• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 13
  • 4
  • 3
  • 2
  • 2
  • 1
  • Tagged with
  • 26
  • 26
  • 26
  • 9
  • 7
  • 7
  • 6
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 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

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
22

Presentation av taktisk information på bildskärm : Head-Up Display som stöd för tidsstyrd taxning med flygplan

Eklund, Rikard January 2012 (has links)
No description available.
23

El diseño de información y la jugabilidad en el HUD del género survival, con el ejemplo de The Forest, Stranded Deep y Green Hell. / Information design and playability in the HUD of the survival genre, with the example of The Forest, Stranded Deep and Green Hell.

Calle Román, Alexa 01 March 2022 (has links)
El objetivo de esta investigación es analizar la relación entre el diseño de información y la jugabilidad en los head-up displays (HUDs) diegéticos y extradiegéticos del género survival. Ante ello se planteó la hipótesis de que el diseño de dichos HUDs está delimitado por lo que los usuarios deseen experimentar, reflejándose así en la jugabilidad. Para comprobarlo, se estudió documentalmente la teoría involucrada, para luego realizar un análisis visual sobre los HUDs de los videojuegos survival: The Forest (2014), Stranded Deep (2015) y Green Hell (2019). Consecuentemente, se entrevistó a tres expertos para conocer su perspectiva sobre el desarrollo de un título con aceptación de los usuarios. Los resultados obtenidos se dividen en tres categorías: las necesidades comunicativas del género delimitan los elementos de información, la experiencia visual de los HUDs diegéticos y extradiegéticos es diferente para cada uno, y el proceso de diseño de un head-up display se centra en el usuario. Se puede concluir que existe una congruencia entre el diseño de un HUD, la usabilidad y la experiencia de usuario, lo cual en sí construye la jugabilidad de un título. / The objective of this research is to analyze the relationship between information design and gameplay in diegetic and extradiegetic head-up displays (HUDs) of the survival genre. Given this, the hypothesis was raised that the design of the diegetic and extradiegetic HUDs of the survival genre is delimited by what users want to experience, thus reflecting in the gameplay. To verify this, the theory involved was studied documentary, and then a visual analysis of the HUDs of the survival video games: The Forest (2014), Stranded Deep (2015) and Green Hell (2019). Consequently, three experts were interviewed for their perspective on the development of a user-friendly title. The results obtained are divided into three categories: the communicative needs of the genre delimit the information elements, the visual experience of the diegetic and extradiegetic HUDs is different for each one, and the design process of a head-up display focuses on the Username. It can be concluded that there is a congruence between the design of a HUD, usability and user experience, which in itself builds the gameplay of a title. / Trabajo de investigación
24

Simulation d’un Affichage Tête Haute - Réalité Augmentée pour l’aide visuelle à la conduite automobile / Augmented Reality Head-Up Display Simulation for driver visual aid

Halit, Lynda 25 November 2016 (has links)
L’Affichage Tête Haute (ATH) est la solution émergente pour l’aide visuelle à la conduite automobile, surtout dans certaines conditions de visibilité réduite par un temps dégradé ou une route mal éclairée. Le dispositif ATH permet de projeter des informations virtuelles, directement dans le champ de vision central de la scène de conduite, sans détournement du regard de la route. La perception visuelle du conducteur est ainsi augmentée avec une coexistence entre le réel et le virtuel. Cependant, pour garantir la bonne perception de ces informations virtuelles et permettre aux conducteurs d’engager les actions appropriées au bon moment, il est nécessaire d’assurer un paramétrage optimal. Ce projet de thèse se consacre à l’étude de trois facteurs majeurs : (1) la Parallaxe de Mouvement du Conducteur – PMC, (2) la distance de projection de la RA, (3) la condition de visibilité. Ces différents facteurs ont été progressivement introduits au cours des expérimentations. Deux métaphores visuelles RA pour l’aide à la conduite primaire ont été spécialement conçues. Trois expérimentations ont été menées sur sujets réels dans les simulateurs de conduite de Renault. L’ATH-RA a été simulé virtuellement et intégré à l’environnement virtuel de conduite, ce qui a permis la réalisation d’études subjectives et objectives, afin d’étudier progressivement : l’impact de la PMC, le lien avec la distance de projection, et l’influence des conditions de visibilité. Dans ce travail pluridisciplinaire, nous tentons de comprendre comment les informations Réalité Augmentée sont perçues par le conducteur ainsi que l’influence sur le comportement et les performances durant la conduite, afin de proposer des préconisations sur les paramètres d’un ATH-RA. / Head-Up Display is the emerging solution for visual aid while driving a car, especially during reduced visibility conditions, such as bad weather or when the road is poorly lighted. The HUD device allows to project virtual information in the central field of view of the driving scene, enabling the driver to keep his attention on the road. The visual perception of the driver is therefore augmented, with a coexistence between the real and virtual world. However, it is necessary to ensure an optimal setting in order to guarantee the good perception of the virtual information, and allow drivers to take appropriate actions at the right moment. This thesis project is dedicated to study three important parameters: (1) The Driver Head Motion Parallax, (2) AR projection distance, (3) visibility conditions. An experimental approach has been implemented, with the selection of two AR visual metaphors for driving aid. Three experimentations with real subjects have been realized in Renault’s driving simulators, where the three factors have been integrated progressively. The AR-HUD was simulated virtually and embedded in the virtual driving scene. This allowed to realize subjective and objective analysis to progressively study: the impact of the PMC, the link with the projection distance, and the influence of visibility conditions. The aim of this multidisciplinary work is an attempt to understand how AR information if perceived by the driver, and the influence on driver behavior and performance.
25

