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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.
71

What do ADHDers Need? : Working Towards Establishing Guidelines and More Ethical Methods for Designing for and with the Neurodivergent

Turner, James January 2023 (has links)
In this paper, I begin the first steps towards developing more ethical methods for designing for users with ADHD by investigating what needs stakeholders have when interacting with technology. Current interaction design projects concerned with ADHD are largely focused on children—ignoring adults with ADHD. Their aims and methods are problematic, potentially harmful, and erase experiences of those with ADHD by excluding them from the design process. These projects treat the ADHD community as a list of symptoms to be fixed by training behaviors—a practice that has been demonstrated to cause harm. Influenced by the Crip Technoscience, Neurodiversity, and Self-Advocacy movements and utilizing participatory/co-design methods I investigate the needs of users with ADHD by engaging with them throughout the process, ultimately leading to the development of preliminary guidelines for designing for ADHD accessibility which are presented in this paper alongside design examples and discussion of possible future work.
72

Embodiment in Online LARPing: Design Guidelines for Future LARP Designers

Khay, Nang Hseing Noom January 2022 (has links)
Online LARPing has been practiced for a long time, but gained its popularity as the Covid-19 pandemic hit. However, online platforms have some drawbacks and limitations in various aspects, for example, in embodiment, in accessibility, etc. This thesis aims to gain deeper insights into factors influencing players in terms of embodiment during online LARPing and important features that future online LARP designers should pay attention to. This thesis is a qualitative research aiming to create design guidelines through empirical investigations of online LARPing. For the empirical investigations, the study embraced an ethnographic approach through participatory observations, complimented by analysis of scripts and interviews with writers. The study then used the findings from the empirical investigations to understand what make players feel more embodied during an online LARPing and let the results inform the creation of design guidelines that could bring a higher degree of embodiment to online LARPing. The work is mainly a design proposal or a design guidance intended for future online LARP designers, instead of building a new technology or a new prototype. The design guidelines aim to create comprehensive recommendations to bring out more embodiment while LARPing online.
73

Daylight Optimization - A Parametric Study of Atrium Design : Early Stage Design Guidelines of Atria for Optimization of Daylight Autonomy / Dagsljusoptimering - En Parameterstudie av Atriumdesign : Riktlinjer för Tidiga Skeden av Atriumdesign för Optimal Dagsljusautonomi

Erlendsson, Örn January 2014 (has links)
This thesis investigates the design of atria for daylighting in large scale buildings. Athree dimensional test building with a central atrium was constructed and various parameters of the atrium altered. The impact of these changes was studied through computer simulations of annual daylight distribution by implementing state of theart software. Daylight autonomy is simulated for an annual climate file for Stockholm, Sweden. In the thesis, notion is made of basic daylighting concepts, the importance of bringing daylight into buildings is argued, and the daylighting criteria of three environmental certification tools introduced. Furthermore, a detailed comparison is made on several well known daylight simulation tools. A newly developed, state of the art, daylight simulation tool called Honeybee, is used in the simulation process. The tool utilizes the calculation engines of wellknown daylight simulation software Radiance and Daysim, which apply backward ray-tracing to reach accurate results. Honeybee is coupled to the graphical algorithmeditor Grasshopper for Rhinoceros 3D, which allows for an efficient way of parametric modelling. The comparison of five different daylight simulation tools showed that Honeybee outweighs the capabilities of many of them by offering a wast range of simulation capabilities and also giving the user exceptional control of result data within multiple zones of the test building. The results of the daylight study have been compiled into a document which purpose is to serve as early stage design guidelines of atria for architects. Many factors have been shown through simulation to have a dramatic impact on daylighton an annual basis, and several suggestions have been made on how to maximize the quantity of daylight within buildings containing atria.
74

DESIGN GUIDELINES FOR MAKING NARRATIVELY SYMBOLIC GAME MECHANICS : Literary Analysis of How the Yu-Gi-Oh Trading Card Game Visualises the Arthurian Legend With Game Mechanics

Millqvist, Lydia January 2022 (has links)
The relationship between narrative and game mechanics has been researched under terms such as ludonarrative dissonance, ludonarrative resonance and narrative mechanics. Yu-Gi-Oh! is a Trading Card Game which contains game mechanics that symbolically represents sections of the Arthurian legend. In this thesis the mechanics of specific Yu-Gi-Oh! cards were compared to the Arthurian legend. From this analysis were design guidelines derived, on how to represent a narrative with game mechanics. Game objects can be referenced by listing associated cards. The name of a mechanic can help in symbolically tell a narrative. The exclusion of a mechanic can also represent something. The conditions for a mechanic to be available is an area where narrative can be implemented. If a narrative mechanic is surrounded by many other mechanics, the symbolism can be “drowned out”. There is a balance between effective symbolism and a good game mechanic.
75

