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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.
121

Looking at text simplification : Using eye tracking to evaluate the readability of automatically simplified sentences

Björk Timm, Linnea January 2018 (has links)
In a world with an increasing flow of written information online and offline, the demand for automatic translation, simplification and summarization technology is growing. The tool StilLett uses several lexical and semantic rules to automatically simplify text, shortening the time from original text to simplified text compared to manual simplification. Four of the simplification types were evaluated in this study, using three different eye tracking measures; total dwell time, number of regressions, and average fixation duration. No statistically significant differences were found for any of the simplification types when compared to the corresponding original sentences, indicating that for this population the difficulty of the sentences was roughly the same.
122

Investigating the Distance to Display Holographic Shelf Information in Retailing

Johansson, Mattias January 2018 (has links)
This paper explores how mixed reality (MR) can be implemented in a brick-and-mortar store. More specifically, it explores at what distances information about shelves should be shown to give users the best possible experience. The MR technology is becoming more and more popular and developers need ground to stand on when developing experiences that uses this kind of technology. There are many factors to consider to develop comfortable and enlightening experiences. Earlier studies on store layout, information processing, consumer behavior, as well as MR design guide lines are used to determine how the specific challenge of viewing distance can be approached. Two levels of distance spans and two levels of information amount are introduced. These distance spans are five to two meters, and closer than two meters. Two hypotheses are defined and user tests were done in a provisional store with a prototype developed for the Microsoft HoloLens. The data received from the tests indicated that the distances proposed were legible and satisfying to use, and most test participants would use this kind of technology in a real-world store. This makes the distances proposed to at least be a starting point for developers, although it is very important to test the specific application in the specific context. In the end of the paper, different topics that might affect the users' experiences are discussed and the results are evaluated.
123

Operatörens upplevelse av tillit vid samarbete med en kollaborativ robot / Operator's experience of trust in cooperation with a collaborative robot

Nordqvist, Malin January 2018 (has links)
Syftet med arbetet är att undersöka omfattningen av tillit som en operatör upplever vid samarbete med en kollaborativ robot. Tidigare forskning inom människa-robotinteraktion och människa-robotkollaboration visar på att det inte är tillräckligt att utvärdera säkerhet för att förbigå olycksfall mellan operatörer och robotar. När den fjärde industrirevolutionen inkorporeras i tillverkningsindustrin och kollaborativa robotar och operatörer ska arbeta i symbios med varandra utan säkerhetsgrindar och galler, kommer aspekten av säkerhet och tillit inom människa-robotkollaboration vara än viktigare att utvärdera. Genom litteraturstudien i detta arbete identifierades att det inte fanns en strukturerad utvärderingsmetod eller teknik för att utvärdera en operatörs upplevelse av tillit. Insikten resulterade i en vidareutveckling av ramverket USUS-goals till USUS-Tillit. Genom att använda ramverket USUS-Tillit som utvärderingsmetod har omfattningen av tillit kunnat utvärderas genom dels en heuristiks utvärdering och UX-testning där flera testdeltagare har genomfört ett scenario med en röststyrd kollaborativ robot. Scenariot handlade om att tillsammans med roboten bygga ihop en enklare leksaksbil där testdeltagaren och roboten genomförde arbetsmoment var och en för sig, men även tillsammans. Resultatet av testningen visade på att testdeltagarna upplevde begränsad tillit under samarbetet med roboten, något som bland annat kunde kopplas ihop med osäkerhet till sin egen förmåga, där osäkerheten var starkt sammankopplad till robotens avancerade interaktionsparadigm. Industrin är en viktig motor för Sveriges välfärd och eftersom industri 4.0 kommer innebära nära samarbete mellan robotar och operatörer, kommer operatörens upplevelse av interaktionen med roboten bli viktigare. Att utvärdera operatörers upplevelse av tillit kan vara en pusselbit som saknats när det kommer till att kunna garantera säkerheten för operatörerna i industrin. UX kompetensen kommer därför vara starkt efterfrågad i industridomänen i framtiden då UX uteslutande fokuserar på en användares (operatörens) upplevelse.
124

