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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.
161

SAINT-EX Système d'Analyse INteractif de Tracé et d'EXploitation A Test Data Analysis Tool Based on FX+

Pureur, Michel 10 1900 (has links)
International Telemetering Conference Proceedings / October 28-31, 1996 / Town and Country Hotel and Convention Center, San Diego, California / A sophisticated human interface can be developed for Post flight analysis with the technology of UNIX-MOTIF. Tests and measurements demand performance and reliability. SAINT-EX can meet these requirements. This paper describes the results of an appraoch in the development of DASSAULT AVIATION’s SAINT-EX software.
162

NEXT GENERATION TELEMETRY DATA ACQUISITION WITH WINDOWS® NT

Heminger, Larry J. 10 1900 (has links)
International Telemetering Conference Proceedings / October 27-30, 1997 / Riviera Hotel and Convention Center, Las Vegas, Nevada / There is a wave of change coming. It started in the industrial automation community and it is slowly and surely working its way into aerospace, satellite and telemetry applications. It’s called the PC, and its not just for simple quick-look data anymore. Using state-of-the-art commercial hardware and software technologies, PC-based architectures can now be used to perform self contained, reliable and high performance telemetry data acquisition and processing functions – previously the domain of expensive, dedicated front end systems. This paper will discuss many of the key enabling technologies and will provide examples of their use in a truly next generation system architecture based on the Microsoft® Windows NT Operating System and related features.
163

A dynamic web interface to a remote robot evaluated with a robotic telescope

Tallon, Christopher John January 2010 (has links)
This thesis investigates the issues of creating a publicly accessible Web interface to a remote autonomous robot: the Bradford Robotic Telescope. The robot is situated on Mount Teide, on the island of Tenerife, Spain. Its mission is to provide interactive access to the stars to people who would otherwise not be able to appreciate the wonders of the night sky due to light pollution. Whenever weather and darkness permits, the robot processes the observation requests submitted by users via the Internet, operating all the hardware including the dome, telescope mount and cameras. The question of how to enable a content rich high quality dialogue between one robot and thousands of users is explored and divided into seven areas of research. How to design a Web site enabling high quality interaction with the user, how to enable users to request service from a robot, how to store and manage all the user and robot generated data, how to enable communication between the Web interface and the robot, how to schedule many observation requests in the best order, how to support a constant dialogue between the robot and users to engage users in the robot's work, and how to present and display users' completed observations. These seven areas of research are investigated; solutions are presented and their implementations examined and evaluated for their suitability and performance with the Bradford Robotic Telescope, and for how they might perform for any job-based remote robot.
164

Handtmann VF 300 - Utvärdering och utveckling av ett gränssnitt

Holm, David January 2010 (has links)
<p>Denna rapport är resultatet av mitt examensarbete i informationsdesign vid Mälardalens Högskola. Rapporten behandlar utvärdering och utveckling av ett gränssnitt som används på charkuterimaskinen Handtmann VF 300. Målgruppen är nyanställda personer på charkuteriföretaget ”Ingemar Johansson i Sverige AB”.</p><p>Rapporten beskriver det tillvägagångssätt som använts för att utveckla gränssnittet och målet har varit att göra det lättare för nyanställda att förstå hur det fungerar. Det nya gränssnittet skulle också minska olycksrisken och göra användarna tryggare. Detta för att uppfylla de krav som ställs på årets tema som är <em>säkerhet</em>.</p><p>Utprovningar har skett på det befintliga och nya gränssnittet i form av kvalitativa intervjuer och användartester. Data som samlats in vid användartester på det befintliga gränssnittet har stått som grund vid utvecklingen av det nya.</p><p>Resultatet visar stora skillnader vid användning av de båda gränssnitten.</p>
165

Biological Realistic Education Technology (BRET)

