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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.
781

Entwicklung von Modell-zu-Modell-Transformationen für Benutzungsschnittstellen in der Domäne der Industriellen Automatisierungstechnik / Development of Model-to-Model Transformations for User Interfaces in the Domain of Industrial Automation

Freund, Matthias 09 October 2017 (has links) (PDF)
Benutzungsschnittstellen (UIs) dienen in der Domäne der industriellen Automatisierungstechnik der Bedienung und Beobachtung technischer Prozesse. Das sogenannte Model-based User Interface Development (MBUID) stellt ein vielversprechendes Konzept zur automatischen Erzeugung solcher UIs dar. Allerdings erfordert die Umsetzung dieses Konzeptes für einen spezifischen Anwendungsfall jeweils die Entwicklung einer oder mehrerer Modell-zu-Modell-Transformationen (M2M). Hierbei handelt es sich unter Verwendung aktueller Ansätze für Transformations-Frameworks um einen aufwändigen, fehleranfälligen und daher kostenintensiven Prozess. Dies gilt vor allem für Entwickler ohne tiefgreifendes Wissen über modellbasierte Technologien und kann unter Umständen sogar die durch die MBUID propagierten Vorteile aufwiegen. Zur Erleichterung des Prozesses der Entwicklung von Modelltransformationen schlägt diese Arbeit eine spezielle Methodik sowie deren prototypische Implementierung in Form des PAMTraM-Frameworks vor. Die Methodik greift dabei die speziellen Rahmenbedingungen bei der UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik auf und basiert auf drei Hauptkonzepten: Die Basis stellt die Konfiguration von M2M-Transformationen in mehrdeutigen, bedingten Abbildungsmodellen dar. Diese Abbildungsmodelle beschreiben dabei lediglich Zuordnungen zwischen Elementen der Quell- und Ziel-UI-Beschreibungssprache einer durchzuführenden Transformation. Im Gegensatz zu existierenden Ansätzen erlaubt die entwickelte Methodik die explizite Berücksichtigung mehrdeutiger Abbildungen, die in der Domäne der UI-Entwicklung häufig auftreten. Darüber hinaus können explizite Kontextbedingungen formuliert werden, die die Notwendigkeit der Anpassung bzw. Neu-Erstellung eines Abbildungsmodells bei Vorliegen eines geänderten Nutzungskontextes (z.B. einer neuen Hardware-Plattform) verhindern. Konkrete Transformationen für ein oder mehrere Quell- und Kontextmodelle können anschließend auf Basis eines konfigurierten Abbildungsmodells durchgeführt werden. Hierzu wird ein spezieller generischer Transformations-Algorithmus vorgestellt. Dieser ist in der Lage, basierend auf einer selbstständigen Analyse der Ziel-UI-Beschreibungssprache auch unvollständige Abbildungsmodelle auszuführen. Hierdurch muss der Entwickler eines Abbildungsmodells weniger Informationen in dieses integrieren. Allerdings führt dieses Vorgehen auch dazu, dass im Rahmen der Durchführung einer Transformation an verschiedenen Stellen Mehrdeutigkeiten auftreten können. Zur Auflösung dieser Mehrdeutigkeiten stellt diese Arbeit unterschiedliche Strategien wie z.B. die Konsultation des Nutzers vor. Das dritte Hauptkonzept wird durch zwei Ansätze für sog. Higher-Order Transformations gebildet. Diese ermöglichen die teilweise semi-automatische Erstellung bzw. Vervollständigung von Abbildungsmodellen u.a. im Rahmen iterativer Entwicklungsprozesse. Dadurch wird die Entwicklung von Abbildungsmodellen weiter vereinfacht und die während einer Transformation auftretenden Mehrdeutigkeiten können schrittweise soweit notwendig reduziert werden. Ein Nachweis über die Funktionalität der entwickelten Methodik sowie deren prototypischer Implementierung erfolgt zum einen anhand repräsentativer Fallstudien aus der betrachteten Domäne und zum anderen auf Basis einer Analyse hinsichtlich allgemeiner Kriterien zur Bewertung von Transformations-Frameworks. Eine abschließende Bewertung zeigt, dass die entwickelte Methodik die speziellen Anforderungen in Bezug auf die UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik erfüllt und zur Vereinfachung der Entwicklung von Modelltransformationen geeignet ist. / User Interfaces (UIs) in the domain of industrial automation serve the operation and monitoring of technical processes. The Model-based User Interface Development (MBUID) represents a promising concept for the automatic generation of such UIs. However, the realization of this concept for a specific use case requires the development of one or multiple model-to-model (M2M) transformations. Using existing transformation frameworks, this represents a complex, error-prone, and thus costly task. This applies especially to developers without deep knowledge of model-based technologies and can in some circumstances even cancel out the advantages promised by MBUID. In order to simplify the process of developing model transformations, this thesis proposes a specific methodology as well as its prototypic implementation by means of the PAMTraM framework. This methodology addresses the special underlying conditions of UI development in the domain of industrial automation and is based on three main concepts: The basis is formed by the configuration of M2M transformations in ambiguous, conditional mapping models. These only capture mappings between elements of the source and the target UI modeling language of a transformation. In contrast to existing approaches, the developed methodology explicitly takes into account the possibility for ambiguous mappings that are common in the domain of UI development. Furthermore, developers can specify explicit context conditions that prevent the necessity of a modification or redevelopment of a mapping model in case of a changed context of use (e.g. a new hardware platform). Individual transformations for one or multiple source and context models can be executed based on a configured mapping model. Therefore, a special generic transformation algorithm is presented. By autonomously analyzing the target UI modeling language, this algorithm is even capable of executing incomplete mapping models. As a result of this, the developer has to integrate less information in the mapping model. However, due to this approach, ambiguities may occur at various points during the course of a transformation. In order to be able to resolve these ambiguities, various strategies like the consultation of the user are presented in this thesis. The third main concept is formed by two approaches for higher-order transformations that allow the partial semi-automatic generation resp. completion of mapping models among others in the context of iterative development processes. This further simplifies the development of mapping models and allows for the step-wise reduction of occurring ambiguities as far as necessary. Representative case studies from the considered domain as well as an analysis with regard to general criteria for the assessment of transformation frameworks prove the functionality of the proposed methodology and its prototypical implementation. A concluding evaluation shows that the developed methodology satisfies the specific requirements concerning UI development in the domain of industrial automation and is suited to simplify the development of model transformations.
782

