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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.
841

Design and optimization of next-generation carrier-grade wi-fi networks / Conception et optimisation des réseaux wi-fi opérateur de nouvelle génération

Ben Jemaa, Fatma 27 September 2016 (has links)
Comme le Wi-Fi est devenu de plus en plus important dans les réseaux actuels, ainsi que dans les réseaux du futur, de nouvelles exigences " opérateur " se sont apparues afin de supporter les attentes des utilisateurs et de fournir des réseaux Wi-Fi de haute performance. Dans ce contexte, nous étudions plusieurs problèmes liés à la conception et l'optimisation des réseaux Wi-Fi opérateur de nouvelle génération. Dans la première étape, notre objectif est d'améliorer l'expérience utilisateur Wi-Fi et de lui offrir un accès personnalisé et transparent aux réseaux et services Wi-Fi. Pour cela, nous proposons une extension des trames de gestion IEEE 802.11 pour activer la découverte des services locaux avant l'association Wi-Fi, tout en évitant la surcharge du canal. Nous définissons également un ensemble d'étiquettes de service pour identifier d'une manière standardisée les services les plus connus. Dans la deuxième étape, nous adressons les problèmes liés à l'architecture et la gestion du réseau dans un environnement Wi-Fi opérateur de nouvelle génération. Plus précisément, nous proposons, tout d'abord, une nouvelle architecture Wi-Fi qui exploite les concepts de NFV et du Edge Cloud Computing. Nous visons à travers cette architecture à apporter plus d'agilité et d'adaptabilité et d'améliorer la QoS perçue par l'utilisateur en plaçant des fonctions réseau et certains services à proximité de lui. Pour faire face à certains problèmes de gestion dans cette architecture, nous proposons ensuite des stratégies de placement et de provisionnement des fonctions de réseau virtuelles en s'appuyant sur des exigences de QoS. / As Wi-Fi is gaining a lot of momentum in today’s networks as well as in future networks, new carrier-grade requirements are emerging to support future user expectations and provide high-performance Wi-Fi networks. In this context, we investigate several problems surrounding the design and optimization of carrier-grade next-generation Wi-Fi networks. In the first stage, our objective is to improve the Wi-Fi user experience and offer to him a personalized and seamless access to Wi-Fi networks and services. For this, we propose an extension to the IEEE 802.11 management frames to enable venue service discovery prior to Wi-Fi association while avoiding channel overhead. We define also a set of extensible service labels to uniquely and globally identify the most known venue-based services. In the second stage, we deal with network architecture and management issues in next-generation carrier Wi-Fi environment. More specifically, we first propose a novel carrier-managed Wi-Fi architecture that leverages NFV and Edge Cloud Computing concepts. We aim through this architecture to bring more agility and adaptability and improve user perceived QoS by placing network functions and certain services close to end-users. To address some major management issues in this proposed architecture, we then propose placement and provisioning strategies of Virtual Network Functions based on QoS requirements. These strategies can also be applied to any edge-central wireless carrier architecture, since they do not make any assumption about the underlying wireless technology.
842

Conserving water in mixers through nudging : Searching for changes in behaviour, not experience

Axols, Hampus January 2020 (has links)
No description available.
843

Propuesta para optimizar la experiencia de usabilidad de las amas de casa de Lima, entre 35 a 44 años en el aplicativo PedidosYa / Proposal to optimize the usability experience of Lima housewives, between 35 and 44 years old in the PedidosYa application

Fernández Fiestas, Becky Mariana 18 September 2021 (has links)
En el Perú, la tecnología ha ayudado a dar facilidades de conectividad en casi todo el país, debido a la accesibilidad a la internet en diferentes dispositivos como computadoras, tablets y celulares, con este último en mención es por el cual el ciudadano peruano pasa la mayor parte de su tiempo (INEI, 2021). Asimismo, en la pandemia aumentó el uso de este dispositivo y con ello el consumo de aplicativos por delivery, debido a las restricciones el ciudadano no podía salir de casa y se veía en la necesidad de hacer compras domésticas por distintas plataformas. La presente investigación tiene como propósito identificar cuáles son las dificultades que tiene el ciudadano, sobre todo las amas de casa entre 35 a 44 años para poder navegar a través del aplicativo “PedidosYa”, ya que el consumo masivo de esta no estaba previsto para un público objetivo de este rango, por el cual hace más difícil la navegación. Para ello, se desarrollaron entrevistas y encuestas para tener datos cualitativos como cuantitativos, para poder entender los painpoints que tienen estos usuarios a raíz del uso de este aplicativo. / In Peru, technology has helped to provide connectivity facilities in almost the entire country, due to the accessibility to the internet in different devices such as computers, tablets and cell phones, with the latter in mention, it is through which the Peruvian citizen passes the most of his time (INEI, 2021). Likewise, in a pandemic, the use of this device increased and with it the consumption of applications for delivery, due to the restrictions the citizen could not leave home and saw the need to make domestic purchases through different platforms. The purpose of this research is to identify which are the difficulties that the citizen has, especially housewives between 35 and 44 years old, to be able to navigate through the application "PedidosYa", since the massive consumption of this was not foreseen for a target audience of this range, which makes navigation more difficult. For this, interviews and surveys were developed to obtain qualitative and quantitative data, in order to understand the painpoints that these users have as a result of the use of this application / Trabajo de Suficiencia Profesional
844

