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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.
21

Controle de movimentos rápidos e precisos direcionados a alvos espaciais / Control of rapid and accurate movements aimed to spatial targets

Victor Hugo Alves Okazaki 09 March 2009 (has links)
Neste estudo foi analisado o efeito de distância, velocidade, tamanhos do disco e do alvo, e massas do disco e da manopla, sobre o desempenho motor em movimentos requisitando rapidez e precisão. Para tanto, foram analisadas as características cinemáticas da tarefa de projetar um disco a um alvo com movimento de contato balístico, empunhando uma manopla. Os movimentos foram desempenhados sobre uma base plana e filmados com câmera optoeletrônica de alta freqüência. O estudo foi conduzido em seis experimentos com um grupo único de participantes. Os resultados indicaram que os modelos de controle motor que têm sido empregados para analisar a relação velocidade-precisão em tarefas mais simples não foram apropriados para explicar o comportamento da tarefa utilizada. O controle motor na tarefa demonstrou ser dinâmico e flexível, frente às diferentes restrições de movimento. As seguintes estratégias de controle foram sugeridas na explicação dos resultados: sincronização da maior velocidade e do instante de contato manopla-disco, manutenção na proporção entre as fases aceleração-desaceleração, maior inércia e menor impacto para aumentar a estabilidade de movimento, e o controle da velocidade e da precisão em dimensões independentes. A análise das ações articulares demonstrou as particularidades das estratégias utilizadas pelo sistema no movimento em função das variáveis manipuladas. Em conjunto, esta seqüência de experimentos permitiu uma compreensão mais ampla das estratégias de controle motor empregadas em movimentos com alta demanda de velocidade e de precisão / In this study it was analyzed the effect of distance, velocity, disc and target width, disc and manipulandum mass, over motor control of a rapid and accurate movement. For such, it was analyzed the kinematic characteristics of the task of launching a disc to a target using a ballistic movement, performed with a manipulandum. Movements were performed on a flat surface and filmed with a high frequency optoelectronic camera. The study was conducted through six experiments with a single group of participants. Analysis of results indicated that models of motor control that has been used to analyze speed-accuracy tradeoff in simpler tasks were not appropriate to explain the observed behavior in the task used. Motor control in the task showed to be dynamic and flexible, regarding the several constraints manipulated. The follow strategies of control were suggested to explain the results: synchronization of the peak velocity and the instant of disc-manipulandum contact, maintenance of the proportion between the acceleration-deceleration phases, greater inertia and minor impact to increase movement stability, and control of velocity and accuracy of independent dimensions. The prediction of Analysis of joint actions showed the particularities of the strategies used by the system on movement as a function of the manipulated variables. Together, this study sequence of experiments allowed for a deeper comprehension of the control strategies used in the control of rapid and accurate movements
22

Hur Används Generativ Ai Av Ux-Designers För Skissande? : En kvalitativ studie om UX-designers användning av generativ AI inom skissarbete / How is generative AI used by UX designers for sketching? : A qualitative study of UX designers' use of generative AI in sketching

Falsafi, Atoosa, Wongphayak, Kiattisak January 2023 (has links)
Generativ AI är ett fenomen som har blivit populärt under de senaste åren vilket har medfört utvecklingen av AI-verktyg. Dessa verktyg kan lösa specifika lösningar inom olika fält inklusive inom UX-design. Där en ny aspekt av Mänsklig-Dator-Interaktion (MDI) har utvecklats mot Människa-AI-Interaktion (MAII). Syftet med denna studie är att undersöka UX-designers användning av AI-verktyg inom skissandet. Studien genomfördes med sju semistrukturerade intervjuer och en tematisk analys. Resultatet presenterar respondenternas perspektiv och tankar kring tillämpningen av de AI-verktyg som används idag. Alla respondenter är överens om att användningen av AI-verktyg gjorde att arbetet blev mer effektivt. Begränsningarna alternativt utmaningarna var att företag bör överväga att införa en tydlig AI-policy för att säkerställa att AI-verktyg används säkert och ansvarsfullt. Studien avslutas med att en stor vikt läggs på mänsklig kreativitet och förståelse för användarens behov är en viktig del gällande användning av AI-verktyg. / Generative AI is a phenomenon that has become popular in recent years, leading to the development of AI tools. These tools can solve specific problems in various fields, including UX design. This has led to the development of a new aspect of Human-Computer Interaction (HCI) towards Human-AI Interaction (HAII). The purpose of this study is to investigate UX designers' use of AI tools in sketching. The study was conducted with seven semi-structured interviews and a thematic analysis. The results present the respondents' perspectives and thoughts on the application of the AI tools used today. All respondents agree that using AI tools made their work more efficient. Limitations or challenges were that companies should consider implementing a clear AI policy to ensure that AI tools are used safely and responsibly. The study concludes that a great deal of emphasis is placed on human creativity and understanding the needs of the user is an important part of using AI tools.
23

