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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.
541

Konverzace s našimi aplikacemi: Zkoumání sociálního kontextu komunikace s technologií / Conversations With Our Apps: Exploring the social context of communicating with technology

Vaughan, Rebecca Susanne January 2021 (has links)
The words and messages in apps are part of a conversation between people and their technology that we take part in every day. As technology becomes increasingly embedded into our daily lives, we form relationships with our devices and our apps. While we might think of these relationships as different, our behaviors and interactions with technology are still shaped by the social world, and these messages found in apps are based on existing patterns in face-to-face conversation. UX writing is the process of creating these messages in user experiences, which facilitate people's social interactions between apps and other digital products. Interacting with apps and other digital products is inherently social, and by using conversational language as a driving component of UX writing and Human-Computer Interaction, we can also cast User Experience (UX) as a type of communicative exchange between a person and an app, and therefore User Experience (UX) as conversation. Through qualitative interviews and usability testing with native and non-native English speakers, this research explores what type of language style works best for a global audience in these conversations with our apps and how we can strategically apply conversational patterns to improve the experience of users. Abstrakt Slova a zprávy v...
542

Aplikace Vedení Sportovního Oddílu / Application for Sport Group Management

Holcman, Jaroslav January 2019 (has links)
This text describes the process of creating a mobile application for sport club management and its everyday operations. The main goal of the application is to digitize and unite most of common activities in the sport club. Another goal is to create the user interface which will be primarily intuitive and simple to use while providing straightforward ways of usage during most important user use cases. The thesis studies principles for designing user interfaces, analyzes sports team environment and defines the requirements for a software product to support sports club management. The design of the solution follows the analysis of requirements as well as the description of the implementation of the resulting product and its publishing to the real sports club environment. The thesis ends with description of user testing methods and results of the testing which validate accomplishment of defined goals.
543

Posouzení informačního systému firmy a návrh změn / Information System Assessment and Proposal of ICT Modification

Jahôdka, Daniel January 2020 (has links)
The thesis is focused on the analysis of the information system for company KPA ONE s.r.o., and the proposal of changes. The first part is explaining the theoretical basis. The following section contains a short description of the company and the necessary analyses of the company and information system. The necessary changes in the information system are subsequently defined from the performed analyses. The last part evaluates the economic complexity of these changes and the benefits of individual innovations.
544

Design research on engaging and educative museum experiences with the use of games within museum applications : A case study of a treasure hunt game within the Nationalmuseum’s application

Váry, Boglárka January 2021 (has links)
This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. Following the design thinking methodology, first a background study with relevant literature, theoretical framework, and related studies on existing museum experiences using games and mobile technology is presented. Moreover, in order to narrow down the perspective of the study a case study with an existing museum application is selected. As a result of this research, a prototype of a game within the Visitor Guide application of the Nationalmuseum of Sweden was created and tested in a showroom environment, in a museum exhibition. The aim of this study was to find out if a game within a museum application could engage the visitors while educating them. The findings create space for discussions about several topics, including different factors affecting engagement and how gamification can help to educate the museum visitors in a non-gamified environment.
545

En studie om sökmotoroptimering och användarvänlighet : Google vs användare / A study about Search Engine Optimization and User Experience

Persson, Josefine, Ollander, Lotta January 2021 (has links)
The purpose of this survey has been to investigate whether there are contradictions between user experience (UX) and search engine optimization (SEO), also called Google versus users. Professionals, in UX and SEO, have been asked to respond to a questionnaire regarding text and images within these two aspects. In addition to the professionals, users have also been asked to answer questionnaires and taken part in two different websites to investigate how text and images related to the previously mentioned aspects. The content on the sites has been the same but the design itself has been different, one has focused on UX - user experience and the other has been towards SEO - search engine optimization. The results of the study have not been distinctwhether there are contradictions between Google and users among professionals. Even in the relationship with users, how they experienced the different sites, there were contradictions between these two aspects. The conclusion is thus that it depends a lot on who views the website and his or her personal preferences. / Syftet med denna undersökning har varit att undersöka om det finns motsättningar mellan användarupplevelse (UX) och sökmotoroptimering (SEO), även kallat Google mot användare. Yrkesverksamma, inom UX och SEO, har fått svara på en enkät angående text och bild inom dessa två aspekter. Förutom yrkesverksamma har även användare fått svara på enkätfrågor och tagit del av två olika sajter för att undersöka hur text och bild förhåller sig mot tidigare nämnda aspekter. Innehållet på sajterna har varit detsamma men själva utförande har varit olika, den ena har fokuserat på UX –användarupplevelse och den andra har varit mot SEO – sökmotoroptimering. Resultatet av studien har inte varit entydigt om det finns motsättningar mellan Google och användare hos yrkesverksamma. Även i förhållandet med användare hur de upplevde de olika sajterna fanns det motsättningar mellan dessa två aspekter. Slutsatsen blir således att det beror mycket på vem som betraktar webbplatsen och dennes personliga preferenser
546

