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Zobrazování scény s velkým počtem chodců v reálném čase / Real-Time Rendering of a Scene With Many PedestriansPfudl, Václav January 2015 (has links)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
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Coffeepot for Masochists : A Study in User-Centered System Design / Kaffepanna för Masochister : En studie i Användarcentrerad SystemdesignAbbasi, Azad Ismail January 2015 (has links)
This master thesis is carried out in the field of “Human-Computer interaction”, more specifically the area “User-centered system design”. The focus has been on “usability” and useful graphical user interfaces. Current theories and definitions in the field have been considered. Literature studies contain well known authors and organisations in domains mentioned above; Jakob Nielsen, Donald A Norman and International Organization for Standardization ISO to mention some. Another source for this work from which the theories and way of working have been used is the book “User-Centered System Design” written by Jan Gulliksen and Bengt Göransson. The work started with a literature study followed by looking at methods to use. The next step was to do task and user analysis which followed by the development phase. The user has been given a central role in this project and, just as recommended, also been involved through the whole cycle. A useful method to get feedback from users, in addition to interviews and workshops, has been the “Heuristic Evaluation”. The final result and conclusion shows that the user-centered system design is a powerful tool to adapt when designing and developing interactive user interface. / Detta examensarbete har utförts inom området för ”Människa-Datorinteraktion” mer specifikt ”Användarcentrerad Systemdesign”. Fokus har varit på ”användbarhet” och användbart grafiskt användargränssnitt. Aktuella teorier och definitioner har iakttagits. Litteraturstudien har omfattat välkända författare och organisationer i ovannämnda domäner; Jakob Nielsen, Donald A Norman och Internationella standardiseringsorganisationen ISO för att nämna några. En annan källa vars teorier och arbetssätt har tillämpats i detta arbete är boken ”Användarcentrerad Systemdesign” av författarna Jan Gulliksen och Bengt Göransson. Arbetet började med en litteraturstudie följd av val av lämplig metod. Nästa steg innebar att utföra uppgifts- och användaranalyser och därefter var det dags för utvecklingsfasen. Användaren har haft en central roll i detta projekt och har, precis som rekommenderat, involverats i samtliga moment. En lämplig och nyttig metod för att få återkoppling från användarna, förutom intervjuer och workshop, har varit ”Heuristisk Utvärdering”. Det slutliga resultatet och slutsatsen visar att användarcentrerad systemdesign är ett kraftfullt verktyg att nyttja när det kommer till design och utveckling av interaktivt användargränssnitt.
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Antenna Optimization in Long-Term Evolution NetworksDeng, Qichen January 2013 (has links)
The aim of this master thesis is to study algorithms for automatically tuning antenna parameters to improve the performance of the radio access part of a telecommunication network and user experience. There are four dierent optimization algorithms, Stepwise Minimization Algorithm, Random Search Algorithm, Modied Steepest Descent Algorithm and Multi-Objective Genetic Algorithm to be applied to a model of a radio access network. The performances of all algorithms will be evaluated in this thesis. Moreover, a graphical user interface which is developed to facilitate the antenna tuning simulations will also be presented in the appendix of the report.
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Improving post-productionfeedback processAbduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
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Human Interfaces for Cooperative Control of Multiple Vehicle SystemsSun, Jisang 20 March 2006 (has links) (PDF)
This thesis presents a human interface which helps users efficiently allocate multiple unmanned ground vehicles (UGVs) cooperating to accomplish timing-sensitive missions in an urban environment. The urban environment consists of obstacles and a hazardous region. The obstacles represent a "no-go zone" while the hazardous region represents a high-risk area. The main object of this problem is to minimize the team operational cost while satisfying timing constraints. Operational costs for individual vehicles are based on risk and power consumption, and are calculated using path length and vehicle velocity. In this thesis, three types of timing constraints are considered: simultaneous arrival, tight sequential arrival, and loose sequential arrival. Coordination variables and functions are the strategy by which both temporal and spatial information is used to achieve cooperative timing at a minimum cost. Specifically, coordination variables and functions are used to plan trajectories for a team of UGVs that satisfy timing constraints. The importance of properly representing information to users, allowing them to make efficient decisions, is also discussed. Four different control interfaces (temporal, spatial, cost, and coordination variable/function control) were tested. A full factorial design of experiments was performed with response time, workload, and quality of decision as metrics used to evaluate the quality and effectiveness of each interface. Based on the results of this experiment, a final graphical user interface (GUI) was designed and is described. It incorporates a combination of coordination variable/function control and cost control. This GUI is capable of planning paths for vehicles based on cooperative timing constraints and enables users to make high quality decisions in deploying a group of vehicles.