City Mood

Fabrizi, Luisa January 2014 (has links)
This research aims to make the first step in the direction of creating guidelines to use for building an instrument capable to collect information about citizens’ emotional reaction toward their city.Through the use of an existing mobile application meant to collect data about one’s own emotions I tried to evaluated the availability of people in sharing how they feel.Later on, based on the evaluations of this app, I created two subsequent analog prototypes that can be placed in urban spaces to collect people’s place related emotions. The devices have been used both inside the university and in open urban spaces in Malmö. Using the experiences made with these prototypes, concerning the availability of people in sharing their emotions about spaces, this thesis is used to develop guidelines and design opportunities for further development of interactive street furniture designed to collect place related emotions.
76

Visualisierung von Service-Frontends in einem Werkzeug zur präsentationsorientierten Komposition annotierter Dienste / Graphical Representation of Service-Frontends in a Tool for presentation-oriented Composition of annotated Services.

Dannecker, Lars 11 January 2010 (has links) (PDF)
Das Ziel des ServFace Projektes ist es Endnutzern ohne umfangreiche IT-Kenntnisse das einfache Erstellen von servicebasierten Anwendungen zu ermöglichen. Dazu wird ein Kompositions- werkzeug mit dem Namen “ServFace Builder“ verwendet. Das Werkzeug erlaubt es Endnutzern, interaktive Anwendungen durch die Komposition von Service-Operationen zu erstellen. Dafür ist eine grafische Repräsentation der Service-Operationen durch UI-Fragmente notwendig. Die UI-Fragmente werden im ServFace-Umfeld als Frontends bezeichnet. In der vorliegenden Arbeit wird ein Konzept zur automatischen Visualisierung dieser Frontends vorgestellt. Um das Ergebnis der Visualisierung zu verbessern, nutzt der Visualisierungsprozess neben der Service-Beschreibung weitere Informationen in Form von Annotationen und Gestaltungsempfehlungen. Konkret werden die folgenden Aspekte in dieser Arbeit beschrieben: • Visualisierung von Frontends zur Repräsentation von Service-Operationen auf Basis von Service-Beschreibungen, Annotationen, Plattformspezifikationen und Gestaltungsempfehlungen unter der Maßgabe der Gebrauchstauglichkeit und Nutzbarkeit. • Integration der Frontends in die jeweils aktuelle Instanzen des gegebenen Anwendungsmodells. • Technische Umsetzung und Evaluation der entwickelten Konzepte / The aim of the ServFace Project is to enable users with limited IT skills to easily create service-based applications. In order to do so, a tool called "ServFace Builder" has been developed. This tool allows users to build a composite application by combining several service operations. An important part of the ServFace Builder is the graphical representation of those service operations through user interfaces. This thesis describes an approach to automatically generate user interfaces for service operations. To enhance the graphical representation, the user interface generation process of the ServFace Builder comprises annotations and design recommendations next to the common service descriptions to enhance the result of the generation process. This thesis discusses: • Graphical representation of service operations on the basis of service descriptions, annotations, plattform specifications and design recommendations. • Integration of the graphical representation into the actual instance of the given application model. • Implementation and evaluation of the presented concepts.
77

Ljudövervakningssystem för smarta städer : Designriktlinjer i enlighet med svensk lagstiftning

