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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.
261

A 6-degree of freedom input device for interactive virtual environment applications. / 與虛擬環境互動的六自由度輸入裝置 / Six-degree of freedom input device for interactive virtual environment applications / Yu xu ni huan jing hu dong de liu zi you du shu ru zhuang zhi

January 2012 (has links)
Ko, Hoi Fung. / "November 2011." / Thesis (M.Phil.)--Chinese University of Hong Kong, 2012. / Includes bibliographical references (p. 121-125). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.iv / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Motivation and Objective --- p.1 / Chapter 1.2 --- Contribution --- p.9 / Chapter 1.3 --- Organization of the Thesis --- p.11 / Chapter 2 --- Background Study --- p.12 / Chapter 2.1 --- Review on 3D Tracking Techniques --- p.13 / Chapter 2.1.1 --- Mechanical base --- p.13 / Chapter 2.1.2 --- Acoustic base --- p.14 / Chapter 2.1.3 --- Magnetic base --- p.15 / Chapter 2.1.4 --- Inertial base --- p.17 / Chapter 2.1.5 --- Optical base --- p.18 / Chapter 2.2 --- Summary --- p.19 / Chapter 3 --- Theory and Methodology --- p.21 / Chapter 3.1 --- Design Framework --- p.21 / Chapter 3.1.1 --- Problem Definition --- p.22 / Chapter 3.1.2 --- Concept --- p.22 / Chapter 3.2 --- Finding the orientation --- p.23 / Chapter 3.2.1 --- Measuring the rotation --- p.23 / Chapter 3.2.2 --- Sensor fusion --- p.26 / Chapter 3.3 --- Finding the translational motion --- p.32 / Chapter 3.3.1 --- Translational motion --- p.32 / Chapter 3.3.2 --- Laser speckle pattern --- p.35 / Chapter 4 --- Implementation --- p.38 / Chapter 4.1 --- Hardware Configuration --- p.38 / Chapter 4.1.1 --- Accelerometer --- p.39 / Chapter 4.1.2 --- Gyroscope --- p.40 / Chapter 4.1.3 --- Digital Compass --- p.41 / Chapter 4.1.4 --- Optical flow chip --- p.42 / Chapter 4.1.5 --- Microcontroller --- p.43 / Chapter 4.2 --- Software Implementation --- p.45 / Chapter 4.2.1 --- On the Microcontroller --- p.45 / Chapter 4.2.2 --- On the PC --- p.47 / Chapter 5 --- Experimental Results --- p.50 / Chapter 5.1 --- Experiments on orientation estimation --- p.50 / Chapter 5.1.1 --- Overall Experimental Setup --- p.51 / Chapter 5.1.2 --- Experiment 1: The improvement of static accuracy by utilising two-axis measurement method --- p.52 / Chapter 5.1.3 --- Experiment 2: The improvement of the dynamic response with Kalman filter and gyroscope --- p.55 / Chapter 5.1.4 --- Experiments 3: The static accuracy of the compass module --- p.59 / Chapter 5.1.5 --- Experiment 4: The dynamic accuracy of the compass module with Kalman filter and gyroscope --- p.63 / Chapter 5.1.6 --- Experiment 5: Kalman filter tuning --- p.64 / Chapter 5.2 --- Experiment on Translational accuracy --- p.67 / Chapter 5.2.1 --- Experiment 6: The relation between the output of the chip and the actual displacement --- p.68 / Chapter 5.2.2 --- Experiment 7: Tracking ability with different materials --- p.70 / Chapter 6 --- The Haptic module --- p.73 / Chapter 6.1 --- Introduction --- p.73 / Chapter 6.2 --- Theory of operation --- p.75 / Chapter 6.3 --- Implementation --- p.77 / Chapter 6.4 --- Experiment and evaluation --- p.80 / Chapter 6.4.1 --- Experiment 1: Calibration of the spring . --- p.80 / Chapter 6.4.2 --- Experiment 2: Latency on force output . . --- p.82 / Chapter 6.5 --- Possible applications --- p.85 / Chapter 7 --- 3D input for immersive display --- p.87 / Chapter 7.1 --- Methodology --- p.88 / Chapter 7.1.1 --- Tracking method --- p.89 / Chapter 7.2 --- Implementation --- p.96 / Chapter 7.2.1 --- Hardware setup --- p.96 / Chapter 7.2.2 --- Software implementation --- p.97 / Chapter 7.2.3 --- Setup Calibration --- p.98 / Chapter 7.2.4 --- Laser Spot Detection --- p.99 / Chapter 7.2.5 --- Pose Estimation --- p.100 / Chapter 7.2.6 --- State Tracking --- p.102 / Chapter 7.3 --- Experiment --- p.105 / Chapter 7.3.1 --- Experiment on translational motion --- p.105 / Chapter 7.3.2 --- Experiment on rotational motion --- p.106 / Chapter 7.3.3 --- Experiment on tracking ability --- p.108 / Chapter 7.4 --- Application --- p.109 / Chapter 8 --- Limitations and Discussions --- p.110 / Chapter 8.1 --- The limitation of the orientation tracking module --- p.110 / Chapter 8.2 --- The limitation of the translational motion tracking module --- p.111 / Chapter 8.3 --- The limitation of the haptic module --- p.112 / Chapter 8.4 --- The limitation of the tracking cube setup --- p.113 / Chapter 8.5 --- Comparison of the result of utilizing simple moving average filter and Kalman filter --- p.114 / Chapter 8.6 --- Comparison with other devices on the market --- p.115 / Chapter 8.7 --- Future work --- p.115 / Chapter 9 --- Conclusion --- p.117 / Bibliography --- p.121
262

