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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.
141

Rozhraní pro propojení strategických her s multiagentními systémy / Interconnection of Recent Strategic Games with Multi-Agent Frameworks

Válek, Lukáš January 2019 (has links)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
142

Multiagentní podpora pro vytváření strategických her / Multiagent Support for Strategic Games

Válek, Lukáš January 2018 (has links)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
143

Exploring guidelines for human-centred design in the wake of AI capabilities : A qualitative study

Olivieri, Emily, Isacsson, Loredana January 2020 (has links)
Purpose – Artificial Intelligence has seen important growth in the digital area in recent years. Our aim is to explore possible guidelines that make use of AI advances to design good user experiences for digital products. Method – The proposed methods to gather the necessary qualitative data to support our claim involve open-ended interviews with UX/UI Designers working in the industry, in order to gain a deeper understanding of their thoughts and experiences. In addition, a literature review is conducted to identify the knowledge gap and build the base of our new theory. Findings – Our findings suggest a need to embrace new technological developments in favour of enhancing UX designers’ workflow. Additionally, basic AI and ML knowledge is needed to utilise these capabilities to their full potential. Indeed, a crucial area of impact where AI can augment a designer’s reach is personalization. Together with smart algorithms, designers may target their creations to specific user needs and demands. UX designers even have the opportunity for innovation as mundane tasks are automated by intelligent assistants, which broadens the possibility of acquiring further skills to enhance their work. One result, that is both innovative and unexpected, is the notion that AI and ML can augment a designer’s creativity by taking over mundane tasks, as well as, providing assistance with certain graphics and inputs. Implications – These results indicate that AI and ML may potentially impact the UX industry in a positive manner, as long as designers make use of the technology for the benefit of the user in true human-centred practice. Limitations – Nevertheless, our study presents its own unique limitations due to the scope and time frame of this dissertation, we are bound to the knowledge gathered from a small sample of professionals in Sweden. Presented guidelines are a suggestion based on our research and not a definitive workflow.
144

Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All

Nisbel, Aron January 2021 (has links)
Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
145

Developing an Intuitive Livestreaming Scheduling Experience for Live-streamers

Malmedal, Viktor January 2022 (has links)
Most people are used to recording videos on their mobile phones. However, becoming a streamer is another step further in complexity. This thesis evaluates how a streaming scheduling system can be developed to enhance the usability. It goes from idea to finished system using a design-build-test approach. To accomplish the objective the project uses three phases (research, design-build-test, and final prototype) to investigate how to build a streaming scheduling system for users lacking technical proficiency. A finalized prototype was built in the design-build-test phase, based on findings in the research phase. After the prototype was finalized, it got implemented and tested on Kvix streaming platform. The final hi-fi prototype was tested using an online questionnaire, consisting of a system usability scale and open-ended questions. The final proposed solution had a satisfaction score of 82.81 (grade A) with a probability of 70% on the system usability scale which indicates that it is effective, efficient and satisfactory.
146

Automatiserad testning av användargränssnitt i SharePoint : Automated UI Testing in SharePoint