Skiöld, Martin, Näslund Eriksson, Tobias January 2016 (has links)
This paper investigates how audio monitoring systems should be designed, in the context of smart cities and in accordance with Swedish legislation. Audio monitoring for smart cities is promising and have previously shown great potential. However its opportunities are still relatively unexplored. ShotSpotter is one of several examples of audio monitoring in the context of smart cities. In the US only, the system has successfully been used to alert and locate shootings in over 90 cities. However, the technology is surrounded by controversies and there has been debate whether audio monitoring systems are compatible with law. Compatibility is critical since incompatibility could result in severe sanctions. Research related to this paper has been conducted according to the Design Science research strategy. The research resulted in design guidelines for audio monitoring systems, for law enforcement purposes, in accordance with Swedish law. The design guidelines are based upon existing audio monitoring systems, previous research and empirical data. The empirical data consists of 12 interviews with experts in law, phonetics and digital forensics. Additionally, the design guidelines have been evaluated by an expert in a criteria-based evaluation interview. Results of the research shows that it is, in fact, possible to design audio monitoring systems, in the context of smart cities, in accordance with Swedish legislation. The design guidelines can be applied in the development of audio monitoring systems with law enforcement purposes. With some modification, they can also be used for audio monitoring systems with other purposes. / Uppsatsen syftar till att undersöka hur ljudövervakningssystem inom ramen för smarta städer- konceptet bör utformas i enlighet med svensk lagstiftning. Ljudövervakning för smarta städer har visat på stor potential och ännu är dess möjligheter outforskade. ShotSpotter är ett av flera exempel på ljudövervakning inom ramen för smarta städer. Systemet har med framgång använts för att uppmärksamma och lokalisera skottlossningar i över 90 amerikanska städer. Det råder dock debatt huruvida ljudövervakningssystemet är kompatibelt med lagstiftning. Denna kompatibilitet är kritisk då det motsatta kan resultera i stränga påföljder och därmed utgöra direkta hinder för implementation. Forskning i relation till uppsatsen har genomförts inom ramen för forskningsstrategin Design Science. Forskningsprocessen har mynnat ut i designriktlinjer för hur ett ljudövervakningssystem med brottsbekämpande syfte bör utformas i enlighet med svensk lagstiftning. Designriktlinjerna baseras på befintliga ljudövervakningssystem, tidigare forskning och omfattande empiriskt underlag. Det empiriska underlaget utgörs av 12 intervjuer med olika typer av experter inom juridik, fonetik och IT- forensik. Designriktlinjerna har med framgång utvärderats i en kriteriebaserad expertintervju. Av forskningsresultatet att döma är det möjligt att utforma ljudövervakningssystem för smarta städer i enlighet med svensk lagstiftning. De framtagna designriktlinjerna kan användas vid utveckling av ljudövervakningssystem med brottsbekämpande syfte. Med viss modifikation kan de även användas för ljudövervakningssystem med andra syften.
78

Suburban Revisions

Durden, Alyssa Shank 18 May 2005 (has links)
The word revise means to reconsider or modify as with text. If we think of the suburban landscape as a text, the culture of each era left documentation of their values, policies and way of life in the form of transportation networks and other infrastructure, such as Main Streets, squares and public buildings. While evidence of most of the everyday life of individuals of every era gets erased by the following era, infrastructure investments of each era are adaptively reused and remain to tell the story. This thesis documents the adaptive reuse of these suburban frameworks and develops a proposition for the appropriate next layer to accommodate a new culture of inhabitants. Focusing on second generation suburbs, using Gwinnett County as a case study, this analysis identifies three problems of the current suburban situation: the problem of abandoned strips, a demographic shift, and the need for place. As new strip highways develop, old strips decline leaving abandoned shopping centers and declining property values. New development continues to move north and out of the county, and middle class residents, for which existing auto-oriented suburbs were created, move as well. A new, poorer, and more ethnically diverse population inherits the auto-oriented landscape left behind. This phenomenon is particularly concentrated along the southern portion of the Buford Highway corridor. Those with more money move closer to new development, while those with less money have less choice and are found near declining strips with fewer services, poorer quality housing and lower quality of life. Finally, county officials have expressed a desire for defining "the epicenter of Gwinnett." I believe that there is no one "center" of Gwinnett, but a series of places defined by memory, design or events. I propose to improve the situation of these three problems with a light rail line that connects existing places and creates new walkable, livable places to improve quality of life. This connective piece will serve as a social condenser in lieu of a center, provide links between polar populations, and reactivate declining strips while creating a sustainable infrastructural spine for future growth in the region.
79

Intégration monolithique en 3D : étude du potentiel en termes de consommation, performance et surface pour le nœud technologique 14nm et au-delà / 3D Monolithic Integration : performance, Power and Area Evaluation for 14nm and beyond