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Evaluation of HCI models to control a network system through a graphical user interface / Utvärdering av MMI-modeller för styrning av nätverkssystem genom grafiskt användargränssnittEkman, Jonas January 2017 (has links)
SAAB has a project under development for a network system with connected nodes, where the nodes are both information consumer and producer of different communication types. A node is an equipment or an object that are used by the army e.g. it can be a soldier, military hospital or an UAV. The nodes function as a part of a mission e.g. a mission can be Defend Gotland. The aim of this project is that the user will rank different missions from the one with the highest priority to the lowest. This will affect the network in a way that the communication between the nodes at the mission with the highest rank will be prioritised over the communication between the underlying missions. A user can via the GUI rank the missions, and then set the associated settings for them. Via the GUI the user should be able to work at three different levels. The first is to plan upcoming missions. The second one is in real time see if the system delivers the desired conditions. The last one is to simulate if the system can deliver the desired conditions. This thesis investigated various HCI models that could be used to create a GUI, to reduce the risk of a user configuring the system incorrectly. The study showed that there are no HCI models that take account for misconfigurations, and therefore a new model was created. The new model was used and evaluated by creating a prototype of a GUI for SAAB’s project and was tested on a potential user. The test showed that the new model reduced the risk of misconfigurations. / SAAB har ett projekt för utveckling av ett nätverkssystem med anslutande noder, med noder som kan vara både informationsproducent och konsument för olika kommunikationstyper. En nod är en sak eller ett objekt inom försvaret t.ex. kan det vara en soldat, militärt sjukhus eller en obemannad farkost. Varje nod tillhör ett uppdrag, tex att försvara Gotland. Målet med projektet är att man ska kunna gradera de olika uppdragen och därmed gradera vilken prioritet dessa noder har i nätet. Noder som tillhör ett uppdrag med hög gradering kommer prioriteras över de underliggande uppdragen i nätverket. En användare kan via ett grafiskt användargränssnitt gradera uppdragen och konfigurera tillhörande inställningar. Via det grafiska användargränssnittet kan en användare även planera, gradera och konfigurera inställningar för kommande uppdrag samt simulera om det går att genomföra. Användaren ska även i realtid kunna se om de önskade inställningarna inte kan leva upp till de önskade kraven, och därmed kunna åtgärda detta. Detta arbete undersökte olika MMI-modeller som kan användas för att skapa ett grafiskt användargränssnitt som minimerar risken att användaren konfigurerar systemet på ett felaktigt sätt. Studien visade sig att det inte finns några MMI modeller som tar hänsyn till felkonfigureringar, och en ny modell skapades. Den nya modellen användes och utvärderas genom att skapa en prototyp av ett grafiskt användargränssnitt för SAAB:s projekt, som testades på en potentiell användare. Testet visade att den nya modellen minskar risken för felkonfigureringar.
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Screenlife films: graphical user interfaces as mise en scène, impacts on cinematic conventions, storytelling and mystery fiction techniquesMadoc-Jones, Gareth 12 1900 (has links)
Ce mémoire est une description et une analyse de la mise en scène dans trois films screenlife –
Unfriended (Leo Gabriadze, 2014), Unfriended: Dark Web (Stephen Susco, 2018) et Searching
(Aneesh Chaganty, 2018) – qui est principalement défini par les interfaces utilisateur graphiques
(IUG) affichées dans les représentations des enregistrements d'écran d'ordinateur par lesquels
ces films sont définis. Le but de cette étude était de découvrir – en utilisant la recherche sur les
IUG par Lev Manovich et Anne Friedberg – comment la nature modulaire des médias numériques
– vidéo, photo et texte – positionnés à l'intérieur de chaque IUG permet de transposer certaines
conventions cinématographiques, techniques de narration et de roman policier sur les IUG. La
recherche révèle qu'en raison des IUG (associées au système d'exploitation et à des applications),
certaines traditions narratives ont été présentées de manière multiple, simultanée et superposée
dans la mise en scène, par opposition à la manière singulière et séquentielle que les films ont
généralement représenté le temps et l'espace en montrant un plan à la fois.
Le premier chapitre raconte l'histoire du film screenlife et comment il a connu plusieurs itérations
en raison de ce qui avait pu être affiché dans les IUG à différentes périodes entre 2002 et 2018,
notamment les types d'appels vidéo, de sites Web et de médias sociaux. Le deuxième chapitre
propose une mise en scène screenlife qui divise l'espace de l'écran en trois niveaux pour articuler
comment les traditions cinématographiques et narratives ont été transposées dans Unfriended,
Unfriended: Dark Web et Searching. Le troisième chapitre est une continuation de ce processus,
mais avec un accent sur les techniques de roman policier, les indices et les fausses pistes, présents
dans chacun de ces trois films screenlife. La description et l'analyse confirment que ces traditions
de mystification sont également transposées dans les IUG de manière multiple, simultanée et
superposée à partir de la manière singulière et séquentielle dont elles ont été présentées dans
les romans policiers et les films policiers traditionnellement tournés. / This master’s thesis is a description and analysis of the mise en scène in three screenlife films –
Unfriended (Leo Gabriadze, 2014), Unfriended: Dark Web (Stephen Susco, 2018) and Searching
(Aneesh Chaganty, 2018) – that is primarily defined by the graphical user interfaces (GUIs)
displayed within the representations of computer screen recordings these films (and this format)
are defined by. The purpose of this study was to find out – using the research into GUIs by Lev
Manovich and Anne Friedberg as a framework to interpret the space within a computer screen –
how the modular nature of individual digital media – video, photo and text – positioned within
each GUI permit certain cinematic conventions, storytelling and mystery fiction techniques to be
transposed onto a computer screen’s interfaces (GUIs). The research reveals that due to the GUIs
(associated with the computer’s operating system and its various applications) certain narrative
traditions have been presented in a multiple, simultaneous and overlapping way within the mise
en scène as opposed to the singular and sequential manner that films have typically represented
time and space by showing one shot, one spatio-temporality, within the frame at a time.
