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After HTTPS: Indicating Risk Instead of SecurityHolt, Matthew Wayne 01 April 2019 (has links)
Browser security indicators show warnings when sites load without HTTPS, but more malicious sites are using HTTPS to appear legitimate in browsers and deceive users. We explore a new approach to browser indicators that overcomes several limitations of existing indicators. First, we develop a high-level risk assessment framework to identify risky interactions and evaluate the utility of this approach through a survey. Next, we evaluate potential designs for a new risk indicator to communicate risk rather than security. Finally, we conduct a within-subjects user study to compare the risk indicator to existing security indicators by observing participant behavior and collecting feedback. Our results suggest that risk indicators make users more confident in judging their risk and that participants prefer risk indicators over current security indicators. In addition, users take fewer risks in the presence of risk indicators, making this a promising direction for research and implementation into web browsers.
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Hyperspectral Image Visualization Using Double And Multiple LayersCai, Shangshu 02 May 2009 (has links)
This dissertation develops new approaches for hyperspectral image visualization. Double and multiple layers are proposed to effectively convey the abundant information contained in the original high-dimensional data for practical decision-making support. The contributions of this dissertation are as follows. 1.Development of new visualization algorithms for hyperspectral imagery. Double-layer technique can display mixed pixel composition and global material distribution simultaneously. The pie-chart layer, taking advantage of the properties of non-negativity and sum-to-one abundances from linear mixture analysis of hyperspectral pixels, can be fully integrated with the background layer. Such a synergy enhances the presentation at both macro and micro scales. 2.Design of an effective visual exploration tool. The developed visualization techniques are implemented in a visualization system, which can automatically preprocess and visualize hyperspectral imagery. The interactive tool with a userriendly interface will enable viewers to display an image with any desired level of details. 3.Design of effective user studies to validate and improve visualization methods. The double-layer technique is evaluated by well designed user studies. The traditional approaches, including gray-scale side-by-side classification maps, color hard classification maps, and color soft classification maps, are compared with the proposed double-layer technique. The results of the user studies indicate that the double-layer algorithm provides the best performance in displaying mixed pixel composition in several aspects and that it has the competitive capability of displaying the global material distribution. Based on these results, a multi-layer algorithm is proposed to improve global information display.
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Virtual Reality for Improved Situation Awareness for Electronic Surve illance Operators : Implementing and comparing a virtual reality interface and its interactions with a traditional 2D interfaceHamilton, Marcus January 2022 (has links)
Electronic surveillance operators are a vital part of electronic warfare. Included in their field of responsibility is the analysis of, the assessment of, and the actions on potential threats. A vital component of these is an operator’s situation awareness. It governs to what degree of confidence and accuracy these aspects can be determined. An interface of an electronic surveillance operator must therefor be designed to provide and improve situation awareness. A technology that is hypothesized to improve situation awareness is virtual reality. Through its head-mounted display and handheld controllers it is aimed to create immersion and generate natural interactions. Information can be closely explored through new perspectives and the entire body can be used to interact with interfaces. These aspects and the additional dimension provided by virtual reality are the factors expected to improve situation awareness. The aim of this study is to explore the effects for situation awareness with a 3D interface in virtual reality compared to a traditional 2D interface for electronic surveillance operators. A user-centric approach was selected to evaluate how an existing 2D interface for electronic surveillance operators compares to a novel 3D interface in virtual reality. The existing interface is provided by Saab AB, and the 3D interface is developed for this particular case. Furthermore, a wrist-mounted menu and a stationary dashboard menu were implemented in virtual reality to support minimal implementation bias and for further discussion on interactions in virtual reality. The results indicate improved situation awareness in the virtual reality 3D interface. This is complemented by users’ reflections to generate a discussion for design guidelines, whether traditional interfaces may be replaced by virtual reality interfaces, and what effects virtual reality has on situation awareness. / Operatörer för elektronisk övervakning är en viktig del av elektronisk krigföring. Inkluderat i deras ansvarsområde är analysen av, bedömningen av, och åtgärderna mot potentiella hot. En viktig komponent i dessa är en operatörs lägesuppfattning. Den styr i vilken grad av tillförlitlighet och noggrannhet dessa aspekter kan fastställas. Ett gränssnitt för dessa operatörer måste därför utformas för att ge och förbättra lägesuppfattning. En teknik som antas förbättra lägesuppfattningen är virtuell verklighet. Genom bildskärmar som bärs på huvudet och handhållna kontroller syftar den till att skapa immersion och naturliga interaktioner. Information kan utforskas på nära håll genom nya perspektiv och hela kroppen kan användas för att interagera med gränssnittet. Dessa aspekter och den ytterligare dimension som