• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 31
  • 13
  • 10
  • 5
  • 4
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • Tagged with
  • 85
  • 39
  • 35
  • 21
  • 20
  • 13
  • 13
  • 11
  • 10
  • 10
  • 8
  • 8
  • 7
  • 7
  • 7
  • 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.
41

[en] SUPPORTING THE HCI DESIGNERS DECISION-MAKING ABOUT THE DESIGN OF EXTENSIBLE USER INTERFACES / [pt] APOIANDO O DESIGNER DE IHC NA TOMADA DE DECISÃO SOBRE O DESIGN DE INTERFACES EXTENSÍVEIS

ARIANE MORAES BUENO 22 October 2008 (has links)
[pt] Um dos grandes problemas no desenvolvimento de software é atender a todas as necessidades específicas de cada usuário em um domínio. A pesquisa sobre sistemas extensíveis tenta resolver este problema. Sistemas extensíveis são desenvolvidos de maneira que possam ser configurados pelos usuários finais, adicionando, modificando ou removendo funcionalidades e, assim, evoluir com o tempo. Uma área de pesquisa relacionada a aplicações extensíveis para pessoas experts no domínio, mas que não são profissionais de programação, é a de desenvolvimento por usuários finais (End-User Development - EUD). No entanto, não se encontra na literatura pesquisas que visem especificamente apoiar o designer na tomada de decisões sobre quando é interessante estender o sistema e qual parte dele poderá sofrer tal extensão. O objetivo deste trabalho é informar o designer sobre diferentes oportunidades de extensão relacionadas ao resultado da análise de tarefas e de usuários. Para isto, ele apresenta uma classificação, baseada na Engenharia Semiótica, que abrange as técnicas e aplicações extensíveis pesquisadas. Depois, ele identifica nas perguntas da análise de usuários e tarefas, quais se relacionam com as técnicas descritas nesta classificação. Assim, o designer pode identificar em que situações e quais métodos podem ser usados para estender o sistema. Para avaliar esta proposta, desenvolvemos um estudo de caso para reprojetar a ferramenta de autoria Composer, com o objetivo de mantê-la flexível e extensível, sem exigir muito conhecimento dos usuários sobre a linguagem subjacente ao domínio do sistema, a NCL (Nested Context Language). / [en] One of the major problems of software development is to pay attention to all specific needs of each user in a domain. The proposal to use extensible applications tries to solve this problem. Extensible systems are developed so that they can be shaped by end-users, adding, modifying or removing functionalities, and so evolve in time. A research area related to extensible applications for domain expert users who are not programming professionals is that of End User Development - EUD. However, it is not found in the literature, research that specifically support the designer in making decisions about when it is interesting to extend the system and which part of it can be extended. The purpose of this work is to inform the designer about different extension opportunities related to the result of user and task analysis. It presents a classification, based on Semiotic Engineering, which encompasses the investigated techniques and the extensible applications. Then, it identifies, in the user and task analysis questions, those related to the techniques described in this classification. Therefore, the designer can identify which approaches can be used in which situations to extend the system. To evaluate this proposal, we developed a case study to re-build an authoring tool for interactive multimedia programs called Composer. The study goal was to keep the application flexible and extensible without requiring from users too much knowledge about the application´s underlying language - the NCL (Nested Context Language).
42