The first chapter recounts the history of the screenlife film and how it has had several iterations
because of what had been possible to display within GUIs at various periods between 2002 and
2018, notably the types of video calls, websites and social media. The second chapter proposes a
screenlife mise en scène that divides the screen space into three levels to articulate how cinematic
and narrative traditions have been transposed into Unfriended, Unfriended: Dark Web and
Searching. The third chapter is a continuation of this process, but with a focus on mystery fiction
techniques, clues and red herrings, present in each of these three screenlife films. The description
and analysis confirms that these mystification traditions are also transposed into the GUIs in a
multiple, simultaneous and overlapping way from the singular and sequential manner that they
have been presented in detective novels and traditionally shot mystery genre films.
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Grafisk återgivning av radardetektion av flygplan : Utveckling av ett grafiskt användargränssnitt för PCL- och ADS-B-system / Graphic representation of radar detection of aircraftsJansson, Alice January 2024 (has links)
Passive Coherent Location (PCL), eller Passiv Radar som det populärt kallas, är enteknologi inom radarlära som innefattar radartyper som inte själva skickar ut elektromagnetiska vågor för att finna och undersöka ett mål. Istället använder sig dessa radartyper av befintliga signaler, såsom radio- och TV-sändningar för att detektera mål. På så vis är det betydligt svårare att upptäcka en passiv radar jämfört med en traditionell aktiv radar. SAAB utvecklar teknologi och metoder för passiva radarsystem. För att få en förståelse för ett av deras PCL-systems prestanda behöver SAAB utveckla en enkel metod för att fastställa radartäckningen. Som ett steg till detta har SAAB därför givit författaren till denna rapport i uppgift att skapa ett gränssnitt som kombinerar och jämför PCL-systemet med detektioner från en automatic dependent surveillance broadcast (ADS-B). Detektionerna från ADS-B kan då fungera som ett facit för hur väl PCLsystemet tar upp detektioner. Vilket ger gränssnittets användare en god indikationför PCL-systemets utsträckning och reliabilitet. Intervjuer hölls med anställda på SAAB som har erfarenhet av att arbeta med likvärdiga system och dess gränssnitt. Intervjuerna var semistrukturerade med frågor som syftade att utforska vilka funktioner som uppskattas och vilka svårigheter deltagarna ser i nuvarande gränssnitt. Utefter deltagarnas svar på intervjuerna byggdes en behovsanalys som tillsammans med teorier inom området låg till grund för utformningen av gränssnittsprototypen. Lösningsförslaget är en gränssnittsprotyp som visar datapunkter där detektion av mål visas från PCL-systemet och ADS-B. / Passive Coherent Location (PCL), or more popularly known as Passive Radar, is a subgenre within the field of radartechnology which includes radar types that does not transmit electromagnetic signals by themselves to find and investigate targets. Instead, they use already existing transmission, such as radio and TV broadcasts, to detect a target. Thus, it is much harder to discover a passive radar compared to a traditional active radar. SAAB is developing technologies and methods for passive radar systems. To get an understanding of the performance of one of their PCL systems, SAAB is looking for a simple method to determine the coverage of the radar. As part of this SAAB has given the author of this report the task of developing an interface which combines and compares the PCL-system with the detections of an automatic dependent surveillance broadcast (ADS-B). The detections from the ADS-B can then act as an answer key for how well the PCL-system detects targets. Thus, giving the interfaces user a good indication for the PCL-systems coverage and reliability. Interviews were conducted with SAAB employees experienced in working with similar systems and their interfaces. These interviews were semi-structured, with questions aiming to explore appreciated features and identified challenges in the current interfaces. A needs analysis was constructed based on the participants answers in the interviews, which, combined with theories within the field served as the foundation for designing the interface prototype. The proposed solution is an interface prototype, displaying data points from the PCL system and ADS-B.
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User Experience Design for Children : Developing and Testing a UX Framework / Användarupplevelsedesign för Barn : Utveckling och Testning av UX RamverkBräne, Arvid January 2016 (has links)
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
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Virtual reality designprinciples: A casestudy on VRChatEckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.
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