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Speech dysfluency effects on working memory in otherwise fluent adultsBrage, Johan January 2014 (has links)
Using Delayed Auditory Feedback can be used to induce Stutterlike dysfluencies, causing an individual to lose speech fluency. Little is known about the effect of speech dysfluency on working memory and phonological coding. The present study focuses on finding a method that can be used to measure these effects in otherwise fluent adults. 7 adults who normally speak fluently are subjected to Delayed Auditory Feedback during a Reading Span Task. The method proved too weak to induce speech dysfluency in a majority of participants, indicating that the phenomenon is more complex than anticipated.
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Design och utkast av ett informationssystem för akutkliniken vid Karolinska Sjukhuset : Design samt utvärdering av prototyp för akutpatienter i väntan på vårdAndersson, Jonatan January 2014 (has links)
På Karolinska Sjukhusets akutklinik i Solna har man upplevt problem med att personalen får lägga mycket tid på att besvara på patienters frågor som man många gånger tror beror på brist av information. Syftet med studien var att visa på hur ett informationssystem skulle kunna öka den s.k. informationssystems-framgången för Karolinska Sjukhuset med fokus på kopplingen mellan organisationen och patienterna. Detta gjordes genom att skapa två prototyper med hjälp av Adobe Photoshop, Illustrator samt Axure RP som sedan kördes via en iPhone. Studien ämnade även utvärdera dessa produkter för att hitta eventuella användbarhetsproblem som kan komma att sänka en potentiell användarens nöjdhet. Detta gjorde med hjälp av ett tänka-högt-protokoll som kompletterades av en SUS-enkät. Studien resulterade i en klargörande analys om vad som var bra- respektive dåligt med de olika prototyperna samt hur de bör tillämpas och vilka resultat det kan få för patienterna, personalen samt Karolinska Sjukhuset som organisation. Det visade sig att en mobilapplikation var något som försöksdeltagarna uppskattade samt tyckte var nödvändigt för att bidra till ett förbättrat informationsflöde på akutkliniken. Vidare bör man dock fortsätta att användbarhetstesta produkten samt experimentera med olika typer med informationspresentation för att optimera gränssnittet samt göra produkten uppdaterad och intressant.
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Ett gränssnitt för anonymiseringBlomstrand, Niklas January 2017 (has links)
Arbetets museum samlar in personliga berättelser om arbetsliv, dessa berättelser innehåller ofta personlig information om informanten samt dennes kollegor, familj, med mera. Arbetets museum skulle vilja göra dessa berättelser tillgängliga via internet så att allmänheten och forskare skall kunna ta del av dem. För att göra detta måste den personliga informationen tas bort i en anonymiseringsprocess. Detta steg har visat sig vara väldigt tidskrävande. I ett samarbete med Swe-Clarin har Arbetets museum påbörjat arbete med att ta fram ett verktyg för att underlätta denna process. Genom intervjuer har en kravspecifikation om vad ett sådant verktyg behöver innehålla tagits fram. Designlösningar för specificerade krav har utvecklats och utvärderats. Utvärderingarna visade på bättre användarupplevelse i verktyget jämfört med tidigare metoder.
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Making Magic MachinesAndersen, Kristina January 2017 (has links)
How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology. / Hur kan vi iscensätta upplevelser som tillåter oss att utforska och skapa idéer för det som vi ännu inte vet något om? Genom att engagera deltagare i korta, intensiva, workshop-liknande upplevelser har jag lyckats få dem att öppna sig, uttrycka personliga drivkrafter och önskemål, vilket i sin tur gör det möjligt för dem att skapa helt nya designkoncept. Mitt bidrag är en ny materiell praktik där skapande-processen görs öppen och därmed låter deltagarna fantisera fram helt nya möjliga saker. Praktiken är grundad i deltagarnas djupt kända personliga drivkrafter och önskemål, men vi ber dem uttrycka dem i prosaiska fysiska material - såsom godis eller kartong - där motsatsförhållandet mellan dessa båda leder till att olika synsätt kan komma till ytan och ställas mot varandra: det möjliga, det okända, det fruktade och det önskade. Praktiken öppnar för att ge ett brett spektrum av kunskap fysisk form - och då vi gör det på ett icke-normativt sätt, där vi undviker att begränsas av kommersiella eller tekniska förutsättningar, skapar vi en grund för att få fram idéer bortom de självklara - idéer som egentligen inte tillhör någon av oss och samtidigt alla. Formatet har utvecklats över en lång tidsrymd, från workshops där vi skapade prototyper i tekniska material, till den form de har idag som fokuserar på att uttrycka idéer om teknik snarare än i teknik. / <p>QC 20170911</p>
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The evaluation of dynamic human-computer interactionWatkinson, Neil Stephen January 1991 (has links)
This thesis describes the development and evaluation of a theoretical framework to account for the dynamic aspects of behaviour at the Human-Computer Interface (HCIF). The purpose behind this work is to allow for the consideration of dynamic Human-Computer Interaction (HCI) in the design of interactive computer systems, and to facilitate the generation of design tools for this purpose. The work describes an example of a design tool which demonstrates how designers of interactive computer systems may account for some aspects of the dynamics of behaviour, involved with the use of computers, in the design of new interactive systems. The thesis offers empirical and literary evidence to support the validity of the dynamic factors governing the interaction of humans with computers.
