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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.
11

Context- and Physiology-aware Machine Learning for Upper-Limb Myocontrol

Patel , Gauravkumar K. 03 May 2018 (has links)
No description available.
12

Efficient user interaction for clinical diagnosis using digital volume images

Fältskog, Andreas January 2008 (has links)
<p>Medical imaging is going through a continuous development leading to more available information for the reviewing doctors. The information is a powerful tool in the strive to make reliable diagnosis but it can also be a challenge for the doctor to make use of all the information. This thesis investigates if the computer-based review workplace can be made more efficient using other input devices than the traditional mouse and keyboard. To acquire knowledge about the existing user interactions six interviews have been conducted at two Swedish hospitals. In the thesis a 3D mouse has been integrated into Sectra's review workstation to show what value a complementary device can bring.</p><p>The interviews show that the doctors are quite satisfied with the existing workplace but there are areas of improvement. This together with the integration of the 3D mouse gives a hint about the complexity of finding a device that adds enough value to take place on the reviewing doctor's desk.</p>
13

The Lead User Concept : How High Technology Firms Interact with the Lead User in the Innovation Process

Knoll, Daniel, Johnsson, Viktoria January 2015 (has links)
This study explores how high technology companies interact with their Lead User throughout the innovation process. Thereby, the study focuses on the interaction, after a company approached their Lead User. By using existing literature on the Lead User, the process of innovating as well as the interaction with users in product development, an analytical model was developed. This model served as the basis for the interview guide as well as to present and analyse the empirical data. Due to the fact that this study looks at the Lead User interaction from a different perspective, where little knowledge exists, a qualitative strategy was pursued. In this connection, three companies within the high technology context were studied and a cross-case analysis conducted. Based on our findings, seven conclusions could be drawn. Our conclusions are that: (1) high technology companies mainly interact with the Lead User through ordinary methods; (2) the content of interaction differs in each phase; (3) the outcome of interaction in each phase is mainly the same throughout the companies; (4) there is always one function responsible for the Lead User, which is the same throughout the innovation process; (5) the main incentive for the Lead User to cooperate is intrinsic motivation; (6) the studied companies do not interact with the Lead User when launching the product; and (7) the outcome of the Lead User interaction is seen as being products of a more incremental than radical character. After presenting the conclusions, the implications were displayed. Thereby, the main implications are that companies are recommended to interact with their Lead User throughout the innovation process, in order to align their products to the Lead User’s needs and therefore to reduce the risk and uncertainty of failing on the market. In this connection, it also important for companies to get into face-to-face discussions, to get feedback and understand the needs of the Lead User. Furthermore, companies need to consider that the Lead User is intrinsic motivated, which means by allowing the Lead User to be part of the innovation process and having an influence on the development, companies do not need to provide further financial rewards. Additionally, the Lead User cannot merely be found outside the boundaries of the firm but also within the company.
14

Efficient user interaction for clinical diagnosis using digital volume images

Fältskog, Andreas January 2008 (has links)
Medical imaging is going through a continuous development leading to more available information for the reviewing doctors. The information is a powerful tool in the strive to make reliable diagnosis but it can also be a challenge for the doctor to make use of all the information. This thesis investigates if the computer-based review workplace can be made more efficient using other input devices than the traditional mouse and keyboard. To acquire knowledge about the existing user interactions six interviews have been conducted at two Swedish hospitals. In the thesis a 3D mouse has been integrated into Sectra's review workstation to show what value a complementary device can bring. The interviews show that the doctors are quite satisfied with the existing workplace but there are areas of improvement. This together with the integration of the 3D mouse gives a hint about the complexity of finding a device that adds enough value to take place on the reviewing doctor's desk.
15

Development of an Intuitive Interface Structure for Ergonomic Evaluation Software