Návrh informačního systému / Information System Design

Fabik, Lukáš January 2014 (has links)
This thesis deals with methods of project management, including the evaluation and designing of a custom solution for small development teams with frequent teleworking. The thesis also compares the particular difference between classical predictive and agile software development methods. Based on a theoretical background and current state analysis, the purpose of this work is to design a new information system, which should serve as a SaaS solution, and describe its implementation by the proposed method.
547

Zvyšování kvality autoškol pomocí sdílení uživatelských zkušeností / Driving-School Quality Improvement Using User Experience Sharing

Hrivnák, Jan January 2016 (has links)
This thesis analyzes the User Experience in design and development of new Web applications. Thesis describes the proper use of the UX methods and also deals with the possibility of using gamification in the design of new services. The work also contains analysis of the market of driving-schools in the Czech Republic and defines its main problems. Like a solution to these problems, the work includes the design and implementation of a new web application for sharing experiences among students.
548

Uživatelská zkušenost s novými sociálními médii / The Experience of New Social Media

Farrier, Ellie January 2019 (has links)
-The Experience of New Social Media Communication with friends and family around the world is something that American expats in Prague have much experience with. Throughout this study, the author has attempted to relate in-depth user experiences with social media to both new media and historical sociology concepts, in order to better understand how social media is used and understood. The phenomenological research conducted focuses on varied user experiences of four Americans expats currently living in Prague, Czech Republic. The experiences explored begin with the respondents' adolescent experiences with social media and the internet, and continue through their current age as young adults. The sources used to interpret and understand these user experiences range from Erving Goffman and Pierre Bourdieu, to Marshall McLuhan and Karl Marx. The author's goal in the study was to test how both historical and new media theories hold true to concrete user experiences with social media and the internet. Keywords: user experience, media, technology, phenomenological research, social media, communication
549

Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study

Lorenz, Mario, Brade, Jennifer, Diamond, Lisa, Sjölie, Daniel, Busch, Marc, Tscheligi, Manfred, Klimant, Philipp, Heyde, Christoph-E., Hammer, Niels 11 June 2018 (has links)
Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence – a feeling of ‘being there’ in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the brain function is influenced by drugs, such as ethanol, potentially confounding cortical plasticity, also in VR. As ethanol is ubiquitous and forms part of daily life, understanding the effects of ethanol on presence and user experience, the attitudes and emotions about using VR applications, is important. This exploratory study aims at contributing towards an understanding of how low-dose ethanol intake influences presence, user experience and their relationship in a validated VR context. It was found that low-level ethanol consumption did influence presence and user experience, but on a minimal level. In contrast, correlations between presence and user experience were strongly influenced by low-dose ethanol. Ethanol consumption may consequently alter cognitive and perceptive functions related to the connections between presence and user experience.
550

Evaluating Speech-to-Text Systems and AR-glasses : A study to develop a potential assistive device for people with hearing impairments

Eksvärd, Siri, Falk, Julia January 2021 (has links)
Suffering from a hearing impairment or deafness has major consequences on the individual's social life. Today, there exist various aids, but there are some challenges with these, like availability, reliability and high cognitive load when the user trying to focus on both the aid and the surrounding context. To overcome these challenges, one potential solution could make use of a combination of Augmented Reality (AR) and speech-to-text systems, where speech is converted into text that is then presented in AR glasses. However, in AR, one crucial problem is the legibility and readability of text under different environmental conditions. Moreover, different types of AR-glasses have different usage characteristics, which implies that a certain type of glasses might be more suitable for the proposed system than others. For speech-to-text systems, it is necessary to consider factors such as accuracy, latency and robustness when used in different acoustic environments and with different speech audio.  In this master thesis, two different AR-glasses are being evaluated based on the different characteristics of the glasses, such as optical, visual and ergonomic. Moreover, user tests are conducted with 23 normal hearing individuals to evaluate the legibility and readability of text under different environmental contexts. Due to the pandemic, it was not possible to conduct the tests with hearing impaired individuals. Finally, a literature review is performed on speech-to-text systems available on the Swedish market.   The results indicate that the legibility and readability are affected by several factors, such as ambient illuminance, background properties and also how the text is presented with respect to polarity, opacity, size and number of lines. Moreover, the characteristics of the glasses impact the user experience, but which glasses are preferable depends on the individual's preferences.   For the choice of a speech-to-text system, four speech-to-text APIs available on the Swedish market were identified. Based on our research, Google Cloud Speech API is recommended for the proposed system. However, a more extensive evaluation of these systems would be required to determine this. / Speech-to-Text System using Augmented Reality for People with Hearing Deficits

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