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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.
471

Designing transparent display experience through the use of kinetic interaction

Rafael, Rybczynski January 2017 (has links)
This essay presents a study into the domain of architecture meeting new interaction design principles. The paper discusses future transparent surfaces to become programmable kinetic user interfaces, usable as information and communication channels to simplify our everyday environment. Based on the approach of using the five methodologies: Cultural Probes, Research Through Design, Grounded Theory, Star Life Cycle Model and Wizard of Oz; consistent data was collected to design and iterate on a visionary interface prototype to bridge the use of freehand gestures through motion sensing and moreover supported by RFID in a building structure on a see-through background. The objective of this paper is to unravel the main research question of how can people through kinetic interaction use organic interfaces on transparent surfaces?Several possible uses were ideated such as multiple shared user access, collaborative interaction on both sides. The primary research was answered through a final presented prototype combining a CV system with RFID for multiple and collaborative usages. User experiences and feedback makes an array of applications possible how a transparent interfaces with kinetic interaction can be applied to the interior and exterior such as fridge, mirror, doors, glass panels, alarm systems, games and the home entertainment.In today’s norm screens in the shape of a square are obsolete and support of new patterns, forms and materials are needed. Fieldwork concluded that kinetic interaction could flawlessly unite real world conditions with computer-generated substance, and become the design environment for future interactions to communicate with the user. We no longer seek to be bound to stiff shaped Graphical User Interfaces. Adding a transparent surface as background for such kinetic motion is underlying paradigm for the content to be projected into any ambience and surroundings.
472

User interface design and evaluation of a shipboard electronic warfare console

Miller, Richard H. 24 October 2005 (has links)
This research tested the effect of unique combinations of interface coding and presentation techniques for the redesign of the AN/SLQ-32(V) Display Control Console (DCC). The DCC provides Navy operators with bearing and threat information for radar emitters. The task of emitter identification was used to test potential redesigns. There is no research to substantiate the current or possible redesign solutions. Thus, Experiment 1 tested potential design modifications for the DCC. The factorial combination of the following comparisons yielded eight possible design solutions: color versus monochrome coding, polar (bearing only) versus range (bearing and range) presentation, and geometric symbols versus icons. Each design was tested in three conditions of emitter density: low, medium, and high. Researchers have evaluated color and symbology with consideration to emitter display systems, but without considering how range information and emitter density effect performance. Results indicate that range information improves performance by 60%. The addition of color and the new icons also significantly improves performance (17% and 15%, respectively) as compared to the current DCC configuration (Polar, Geometric, and Monochrome). Performance was measured by time to complete a task, errors, and subjective workload. Experiment 2 considered redesign solutions not restricted to the existing hardware or software. Although discussed frequently in the interface literature, performance differences between direct-manipulation and command-key interfaces have not been validated. In this study, two interfaces were constructed to take advantage of direct manipulation and command-key interaction (DMI and CKI, respectively) styles while adding a computer-aided emitter library management system, an on-screen oscilloscope, a polygon display of emitter parameters, range information, icons, increased usage of color, and other design changes. Results indicate no differences between the CKI and DMI for the time required to perform the task or for subjective workload. Although both interfaces were designed to take advantage of their respective features, operators did not perform faster with the CKI than with the DMI. However, operators did have significantly fewer errors with the DMI than with the CKI. When compared to the existing DCC and the Range/Color/Iconic design, operators using the CKI and DMI: (1) processed twice as many emitters, (2) reduced one type of error by 50% (CKI) or 67% (DMI), (3) reduced a second type of error to zero, (4) decreased subjective workload by over 50%, and (5) maintained a higher level of performance regardless of emitter density. / Ph. D.
473

Investigation of user interface design guidelines to make the computer accessible to mentally retarded adults

