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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.
61

Improved composability of software components through parallel hardware platforms for in-car multimedia systems

Knirsch, Andreas January 2015 (has links)
Recent years have witnessed a significant change to vehicular user interfaces (UI). This is the result of increased functionality, triggered by the continuous proliferation of vehicular software and computer systems. The UI represents the integration point that must fulfil particular requirements for usability despite the increased functionality. A concurrent present trend is the substitution of federated systems with integrated architectures. The steadily rising number of interacting functional components and the increasing integration density implies a growing complexity that has an effect on system development. This evolution raises demands for concepts that aid the composition of such complex and interactive embedded software systems, operated within safety critical environments. This thesis explores the requirements related to composability of software components, based on the example of In-Car Multimedia (ICM). This thesis proposes a novel software architecture that provides an integration path for next-generation ICM. The investigation begins with an examination of characteristics, existing frameworks and applied practice regarding the development and composition of ICM systems. To this end, constructive aspects are identified as potential means for improving composability of independently developed software components that differ in criticality, temporal and computational characteristics. This research examines the feasibility of partitioning software components by exploitation of parallel hardware architectures. Experimental evaluations demonstrate the applicability of encapsulated scheduling domains. These are achieved through the utilisation of multiple technologies that complement each other and provide different levels of containment, while featuring efficient communication to preserve adequate interoperability. In spite of allocating dedicated computational resources to software components, certain resources are still shared and require concurrent access. Particular attention has been paid to management of concurrent access to shared resources to consider the software components' individual criticality and derived priority. A software based resource arbiter is specified and evaluated to improve the system's determinism. Within the context of automotive interactive systems, the UI is of vital importance, as it must conceal inherent complexity to minimise driver distraction. Therefore, the architecture is enhanced with a UI compositing infrastructure to facilitate implementation of a homogenous and comprehensive look and feel despite the segregation of functionality. The core elements of the novel architecture are validated both individually and in combination through a proof-of-concept prototype. The proposed integral architecture supports the development and in particular the integration of mixed-critical and interactive systems.
62

Designing a crossover user experience between telephony and web

Linnea, Dahl January 2020 (has links)
The present work was performed at Aurora Innovation. Its purpose was to develop a proof-of-concept of an application where you could book an appointment and add personal information. This application is meant to be used by people of different ages, technology skills and preferences. User centered design was used during the development of the proof-of-concept, primarily the user centered design methods existing in contextual design. This project reflects on the value of these methods, and what the consequences could be if a product is developed from a single point of view. It was found that even for a relatively small project the user centered design proved valuable for collecting data, which then was used to improve the final proof-of-concept. Furthermore the results show how not having a varied test group can negatively affect your final product.
63

Sleevecore

Wara, William January 2020 (has links)
The motivation for this work has been to develop a web platform for a game concept where the underlying code acts to enable users to customize their game markers and place orders for them. This report deals with the creation of this website that in itself is not a webstore in classical terms but rather offers a process of it’s own for users to pick the looks of a product, place it in a cart and pay for it. The website communicates with an external payment processor that has been implemented. The process also includes prepatory work and the handeling of graphics and both client and server-side coding. The report covers the programming of the website and speculates in its application of usability standards from evaluating of user tests. / Motivationen för detta arbete har varit att ta fram en webbplattform för ett spelkoncept där kodningen ligger till grund för användare att personanpassa sina spelmarkörer och beställa dem. Denna rapport avhandlar skapandet av denna webbsida som i sig skiljer sig från en webbutik i klassisk bemärkelse och istället erbjuder en egen process för att välja utseende på varor, placera dem i en kundkorg och betala för dem. Webbsidan kommunicerar med en extern betalningslösning som är implementerad på sidan. I arbetet ingår förutom förarbete även hanterandet av bildmaterial och både klient- och serverbaserad kodning. Rapporten täcker framtagandet av tekniken för webbsidan och spekulerar i dess anpassning till användarriktlinjer och olika användartyper efter utvärderingar baserade på genomförda tester.
64

Assessing User Expectations of Undo in a Multi-User CAD Environment

Nuss, Jeffrey Eric 01 April 2016 (has links)
Undo is a command that users rely on in most software applications. Its importance in multi-user CAD is no different. However, due to its unique nature, users may have different expectations regarding how undo should behave. This research seeks to better understand users' expectations regarding undo in multi-user CAD by having users participate in collaborative design exercises and then asking them how they would expect undo to behave. In addition, users participated in a survey in which they watched 8 videos showing users interacting within multi-user CAD and were then asked about how they would want undo to behave. Based on these findings, various recommendations are made for how undo ought to be implemented in multi-user CAD. These include recommendations regarding the user experience/user interface as well as proposing an equation that seeks to quantify whether a user expects to share an undo stack with another user or if they should only be able to undo their own actions.
65

Nástroj pro rychlé vyhledávání letových spojení / Tool for Quick Flight Search

Muránsky, Matúš January 2019 (has links)
The thesis deals with the design and development of a tool for easy search of flight connections for Pelikantravel.com s.r.o. The aim of this work is to develop a tool that will allow operation in a limited Internet connection and will support user feedback. The first part of the thesis describes the analysis of suitable technologies and platforms for the resulting tool. The practical part deals with the issue of user experience and with the related user interface design. In this section, the basic functionality of the tool is described according to the use case analysis. Furthermore, the work describes in detail the implementation of the whole tool and in the end is devoted to testing the resulting tool.
66