Eustace, Natalie Margaret January 2014 (has links)
The aim of this project was to develop and evaluate an interactive Augmented Reality interface for teaching children aged 8 to 15 about biological systems present in the human body. The interface was de- signed as one component of a “human body scanner” exhibit, which is to be featured at the ScienceAlive! Science Centre. In the exhibit, the interface allows visualization and interaction with the body systems while being moved across a human male mannequin named BRET. Prior research has shown that Augmented Reality, Visualization applications, and games are viable methods to teach biology to university aged users, and Augmented Reality and interactive systems have been used with children and learning biology as well. BRET went through three iteration phases, in the first phase, prototypes were evaluated by ScienceAlive! and designs and interactions were implemented, while the use of Augmented Reality through a transparent display was rejected. Iteration two included integration of the non-transparent touch display screen and observational evaluation of six children from 9 to 15 years old. This evaluation resulted in design and interaction changes. Iteration three was the last iteration where final interface and interaction modifications were made and re- search was conducted with 48 children from the ages 8 to 15. This was to determine whether learning, fun, and retention rates were higher for children who interacted with BRET versus those who watched video clips, or read text. Each child used one learning method to learn the three different body systems: skeletal, circulatory, and digestion. The results of the final evaluation showed that overall there was no significant difference in the children’s rating of fun or the amount of information they retained between the different learning methods. There was a positive significant difference between some of the expected fun scores and the actual fun scores. It was also found that learning with text was higher than the interactive condition but there was no differences between learning with video and interaction, or with text and video.
166

Remote control service system architecture and dynamic web user interface generation

Guo, Xi January 2011 (has links)
According to current development of internet technology, remote control over the internet becomes a heated discussed topic. Some recent technologies such as Service-Oriented Architecture (SOA), web service and ontology offer great opportunity for remote control over the internet and a lot of research has been done into this topic. However, there are still many challenges in architecture design and dynamic user interface generation. Architectures in this research field lack clear description of controlled machine model as well as related knowledge support. Also, there is little system support further control service development. There is little research on web user interface design for remote control system over the internet. The design of web user interface has the challenge of overcoming the limitations of web technology to satisfactorily support different machines, users and control process requirements. This work overcomes the limitations on architecture by offering a SOA based design which allows both multiple users and distributed machine access. The system applies a machine model for the description of the machine structure and functions, which help the system to reason about machine components and their relationships with instructions. With a web service based design, different machines can be connected via the system and execute user commands. Using semantic description and ontology based methods the system can automatically retrieve machine information and generate the structure and function descriptions for different machines. Moreover, the system provides services which can support further development in remote control services. The proposed architecture improves on former designs, and offers a flexible architecture for remote control services over the internet. An intelligent web user interface is also introduced in this work. The design separates the interface data structure from the data representation. Supported by the remote control service development environment, the user interface could adapt to the control sessions. Semantic descriptions are used to describe the page data structure, session context as well as control command. Therefore, control page content can be adapted by the computer to real time control session. At the same time, a session dependent navigation is designed to resolve the problem of changeable requirements for multiple-machine web user interface. With a message driven model and a session dependent semantic data structure, the required machine data can be analysed by the system and categorised according to user s requirements. Compare with other designs, this service offers a method for web user interface generation for different machines, users and can adapt to different control processes. The design is demonstrated in five evaluation scenarios aimed at testing different aspects of the system. Evaluation demonstrates the design proposed in this thesis is feasible. It also shows the design can be applied to different areas and adapted to different control related requirements well.
167

Usability engineering and social presence for interaction, collaboration and learning in Second Life for the provision of real-world financial services

McCafferty, Laurene January 2010 (has links)
Virtual environments offer an exciting platform for social science research. The persistent nature of online virtual worlds such as Second Life however has increased the potential for both companies and institutions looking to establish a virtual presence and researchers looking to measure the evolving forms of human behaviour displayed when interacting within them. Since the use of the Internet has become widespread, commercial enterprises are particularly interested in exploring the opportunities that virtual environments may hold for them as the stereotype of what constitutes a ‘typical’ computer user gradually becomes broken down within contemporary society. Second Life and virtual worlds alike deviate from what might be categorized as a game, serving more as extensions of reality than escapes from it. Virtual worlds have been said to be dichotomous in that they may act as play spaces as well as extensions of the real world. Much existing research on computer-mediated communication and online behaviour has focused upon the differences between computer-mediated and face-to-face communication, and has provided in-depth reports on online communities. A growing body of research, however, focuses a more integrative view of computer mediated communication, looking at how online time fits with and complements other aspects of an individual’s everyday life. This work uses the virtual environment of Second Life to integrate the virtual and the real for real-world financial benefits and analyses the ways in which they intersect. The research presented here provides evidence for the thesis that the persistent online virtual world of Second Life can act as a valid and effective user interface metaphor for the financial services sector. The theory of social presence when applied to human-computer interaction provided the basis of this work. A practical metric is developed by which a bank could effectively create an optimum virtual environment to provide a new and innovative service for its customers by measuring levels of perceived social presence in interaction, collaboration and learning scenarios. Financial institutions and companies alike can use these results and turn them into practical tools to create a virtual environment for customers or staff to interact within that can project them to the forefront of technological innovation and add to a reputation as an ever developing and forward thinking company.
168