Robertson, Gretchen L. 29 July 2009 (has links)
An exploratory study was conducted to determine if adults diagnosed as having moderate developmental disability could successfully use a personal computer and, if so, the input devices preferred and the user interface design factors to be considered when designing or selecting interactive applications for this population. Participants in the three-phase study were men and women aged 25-60 living in group homes sponsored by a social services agency. All had been professionally evaluated as moderately mentally retarded. Phase I observed reaction of participants, none of whom had ever used a computer, to two input devices (mouse and touchscreen) and a graphical user interface. Phase II built on Phase I observations to design a within-subject usability test to gather heuristic data on input devices and to develop user interface guidelines for the target population. In Phase III, a prototype was built to test the effectiveness of these guidelines. Phase I found participants successfully used a graphical user interface and most could use the mouse. In Phase II, which tested mouse, trackball, and touchscreen, the mouse was preferred, although its drag-drop times were longer. Reasons given were less fatigue and greater control of icons. The Phase III prototype consisted of two games: "Shopping," to teach money handling skills, and "Getting Dressed," to teach a basic life skill. Testing found the participants preferred screens that allowed them to control the action, that quick or unexpected screen responses were upsetting, and that strong visual feedback was important. For example, "Shopping" was redesigned to enable users to visualize purchases by dragging pictures into a shopping cart. This exploratory study found that developmentally disabled persons could use commercial computer hardware and applications effectively and were proud of their newly developed computer skills. It also derived user interface guidelines for the selection or design of applications for use with this target group. Recommendations are made for a follow-up field study to investigate the applicability of the derived guidelines to a larger population of developmentally disabled persons. / Master of Information Systems
474

Use of computer technology by the elderly

Akkan, Sultan 04 December 2009 (has links)
The information technology that is available now has been developed for other populations, such as the general public, the business community, health care organizations, or the handicapped. However, much of it can be adapted to fit the needs, desires and capabilities of the elderly and computer technology can be much "friendlier" for the elderly in both a technological and a social sense. This study examines the elderly-computer technology interface. State-of -the-art computer input devices are evaluated and an ergonomic analysis is made about the interface. Finally, a new design concept is developed to solve the problems and complications arising from the aging process in terms of accessibility, safety, efficiency, ergonomic comfort of computer technology and to introduce a new and fairly unfamiliar technology to a population group. / Master of Science
475

Correlating Computer User Stress and Performance in Both Preferred and Non-preferred Modalities

Castles, Ricky Thomas 12 June 2006 (has links)
Most computer interfaces are designed in a one-size-fits-all fashion, which does not account for individual differences in abilities and preferences. Some computer users thrive with one software application while another user may struggle to use the same software. Some people tend to perform very well amidst distraction whereas others have a difficult time concentrating on a primary task when distracting agents are present. Much work has been done in quantifying a person's performance, but it has typically been difficult to quantify how difficult a task was for a person to perform. This thesis looks into the stress exhibited by various computer users while performing tasks in both their preferred and non-preferred modalities. The paper surveys the current physiological methods for analyzing human stress and delineates the hardware and software design and implementation of some of these methods. The physiological data-collecting hardware and software were deployed to collect physiological samples from test subjects engaging in memorization and recollection tasks in both an undistracted and a distracted setting. An analysis of the data shows the correlation between preferred modality and performance of tasks in that modality and other modalities. This analysis also shows the correlation between user arousal level and performance with and without distraction. Individual differences are considered by normalizing the physiological data collected for each subject prior to comparison with other subjects. The work presented herein gives insight into the individual differences of various types of computer users and is a precursor to work in adaptive user interface technology. / Master of Science
476

GUI builder for real-time distributed object models

Pedroza, Henddher M. 01 January 1999 (has links)
No description available.
477

Effect of pictorial icon interface on user-learner performance

Kunnath, Maria Lorna Azul 01 July 2001 (has links)
No description available.
478

Designing and developing a prototype indigenous knowledge database and devising a knowledge management framework

