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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.
81

Identifying effectiveness of different input devices as pointing devices for graphical user interfaces

Budak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
82

Remote Access and Service Discovery for a Vehicular Public Safety Cognitive Radio

Rangnekar, Rohit Dilip 28 July 2009 (has links)
The Virginia Tech Center for Wireless Telecommunications' (CWT) Public Safety Cognitive Radio (PSCR) addresses the radio interoperability issues that plague many of the existing public safety radios — disparate frequency bands, incompatible modulation schemes and lack of active channel detection features. The PSCR allows the operator to scan for active channels, classify the detected channels, connect to any of the recognized waveforms and begin analog audio communication as well as bridge two incompatible waveforms together. The PSCR, although very useful, unfortunately is not portable enough to be used by public safety officials. The power requirement, processing requirement and equipment is respectively large, hungry and bulky. In this thesis, a possible solution to the portability problem is addressed by installing the PSCR in a public safety vehicle and using a Personal Digital Assistant (PDA) for remote access. The PDA allows the user to remotely scan, classify, talk, and bridge waveforms similar in operation to the PSCR. An ergonomically designed interface masks the channel and modulation selection procedure. This architecture can be extended to offer service to any remotely connected device. In the second part of this thesis, the concept of remote access is extended to a wide-area wireless public safety network. A public safety network consisting of heterogeneous devices is proposed utilizing a small number of backbone nodes. The major research focus of this section is the algorithm for distributing services across the network. Service discovery is optimized to reduce the overhead of service messages and multiple service distribution techniques are utilized depending on the location of the services. Simulation is performed to evaluate the performance of the service discovery protocol in terms of overhead, dissemination time and scalability. The proposed protocol is determined to be superior to the competition in the overhead and scalability tests. / Master of Science
83

Glacier front variatons in Sweden: 2015-2022

Houssais, Martin January 2023 (has links)
This study aims at increasing the amount of data available on recent past Swedish glacier front variations, at improving the knowledge on the present behavior of these glaciers, and at contributing to the defnition of the guideline for future of glacier front observations in Sweden. To do so, the study proposes Sentinel-2 based yearly front variation measurements for 22 Swedish glaciers between 2015 and 2022, calculated based on the multicentreline approach of the MaQiT tool. It also assesses the uncertainty of Sentinel-2 based mapping by comparing it to 0.48 m spatial resolution aerial imagery based mapping and to field based mapping conducted on four northern Sweden glaciers during the end of the summer 2022: Kaskasatj SE, Kebnepakteglaciären, Mårmaglaciären, and Storglaciären. The fieldwork included handheld GNSS, UAV photogrammetry, and total station survey in order to compare the three methods in the mapping of glacier fronts. This study also compares the measured glaciers front variations to climatic factors and glaciers boundary conditions. The resulting glacier front variations in Sweden between 2015 and 2022, averaged over all glaciers studied, is −10.28 m yr−1. Small glaciers retreated on average 0.51 % of their length per year, while large glaciers retreated on average 0.35 % per year. This study highlights the importance of recording yearly front positions of a large amount of glaciers, and therefore encourages for the future the use of satellite imagery to observe all Swedish glaciers fronts on a yearly basis. It also supports the conduction of regular UAV photogrammetry surveys to provide high resolution mapping of a sample of glacier fronts chosen for their vicinity with the Tarfala Research Station, the Swedish field centre for glaciological and alpine research.
84

Design and Optimization of a Planar Dual ¿¿¿¿¿¿¿¿¿¿¿¿“ Polarized, End ¿¿¿¿¿¿¿¿¿¿¿¿“ Fire UHF Antenna For a Handheld RFID Reader

Grover, Nikhil 22 June 2012 (has links)
No description available.
85

Uma metodologia para o desenvolvimento de aplicações de realidade aumentada em telefones celulares utilizando dispositivos sensores. / A methodology for development augmented reality applications using mobile phones and sensors devices.

