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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.
111

Die Funktion der ubiquitinbindenden CUE-Domäne von Cue1 bei der Synthese von Ubiquitinketten

Delbrück, Maximilian von 13 May 2016 (has links)
Ubiquitinierungen sind dynamische, posttranslationale Proteinmarkierungen, die eine Vielzahl zellulärer Reaktionen hervorrufen. Die strukturell unterschiedlichen Signale werden von einer Ubiquitinierungsmaschinerie, bestehend aus E1-, E2- und E3-Enzymen, aufgebaut. Die Synthese von Polyubiquitin wird durch ubiquitinbindende Domänen (UBD) innerhalb der enzymatischen Kaskade stimuliert. Das E2-Enzym Ubc7 katalysiert zusammen mit dessen Kofaktor Cue1 die Polymerisierung von Ubiquitineinheiten und kennzeichnet Substratproteine mit Lysin 48 (K48)-ver¬knüpf¬ten Ubiquitinketten für den Endoplasmatische Retikulum-assoziierten Proteinabbau (ER-associated protein degradation, ERAD). In dieser Arbeit konnte mittels in vitro rekonstitu¬ierter Ubiquitinierungsreaktionen die Funktionsweise der ubiquitinbindenden CUE-Domäne von Cue1 während der Synthese von Polyubiquitin aufgeklärt werden. Verlängerungs¬reaktionen von Ubiquitinketten konnten durch Fluoreszenzmessungen verfolgt und die CUE-Domäne als Substratrezeptor von Ubc7 beschrieben werden. Anscheinend erhöht die Ubiquitin¬bindung durch Cue1 die lokale Konzentration von Ubc7 an den Ketten und positio¬niert das E2-Enzym effizient für die Übertragung der gebundenen Ubiquiti-neinheit. Die Reaktionen werden durch eine Bindungspräferenz der Cue1-CUE-Domäne für K48-ver¬knüpfte Ubiquitinmoleküle zusätzlich beschleunigt. Es ist bekannt, dass UBDs Ubiquitin¬signale entschlüsseln. Die Charakterisierung der CUE-Domäne beschreibt eine Notwendigkeit der Bindung von Ubiquitin bereits während der Entstehung von Polyubiquitin. Neben den E3-Ubiquitinligasen existieren Deubiquitinasen (DUB), die an der Reifung und dem Abbau von Ubiquitinsignalen beteiligt sind. Die proteasomalen DUBs Ubp6 und Rpn11 zeigen basale Aktivitäten in Isolation, die eingebunden in den 26S-Komplex moduliert werden. Fluoreszenz-basierte Untersuchungen von Kettenabbaureaktionen lassen erste Schlüsse über die Spezifitäten und die Abbaumechanismen der Enzyme zu. / Polyubiquitination is an essential process modulating protein function in eukaryotic cells. Only recently ubiquitin binding activity has emerged as an important factor in ubiquitin chain assembly. Cue1 is a crucial component of yeast endoplasmic reticulum associated protein degradation complexes which recruits and activates the E2 ubiquitin conjugating enzyme Ubc7. Our NMR solution structure reveals an unconventional CUE domain of Cue1 that substantially stimulates ubiquitin chain elongation by Ubc7.Results from NMR analysis combined with interaction studies and in vitro ubiquitination reactions imply that binding of CUE to a ubiquitin moiety adjacent to the acceptor ubiquitin is a prerequisite for rapid chain elongation. By this mode of action, the CUE domain counteracts the inability of associated Ubc7, to progressively elongate ubiquitin chains. Elongation of K48-linked ubiquitin chains is additionally accelerated since the CUE domain preferentially binds chains of K48-linkage. Our data support a model, where dynamic binding of ubiquitin chains assist to position Ubc7 for rapid elongation of K48-linked chains. Thus, the CUE domain acts as acceleration factor of elongation. Our study provides detailed mechanistic insight into how a ubiquitin binding domain governs polyubiquitin chain formation.
112

產品知識對組織採購行為之影響-以雷射印表機為例 / The Influence of Product Knowledge to Enterprise Purchase