Computational Models and Analyses of Human Motor Performance in Haptic Manipulation

Fu, Michael J. 27 April 2011 (has links)
No description available.
24

Multi-Gain Control: Balancing Demands for Speed and Precision

Lemasters, Lucas Warner 05 June 2017 (has links)
No description available.
25

Modèles psychophysiques d'atteintes de cibles pour les personnes souffrant de troubles neuromusculaires

Vella, Frédéric 18 December 2008 (has links) (PDF)
Des études sur des personnes valides montrent que la saisie est plus rapide sur un clavier physique de type AZERTY (75 mots par minute) plutôt que sur un clavier virtuel de type AZERTY par désignation (25 mots par minute). Cette réduction de vitesse est aussi observée lors d'activités de saisie par des personnes handicapées avec le clavier ambigu UKO. Au contraire, d'autres travaux ont montré l'apport de l'optimisation de l'agencement spatial des touches pour la saisie, en situation de mobilité pour le clavier OPTI et le clavier Metropolis et en situation de bureau pour le clavier GAG.<br /><br />Ainsi, pour comprendre et qualifier ces troubles moteurs, nous avons besoin d'étudier les activités motrices en situation en appliquant la loi de psychomotricité. <br />Cette étude a un double enjeu (intérêt théorique et technologique) : la compréhension des troubles moteurs et la conception des systèmes de suppléance (tels que les claviers virtuels) fondés sur des techniques d'interaction de pointage. <br /><br />L'objectif est de proposer une modélisation des performances motrices (et perceptives à termes) de notre population d'étude pour prédire le temps de déplacement et de recherche de cibles. Pour atteindre cet objectif, nous avons étudié l'atteinte de cibles à 1 dimension. Ces modèles sont ensuite appliqués à l'étude de l'utilisabilité d'un clavier logiciel.
26

Perceived Difficulty in a Fitts Task

Grilli, Suzanne M. 12 December 2011 (has links)
No description available.
27

A Model of Dynamic Choice, Confidence, and Motor Response

Olson, Kenneth C. January 2011 (has links)
No description available.
28

Multi-Scale Cursor: Optimizing Mouse Interaction for Large Personal Workspaces

Dasiyici, Mehmet Celal 05 June 2008 (has links)
As increasingly large displays are integrated into personal workspaces, mouse-based interaction becomes more problematic. Users must repeatedly "clutch" the mouse for long distance movements [61]. The visibility of the cursor is also problematic in large screens, since the percentage of the screen space that the cursor takes from the whole display gets smaller. We test multi-scale approaches to mouse interaction that utilize dynamic speed and size techniques to grow the cursor larger and faster for long movements. Using Fitts' Law methods, we experimentally compare different implementations to optimize the mouse design for large displays and to test how they scale to large displays. We also compare them to techniques that integrate absolute pointing with head tracking. Results indicate that with some implementation level modifications the mouse device can scale well up to even a 100 megapixel display with lower mean movement times as compared to integrating absolute pointing techniques to mouse input while maintaining fast performance of the typical mouse configuration on small screens for short distance movements. Designs that have multiple acceleration levels and 4x maximum acceleration reduced average number of clutching to less than one per task in a 100 megapixel display. Dynamic size cursors statistically improve pointing performance. Results also indicated that dynamic speed transitions should be as smooth as possible without steps of more than 2x increase in speed. / Master of Science
29