Entwicklung von Modell-zu-Modell-Transformationen für Benutzungsschnittstellen in der Domäne der Industriellen Automatisierungstechnik

Freund, Matthias 20 July 2017 (has links)
Benutzungsschnittstellen (UIs) dienen in der Domäne der industriellen Automatisierungstechnik der Bedienung und Beobachtung technischer Prozesse. Das sogenannte Model-based User Interface Development (MBUID) stellt ein vielversprechendes Konzept zur automatischen Erzeugung solcher UIs dar. Allerdings erfordert die Umsetzung dieses Konzeptes für einen spezifischen Anwendungsfall jeweils die Entwicklung einer oder mehrerer Modell-zu-Modell-Transformationen (M2M). Hierbei handelt es sich unter Verwendung aktueller Ansätze für Transformations-Frameworks um einen aufwändigen, fehleranfälligen und daher kostenintensiven Prozess. Dies gilt vor allem für Entwickler ohne tiefgreifendes Wissen über modellbasierte Technologien und kann unter Umständen sogar die durch die MBUID propagierten Vorteile aufwiegen. Zur Erleichterung des Prozesses der Entwicklung von Modelltransformationen schlägt diese Arbeit eine spezielle Methodik sowie deren prototypische Implementierung in Form des PAMTraM-Frameworks vor. Die Methodik greift dabei die speziellen Rahmenbedingungen bei der UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik auf und basiert auf drei Hauptkonzepten: Die Basis stellt die Konfiguration von M2M-Transformationen in mehrdeutigen, bedingten Abbildungsmodellen dar. Diese Abbildungsmodelle beschreiben dabei lediglich Zuordnungen zwischen Elementen der Quell- und Ziel-UI-Beschreibungssprache einer durchzuführenden Transformation. Im Gegensatz zu existierenden Ansätzen erlaubt die entwickelte Methodik die explizite Berücksichtigung mehrdeutiger Abbildungen, die in der Domäne der UI-Entwicklung häufig auftreten. Darüber hinaus können explizite Kontextbedingungen formuliert werden, die die Notwendigkeit der Anpassung bzw. Neu-Erstellung eines Abbildungsmodells bei Vorliegen eines geänderten Nutzungskontextes (z.B. einer neuen Hardware-Plattform) verhindern. Konkrete Transformationen für ein oder mehrere Quell- und Kontextmodelle können anschließend auf Basis eines konfigurierten Abbildungsmodells durchgeführt werden. Hierzu wird ein spezieller generischer Transformations-Algorithmus vorgestellt. Dieser ist in der Lage, basierend auf einer selbstständigen Analyse der Ziel-UI-Beschreibungssprache auch unvollständige Abbildungsmodelle auszuführen. Hierdurch muss der Entwickler eines Abbildungsmodells weniger Informationen in dieses integrieren. Allerdings führt dieses Vorgehen auch dazu, dass im Rahmen der Durchführung einer Transformation an verschiedenen Stellen Mehrdeutigkeiten auftreten können. Zur Auflösung dieser Mehrdeutigkeiten stellt diese Arbeit unterschiedliche Strategien wie z.B. die Konsultation des Nutzers vor. Das dritte Hauptkonzept wird durch zwei Ansätze für sog. Higher-Order Transformations gebildet. Diese ermöglichen die teilweise semi-automatische Erstellung bzw. Vervollständigung von Abbildungsmodellen u.a. im Rahmen iterativer Entwicklungsprozesse. Dadurch wird die Entwicklung von Abbildungsmodellen weiter vereinfacht und die während einer Transformation auftretenden Mehrdeutigkeiten können schrittweise soweit notwendig reduziert werden. Ein Nachweis über die Funktionalität der entwickelten Methodik sowie deren prototypischer Implementierung erfolgt zum einen anhand repräsentativer Fallstudien aus der betrachteten Domäne und zum anderen auf Basis einer Analyse hinsichtlich allgemeiner Kriterien zur Bewertung von Transformations-Frameworks. Eine