Padrões de teste para interfaces gráficas

Cunha, Marco André da Mota January 2010 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 2010
263

Play-based design: participatory design method for developing technologies with 3 and 4 year-old children

Superti Pantoja, Luiza 01 August 2019 (has links)
Young children in the United States are widely using technology at ages 3 and 4, but to date there are no well documented participatory design methods for including this age group in the development of technologies. A few attempts at using methods designed for older children were unsuccessful. To address this gap in methods, this research developed Play-based Design, a novel participatory design method inspired by make-believe play in the style of Tools of the Mind, an evidence-based preschool curriculum. Play-based Design first sets the context for play and design through stories. It then enables children to plan play by selecting roles and contribute their ideas as they act and speak during make-believe play activities in which they interact with other children, voice agents, adult facilitators, and generic props. This research includes four sets of design sessions with 3-4 year old children. The first provided the design of StoryCarnival a web-based app to set up Tools of the Mind style play. The second set of design sessions led my research team through the development of voice agents to support Tools of the Mind style play as it happens. These two sets of sessions provided inspiration and insight for using StoryCarnival combined with voice agents to support design activities for technologies with physical and social components. The last two sets of sessions gave me an opportunity to understand whether Play-based Design could be applied to obtain design requirements from children for technology unrelated to make-believe play by focusing on obtaining ideas for Internet-of-Things applications in the home. The research presented in this dissertation required an interdisciplinary journey through child development theories, storytelling for children, graphic design, qualitative methods, software development, and related approaches from the literature. Participant observations, group discussions, and video analysis were used to collect and analyze data. Results from the last two sets of design sessions focused on obtaining ideas for Internet-of-Things technologies to provide evidence that Play-based Design can enable 3-4 year old children to contribute their ideas to the design of technologies. More specifically, in this dissertation, I provide supporting evidence for my thesis statement: “When applied to participatory design sessions with young children, Play-based Design can: (1) allow young children to express their ideas through make-believe play, which is a developmentally appropriate activity; (2) enable children to act out design ideas or verbally express them by conversing with researchers or voice agents; (3) support fluid communication between adult researchers and children; and (4) inform the design of technologies that facilitate activities that have social and physical components (e.g. tangible user interfaces, voice agents, IoT).”
264