樊祖燁, Fan Tsu-yah Unknown Date (has links)
本研究的主要目的是探討提供不同複雜度之產品資訊給組織採購中,不同產品知識程度的消費者,對其產品品牌選擇及品牌態度的影響。由於過去有關消費者產品知識對其購買決策影響的研究,多集中於一般消費品,對真正需要產品知識的組織採購型產品則付之闕如,因此本研究以企業採購工作群組級雷射印表機為例,探討產品資訊與產品知識的影響效果。 在組織的採購過程中,採購流程相關人員所扮演角色不同—使用者、把關者、影響者、決定者、同意者、購買者,其所具備的產品知識與考慮因素亦有差異。本研究共調查了71家公司中,394位有關採購流程的各種角色人員。研究採用在現實生活中進行之擬實驗法,以增加本研究之外部效度。實驗流程是由訪員先對每一企業中的六種角色人員進行問卷調查,以得知其產品知識、品牌態度及選購品牌意願,填寫問卷後並給予複雜的產品資訊文章或僅有簡單資訊的產品廣告,數日之後,再進行第二次問卷調查,以得知在閱讀產品資訊後,其產品知識、品牌態度及選購品牌意願的改變。 研究結果顯示,把關者、影響者及決定者的產品知識較高;非專家型的消費者雖然在閱讀資訊後產品知識顯著增加,但仍然無法與專家型的消費者相比。無論專家型或非專家型受訪者在選購雷射印表機的因素均以列印品質、售後服務和故障率低為優先,並不因其產品知識的多寡而有重視本質線索或周邊線索的不同。整體而言,複雜的產品資訊比簡單的產品資訊更能造成消費者的產品知識增加。 本研究亦發現給予非專家型消費者簡單的產品資訊,比給予複雜的產品資訊更能造成其態度改變及品牌選擇意圖的改變,此結果應是基於非專家型消費者並不具備消化吸收複雜資訊的能力,而較難受複雜資訊影響;但是給予專家型消費者不同複雜度的產品資訊則並無不同的效果。 本論文並根據前述研究結果,實際於一家代理國外品牌雷射印表機之中小企業進行實徵研究,以一款在國外評鑑優異,過去之銷售卻未盡理想的工作群組級雷射印表機為實徵產品,改變其廣告訴求,並主動提供其潛在客戶大量且態度中立的產品資訊,經過為期二個月的操作結果,該公司之此款雷射印表機銷售量得到顯著成長。 研究結果可以提供給市場上行銷資源有限之優質弱勢品牌做為參考,建議以產品資訊報導的公關方式或是透過長期提供客戶正確的產品資訊,提昇客戶的產品知識,進而產生對優質弱勢品牌的偏好。 第一章 緒論 1 第一節 研究動機 1 第二節 研究目的 3 第三節 研究對象範圍 4 第四節 產業背景 5 第二章 文獻探討 10 第一節 組織採購行為 10 一、 採購的定義 10 二、 消費者及組織購買行為之比較 18 三、 組織採購的資訊搜尋行為 20 四、 購買模式及溝通效果層級 26 第二節 產品知識 28 一、 產品知識的定義 28 二、 有關雷射印表機之產品知識定義 30 三、 本質線索及外部線索的運用 31 第三節 產品知識與資訊搜尋行為 34 一、 資訊搜尋 34 二、 產品知識與資訊搜尋行為的關係 36 三、 資訊來源認知對資訊來源的影響 38 四、 資訊搜尋的主題與供應商選擇因素的關係 39 五、 資訊來源與資訊主題的關係 41 第四節 產品知識與資訊瞭解力 43 第三章 研究方法 46 第一節 研究架構 46 第二節 研究對象與產品選擇 47 第三節 預試 48 第四節 研究設計 50 第五節 問卷設計 52 一、 第一階段問卷(參附件五): 52 二、 第二階段問卷(參附件六): 52 第六節 變數 53 一、 自變數: 53 二、 依變數: 53 三、 共變數: 53 第七節 分析方法 54 第四章 研究結果與分析 55 第一節 受訪者雷射印表機使用狀況 56 第二節 產品知識 59 第三節 選擇雷射印表機之考慮因素 63 第四節 受訪者目前選擇的雷射印表機品牌及品牌態度 67 第五節 受訪者閱讀提供資訊前後之態度改變 69 第六節 受訪者閱讀提供資訊前後之品牌改變 71 第七節 資訊來源 73 第八節 研究結論 75 第五章 實務應用結果 77 第一節 實徵對象與公司背景: 77 第二節 實證產品 78 第三節 進行方式 79 第四節 實證結果 81 第六章 研究結論與建議 83 第一節 結論 84 第二節 研究限制 86 第三節 建議與貢獻 87 附件 95 一.受訪公司名稱一覽表 95 二.預試問卷 97 三.廣告DM 99 四.雷射印表機規格導讀文章 100 五.第一階段問卷 104 六.第二階段問卷 110 七.國內工業採購相關行為模式研究彙整表 114 八.實際驗証中媒體刊登計劃 117 九.以往刊登了一年的廣告稿 118 十.實際驗証中廣告稿 119 / The purpose of this research is to investigate the influences of providing simple or complex information to buying center members with different levels of product effecting brand attitude or purchase decision. In previous research, most product knowledge related studies focused on consumer products. However, product knowledge is even more important for business purchase decisions. This research uses working group laser printers to explore the influences of providing product information on six decision roles of a buying center —users, gatekeepers, influencers, designers, approvers, and buyers. The research employed a field experiment to keep its external validity. The interview process involved two-waves of surveys. The first wave of questionnaires was to evaluate respondents’ original product knowledge, brand attitude, and purchase intention. After the survey, the interviewer randomly gave the respondents a document to read, either a simple DM about a laser printer or a complicated article with all important laser printer information. After several days, the second questionnaire was administrated at the appointed time to measure the changes in respondents’ product knowledge, brand attitude and purchase intention after reading the information. There were 394 respondents from 71 companies in total. The findings of this study illustrated that gatekeepers, deciders, and influencers perceived more product knowledge than the other roles did. Although novice consumers were able to gain more product knowledge than experts did after information provided, their product knowledge level still could not compare with experts. Both novices and experts selected printing quality, after-service, and reliability as the most important factors when making a purchase decision of a laser printer. Novices and experts did not utilize intrinsic or extrinsic cues differently. Overall, respondents obtain more product information from the complicated product information than the DM. It was also found that novices changed their brand preferences and purchase intention more when simple information was provided than complex information. This was explained by the idea that novice consumer might not be able absorb the complicated information as easy as the simple one. On the other hand, simple and complex information had similar effects on experts. The results of this study were applied upon a small enterprise, which is a local agency of IBM laser printers. Info20 is a workgroup laser printer model which has won the “Editors’ Choice” by PC Magazine but its sales in Taiwan could not match its quality. After changing its advertising appeals and providing prospective customers with neutral product information for 2 months, its sales had significantly increased. This research demonstrates a good example for some companies with a superior product but with a weak brand image. It is suggested that these companies may publish product evaluation reports in professional magazines or provide clients with correct product information periodically to educate prospective customers. In the long run, consumers with more product knowledge are more likely to select a product by its quality rather than by its brand name.
113