Zuñiga Torres, Juan Carlos 07 July 2008 (has links)
O uso de dispositivos móveis ou handheld devices na implementação de um sistema de Realidade Aumentada (RA) é denominado Handheld Augmented Reality ou simplesmente Handheld AR. Aplicações do tipo Handheld AR utilizam a câmera integrada no dispositivo móvel para reconhecer marcadores (inseridos no ambiente), o que permite a entrada de dados para o sistema de RA. As informações geradas nestas aplicações são apresentadas como imagens virtuais (gráficos 3D) nas telas dos dispositivos móveis. Já aplicações do tipo Handheld AR mais complexas e recentes, utilizam dispositivos sensores (com interfaces de comunicação sem fio) como RFID tags, Redes de Sensores Sem Fio (RSSF) e sistemas de GPS (Global Positioning System), como fontes de entrada de dados dinâmicos para o sistema de RA, junto à câmera e os marcadores. Aplicações deste tipo apresentam características interessantes para áreas de aplicação como: sensoriamento, monitoramento, visualização e interação em ambientes inteligentes e ubíquos. Porém, a carência de documentação e a complexidade no desenvolvimento destas aplicações geram a necessidade de metodologias e ferramentas que colaborem para um rápido e simples processo de desenvolvimento. Neste sentido, esta dissertação apresenta uma Metodologia de Desenvolvimento para aplicações de realidade aumentada em dispositivos móveis, a qual visa ajudar no projeto e facilitar o processo de desenvolvimento de aplicações do tipo Handheld AR, em especial as que utilizem telefones celulares e dispositivos sensores com interfaces de comunicação sem fio, apresentando uma documentação bem definida e um roteiro claro sobre os requisitos e características no desenvolvimento de aplicações deste tipo. Já a nossa metodologia proposta apresenta um cenário geral de aplicação, uma arquitetura e orientações (guidelines) de desenvolvimento para aplicações do tipo Handheld AR. Além disso, são apresentados detalhes de implementação relativos: à aquisição dos dados gerados pelos dispositivos sensores (neste caso uma RSSF), a uma modelagem semântica destes dados (como parte da solução para facilitar a aquisição, armazenamento e gerenciamento de dados), à criação de perfis de usuário (para prover interfaces de interação intuitivas) e à disponibilização destas informações utilizando técnicas de RA, apresentando as informações geradas como objetos virtuais (imagens virtuais, efeitos de vibração e efeitos sonoros), os quais são sobrepostos em um cenário real utilizando o telefone celular como dispositivo de interação com o usuário. Finalmente, nós apresentamos um estudo de caso que desenvolve uma aplicação do tipo Handheld AR (protótipo) para o monitoramento da temperatura na sala de servidores do PAD (Grupo de Sistemas Pervasivos e de Alto Desempenho). Neste estudo de caso, são descritos os materiais, o cenário, os serviços oferecidos, o fluxo de desenvolvimento e as avaliações do protótipo. / Handheld Augmented Reality or Handheld AR is the implementation of Augmented Reality (AR) systems into handheld devices. Handheld AR applications use the handheld device\'s camera to recognize markers (inserted into the environment). This process enables data entry into AR system. The response generated for these applications are presented as virtual images (3D graphics) on the handheld device\'s display. New Handheld AR applications use a mobile phone camera, markers and wireless sensors (inserted into the environment) as elements for dynamic data entry into the AR system. These applications show interesting characteristics for: sensing, visualization and interaction in ambient intelligence (AmI) and ubiquitous environments. But, the lack of documentation and complexity development process produce the need for methodologies and tools for a fast and simple development model. For these reason, this work presents a Methodology for Design and development Handheld AR applications, which present an especial support for mobile phones and wireless sensor networks, making a description and clear roadmap of the requirements and characteristics in the Handheld AR development process model. Our methodology proposed presents a general scenario of application, a software architecture and application development guidelines. Moreover, we present implementation details over: acquisition data process, semantic modeling data, development of user profiles and visualization of the information using AR techniques, showing these information as virtual objects (virtual images, vibration effects and sound effects). These virtual objects use the handheld device as interaction interface between the user and real world. Finally, we present a case study that develops a Handheld AR application (prototype) to monitoring the temperature in the PAD (Pervasive and Distributed Computing Group) server\'s room. In this case study, we describe the materials, the scenario, the services offered, the development process and prototype evaluations.
86

Uma metodologia para o desenvolvimento de aplicações de realidade aumentada em telefones celulares utilizando dispositivos sensores. / A methodology for development augmented reality applications using mobile phones and sensors devices.