Framtidens meny för ett IT-system

Kvarnström, Dan, Jonsson, Mathias January 2008 (has links)
<p>The mission was to create a prototype of a menu system for the company</p><p>System Andersson AB. The instructions were that it has to be as interesting and</p><p>modern now as in 20 years. We had to look at technology from the cutting edge</p><p>of development to make our prototype survive in the future. Windows</p><p>Presentation Foundation (WPF) was the technique we focused on. There are</p><p>only a few applications that take advantage of WPF today, but it is predicted</p><p>that WPF will be the next generation method for developing applications to the</p><p>Windows platform.</p><p>To make our menu visually appealing, easy to use and at the same time</p><p>functional, we followed the clear path and guidelines that are available in</p><p>interaction design. Those guidelines tell us how the design process should be</p><p>executed. Through usage of the six basic ideas of interaction design and taken</p><p>the principles of richer user experience further, we were able to build a menu</p><p>system that will be as modern in 20 years as it is now. We took the thoughts of</p><p>physical design into account to make the menu understandable and easy to use.</p> / <p>Examensarbetets uppdrag var att skapa en prototyp av ett menysystem åt</p><p>System Andersson AB, som enligt instruktioner ska vara intressant och</p><p>modernt, även om 20 år. För att lyckas med detta tittade vi på "cutting edge" av</p><p>vad som används idag för att inte systemet skulle riskera att bli föråldrat i</p><p>framtiden. Tekniken som vi undersökte och använde oss av var Windows</p><p>Presentation Foundation (WPF). I dagsläget är det endast ett fåtal applikationer</p><p>som använder WPF men utvecklingsmetoden spås vara morgondagens sätt att</p><p>programmera windowsapplikationer.</p><p>För att vår meny skulle bli estetiskt tilltalande, enkel att använda och samtidigt</p><p>funktionell så finns det inom interaktionsdesign klara riktlinjer om hur</p><p>designutvecklingen bör gå till väga. Genom att nyttja de sex grundtankarna: att</p><p>ett system ska vara effektivt, ha hög verkningsgrad, säkert att använda, vara</p><p>användbart, enkelt att förstå samt okomplicerat; i designen och att bygga vidare</p><p>med principerna så anser vi att vi har kunnat åstadkomma ett menysystem som</p><p>kommer att se lika intressant och modern ut om 20 år som det gör nu. För att</p><p>menyn skulle uppfylla de sex grundtankarna, bland annat att vara klart</p><p>förståelig och enkel att använda så använde vi oss av de tankar och teorier som</p><p>framgår i fysisk design.</p>
43

Presenting the self in cyberspace: identity play in MOOS

Chester, Andrea Unknown Date (has links) (PDF)
The use of the Internet has increased exponentially over the last decade. Individuals across all continents are progressively engaging in cyberspace interactions at work, in education, and for leisure. These online interactions, unconstrained by the limitations of corporeal reality, offer the potential for unique presentations of the self. The general aim of the research described in this thesis was to examine self-presentation in cyberspace. The research focused on MOOs, multi-user, text-based, user-extensible online environments, as a likely site for identity experimentation and play in cyberspace. Two studies are described. In the first quantitative study, 75 university students logged on to the front page of a social MOO where they selected a screen name, chose their gender, and provided a character description. As hypothesised, self-presentations were more likely to be based on actual identity rather than hoped for or feared selves. Contrary to expectation, little evidence was found of gender play. Self-presentations were typically positively biased and results suggested that players also perceived themselves more positively in the online context. Although sex and age were generally unrelated to self-presentation strategies, previous online experience, ethnicity, and personality profiles helped to explain self-presentation behaviour. / A qualitative study of a further 20 students in an educational MOO explored players understanding of their initial self-presentational choices and their management of these self-presentations over a 12-week period. Findings from the second study were consistent with the results from the first quantitative study and confirmed a strong desire for authentic self-presentation. Despite this emphasis on authenticity, the intention to play with identity was manifest in the form of selective self-disclosure, fantasy play, and exaggeration of traits. Participants also reported behaving in less inhibited ways online. A low incidence of gender play was noted. The overt identity play assumed by the cyberspace literature was not found in either study. Rather self-presentation in the online context appears to be governed by essentially similar processes to those that shape self-presentation in the offline world. The implications of the findings for teaching and learning, particularly for educators who want to use MOOs for identity experimentation, are discussed.
44

