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Building 3D-Printed Widgets to Incorporate into PrototypesBrandt, David E 01 November 2015 (has links) (PDF)
Creating interactive prototypes can be a long and difficult process. It requires expertise in various fields. Prior work in developing interactive prototypes minimize time required to make a prototype, but generally sacrifice fidelity for fluidity. Advances in 3D printing create new opportunities to prototype with greater fidelity and fluidity. We investigate the use of several kinds of sensors, including IR photo interrupters, IR photo reflectors, push button switches, and potentiometers, to create interactive prototypes. We first design a library of 3D printable interaction components, buttons, sliders, and knobs using those sensors then we develop software to transform interaction events into events in computer programs. The combinations of interaction components and sensing devices are evaluated based on their durability and ability to be printed into prototypes and used as human-computer interface devices.
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Social networks and mobile devices : The next generation mobile phonebook with social networking widgetsHedin, Erik January 2008 (has links)
Social networking services on the Internet are growing and increasing numbers of people are using these new ways to communicate and share information. Many users are communicating with both friends from outside the service as well as with people they have only been in contact with through a social networking service. At the same time mobile phones are becoming more powerful and increasingly offer high speed Internet connectivity. Because of this people expect these social networking services to be available on their mobile device, as well as on their personal computer. Given the capabilities of today’s mobile devices, it is possible to extend the existing phonebook with capabilities to support a variety of social networking services in addition to the existing communication options. By integrating the contacts gained from the social networking service into the mobile phonebook the user can reach these contacts easily. Communication in online social networks via a mobile phone is expected to grow in popularity in the near future [1]. Several operators are simplifying access to these networks for their customers by offering different ways to connect to social networks [2][3]. However, access to these networks is often done via web sites or dedicated applications. These solutions are not optimal since browsing the web using a mobile browser can be bothersome and dedicated applications require installation of the application as well as any subsequent updates. Widgets on the other hand solve these problems in a convenient way. They can enable access to a device’s full functionality, just like dedicated applications, and provide a platform for easy development using web technologies. Furthermore, widgets are highly flexible for example, updates do not require reinstallation, and when new social networks become popular new widgets that connect to them can easily be developed and distributed. The goal of this thesis is to expand the mobile phonebook with functionality to enable communication on online social networks. To reach this goal I have created a new widget platform, where hybrid widgets run partly in a Java ME application and partly in the mobile web browser. This solution has the potential to significantly enhance the ways we communicate and interact with people. The users are therefore likely to have a larger number of people whom they interact with – rather than a smaller number; hence increasing the overall communication between people. This thesis project was performed at Ericsson Research in Kista. Any opinions stated in the thesis are strictly my own. Similarly any technology selections made are my own and do not necessarily reflect any official position(s) of Ericsson. / Sociala nätverkstjänster på Internet växer och ett ökande antal personer använder dessa nya sätt att kommunicera och dela information. Många användare kommunicerar med både tidigare vänner och med personer de endast har haft kontakt med genom en social nätverkstjänst. Samtidigt som de sociala nätverkstjänsterna har växt har mobiltelefoner fått betydligt bättre prestanda och erbjuder i allt högre grad höghastighetsanslutningar till Internet. På grund av detta förväntar sig människor att dessa sociala nätverkstjänster ska vara tillgängliga från deras mobiltelefon, precis som från deras dator. Givet dagens mobiltelefoners förmåga är det möjligt att utvidga den befintliga telefonboken med funktionalitet för att stödja en mängd olika sociala nätverkstjänster utöver de kommunikationsalternativ som redan finns. Genom att integrera kontakterna från de sociala nätverkstjänsterna i mobilens telefonbok kan användaren enkelt nå dessa kontakter. Kommunikationen på Internetbaserade sociala nätverkstjänster från mobiltelefonen förväntas växa i popularitet den närmaste tiden [1]. Flertalet operatörer håller för närvarande på att förenkla åtkomsten till dessa nätverk för deras kunder genom att erbjuda olika sätt att ansluta till social nätverk [2][3]. Åtkomst till dessa nätverks sker ofta genom hemsidor eller dedikerade applikationer. Dessa lösningar är dock inte optimala eftersom att använda mobiltelefonen för att surfa på webben kan vara ansträngande och dedikerade applikationer kräver installering av applikationen samt efterföljande uppdateringar. Widgets kan lösa dessa problem på ett smidigt sätt. De möjliggör åtkomst till enhetens fulla funktionalitet, som en dedikerad applikation, men tillhandahåller en plattform för enkel utveckling med hjälp av webb teknologier. Fortsättningsvis så är widgets mycket flexibla, uppdateringar kräver inte ominstallallation och när nya sociala nätverk blir populära kan nya widgets som ansluter till dem enkelt utvecklas. Målet med denna uppsats är att utvidga mobiltelefonens adressbok med funktionalitet som möjliggör kommunikation på Internetbaserade sociala nätverkstjänster. För att förverkliga detta har jag skapat en ny widget platform där hybrida widgets körs delvis i en Java ME applikation och delvis i den mobila web läsaren. Denna lösning har potentialen att betydligt förhöja sätten som vi kommunicerar och interagerar med människor. Användarna kommer därför antagligen att ha ett större antal människor som de interagerar med – snarare än ett litet antal. Följaktligen kommer det att öka den totala kommunikationen mellan människor. Detta examensarbete utfördes på Ericsson Research i Kista. Alla åsikter som uttrycks i uppsatsen är mina egna. Likaså är alla val av teknologier som gjorts mina egna och reflekterar inte nödvändigtvis Ericssons officiella position(er).