Juan Carlos Zuñiga Torres 07 July 2008 (has links)
O uso de dispositivos móveis ou handheld devices na implementação de um sistema de Realidade Aumentada (RA) é denominado Handheld Augmented Reality ou simplesmente Handheld AR. Aplicações do tipo Handheld AR utilizam a câmera integrada no dispositivo móvel para reconhecer marcadores (inseridos no ambiente), o que permite a entrada de dados para o sistema de RA. As informações geradas nestas aplicações são apresentadas como imagens virtuais (gráficos 3D) nas telas dos dispositivos móveis. Já aplicações do tipo Handheld AR mais complexas e recentes, utilizam dispositivos sensores (com interfaces de comunicação sem fio) como RFID tags, Redes de Sensores Sem Fio (RSSF) e sistemas de GPS (Global Positioning System), como fontes de entrada de dados dinâmicos para o sistema de RA, junto à câmera e os marcadores. Aplicações deste tipo apresentam características interessantes para áreas de aplicação como: sensoriamento, monitoramento, visualização e interação em ambientes inteligentes e ubíquos. Porém, a carência de documentação e a complexidade no desenvolvimento destas aplicações geram a necessidade de metodologias e ferramentas que colaborem para um rápido e simples processo de desenvolvimento. Neste sentido, esta dissertação apresenta uma Metodologia de Desenvolvimento para aplicações de realidade aumentada em dispositivos móveis, a qual visa ajudar no projeto e facilitar o processo de desenvolvimento de aplicações do tipo Handheld AR, em especial as que utilizem telefones celulares e dispositivos sensores com interfaces de comunicação sem fio, apresentando uma documentação bem definida e um roteiro claro sobre os requisitos e características no desenvolvimento de aplicações deste tipo. Já a nossa metodologia proposta apresenta um cenário geral de aplicação, uma arquitetura e orientações (guidelines) de desenvolvimento para aplicações do tipo Handheld AR. Além disso, são apresentados detalhes de implementação relativos: à aquisição dos dados gerados pelos dispositivos sensores (neste caso uma RSSF), a uma modelagem semântica destes dados (como parte da solução para facilitar a aquisição, armazenamento e gerenciamento de dados), à criação de perfis de usuário (para prover interfaces de interação intuitivas) e à disponibilização destas informações utilizando técnicas de RA, apresentando as informações geradas como objetos virtuais (imagens virtuais, efeitos de vibração e efeitos sonoros), os quais são sobrepostos em um cenário real utilizando o telefone celular como dispositivo de interação com o usuário. Finalmente, nós apresentamos um estudo de caso que desenvolve uma aplicação do tipo Handheld AR (protótipo) para o monitoramento da temperatura na sala de servidores do PAD (Grupo de Sistemas Pervasivos e de Alto Desempenho). Neste estudo de caso, são descritos os materiais, o cenário, os serviços oferecidos, o fluxo de desenvolvimento e as avaliações do protótipo. / Handheld Augmented Reality or Handheld AR is the implementation of Augmented Reality (AR) systems into handheld devices. Handheld AR applications use the handheld device\'s camera to recognize markers (inserted into the environment). This process enables data entry into AR system. The response generated for these applications are presented as virtual images (3D graphics) on the handheld device\'s display. New Handheld AR applications use a mobile phone camera, markers and wireless sensors (inserted into the environment) as elements for dynamic data entry into the AR system. These applications show interesting characteristics for: sensing, visualization and interaction in ambient intelligence (AmI) and ubiquitous environments. But, the lack of documentation and complexity development process produce the need for methodologies and tools for a fast and simple development model. For these reason, this work presents a Methodology for Design and development Handheld AR applications, which present an especial support for mobile phones and wireless sensor networks, making a description and clear roadmap of the requirements and characteristics in the Handheld AR development process model. Our methodology proposed presents a general scenario of application, a software architecture and application development guidelines. Moreover, we present implementation details over: acquisition data process, semantic modeling data, development of user profiles and visualization of the information using AR techniques, showing these information as virtual objects (virtual images, vibration effects and sound effects). These virtual objects use the handheld device as interaction interface between the user and real world. Finally, we present a case study that develops a Handheld AR application (prototype) to monitoring the temperature in the PAD (Pervasive and Distributed Computing Group) server\'s room. In this case study, we describe the materials, the scenario, the services offered, the development process and prototype evaluations.
87

