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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.
31

Improving the User Experience in Data Visualization Web Applications

Alexander, Granhof, Jakob, Eriksson January 2021 (has links)
This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prototype application which was implemented with said findings. The conclusion of the results is that mapping ontology groups and prior experience as well as reducing visual overload are effective ways of improving intuitivity and user experience.
32

Using naturalistic data to assess e-cyclist behavior

Dozza, Marco, Bianchi Piccinini, Giulio Francesco, Werneke, Julia 18 November 2020 (has links)
In Europe, the use of electric bicycles is rapidly increasing. This trend raises important safety concerns: Is their use compatible with existing infrastructure and regulations? Do they present novel safety issues? How do they impact other traffic? This study sought to address these concerns, using instrumented electric bicycles to monitor e-cyclists’ behavior in a naturalistic fashion. Data was collected from 12 bicyclists, each of whom rode an instrumented bicycle for two weeks. In total, 1500 km worth of data were collected, including 88 critical events (crashes and near-crashes). Analysis of these critical events identified pedestrians, light vehicles and other bicycles as main threats to a safe ride. Other factors also contributed to crash causation, such as being in proximity to a crossing or encountering a vehicle parked in the bicycle lane. A comparison between electric and traditional bicycles was enabled by the availability of data from a previous study a year earlier, which collected naturalistic cycling data from traditional bicycles using the same instrumentation as in this study. Electric bicycles were found to be ridden faster, on average, than traditional bicycles, in addition to interacting differently with other road users. The results presented in this study also suggest that countermeasures to bicycle crashes should be different for electric and traditional bicycles. Finally, increasing electric bicycle conspicuity appears to be the easiest, most obvious way to increase their safety.
33

On Advancing Natural Language Interfaces: Data Collection, Model Development, and User Interaction

Yao, Ziyu January 2021 (has links)
No description available.
34

Interactive Object Retrieval using Interpretable Visual Models / Recherche Interactive d'Objets à l'Aide de Modèles Visuels Interprétables

