving a physics problem / Studentgenererade representationer i Algodoo vid lösningen av en fysikuppgift

Bengtz, Oskar January 2018 (has links)
Fysiklärare möter ofta den svåra uppgiften att representera abstrakta, väldefinierade egenskaper hos den fysiska världen (så som krafter eller energier) för studenter som går bortom ekvationer, grafer eller diagram. I denna studie tittar jag två fall av universitetsstudenter som löser en fysikalisk uppgift, användandes det digitala programmet Algodoo på en stor pekskärm för att undersöka hur studenter naturligt använder sig av sådan teknologi för att återskapa dessa representationer själva. Jag finner att när studenter skapar scener i Algodoo prioriterar de att behålla en viss mått av likhet från den fysiska världen, vilket går bortom den formella behandlingen av uppgifter som studenter kan ha fått lära sig i fysikundervisningen. Vidare, när studenterna använder sig av fysikaliska ekvationer vid lösandet av problemet, verkar de använda Algodoo som ett facit för att se huruvida deras numeriska lösning, uträknad på en klassisk whiteboard, stämmer. På detta sätt - vilket har föreslagits i tidigare forskning - ser jag hur Algodoo, och liknande digitala lärmiljöer, fungerar som en bro mellan studenternas konceptuella förståelse av den fysiska världen, och den mer formella, matematikbaserade beskrivningen vilket används inomfysiken. / Physics teachers are often faced with the difficult task of representing abstract, formally-defined properties of the physical world (such as forces or energy) for students in a way which goes beyond equations, graphs, and diagrams. In this study, I investigate two cases of university students solving a physics problem while using the digital software, Algodoo, on a large touch screen to examine how students might naturally leverage such technology to create such representations of their own. I find that as student draw scenes in Algodoo, they tend to prioritze a degree of resemblance to the physical world which goes beyond the formal treatment of problems they might have been taught in physics classes. Additionally, as the students recruit physics equation into their solution of the problem, they appear to use Algodoo as a conceptual check for the numerical answer they calculate on the normal whiteboard. In this way - and as has been hypothesized in previous research - I see the potential for Algodoo and similar digital learning environments to act as a bridge between students’ conceptual intuitions of the physical world and the more formal, mathematically-based descriptions used in physics.
30

A Comparative Evaluation of Usability for the iPhone and iPad / A Comparative Evaluation of Usability for the iPhone and iPad

Azam, Muhammad, Ahmad, Luqman January 2011 (has links)
Many everyday systems and products seem to be designed with little regard to usability. This leads to the frustration, wasted time and errors. So the usability of the product is important for its survival in the market. In many previous studies the usability evaluation of the iPhone and iPad carried out individually and very little work has been done on the comparative usability evaluation. However, there was not any study conducted on the comparative usability evaluation and measuring the performance of the iPhone versus iPad in a controlled environment. In this research work, the authors performed the comparative usability evaluation and measured the performances of the iPhone and iPad on the selected applications by considering the young users as well as the elderly users. Another objective of this study is to identify the usability issues in performances of the iPhone and iPad. A survey and experiment techniques were used to achieve the dened objectives. The survey questionnaire consisted of 42 statements that presented the different usability aspects. The objectives of the survey study were to validate the identified issues from the literature study, identify new issues and measure the signicant difference in user opinions for the iPhone and iPad. However, the experiment studies helped to measure the performance significances between the devices against the three user groups (novice user, experienced user, elderly user) and among the groups over the devices. Further, objective was to measure the satisfaction level of the participated users against the iPhone and iPad. The experiment was performed in a controlled environment. Total six tasks (two tasks per application) were dened and each participant performed the same task on both devices. Generally the authors found that the participants performed better on the iPad with lower error rates as compare to the iPhone. / The aim of this study was to evaluate and measure the comparative usability performances of the iPhone an iPad. The preliminary focus of the study was to nd the usability issues regarding both the devices. Several dierent methods have been used in the study when investigating the answers of predened research questions. The study in this thesis was a literature review, a survey study and an empirical usability testing experiment. In the literature review, the authors studied the dierent usability issues such as inconsistency in applications, applications crashes and accidental errors.The detail list of the issues also presented in Table 2. However, the survey responses validated such issues and highlighted some additional issues such as low battery time, Blue-tooth connectivity problems, wireless connectivity problem, week signal strength and missing help. Two participants commented on the missing of a swyping feature. According to them if the iPhone and iPad had such feature then their typing performance should be improved. A survey study was conducted to evaluate and measure the significance in the four main parts of the devices i.e. system, touch screen, keypad and applications. Each part contained the multiple related statements that explored the different usability aspects. The detail and results of each statement are given in Table 4. After the statistical analysis, the authors did not nd a signicant dierence between the statements regarding the iPhone and iPad apart from in four statements. In the two statements (i.e. nding a new application in the Apple store and replacing the contents location on the interface) the users agreed that the iPad performance was better than the iPhone. However, in the other two statements (i.e. use of system in the sun light and zooming gestures) they preferred the iPhone rather than the iPad. Its means 90.47% users addressed the same issues in the iPhone and iPad. There is no dierence in their preferences regarding the iPhone and iPad. 4.76% users preferred the iPhone and 4.46% users preferred the iPad in above mentioned conditions. The empirical usability testing experiment focused on studying the usability performances of the iPhone and iPad considering three target groups. The performances comparisons were conducted by comparing the dierent participants groups and both devices. In total 60 users participated in the empirical usability performance testing study. The selection of the participants was based on their earlier experience with mobile phones usage. The detail of the participant are given in Figure 13. The comparisons results of the participant groups are shown in Table 7, the devices in Table 8 and the errors on both devices in Table 9 provided the signicance in the performances. The novice users versus experienced users comparison results across the iPhone (all six tasks) and the iPad (rst ve tasks) presented that the experienced users performed faster than the novice users with lower error rate. The results of the novice users versus elderly user comparison presented that the novice user using the iPhone ( first four tasks) and using the iPad (facebook login, location close view, new note and Evernote logout) performed faster than the elderly users with lower error rate. Similarly the results in the last comparison of the experienced users versus elderly users shown that the experienced users performed all the six tasks faster than the elderly users with lower error rate. Based on such nding the authors can conclude that the experienced users performances were better than the other two groups on both devices. The authors can also conclude that if someone is using the iPhone he/she could easily use the iPad. In the devices comparison results, the performances of the iPad across the novice users (in tasks facebook login, send a message, location close view, new note Evernote logout), the experienced users (in tasks facebook login, send a message, location close view and new note) and the elderly users (st ve tasks) were better than the iPhone with lower error rate. Base on such ndings of the empirical usability testing, the authors conclude that in the controlled environment the performance of the iPad was better than the iPhone. Three participant groups performed each task faster on the iPad than the iPhone apart from in one task. The task named location identication the iPhone and iPad performed the same across the novice user and experienced user but across the elderly user, the iPad performed better than the iPhone. Table 10 presents the results of the satisfaction level of the participants in a control environment for both devices. The satisfaction level acquired through the post test questionnaire during the experiment. The results of the novice users and the experienced users presented that their satisfaction levels were higher for the iPad than the iPhone. The experienced users results shown that their satisfaction levels were same for the iPhone as well as for the iPad. However, with the keypads performances they looked more satisfied on the iPad than the iPhone. / Near Chungi number 1 Chitterpari Mirpur Azad Kashmir Pakistan.

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