Designing UI for color correction and grading tools for the web-based program Accurate Video

Andersson, Frida January 2021 (has links)
Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video. The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.
845

animo- "Engaging children in storytelling activity through physical play”

Biltharia, Ashutosh January 2021 (has links)
Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement. This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity. Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity. Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions. Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.
846

Agile Project Management/Systems Engineering of an AV Interior Prototype

Clepper, Erin Grace January 2018 (has links)
No description available.
847

Designing Mobile User Experiences for Community Engagement

Coffey, Kathleen M. 24 April 2019 (has links)
No description available.
848

Enhancing Brand Experience Through UI Elements Aligned With Brand Values : An Investigation of the Interconnected Fields of User Experience and Brand Experience Within the Context of IKEA’s E-commerce Website

Balogh, Ráhel Anna, Kézy, Máté January 2023 (has links)
In today’s competitive landscape, shaping positive digital experiences with the brand is crucial for the company’s market success. The study aimed to investigate the interconnected relationship between User Experience (UX) and Brand Experience (BX) by exploring the potential for enhancing BX through the implementation of User Interface (UI) elements aligned with brand values within an e-commerce website. In this study, a two-phase quantitative experiment was employed, and four high-fidelity e-commerce web page prototypes were developed based on the Swedish multinational furniture retailer IKEA’s e-commerce website. In conclusion, this study establishes that the implementation of UI elements in line with brand values has the potential to enhance BX within the context of an e-commerce website. Through one of the prototypes, all dimensions of BX could be positively influenced. By emphasizing the interconnectedness between UX and BX, these findings contribute to our understanding of the critical role of UX design in shaping positive brand experiences online.
849

Små interaktioner, stora resultat : En kvalitativ studie om adekvat återkoppling vid mikrointeraktioner / small interations, big result

Ingemarsson, Sofia, Näslund, Nathalie, Tiger, Vera January 2023 (has links)
In recent years, the evolution of interactive technologies has taken a turn where the importance of user experience and satisfaction has become the center of attention. This research explores the relationship between the smallest interactive details in a digital design, and the user experience of it. The thesis focuses on understanding what factors, regarding the micro-interaction’s feedback, that affect the user experience and how these factors can later be used to effectively design micro- interactions. Micro-interactions are defined as small interactive details that respond to user interaction. The feedback of a micro-interaction is what visualizes that response to the user. Little research has been done on the feedback of micro- interactions and therefore this study aims to investigate the feedback’s capacity to influence the user experience of a digital interface.  The method of this study is of qualitative character and relies on triangulation where three different types of data were combined to increase the validity of the results. The 22 respondents participating in this study each answered 10 interview questions, 21 survey questions, and were observed while interacting with two different prototypes - one neutral and one with manipulated micro-interactions. The findings indicate that the feedback of micro-interactions strongly influences the user experience of a digital interface. These findings, combined with relevant research of this area, served as the academic foundation on which design factors were produced, and the research question was answered.
850

Short-Format Video Consumption: Evaluation of Key Quality and UX Aspects for Generation Z

Lindholm, Carl January 2023 (has links)
Short-format videos are becoming increasingly prominent in today's digital landscape. The widespread availability of smartphones with high-quality cameras, together with fast Internet connections, has not only made it easier for users to interact with the digestible short-format content, but also transformed the way we consume, experience, and interact with content. Video-sharing platforms like Snapchat, TikTok and Instagram capture the attention of millions of users daily with their short-format content, especially among people born around 1995 through 2010, commonly referred to as Generation Z. Born into this digital era, Generation Z has integrated short-format videos into their everyday lives. As this audience constitutes the majority of short-format video consumers, it becomes crucial to understand their user experiences related to the short-format video consumption. In addition, the user experience needs to be continuously reviewed to meet current consumer expectations and needs. This thesis aims to evaluate the user experience (UX) of short-format videos among Generation Z, by uncovering underlying motivations and purposes, video quality aspects of importance, as well as pain points experienced during consumption. To achieve comprehensiveness, the UX evaluation is systematically carried out using a developed UX Evaluation Framework, consisting of both qualitative and quantitative data gathering methods. Semi-structured interviews were first conducted, followed by quantitative video quality assessments of test videos, allowing for rich user insights. The UX evaluation reveals that a pleasant audio experience and video content are the most important aspects when it comes to short-format videos. However, the aspects stability and pleasant camera movements are among the most important in terms of video quality. In contrast, poor sound in videos was often found to ruin the whole user experience, regardless of the video quality. The study's findings provide recommendations aimed at improving the user experience of short-format content and suggests opportunities for future research.

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