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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.
171

"Verkligheten anropar!" : En kvalitativ studie om upplevelsen av flow och immersion för användare av Mutiplayer FPS-spel / "Reality Calls!" : A Qualitative Study of the Experience of Flow and Immersion for Users of Multiplayer FPS Games

Johansson, Ida, Goldmann, Andreas January 2021 (has links)
Användarupplevelse anses vara en viktig aspekt inom dagens spel och utgör en betydande roll för framgång inom branschen. Flertal funktioner bör beaktas vid utvecklingen av optimal upplevelse och eftersom spelindustrin ständigt utvecklas måste även människans kunskap om komponenterna som skapar den optimala upplevelsen utvecklas. För avhandlingen undersöks flow och immersion som komponenter av optimal upplevelse i syfte att skapa förståelse för aktiviteters potential att inducera optimala spelupplevelser inom FPS-spel. Samtidigt undersöks möjligheten att kombinera flow och immersion inom en teori, för att uppnå bättre förståelse för deras relation till varandra inom en spelmiljö. Teorin som presenteras är flow theory, vilken staterar att specifika sinnestillstånd kan observeras när användare utför uppgifter som hen har olika kompetensnivåer inom och som motsätter sig olika utmaningsnivåer. Upplevelsen av flow faller inom de sinnestillstånd som kan observeras, medan immersion ej observeras. Dock överlappar immersion och flow inom flertal av de aspekter som möjliggör flows plats inom teorin, således finns möjlighet för immersion att potentiellt identifieras inom den. För att undersöka detta används både kvantitativa och kvalitativa metoder i form av enkätundersökningar och intervjuer med spelare av FPS-spel. Resultaten visar att ingen specifik aktivitet inom dessa spel kan identifieras med högre nivåer av vare sig flow eller immersion och ingen ytterligare forskning inom ämnet genomfördes. Resultaten påvisade att potentiell immersion kan uppstå inom flertal sinnestillstånd inom flowteorin, dock varierade nivåerna av potentiell immersion mellan dem. Vänners närvaro ökar potentialen att uppleva immersion. / User experience is an important aspect of modern gameplay and plays an important role throughout the various parts that gaming has to offer. There are many features to regard in the development of the optimal gaming experience and as the industry continues to advance, our knowledge about the components of the optimal experience must advance with it. In this thesis flow and immersion as components of optimal user experience will be researched to gain an understanding for which activities within FPS-games show the most potential to induce these optimal gaming experiences. Whilst also attempting to combine them under one theory to achieve a better understanding of their relation to one another in a game setting. The theory presented is flow theory, which states that specific states of mind can be observed when users perform tasks in which they possess varying levels of competence and that oppose varying levels of challenge. The experience of flow is an observable state of mind within the theory, whilst immersion is not. However, immersion overlaps with multiple aspects of the flow experience that enables it to be part of this theory, thus enabling immersion's potential to be identified within it. To investigate this both quantitative and qualitative methods are used, consisting of surveys and interviews with gamers of FPS-style games. The results show that no specific activity within these games can be identified with higher levels of neither flow nor immersion and no further research on the subject was conducted. The results regarding immersion within the flow theory gave positive results. The potential to experience immersion was observed within multiple parts of the theory, even though the levels of potential immersion varied between the different areas. The results also showed that the presence of friends increased the potential to experience immersion.
172

Visual Analysis of Industrial Multivariate Time-Series Data : Effective Solution to Maximise Insights from Blow Moulding Machine Sensory Data

Musleh, Maath January 2021 (has links)
Developments in the field of data analytics provides a boost for small-sized factories. These factories are eager to take full advantage of the potential insights in the remotely collected data to minimise cost and maximise quality and profit. This project aims to process, cluster and visualise sensory data of a blow moulding machine in a plastic production factory. In collaboration with Lean Automation, we aim to develop a data visualisation solution to enable decision-makers in a plastic factory to improve their production process. We will investigate three different aspects of the solution: methods for processing multivariate time-series data, clustering approaches for the sensory-data cultivated, and visualisation techniques that maximises production process insights. We use a formative evaluation method to develop a solution that meets partners' requirements and best practices within the field. Through building the MTSI dashboard tool, we hope to answer questions on optimal techniques to represent, cluster and visualise multivariate time series data.
173

A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction / Ett verktyg för generering av kvalitativa dataset om användarinteraktion i virtuella miljöer

Roos, Daniel, Aaro, Gustav January 2018 (has links)
Virtual reality (VR) is a medium of human interaction which is becoming more popular by the day in today's technological advancements. The applications are being developed at the same rate as the technology itself and we have only seen the start of the possible benefits it could bring society. As the technology advances it will gain a lot of trust, and the potential use cases of virtual environments will be allowed to become more complex. Already today, they often involve network streaming components which often has very strict optimization requirements in order to be able to run in real-time with minimal delay under normal network conditions. In order to reach the required optimizations it is important to understand how users interact with such virtual environments. To support and facilitate the understanding of this kind of interaction we have developed a method for creating qualitative datasets containing extensive information about the 3D scene as well as the sensor data from the head-mounted display (HMD). We then apply this method to create a sample dataset from a virtual 3D environment and try to analyze the data collected through some simple methods for demonstrational purposes.
174