Borg, Daniel, Elfström, Anders January 2014 (has links)
Företag arbetar ofta efter hårda krav från kunder där lösningar måste levereras på ett tidseffektivt sätt och samtidigt hålla en hög kvalitet. Detta i form av felfria och robusta system vilket delvis kan åstadkommas med hjälp av testning. Kraven på snabb leverans och hög kvalitet är däremot motpoler till varandra; snabb leverans genomförs ofta på bekostnad av kvalitet och tvärtom. Agila arbetsmetoder med tidiga och frekventa leveranser har ändrat på detta, men kräver samtidigt en ständig kvalitetsförsäkring under arbetets löptid. Under utveckling av mjukvara enligt dessa metoder förekommer därför en kontinuerlig kvalitetssäkringsprocess för att säkerställa att produkten dels uppfyller vad kravspecifikationen avser samt att levererad produkt håller en hög tekniskt kvalitet i form av buggfri och robust kod som innehar stor pålitlighet för framtiden. Då manuell testning är en kostnad- och resurskrävande metod har automatiserad testning blivit ett aktuellt alternativ för ökad effektivitet och hållbar utveckling. Målet med det här arbetet har varit att för Precio Systemutveckling AB utreda möjligheterna för en implementation av automatiserad testning av användargränssnitt, i en hos företaget redan existerande och etablerad utvecklingsprocess. Arbetet har genomförts med en inledande förstudie om testning med fokus på varför det är en extra viktig faktor i dagsläget. Detta följs av ett avsnitt där existerande teori och teknik för testning i generell mening avhandlats, följt av en närmare studie på hur automatiserad testning är rekommenderad att utföras ur ett perspektiv från utveckling av produkter inom Microsoft-teknologi. / Software companies work under a strict pressure from customers where solutions must be delivered in a timely manner as well as providing high quality and value. The products should be robust and without errors, which partially can be accomplished by testing during the development process. The requirement for an early delivery and a high quality does not always come hand in hand, but with the increased use of agile software development methods, this can be achieved. During agile development of software, there is a continuous process to ensure the quality of what is being developed, both to make sure that all the functional requirements are fulfilled, but also that the code behind is robust and dependable for the future. Since manual testing can be both time and resource consuming, automated testing has become a modern alternative to increase productivity and to maintain a sustainable development process. The goal of this thesis work has been to investigate the possibilities of implementing a solution for automated UI testing in an already existing development process at the company Precio Systemutveckling AB. The work has been conducted in three steps, starting with a literature study about testing in general, followed by an extensive research into suitable tools and technology for testing that exists today. After this, a deeper look was made at what the recommended solutions for implementing automated testing in a Microsoft-oriented enviroment were. The work was concluded with an actual implementation of automated testing on premise at Precio.
147

Redesigning the user experience : How Interaction design can be used to improve already existing form-based company services

Lundberg, Victor January 2021 (has links)
This study investigates whether interaction design principles can be used on already existing company services in order to improve the user experience and satisfaction, and how such a process should look like, and what lessons can be learned from it. The study uses an iterative approach where prototypes are created and evaluated to further improve the prototype in the next iteration. To test this a service from the company LeoVegas mobile gaming group called Antiloop is used. Firstly a literature study is conducted to find requirements on how similar services can be designed, then an interview is conducted with employers who use Antiloop in order to find out what can be improved. Then two different prototypes are created and evaluated with the same employees to find out which one is preferred. The results of that evaluation lead to a final prototype that is evaluated together with the existing service through quantitative and qualitative methods, to see whether the new prototype has a better user experience. The results of the final evaluation showed that the new prototype is preferred over the existing version. However, because the test only had 7 participants, it might not be enough to draw a general conclusion. A list of further improvements was also presented.
148

Designing UI for color correction and grading tools for the web-based program Accurate Video

Andersson, Frida January 2021 (has links)
Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video. The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.
149

Konzeption migrierbarer Benutzungsschnittstellen in der industriellen Automatisierungstechnik

