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Selection in 2D and 3D environments with levels of precision and progressive refinement / Seleção em ambientes 2D e 3D utilizando níveis de precisão e refinamento progressivoDebarba, Henrique Galvan January 2012 (has links)
Seleção é uma das quatro formas fundamentais de interação em mundos virtuais. É a habilidade de especificar objectos em ambientes virtuais para ações posteriores. A literatura é rica em técnicas de seleção imediata; no entanto, esta classe de técnicas está exposta a problemas de precisão, ambiguidade e complexidade de seleção. Os problemas mencionados podem ser abordados com técnicas de seleção por: refinamento prograssivo, que consiste na redução da quantia de objetos selecionáveis através de etapas de refinamento, até que o objeto desejado seja selecionado; ou níveis de precisão, que consiste em aumentar a precisão de apontamento através da manipulação de parametros do mapeamento controle para display, assim como na combinação de abordagens de apontamentio. Níveis de precisão é uma classe de técnicas de seleção que estamos propondo neste dissertação. Neste documento também apresentamos uma pesquisa com literatura relacionada a estas duas classes de técnicas de seleção. Adicionalmente, propomos as técnicas de seleção LOP-cursor e tela de desambiguação. A primeira conta com múltiplos níveis de precisão para proporcionar maior controle sobre a posição do cursor, enquanto a segunda usa a alta resolução de entrada proporcionada pela tela sensível ao toque de disposiiticos móveis para rapidamente desambiguar a seleção de um alvo entre centenas de outros objetos. Por fim, apresentamos a metáfora de um cursor com duas pernas, uma nova abordagem para apontar duas posições distintas simultaneamente. O cursor de duas pernas é projetado para rapidamente realizar tarefas compostas, como arrastar e soltar em uma área de trabalho. Avaliações com usuários mostram que nossas abordagens são promissoras, e que o espaço de design de técnicas utilizado dispoitivos móveis pode produzir inúmeras possibilidades. Os usuários foram capazes de selecionar alvos com 0:1 de tamanho angular visual com o LOP-cursor. Em um dos experimentos, a tela de desambiguação obteve a proporção de erro < 0:01 por tentativa de seleção. Por fim, ambas as técnicas foram mais rápidas que o tradicional ray-casting para seleção de objetos pequenos, sendo sempre preferidas pelos usuários. / Selection is one of the four fundamental forms of interaction in a virtual world. It is the ability of the user to specify objects in the virtual environment for subsequent actions. The literature is rich in immediate selection techniques; however, this class of technique is exposed to problems of selection accuracy, ambiguity and complexity. These issues can be addressed using techniques of selection by: progressive refinement, which consists of reducing the amount of selectable objects through refinement steps until the desired object is selected; or levels of precision, which consists of increasing accuracy of pointing by manipulating the control-to-display parameters as well as by the combination of pointing approaches. Levels of precision is a class of selection techniques we are proposing in this dissertation. We also present a survey that comprehends literature on these two classes of selection techniques. Furthermore, we propose the LOP-cursor and the disambiguation canvas selection techniques. The first rely on multiple levels of precision to achieve very high control over the cursor position, while the second uses the high resolution of input provided by a mobile device touchscreen to quickly disambiguate a selection among hundreds of objects. Finally, we present the two-legged cursor metaphor, a novel approach for simultaneously pointing of two distinct locations. The two-legged cursor is intended to be used to quickly perform composite tasks, such as drag and drop. User evaluation shows that our approaches are promising, and that the design space of techniques using mobile devices can lead to numerous possibilities. Users were able to select targets as little as 0:1 of visual angular size with LOP-cursor. In one of its evaluations, disambiguation canvas achieved an error rate < 0:01 per selection trial. Finally, Both techniques performed faster than ray-casting for small targets, and overall they were preferred by users.