The use of handheld mobile devices : an exploratory study of English Language student educators

Lediga, Mamaroba Sylvia January 2018 (has links)
Thesis ((M. A. (English Studies)) -- University of Limpopo, 2018 / This study explores the use of handheld mobile devices in the learning and teaching of English language. The problem is that students have to stand in long queues at computer laboratories because the space is limited and they have to take turns in using the computers. Second level English student educators participated in the study; they responded to a questionnaire and sat for test on the use of mobile handheld devices. The study is underpinned by the integration of the Activity Theory and Social Constructivism. The solution is that mobile handheld devices can be used to provide access to learning material and just-in-time information outside and inside the formal class time and space because findings of the study show that almost all second level student educators at the University of Limpopo possess and use handheld mobile devices.
88

Från ax till limpa : Verksamhetsprocessen vid framtagande av applikationer till handdatorer på Fazer Bageri AB / <em>From ear to loaf </em> : <em>The organizational development process for application development for handheld computers at Fazer Bageri AB </em>

Lindquist, Jennie, Mikaela, Andersson January 2009 (has links)
<p>Human Computer Interaction (HCI) is a broad discipline that studies different concerns regarding interactive systems’ development. One of the major interest points within the discipline is the reasoning behind building specific functionality into computers and the long-term effects that usage of systems will have on humans.</p><p>Within Human Computer Interaction there are theories and frameworks how to involve a user in the process of developing new systems. In this paper focus is applied to the development process within developing applications for Enterprice Digital Assistants (EDA) and to what extent the end-users are involved in the process. Fazer Bageri AB has been choosen to represent a business corporation that uses handheld computers in their everyday tasks.</p><p>The method used to gather information for this study has been by performing interviews and observations with key stakeholders at Fazer Bageri AB and MobiOne AB. Fazer Bageri AB is the purchaser, customer and user of the handheld computer applications that MobiOne AB developed.</p><p>The result shows that the end-users were only involved in the end of the developing process. We found that one of the main reasons for this is that there are not any resources for supporting involvement of the end-users. Within user-centric design there are many aspects to consider, but one of the most prominently is to establish a mutual understanding by all persons involved in the project, from developers to end-users about the importance of involving users throughout the development. We also found that there is no routine established for securing that the information about different updates in the handheld computers reaches the end-users.</p><p>The development process demonstrates that Fazer Bageri AB uses a traditional system development philosophy rather than a user-centric system development philosophy.</p> / <p>Inom ämnet människa datorinteraktion handlar många metoder om hur man involverar användaren i framtagandet av nya system. I denna undersökning ville författarna ta reda på hur verksamhetsprocessen vid framtagande av systemapplikationer för handdatorer kan gå till och om användarna involveras i processen. Verksamhetsprocessen jämfördes sedan mot teorier inom området. Valet föll på att undersöka verksamhetsprocessen hos Fazer Bageri AB då vetskap fanns om att de har 350 chaufförer som använder handdatorer i sitt dagliga arbete. När man utvecklar för så många användare är det viktigt att ta med användaren tidigt i processen.</p><p>Metoderna som använts i undersökningen har varit strukturerade intervjuer och observationer. Respondenterna har varit nyckelpersoner inom Fazer Bageri AB och MobiOne AB. Fazer Bageri AB är beställare, kund och användare av de mobila applikationerna för handdatorer som MobiOne AB tillhandahåller och är experter på.</p><p>Resultatet visar att användarna i denna undersökning var involverade endast i slutet av processen, en orsak till detta tycks vara att det saknas resurser för att ersätta ytterligare involvering av användare. Med att ersätta menas i detta fall ekonomisk kompensation till chaufförerna för den extra arbetstid det skulle innebära att involveras i processen. En viktig aspekt inom användarcentrerad design är att säkerställa att samtliga involverade har samma uppfattning om det som skall göras eller vad som åstadkommits. Viktigt är därför att informationsflödet inom företagen fungerar för att samtliga skall ha möjlighet att ta del av arbetet. Informationsflödet mellan handdatoransvarig och slutanvändare hos Fazer Bageri AB kan verka tveksamt då det innefattar flera olika informationsled.</p><p>Verksamhetsprocessens olika faser som kartlagts skiljer sig delvis ifrån de teorier inom människa datorinteraktion som tagits del av inför denna undersökning. Detta beror till stor del på att Fazer Bageri AB har en traditionell systemutvecklingsfilosofi snarare än en användarcentrerad designfilosofi.</p>
89