Rebai, Ahmed 18 May 2011 (has links)
L'objectif de cette thèse est d'améliorer la recherche d'objets visuels à l'aide de l'interactivité avec l'utilisateur. Notre solution est de construire un système intéractif permettant aux utilisateurs de définir leurs propres concepts visuels à partir de certains mots-clés visuels. Ces mots-clés visuels, qui en théorie représentent les mots visuels les plus informatifs liés à une catégorie d'objets, sont appris auparavant à l'aide d'un algorithme d'apprentissage supervisé et d'une manière discriminative. Le challenge est de construire des mots-clés visuels concis et interprétables. Notre contribution repose sur deux points. D'abord, contrairement aux approches existantes qui utilisent les sacs de mots, nous proposons d'employer les descripteurs locaux sans aucune quantification préalable. Deuxièmement, nous proposons d'ajouter une contrainte de régularisation à la fonction de perte de notre classifieur pour favoriser la parcimonie des modèles produits. La parcimonie est en effet préférable pour sa concision (nombre de mots visuels réduits) ainsi pour sa diminution du temps de prédiction. Afin d'atteindre ces objectifs, nous avons développé une méthode d'apprentissage à instances multiples utilisant une version modifiée de l'algorithme BLasso. Cet algorithme est une forme de boosting qui se comporte similairement au LASSO (Least Absolute Shrinkage and Selection Operator). Il régularise efficacement la fonction de perte avec une contrainte additive de type L1 et ceci en alternant entre des itérations en avant et en arrière. La méthode proposée est générique dans le sens où elle pourrait être utilisée avec divers descripteurs locaux voire un ensemble structuré de descripteurs locaux qui décrit une région locale de l'image. / This thesis is an attempt to improve visual object retrieval by allowing users to interact with the system. Our solution lies in constructing an interactive system that allows users to define their own visual concept from a concise set of visual patches given as input. These patches, which represent the most informative clues of a given visual category, are trained beforehand with a supervised learning algorithm in a discriminative manner. Then, and in order to specialize their models, users have the possibility to send their feedback on the model itself by choosing and weighting the patches they are confident of. The real challenge consists in how to generate concise and visually interpretable models. Our contribution relies on two points. First, in contrast to the state-of-the-art approaches that use bag-of-words, we propose embedding local visual features without any quantization, which means that each component of the high-dimensional feature vectors used to describe an image is associated to a unique and precisely localized image patch. Second, we suggest using regularization constraints in the loss function of our classifier to favor sparsity in the models produced. Sparsity is indeed preferable for concision (a reduced number of patches in the model) as well as for decreasing prediction time. To meet these objectives, we developed a multiple-instance learning scheme using a modified version of the BLasso algorithm. BLasso is a boosting-like procedure that behaves in the same way as Lasso (Least Absolute Shrinkage and Selection Operator). It efficiently regularizes the loss function with an additive L1-constraint by alternating between forward and backward steps at each iteration. The method we propose here is generic in the sense that it can be used with any local features or feature sets representing the content of an image region. / تعالج هذه الأطروحة مسألة البحث عن الأشياء في الصور الثابتة و هي محاولة لتحسين نتائج البحث المنتظرة عن طريق تفاعل المستخدم مع النظام . يتمثل الحل المقترح في تصميم نظام تفاعلي يتيح للمستخدم صياغة مفهومه المرئي عن طريق مجموعة مقتضبة من أجزاء صغيرة للصور هي عبارة عن كلمات مفاتيح قد تم تعلمها سابقا عن طريق تعلم آلي استنتاجي . يمكن للمستخدم حينئذ تخصيص أنموذجه أولا بالاختيار ثم بترجيح الأجزاء التي يراها مناسبة . يتمثل التحدي القائم في كيفية توليد نماذج مرئية مفهومة و مقتضبة . نكون قد ساهمنا في هذا المجال بنقطتين أساسيتين تتمثل الأولى في إدماج الواصفات المحلية للصور دون أي تكميم ، و بذلك يكون كل مكون من ناقلات الميزات ذات الأبعاد العالية مرتبط حصريا بمكان وحيد و محدد في الصورة . ثانيا ، نقترح إضافة قيود تسوية لدالة الخسارة من أجل التحصل على حلول متفرقة و مقتضبة . يساهم ذلك في تقلص عدد هذه الأجزاء المرئية و بالتالي في ربح إضافي لوقت التكهن . في إطار تحقيق الأهداف المرسومة ، قمنا بإعداد مشروع تعلم قائم على تعدد الأمثلة يرتكز أساسا على نسخة محورة لخوارزمية بلاسو . تجدر الإشارة في الأخير أنه يمكن توظيف هذا العمل باستخدام نوع أو عدة أنواع من الواصفات المحلية للصور.
35

Automated error reporting : Business-to-business aspects to consider for a software provider / Automatiserad felrapportering : Viktiga faktorer för en mjukvaruleverantör att beakta gentemot företagskunder