Telemetry System User Interface for Windows™

Windingland, Kim, LaPlante, John 10 1900 (has links)
International Telemetering Conference Proceedings / October 25-28, 1993 / Riviera Hotel and Convention Center, Las Vegas, Nevada / Due to the rapid advancement of technology in GUI design tools within Microsoft Windows™, a sophisticated human-machine interface can be developed for telemetry systems. A PC Windows™-based telemetry system would effectively provide a "bridge" between the telemetry world and the Windows™ world, bringing many low cost off-the-shelf software and hardware tools into the telemetry realm that has been unprecedented. This paper describes the results of such an approach in the development of Loral's Visual Telemetry System (VTS) software.
169

Locomotion in virtual environments and analysis of a new virtual walking device

Onder, Murat 03 1900 (has links)
Approved for public release, distribution is unlimited / This thesis investigates user interfaces for locomotion in virtual environments (VEs). It looks initially at virtual environments and user interfaces, then concentrates on locomotion interfaces, specifically on the Omni-Directional Treadmill (ODT) (Darken and Cockayne, 1997) and a new virtual walking device, LocoX, which was developed at the MOVES Institute, Naval Postgraduate School. It analyzes and compares the ODT and LocoX in terms of the application of human ability requirements (HARs). Afterwards, it compares the results of the analysis of the ODT and LocoX to real-world locomotion. The analysis indicates that LocoX, a new way of exploring virtual environments (VEs), provides a close match to real locomotion on some subtasks in VEs-- compared to the ODT--and produces relatively closer representation on some subtasks of real world locomotion. This thesis concludes that LocoX has great potential and that the locomotion provided is realistic enough to simulate certain kinds of movements inherent to real-world locomotion. LocoX still requires maturation and development, but is nonetheless a viable locomotion technique for VEs and future game-based simulations. / Lieutenant Junior Grade, Turkish Navy
170

The users’ perspective and preference on three user interface website design patterns and their usability

Dimov, Ivan January 2016 (has links)
This study is qualitative and interpretive in nature. It examines the perception of 6 people aged 23-32 with decent experience in using the Web on the usability of three user interface website design patterns. These patterns are the ‘hamburger’ icon (an icon used primarily in mobile websites and apps that shows a hidden navigation when clicked), CAPTCHAs (a task that users have to complete to continue browsing a webpage to prevent automated software operating on the webpage) and returning to the homepage. It searches for the characteristics that they desire to see in those three user interface design patterns and the actions that those patterns represent. The participants are reached through interviews and observations and the research pinpoints that although experienced Internet users find the user interface elements relatively usable some usability factors can be worked upon in the chosen design elements and pinpoints what users would want to see changed, the actual changes they want and the problems they actually encounter with the current status of the three (3) design patterns and their usability. More noticeably, the research pinpoints that a “Homepage” button would be more usable than “Home” button which is the de facto standard as of this moment and it shows that the ‘hamburger’ icon is usable enough amongst experienced users, contradicting the research pinpointing that 71 out of 76 fail using the icon (Fichter and Wisniewski, 2016) probably due to the participants’ experience with technology, but other, preferable alternatives to the ‘hamburger’ icon are revealed from the participants which are in line with the current literature. CAPTCHAs are confirmed as a ‘nuisance’ (Pogue, 2012) and the need for CAPTCHAs which are quick to solve emerges which is what forms the perception of usability of the participants.

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