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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.
1

'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia Tech

Liang, Jingyi 20 June 2017 (has links)
Parking continually becomes an issue in the modern society. Not only appears in the large cities like New York or Chicago, on-campus parking also a big problem annoys students in lots of universities. With of smartphone development, many mobile applications are designed for solving the parking issues. This final thesis study is a concept multiplatform mobile application called 'ParkinVT', which designs for improved parking in Virginia Tech. This study covers all standard procedures of application design. First, the study of 'ParkinVT' started with the research of the background, equipment, and current parking regulations of Virginia Tech. Second, reviews of two existing parking mobile applications were carried out. Third, based on the materials and knowledge collected in the previous two steps, a working flow chart and wireframe of the UI of 'ParkinVT' were designed. Then, for ensuring the function settings of 'ParkinVT', a usability testing was conducted with the paper-based wireframe work. Three usability test processes in this study were entrance survey, usability testing with video recordings, and evaluation through exit survey. After the usability testing and analysis were finished, the design of 'ParkinVT' reached its final design step, which included logo design, graphic design, and UI design. In terms of the limitations of this study, future directions were also considered at the end of the design of 'ParkinVT'. / Master of Fine Arts
2

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.
3

Impact of applications on water consumption

Corazza, Junior January 2022 (has links)
Water scarcity is a growing problem on Earth. One of the goals in Agenda 2030, whichall of the UN members adapted is to make clean water accessible by everyone and ensuresustainable water withdrawals. In order to take a step towards the solution, a companynamed Quandify has developed smart water meters to measure households’ water consumptionwhich can be installed by anyone.In this bachelor’s thesis, the author collaborates with Quandify to develop a proofof concept (POC) to investigate if it was possible to create a mobile phone applicationthat could help residents reduce their water consumption. The author uses state of artsuggestions in persuasive technology literature and usability heuristics for user interactiondesign and implements it into the application to increase the chance of user behaviourchange towards water consumption.The result is a mobile phone application where the users get inspiration and tips onhow to reduce their water consumption and lets the users see their water consumptionin real-time. The report also includes a small POC user study to rate the mobile phoneapplication with respect to usability heuristics.
4

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
5

A Cloud Computing-based Dashboard for the Visualization of Motivational Interviewing Metrics

Heng, E Jinq January 2022 (has links)
No description available.
6

L'éditorialisation du film de famille : l'architexte Famille TM comme support d'un exercice de la mémoire / Home movies editorialization : exercice family's memory through the Famille TM architext

Leyoudec, Lénaïk 17 January 2017 (has links)
Cette recherche menée au sein du pôle de recherche et développement de la société Perfect Memory s'intéresse à l'accompagnement de la mémoire familiale via un dispositif technique, interrogé par le prisme des sciences de l'information et de la communication. Elle propose la construction d'une approche d'éditorialisation du document numérique permettant à chacun de s'approprier son patrimoine culturel au travers de l'utilisation du dispositif technique co-construit, l'application Web Famille TM. L'interrogation du milieu socio-économique de la préservation et la valorisation du patrimoine culturel du particulier, auquel Perfect Memory appartient, nous amène à nous interroger sur les enjeux d'un rapprochement entre les notions de « numérique » et de « mémoire ». Un cadre théorique est ainsi construit, le document numérique est appréhendé comme support d'un exercice de la mémoire, permis par la médiation du dispositif technique. L'éditorialisation, en tant qu'ensemble d'opérations réalisées sur le document numérique par l'intermédiaire du dispositif technique, est placée au cœur de notre problématique axée sur les modalités d'accompagnement des pratiques mémorielles via le service Famille TM. La construction de notre approche d'éditorialisation est séparée en deux moments. Dans un premier temps, un corpus de documents numériques - productions familiales préservées par différentes institutions patrimoniales - est interrogé par une méthodologie sémiotique afin d'extraire les éléments saillants invariants à leur interprétation, que nous rassemblons sous l'appellation de marqueurs de mémoire. Dans un second temps, les catégories de marqueurs construits sont transcrites en recommandations éditoriales et ergonomiques destinées au dispositif technique Famille TM. Articulé jusqu'ici autour d'un axe unique - la documentarisation de l'archive -, le dispositif est enrichi de deux nouveaux modes - cinématographique et privé -, constituant autant de points d'entrée supplémentaires dans le document versé par l'utilisateur sur le service. L'approche d'éditorialisation du document est ainsi décomposée en trois modes, comportant chacun différents scénarii, articulation de fonctionnalités et d'une expérience utilisateur spécifiques, construits pour le service Famille TM. / This research project was made at the R&D department at Perfect Memory and focus on how to support family memory via a technological artifact. We question the artifact through the prism of information and communication sciences. The project offers to build a new approach, that of the editorialization of digital documents, enabling each user to rediscover their cultural heritage. This can be done by means of Famille TM, a co-built Web app. Following a study of the cultural heritage market as applied to private individuals, to whom Perfect Memory belongs, we proceed to a cross analysis of two concepts : "Digital" and "Memory". Starting from these, we built a theoretical framework in which we consider digital documents as a base for memory training. The technological artifact allows such training through a mediation process. Editorialization, as a set of processes made on the digital document through a technological artifact, appears as central to our concern: to design ways to support memory habits through Famille TM. We divide the construction of an editorialization approach into two steps. First, we build a corpus of digital documents - home movies - from various cultural heritage organizations. Then we interrogate the corpus through a semiotic methodology in order to gather salient and invariant elements in each interpretation. We name them memory markers. In a second step, we transcribe the markers categorization into editorial and ergonomic recommendations for Famille TM. Until today, the technological artifact consisted in one single mode: the documentation of archives. We introduce two extra modes: the cinematographic experience and the private experience. Each mode provides the user with an original entry point into documents uploaded on the app. To summarize our editorialization approach, we implement three modes into Famille TM and for each of them we design several scenarios made up of specific features and user experiences.

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