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Information behaviour of researchers at Sultan Qaboos UniversityAl-Mughairi, Ali J. January 2006 (has links)
The present study investigates the information gathering behaviour of the academic researchers at Sultan Qaboos University in the Sultanate of Oman. It endeavours to explore researchers' awareness and attitudes towards information sources and services. Research methods for this study were designed from the user-centred perspective with triangulation approach. Hence, data was collected by the use of semistructured interviews as the main instrument with journal study and observation as supplementary tools. The information was collected from the members of the research community in their capacity as users of information. The study investigates the information needs and information gathering habits of the research community and attempts to identify the problems experienced by researchers in accessing and using information. It also seeks to explore the national policy for planning and provision of information. Finally the study examines the performance of the various information services in the context of user needs and the status of the institution library information service provision. The research concludes that present information environment at Sultan Qaboos University is inadequate to meet the information needs of the research community. It was found that the major causes for the situation was the lack of clear information policies, inadequate funding, ineffective partnership between top management and academic researchers, lack of effective in house training and finally absence of a reliable information technology infrastructure.
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Information Needs of Art Museum Visitors: Real and VirtualKravchyna, Victoria 12 1900 (has links)
Museums and libraries are considered large repositories of human knowledge and human culture. They have similar missions and goals in distributing accumulated knowledge to society. Current digitization projects allow both, museums and libraries to reach a broader audience, share their resources with a variety of users. While studies of information seeking behavior, retrieval systems and metadata in library science have a long history; such research studies in museum environments are at their early experimental stage. There are few studies concerning information seeking behavior and needs of virtual museum visitors, especially with the use of images in the museums' collections available on the Web. The current study identifies preferences of a variety of user groups about the information specifics on current exhibits, museum collections metadata information, and the use of multimedia. The study of information seeking behavior of users groups of museum digital collections or cultural collections allows examination and analysis of users' information needs, and the organization of cultural information, including descriptive metadata and the quantity of information that may be required. In addition, the study delineates information needs that different categories of users may have in common: teachers in high schools, students in colleges and universities, museum professionals, art historians and researchers, and the general public. This research also compares informational and educational needs of real visitors with the needs of virtual visitors. Educational needs of real visitors are based on various studies conducted and summarized by Falk and Dierking (2000), and an evaluation of the art museum websites previously conducted to support the current study.
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Configuring Configurators : The creation of UX guidelines for parametric product customizationKarlsson, Anna, Gotthold, Saga January 2021 (has links)
The aim of the thesis is to identify which functions may be included in product configurators in order to create a good experience for a user. The findings are compiled into a set of guidelines outlining how the user experience is affected by functions, which functions are either necessary- or supporting functions, and how these functions may be realized to create a good user experience. The thesis is conducted by firstly studying literature about both UX-theory and product configurators. Subsequently, a state of the art study is performed by investigating how ten different product configurators on the market fulfill specific functions. A benchmarking study is performed with users. This study is conducted in two different instances, one with an existing product configurator, and one with a hi-fi prototype of the same configurator updated according to the developed guidelines. In between these two instances an iterative user study is carried out to co-design configurators with users. The established guidelines are the following: The configurator should be accommodated to different levels of creative confidence for customizing a product, The configurator should let the user express themselves when customizing a product, The configurator should allow the user to fulfil their goal of customizing a product, The configurator should show the user how to fulfil their goal of customizing a product.