abschließende Bewertung zeigt, dass die entwickelte Methodik die speziellen Anforderungen in Bezug auf die UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik erfüllt und zur Vereinfachung der Entwicklung von Modelltransformationen geeignet ist. / User Interfaces (UIs) in the domain of industrial automation serve the operation and monitoring of technical processes. The Model-based User Interface Development (MBUID) represents a promising concept for the automatic generation of such UIs. However, the realization of this concept for a specific use case requires the development of one or multiple model-to-model (M2M) transformations. Using existing transformation frameworks, this represents a complex, error-prone, and thus costly task. This applies especially to developers without deep knowledge of model-based technologies and can in some circumstances even cancel out the advantages promised by MBUID. In order to simplify the process of developing model transformations, this thesis proposes a specific methodology as well as its prototypic implementation by means of the PAMTraM framework. This methodology addresses the special underlying conditions of UI development in the domain of industrial automation and is based on three main concepts: The basis is formed by the configuration of M2M transformations in ambiguous, conditional mapping models. These only capture mappings between elements of the source and the target UI modeling language of a transformation. In contrast to existing approaches, the developed methodology explicitly takes into account the possibility for ambiguous mappings that are common in the domain of UI development. Furthermore, developers can specify explicit context conditions that prevent the necessity of a modification or redevelopment of a mapping model in case of a changed context of use (e.g. a new hardware platform). Individual transformations for one or multiple source and context models can be executed based on a configured mapping model. Therefore, a special generic transformation algorithm is presented. By autonomously analyzing the target UI modeling language, this algorithm is even capable of executing incomplete mapping models. As a result of this, the developer has to integrate less information in the mapping model. However, due to this approach, ambiguities may occur at various points during the course of a transformation. In order to be able to resolve these ambiguities, various strategies like the consultation of the user are presented in this thesis. The third main concept is formed by two approaches for higher-order transformations that allow the partial semi-automatic generation resp. completion of mapping models among others in the context of iterative development processes. This further simplifies the development of mapping models and allows for the step-wise reduction of occurring ambiguities as far as necessary. Representative case studies from the considered domain as well as an analysis with regard to general criteria for the assessment of transformation frameworks prove the functionality of the proposed methodology and its prototypical implementation. A concluding evaluation shows that the developed methodology satisfies the specific requirements concerning UI development in the domain of industrial automation and is suited to simplify the development of model transformations.
783

Analys och förbättringsförslag av navigation i arbetsflöden ett business support system / Analysis and suggestions for navigation workflow improvement in a business support system