Nya symbolhanterande räknare i praktiken : En pilotstudie i två svenska NV-klasser

Ström, David January 2008 (has links)
<p>SammanfattningSkolverket beslutade 2006 att tillåta symbolhanterande räknare på nationella prov i matematik för alla gymnasieelever från höstterminen 2007. Beslutet debatterades flitigt t.ex. i tidskriften <em>Nämnaren</em>.</p><p>Prototypen till en ny symbolhanterande räknare testades i sju ’pilotklasser’ vid fyra svenska gymnasieskolor från december 2006. Jag har följt två av dessa klasser t.o.m. höstterminen 2007 då de använde den färdiga räknaren TI-Nspire CAS.</p><p>Syftet med denna pilotstudie är att ta reda på hur den nya symbolhanterande räknaren fungerar i matematikundervisningen i de två pilotklasserna på gymnasiets NV-program, främst ur elevernas perspektiv, men också ur lärarnas.</p><p>Tanken är att pröva olika metoder, som kan användas i en större undersökning.</p><p>Bakgrunden ger bl.a. en översikt av de handburna räknehjälpmedlens historia och en kortfattad historik över elektroniska hjälpmedel i den svenska skolan. Tidigare forskning tar upp miniräknaren i skolan och då främst grafräknaren.</p><p>Observationsmetoderna är miniräknardagböcker, diagnostiska test, elev- och lärarenkät. Jag jämför också klassernas kursbetyg och klassificerar ett antal matematikuppgifter m.a.p. möjlig användning av CAS.</p><p>Resultatet gav en mångfacetterad bild med både positiva och negativa sidor. Skolorna behöver ta ställning till vilka klasser som ska använda symbolhanterande räknare och erbjuda lärarna fortbildning. Det behövs metodutveckling, nya läromedel och en reformerad lärarutbildning för att fullt kunna dra nytta av den nya teknikens möjligheter.</p><p>Jag lämnar flera förslag på fortsatt forskning.</p> / kontakt: david_u_strom@hotmail.com
90

Nya symbolhanterande räknare i praktiken : En pilotstudie i två svenska NV-klasser

Ström, David January 2008 (has links)
SammanfattningSkolverket beslutade 2006 att tillåta symbolhanterande räknare på nationella prov i matematik för alla gymnasieelever från höstterminen 2007. Beslutet debatterades flitigt t.ex. i tidskriften Nämnaren. Prototypen till en ny symbolhanterande räknare testades i sju ’pilotklasser’ vid fyra svenska gymnasieskolor från december 2006. Jag har följt två av dessa klasser t.o.m. höstterminen 2007 då de använde den färdiga räknaren TI-Nspire CAS. Syftet med denna pilotstudie är att ta reda på hur den nya symbolhanterande räknaren fungerar i matematikundervisningen i de två pilotklasserna på gymnasiets NV-program, främst ur elevernas perspektiv, men också ur lärarnas. Tanken är att pröva olika metoder, som kan användas i en större undersökning. Bakgrunden ger bl.a. en översikt av de handburna räknehjälpmedlens historia och en kortfattad historik över elektroniska hjälpmedel i den svenska skolan. Tidigare forskning tar upp miniräknaren i skolan och då främst grafräknaren. Observationsmetoderna är miniräknardagböcker, diagnostiska test, elev- och lärarenkät. Jag jämför också klassernas kursbetyg och klassificerar ett antal matematikuppgifter m.a.p. möjlig användning av CAS. Resultatet gav en mångfacetterad bild med både positiva och negativa sidor. Skolorna behöver ta ställning till vilka klasser som ska använda symbolhanterande räknare och erbjuda lärarna fortbildning. Det behövs metodutveckling, nya läromedel och en reformerad lärarutbildning för att fullt kunna dra nytta av den nya teknikens möjligheter. Jag lämnar flera förslag på fortsatt forskning. / kontakt: david_u_strom@hotmail.com

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