Assessment and Study Strategies : A study among Rwandan Students in Higher Education

Mugisha, Innocent Sebasaza January 2010 (has links)
The aim of this study is to gain understanding of students’ experiences of assessment and the study strategies they adopt in the context of Higher Education in Rwanda. The study is governed by questions on how students conceive their experiences with assessment in their courses, how they determine study strategies, and how they reflect on alternative ways of assessment. The theoretical framework is based on socio-cultural approaches and on earlier research on assessment and theories of learning. The participants were drawn from third year and former geography students in two tertiary institutions. A four panel-wave design guided the data collection: a survey, focus groups, a follow-up questionnaire and individual interviews. The findings show that the majority of the students conceived assessment as course lecturers’ ways of collecting evidence from students to be used as benchmarks for grading, ranking and promotion at course level and for monitoring and controlling both students and teachers. Assessment was usually summative and could be both course-oriented in line with the curriculum and teacher-oriented in line with teachers’ course-notes. Moreover, the findings reveal that students rely heavily on senior students’ information about teachers’ styles of assessing, as a source for adopting study strategies. The participants experienced that learning took place under contextual pressure, which created fear for repetition or even expulsion. However, the students responded to this by adopting a combination of individual work and group work strategies. In contrast to the experienced modes of summative assessment, the participants had visions about formative assessment such as authentic and problem-solving assessment, and self- and peer- assessment, which they suggest could be employed as integral parts of the teaching and learning process. This is discussed in terms of assessment for learning as a cycle of events or as assessment of learning at the end of a course. / Syftet med denna avhandling är att söka förståelse för studenters erfarenheter av bedömning och vilka studiestrategier de använder sig av inom högre utbildning i Rwanda. Studien vägleds av frågor om hur studenter upplever sina erfarenheter av bedömning i sina kurser, hur de bestämmer studie strategier och hur de reflekterar över alternativa bedömningssätt. Det teoretiska ramverket har sin grund i sociokulturell teori och tidigare forskning om bedömning och lärande. I datainsamlingen deltog studenter från två olika institutioner för högre utbildning inom ämnesområdet geografi, dels under deras tredje studieår, dels en tid efter det att de var nyexaminerade. Insamlingen pågick under fyra perioder och började med en enkät. Därpå följde samtal i fokusgrupper och en uppföljningsenkät med öppna frågor. Studien avslutades med intervjuer med en mindre grupp efter deras examen. Resultaten visar att majoriteten av studenterna uppfattade bedömningen som lektorernas sätt att samla bevis att användas som underlag för systematisk mätning av studenternas resultat och för att kunna rangordna dem. De användes även som underlag för uppflyttning till nästa kursnivå och för att kontrollera att kursen genomförts. Bedömningen var oftast summativ och kunde vara både kursorienterad och följa målen i kursplanen och lärarorienterad där målen var de som angavs i lärarens kurskompendier. Resultaten visar att när studenterna ska välja studiestrategi förlitar de sig i hög grad på information från tidigare studenters uppfattningar om lärares sätt att ställa frågor. Deltagarna uppfattade att lärandet skedde under press från omgivningen vilket skapade rädsla för att de skulle behöva repetera kursen eller bli relegerade om de inte blev godkända. Studenterna hanterade sin oro genom att använda sig av en kombination av individuellt arbete och grupparbete. När de redovisade sina visioner om bedömning föreslog de att formativa bedömningssätt skulle användas som integrerade delar av lärandeprocessen och gav exempel som autentisk bedömning, självvärdering och bedömning av en kamrat. Detta diskuteras i termer av bedömning för lärande under en pågående kurs eller bedömning av lärande i slutet av en kurs.
114