Ayres de sousa, Alexandre 16 October 2017 (has links)
L'intégration 3DVLSI, également connue sous le nom d'intégration monolithique ou séquentielle, est présentée et évaluée dans cette thèse comme une alternative à la réduction du nœud technologique des circuits logiques CMOS. L’avantage principal de cette technologie par rapport à l'intégration parallèle 3D, déjà existante, est l'alignement précis entre les niveaux, ce qui permet des contacts 3D réduits et plus proches. Un autre avantage, extrêmement favorable à l’approche 3DVLSI, est l’amélioration du placement et du routage par rapport aux circuits planaires, notamment parce qu’elle permet des interconnexions plus courtes et qu’elle offre a un degré de liberté supplémentaire dans la direction Z pour la conception. Par exemple, les fils les plus longs dans les circuits planaires peuvent ainsi être réduits grâce aux contacts 3DCO, en diminuant les éléments parasites d'interconnexion. Il est ainsi possible d’augmenter la vitesse du circuit et de réduire la puissance électrique. Dans ce contexte, la thèse a été divisée en deux parties. La première partie traite de l’évaluation de la Consommation, des Performances et de la Surface (CPS) et donne des recommandations pour la conception des circuits 3D. La deuxième partie traite la variabilité des circuits 3D en utilisant un modèle statistique unifié, et en proposant une approche pour la variabilité des circuits multi-niveaux. / 3DVLSI integration, also known as monolithic or sequential integration is presented and evaluated in this thesis as a potential contender to continue the scaling for CMOS logic circuits. The main advantage of this technology compared to the already existing 3D parallel integration is its high alignment among tiers, enabling small size and pitch with the inter-tier contacts (3DCO). Another great 3DVLSI feature is its improved capability to place and route circuits, compared to the planar approach: the interconnections can be shorter as the design has an additional degree of freedom in the Z direction. For instance, long wires in planar circuits can cut thanks to 3DCO contacts, lowering the interconnection parasitic elements and speeding up the circuit as well as reducing the power. In this framework, the thesis has been divided into two parts: the first part is dedicated to the evaluation of Performance, Power and Area (PPA) of 3D circuits and gives design guidelines. The second part treats the variability in 3D circuits by using a 3D unified statistical model and propose an approach for the multi-tier variability.
80

[en] DESIGN OF GRAPHICAL ROBOT USER INTERFACES: A STUDY OF USABILITY AND HUMAN-MACHINE INTERACTION / [pt] DESIGN DE INTERFACES GRÁFICAS DE SISTEMAS ROBÓTICOS: UM ESTUDO DE USABILIDADE E INTERAÇÃO HUMANO-MÁQUINA

JULIA RAMOS CAMPANA 09 July 2018 (has links)
[pt] Hoje, os constantes avanços tecnológicos em interfaces digitais, e por consequência as interfaces gráficas do usuário, se fazem cada vez mais presentes na interação humano-máquina. Porém, num contexto em que sistemas inteligentes, a exemplo dos sistemas robóticos, já são uma realidade, ainda restam lacunas a serem preenchidas quando se pensa em integrar, com fluidez, robôs a trabalhos customizados e complexos. Esta pesquisa tem como foco a análise da usabilidade de interfaces de usuário específicas para a interação com robôs remotos também conhecidas como Robot User Interfaces (RUIs). Quando bem executadas, tais interfaces permitem aos operadores realizar remotamente tarefas em ambientes complexos. Para tanto, trabalha-se com a hipótese de que, se RUIs forem concebidas considerando as especificidades desses modelos de interação, as falhas operacionais serão reduzidas. O objetivo desta pesquisa foi avaliar diretrizes específicas para sistemas robóticos, compreendendo a relevância destas na usabilidade de interfaces. Para uma base teórica, foram levantados os modelos já existentes de interação com robôs e sistemas automatizados; e os princípios de design que se aplicam a estes modelos. Após a revisão bibliográfica, foram realizadas entrevistas contextuais com usuários de sistemas robóticos e testes de usabilidade, a fim de reproduzir, em interfaces com e sem diretrizes de RUIs, os processos de interação na realização de tarefas. Os resultados finais das técnicas aplicadas apontaram para a validade da hipótese - se interfaces específicas para sistemas robóticos forem concebidas considerando as especificidades dos modelos de interação humano-robô, as falhas operacionais na interação serão reduzidas - à medida que os sistemas desenvolvidos com interfaces específicas ao contexto de interação com robôs proporcionaram uma melhor usabilidade e mitigaram a ocorrência de uma série de possíveis falhas humanas. / [en] Nowadays, the constant technological advances, and consequently the graphical user interfaces, have become more and more present in the humanmachine interaction. However, in a context where intelligent systems, such as robotic systems, are already a reality, there are still gaps to be filled when we think about integrating robots with custom and complex activities. This research aims on the analysis of Robot User Interfaces (RUIs) usability. When well executed, such interfaces allow operators to remotely perform tasks in complex environments. To that intent, our hypothesis is that, if RUIs are conceived considering the specificities of these interaction models, operational failures will be reduced. The main goal of this research was to evaluate specific guidelines for robotic systems, understanding their relevance in usability. For a theoretical basis, the existing models of interaction with robots and autonomous systems were raised; as well as the design principles that apply to these models. After a bibliographic review, we conducted contextual interviews with users of robotic systems, and usability tests to reproduce, in interfaces with and without RUI guidelines, the interaction processes in the task completion. The final results of the applied techniques proved the validity of the hypothesis, as the systems developed with interfaces specific to the interaction with robots provided better usability and mitigated the occurrence of array of human faults.

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