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Relevant Information at a GlanceAhlholm, Vilma January 2022 (has links)
Northvolt has an internal mobile application called the Factory App. The digitalization team at Northvolt initiated the idea that widgets could be used for the Factory App as a tool to give the users information at a glance. The Factory App is mainly used by people working with the manufacturing process. To provide information at a glance, an investigation of what type of information is relevant for different users needed to be conducted. Further, a design concept of widgets for the Factory App would also need to be created. This research aimed to approach this with the method participatory design. Part of the participatory design is the following steps: semi-structured interviews with a virtual smartphone as a prop, a design workshop where the participants among other things sketched designs of widgets, high-fidelity prototyping, and a user evaluation survey. The interview result showed that machine metrics were relevant data for six out of ten participants and that metrics were important for most participants. The outcome of the study was ten design prototypes of widgets that were created based on the interview results, the workshop results, and the design of other internal digital tools at Northvolt. This research concludes that widgets based on the provided design concept can help give relevant and instant information to people with specific positions at Northvolt. / Northvolt har en intern mobilapplikation som heter Factory App. Digitaliseringsteamet på Northvolt initierade idén att så kallade widgets skulle kunna användas som ett verktyg för att ge användarna av applikationen information i ett ögonkast. Factory-appen används främst av personer som arbetar med tillverkningsprocessen på Northvolt. För att ge information i ett ögonkast behövde en utredning göras av vilken typ av information som är relevant för olika användare. Vidare skulle ett designkoncept av widgets för Factory-appen också behövas. Denna forskning syftade till att anta sig detta med den så kallade metoden Participatory Design. De olika stegen av Participatory Design som utfördes är som följer: semistrukturerade intervjuer med en virtuell smartphone som rekvisita, en designworkshop där deltagarna bland annat skissade på design av widgets, prototypande av hög fidelity och en utvärderande användarundersökning. Intervjuresultatet visade att maskinmätningar var relevanta data för sex av tio deltagare och att mätvärden var viktiga för de flesta deltagare. Resultatet av studien var tio designprototyper av widgets som skapades utifrån intervjuresultaten, workshopresultaten och designen av andra interna digitala verktyg på Northvolt. Denna forskning drar slutsatsen att widgets baserade på det tillhandahållna designkonceptet kan hjälpa till att ge relevant och omedelbar information till personer med specifika positioner på Northvolt.
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Semantic Analysis of Web Pages for Task-based Personal Web InteractionsManjunath, Geetha January 2013 (has links) (PDF)
Mobile widgets now form a new paradigm of simplified web. Probably, the best experience of the Web is when a user has a widget for every frequently executed task, and can execute it anytime, anywhere on any device. However, the current method of programmatically creating personally relevant mobile widgets for every user does not scale. Creation of these mobile web widgets requires application programming as well as knowledge of web-related protocols. Furthermore, these mobile widgets are also limited to smart phones with data connectivity and such smart phones form just about 15% of the mobile phones in India. How do we make web accessible on devices that most people can afford? How does one create simple relevant tasks for the numerous diverse needs of every person? In this thesis, we attempt to address these issues and propose a new method of web simplification that enables an end-user to create simple single-click widgets for a complex personal task - without any programming. The proposed solution enables even low-end phones to access personal web tasks over SMS and voice. We propose a system that enables end users to create personal widgets via programming-by-browsing.
A new concept called Tasklets to represent a user’s personal interaction, and a notion of programming over websites using a Web Virtual Machine are presented. Ensuring correct execution of these end user widgets posed interesting problems in web data mining and required us to investigate new methods to characterize and semantically model browser-based interactions. In particular, an instruction set for programming over web sites, new domain-specific similarity measures using ontologies, algorithms for frequent-pattern mining of web interactions and change detection with a proof of its NP-completeness are presented. A quantitative metric to measure the interaction complexity of web browsing and a method of classifying relational data using semantics hidden in the schema are introduced as well. This new web architecture to enable multi-device access to user's personal tasks over low-end phones was piloted with real users, as a solution named SiteOnMobile, and has received very positive response.