In-Vehicle Information Systems : A Study on the Interaction between Driver and Automotive Head-Up Display System

Zhong, Shishengxiong January 2022 (has links)
Head-up display (HUD) systems are systems that present data on a transparent display without requiring the user of the system to look away from their viewpoints. Although, HUD systems are not a new technology, as they have been initially developed in 1950s for military aircrafts, the last decade are also used in the automotive industry. Automotive HUD compliments the driver's visual information as it projects important driving information onto the driver’s windshield. The aim of the automotive HUD system is to provide information and assure the safety of the vehicle, however research studies show that it is sometimes considered a distraction for the drivers. Therefore, the purpose of this master’s thesis research is to explore and improve the understanding of the interaction between the car driver and the automotive Head-Up Display system. Further, the master’s thesis explores the suggestions of car drivers in order to improve their interaction with the automotive HUD system. For this, an interpretive qualitative focused-ethnographic research was conducted. The data was collected through passive observation and individual semi-structured face-to-face interviews with six purposively selected research participants-drivers of cars equipped with HUD system The collected data was analysed thematically to conclude to six themes, which represent the research findings. These research findings were discussed with the help of the theoretical framework, which included main concepts from the human-computer interaction body of research, including User-Centred Design. The research findings show that the participants receive visual information via the graphical interface of the HUD system and, at the same time, use the button interface on the steering wheel, and the touch screen on the centre console for input operations. The participants although overall satisfied by the interaction with the graphical interface, they experience some challenges. The findings show that the participants experience negative effects when disturbed by bright light, or misunderstood the information presented by the HUD system. However, most participants, especially those that are novice drivers, experience difficulties during their interactions regarding the input-based. Thus, the research contributes to the existing body of knowledge of the informatics research field and, in particular, the human-computer interaction body of research by providing insights regarding in-vehicle information systems and their interaction with the driver. The research also contributes to designers, developers, technology companies, and other interested stakeholders by offering insights and suggestions regarding the in-vehicle information systems based on a more user-centered design approach.
26

User Interface Design of Head-Up Display Using Scenarios : An Early Stage Innovation Project at Bombardier / Användargränssnittsdesign av head-up-display : - En tidig fas i ett innovationsprojekt vid Bombardier Transportation

Agarwal, Rohit January 2018 (has links)
Head-up display (HUD) är en beprövad teknik inom flyg och bil, vilken gör det möjligt för piloter och förare att få tillgång till information utan att uppmärksamheten avleds från omvärlden. Liknande fördelar kan uppnås genom installation av HUD i tåg. Syftet med denna studie är att utveckla ett användargränssnitt för HUD baserat på European Rail Traffic Management System (ERTMS). HUD kommer att vara en extra säkerhetsfunktion för tågen för att förhindra förare från att skifta fokus mellan instrumentpanelen och omgivningen, vilket leder till minskad förareutmattning och bättre observation av spåren framåt. Scenario Based Design-metoden har använts för att genomföra projektarbetet och i rapporten diskuteras metodens  fördelar och begränsningar. Användningen av scenarier har gjort det möjligt för designteamet att på djupet förstå de situationer som förarna står inför samt  har hjälpt till att under workshops få en bättre förståelse för drivrutinerna. Dessutom har rekommendationer för hårdvara, installation och framtida arbete beskrivits för fortsatt genomförande av projektet. / Head-up display (HUD) has a proven track record in the aviation and automobile sectors, allowing pilots and drivers to access information without diverting attention from the outside world. Similar benefits may be realized by the installation of HUD in locomotive cabs. The objective of this thesis work is to develop the user interface for HUD based on the ERTMS system. The HUD will be an added safety feature to the trains to prevent drivers from refocusing between the instrument panel and the outside view thus leading to reduced driver fatigue and better observation of the tracks ahead. Scenario Based Design method has been used to implement the project work with discussions regarding its advantages and limitations. The use of scenarios has allowed the design team to understand the scenarios that the drivers face in depth and has aided during the workshops to understand the drivers’ routine better. Additionally, recommendations for the hardware, installation and future work have been provided to support further implementation of the project.

Page generated in 0.0653 seconds