3D Space: special project in advanced computer environments

Patterson, Dale Unknown Date (has links)
The primary objective of this research is to use the benefits offered by computerized three dimensional graphics and apply those to the field of human computer interaction. Focussing primarily on the interactive content of the 3D world, this research describes a range of innovative new interface elements demonstrating specific new 3Dinterfaces/components designed to provide a new interactive 3D method for handling a range of particular common real-world tasks (ranging from simple value setting tasks up to larger scale systems for browsing structured sets of hierarchical data). These systems incorporate new design concepts such as active 3D interfaces that present their data to the user rather than statically waiting for the user to interact with them (these systems prove particularly useful in the presentation of large sets of data). Overall this set of components introduces a range of new interface styles that prove very effective in many mainstream real world tasks.In addition to the development of these systems, this project demonstrates a new high level 3D interface development tool designed to simplify the challenge of constructing interactive 3D user interfaces and in doing so make 3D interface development available to a wider developer base. By constructing the components mentioned above in a structured generic form, this combination of a new development tool and a range of re-usable components provide a strong development platform, from which more complex interactive 3D interfaces can be constructed.In essence the core idea that underlies this research is making the construction of interactive and functional 3D interfaces simpler to undertake (by developing effective re-usable components to handle mainstream tasks) while at the same time generating resulting 3D interfaces that are more effective and more capable of providing users with an enjoyable and functional 3D working environment.
265

Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts

Huang, Chi, n/a January 2006 (has links)
The major challenge for multimedia designers is to create user experiences that enrich the reception of content, designer�s traditional reliance on intuition not ensuring audience�s interest or understanding. The developing philosophy of user-centred design argues that designers should begin from an appreciation of their audience. In design there are various positions on how to achieve this, ranging from traditional market research through psychological, ethnographic, anthropological and sociological research to the direct involvement of users in the design process. This study draws on established knowledge about the cognitive processes, psychological motivations and preferences of user groups to advance a model for better-targeted and more effective design. In particular, it uses Howard Gardener�s multiple intelligences theory to extend design thinking. Where a specific audience is apparent multiple intelligences theory implies that (1) the interface should match user�s perceptual tools, cognitive styles and responses and (2) there is far greater scope than presently recognized to vary the design of the graphical user interface. The research explores how interactive multimedia can harness the �language of vision� (Johannes Itten) for certain audiences, in this case Taiwanese drawing students aiming to enter tertiary art and design programs where high academic drawing skills are an important selection criterion. The high �visual intelligence� of the target audience indicates their heightened capacity to process visual concepts and elements. The application of Gardner�s ideas is a speculative one, based on hypothesis and the formulation of an experimental graphical user interface environment built around predominantly visual cues. The designed outcome incorporates knowledge and understanding that is widely applicable to GUI design, challenging designers to develop multimedia products with innovative, imaginative design approaches that cater for the different needs and interests of users where the audience is a specific and identifiable one.
266

The use of analyst-user cognitive style differentials to predict aspects of user satisfaction with information systems

Mullany, Michael John Unknown Date (has links)
This study was primarily an empirical investigation in the field of Information Systems (IS) and the related fields of occupational psychology and management. It focussed specifically on the concept of user satisfaction, the construct of cognitive style as applied to users and systems analysts, and their interrelationships. Prior studies were found rarely to investigate the changes in user satisfaction during system usage. Further, any reference to cognitive style in the IS literature proved to be sparse, open to question and discouraging in terms of its value. By developing and using a new instrument, the System Satisfaction Schedule, or SSS, the present study was able empirically to demonstrate clear patterns of changing user satisfaction during system usage. These were demonstrated, both as a general trend and in terms of its relationship to the cognitive styles of the key players (analyst and user) involved in system development and maintenance. Cognitive style was measured using Kirton's Adaption-innovation Inventory, or KAI. This study was thus able to suggest new rules for system development based on the assessments of the cognitive styles of both users and systems analysts. These rules focussed primarily on simple team choice: which analyst to put with which user. However, inferences for larger system development teams were drawn and suggestions for further research duly made. The present study thus also contributes to the successful practice of system development. To give effect to the above, this study set out to investigate empirically the way user satisfaction changes over 1½ to 2 years of system usage and, as mentioned above, the way user satisfaction is impacted by the cognitive styles of the user and the systems analyst. Most significantly, relationships were studied between user satisfaction and the difference in cognitive style between the analyst and user. It was found that user satisfaction generally rises linearly with usage, and that while the size of the analyst user cognitive differential does negatively impact user satisfaction over most of the time of system use, this effect is only particularly strong for two short periods; one within the first four months of usage and the other in the last three. From these results the new rules for system development mentioned above, followed. In terms of the decline of users' mean perceived severities of individual problems, the exponential decay and reciprocal models were found to fit the data the best. This study developed a new model for the motivation to use, develop or maintain a system (the Mechanical Model), based on its own results and Herzberg's two-factor theory of motivation. In this, Herzberg's hygiene factors have been replaced with the concept of dissatisfiers. These are measured as expressions of dissatisfaction as and when they occur. Their use removes the researcher's need, when designing user satisfaction instruments, to speculate on complete lists of factors which may satisfy users, and which may date as technology and other contextual factors change.
267

