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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.
111

Návrh, analýza a implementace pokladního systému / Design, analysis and implementation of the cash register system

Ponechal, Mikuláš January 2020 (has links)
The master's thesis introduces cash register system currently used by Brno zoo and Starezsport Brno. The aim of the thesis was to study and describe above-mentioned systems and hardware they are interacting with, to analyze, design and create new custom cashier system. The first chapter includes the analysis of cashier systems, and overview of selected technologies for developement. Second chapter introduces developement designs and practices. The third chapter contains short system documentation and the last, fourth chapter is devoted to testing basic cashier system functionality.
112

Dotykové uživatelské rozhraní elektromobilu / Touch Screen User Interface for Electric Car

Martinák, Ondřej January 2010 (has links)
Tato práce navrhuje dotykové uživatelské rozhraní pro elektromobily. Rozhraní bylo navrženo tak, aby bylo pohodlné na použití pro řidiče a aby bylo snadné z něj vyčíst potřebné informace. Aby bylo možné toto rozhraní integrovat do elektromobilu, tato práce také navrhuje potřebnou softwarovou a systémovou (hardwarovou) architekturu. Nakonec shrnuje co je ještě potřeba udělat, aby bylo možné celý systém integrovat.
113

Initial system design of a gateway interface for the Military Tactical Network system

Greenfelder, Kelly R. 02 February 2010 (has links)
<p[>The Military Tactical Network (MTN) system is an automated satellite communications system designed to provide a near term tactical intelligence dissemination capability to deployed forces. The system was initially developed to address the pressing need for the timely delivery of intelligence information. The primary customers of the MTN system are the Office of the Secretary of Defense for Command, Contro, Communications and Intelligence (C31) and the intelligence community. The user community will include members of these two organizations as well as military personnel.</p> <p>The MTN system was used during a recent military demonstration and it was determined that the MTN Gateway Interface, the mechanism available to users for injecting messages for delivery into the system and for performing additional administrative :functions, needs to be redesigned prior to the system achieving Initial Operating Capability (IOC). The system currently uses a cryptic, menu-driven interface with an all ASCII representation. This project and report addresses the need for an improved Gateway Interface for the MTN System The systems engineering approach is followed in presenting the conceptual and preliminary design of the MTN Gateway Interface. The development of the improved interface will enhance the capabilities and usability of the MTN system.</p> / Master of Science
114

Managing objects and events in a distributed user interface : by further extending a framework that can be used when developing a multiplayer game

Rosén, Wallentin January 2021 (has links)
As more and more research are carried out in the field of distributed user interface some aspects of the it are still missing.In this report I will propose a method to how we can manage distributed objects and events in a distributed user interface environment that is suitable for a developer.An implementation with focus on the developers creativity, understandability and maintainability has been made on an existing framework.The results show how the solution can be applied to create a multiplayer game in a distributed environment, however a more thorough investigation on how this solution affects the development of distributed user interfaces is still needed.
115

User Experinences in 3D / Användarupplevelser i 3D

Mårtensson, Anders January 2016 (has links)
3D user interfaces are common today when for example doing industrial design, architecture and 3dmodelling but they are not commonly used in regular interfaces. The hardware requirements for suchinterfaces are not difficult to reach with today’s computers, laptops and mobile devices with only in-tegrated graphics cards.The report found that users of 3D interfaces found them more fun to use and gives a better overviewwhen viewing dense information. Problems exists when using small screens and reading text. Futureimprovements to software tools and APIs as well as improvements in hardware, and new technologiessuch as virtual- and augmented reality will make 3D interfaces easier to develop, use and run. / 3D-gränssnitt är vanliga idag när man till exempel arbetar med industridesign och arkitektritningarmen de används vanligtvis inte i vanliga program. Hårdvarurestriktioner har varit en stor faktor var-för de inte har haft dessa, men dagens datorer och mobila enheter som har integrerade grafikkort somklarar av att köra de flesta 3D-gränssnitt.Rapporten fann att användare av 3D-gränssnitt tyckte de var roligare att använda och ger en bättreöverblick när informationsdensiteten är hög. Problem uppstår när man använder små skärmar ochbehöver läsa text. Framtida förbättringar i mjukvaruverktyg och API:er, förbättringar i hårdvara ochnya teknologier som t.ex. virtuell- och förstärktverklighet kommer göra att 3D-grännsnitt
116