Förslag på användargränssnitt för larm integrerade med e-tillsyn i ordinärt boende : Ur hemtjänstpersonalens perspektiv / Suggestions for user interfaces for alarm integrated with surveillance via camera in assisted living : From the home care personnel perspective

Staaf, Emma January 2018 (has links)
Allt fler blir äldre och trots dessa goda nyheter innebär det stora utmaningar för samhället framöver. I samband med att det kommer bli ett ökat behov inom äldreomsorgen och att personalbristen kommer bli allt mer påtaglig framöver, ställer det höga krav på kostnadseffektiviteten. En lösning är att nyttja de tekniska lösningarna som finns idag, att strategiskt använda dem för att frigöra mer tid till personalen samtidigt som brukarna får en tryggare tillvaro. På uppdrag av Phoniro ämnar detta arbete att se över möjligheterna att kombinera tjänsterna larm och tillsyn via kamera. Arbetet utgår från hemtjänstpersonalens perspektiv och deras behov som en sådan lösning bör tillgodose. Med en kvalitativ ansats har insamlad data via observation och intervjuer med totalt tio informanter sammanställts, för att slutligen landa i ett förslag på hur ett användargränssnitt kan se ut. Resultatet visar på hur gränssnittet kan ta hänsyn till upptäckta behov samtidigt som det öppnar upp för vidare diskussion. / People are getting older which will lead to major challenges for the society in the future. The combination of the increased need for elderly care and the predicted lack of personnel, puts high demands on cost-effectiveness. One solution is to utilize technological solutions, strategically using them to free up more time for the personnel while providing a safer environment for older adults in assisted living facilities. On behalf of Phoniro, this work aims to review the possibilities of combining two services; alarms and surveillance via camera. The work is based on the perspective of home care personnel and their requirements for such a service. With a qualitative approach, data has been through observation and interviews from a total of ten informants. Based on this, a prototype of a new interface was presented. The result shows how the interface can take into account identified needs while opening up for further discussion.
125

Virtual Reality Games for Team Building Interventions : Comparison of team building interventions for university students

Modolin, Sarah, Grace, Sekwao January 2018 (has links)
Teams are essential in today’s organisations. Thus, it is important to enable students early in the education process to work in teams. Moreover, we have new technologies emerging such as virtual reality (VR), that have the possibility to influence processes such as team building interventions. In addition, many researchers claim the importance of games in teaching as it leads to high engagement. Even though, there is much research available in the areas of VR, team building and games, no research connecting all three topics can be found. Nevertheless, it can be observed that VR and games have been used in teaching before, however not at the same time to enhance teamwork skills. This research provides a thorough literature review on the current possibilities and applications of VR in teaching and defines effective team building. Moreover, games in teaching and their possibilities and advantages are described. Eventually, the purpose of this study is to find out if team building interventions with the help of VR are more effective in comparison to non-VR based methods. We add to existing research by enhancing current team building techniques through VR technology. Being aware of the nature of this research we combine a qualitative and quantitative approach, namely content analysis and A/B testing, to research this topic. To support the content analysis, we apply a teamwork framework defined by Rosseau, Aubé and Savoie (2006). To validate our experiment results from A/B testing we triangulate by conducting an additional experiment. The analysis of this study shows that VR based team building interventions trigger more team processes than team building interventions without VR. Furthermore, the research points out possible future directions of studies since VR for team building is a rather new topic and thus needs to be further researched. Finally, the study can be used to encourage students and teachers at University level to apply VR technology when the opportunity is given
126