Alnefelt, Patrik, Malmgren, Petra January 2009 (has links)
<p>Computer errors are a constant problem for software providers. To completely avoid bugs has proven very difficult even though computer software goes through rigorous testing before released. One of the challenges for developers is recreating errors that end-users experience. User-submitted error reports can often be of help for developers to localize and fix bugs. However, the reports often vary in quality depending on the user's experience and the effort they put into writing the report. Instead of relying on manual error reports, some software providers have equipped their software with automated error reporting functionality. These programs are set to collect important information about the computer and the software in the event of a crash. There are pros and cons with both automated and manual error reporting.</p><p>The research that has previously been done in the field of error reporting has mostly focused on the situation where private persons are senders and corporations are receivers. This report addresses the setting where both parties are corporations, which brings several new aspects to the problem. The five main topics this report focuses on are: customer attitude, which data to send, privacy, user interaction and feedback. A study has been conducted at the ERP system provider IFS in Sweden where interviews with employees and customers have been performed. Interviewees in the customer companies have been primarily ERP and application managers. The results of the study show that companies are less concerned than what the literature suggests even though the attitudes differ some depending on line of business. Conclusions are that a high degree of configurability of what is sent in the error reports and the level of user interaction is needed for companies to accept automated error reporting.</p> / <p>Buggar är ett ständigt problem för mjukvarutillverkare. Att helt undvika dessa har visat sig vara mycket svårt trots rigorösa tester innan ny mjukvara släpps. En av utmaningarna för utvecklare är att återskapa felen som uppstår hos användarna. Felrapporter inskickade av användare kan ofta vara till hjälp för utvecklare när de ska lokalisera och åtgärda fel. Men rapporterna kan variera i kvalitet beroende på användarnas erfarenhet och tiden de lägger på att skriva rapporten. Istället för att förlita sig på manuella felrapporter har vissa mjukvarutillverkare utrustat sin programvara med funktionalitet för automatiska felrapporter. Dessa program ska samla in viktig information om datorn och programvaran i händelse av att en krasch uppstår.</p><p>Viss forskning har skett inom området automatiserad felrapportering men fokus har då legat på situationen då privatpersoner är avsändare och företag är mottagare. Denna rapport behandlar läget då båda parter är företag, vilket tillför flera nya aspekter till problemet. De fem huvudfrågorna som den här rapporten fokuserar på är: kunders attityd, vilken data ska skickas, integritet, användarinteraktion och feedback. En studie har utförts hos affärssystemleverantören IFS i Sverige, där intervjuer med anställda och kunder har genomförts. De intervjuade hos kundföretagen har huvudsakligen varit ERP- och applikationsansvariga. Resultaten av studien visar att företagen är mindre oroade än vad litteraturen indikerar även om attityderna skiljer sig något i olika branscher. Slutsatserna är att en hög grad av konfigurerbarhet behövs när det gäller vad som skickas i felrapporter samt vilken grad av interaktion med användaren som behövs. Detta för att kundföretagen ska acceptera automatisk felrapportering.</p>
36

Adaptive User Interface for Automotive Demonstrator

Aljzaere, Hasan 14 June 2022 (has links)
The BlackPearl in the Computer Engineering Department is an Automotive Demonstrator, which has a variety of sensors, and users can control these via the server. The server is responsible for the remote interaction, the Smart Queue, and the Raspberry Pi display for human interaction. The Automotive Demonstrator consists of four components, which are installed on the CE-Box: Main QML Application, Main Server, Live Stream, and Smart Queue. All of these servers are running on three single-board computers (Raspberry Pi 3B): Main, BlackPearl, and Camera servers. The Automotive Demonstrator is built with the latest version from both Qt and NodeJS, and the components can access, store and exchange the data in JSON format. The BlackPearl will be controlled via four types of interaction methods: Web server, Voice commands (Sparrow), Pi Display, and Gamepad. The outcome of this thesis is a configurable and adaptive User Interface for Automotive Demonstrator, and this can be easily updated, customized, and accessible for new applications without the need to update or rebuild the program.
37

Automated error reporting : Business-to-business aspects to consider for a software provider / Automatiserad felrapportering : Viktiga faktorer för en mjukvaruleverantör att beakta gentemot företagskunder