Lagne, Julia, Burlin, Queenie January 2023 (has links)
Den teknik som används i vart moderna samhalle utvecklas konstant och likaså kraven for att användargranssnitten är effektiva och användarupplevelsen god. Ett användargränssnitt bestämmer på vilket sätt en användare interagerar med ett system eller en mjukvara, och användarupplevelsen definierar hur användaren upplever denna interaktion. Dessa benämns även som User Interface (UI) och User Experience (UX). Studiens syfte var att analysera den existerande implementationen av ett systems anvandargränssnitt, för att sedan föreslå förbättringar inom dess UI och UX. Förbättringsförslagen baserades på existerande forskning kring interaktion mellan användare och datorbaserade verktyg. I studien har kvantitativa och kvalitativa metoder tillämpats för att besvara studiens två forskningsfrågor. Den första forskningsfrågan ”Vilka brister finns i den grafiska designen ur användarens perspektiv för den befintliga plattformen?” besvarades genom observationer och personliga intervjuer. Den andra forskningsfrågan ”Hur kan en förbättrad grafisk design se ut för den befintliga plattformen?” besvarades genom att ta fram en förbättrad utformning av den grafiska designen. Detta gjordes i form av en mockup som baserades på Normans design principer, Ware gestaltlagar och ISO-standard. Avgränsningen som gjordes var att analysera ett specifikt business support system och ett antal arbetsuppgifter som är vanliga inom kundtjanst. Resultatet från observationen visade att majoriteten av testanvändarna hade svårigheter med att utföra uppgiften som berörde framfor allt komponenten ”adress” inom den utsatta tidsramen. Detta var även nagot som påtalades av respondenterna under intervjuerna. En av orsakerna till svårigheterna kunde kopplas till utformningen av den grafiska designen för den specifika funktionen. Detta var en av de förbattringar som sedan gjordes i förslagen av en ny design som presenterades i analysen. Med grund i observationerna och intervjuerna har studien visat vikten av ett användarvanligt anvädargranssnitt och god användarupplevelse. Men även att det ar möjligt att tillämpa den existerande teorin på ett modernt systems grafiska design. / The technology used in our modern society is constantly evolving and so are the requirements for an efficient and user-friendly user interface and user experience. A user interface decides the way a user interacts with a system or software, and the user experience defines how the user experiences this interaction. These are also called User Interface (UI) and User Experience (UX). The purpose of the study was to analyze the existing implementation of a system's user interface and suggest improvements within its UI and UX based on existing research on interaction between users and computer-based tools. In the study, quantitative and qualitative methods have been applied to answer the study's two research questions. The first research question "What are the shortcomings of the graphic design from the user's perspective for the existing platform?" was answered through observations and personal interviews. The second research question "How can an improved graphic design look like for the existing platform?" was answered by developing an improved implementation of the graphic design. This was done in the form of mockup’s based on Norman’s design principles, Ware gestalt laws and ISO-standard. The delimitation that was made was to analyze a specific business support system and several tasks that are common within customer services. The results from the observation demonstrated that most of the test users had especially difficult to perform the task which concerned the component “address” within the set time frame, and this was also something that was raised by the respondents during the interviews. One of the reasons for the difficulties could be linked to the graphic design for the specific function. This was one of the improvements that was later made in the new design proposal that was presented in the analysis. Based on the observations and interviews, the study has shown the importance of a user-friendly user interface and user experience, and that it is possible to apply the existing theory to a modern system's graphic design.
784

Leyline : a provenance-based desktop search system using graphical sketchpad user interface

Ghorashi, Seyed Soroush 07 December 2011 (has links)
While there are powerful keyword search systems that index all kinds of resources including emails and web pages, people have trouble recalling semantic facts such as the name, location, edit dates and keywords that uniquely identifies resources in their personal repositories. Reusing information exasperates this problem. A rarely used approach is to leverage episodic memory of file provenance. Provenance is traditionally defined as "the history of ownership of a valued object". In terms of documents, we consider not only the ownership, but also the operations performed on the document, especially those that related it to other people, events, or resources. This thesis investigates the potential advantages of using provenance data in desktop search, and consists of two manuscripts. First, a numerical analysis using field data from a longitudinal study shows that provenance information can effectively be used to identify files and resources in realistic repositories. We introduce the Leyline, the first provenance-based search system that supports dynamic relations between files and resources such as copy/paste, save as, file rename. The Leyline allows users to search by drawing search queries as graphs in a sketchpad. The Leyline overlays provenance information that may help users identify targets or explore information flow. A limited controlled experiment showed that this approach is feasible in terms of time and effort. Second, we explore the design of the Leyline, compare it to previous provenance-based desktop search systems, including their underlying assumptions and focus, search coverage and flexibility, and features and limitations. / Graduation date: 2012
785