A comparison of interaction models in Virtual Reality using the HTC Vive

Essinger, Karl January 2018 (has links)
Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during the last few years. This is caused mainly by the release of the VR-headsets Oculus Rift [1] and HTC Vive [2] two years ago. As the field has grown from almost nothing in a short time there has not yet been much research done in all VR-related areas. One such area is performance comparisons of different interaction models independent of VR-hardware. This study compares the effectiveness of four software-based interaction models for a specific simple pick-and-place task. Two of the interaction models depend on the user moving a motion controller to touch a virtual object, one automatically picks them up on touch, the other requires a button press. The other two interaction models have the user move a laser pointer to point at an object to pick it up. The first has the laser pointer emitted from a motion controller and the second has it emitted from the user’s head. All four interaction models use the same hardware, the default HTC Vive equipment. The effectiveness is measured in three metrics, time to complete the task, number of errors made during the task, and the amount of participant enjoyment rated on a scale from one to five. The first two metrics are measured through an observational experiment where the application running the virtual environment also logs all relevant information. The user enjoyment is gathered through a questionnaire the participant answers during the experiment. These are the research questions: • How do the interaction models compare in terms of accuracy and time efficiency when completing basic pick and place tasks in this experiment? • Which interaction models are subjectively more enjoyable to use according to participants? The results of the experiment are displayed as charts in the results chapter and then further analysed in the analysis and discussion chapter. Possible sources of error and theories about why the results turned out the way they did are also discussed. The study concludes that the laser pointer based interaction models, 3 and 4, were much less accurate than the handheld interaction models, 1 and 2, in this experiment. All interaction models except 4 achieved about the same test duration while interaction model 4 lagged several seconds behind. The participants liked interaction model 1 the most, followed closely by 3. They disliked 4 the most and rated 2 at a point in the middle of the rest.
127

A BETTER WAY TO LIVE WITH A CHRONIC CONDITION : Envisioning transition kit for women living with endometriosis

Pruchnicka, Joanna January 2018 (has links)
This project explores the question of how to support women living with endometriosis in the transition into live with a chronic condition while maintaining the best possible quality of life. Design process was planned out and exercises in four steps - preparations and background research (outlining well-being perspective, desk research, research online via social media), design research (multiple surveys, interviews, reflections online, co-creation sessions, probing, interviews following probing with co-creation sessions, ideation sessions, analysis), explorations (creation of directions, analysis, initial concepts creation, feedback, synthesis, design proposal, feedback and evaluation sessions, design improvements) and final design proposal. Activities were aiming to repeatedly open up the scope of the project and then through the analysis of each phase narrow it down again following diamond shape. One important aspect of the process was to engage women living with endometriosis as well as their loved ones throughout the whole process and design together instead of designing for them. Of course, experts were consulted as well to make sure project is following standards of medical care, but the primary focus on the users was important since the product was shaped rather as a lifestyle change facilitator as well as data collection tool rather than a strictly medical solution. The outcome of the project is a flexible system VEA serving as a transition kit for women diagnosed with endometriosis, but also early detection screening tool and awareness platform for those who haven’t been diagnosed yet. Even though this might seem complicated I’ll try to explain why only this kind of a multifaceted approach can fully support women in their journey toward their best possible quality of life. VEA allows users to access Habit Nooks supporting them in introducing changes while guided by experts and supported by the community. Physical tracker allowing to track symptoms together with the Data Dashboard allow users to explore data patterns and make informed decisions. The system gives also an opportunity to get in touch with experts via calls or structured long-term programs. Beside the design proposal project was closed with a series of reflection touching on the bias in a medical field and how it might affect healthcare design, as well as designer’s experience of working on a project with a personal relevance.
128

The future of podcasting : Envisioning an audio stories community for listeners and creators, where they connect through similar interests and share inspiring content.

Kuklo, Piotr January 2018 (has links)
This project explores the future of podcasting as a digital audio media format for stories. As podcasts continue to grow in popularity the medium becomes more and more influential amongst all age groups. Unfortunately, existing solutions do not give enough attention to all possible aspects of the medium. Podcasts carry an untapped potential as they are often treated similarly to music files. This project consists of a platform, Cast3, with two separate products directed to listeners and creators of audio stories. The platform gives users a possibility to connect with similar minded people around specific topics through clubs. Inspiration and Method To understand the needs of listeners and creators of the stories, I immersed myself with the storytelling world and conducted a thorough research with conversations with both users groups, opportunities evaluations and concepts testing. The insights gathered during the research brought the conclusion that both listeners and creators tend to want more involvement and have stronger community gathered around audio stories. That is why the project’s goal is to form an audio story community for listeners and creators, where they connect through similar interests and share inspiring content. Result The final outcome of the project consists of a platform Cast3 that has 2 separate products directed to listeners and creators of audio stories. The platform gives users a possibility to connect with similar minded people around specific topics through clubs. The clubs are the spaces where listeners can exchange information, discover new content through a word of mouth and bond with the creators through live shows. The creators’ needs are supported through specialised tools that help to record stories and help to learn more about the listeners. The users of the platform can interact with audio stories through a redefined media format called freecasting. The new format improves a listening experience and respond to presently existing needs of listeners as well as creators.
129