virtuell verklighet ger är de faktorer som förväntas förbättra lägesuppfattning. Syftet med denna studie är att utforska effekterna för lägesuppfattning med ett 3D-gränssnitt i virtuell verklighet jämfört med ett traditionellt 2D-gränssnitt för elektroniska övervakningsoperatörer. Ett användarcentrerat tillvägagångssätt valdes för att utvärdera hur ett befintligt 2D-gränssnitt för elektroniska övervakningsoperatörer kan jämföras med ett nytt 3D-gränssnitt i virtuell verklighet. Det befintliga gränssnittet tillhandahålls av Saab AB och 3D-gränssnittet är utvecklat för just detta fall. Dessutom implementerades en handledsmonterad meny och en stationär instrumentpanelmeny i virtuell verklighet för att stödja minimal implementeringsbias och för ytterligare diskussion om interaktioner i virtuell verklighet. Resultaten indikerar förbättrad situationsmedvetenhet i 3D-gränssnittet för virtuell verklighet. Detta kompletteras med användarnas reflektioner för att generera en diskussion för designriktlinjer, om traditionella gränssnitt kan ersättas med virtuella verklighetsgränssnitt och vilka effekter virtuell verklighet har på lägesuppfattning.
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The transition to a responsive website: A user study / Övergången till en responsiv hemsida: En användarstudieLindqvist, Josefine January 2016 (has links)
An anonymous company has been redesigning its website to a responsive site and during this process the users have the option to stay on either site. This study examined the reasons as to why users stay on the non-responsive site and how the responsive site could be improved to make them switch to it. In order to understand how users were effected by first impressions and age as well as how adaption to technology works, previous research in these areas have been presented. A survey and user test were conducted to find the answers to the research question. Because the transformation to a responsive site meant that the visual structure changed, it affected the users’ existing habits. The results and conclusion were that there were three major groups stating different main reasons on what would make them go to the responsive site. The strategy for making users on the non-responsive site more satisfied with the responsive site would be to first implement missing functionality. The next step would be to invite all users and adding guides to help them to learn how to find what they usually look for. / Ett anonymt företag har arbetat med att designa om sin hemsida till att bli responsiv och under den här processen har användarna haft möjlighet att stanna på båda websidorna. Den här studien undersökte varför vissa användare stannade på den icke responsiva sidan och hur den responsiva sidan kan förbättras för att få dem att byta till den. För att förstå hur användare påverkades av första intryck och ålder samt hur anpassning till teknik fungerar har tidigare forskning inom dessa områden presenterats. En enkät och användartest utfördes för att svara på frågeställningen. Eftersom en övergång till en responsiv sida innebar att den visuella strukturen ändrades påverkades användares redan existerande vanor. Resultatet och slutsatsen var att det fanns tre huvudgrupper som angav olika anledningar till vad som skulle få dem att gå över till den responsiva sidan. Strategin för att få användarna på den icke responsiva sidan mer nöjda med den responsiva sidan skulle vara att först implementera de funktioner som saknas. Nästa steg skulle vara att bjuda in alla användare och att skapa guider för att hjälpa dem att lära sig hur de hittar det de oftast letar efter.
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Digital Libraries with Superimposed Information: Supporting Scholarly Tasks that Involve Fine Grain InformationMurthy, Uma 02 May 2011 (has links)
Many scholarly tasks involve working with contextualized fine-grain information, such as a music professor creating a multimedia lecture on a musical style, while bringing together several snippets of compositions of that style. We refer to such contextualized parts of a larger unit of information (or whole documents), as subdocuments. Current approaches to work with subdocuments involve a mix of paper-based and digital techniques. With the increase in the volume and in the heterogeneity of information sources, the management, organization, access, retrieval, as well as reuse of subdocuments becomes challenging, leading to inefficient and ineffective task execution. A digital library (DL) facilitates management, access, retrieval, and use of collections of data and metadata through services. However, most DLs do not provide infrastructure or services to support working with subdocuments. Superimposed information (SI) refers to new information that is created to reference subdocuments in existing information resources. We combine this idea of SI with traditional DL services, to define and develop a DL with SI (an SI-DL). Our research questions are centered around one main question: how can we extend the notion of a DL to include SI, in order to support scholarly tasks that involve working with subdocuments? We pursued this question from a theoretical as well as a practical/user perspective. From a theoretical perspective, we developed a formal metamodel that precisely defines the components of an SI-DL, building upon related work in DLs, SI, annotations, and hypertext. From the practical/user perspective, we developed prototype superimposed applications and conducted user studies to explore the use of SI in scholarly tasks. We developed SuperIDR, a prototype SI-DL, which enables users to mark up subimages, annotate them, and retrieve information in multiple ways, including browsing, and text- and content-based image retrieval. We explored the use of subimages and evaluated the use of SuperIDR in fish species identification, a scholarly task that involves working with subimages. Findings from the user studies and other work in our research lead to theory- and experiment-based enhancements that can guide design of digital libraries with superimposed information. / Ph. D.