Spatial Analytic Interfaces

Ens, Barrett January 2016 (has links)
We propose the concept of spatial analytic interfaces (SAIs) as a tool for performing in-situ, everyday analytic tasks. Mobile computing is now ubiquitous and provides access to information at nearly any time or place. However, current mobile interfaces do not easily enable the type of sophisticated analytic tasks that are now well-supported by desktop computers. Conversely, desktop computers, with large available screen space to view multiple data visualizations, are not always available at the ideal time and place for a particular task. Spatial user interfaces, leveraging state-of-the-art miniature and wearable technologies, can potentially provide intuitive computer interfaces to deal with the complexity needed to support everyday analytic tasks. These interfaces can be implemented with versatile form factors that provide mobility for doing such taskwork in-situ, that is, at the ideal time and place. We explore the design of spatial analytic interfaces for in-situ analytic tasks, that leverage the benefits of an upcoming generation of light-weight, see-through, head-worn displays. We propose how such a platform can meet the five primary design requirements for personal visual analytics: mobility, integration, interpretation, multiple views and interactivity. We begin with a design framework for spatial analytic interfaces based on a survey of existing designs of spatial user interfaces. We then explore how to best meet these requirements through a series of design concepts, user studies and prototype implementations. Our result is a holistic exploration of the spatial analytic concept on a head-worn display platform. / October 2016
786

Manipulation de contenu 3D sur des surfaces tactiles

Cohé, Aurélie 13 December 2012 (has links)
Les surfaces tactiles ayant connu un grand essor ces dernières années, le grand public les utilise quotidiennement pour de multiples tâches, telles que la consultation d'e-mail, la manipulation de photos, etc. En revanche, très peu d'applications 3D existent sur ces dispositifs, alors que de telles applications pourraient avoir un grand potentiel dans des domaines variés, telles que la culture, l'architecture, ou encore l'archéologie. La difficulté majeure pour ce type d'applications est d'interagir avec un espace défini en trois dimensions à partir d'une modalité d'interaction définie en deux dimensions. Les travaux effectués dans cette thèse explorent l'association entre surfaces tactiles et manipulation de contenu 3D pour le grand public. Les premières études ont été réalisées afin de comprendre comment l'utilisateur réagit pour manipuler un objet virtuel 3D avec une surface tactile sans lui imposer de techniques d'interaction particulières. De par les connaissances acquises sur les utilisateurs, les travaux suivants présentent l'élaboration de nouvelles techniques d'interaction ainsi que leur évaluation. / Since the emergence of tactile surfaces in recent years, the general public uses them every day for multiple tasks, such as checking email, photo manipulation, and so on. However, very few 3D applications on these devices exist, although such applications may have great potential in various fields, such as culture, architecture, or archeology. The major difficulty for such applications is to interact with a defined space in three dimensions from an interaction modality defined in two dimensions. Work in this thesis explores the association between tactile surfaces and manipulation of 3D content for the general public. The first studies were conducted to understand how the user tends to manipulate a 3D virtual object with a touch surface without imposing specific interaction techniques. Throughout knowledge gained by users, the following works are developing new interaction techniques and their evaluation.
787

A Content-Aware Design Approach to Multiscale Navigation / Une Approche de Conception Sensible au Contenu pour la Navigation Multi-échelle.