Immersive Tour at Umeå’s Prison Hotel

Chien, Yi-Ting January 2018 (has links)
The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.
130

Synliggörande av lagerfyllnadsgrad vid djuplagring : En fallstudie med fokus på klämgods i distributionslager / Visualizing stock fulfilment in warehouse storage : A case study on blockstacking within a warehouse

Jonsson, Johan, Cederblom, Martin January 2018 (has links)
Syfte – Studien syftar på att identifiera en användbar metod för att beräkna fyllnadsgrad i distributionslager samt undersöka hur visualisering av lagerfyllnadsgraden påverkar lagerplaneringens operativa arbete. För att uppnå studiens syfte har fyra frågeställningar formulerats: Vilka parametrar behövs för att beräkna fyllnadsgraden för klämgods i ett distributionslager? Vilken praktiskt användbar metod kan användas för att beräkna fyllnadsgraden för klämgods i ett distributionslager? Hur kan de framtagna parametrarna sammanställas för att kunna visualisera aktuell fyllnadsgrad? Hur kan en visualisering av lagerfyllnadsgrad påverka planeringsavdelningen i det operativa arbetet? Metod – Förstudien visar att en metod för att beräkna lagerfyllnadsgrad vid djupstapling saknas. Studien har med sin abduktiva ansats undersökt hur verksamheter arbetar med lagerfyllnadsgrad. Därefter har litteraturstudien analyserats och med stöd från insamlad empiri har författarna skapat en illustration av metoden. Resultat – Studien resulterade i en metod som beräknar lagerfyllnadsgrad och kan användas som ett analysunderlag vid optimering av lagerutrymmet. Metoden beräknar en plats- och en produktspecifik lagerfyllnadsgrad. Studien presenterar ett konkret exempel på hur metoden kan visualiseras och hur den är den är tänkt att användas. Implikationer – Metoden ämnar sig åt att inspirera till en ökad kontroll på hur mycket gods som finns på lagret. Den är specifikt inriktad på staplingsbart gods inom djuplagring för att hjälpa till vid en visualisering och beräkning av lagerfyllnadsgrad. Vid en implementering av metoden är det viktigt att förstå hur lagret fungerar och godsets parametrar för beräkning. Begränsningar – Metoden som tagits fram bygger på klämgods vid standardkvantiteter. Studien är en enfallsstudie vilket innebär att metoden troligen inte kan appliceras direkt på andra företag utan att granskas och justeras efter deras förutsättningar. / Purpose – The purpose of the study is to identify a usable method to calculate stock fulfilment rate in a distribution warehouse and investigate how a visualization of the stock fulfilment rate affects the operative planning organisation. To fulfil the purpose of this study four research questions were formulated: 1. Which factors is needed to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse? What method could be used to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse? How could you summarize these factors to visualize the stock fulfillment rate? How can a visualization of the stock fulfillment rate affect the operative planning organisation? Method – The pre-study shows that the theory lacks a method for calculating the stock fulfilment rate with block stacking. The study has with its abductive approach investigated how businesses works with stock fulfilment rate. From this, the literature study has been analysed with support from the result and the authors has created an illustration of the method. Findings – The study resulted in a method which calculates stock fulfilment rate and can be used as an analytical information when optimizing the storage area. The method calculates a location- and product specific stock fulfilment rate. The study then presents an example on how the method could be visualized and used. Implications – The method aims at inspiring to an increased control of the warehouse storage capabilities. It is focused on block stacking and to help at a visualization and calculation of stock fulfilment rate. At an implementation stage is it important to understand that the storage and block stacking factors when doing the calculations. Limitations – The purposed method builds on block stacking and handling units. The study carried out is a case study which means that the result is not applicable directly without further examination of other businesses and their preconditions.

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