Heads up: Designing a tool for implementing security HTTP-headers

Smedborn Paulsson, Jonathan January 2022 (has links)
Security HTTP-headers are response headers sent by the server of a web page, activating certain security measures in the browser. They provide an effective defense against many threats on the modern web but are unfortunately not used on most sites. Using a design thinking process this thesis identifies the main reasons for their low usage and uses these findings to develop a prototype with the goal of helping web developers implement security HTTP-headers.  Using interviews, an example project implementing the headers and a literature study the following three main reasons for the low usage of security headers are identified.  Security headers are unknown to many web developers.  Web attacks are abstract to many developers making it hard for them to realise why security headers are needed. Many web developers, especially junior ones, have a limited understanding of HTTP and HTTP-headers making security headers hard and intimidating to implement. Through an ideation process, ideas for the prototype were generated and the most promising ones made into low fidelity prototypes. A way of visualising the flow of HTTP-requests on the web was chosen as the main prototype and was developed through four prototpe-test iterations. A high fidelity prototype developed in the interface design tool Figma was created. The prototype allows users to see and interact with all HTTP communication that a small web page creates in a graph like system. Security headers can be activated in the prototype and their effect on the HTTP communication is visualised in the graph. Through user tests the prototype shows great potential in educating junior web developers about HTTP, HTTP-headers and security HTTP- headers. To further explore this idea a real implementation should be created as many functions in the prototype are held back by Figma limitations. The prototype can be viewed in any browser with this link: www.tinyurl.com/mrytb9au / Säkerhets HTTP-headers är headrar skickade av en webbsidas server som aktiverar vissa säkerhets åtgärder i webbläsaren. De ger ett effektivt skydd mot många hot på den moderna webben men används tyvärr inte på flesta webbsidor. Genom en Design thinking-metod identifieras de största anledningarna till säkerhets HTTP-headers låga användning. Från dessa utvecklas en prototyp med målet att hjälpa webbutvecklare att använda säkerhets HTTP-headers.  De tre största anledningarna för säkerhets HTTP-headers låga användning identifierades genom intervjuer med webbutvecklare, ett exempel projekt som implementerar headrarna och en litter- aturstudie.  Säkerhets HTTP-headers är okända för många webbutvecklare.  Webbattacker upplevs som abstrakta för många utvecklare, vilket gör det svårt för de att förstå varför säkerhets HTTP-headers är nödvändiga.  Många webbutvecklare, speciellt juniora, har en begränsad förståelse av HTTP och HTTP- headers vilket gör säkerhets HTTP-headers krångliga och skrämmande att implementera.  Genom en idéskapande process genererades idéer för prototypen, av vilka de bästa realiserades i lofi prototyper. En prototyp, som visualiserar flödet av HTTP-requests på webben, valdes för fortsatt utveckling. Utvecklingen skedde i fyra prototyp-test iterationer och resulterade i en hifi prototyp, byggd i gränssnittsverktyget Figma. I prototypen kan användare, i ett graflikande system, se och interagera med all HTTP kommunikation som en liten webbsida använder sig av. Säkerhets HTTP- headers kan aktiveras i prototypen och hur de påverkar HTTP kommunikationen visualiseras. Genom användartester på prototypen visar den god potential för att utbilda juniora utvecklare om HTTP, HTTP-headers och säkerhets HTTP-headers. För fortsatt arbete med prototypen bör en riktig implementation skapas, då många funktioner i prototypen är begränsade av Figma. Prototypen kan öppnas i en webbläsare med denna länk: www.tinyurl.com/mrytb9au
175

Becoming Growers : How might we empower novice gardeners to grow food?

Näsholm, Camilla January 2020 (has links)
Our societies are in desperate need of food production models which decrease c02 emissions and increase local resilience and ecological health. The overarching aim of this project is to increase small-scale local food production while also increasing the life quality of both ecosystems and humans. To reach this aim I have designed for behavioural change by co-creating with a community to form beliefs and rituals with respect to cultural tradition and local ecological circumstances, this project thereby lives in the intersection between life-centred design and social design. The focus of this project is to propose how novices could be empowered to grow food and to simplify the process of learning how to do so. Today most of us lack both knowledge and experience if we’d like to grow food, the typical contemporary lifestyle with busy schedules and travels don’t match well with vegetable gardening, there is a lack of both time and community. The final proposal is a service for finding others to learn with/from or for exchanging mutual favours, focused on vegetable gardening. It Increases connections between local people and help growers help each other. Its 3 functions are: Learn together: Simplify findings likeminded people to learn together with & offer an established and free structure on learning how to grow food. Mutual favours made easy: Match people with specific practical needs to enable more people to grow food, find a Vacation Watering Companion for example. Unlock & share local human knowledge: Format for adding, rating & describing how specific seeds/plants/methods have worked out in local conditions. Create a reliable database of information about how local ecological growing might be optimised and developed. . Instead of focusing on innovation of something new, this project focuses on integration of the existing. The Solution is built upon pre existing support structures but utilises and applies its strengths in new contexts.
176

Hur bygger användare tillit till autonoma enheter i en hemmiljö?