Pindat, Cyprien 20 December 2013 (has links)
Les écrans d'ordinateurs sont de très petite taille comparés à celles des jeux de donnés dans de nombreux domaines. Pour pallier au problème de visualisation de grandes quantités de données, les interfaces de navigation multi-échelles rendent possible l'exploration interactive des données, en facilitant la transition entre vues zoomées et dé-zoomées afin de permettre à l'utilisateur d'examiner les informations en détail ou de pouvoir les interpréter dans un contexte plus global. L'étude de ces interfaces est un domaine important de la recherche en Interaction Homme-Machine, et de nombreuses techniques de navigation ont été proposées lors des vingt dernières années. Nous proposons une nouvelle approche de conception pour les interfaces de navigation multi-échelles dîtes content-aware. Cette approche est basée sur l'adaptation dynamique d'éléments de l'interface au contenu de la scène que l'utilisateur est en train de visualiser, permettant ainsi de proposer des représentations plus pertinentes. Nous présentons trois nouvelles techniques de navigation basées sur cette approche de conception, qui montrent comment appliquer celle-ci pour traiter différents problèmes de navigation, aussi bien en 2D qu'en 3D. Nous présentons dans un premier temps Arealens et Pathlens, deux lentilles de grossissement 2D dont la forme va s'adapter à la géométrie des objets d'intérêts afin de proposer une meilleur intégration de la vue zoomée dans son contexte environnant. Une expérience de laboratoire contrôlée de Arealens met en évidence un gain de performance de ce type de lentille par rapport aux lentilles de grossissement classiques pour une tâche de recherche visuelle. Nous introduisons ensuite Gimlens, une lentille de grossissement 3D permettant l'exploration de modèles complexes. Gimlens permet d'identifier rapidement les objets d'intérêt de la scène, d'afficher des vues détaillées de ces objets, de parcourir des orbites autour de ceux-ci et de les mettre en perspective dans leur contexte environnant. L'utilisateur peut également combiner les lentilles pour afficher simultanément différentes vues complémentaires de la scène / Computer screens are very small compared to the size of large information spaces that arise in many domains. The visualization of such datasets requires multiscale navigation capabilities, enabling users to switch between zoomed-in detailed views and zoomed-out contextual views of the data. Designing interfaces that allow users to quickly identify objects of interest, get detailed views of those objects, relate them and put them in a broader spatial context, raise challenging issues. Multi-scale interfaces have been the focus of much research effort over the last twenty years.There are several design approaches to address multiscale navigation issues. In this thesis, we review and categorize these approaches according to their level of content awareness. We identify two main approaches: content-driven, which optimizes interfaces for navigation in specific content; and content-agnostic, that applies to any type of data. We introduce the content-aware design approach, which dynamically adapts the interface to the content. The latter design approach can be used to design multiscale navigation techniques both in 2D or 3D spaces. We introduce Arealens and Pathlens, two content-aware fisheye lenses that dynamically adapt their shape to the underlying content to better preserve the visual aspect of objects of interest. We describe the techniques and their implementation, and report on a controlled experiment that evaluates the usability of Arealens compared to regular fisheye lenses, showing clear performance improvements with the new technique for a multiscale visual search task. We introduce a new distortion-oriented presentation library enabling the design of fisheye lenses featuring several foci of arbitrary shapes. Then, we introduce Gimlens, a multi-view detail-in-context visualization technique that enables users to navigate complex 3D models by drilling holes into their outer layers to reveal objects that are buried into the scene. Gimlens adapts to the geometry of objects of interest so as to better manage visual occlusion problems, selection mechanism and coordination of lenses.
788

ShapeUD: A Real-time, Modifiable, Tangible Interactive Tabletop System for Collaborative Urban Design

Hui Tang (6861467) 02 August 2019 (has links)
This research was to develop a real-time, modifiable, tangible interactive tabletop system for participatory urban design. The targeting user group was those stakeholders in urban design charrettes. Previous system solutions overlooked the importance of the modifiable tangible medium in the situation of reaching spatial-temporal consensus. These design issues impeded communication between the stakeholders and the professionals. Users of these systems had difficulties expressing ideas to professionals during the collaborative design process. Literature in evolving technology in the smart city context, collaborative urban design, embodied interaction, and depth-sensing was referred to guide the system design. Based on the review, this research identified the pivotal role of a shapeable and tangible medium in the system. The prototype system unified the modifiable, realistic model with its digital equivalent in urban analytics in real-time. By integrating tangible interaction, depth-sensing, and large touch screen tabletop, an intuitive, immersive decision-making interface for non-professional stakeholders could be created. During the system implementation, system elements centering ‘tangible interoperability’ were documented along the system pipeline. A heuristic evaluation, a method of usability inspection, was conducted to assess and to guide the future system design. The result was promising and inspiring. In the end, challenges and directions of system design were discussed. The contribution of this research included: discovering direction, centering tangibility, implementing a prototype, and documenting elements in each stage along the system pipeline of designing a modifiable tangible interactive tabletop system for the urban design charrette.
789