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Do Widget Libraries Need Mutable Data?Arumugasamy, Akshay Kumar 11 1900 (has links)
This thesis examines trends in the academic and professional literature around immutable
data and its relationship with declarative User Interfaces (UIs). Immutable
data types are preferred by academic authors due to their increased safety, and commercial
languages are increasing their support for them over time. More recently,
declarative UIs are an exploding topic in industry, and these are related, although
not as closely as one would expect. Declarative programming tries to focus on highlevel
requirements, not low-level details. It is easier to do this if functions have no
side effects, and immutable data is a guaranteed way of achieving this. To highlight
this property, the declarative UI framework Flutter advertises “stateless widgets”,
but their existence puts in highlights the lack of this property in most widgets. Consequently,
we ask whether it is feasible to build a Graphical User Interface (GUI)
toolkit using purely immutable data structures. To accomplish this objective, a
purely immutable GUI toolkit is sketched and partially developed using Elm, a purely
functional language in which all data structures are immutable. To understand the
requirements of a GUI toolkit, we categorize and put in historical context, different
design paradigms for UIs and relate them to core software-design principles. Leading
toolkits allow developers to visualize and manage multiple views of their interfaces, including the view hierarchy, layout, interface to business logic, and focus management.
By creating a concrete example, the research aims to provide insight into the
limitations of utilizing purely immutable data within a GUI framework and suggests
future work to mitigate these. / Thesis / Master of Science (MSc)
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Tracking and visualizing dimension space coverage for exploratory data analysisSarvghad Batn Moghaddam, Ali 15 August 2016 (has links)
In this dissertation, I investigate interactive visual history for collaborative exploratory data analysis (EDA). In particular, I examine use of analysis history for improving the awareness of the dimension space coverage 1 2 3 to better support data exploration. Commonly, interactive history tools facilitate data analysis by capturing and representing information about the analysis process. These tools can support a wide range of use-cases from simple undo and redo to complete reconstructions of the visualization pipeline. In the con- text of exploratory collaborative Visual Analytics (VA), history tools are commonly used for reviewing and reusing past states/actions and do not efficiently support other use-cases such as understanding the past analysis from the angle of dimension space coverage. How- ever, such knowledge is essential for exploratory analysis which requires constant formulation of new questions about data. To carry out exploration, an analyst needs to understand “what has been done” versus “what is remaining” to explore. Lack of such insight can result in premature fixation on certain questions, compromising the coverage of the data set and breadth of exploration [80]. In addition, exploration of large data sets sometimes requires collaboration between a group of analysts who might be in different time/location settings. In this case, in addition to personal analysis history, each team member needs to understand what aspects of the problem his or her collaborators have explored. Such scenarios are common in domains such as science and business [34] where analysts explore large multi-dimensional data sets in search of relationships, patterns and trends. Currently, analysts typically rely on memory and/or externalization to keep track of investigated versus uninvestigated aspects of the problem. Although analysis history 4 mechanisms have the potential to assist analyst(s) with this problem, most common visual representations of history are geared towards reviewing & reusing the visualization pipeline or visualization states.
I started this research with an observational user study to gain a better understanding of analysts’ history needs in the context of collaborative exploratory VA. This study showed that understanding the coverage of dimension space by using linear history 5 was cumbersome and inefficient. To address this problem, I investigated how alternate visual representations of analysis history could support this use-case. First, I designed and evaluated Footprint-I, a visual history tool that represented analysis from the angle of dimension space coverage (i.e. history of investigation of data dimensions; specifically, this approach revealed which dimensions had been previously investigated and in which combinations). I performed a user study that evaluated participants’ ability to recall the scope of past analysis using my proposed design versus a linear representation of analysis history. I measured participants’ task duration and accuracy in answering questions about a past exploratory VA session. Findings of this study showed that participants with access to dimension space coverage information were both faster and more accurate in understanding dimension space coverage information. Next, I studied the effects of providing coverage information on collaboration. To investigate this question, I designed and implemented Footprint-II, the next version of Footprint-I. In this version, I redesigned the representation of dimension space coverage to be more usable and scalable. I conducted a user study that measured the effects of presenting history from the angle of dimension space coverage on task coordination (tacit breakdown of a common task between collaborators). I asked each participant to assume the role of a business data analyst and continue a exploratory analysis work which was started by a collaborator. The results of this study showed that providing dimension space coverage information helped participants to focus on dimensions that were not investigated in the initial analysis, hence improving tacit task coordination. Finally, I investigated the effects of providing live dimension space coverage information on VA outcomes. To this end, I designed and implemented a standalone prototype VA tool with a visual history module. I used scented widgets [76] to incorporate real-time dimension space coverage information into the GUI widgets. Results of a user study showed that providing live dimension space coverage information increased the number of top-level findings. Moreover, it expanded the breadth of exploration (without compromising the depth) and helped analysts to formulate and ask more questions about their data. / Graduate / 0984 / ali.sarvghad@gmail.com