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Man in the Mirror: A Mythology-Driven Exploration of Multiple User-Interpretations in a Multimedia SpaceOtitoju, Oluwabukumni Sharon 24 May 2007 (has links)
Artists, designers and writers have long employed ambiguity as a tool in compelling their audience to deduce a personal meaning to their work. As computing becomes less of a strictly workspace, task-oriented phenomenon and more of a ubiquitous, life-space one, it is increasingly important to consider the intelligence of the user in the design of everyday computer-based things. Support of multiple user interpretation through ambiguity is an element whose appropriate inclusion in system design can compel the user to deduce a personal interpretation of the system's meaning and utility.
The work in this paper explores the process by which users may come to deduce a meaning to an ambiguous work, both as individuals and collaboratively. Incorporating elements of ambiguity, we created SenSpace, an immersive physical environment that embeds the Greek myth of Narcissus within itself. The subsequent user study provided insight on the process by which naïve visitors may come to deduce their meanings of a work, both individually and collaboratively. Our results showed that there exists a trade-off between a user's level of interaction and depth of the interpretation of the multimedia environment. We also show how ambiguity can be used as a design method, by incorporating observed user expectations into the system. This paper uses experimental evidence to advocate the design of systems that support not only the system goal the designer has in mind, but also the multiple perspectives and meanings that the user often brings to the system. / Master of Science
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Smartphone Privacy in Citizen ScienceRoth, Hannah Michelle 18 July 2017 (has links)
Group signature schemes enable anonymous-yet-accountable communications. Such a capability is extremely useful for modern applications such as smartphone-based crowdsensing and citizen science. A prototype named GROUPSENSE was developed to support anonymous-yet-accountable crowdsensing with SRBE in Android devices. From this prototype, an Android crowdsensing application was implemented to support privacy in citizen science. In this thesis, we will evaluate the usability of our privacy-preserving crowdsensing application for citizen science projects. An in person user study with 22 participants has been performed showing that participants understood the importance of privacy in citizen science and were willing to install privacy-enhancing applications, yet over half of the participants did not understand the privacy guarantee. Based on these results, modifications to the crowdsensing application have been made with the goal of improving the participants' understanding of the privacy guarantee. / Master of Science / A group signature scheme is a security solution that allows any member of a group to create a digital signature without revealing his or her identity. This enables an application user to remain anonymous-yet-accountable during communication. Such a capability is extremely useful when collecting data for scientific research, referred to as citizen science, through a modern smartphone application. A prototype named GROUPSENSE was developed to support anonymous-yet-accountable data collection with SRBE, an advanced group signature scheme, in Android devices. From this prototype, an Android application was implemented to support privacy in citizen science. In this thesis, we will evaluate the usability of our privacy-preserving application developed for citizen science projects. An in person user study with 22 participants has been performed showing that participants understood the importance of privacy in citizen science and were willing to install privacy-enhancing applications, yet over half of the participants did not understand the specified privacy guarantee. Based on these results, modifications to the application have been made with the goal of improving the participants’ understanding of the privacy guarantee.