Universal graph literacy: understanding how blind and low vision students can satisfy the common core standards with accessible auditory graphs

Davison, Benjamin Kenneth 08 April 2013 (has links)
Auditory graphs and active point estimation provide an inexpensive, accessible alternative for low vision and blind K-12 students using number lines and coordinate graphs. In the first phase of this research program, a series of four psychophysics studies demonstrated an interactive auditory number line that enables blind, low vision, and sighted people to find small targets with a laptop, headphones, and a mouse or a keyboard. The Fitts' Law studies showed that, given appropriate auditory feedback, blind people can use a mouse. In addition, auditory feedback can generate target response patterns similar to when people use visual feedback. Phase two introduced SQUARE, a novel method for building accessible alternatives to existing education technologies. The standards-driven and teacher-directed approach generated 17 graphing standards for sixth grade mathematics, all of which emphasized point estimation. It also showed that how only few basic behavioral components are necessary for these graphing problems. The third phase evaluated active point estimation tools in terms of training, classroom situations, and a testing situation. This work shows that students can learn to graph in K-12 environments, regardless of their visual impairment. It also provides several technologies used for graphing, and methods to further develop education accessibility research.
30

Closing the digital gap: handheld computing, adult first-time users, and a user experience metric model

Toko, Guy Roger 02 1900 (has links)
This thesis assesses the speed of adaptation and adoption of computing systems from an adult first-time user perspective in South Africa, with the aim of determining if it could ultimately lead to the reduction of the existing digital gap. As is evident from the social, educational, and economical gap for some observers, the reality of the existence of the digital gap in South Africa is undeniable. Constant non-targeted progress is made toward addressing imbalances, which seem to be more visible as the number of constant and permanent users is visibly increasing. These observed phenomena are mostly noticed amongst urban, educated, younger, middle-class citizens. The forgotten “missing middle” are left to fend for themselves. These are people who are still outside the digital drive the world is experiencing based on their schooling grade, geographical location, income level, and age. They were not in school when computer literacy was introduced, and they were too poor to teach themselves how to use a computer, too remote to observe the digital drive, and too old to learn from their peers. As citizens, their welfare matters, and when assessing the penetration of ICT in the country, their numbers also matter. One cannot ignore their presence and the difficulties and frustration that they experience when coming into contact with a computing system for the first time. The researcher is of the view that the presence of a computing system may not simply translate to the closure of the digital gap. In other words, people may gain access to a computer, but without computing usability skills or Internet connectivity it may not add value to their daily activities. Closing the digital gap in South Africa can be seen as political propaganda, but the reality is, how do we measure and assess it? It comes down to users, and in this particular case, attention is turned to the “missing middle”, here referred to as the adult first-time user. This is simply someone who is over the age of 18 years, lives in a rural community in South Africa, never completed school, and is using a computer for the first time. The researcher used a handheld tablet system as a tool to assess the participants’ adequacy in terms of the rate at which they complete tasks by developing mathematical equations which were placed together within an assessment metric that was later used to determine user proficiency, as well as their adaptation and user experience in order to determine if the participant can later adopt the device and take advantage of it. By so doing, the metric will comprise variables such as the user movement time, task completion success rate, task completion speed, user satisfaction, user reaction time, user completion rate per activity, time-based efficiency, and the assessment of the level of frustration any adult first-time user may experience while interacting with the system for the first time. The term “digital gap” may not be new to the ICT sphere, but no one has taken the step towards assessing it. The digital gap is no longer the absence of computing systems in many communities but rather the presence of inadequate user experience, which has not been properly measured and documented. The user experience metric (UXM) that was developed in this study provided the researcher with the opportunity to reassess the issue of systems adaptation, adoption, and usability by adult first-time users. This research is particularly driven by sound interaction design principles, user adaptation, and usability and user experience / Ph. D. (Information Systems) / School of Computing

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