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A method of episode identification and association in human-computer interaction with applications to personalized interface agentsHui, Ka Keung 01 January 2000 (has links)
No description available.
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A natural user interface architecture using gestures to facilitate the detection of fundamental movement skillsAmanzi, Richard January 2015 (has links)
Fundamental movement skills (FMSs) are considered to be one of the essential phases of motor skill development. The proper development of FMSs allows children to participate in more advanced forms of movements and sports. To be able to perform an FMS correctly, children need to learn the right way of performing it. By making use of technology, a system can be developed that can help facilitate the learning of FMSs. The objective of the research was to propose an effective natural user interface (NUI) architecture for detecting FMSs using the Kinect. In order to achieve the stated objective, an investigation into FMSs and the challenges faced when teaching them was presented. An investigation into NUIs was also presented including the merits of the Kinect as the most appropriate device to be used to facilitate the detection of an FMS. An NUI architecture was proposed that uses the Kinect to facilitate the detection of an FMS. A framework was implemented from the design of the architecture. The successful implementation of the framework provides evidence that the design of the proposed architecture is feasible. An instance of the framework incorporating the jump FMS was used as a case study in the development of a prototype that detects the correct and incorrect performance of a jump. The evaluation of the prototype proved the following: - The developed prototype was effective in detecting the correct and incorrect performance of the jump FMS; and - The implemented framework was robust for the incorporation of an FMS. The successful implementation of the prototype shows that an effective NUI architecture using the Kinect can be used to facilitate the detection of FMSs. The proposed architecture provides a structured way of developing a system using the Kinect to facilitate the detection of FMSs. This allows developers to add future FMSs to the system. This dissertation therefore makes the following contributions: - An experimental design to evaluate the effectiveness of a prototype that detects FMSs - A robust framework that incorporates FMSs; and - An effective NUI architecture to facilitate the detection of fundamental movement skills using the Kinect.
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A model for cultivating resistance to social engineering attacksJansson, Kenny January 2011 (has links)
The human being is commonly considered as being the weakest link in information security. Subsequently, as information is one of the most critical assets in an organization today, it is essential that the human element is considered in deployments of information security countermeasures. However, the human element is often neglected in this regard. Consequently, many criminals are now targeting the user directly to obtain sensitive information instead of spending days or even months trying to hack through systems. Some criminals are targeting users by utilizing various social engineering techniques to deceive the user into disclosing information. For this reason, the users of the Internet and ICT-related technologies are nowadays very vulnerable to various social engineering attacks. As a contribution to increase users’ social engineering awareness, a model – called SERUM – was devised. SERUM aims to cultivate social engineering resistance within a community through exposing the users of the community to ‘fake’ social engineering attacks. The users that react incorrectly to these attacks are instantly notified and requested to participate in an online social engineering awareness program. Thus, users are educated on-demand. The model was implemented as a software system and was utilized to conduct a phishing exercise on all the students of the Nelson Mandela Metropolitan University. The aim of the phishing exercise was to determine whether SERUM is effective in cultivating social engineering resistant behaviour within a community. This phishing exercise proved to be successful and positive results emanated. This indicated that a model like SERUM can indeed be used to educate users regarding phishing attacks.
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Guidelines for auditory interface design : an empirical investigationRigas, Dimitrios Ioanni January 1996 (has links)
This thesis examines the use of music for communicating information on the Human-Computer Interface. The current use of auditory signals (including the limited use of music) is reviewed and the perceptual advantages and drawbacks inherent in the use of music are identified.
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FUMO: En analys av det nuvarande gränssnittet samt design och utvärdering av ett designförslag / FUMO: An analysis of the current interface as well as design and evaluation of a design proposalJonsson, Emma January 2018 (has links)
AB Realisator Robotics has developed a robot for aiding the work of the emergency services – FUMO. The interface from which the operator gets feedback from the robot is not adapted to either displays nor the target group today, since the primary focus has been to develop the robot itself instead of its interface. This study aimed to evaluate the existing interface of the robot FUMO with focus on the information presented, as well as develop a new interface oriented towards the target group. The evaluation of the current interface revealed several issues, primarily with the interpretation of the information and the layout of the interface. This initial evaluation provided a basis when creating a prototype with a more dynamic interface. The evaluation of the prototype led to a more positive response, as well as a better understanding of the information presented.
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