Kvalita života jako nástroj k hodnocení výsledků balneoterapie u pacientů s Bechtěrevovou chorobou v Bertiných lázních v Třeboni / Quality of Life as instrument of Balneotherapy effects evaluation made by patients suffering from Bechtěrev disease in Berta Health Spa in Třeboň

ZEMAN, Marek January 2007 (has links)
This diploma work studies quality of life of patients suffering from Bechtěrev disease (Ankylosing Spondylitis), who had global four-weeks cure in Berta Health Spa in Třeboň from 1st January to 31st July 2006. Hypothesis says that six months after the end of balneotherapy the quality of life of these patients will be higher than before. For confirmation or confutation of this hypothesis there was used quantitative method of research, in form of adjusted questionnaire for detection of quality of Life by SEIQoL concept (Schedule for the Evaluation of Individual Quality of Life). By this measure respondents are allowed to nominate five areas of life (aims of life), which are most important, together with percentage rate of their satisfaction with each and the relative importance of each. Average life-quality index of the respondents before balneotharapy was 60,4 %, six months after the end of balneotharapy it was 62,7 %. Thus six months after the end of the cure the respondents have higher quality of life. Then there were mentioned and discussed differences in perception of quality of life of various age groups and of gender. There was also accomplished order of the most often mentioned aims of life, as well an analysis of ``health{\crqq} as alife aim was done. This diploma work could be used in cultural work and for improvement of informedness in problematic of life quality. But mainly, it could be perhaps taken as a little controversial report to the discussion about using of assorted exploratory concepts for evaluation of quality of life.
115