"Hey Google, how do I become a more satisfied and frequent user of VUI?" A study in how to improve VUI usability

Hallberg, Kristoffer January 2018 (has links)
Forskning och utveckling har hittills mestadels fokuserats på den rent tekniska utvecklingen av ’speech recognition’ för användningen av produkter med ’Voice user interface’ (VUI). Men det krävs mer för att skapa en bra upplevelse och frekvent användande av VUI. Detta examensarbete undersöker hur upplevelsen och värdet av VUI kan förbättrats för användaren.Genom intervjuer, observationer och frågeformulär riktade mot användare av VUI-produkter innehållande Google Assistant, Alexa eller Siri, identifierades de två största problemområdena – att VUI inte anpassar volymen på sina svar efter omgivningens ljudnivå, samt bristen på kunskap om vad VUI kan användas till i de olika produkterna.Resultatet från användartester av prototyperna visar att en nuvarande teknisk begränsning som volymanpassning kan genom vidareutveckling av tekniken öka användarvänligheten avsevärt. Testerna visar även att användarupplevelsen ökar om användaren blir medveten om vad som faktiskt kan göras med VUI, vilket leder till ytterligare förenklingar i vardagen.
117

Bästa principer enligt kvinnliga användare för streamingtjänster

El Haddaoui, Nadia January 2020 (has links)
Med utveckling av streamingtjänster kommer det ständigt nya lösning och produkter. Konkurrensen om kunder är högre än någonsin. Företag tävlar om kunder genom att erbjuda den bästa streaming-upplevelsen i marknaden. Det finns principer och regler för hur man ska designa en produkt för vardagligt bruk och hur man ska designa en produkt för interaktion och användarupplevelse. Men det finns inga specifika principer på hur man ska utveckla streamingtjänster. Denna studie undersöker vilka principer som är bäst vid utveckling av streamingtjänster. Resultatet av denna studie blir ny kunskap som kan implementeras i befintliga streamingtjänster. Syftet med studien är att hitta de bästa principerna enligt kvinnliga användare. Metoderna omfattar både kvantitativ enkätundersökning såväl som litteraturstudie. Resultatet av denna studie kommer att analyseras och diskuteras för att hitta de bästa principerna. / With the development of streaming services there are constantly new solutions and products. The competition for customers is higher than before. Companies compete for customers by offering the best streaming-experience in the market. There are principles and rules for how one should design a product for ​an everyday use​ and how one should design a product for interaction and user experience. But there are no specific principles on how one should develop a streaming service. This thesis explores which principles are the best when developing streaming services. The outcome of this thesis will be new knowledge that can be implemented to the existing streaming services. The purpose is to find the best principles according to female users. The methods encompass both quantitative study and literature studies. The result of the study will be analyzed and discussed to find the best principles.
118