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Beyond Automated Assessment: Building Metacognitive Awareness in Novice Programmers in CS1Prather, James 01 January 2018 (has links)
The primary task of learning to program in introductory computer science courses (CS1) cognitively overloads novices and must be better supported. Several recent studies have attempted to address this problem by understanding the role of metacognitive awareness in novices learning programming. These studies have focused on teaching metacognitive awareness to students by helping them understand the six stages of learning so students can know where they are in the problem-solving process, but these approaches are not scalable. One way to address scalability is to implement features in an automated assessment tool (AAT) that build metacognitive awareness in novice programmers. Currently, AATs that provide feedback messages to students can be said to implement the fifth and sixth learning stages integral to metacognitive awareness: implement solution (compilation) and evaluate implemented solution (test cases). The computer science education (CSed) community is actively engaged in research on the efficacy of compile error messages (CEMs) and how best to enhance them to maximize student learning and it is currently heavily disputed whether or not enhanced compile error messages (ECEMs) in AATs actually improve student learning. The discussion on the effectiveness of ECEMs in AATs remains focused on only one learning stage critical to metacognitive awareness in novices: implement solution. This research carries out an ethnomethodologically-informed study of CS1 students via think-aloud studies and interviews in order to propose a framework for designing an AAT that builds metacognitive awareness by supporting novices through all six stages of learning. The results of this study provide two important contributions. The first is the confirmation that ECEMs that are designed from a human-factors approach are more helpful for students than standard compiler error messages. The second important contribution is that the results from the observations and post-assessment interviews revealed the difficulties novice programmers often face to developing metacognitive awareness when using an AAT. Understanding these barriers revealed concrete ways to help novice programmers through all six stages of the problem-solving process. This was presented above as a framework of features, which when implemented properly, provides a scalable way to implicitly produce metacognitive awareness in novice programmers.
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Understanding User Behaviors of Creative Practice on Short Video Sharing Platforms – A Case Study of TikTok and BilibiliZhou, Qiyang 02 August 2019 (has links)
No description available.
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Designing an Online Store That Appeals to University Students Based on Navigability and Design / Utveckling av en Internetbutik som tilltalar universitetsstudenter baserat på navigerbarhet och designHill, Agnes, Beer, Alexander, Ulin, August, Skördeman, Axel, Marquardt, Filip, Persson, Jacob, Knagenhielm-Karlsson, Niklas, Eriksson, Oscar January 2023 (has links)
In Linköping, 85% of university students require a costume at least twice a year, but there is no easy, sustainable way for them to acquire one. This project aims to address that need by creating an online store in the form of a web application that provides a platform for students to buy and sell second-hand costumes. The focus of the project is to develop a user-friendly design and navigability that appeals to students, with input from earlier research in the field and two real user tests. The research findings suggest that it is possible to create a web application with high appeal using an iterative approach based on the theory of navigability and design together with user testing. The layout of well-known websites should be considered when designing the web application, and a low-depth and narrow design proved to be easily navigable by users. Providing responses and feedback on the website is important for a professional and clear user experience. Moreover, allowing users to reach the same page in different ways, reduces the risk of feeling lost and improves the overall user experience. / I Linköping behöver 85 % av universitetsstudenter en utklädnad minst två gånger om året, men det finns ingen enkel, hållbar väg för dem att skaffa en. Detta projekt syftar till att fylla det här behovet genom att skapa en webbapplikation som fungerar dels som en onlinebutik och dels är en plattform där studenter kan köpa och sälja begagnade utklädnader. Fokus för projektet är att utveckla en sida med tilltalande design och enkel navigerbarhet som tilltalar studenter, med insikter från tidigare forskning inom området och två användartester. Resultaten tyder på att det är möjligt att skapa en omtyckt webbapplikation genom en iterativ approach baserad på teori om navigerbarhet och design tillsammans med användartester. Utformningen av andra välkända webbplatser bör beaktas vid utformning av webbapplikationen, och en design med lågt djup och smal bredd visade sig vara lättnavigerad för användaren. Att få feedback från webbplatsen är viktigt för tydlighet och ger användaren självförtroende. Att låta användare nå samma sida på olika sätt minskar risken för vilsenhet och förbättrar den övergripande användarupplevelsen.