Effects of Gaze on Displays in the Context of Human-Machine Interaction

Schmitz, Inka 13 May 2024 (has links)
Gaze is an important social signal in interactions between humans, but also in interactions between humans and artificial agents such as robots, autonomous vehicles, or even avatars presented via displays. It can help to recognize to which persons or objects the interaction partners direct their attention and to infer their intentions to act. By consciously directing the gaze, it is possible to point to a specific position. In many works, arrows are used as learned, artificial directional cues for comparison with gaze cues. Three studies on different aspects of gaze perception form the core of this thesis. Study 1 deals with the estimation of gaze target positions in videoconferencing settings. For this purpose, pictures of persons ('senders' of gaze) who looked at certain positions on a screen were shown. The task of the subjects ('receivers' of the gaze) was to estimate these positions and mark them on their own screen by mouse click. The results show that the precision of such estimates is greater in the horizontal direction than in the vertical direction. Furthermore, a bias of the estimates in the direction of the senders' face or eyes was found. Studies 2 and 3 investigated the influence of cues on visual attention control using a so-called spatial cueing paradigm. After the appearance of a central cue, the participants' task was to respond to target stimuli away from the center of the screen by pressing keys. Whether the cue direction predicted the target position depended on the condition. In Study 2, schematic faces were compared with arrows. Data obtained when cues were used that always pointed in the opposite direction of the target, suggests that the direction of action of arrows is more easily overridden than that of gaze directions. A dynamic, geometric cue stimulus was investigated in Study 3. Here, a blue disc with two red lines moving from the center to the side served as a cue. This abstract stimulus resulted in a reaction time advantage in the direction of movement of the lines. After several trials, videos were shown in which a human avatar wearing a blue helmet, also with red lines, was shown from behind. When he looked sideways and turned his head, the lines moved in the opposite direction to his gaze. This was intended to elicit an alternative interpretation of the abstract cue as the back of the helmet. The results show a partial reduction of the initial effect of the abstract cue. This suggests that stimuli that do not resemble eyes can be learned as gaze and used as cues. In context of human-machine interactions the three studies provide fundamental insights into the human ability to estimate gaze orientation and the effect of gaze cues, which are particularly relevant for the design of gaze displays.:Contents Bibliographische Beschreibung Zusammenfassung 1 Introduction 1 1.1 Gaze as social cue 2 1.1.1 Joint attention 2 1.1.2 Biological and evolutionary perspective 3 1.1.3 Reflective and volitional processes 3 1.2 Cueing paradigms 4 1.2.1 Arrows predicting target position 5 1.2.2 Schematic faces that look only randomly in the direction of the target 5 1.3 Human gaze 6 1.3.1 Attention orientation and eye movements 6 1.3.2 Visual sensors in humans 6 1.4 Artificial gaze 8 1.4.1 Stationary displays 8 1.4.2 Precision of gaze direction estimation 9 1.4.3 Sensor types 9 1.4.4 Gaze of robots and mobile vehicles 10 1.5 Gaze as a communicative sensor system 11 1.6 Goals of the thesis 12 2 Summary of individual studies 14 2.1 Study 1: Gaze estimation in videoconferencing settings 14 2.2 Study 2: Attentional cueing: gaze is harder to override than arrows 15 2.3 Study 3: Effects of Interpreting a Dynamic Geometric Cue as Gaze on Attention Allocation 17 3 Discussion 19 3.1 Performance of gaze orientation estimates 19 3.2 Social cues 20 3.3 Sensor-display linkage 21 3.4 Future Perspectives 23 3.4.1 Receivers’ eye movements 23 3.4.2 Gaze in complex and interactive settings 24 3.4.3 Spatial cueing paradigm in product development 25 3.5 Conclusions 26 4 References 28 5 Appendix 36 Author’s Contributions 36 Gaze estimation in videoconferencing settings 37 Attentional cueing: gaze is harder to override than arrows 76 Accuracy 90 Cue Type 90 Cueing 90 Cue Type : Cueing 90 Effects of Interpreting a Dynamic Geometric Cue as Gaze on Attention Allocation 107 Danksagungen 130 / Blicke sind wichtige soziale Signale in Interaktionen zwischen Menschen, aber auch in Interaktionen zwischen Menschen und künstlichen Agenten wie Robotern, autonomen Fahrzeugen oder auch Avataren, die über Displays präsentiert werden. Sie können helfen zu erkennen, auf welche Personen oder Objekte die Interaktionspartner:innen ihre Aufmerksamkeit richten und auf deren Handlungsabsichten zu schließen. Durch bewusste Blickausrichtung kann gezielt in eine Richtung oder auf eine Position gezeigt werden. In vielen Arbeiten werden Pfeile als erlernte, künstliche Richtungshinweise zum Vergleich mit Blickhinweisen verwendet. Den Kern dieser Arbeit bilden drei Studien, die jeweils unterschiedliche Aspekte der Blickwahrnehmung untersuchen. Studie 1 beschäftigt sich mit der Schätzung von Blickzielpositionen in Videokonferenzsituationen. Dazu wurden Bilder von Personen ('Sender' der Blicke) gezeigt, die auf bestimmte Positionen auf einem Bildschirm blickten. Die Aufgabe der Versuchspersonen ('Empfänger' der Blicke) bestand darin, diese Positionen zu schätzen und auf dem eigenen Bildschirm per Mausklick zu markieren. Die Ergebnisse zeigen, dass die Präzision solcher Schätzungen in horizontaler Richtung größer ist als in vertikaler Richtung. Außerdem wurde eine Verzerrung der Schätzungen in Richtung des Gesichtes bzw. der Augen der Sender festgestellt. Studien 2 und 3 untersuchten den Einfluss von Hinweisreizen auf die visuelle Aufmerksamkeitslenkung mittels eines sogenannten Spatial Cueing Paradigmas. Die Aufgabe der Versuchspersonen bestand darin, nach dem Erscheinen eines Hinweisreizes in der Bildschirmmitte, der je nach Experiment und Bedingung in die Richtung des Zielreizes zeigte oder nicht, durch Tastendruck auf Zielreize neben der Bildschirmmitte zu reagieren. In Studie 2 wurden schematische Gesichter mit Pfeilen verglichen. Ergebnisse für Hinweisreize, die immer in die entgegengesetzte Richtung des Zielreizes zeigten, deuten darauf hin, dass die Wirkrichtung von Pfeilen leichter überschrieben werden kann als die von Blickrichtungen. Ein dynamischer, geometrischer Hinweisreiz wurde in Studie 3 untersucht. Hier diente eine blaue Scheibe mit zwei roten Linien, die sich von der Mitte zur Seite bewegten als Hinweisreiz. Dieser abstrakte Reiz führte zu einem Reaktionszeitvorteil in der Bewegungsrichtung der Linien. Nach einigen Durchgängen wurden Videos gezeigt, in denen ein menschlicher Avatar einen blauen Helm mit ebenfalls roten Linien trug. Der Avatar wurde von hinten gezeigt und wenn er seinen Blick zur Seite richtete und dazu den Kopf drehte, bewegten sich die Linien entgegen der Blickrichtung. Auf diese Weise sollte eine alternative Interpretation des abstrakten Hinweisreizes als Helmrückseite induziert werden. Die Ergebnisse zeigen eine teilweise Reduktion des ursprünglichen Effektes des abstrakten Hinweisreizes, was auf eine Wirkung der Induktionsvideos entgegen der ursprünglichen Wirkrichtung schließen lässt. Das weist darauf hin, dass auch Stimuli als Blicke gelernt und so als Hinweisreiz genutzt werden können, die keine Ähnlichkeit mit Augen haben. Eingebettet in den Kontext von Mensch-Maschine-Interaktionen, liefern die drei Studien grundlegende Erkenntnisse zur menschlichen Fähigkeit Blickausrichtung zu schätzen und der Wirkung von Blicken als Hinweisreize, die insbesondere für die Gestaltung von Blickdisplays relevant sind.:Contents Bibliographische Beschreibung Zusammenfassung 1 Introduction 1 1.1 Gaze as social cue 2 1.1.1 Joint attention 2 1.1.2 Biological and evolutionary perspective 3 1.1.3 Reflective and volitional processes 3 1.2 Cueing paradigms 4 1.2.1 Arrows predicting target position 5 1.2.2 Schematic faces that look only randomly in the direction of the target 5 1.3 Human gaze 6 1.3.1 Attention orientation and eye movements 6 1.3.2 Visual sensors in humans 6 1.4 Artificial gaze 8 1.4.1 Stationary displays 8 1.4.2 Precision of gaze direction estimation 9 1.4.3 Sensor types 9 1.4.4 Gaze of robots and mobile vehicles 10 1.5 Gaze as a communicative sensor system 11 1.6 Goals of the thesis 12 2 Summary of individual studies 14 2.1 Study 1: Gaze estimation in videoconferencing settings 14 2.2 Study 2: Attentional cueing: gaze is harder to override than arrows 15 2.3 Study 3: Effects of Interpreting a Dynamic Geometric Cue as Gaze on Attention Allocation 17 3 Discussion 19 3.1 Performance of gaze orientation estimates 19 3.2 Social cues 20 3.3 Sensor-display linkage 21 3.4 Future Perspectives 23 3.4.1 Receivers’ eye movements 23 3.4.2 Gaze in complex and interactive settings 24 3.4.3 Spatial cueing paradigm in product development 25 3.5 Conclusions 26 4 References 28 5 Appendix 36 Author’s Contributions 36 Gaze estimation in videoconferencing settings 37 Attentional cueing: gaze is harder to override than arrows 76 Accuracy 90 Cue Type 90 Cueing 90 Cue Type : Cueing 90 Effects of Interpreting a Dynamic Geometric Cue as Gaze on Attention Allocation 107 Danksagungen 130
116