Alnefelt, Patrik, Malmgren, Petra January 2009 (has links)
Computer errors are a constant problem for software providers. To completely avoid bugs has proven very difficult even though computer software goes through rigorous testing before released. One of the challenges for developers is recreating errors that end-users experience. User-submitted error reports can often be of help for developers to localize and fix bugs. However, the reports often vary in quality depending on the user's experience and the effort they put into writing the report. Instead of relying on manual error reports, some software providers have equipped their software with automated error reporting functionality. These programs are set to collect important information about the computer and the software in the event of a crash. There are pros and cons with both automated and manual error reporting. The research that has previously been done in the field of error reporting has mostly focused on the situation where private persons are senders and corporations are receivers. This report addresses the setting where both parties are corporations, which brings several new aspects to the problem. The five main topics this report focuses on are: customer attitude, which data to send, privacy, user interaction and feedback. A study has been conducted at the ERP system provider IFS in Sweden where interviews with employees and customers have been performed. Interviewees in the customer companies have been primarily ERP and application managers. The results of the study show that companies are less concerned than what the literature suggests even though the attitudes differ some depending on line of business. Conclusions are that a high degree of configurability of what is sent in the error reports and the level of user interaction is needed for companies to accept automated error reporting. / Buggar är ett ständigt problem för mjukvarutillverkare. Att helt undvika dessa har visat sig vara mycket svårt trots rigorösa tester innan ny mjukvara släpps. En av utmaningarna för utvecklare är att återskapa felen som uppstår hos användarna. Felrapporter inskickade av användare kan ofta vara till hjälp för utvecklare när de ska lokalisera och åtgärda fel. Men rapporterna kan variera i kvalitet beroende på användarnas erfarenhet och tiden de lägger på att skriva rapporten. Istället för att förlita sig på manuella felrapporter har vissa mjukvarutillverkare utrustat sin programvara med funktionalitet för automatiska felrapporter. Dessa program ska samla in viktig information om datorn och programvaran i händelse av att en krasch uppstår. Viss forskning har skett inom området automatiserad felrapportering men fokus har då legat på situationen då privatpersoner är avsändare och företag är mottagare. Denna rapport behandlar läget då båda parter är företag, vilket tillför flera nya aspekter till problemet. De fem huvudfrågorna som den här rapporten fokuserar på är: kunders attityd, vilken data ska skickas, integritet, användarinteraktion och feedback. En studie har utförts hos affärssystemleverantören IFS i Sverige, där intervjuer med anställda och kunder har genomförts. De intervjuade hos kundföretagen har huvudsakligen varit ERP- och applikationsansvariga. Resultaten av studien visar att företagen är mindre oroade än vad litteraturen indikerar även om attityderna skiljer sig något i olika branscher. Slutsatserna är att en hög grad av konfigurerbarhet behövs när det gäller vad som skickas i felrapporter samt vilken grad av interaktion med användaren som behövs. Detta för att kundföretagen ska acceptera automatisk felrapportering.
38

Interactive demand-shifting in the context of domestic micro-generation / Déplacement interactif de la consommation d'électricité dans le contexte de micro-génération domestique

Bourgeois, Jacky 30 June 2016 (has links)
La combinaison de l'internet des objets et des nouvelles technologies liées à l'énergie transforme le paysage de l'énergie dans la maison. Les installations de micro générateurs, dominées par les panneaux solaires photovoltaïques, sont en constante progression. C'est une opportunité pour la création et l'altération des comportements énergétiques. Cependant, ces transformations créent également un nouveau challenge que l'on appelle le « différentiel énergétique » à l'échelle de la maison : la consommation et la génération d'électricité des ménages sont désynchronisées. En effet, la génération locale est majoritairement incontrôlable et dépendante des conditions météorologiques alors que la consommation des ménages à tendance à se concentrer en soirée. Cette thèse vise à comprendre et supporter les pratiques de déplacement des consommations émergentes dans les ménages équipés de panneaux solaires photovoltaïques. En particulier, nous observons « Comment les outils numériques peuvent-ils tirer parti des pratiques de déplacement des consommations dans le contexte de micro génération domestique ? ». Pour adresser cette question nous avons combiné des approches empiriques et d'ingénierie, se renforçant et s'informant mutuellement les unes et les autres pour fournir une solution générale. Cela inclut la collection de données qualitatives et quantitatives, des analyses en collaboration avec les participants, des études longitudinales, des interviews, du co-design, des simulations et des tests en condition réelles. Tout au long de cette thèse, nous avons utilisé une méthodologie centrée sur l'utilisateur à chaque étape pour informer et valider la recherche en collaboration avec 38 ménages. A travers une investigation approfondi des routines telles que faire la lessive et se déplacer en voiture électrique, nous soulignons l'engagement naturel des ménages pour le déplacement des consommations. Cependant, cette activité se révèle complexe et fastidieuse. Nous révélons cette complexité à l'aide d'une analyse de donnée participative, une méthode élaborée afin d'analyser les données en collaboration avec les participants. Nous construisons une compréhension détaillée de la relation entre la génération d'électricité domestique et les routines du quotidien. Enfin, nous soulignons le besoin d'un support contextuel à travers le déploiement d'interventions sur le terrain. En perspective de la littérature, nous proposons un modèle conceptuel pour le support interactif de déplacement des consommations. / The combination of ubiquitous computing and emerging energy technologies is radically changing the home energy landscape. Domestic micro-generation, dominated by solar photovoltaic, is increasing at a rapid pace. This represents an opportunity for creating and altering energy behaviours. However, these transformations generate new challenges that we call the domestic energy gap: domestic electricity consumption and micro-generation are out of sync. Micro-generation is mainly uncontrollable production relying on weather while domestic energy consumption tends to happen mostly during the evening. This thesis focuses on understanding and supporting new domestic practices in the context of domestic solar electricity generation, looking at ‘Demand-Shifting’. Specifically, we look at how can digital tools leverage Demand-Shifting practices in the context of domestic micro-generation? Relying on a mixed-method approach, we provide a qualitative and quantitative answer with the collaboration of 38 participating households in several field studies including two spanning more than eight months. Through a deep investigation of laundry and electric mobility routines in the context of domestic micro-generation, we emphasised a natural engagement into Demand-Shifting which appeared as a complex and time-consuming task for participants which was not visible when we analysed their quantitative data. We revealed this complexity through Participatory Data Analyses, a method we designed to analyse the data in collaboration with the participating householders. This provided us with a comprehensive view of the relationship between domestic micro-generation and daily routines. Finally, we highlight the need for timely and contextual support through the deployment of interventions in-the-wild. Building on discussions of our findings in perspective of the literature, we propose a conceptual framework to support domestic interactive Demand-Shifting (iDS).
39

AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces

Catalá Bolós, Alejandro 19 July 2012 (has links)
La creatividad es una habilidad de especial interés para el desarrollo humano dado que es una de las dimensiones que permite al individuo y en última instancia a la sociedad enfrentarse a nuevos problemas y retos de forma satisfactoria. Además de entender la creatividad como una serie de factores relativos al individuo creativo, debe tenerse en cuenta que el grado de motivación intrínseca, el entorno y otros factores sociales pueden tener un efecto relevante sobre el desarrollo de esta importante habilidad, por lo que resulta de interés explorarla en el contexto de utilización de tecnologías de la información. En particular, dado que los procesos comunicativos, el intercambio de ideas y la interacción colaborativa entre individuos son un pilar fundamental en los procesos creativos, y también que en gran medida todas ellas son características mayormente facilitadas por las mesas interactivas, una de las principales contribuciones de esta tesis consiste precisamente en la exploración de la idoneidad de las superficies interactivas en tareas creativas colaborativas de construcción en estudiantes adolescentes. Partiendo del estudio realizado, que aporta evidencia empírica acerca de la adecuación de las superficies interactivas como tecnología de potencial para el fomento de la creatividad, esta tesis presenta AGORAS: un middleware para la construcción de ecosistemas de juegos 2D para mesas interactivas, y cuya idea final es entender actividades de aprendizaje más enriquecedoras como aquellas que permiten la propia creación de juegos y su posterior consumo. En el contexto de esta tesis también se ha desarrollado un toolkit básico para construcción de interfaces de usuario para superficies interactivas, se ha desarrollado un modelo de ecosistema basado en entidades que son simulables de acuerdo a leyes físicas; y se ha dotado al modelo de aproximación basada en reglas de comportamiento enriquecidas con expresiones dataflows y de su correspondiente editor para superficies. / Catalá Bolós, A. (2012). AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/16695 / Palancia
40

Augmented Reality in CAVE / Augmented Reality in CAVE

Kolčárek, Michal January 2013 (has links)
Tato práce se zaměřuje na technologii Cave Automatic Virtual Environment a konkrétně pak na využití principů rozšířené reality v tomto prostředí. Dává si za cíl odpovědět na otázku, zdali je možné použít v prostředí CAVE existující frameworky pro rozšířenou realitu, konkrétně ty, pracující na platformě iOS. Hlavní důraz je kladen na rozpoznávání markerů v tomto prostředí a na zvýšení přesnosti jejich rozpoznání. Práce odpovídá na množství otázek z této oblasti, jako jaké markery je vhodné použít, jaké jsou omezení a největší obtíže. Výstupem je demonstrační aplikace, pracující na platformě iOS, která v je prostředí CAVE otestovaná a plně použitelná. Tato aplikace by měla vylepšit uživatelský vjem z prostředí CAVE tím, že mu poskytne dodatečné informace a také základní možnosti interakce se zobrazenými objekty.

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