Användargränssnitt för tekniska system i distribuerad vård : behov och krav ur vårdgivarens perspektiv / Usability evaluation of interfaces for distributed healthcare

Carlson, Carl January 2007 (has links)
<p>Institutionen för medicinsk teknik vid Linköpings universitet var i behov av att utvärdera användbarheten på den prototyp som de tagit fram för mätning av fysiologiska parametrar i distribuerad vård. Syftet blev därför att genom att använda metoder så som heuristiska och summativa utvärderingar ta reda på vilka behov och krav som de tänkta användarna ställer på användargränssnitt som används inom distribuerad vård. För att kunna genomföra dessa metoder genomfördes studiebesök, användaranalys, fokusgrupper, kontextuell utforskning och en funktionsanalys. Resultatet av de två utvärderingarna visar att användarna ställer höga krav på den här typen av användargränssnitt, framförallt gällande säkerställande av identitet och anpassning till användarnas verklighet.</p> / <p>The department of Biomedical Engineering at Linköping University needed an usability evaluation of their prototype developed for measuring physiological parameters in distributed healthcare. The purpose of the thesis was to find needs and demands that future users feel that user interfaces for distributed healthcare should fulfill. This was done by using methods such as heuristics and summative evaluations, a number of actions such as visits, user analysis, focus groups, contextual inquire, and functions analyses were carried out to be able to implement these methods. The result of the two evaluations shows that users have high demands on these types of user interfaces, the most important aspects were that the systems ability to be able to identify users and caretakers and the adaptation to the user’s reality.</p>
268

A Framework for Mobile Paper-based Computing

Sylverberg, Tomas January 2007 (has links)
<p>Military work-practice is a difficult area of research where paper-based approaches are still extended. This thesis proposes a solution which permits the digitalization of information at the same time as workpractice remains unaltered for soldiers working with maps in the field. For this purpose, a mobile interactive paper-based platform has been developed which permits the users to maintain their current work-flow. The premise of the solution parts from a system consisting of a prepared paper-map, a cellular phone, a desktop computer, and a digital pen with bluetooth connection. The underlying idea is to permit soldiers to take advantage of the information a computerized system can offer, at the same time as the overhead it incurs is minimized. On one hand this implies that the solution must be light-weight, on the other it must retain current working procedures as far as possible. The desktop computer is used to develop new paper-driven applications through the application provided in the development framework, thus allowing the tailoring of applications to the changing needs of military operations. One major component in the application suite is a symbol recognizer which is capable of recognizing symbols parting from a template which can be created in one of the applications. This component permits the digitalization of information in the battlefield by drawing on the paper-map. The proposed solution has been found to be viable, but still there is a need for further development. Furthermore, there is a need to adapt the existing hardware to the requirements of the military to make it usable in a real-world situation.</p>
269

Walking tree methods for biological string matching

Hsu, Tai C. 20 June 2003 (has links)
Graduation date: 2004
270

Visualization, implementation, and application of the Walking Tree heuristics for biological string matching

Cavener, Jeffrey Douglas 11 August 1997 (has links)
Biologists need tools to see the structural relationships encoded in biological sequences (strings). The Walking Tree heuristics calculate some of these relationships. I have designed and implemented graphic presentations which allow the biologist (user) to see these relations. This thesis contains background information on the biological sequences and some background on the Walking Tree heuristics. I demonstrate my methods by showing a visual matching of mitochondrial genomes. I also show matchings based on amino acids and on hydrophobicity. I also show how the parameters of the visualization can be varied to produce more useful pictures. I implemented a parallel version of the Walking Tree heuristic and used it to produce a phylogenetic tree for picornaviruses. I also implemented several user interfaces. These programs are available on my WWW page which allows a user to produce a picture of a matching by giving the sequences in Gen Bank format and by making a few mouse clicks. / Graduation date: 1998

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