Rang-Roslund, Pontus, Munguia Velazquez, Guillermo January 2018 (has links)
During the spring semester of 2018 a product development project has been carried out at the University of Skövde by two Design Engineering Students, Pontus Rang-Roslun, and Guillermo Munguía Velazquez, in cooperation with the project group for Smart Textiles for Sustainable Work Life at the University of Skövde as they are now focusing to develop a web-based software for ergonomists and work leaders/coaches. The aim of the project is to design the interface for the software. The project carried out literature review focused on basic principles of usability, cognition, user interaction, human-computer interaction, user experience and ergonomic evaluation methods. In order to uncover user needs, interviews and observations were performed, and inputs and outputs of the management information were analyzed. Based on the gathered information, concepts were generated and evaluated through formative evaluation. The final iteration brought a flexible and usable interface for ergonomic evaluations / Smart Textiles for Sustainable Work Life
16

Usage of Constraint Programming for Nurse Rostering Problems : A literature study

Strömgren, Oliver January 2015 (has links)
Constraint Programming can be used to solve many problems and this thesis is about getting an overview on the usage of Constraint Programming for Constraint Satisfaction Problems, both interactive and explorative. Many problems can be mathematically modeled as a Constraint Satisfaction Problem but this thesis will focus on the Nurse Rostering Problem since it is a well-studied area. The problem when creating a schedule for nurses is that it can easily be over-constrained and a solution could be hard to find. This thesis will investigate whether if Constraint Programming is a good technique for solving the Nurse Rostering Problem but also if user interaction is considered when solving the problem. The method for this is a literature study where a number of research articles has been reviewed and categorized, and resulted in 27 different kinds of sources that were used. The conclusion is that there exists better ways to solve these problems than the use of pure Constraint Programming. To answer the second part of the thesis, it seems like the solution for the problem is the main focus and therefore is user interaction something that is given less attention.
17

Improving reading experience in digital newspapers

Berg, Mikaela January 2015 (has links)
Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format. The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis. The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that. The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience. All design guidelines can be used as guidance when developing templates for digital newspapers.
18

Establishing methodologies for the analysis and development of interactive documentary

Galloway, Dayna January 2013 (has links)
This work explores the interactive documentary as a hybrid, emergent cultural form that has been shaped by the growth of digital interactive entertainment. Through investigation and analysis of the historical background of documentary, the research discusses the development of documentary film, examining the notions of truth, objectivity and authorship in factual media, and their relationship with existing understandings of interactivity. Critical parameters are then derived to objectify the process of deconstructing interactive and documentary media forms. An inclusive view is taken on the categorisation and classification of interactive documentary, informed by the fundamental constructs of both traditional documentary and interactive media. The constructs and structures of interaction and narrative are highlighted to facilitate the identification and examination of existing examples of factual interactive entertainment– from computer generated documentary games to navigable filmic forms. The thesis proposes a range of characterisation frameworks for the study of interactive documentary and these are applied towards case study analysis of sixteen interactive productions. The final work presented in this thesis proposes a theoretical framework for the analysis and development of immersive, interactive documentary experiences, encompassing the processes of content creation and consumption from the perspectives of both audience and director.
19

Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games

Navarro, Diego January 2020 (has links)
Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs. This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology. Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.
20

A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction / Ett verktyg för generering av kvalitativa dataset om användarinteraktion i virtuella miljöer

Roos, Daniel, Aaro, Gustav January 2018 (has links)
Virtual reality (VR) is a medium of human interaction which is becoming more popular by the day in today's technological advancements. The applications are being developed at the same rate as the technology itself and we have only seen the start of the possible benefits it could bring society. As the technology advances it will gain a lot of trust, and the potential use cases of virtual environments will be allowed to become more complex. Already today, they often involve network streaming components which often has very strict optimization requirements in order to be able to run in real-time with minimal delay under normal network conditions. In order to reach the required optimizations it is important to understand how users interact with such virtual environments. To support and facilitate the understanding of this kind of interaction we have developed a method for creating qualitative datasets containing extensive information about the 3D scene as well as the sensor data from the head-mounted display (HMD). We then apply this method to create a sample dataset from a virtual 3D environment and try to analyze the data collected through some simple methods for demonstrational purposes.

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