Baron, Lukas, Braune, Annerose 20 February 2019 (has links)
Die zunehmende Gewöhnung von Benutzern an neue Interaktionskonzepte und Endgeräte ermöglicht deren Einführung in industriellen Umgebungen. Daraus folgen Anwendungsszena-rien, in denen es, selbst während der Bearbeitung einer einzelnen Arbeitsaufgabe, zu häufigen Änderungen in der Zusammensetzung der verwendeten Geräte kommt. Dies motiviert die Entwicklung migrierbarer Benutzungsschnittstellen (MUI). In diesem Beitrag stellen wir zu-nächst die anerkannte Theorie der MUIs vor, inklusive verschiedener Klassifikationsmerkma-le und spiegeln diese an den Anforderungen der Automatisierungstechnik. Anhand dessen diskutieren wir anschließend zwei Anwendungsszenarien. Die Analyse verwandter Arbeiten zeigt auf, dass existierende Ansätze nur eingeschränkt in diesen Szenarien eingesetzt werden können. Am Ende stellen wir eine Fallstudie vor, die die Anwendbarkeit von MUIs in industriel-len Prozessvisualisierungen demonstriert.:1. Einleitung 2. Migratorische Benutzungsschnittstellen 2.1 Einführung 2.2 Klassifikationsmerkmale 3. Anforderungen industrieller Visualisierungen an ein migratorisches UI 3.1 Anforderungen an Software und Engineering 3.2 Struktur und Funktionalität 3.3 Diskussion 4. Beispielhafte Anwendungsszenarien 5. Fallstudie 5.1 Existierende Prototypen 5.2 Konzeption einer Migrationslösung 6. Zusammenfassung und Ausblick / Due to familiarization of users with modern interaction concepts and devices, they become interesting for industrial environments as well. These devices enable use cases where users change the set of applied devices, even during handling one single task. This fosters the de-sign of migratory user interfaces (MUI) which can be transferred freely between devices, in order to follow according to a user’s device changes. Hence, in this paper the generally ac-cepted theory, including a set of identified classifiers for MUIs, is being analyzed with respect to the demands of the domain of industrial process visualizations. Moreover, we discuss two use cases. Our review of the related work revealed only a limited applicability in those use cases. In order to demonstrate an MUI’s usefulness in industrial process visualizations, we finally present our own case study.:1. Einleitung 2. Migratorische Benutzungsschnittstellen 2.1 Einführung 2.2 Klassifikationsmerkmale 3. Anforderungen industrieller Visualisierungen an ein migratorisches UI 3.1 Anforderungen an Software und Engineering 3.2 Struktur und Funktionalität 3.3 Diskussion 4. Beispielhafte Anwendungsszenarien 5. Fallstudie 5.1 Existierende Prototypen 5.2 Konzeption einer Migrationslösung 6. Zusammenfassung und Ausblick
150

Aspekte zur Entwicklung von industriellen Augmented Reality Lösungen

Baron, Lukas, Freund, M., Martin, Christopher, Braune, Annerose 20 February 2019 (has links)
Anwendungen unter Einsatz von Augmented Reality (AR)-Technologien gewinnen zuneh-mend an Relevanz in diversen industriellen Anwendungen, zum Beispiel für Produktpräsenta-tionen, Ausbildung und Lehre, Engineering, etc. Bei der Entwicklung solcher Anwendungen – im Speziellen von Bedien- und Beobachtungslösungen – müssen verschiedene Normen und Richtlinien beachtet werden, um zu gewährleisten, dass Anforderungen an die Betriebssi-cherheit in der jeweiligen Anlage eingehalten werden. In diesem Beitrag sollen einige Aspekte bezüglich der Anwendbarkeit solcher Richtlinien auf AR Anwendungen untersucht werden. Darüber hinaus werden weitere Aspekte betrachtet, die bei der Einführung von AR Anwen-dungen im großen Maßstab relevant sind, wie etwa die durchgängige Nutzbarkeit von CAD-Anlagenmodellen zur automatischen Erzeugung von AR-Lösungen. Schließlich stellen wir eine Fallstudie einer AR-Anwendung für eine prozesstechnische Kleinversuchsanlage vor.:1. Einleitung 2. Entwicklungsphasen von AR-Anwendungen 3. Betrachtung der UI-Gestaltungsrichtlinien 4. Fallstudie 4.1. Implementierung 4.2. Ergebnisse 5. Evaluation eines durchgängigen Entwurfsprozesses 6. Zusammenfassung und Ausblick 7. Danksagung / Augmented Reality (AR) applications gain more and more relevance in various industrial ap-plications lately, e. g. for product presentations, education, engineering, etc. In the industrial domain, especially in process supervision applications, a number of standards and guidelines have been established to ensure that the design of user interfaces meets the safety require-ments of plants or factories. Hence, we seek an evaluation if these guidelines can be applied to AR applications. Moreover, there are other aspects to consider in case AR solutions shall be applied on a larger scale in industrial applications. Thus, it is being discussed whether CAD plant models can be used to generate AR applications automatically. Finally, in this contribu-tion, we present the first preliminary results of a case study on the application of those stand-ards to a visual AR application for in-field inspection and servicing scenarios.:1. Einleitung 2. Entwicklungsphasen von AR-Anwendungen 3. Betrachtung der UI-Gestaltungsrichtlinien 4. Fallstudie 4.1. Implementierung 4.2. Ergebnisse 5. Evaluation eines durchgängigen Entwurfsprozesses 6. Zusammenfassung und Ausblick 7. Danksagung

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