Visualizing Dynamics –The Perception of Spatiotemporal Data in 2D and 3D

Kjellin, Andreas January 2008 (has links)
<p>In many command and control situations the understanding of dynamic events is crucial. With today’s development of hard- and software architecture, we have the possibility to visualize data in two-dimensional (2D) and three-dimensional (3D) images. The aim of this thesis is therefore to investigate different approaches to visualizing dynamic events. The visualization techniques investigated include 2D animation and time representations as markings on a 2D map. In 3D the visualization technique investigated is the “space time-cube” A further aim is to study whether the Cue Probability Learning (CPL) paradigm can be used to evaluate visualizations.</p><p>By mapping time onto a spatial dimension, in the 2D visualization as lines with different densities and in 3D as height over the map, a simultaneous visualization of space and time is possible. The findings are that this mapping of time onto space is beneficial to users as compared with animations, but the two mapping techniques are not interchangeable. If a task requires judgments of metric spatial properties, a 2D visualization is more beneficial; however, if the task only requires judgments of more qualitative aspects, a 3D visualization is more beneficial.</p><p>When we look at a 3D visualization, we utilize different sources of depth information. These sources are always present and each defines either a 3D scene or a projection surface. By using these different sources of depth information wisely, a visualization can be created that efficiently shows relevant information to a user while requiring a minimal amount of specialized hardware.</p><p>Finally, the CPL paradigm seems to be a worthwhile option as an experimental paradigm in visualization experiments. One of the advantages of CPL is that novice users can be trained to be task experts in a controlled and time-efficient way.</p>
117