Celltyper: A Single-Cell Sequencing Marker Gene Tool Suite

Paisley, Brianna Meadow 05 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Single-cell RNA-sequencing (scRNA-seq) has enabled researchers to study interindividual cellular heterogeneity, to explore disease impact on cellular composition of tissue, and to identify novel cell subtypes. However, a major challenge in scRNA-seq analysis is to identify the cell type of individual cells. Accurate cell type identification is crucial for any scRNA-seq analysis to be valid as incorrect cell type assignment will reduce statistical robustness and may lead to incorrect biological conclusions. Therefore, accurate and comprehensive cell type assignment is necessary for reliable biological insights into scRNA-seq datasets. With over 200 distinct cell types in humans alone, the concept of cell identity is large. Even within the same cell type there exists heterogeneity due to cell cycle phase, cell state, cell subtypes, cell health and the tissue microenvironment. This makes cell type classification a complicated biological problem requiring bioinformatics. One approach to classify cell type identity is using marker genes. Marker genes are genes specific for one or a few cell types. When coupled with bioinformatic methods, marker genes show promise of improving cell type classification. However, current scRNA-seq classification methods and databases use marker genes that are non-specific across sources, samples, and/or species leading to bias and errors. Furthermore, many existing tools require manual intervention by the user to provide training datasets or the expected number and name of cell types, which can introduce selection bias. The selection bias negatively impacts the accuracy of cell type classification methods as the model cannot extrapolate outside of the user inputs even when it is biologically meaningful to do so. In this dissertation I developed CellTypeR, a suite of tools to explore the biology governing cell identity in a “normal” state for humans and mice. The work presented here accomplishes three aims: 1. Develop an ontology standardized database of published marker gene literature; 2. Develop and apply a marker gene classification algorithm; and 3. Create user interface and input data structure for scRNA-seq cell type prediction.
119

Investigating the Impact of Electronic Prescribing System User Interface Design on Prescribing Accuracy

Wiercioch, Wojtek January 2014 (has links)
Background: Electronic prescribing systems are designed to aid in the complex process of prescribing by providing patient information and decision support at the point of care. Successful implementation and effectiveness depend on a variety of factors, including usability and user interface design, which influence how the information and decision support are relayed to users. Poorly designed systems have been found to be associated with medication errors. Methods: We conducted a factorial design study to investigate the impact of screen density, highlighting, and placement of information, on the accuracy of prescribing when using an e-prescribing system. Study sessions were held during clinical pharmacology educational rounds, where residents and medical students answered simulated prescribing scenarios presented on various e-prescribing system interface configurations. Assignment of prescribing scenarios to interface configurations and presentation order were randomized between study sessions. Participants were also asked about their preferences for specific user interface configurations. Results: A total of 66 participants completed 844 prescribing cases, with 583 (69%) cases answered correctly. The presence of highlighting was associated with correct prescribing decisions (p-value = 0.001), with 181 out of 250 (72.4%) prescribing scenarios answered correctly on interfaces with highlighting of key clinical information, as opposed to 156 out of 242 (64.5%) on interface configurations without. Low screen density and central placement of information were not found to be statistically significant predictors of prescribing accuracy. The presence of highlighting was the only factor that the majority of participants (80.3%) preferred, but no effect was found when comparing prescribing accuracy on preferred versus non-preferred interface configurations. Conclusions: The factorial design methodology developed is a novel approach for efficient and objective evaluation of multiple user interface design factors in one study. Evidence-based design and usability principles are needed to enhance the design and appropriate use of e-prescribing systems as usability problems continue to be one of the primary reasons for dissatisfaction and poor levels of adoption. / Thesis / Master of Science (MSc)
120

Obstacle Avoidance and Path Traversal Using Interactive Machine Learning

Turner, Jonathan M. 02 July 2007 (has links) (PDF)
Recently there has been a growing interest in using robots in activities that are dangerous or cost prohibitive for humans to do. Such activities include military uses and space exploration. While robotic hardware is often capable of being used in these types of situations, the ability of human operators to control robots in an effective manner is often limited. This deficiency is often related to the control interface of the robot and the level of autonomy that control system affords the human operator. This thesis describes a robot control system, called the safe/unsafe system, which gives a human operator the ability to quickly define how the system can cause the robot to automatically perform obstacle avoidance. This definition system uses interactive machine learning to ensure that the obstacle avoidance is both easy for a human operator to use and can perform well in different environments. Initial, real world tests show that system is effective at automatic obstacle avoidance.

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