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Approches outillées pour le développement de systèmes interactifs intégrant les aspects sûreté de fonctionnement et utilisabilitéTankeu Choitat, Adrienne 16 December 2011 (has links) (PDF)
Depuis l'A380 et avec l'introduction du standard ARINC 661, les systèmes d'affichage et de contrôle des cockpits sont passés d'un rôle de simple afficheur, à celui d'un système interactif permettant à l'équipage d'interagir sur les écrans grâce à l'utilisation d'un ensemble clavier/dispositif de pointage appelé KCCU. L'utilisation de cette nouvelle capacité d'interaction est à ce jour limitée à des interactions avec des systèmes avions non critiques. Pour envisager son extension à des systèmes critiques il faut se poser la question du respect d'exigences de sureté de fonctionnement imposées à de tels systèmes sans pour autant diminuer son niveau d'utilisabilité. Dans cette optique, nous proposons dans le cadre de nos travaux de recherche, différentes approches pour contribuer au développement d'un tel système interactif critique. La première approche est de tendre vers une conception zéro défaut, en réalisant une description précise et non ambigüe des composants logiciels du système interactif en utilisant une technique de description formelle. La seconde approche est l'utilisation de techniques de tolérance aux fautes car il existe toujours des fautes résiduelles de conception, des fautes matérielles ou venant de l'environnement. Dans ce cas, l'utilisation de technique de tolérance aux fautes permet au système de continuer à remplir ses fonctions en dépit de l'occurrence de fautes. La troisième approche est l'explicitation de l'impact des différentes approches de tolérance aux fautes sur l'utilisabilité du système interactif. Cette explicitation est faite au travers de la réalisation et de l'analyse des modèles de tâche, décrivant l'activité de l'utilisateur du système.
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Construction, manipulation et visualisation de processus sonores dans des environnements virtuels immersifs pour la performance musicaleBerthaut, Florent 07 October 2010 (has links)
Le travail présenté dans cette thèse s’inscrit à la fois dans le domaine de l’informatique musicale et dans celui de la réalité virtuelle. Nous présentons tout d’abord les avantages des environnements virtuels immersifs et de l’interaction graphique 3D pour les instruments multi-processus et en particulier pour le live-looping hiérarchique, un nouveau modèle d’instrument que nous définissons. Nous proposons ensuite des solutions pour la visualisation et la manipulation des processus sonores dans ces environnements virtuels. Afin de représenter les processus sonores, nous introduisons les widgets réactifs 3D qui s’appuient sur des mappings audiovisuels que nous évaluons. Nous développons un nouveau dispositif d’interaction 3D adapté à l’interaction musicale, appelé Piivert, ainsi que des techniques associées, dont les tunnels, afin de manipuler les widgets réactifs 3D. Finalement, nous mettons en œuvre le live-looping hiérarchique avec l’instrument immersif Drile, en utilisant les techniques développées précédemment, et nous étudions plusieurs scènes pour les performances musicales immersives. / The work presented in this thesis belongs to the computer music field as well as to the virtual reality field. First, we describe the advantages of immersive virtual environments and of 3D graphical interaction for multiprocesses instruments and particularly for the hierarchical live-looping, a new instrument model that we define. We then suggest solutions to visualize and manipulate sound processes in these virtual environments. In order to display the sound processes, we introduce the 3D reactive widgets, which rely on audiovisual mappings that we study. We develop a novel 3D interaction device suitable for musical interaction, called Piivert, together with associated interaction techniques, among which the tunnels, in order to manipulate the 3D reactive widgets Finally, we implement the hierarchical live-looping with an immersive instrument called Drile, using the previously developped techniques, and we study different stages for immersive musical performances.
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Vizualizace a modelování molekul a krystalů / Visualization and Modelling of Molecules and CrystallesBubník, Václav January 2008 (has links)
Aplikace pro vizualizaci a modelování molekul nejsou dosud příliš poznamenány současným hardware vyvinutým pro potřeby počítačových her. Cílem projektu je navrhnout intuitivní rozhraní s novými widgety specializovanými na atomové struktury a vizualizací využívající moderní hardware grafických karet. Důležitou částí je také dosažení vysoké přesnosti modelování, obvykle dostupné pouze u profesionálních CAD programů.
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Web applications using the Google Web Toolkit / Webanwendungen unter Verwendung des Google Web Toolkitsvon Wenckstern, Michael 04 June 2013 (has links) (PDF)
This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit.
The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript.
Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced.
The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google Web Toolkit.
The Google Web Toolkit framework will be compared with the JavaServer Faces one to find out which toolkit is the right one for the next web project. / Diese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese.
Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt.
Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten.
Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert.
Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt.
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