Modélisation et conception d’une plateforme pour l’interaction multimodale distribuée en intelligence ambiante / Modeling and design of a distributed and multimodal interactive system for ambient intelligence

Pruvost, Gaëtan 11 February 2013 (has links)
Cette thèse s’inscrit dans le domaine de l’intelligence ambiante et de l’interaction homme-machine. Elle a pour thème la génération d’interfaces homme-machine adaptées au contexte d’interaction dans les environnements ambiants. Les travaux de recherche présentés traitent des problèmes rencontrés lors de la conception d’IHM dans l'ambiant et notamment de la réutilisation de techniques d’interaction multimodales et multi-périphériques. Ce travail se divise en trois phases. La première est une étude des problématiques de l’IHM spécifiques à l’Ambiant et des architectures logicielles adaptées à ce cadre théorique. Cette étude permet d’établir les limites des approches actuelles et de proposer, dans la seconde phase, une nouvelle approche pour la conception d’IHM ambiante appelée DAME. Cette approche repose sur l’association automatique de composants logiciels qui construisent dynamiquement une IHM. Nous proposons deux modèles complémentaires qui permettent de décrire les caractéristiques ergonomiques et architecturales des composants. La conception de ces derniers est guidée par une architecture logicielle composée de plusieurs couches qui permet d’identifier les différents niveaux d’abstraction réutilisables d’un langage d’interaction. Un troisième modèle, appelé modèle comportemental, permet de spécifier des recommandations quant à l’instanciation de ces composants. Nous proposons un algorithme permettant de générer des IHM adaptées au contexte et d’évaluer la qualité de celles-ci par rapport aux recommandations du modèle comportemental. Dans la troisième phase, nous avons implémenté une plateforme réalisant la vision soutenue par DAME. Cette implémentation est confrontée aux utilisateurs finaux dans une expérience de validation qualitative. De ces travaux ressortent des résultats encourageants, ouvrant la discussion sur de nouvelles perspectives de recherche dans le cadre de l’IHM en informatique ambiante. / This thesis deals with ambient intelligence and the design of Human-Computer Interaction (HCI). It studies the automatic generation of user interfaces that are adapted to the interaction context in ambient environments. This problem raises design issues that are specific to ambient HCI, particularly in the reuse of multimodal and multidevice interaction techniques. The present work falls into three parts. The first part is an analysis of state-of-the-art software architectures designed to solve those issues. This analysis outlines the limits of current approaches and enables us to propose, in the second part, a new approach for the design of ambient HCI called DAME. This approach relies on the automatic and dynamic association of software components that build a user interface. We propose and define two complementary models that allow the description of ergonomic and architectural properties of the software components. The design of such components is organized in a layered architecture that identifies reusable levels of abstraction of an interaction language. A third model, called behavioural model, allows the specification of recommendations about the runtime instantiation of components. We propose an algorithm that allows the generation of context-adapted user interfaces and the evaluation of their quality according to the recommendations issued from the behavioural model. In the third part, we detail our implementation of a platform that implements the DAME approach. This implementation is used in a qualitative experiment that involves end-users. Encouraging preliminary results have been obtained and open new perspectives on multi-devices and multimodal HCI in ambient computing.
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[en] INTERACTIVITY: DESCRIBING RESOURCES OF THE WEB IN USE IN THE DISTANCE EDUCATION. / [pt] INTERATIVIDADE: DESCREVENDO RECURSOS DA WEB EM USO NA EAD

HELENA MARIA GUARISCO 18 September 2003 (has links)
[pt] O objetivo deste trabalho de pesquisa foi desenvolver uma análise sobre modelos de interação que constituem a interatividade da World Wide Web e que estão sendo amplamente utilizados na educação à distância. Tecida a partir de uma posição estritamente pedagógica, a análise desses componentes de interface com o usuário procurou compreender as características desses modelos frente às necessidades e dificuldades do ensino superior, para construção do conhecimento aliada à formação de indivíduos no âmbito da complexidade e da incerteza da contemporaneidade. / [en] The aim of this research work was to develop an analysis on interaction models that constitute the interactivity of the World Wide Web and that have been used extensively in the education at the distance. Woven starting from a position strictly pedagogic, the analysis of these components of user interface looked for to understand the characteristics of those models front at the necessities and difficulties of the higher education, for construction of the knowledge joined with the individuals formation in the range of the complexity and uncertainty of the contemporarity.

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