Jordaan, Leandra January 2009 (has links)
Thesis (M. Tech.) - Central University of Technology, Free State, 2009 / The purpose of the study was to design and develop a prototype Indigenous Knowledge (IK) database that will be productive within a Knowledge Management (KM) framework specifically focused on IK. The need to develop a prototype IK database that can help standardise the work being done in the field of IK within South Africa has been established in the Indigenous Knowledge Systems (IKS) policy, which stated that “common standards would enable the integration of widely scattered and distributed references on IKS in a retrievable form. This would act as a bridge between indigenous and other knowledge systems” (IKS policy, 2004:33). In particular within the indigenous people’s organizations, holders of IK, whether individually or collectively, have a claim that their knowledge should not be exploited for elitist purposes without direct benefit to their empowerment and the improvement of their livelihoods. Establishing guidelines and a modus operandi (KM framework) are important, especially when working with communities. Researchers go into communities to gather their knowledge and never return to the communities with their results. The communities feel enraged and wronged. Creating an IK network can curb such behaviour or at least inform researchers/organisations that this behaviour is damaging. The importance of IK is that IK provides the basis for problem-solving strategies for local communities, especially the poor, which can help reduce poverty. IK is a key element of the “social capital” of the poor; their main asset to invest in the struggle for survival, to produce food, to provide shelter, or to achieve control of their own lives. It is closely intertwined with their livelihoods. Many aspects of KM and IK were discussed and a feasibility study for a KM framework was conducted to determine if any existing KM frameworks can work in an organisation that works with IK. Other factors that can influence IK are: guidelines for implementing a KM framework, information management, quality management, human factors/capital movement, leading role players in the field of IK, Intellectual Property Rights (IPR), ethics, guidelines for doing fieldwork, and a best plan for implementation. At this point, the focus changes from KM and IK to the prototype IK database and the technical design thereof. The focus is shifted to a more hands-on development by looking at the different data models and their underlying models. A well-designed database facilitates data management and becomes a valuable generator of information. A poorly designed database is likely to become a breeding ground for redundant data. The conceptual design stage used data modelling to create an abstract database structure that represents real-world objects in the most authentic way possible. The tools used to design the database are platform independent software; therefore the design can be implemented on many different platforms. An elementary prototype graphical user interface was designed in order to illustrate the database’s three main functions: adding new members, adding new IK records, and searching the IK database. The IK database design took cognisance of what is currently prevailing in South Africa and the rest of the world with respect to IK and database development. The development of the database was done in such a way as to establish a standard database design for IK systems in South Africa. The goal was to design and develop a database that can be disseminated to researchers/organisations working in the field of IK so that the use of a template database can assist work in the field. Consequently the work in the field will be collected in the same way and based on the same model. At a later stage, the databases could be interlinked and South Africa can have one large knowledge repository for IK.
479

Researching the effects of culture on usability

Ford, Gabrielle 31 January 2005 (has links)
An experiment was conducted to determine the effects of subjective culture on the usability of computerized systems. The results of the experiment did not provide sufficient evidence to conclude that any of the tested cultural dimensions affected the usability of the product. Analysis of the results indicated that the differences in scores could have been attributable to variables other than those tested and controlled for. This indicated a need to build a more detailed conceptual model of usability before empirical research of this nature can be effectively conducted. Consequently, further work needed to be done to identify the variables that influence usability, and the strategies for controlling for these variables under experimental conditions. Through a literature investigation, the validity of some of the proposed variables was established, and some additional variables were identified. The valid variables were then incorporated into a conceptual model of usability for use in future research endeavors. / Information systems / M. Sc.
480

FATKID : a Finite Automaton Toolkit

Huysamen, Nico 12 1900 (has links)
Thesis (MSc)--Stellenbosch University, 2012 / ENGLISH ABSTRACT: This thesis presents the FATKID Finite Automata Toolkit. While a lot of toolkits currently exist which can manipulate and process nite state automata, this toolkit was designed to e ectively and e ciently generate, manipulate and process large numbers of nite automata by distributing the work ow across machines and running the computations in parallel. Other toolkits do not currently provide this functionality. We show that this framework is user-friendly and extremely extensible. Furthermore we show that the system e ectively distributes the work to reduce computation time. / AFRIKAANSE OPSOMMING: In hierdie tesis bespreek ons die FATKID Eindige Automaat Toestel. Al- hoewel daar reeds toestelle bestaan wat automate kan genereer, manupileer, en bewerkings daarmee kan uitvoer, is daar egter geen toestelle wat dit op die skaal kan doen wat ons vereis deur die proses te versprei na 'n aantal nodes nie. Ons vereis 'n stelsel wat mew baie groot aantalle automate werk. Die stelsel moet dan die gewensde prosesse in 'n verspreide omgewing, en in parallel uitvoer om verwerkingstyd te verminder. Ons sal wys dat ons stelsel nie net hierdie doel bereik nie, maar ook dat dit gebruikers-vriendelik is en maklik om uit te brei.

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