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Evaluation of Hand Collision in Mixed RealityTegelind, Adrian January 2024 (has links)
Background. With the growing prospects of extended realities (XR), new use casesand experiences are constantly being developed. Especially with the introduction ofmixed reality (MR), allowing for a more seamless blend of the physical and digitalspace, it provides great opportunities in many fields such as education and trainingwhere dangerous procedures can be practiced safely. However, to make these experi-ences as effective and educational as possible, there is a need to make the experiencesrealistic. Objectives. One important aspect of creating realistic experiences is believablecollision between the user’s physical hand and the digital objects. This study specif-ically takes aim at this aspect. Trying to find how the performance difference anduser experience (UX) is affected by the addition of collision around the user’s handsin an MR environment. In order to help guide the way to get the answers to thesequestions, a set of objectives has been formulated. These objectives are; finding andimplementing a hand collision method, designing and performing the user study, andfinally finding and utilizing appropriate methods for analyzing the collected data. Methods. To get a better understanding of the UX and performance of using handcollision, a user study was created where the participants had to complete a seriesof tasks, with and without collision around their hands. For each task, answering aquestionnaire about their experience. Once the data have been collected, it will beanalyzed with the help of the SUS scoring system and statistical tests. Results. The study had 12 participants. With and without hand collision receivedan average SUS score of 62,5 and 69,2 respectively. The results show that the methodusing no collision performed better in terms of time to complete the task. However,hand collision performed better with fewer grabs used. No statistically significantdifference was detected between having or not having hand collision in terms of in-tuitiveness and realism. However, participants were observed to intuitively use thehand collision to their advantage. Conclusions. In conclusion, the participants did not perform better with handcollision, however, did indicate some level of increased intuition and realism. Thenegative aspects of the hand collision are believed to be attributed to the methodused to implement it, and potential in the area exists for further improvements andresearch. / Bakgrund. Med ett växande potential för extended realities (XR), nya använd-ningsområden och upplevelser utvecklas ständigt. Speciellt med införandet av mixedrealities (MR), möjligjorde en mer enad upplevelse av det fysiska och digitala, medstora möjligheter inom utbildning och träning där det farligt sitvationer kan övas påett säkert sätt. Men, för att göra dessa upplevelser så effektiva och pedagogiska sommöjligt behöves mer realistiska upplevelser. Syfte. En viktig aspekt av att skapa realistiska upplevelser är att skapa trovärdigakollisioner mellan användarens fysiska hand och the digitala objekten. Detta är ettav målen denna studien tar sikte på. Att försöker hitta hur prestandaskillnaden äroch användarupplevelsen (UX) påverkas med tillägget av kollision runt användarenshänder i en MR-miljö. För att enklare kunna hitta en väg till svaret för dessa frå-gor har mål formulerats. Dessa mål är att; hitta och implementera en handkollisionsmetod, designa och utför en användarstudie, och hitta samt använd lämpliga metoderför att analysera den insamlade datan. Metod. För att få en bättre förståelse för hur UX och prestanda för använd-ning av handkollsion skapades en användarstudie där deltagarna genomförde en serieuppgifter, med och utan kollision runt deras händer. För varje uppgift besvaradesett frågeformulär om deras upplevelse. När uppgifterna har samlats in kommer deatt analyseras med hjälp av SUS poängsystem och statistiska tester. Resultat. Denna studie hade 12 deltagare. Med och utan handkollision fick engenomsnittlig SUS-poäng av 62,5 respektive 69,2. Resultaten visar att metoden sominte använder någon kollision presterade bättre när det gäller tid för att slutförauppgiften. Men, kollision fick dock bättre med resultat med ett färre antal greppsom används. Det var ingen statistiskt signifikant skillnad som upptäcktes mellanmed och utan handkollision i avsikt på intuitivitet och realism. Dock observeradesdeltagarna att använda kollisionen på ett mer intuitivt sätt till sin fördel. Slutsatser. Sammanfattningsvis, deltagarna presterade inte bättre med kollision,men indikerade viss nivå av ökad intuition och realism. De negativa aspekterna avkollisionen tros att vara i grund på den metod som använts för att implementera den,och potential finns inom området för ytterligare förbättringar och forskning.