Ansatz zur Interaktion mit dreidimensional visualisierten Softwaremodellen

Kovacs, Pascal 22 April 2010 (has links)
Softwaresysteme sind komplexe immaterielle Systeme mit einer Vielzahl von Bestandteilen und Beziehungen. Um den Aufbau, die Funktionsweise und die Entwicklung von Softwaresystemen besser zu verstehen, eignen sich Softwarevisualisierungen, welche die abstrakte Datengrundlage in eine visuelle Repräsentation übertragen. Auf Grund der Masse und der Komplexität der in der Visualisierung enthaltenen Informationen, kommt es schnell zur Unübersichtlichkeit, was sich negativ auf den Prozess des Verstehens auswirkt. Zur Beherrschung der Komplexität muss der Betrachter daher die Gesamtheit zuerst in mehrere Perspektiven unterteilen, um diese anschließend gezielt nach verschiedenen Aspekten untersuchen zu können. Die dafür benötigten Interaktionsmöglichkeiten sind Gegenstand der Untersuchungen in dieser Arbeit, wobei im Wesentlichen Visualisierungen der Struktur von Software als Ausgangspunkt genutzt werden. Insbesondere wird der Frage nachgegangen, wie die Interaktion gestaltet werden kann, damit der Benutzer ein möglichst umfassendes Verständnis der Struktur erlangt. Zur Umsetzung der theoretischen Erkenntnisse wird ein Prototyp vorgestellt, der automatisiert aus den Strukturinformationen eines Ecore-Modells eine interaktive dreidimensionale Softwarevisualisierung der Struktur im freien standardisierten Format Extensible 3D generiert. Der Prozess der Visualisierung wird dabei durch Werkzeuge des openArchitectureWare-Frameworks realisiert. Zur Integration in den Entwicklungsprozess ist der Prototyp in ein Plugin für Eclipse eingebettet.:1 Einleitung 1.1 Motivation 1.2 Ziele 1.3 Aufbau 2 Softwarevisualisierung 2.1 Visualisierung 2.1.1 Grundlagen 2.1.2 Aufgaben und Ziele 2.1.3 Teilgebiete 2.2 Definition 2.3 Ziele und Aufgaben 2.4 Visualisierungspipeline 2.5 Visualisierungstechniken 2.5.1 Graphen 2.5.2 Visuelle Metaphern 2.6 Taxonomie für Softwarevisualisierungen 3 Interaktion mit einer Softwarevisualisierung 3.1 Einordnung 3.2 Definition 3.3 Ziele 3.4 Benutzungsschnittstelle 3.5 Aufbau der Benutzungsschnittstelle 3.5.1 Anwendungsschnittstelle 3.5.2 Dialogschnittstelle 3.5.3 Ein-/Ausgabenschnittstelle 3.6 Interaktionstechnik 3.7 Taxonomie der Interaktionstechniken 3.8 Konzept zur Interaktion mit einer Softwarevisualisierung 4 Technische Grundlagen des Prototyps 4.1 Eclipse 4.2 Das openArchitectureWare-Framework 4.2.1 Modellgetriebene Softwareentwicklung 4.2.2 Aufbau des Frameworks 4.2.3 oAW-Workflow 4.2.4 Ecore 4.2.5 Xtend Modell-zu-Modell-Transformationen 4.3 Extensible 3D 4.3.1 Grundlagen 4.3.2 Szenegraph 4.3.3 Ereignismodell 4.3.4 X3D-Prototypen 5 Basisprototyp 5.1 Funktionsweise 5.2 Einordnung 5.3 Visualisierungsprozess des Generators 5.3.1 Modelltransformation von Ecore zu Graph 5.3.2 Modellmodifikation des Graphen 5.3.3 Modelltransformation von Graph zu X3D 5.4 Ansatzpunkte der Erweiterung 6 Erweiterung des Prototyps für die Interaktion 6.1 Benutzungsschnittstelle 6.1.1 Direkte Manipulation 6.1.2 Manipulation nach Elementtyp 6.1.3 Navigation durch Pakethierarchie und Klassengraph 6.1.4 Identifikation nach Bezeichner und Tooltip 6.2 Architektur des interaktiven X3D-Modells 6.3 Erweiterung des Generators 6.3.1 Anpassung der Transformationen des Basisprototyps 6.3.2 Modelltransformation in ein interaktives X3D-Modell 6.4 Integration in das Eclipse-Plugin 7 Fazit und Ausblick
45

Technique and Cue Selection for Graphical Presentation of Generic Hyperdimensional Data