Structural insights into human SNF2/SWI2 chromatin remodeler SMARCAD1 and its role in DNA repair

Biasutto, Antonio January 2016 (has links)
ATP-dependent chromatin remodelers have been proposed to act sequentially, and to a certain extent non-redundantly, in the priming stages of the DNA Damage Response pathways by establishing chromatin in lesion sites ready to act as a scaffold for repair factors or to be displaced in order to allow DNA repair. Among remodeling factors proposed to play a role in DNA repair is SMARCAD1, a poorly characterized, non-canonical member of the SWR1-like family of SNF2/SWI2 superfamily of ATPases, which has recently been identified as a potential target for ATM/ATR phosphorylation at canonical and non-canonical sites upon DNA damage. The actual mechanism for SMARCAD1 recruitment and involvement in DNA remodeling is still unknown, and unlike most other chromatin remodelers, SMARCAD1 does not contain DNA- or histone-binding domains frequently accompanying such proteins. Instead, in addition to the core ATPase domain, only two CUE domains (a type of helical ubiquitin-binding domain) have been identified. This thesis presents the findings of an investigation intended to structurally characterize SMARCAD1 by dissecting and identifying its domain architecture, and examining the activity and ligand selectivity of its binding domains in the functional context of DNA damage repair. The solution NMR structure of the CUE1 domain is presented, describing a triple helix bundle consistent with other members of the family. Furthermore, a novel SUMO interacting motif was identified and through a combination of NMR titrations and phospho-proteomics analysis, shown to be constitutively phosphorylated which excludes the possibility of DNA damage dependent ATM targeting as the recruitment mechanism for DNA repair. Additionally, it is demonstrated that both CUE domains are poor binders of mono-ubiquitin, however CUE1 specifically mediates the high affinity binary interaction with the transcriptionally repressive master regulator KAP1. This interaction was shown to be independent of post-translational ubiquitylation but rather sustained through direct interaction with the dimeric RBCC domain of KAP1. Finally, mass spectrometry profiling of domain-dependent interactions (based on differential abundance relative to changes due to chemically induced DNA damage) suggests SMARCAD1 may be involved in p53 transcriptional regulation through interactions maintained with CUE1 prior to DNA damage, whereas the SIM domain selectively targets protein interactions upon DNA damage that simultaneously activate p53 transcriptional control and recruit SMARCAD1 to DNA damage repair pathways.
118

不同價格訊息呈現方式下參考價格對消費者行為之影響 / The Effects of Reference Price on Consumer Behavior under different Semantic Cue.

梁安昌, Linag,Anne Chang Unknown Date (has links)
以本論文研究不同價格呈現方式下,參考價格對消費者行為的影響,所採用的自變數為參考價格的高低、參考價格的表達語意與折扣幅度的大小。而欲衡量的變數是消費者對促銷的可信度、認知的價格標準移動程度、因促銷所知覺的節省程度及搜尋其它零售點所能產生的利益。 經過因子設計的實驗後,發現: 一、消費者所認知的最可能市價、最高市價、最低市價,在看過有外部參考價格的廣告後,不一定是以相同的方向作移動,且各別的移動百分比也不相同,所以必須各別來探討其效果。 二、出售價格的高低 (折扣幅度的大小) 會影響消費者對促銷所知覺的可信度的水準及消 費者認知最可能市價的移動程度,但不會造「最高」價格認知與「最低」價格認知移動程度的差異,且在節省知覺及知覺的搜尋利益上也無明顯效果。而且發現以下數點: (一)高出售價格的可信度大於低出售價格的可信度 (二)高出售價格造成的最可能市價上移程度大於低出售價格造成的最可能市價上移程度。 三、參考價格的高低會影響消費者對促銷所知覺的可信度、認知的最高市價、認知的最低市價、節省知覺,但卻無法影響認知中最可能市價及搜尋利益上的差異。並且發現以下數點: (一)以內部參考價作參考價及合理高參考價格的可信度大於誇大參考價格的可信度。 (二)以內部參考價作參考價與合理高參考價格造成最高市價認知上移程度小於誇大參考價格造成上移程度。 (三)以內部參考價作參考價格造成的最低市價認知上移程度大於誇大參考價格造成上移程度。(四)以內部參考價與合理高參考價格造成的節省知覺大於誇大參考價格所造成的節省知覺。 四、「過去售價」或「目前市價」來表達參考價格,只有在認知最高市價的移動比率上有所不同。且以「目前市價」造成的上移程度較大。 五、同時以「過去售價」表達誇大參考價格及「目前市價」表達合理高參考價格,比單一方式呈現單一參考價格而言 (一)認知的最低市價向上移動百分比最大 (二)知覺的搜尋利益最小,消費者最不願再尋求其它零售點。 也就是廠商若同時以過去售價及目前市價來表達價格標,且所標示價格要偏高,此時所產生的促銷效果較好,消費者較不願再尋求其他零售點進行交易。 六、加上以「過去售價」表達比實際出售價還低的參考價格,在促銷效果上並不比單一方式呈現參考價格或其他呈現方式來得好。
119

