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Usability Studies with Virtual and Traditional Computer Aided Design EnvironmentsAhmed, Syed Adeel 15 December 2006 (has links)
For both the CAVETM and the adaptable technology possessed by the University of New Orleans, crystal eye glasses are used to produce a stereoscopic view, and an ascension flock of birds tracking system is employed for tracking of the user's head position and position of a wand in 3D space. It is argued that with these immersive technologies along the use of gestures and hand movements should provide a more natural interface with the immersive virtual environment. This allows a more rapid and efficient set of actions to recognize geometry, interaction with a spatial environment, the ability to find errors, or navigate through an environment. The wand interface is used to provide an improved means of interaction. This study quantitatively measures the differences in interaction when compared with traditional human computer interfaces. This work uses competitive usability in four different Benchmarks: 1) navigation, 2) error detection/correction, 3) spatial awareness, and 4) a “shopping list†of error identifications. This work expands on [Butler & Satter's, 2005] work by conducting tests in the CAVETM system, rather than principally employing workbench technology. During testing, the testers are given some time to “play around†with the CAVETM environment for familiarity before undertaking a specific exercise. The testers are then instructed regarding tasks to be completed, and are asked to work quickly without sacrificing accuracy. The research team timed each task, counted errors, and recorded activity on evaluation sheets for each Benchmark test. At the completion of the testing scenarios involving Benchmarks 1, 2, 3, or 4, the subjects were given a survey document and asked to respond by checking boxes to communicate their subjective opinions.
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A Usability Evaluation Framework And A Case Study On A Supplier Portal SystemBabayigit, Elif Fatma 01 December 2003 (has links) (PDF)
ABSTRACT
A USABILITY EVALUATION FRAMEWORK AND A CASE STUDY
ON A SUPPLIER PORTAL SYSTEM
Babayigit, Elif Fatma
M.Sc., Department of Industrial Engineering
Supervisor: Assoc. Prof. Dr. Tayyar Sen
December 2003, 229 pages
The goal of this thesis is to provide a usability evaluation framework in the area
of e-procurement technologies and a case study on this base. A survey of the
concepts of human computer interaction, usability and usability evaluation
techniques is carried out. Additionally current e-procurement technologies are
explored and specifically a Company&rsquo / s Supplier Portal System which was
employed in year 2003, as an e-procurement technology for the procurement of
direct goods, is taken into consideration. Pointing from the findings of the
survey, a usability evaluation methodology is developed based on user and task
analysis of the Supplier Portal. Within this methodology, in terms of
performance metrics of the Supplier Portal, usability attributes to be measured
are determined and a checklist for a heuristic system evaluation is developed.
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While a laboratory testing structure is proposed for the case, a usability
satisfaction survey and empirical usability tests are implemented with the actual
users of the Company Supplier Portal. Descriptive and inferential formal
analyses of the survey and field test results are studied, contributing to the
Usability Evaluation of the Portal. Lastly further prospects are pointed, where
usability, formal analysis, supply chain management and systems design
intercept.
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Usability Analysis in Locomotion Interface for Human Computer Interaction System DesignFarhadi-Niaki, Farzin 09 January 2019 (has links)
In the past decade and more than any time before, new technologies have been broadly applied in various fields of interaction between human and machine. Despite many functionality studies, yet, how such technologies should be evaluated within the context of human computer interaction research remains unclear. This research aims at proposing a mechanism to evaluate/predict the design of user interfaces with their interacting components. At the first level of analysis, an original concept extracts the usability results of components, such as effectiveness, efficiency, adjusted satisfaction, and overall acceptability, for comparison in the fields of interest. At the second level of analysis, another original concept defines new metrics based on the level of complexity in interactions between input modality and feedback of performing a task, in the field of classical solid mechanics. Having these results, a set of hypotheses is provided to test if some common satisfaction criteria can be predicted from their correlations with the components of performance, complexity, and overall acceptability. In the context of this research, three multimodal applications are implemented and experimentally tested to study the quality of interactions through the proposed hypotheses: a) full-body gestures vs. mouse/keyboard, in a Box game; b) arm/hand gestures vs. three-dimensional haptic controller, in a Slingshot game; and c) hand/finger gestures vs. mouse/keyboard, in a Race game. Their graphical user interfaces are designed to cover some extents of static/dynamic gestures, pulse/continuous touch-based controls, and discrete/analog tasks measured. They are quantified based on a new definition termed index of complexity which represents a concept of effort in the domain of locomotion interaction. Single/compound devices are also defined and studied to evaluate the effect of user’s attention in multi-tasking interactions. The proposed method of investigation for usability is meant to assist human-computer interface developers to reach a proper overall acceptability, performance, and effort-based analyses prior to their final user interface design.
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VR Gaming - Hands On : The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality GamesGeorgiadis, Abraham January 2017 (has links)
The field of virtual reality (VR) is getting increasing attention from the scientific community and it is being portrayed by advertisements as the user interface (UI) of the future. This is a fair statement since the prior uses of VR that used to exist only in fiction movies and books are now widely available in many forms and settings to the public. One of the most interesting outcomes from this technological evolution is that now VR can be experienced through the use of a mobile phone and the addition of some inexpensive means typically in a form of a headset. The combination of the phone’s screen as attached to the headset creates a form of Head Mounted Display (HMD) which can be utilized in order for the user to be immersed within a virtual environment (VE). The argument here is that even if the means to get access to VR are cheap, this should not be the case with the experience as well. On the contrary, the low entry requirements in combination with a high quality experience are the basis for the medium's success and further adoption by the users. More specifically, the capability of utilizing a three dimensional space (3D) should not limit the medium’s use on just that but instead, this space should be used in order to offer immersive environments which make the user feel as if he is there. There are many factors that contribute to that result and significant progress has been made to some such as the quality of screen or other hardware parts that allow the user get immersed into the virtual scenery, however, little progress has been made towards the conceptual means that allow the user of better experiencing this VE. Most of the VR applications so far are specifically designed for a single user session. This creates an isolation of the user from any other type of communities which further increases the stigma of VR being a solitary experience. Another issue is the interaction method that is available to users in order to interact with the VE. The use of buttons in most of the available headsets is a counter intuitive method for a person to interact with an environment that wants to be called real. The technological advancements in the field of image processing have resulted in many new methods of interaction and multimodal manipulation within VE and it would be worthy of exploring their effects on the user experience (UX) when used as an interaction method. For these reasons, this thesis used the case of VR games as a setting to study how UX can be enhanced from its current state by introducing a bare hand gesture interaction method and expanding the VR setting in order to host two users in shared VE. Two individual studies were conducted where user feedback was collected in order to describe the effects of this approach in both a qualitative and quantitative manner. As results indicate, by utilizing gesture analysis on a headset equipped with a smartphone, it is possible to offer a natural and engaging solution for VR interaction capable of rich UXs while maintaining a low entry level for the end users. Finally, the addition of another player significantly affected the experience by influencing the emotional state of the participants in the game and further enforcing their feeling of presence within the VE.
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Analýza využitelnosti pístového parního motoru pro kombinovanou výrobu elektřiny a tepla / Analysis of the steam engine for combined heat and powerUryč, Jan January 2018 (has links)
In some applications, the piston steam engine may be more suitable than the technology currently used. The thesis deals with the analysis of its advantages, weaknesses and possibilities of use, which are offered. Introduces the principles and functions of piston steam engines. It also contains a thermodynamic design based on a specific assignment and a feasibility assessment.
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