Howard, Lee Mont 22 June 2012 (has links) (PDF)
The process of visualizing n-D data presents the user with four problems: finding a hyperdimensional graphics package capable of rendering n-D data, finding a suitable presentation technique supported by the package that allows insight to be gained, using the provided user interface to interact with the presentation technique to explore the information in the data, and finding a way to share the information gained with others. Many graphics packages have been written to solve the first problem. However, existing packages do not sufficiently solve the other three problems. A hyperdimensional graphics package that sufficiently solves all these problems simplifies the user experience and allows the user to explore, interact with, and share the data. I have implemented a package that solves all four problems. The package is able to render n-D data through appropriate encapsulation of presentation techniques and their associated visual cues. Through the use of an extensible plugin system, presentation techniques can be easily added and accommodated. Desirable features are supported by the user interface to allow the user to interact easily with the data. Sharing of visualizations and annotations are included to allow users to share information with one another. By providing a hyperdimensional graphics package that easily accommodates presentation techniques and includes desirable features, including those that are rarely or never supported, the user benefits from tools that allow improved interaction with multivariate data to extract information and share it with others.
46

Realistic Extensible Generic Simulation Engine for Target Simulation in a Command and Control Training Environment

Lundström, Isak January 2024 (has links)
This thesis explores the design and implementation of a simulation framework created for C2 training environments, focusing on simulating the movement of aircraft and other moving targets between waypoints. The core objective was to develop an extensible, reliable, and realistic simulation system that can adapt to simulate a variety of entities, each characterized by unique movement patterns defined by their type. The simulated input scenarios involve a collection of targets, where each target traverses through a defined set of waypoints according to their specified movement behavior at initialization. The research involved a evaluation of established theories and ideologies of both aircraft and computer simulation, leading to the creation of a framework that leverages Java for its scalability and performance. The framework was designed from the ground up to promote extensibility of various types of moving targets beyond of just that of aircraft, such as helicopters, boats, missiles, and surface vehicles.  The accuracy of the simulation was tested by comparing its output to real-world flight data, demonstrating its capability to mimic realistic aircraft movement within predefined training scenarios. Additionally, the system's extensibility is showcased by simulating two different categories of aircraft—a commercial airliner and a small fighter jet—and illustrating the differences in their generated trajectories. Another outcome is the framework's ability to support real-time simulation, crucial for training scenarios in a C2 context. The system integrates and utilizes concurrent design techniques and dependable design patterns to ensure high throughput and performance, even when scaling to large numbers of targets. The framework's architecture allows for future extension and integration of new target types, without requiring modifications to the existing codebase, by the utilization of Javas SPI.
47

Architecture de communication générique pour un système de bus du commerce électronique

Tagmouti, Siham January 2003 (has links)
Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.
48

Dinâmica assintótica de um sistema de placas termoelásticas do tipo hiperbólico / Asymptotic dynamics of a system of the type plates termoelastics hyperbolic

Barbosa, Alisson Rafael Aguiar 09 August 2013 (has links)
Este trabalho é dedicado ao estudo do comportamento a longo prazo de uma equação de placas extensíveis acoplada a uma equação de calor do tipo hiperbólico. O problema corresponde a um modelo de termo-elasticidade baseado em teorias de calor do tipo não-Fourier. Considerando que efeitos de inércia de rotação estão presentes no modelo, mostramos que o efeito dissipativo do calor e suficiente para estabilizar exponencialmente o sistema, sem dissipações adicionais. Além disso, provamos que o sistema possui um atrator global de dimensão fractal finita e também atratores exponenciais. Nossos resultados generalizam e complementam diversos trabalhos existentes / This work is concerned with long-time dynamics of solutions of extensible plate equations with thermal memory. It corresponds to a model of thermoelasticity based on a theory of non-Fourier heat flux. By considering the case where rotational inertia is present we show that the thermal dissipation is sufficient to stabilize the system exponentially and guarantee the existence of a finite-dimensional global attractor. In addition the existence of an exponential attractor and some further properties are also considered. Our results complements several existing results
49

Framework de comunicação seguro e confiável para Internet das Coisas usando o protocolo XMPP / Secure and Reliable Internet Communications Framework for Things using the XMPP protocol