Compact Representations and Multi-cue Integration for Robotics

Söderberg, Robert January 2005 (has links)
<p>This thesis presents methods useful in a bin picking application, such as detection and representation of local features, pose estimation and multi-cue integration.</p><p>The scene tensor is a representation of multiple line or edge segments and was first introduced by Nordberg in [30]. A method for estimating scene tensors from gray-scale images is presented. The method is based on orientation tensors, where the scene tensor can be estimated by correlations of the elements in the orientation tensor with a number of 1<em>D</em> filters. Mechanisms for analyzing the scene tensor are described and an algorithm for detecting interest points and estimating feature parameters is presented. It is shown that the algorithm works on a wide spectrum of images with good result.</p><p>Representations that are invariant with respect to a set of transformations are useful in many applications, such as pose estimation, tracking and wide baseline stereo. The scene tensor itself is not invariant and three different methods for implementing an invariant representation based on the scene tensor is presented. One is based on a non-linear transformation of the scene tensor and is invariant to perspective transformations. Two versions of a tensor doublet is presented, which is based on a geometry of two interest points and is invariant to translation, rotation and scaling. The tensor doublet is used in a framework for view centered pose estimation of 3<em>D</em> objects. It is shown that the pose estimation algorithm has good performance even though the object is occluded and has a different scale compared to the training situation.</p><p>An industrial implementation of a bin picking application have to cope with several different types of objects. All pose estimation algorithms use some kind of model and there is yet no model that can cope with all kinds of situations and objects. This thesis presents a method for integrating cues from several pose estimation algorithms for increasing the system stability. It is also shown that the same framework can also be used for increasing the accuracy of the system by using cues from several views of the object. An extensive test with several different objects, lighting conditions and backgrounds shows that multi-cue integration makes the system more robust and increases the accuracy.</p><p>Finally, a system for bin picking is presented, built from the previous parts of this thesis. An eye in hand setup is used with a standard industrial robot arm. It is shown that the system works for real bin-picking situations with a positioning error below 1 mm and an orientation error below 1<sup>o</sup> degree for most of the different situations.</p> / Report code: LiU-TEK-LIC-2005:15.
120

Visualizing Dynamics –The Perception of Spatiotemporal Data in 2D and 3D

Kjellin, Andreas January 2008 (has links)
In many command and control situations the understanding of dynamic events is crucial. With today’s development of hard- and software architecture, we have the possibility to visualize data in two-dimensional (2D) and three-dimensional (3D) images. The aim of this thesis is therefore to investigate different approaches to visualizing dynamic events. The visualization techniques investigated include 2D animation and time representations as markings on a 2D map. In 3D the visualization technique investigated is the “space time-cube” A further aim is to study whether the Cue Probability Learning (CPL) paradigm can be used to evaluate visualizations. By mapping time onto a spatial dimension, in the 2D visualization as lines with different densities and in 3D as height over the map, a simultaneous visualization of space and time is possible. The findings are that this mapping of time onto space is beneficial to users as compared with animations, but the two mapping techniques are not interchangeable. If a task requires judgments of metric spatial properties, a 2D visualization is more beneficial; however, if the task only requires judgments of more qualitative aspects, a 3D visualization is more beneficial. When we look at a 3D visualization, we utilize different sources of depth information. These sources are always present and each defines either a 3D scene or a projection surface. By using these different sources of depth information wisely, a visualization can be created that efficiently shows relevant information to a user while requiring a minimal amount of specialized hardware. Finally, the CPL paradigm seems to be a worthwhile option as an experimental paradigm in visualization experiments. One of the advantages of CPL is that novice users can be trained to be task experts in a controlled and time-efficient way.

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