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檔案館使用者之資訊行為研究:以中研院近史所檔案館為例 / A study on the information behavior of archives users: the case of archives of institute of modern history, academia sinica陳碧珠 Unknown Date (has links)
檔案館的功能除了蒐集、整理及典藏具有持續性保存價值的檔案之外,提供民眾及研究者所需之檔案相關資訊,亦是其重要的功能;而近年來,「因為檔案的被利用,使得檔案有價值」的觀念更是盛行。為了要加強檔案館提供使用的功能,並設計出真正符合使用者所需之各項檢索工具與服務,從事使用者研究,尤其是針對檔案館使用者之資訊行為進行分析,對檔案館而言已愈形重要。本研究旨在以中研院近史所檔案館為研究個案,針對該館使用者之背景與其在檔案方面的資訊行為、及其對於檔案館的期許與建議等層面,以質性研究之方式進行深入探究,藉以歸納出國內檔案館使用者之背景特性與其在檔案方面之資訊行為特性,供檔案館在擬定各項管理政策及規劃各項服務活動時之參考。
本研究採用內容分析法與深度訪談法實際進行研究。首先針對中研院近史所檔案館自民國88年1月1日至90年12月31日間之使用者登記資料,從國籍、性別、單位及研究主題等屬性,進行內容分析,藉以瞭解該館使用者之背景特性。其次,以半結構式的深度訪談法訪談15位使用該館檔案具有豐富經驗之使用者,以收集檔案館使用者在檔案資訊方面之尋求與使用的相關經驗與意見。
研究結果有下列幾點發現:一、中研院近史所檔案館之使用群以國內外的史學研究者為主;二、學術研究是檔案館使用者產生檔案需求的主要因素;三、教師與同儕團體是檔案館使用者重要的檔案資訊來源管道;四、檔案館使用者之資訊行為具有瀏覽、選擇、確認、解讀、驗證與比較、連貫、形成觀點、延伸其他研究題目、以及檔案保存等九項特點;五、事前準備是檔案館使用者在檔案搜尋前的重要工作;六、檔案館使用者仍偏好以紙本目錄為主,檢索系統為輔的方式來搜尋檔案;七、檔案的驗證與比較是檔案使用上極為重要的過程;八、初次到檔案館之使用者,較需要檔案人員之協助,但對於經常使用檔案館之使用者,檔案人員較無法彰顯其功能;九、檔案館使用者的資訊行為屬於任務導向之活動,到檔案館的次數亦偏向在階段性時間內密集且頻繁。
根據研究結果,研究生從二方面提出建議。一、對現階段檔案館服務之建議:(一)加強檔案資訊來源之管道;(二)簡化調檔程序並提供檔案預約之服務;(三)強化檔案館網頁內容的深度與廣度;(四)加強檔案利用之推廣活動;(五)增加檔案館之開放時間;(六)重視檔案館使用者對於檔案目錄瀏覽之需求及使用者對於使用非原件形式檔案的感受。二、對未來檔案界發展方向之建議:(一)提昇檔案參考人員的專業素養;(二)同性質檔案應集中管理;(三)建立檔案館館際合作組織;(四)將數位化檔案內容予以出版;(五)檔案教育應與中小學之歷史教育結合。
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Verktyg för lärande : Informationssökning och informationsanvändning i kommunal vuxenutbildning / Tools for Learning : Information Seeking and Use in Municipal Adult EducationGärdén, Cecilia January 2010 (has links)
In education today, self-directed learning is promoted as an ideal as opposed to teacher-led instruction. This approach is reflected in public inquiries, proposals, syllabi and grading criteria, as we... merll as in schoolwork in practice. The approach has implications for various stakeholders in education, for example, students, teachers and librarians. Students at different educational levels are expected to develop their understanding of how to seek and select information, access, critically examine and understand different texts and their relations to other texts as well as produce their own texts in different contexts. Information seeking and use are key aspects of schoolwork and learning, and students are assumed to develop competence in information literacy. The thesis aims to deepen our knowledge of information practices in municipal adult education, by exploring the information seeking and information use associated with a specific school assignment. The theoretical framework used is a socio-cultural approach. In the study the following concepts have been identified as particularly important: mediation, sense-making, learning, practice, tools, scaffolds and interaction. From a socio-cultural perspective, the thesis explores 1) how adult students, teachers and librarians interact in information seeking and use in the practice of working with a complex school assignment, 2) what tools and scaffolds are used, and why, 3) how information is used by adult students to construct knowledge and make sense, and 4) what elements of information literacy emerge in the interaction around the assignment. To answer the research questions, a qualitative case study was conducted. The case study included 43 interviews, 30 observations and 17 documents, which provided in-depth knowledge of the interaction between individuals, practice and tools. Study results reveal an absence of interaction in information seeking and use in the educational context, as well as a lack of common references in the form of tools and support, leading to difficulties for the participants in achieving the results that were expected, according to learning objectives. In the tension between the school's discursive practice and the participants' self-directed learning, several critical elements of information literacy emerged, including the distinction between quantitative and qualitative information seeking, critical approaches towards information, knowledge of genres, the ability to identify and use various tools, and the ability to communicate conceptually about information seeking and use. The self-directed learning approach entails a number of challenges for adult students, teachers and librarians. These challenges involve building bridges between the rhetoric and practice of information literacy, developing institutional and social structures that facilitate and benefit the quality of interaction, creating common frames of reference for school assignments and clarifying standards and rules in the school context. / <p>Akademisk avhandling som med tillstånd av samhällsvetenskapliga fakulteten vid Göteborgs universitet för vinnande av doktorsexamen framläggs till offentlig granskning kl. 13.15 fredagen den 19 mars 2010, i hörsalen Sappören, Göteborgs universitet, Sprängkullsgatan 25.</p>
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