Moraes, Luan Carlos de Oliveira 26 August 2016 (has links)
Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-06-23T20:47:23Z No. of bitstreams: 1 LuanCarlosOliveira.pdf: 3830694 bytes, checksum: c832e643ca1fc89969e8abd443a7b6a2 (MD5) / Made available in DSpace on 2017-06-23T20:47:23Z (GMT). No. of bitstreams: 1 LuanCarlosOliveira.pdf: 3830694 bytes, checksum: c832e643ca1fc89969e8abd443a7b6a2 (MD5) Previous issue date: 2016-08-26 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / The Internet of Things (IoT) is a paradigm in which smart objects collaborate actively with other physical and virtual objects available in the Internet. IoT environments are characterized by a high degree of heterogeneity of devices and network protocols. However, many challenging social and technological issues still need to be addressed, including the interoperability of devices, autonomous systems, privacy and security issues, which could have a significant impact on many aspects of everyday life of potential end user. To deal with these issues some type of middleware layer or frameworks to show fundamental enforce the seamless integration of devices and functionality within the same network information, providing security and reliability. Therefore, the objective of this work is to design and implement a secure and reliable framework in this scenario using the XMPP protocol (eXtensible Messaging and Presence Protocol). Based on the model publish / subscribe, the proposed framework has reliability mechanism for real-time communication, security features provided by the XMPP based on TLS and SASL authentication. Based on case studies demonstrate the framework’s ability reliability and the results demonstrate the feasibility of the model. / A Internet das Coisas (IoT) é um paradigma no qual objetos inteligentes colaboram de forma ativa com outros objetos físicos e virtuais disponíveis na Internet. Ambientes de IoT são caracterizados por um alto grau de heterogeneidade de dispositivos e protocolos de rede. Entretanto, muitas questões tecnológicas desafiadoras e sociais ainda precisam ser abordadas, incluindo a interoperabilidade de dispositivos, autonomia de sistemas, privacidade e questões de segurança, o quê poderia ter um impacto significativo em vários aspectos da vida cotidiana do usuário potencial final. Para lidar com essas questões algum tipo de camada de middleware ou frameworks se mostram fundamentais para fazer cumprir a integração de dispositivos e funcionalidades dentro da mesma rede de informação, provendo segurança e confiabilidade. Desta forma, o objetivo deste trabalho é projetar e implementar um Framework seguro e confiável neste cenário usando o protocolo XMPP (eXtensible Messaging and Presence Protocol). Baseado no modelo publish/subscribe, o framework proposto possui mecanismo de confiabilidade na comunicação em tempo real, recursos de segurança fornecidos pelo XMPP baseado no protocolo Transport Layer Security (TLS) e autenticação Simple Authentication and Security Layer (SASL). Com base nos estudos de caso, demonstramos a capacidade do framework na confiabilidade e os resultados obtidos demonstram a viabilidade do mesmo.
50

Mobile presentations with interactive chat for m-Learning

Wanyonyi, David Wafula January 2010 (has links)
Using presentations in an m-Learning environment enables delivery of rich content to a mobile phone learner. This study investigated how to prepare and stream presentations from a desktop computer to a mobile phone in near-realtime. It also addressed communication between users using interactive text chat in the same environment. Our analysis of text/podcast-based m-Learning applications revealed limited interactivity and lack of diversity in content streamed. To address this, we developed a mobile-based application that uses a task-timer model to synchronize with a server every n units of time to enable near-realtime streaming of presentation slides between mobile and desktop users. The application included text-based instant messenger. Laboratory experiments investigated the use OpenOffice and PowerPoint presentations and techniques used to convert these presentations into mobile phone compatible formats. Experiments were carried out with smart mobile phones running on a third generation cellular network. We employed transaction-logging techniques in addition to automated image analysis techniques to observe and record data. Analysis of the results revealed using presentations enabled more rich content than text-based models such as short message service-based frameworks and podcasts. Although m-Learning is not yet widely adopted, applications such as the one developed in the study offer high hopes for m-Learning because of the use of rich content and interactivity between users.

Page generated in 0.0418 seconds