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Telling a story of the future : Using storyboards and narratives to evaluate anticipated experiencesÖstlund, Anton January 2022 (has links)
Evaluating User Experiences early in a development process can save both time and money by pro-actively mapping out user needs and behavior patterns. However, since most well-known UX-evaluation methods applies during or after user interaction, due to the “second-order” design problem of experiences being a byproduct of interaction, there is a desire within HCI for more early-stage UX-evaluation methods that could be applied to concept stages as well. This paper investigates the experiential evaluation of a storyboard and narrative through the Anticipated eXperience Method (AxE) and discusses how it compares to a re-iterated high-fidelity prototype created in Figma. The process of this study is described out of the context it has been executed in, which is together with the company Scania AB at their cabin production facility in Oskarshamn, Sweden. The study explores what insights can be found from evaluating anticipated user experiences in early concept development and how these insights can apply towards further development of a touchpad user Interface. The underlying foundation of this study has followed the approach of a design-inclusive UX-research project, which heavily incorporates design activities into the process of conducting research. Thus, the storyboard, narrative and interactive Figma prototype have been created along the process and takes center stage in the investigation of experiential evaluation at early stages of interactive product development.
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Trine - A patient-centered experience for people undergoing ovarian stimulation as part of their fertility treatment journey. : Trine - A patient-centered experience for people undergoing ovarian stimulation as part of their fertility treatment journey.Rafaela, Stillner January 2022 (has links)
Going through an assisted reproduction procedure treatment might be physical and emotionally demanding. In vitro fertilization is a complex treatment that usually requires a significant amount of patient care and attention, including the administration of self-injections. From a design standpoint, this project explored ways to improve the well-being of patients during their fertility treatment journeys, with a focus on women. The study took a holistic approach, involving several interviews with cis women from Brazil and Sweden who had undergone various assisted reproduction treatments, primarily IVF, with the goal of identifying the major challenges they faced during their fertility treatment journeys. Ovarian stimulation medications and the need for a support system were often mentioned among several other identified challenges. Interviews and feedback sessions with fertility specialists, nurses and psychologists were conducted.Patients may feel overwhelmed by the number of medications and instructions, the strict medication time schedule, the need for cooling storage, and the fear of having to self-inject. Trine, the project's result, is a brand providing ovarian stimulation medication kits. The concept ecosystem consists of three components: a unified solution for ovarian stimulation injectable medications, a kit containing all the needed items for taking the injections and a digital platform that provides a clear overview of the treatment and connects peers. When the physical and digital concepts work together, they can provide a unified source of information and medications for patients, resulting in a smoother experience. Design methodologies that are patient- centered have a great potential to benefit the fields of fertility treatments and assisted reproduction by creating more positive experiences.
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Synthesis and evaluation of geometric texturesAlMeraj, Zainab January 2013 (has links)
Two-dimensional geometric textures are the geometric analogues of raster (pixel-based) textures and consist of planar distributions of discrete shapes with an inherent structure.
These textures have many potential applications in art, computer graphics, and cartography.
Synthesizing large textures by hand is generally a tedious task. In raster-based synthesis, many algorithms have been developed to limit the amount of manual effort required. These algorithms take in a small example as a reference and produce larger similar textures using a wide range of approaches.
Recently, an increasing number of example-based geometric synthesis algorithms have been proposed. I refer to them in this dissertation as Geometric Texture Synthesis (GTS) algorithms. Analogous to their raster-based counterparts, GTS algorithms synthesize arrangements that ought to be judged by human viewers as “similar” to the example inputs.
However, an absence of conventional evaluation procedures in current attempts demands an inquiry into the visual significance of synthesized results.
In this dissertation, I present an investigation into GTS and report on my findings from three projects. I start by offering initial steps towards grounding texture synthesis techniques more firmly with our understanding of visual perception through two psychophysical studies. My observations throughout these studies result in important visual cues used by people when generating and/or comparing similarity of geometric arrangements as well a set of strategies adopted by participants when generating arrangements.
Based on one of the generation strategies devised in these studies I develop a new geometric synthesis algorithm that uses a tile-based approach to generate arrangements. Textures synthesized by this algorithm are comparable to the state of the art in GTS and provide an additional reference in subsequent evaluations.
To conduct effective evaluations of GTS, I start by collecting a set of representative examples, use them to acquire arrangements from multiple sources, and then gather them into a dataset that acts as a standard for the GTS research community. I then utilize this dataset in a second set of psychophysical studies that define an effective methodology for comparing current and future geometric synthesis algorithms.
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