Virtuální svět / Virtual World

Hamal, Jakub January 2015 (has links)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
67

Interaktivní rozhraní pro vzdáleného robota pro Android / Interactive Interface for Robot Remote Control for Android

Robotka, Vojtěch January 2013 (has links)
The development of autonomous robots has made a significant progress and first personal robots for common use start to appear. To use this robots, we need to develop applications and user interfaces to interact with them. The goal of this project is to make a universal interface for robot remote control. This work focuses on robots based on the ROS platform. This gives the final application a potential of use on other robotic projetcs running on ROS. The designed remote interface accomplishes two main purposes. The first is to show important data in a context of a 3D scene to help user understand the state of the controlled robot. And the second goal is to allow the user execute some basic manipulation with the robot. The final application was successfully adapted and tested on experimental robots Care-O-Bot and Turtlebot.
68

An Instant Messaging Framework for Flexible Interaction with Rich Clients

Book, Matthias, Gruhn, Volker 12 November 2018 (has links)
Today, we are seeing an increasing number of software applications that users want to use anywhere, anytime. Such mobile applications often deliver their user interfaces (UIs) to client devices over the World Wide Web. However, Web-based UIs cannot provide the same level of usability as window-based UIs on mobile devices with their small screens and occasional network dropouts. To address this challenge, we present a UI framework that combines the usability of a full-featured UI with the flexibility of a thin presentation logic: We exchange interface specifications and events between the application logic on the server and a generic UI rendering engine on the client device using an instant messaging infrastructure. The paper gives an overview of the framework architecture and the features of the communication protocol, and discusses performance measurements obtained on a public network.
69

Development of a standalone mobile application for Saab Support Portals

Sjögren, August January 2019 (has links)
Saab is a large swedish company providing a multitude of different products and services. This also means that Saab has to provide support and customer service for said products. Currently this is handled online in Support Portals, where customers and partners can access product information as well as an issue management system called SIRS. In the current situation the system is tailored for a desktop experience, and the workflow is therefore limited in terms of mobility. This project aims to allow the users to be more mobile by investigating the possibility of developing a mobile application for usage with SIRS. During the project a proof of concept of such an application has been developed. The implementation relies largely on using currently available api:s and when necessary porting some code from server to client side. By using various UX-related methods during the development of the application it is expected that the application is user friendly and fits the target audience. When looking at the result of the work, it is indeed possible to integrate a standalone mobile application with SIRS. The application also has usability which is comparable to the current system. However, some limitations were found that required rewriting the existing system to provide necessary data to client side applications like the one developed in this project. To conclude, the application is a proof of concept that shows what can be done without modifying the current system. Some of the major things that has to be modified before taking the application to production, such as stability concerns and testing, is also presented as results of the project.
70

Historical Maps : En interaktiv upplevelse av historia genom kartor

Nilsson, Susanne January 2021 (has links)
This report deals with the development of the historical maps web application for a company that works to preserve the cultural heritage of old maps. The goal of the project has been to create a proof of concept for a web application that allows the user to view and interact with historical maps. As well as taking part in the history and facts behind the maps, areas and points of interest within the maps. Work on the application has begun with the foundational design, such as flowchart, mood board and design sketches for the application. Based on these, a proof of concept is developed in the form of an interactive web application written in React with additional libraries such as Materials UI for user interface and Leaflet for interactive map functions. For facts content, fetch calls are made to the Wikipedia API. Trade-offs have had to be made regarding implemented functionality in this first version of the web application, in order to represent how the interactiveness with the maps can work while also demonstrating potential future functionality. The finished application achieves the purpose of the assignment as proof of concept. Interactivity in the maps and connections between the maps are implemented, along with static elements that exists to represent future possibilities. Information and facts about areas of interest and points of interest are retrieved from Wikipedia through the API. / Rapporten avhandlar utvecklingen av webbapplikationen Historical Maps till ett bolag som arbetar med att bevara kulturarvet kring gamla kartor. Målet med projektet har varit att skapa en proof of concept för en webbapplikation som låter användaren ta del av och interagera med historiska kartor. Samt att ta del av historia och fakta bakom kartorna, områden och intressepunkter. Arbetet med applikationen har inletts med att ta fram underlag som flödesschema, moodboard och designskisser för applikationen. Utifrån dessa utvecklas en proof of concept i form utav en interaktiv webbapplikation skriven i React med tillägg som Materials UI för användargränssnitt samt Leaflet för interaktiva kartfunktioner. För faktainnehåll görs fetch-anrop till Wikipedias API. Avvägningar har fått göras vad gäller implementerad funktionalitet i denna första version av webbapplikationen, för att på ett rättvist sätt kunna representera hur interaktiviteten med kartorna kan fungera och samtidigt påvisa potentiell framtida funktionalitet. Den färdiga applikationen uppnår uppdragets syfte som proof of concept. Interaktivitet i kartorna och kopplingar mellan kartorna är implementerad, tillsammans med statiska element som finns på plats för att representera framtida möjligheter. Information och fakta om intressanta områden och intressepunkter hämtas från Wikipedia genom API.

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