Petersson, Joel, Holtzberg, Joel January 2020 (has links)
Digitaliseringen av hemmet gör att autonoma enheter blir allt mer vanliga i våra vardagliga liv. Hemmet, som tidigare har varit en privat och personlig plats, blir nu ett centrum för digitala enheter vilket i sig skapar nya teknologiska möjligheter. Det smarta hemmet är en av dessa möjligheter då det erbjuder användaren trygghet och säkerhet samtidigt som enheterna i hemmet kan hjälpa oss med både dagliga problem och långsiktiga utmaningar. En autonom enhet i hemmet kan göra allt ifrån att styra musik till att hålla koll på energiförbrukning. Den gemensamma nämnaren de autonoma enheterna har är att människor tar in dem i sina hem; deras privata sfär, därför blir frågan vi ställer oss följande: Hur bygger en användare tillit mot autonoma enheter i en hemmiljö? / The digitization of the home makes automated systems more common in our everyday lives. The home, which used to be a private and personal place, now becomes a center for digital devices, which in itself creates new technological opportunities. The smart home is one of these opportunities as it offers the user safety and security while the units in the home can help us with both daily problems and long-term challenges. An autonomous unit in a home environment can do everything from controlling music to keeping track of energy consumption. The common denominator the autonomous units have is that people take them into their homes; their private sphere, therefore, the question we ask ourselves becomes the following: How does a user build trust against autonomous units in a home environment?
177

Analysing usability testing solutions for teacher-student interfaces

Nygren, Isidor January 2021 (has links)
In today’s connected world, there exists a large amount of tools that did not exist during the inception of computing and user interfaces. Many of these have seen their natural advent due to the Internet’s global accessibility. Ever since the initial simple user interfaces of text-based terminals, user testing has been researched and developed thoroughly as it provides a rigid set of feedback to the system architect which can help to more quickly and easily construct a system suited for its purpose. Through various methods of remote usability testing, a teacher-student interface is tested with a set of real users. The results of which are qualitatively compared between themselves and previous results using similar tools and evaluated for their usability. The results indicate that the system that was tested was generally perceived as well-performing but indicated several issues with how the tasks were created, underlining the necessity for a well-documented and thought through approach to the creation of usability testing tasks.
178

Integrating third-party APIs as a microservice

Eriksson, David January 2021 (has links)
Microservices are a way of decentralizing software services into smaller, isolated environments with contained, specific responsibilities. The traditional approach of monolithic applications introduces many problems regarding complexity due to scaling of functionality. Microservices emerged as a way of dealing with these problems by separating services into modules independent of one another, promoting communication between each component to fulfill the service requirements. This architectural style of software development separates concern of business logic, data models, and other domain specific modules to their respective domains where they are isolated from the rest of the system. Communication is key in the world of microservices as modules rely on transferring information to the rest of the system rather than mutating and operating on global data bound to the entirety of the system. APIs (Application Programming Interfaces) expose data from individual software modules to other parts of the application, and this can be done in a multitude of ways. This thesis focuses on APIs following the REST (Representational State Transfer) protocol as a means to exchange data between software modules. This project dives into the concept of microservices by developing a service through an iterative development process in order to incrementally implement the requirements of the service. The purpose of the microservice is to integrate third-party APIs into the existing service, Link Visualizer. Instead of directly implementing the required functionalities from the external API into the core source code of Link Visualizer, a microservice was built to isolate the responsibilities, removing co-dependence from the integrating APIs.
179

3D Virtual Shopping Mall : Towards Transformation of levels from 2D to 3D

Al-Humadi, Rasha (current name Lisa Edisen) January 2012 (has links)
This research examines the effects of using 3D virtual shopping malls and shows the user interaction and experience in this type of virtual environments. Technology developments and the use of the Internet made users to expect more services, which help to improve the user's life. Using a 3D virtual environment and adding a shopping idea to it is considered as very interesting, especially if it reflects the real world in a virtual reality that make its users attached to it. Furthermore, the possibility of having an avatar to represent themselves in computer-mediated virtual environment help users to explore the virtual environment. Another advantage is that users have the possibility to invite friends and to navigate inside a 3D Virtual-shopping mall not alone but together, which gives the user the capability to socialise inside the mall. Besides, changing of the customer's profile and chatting with friends is supported, too. Moreover, the transformation process from a two-dimensional environment to a three-dimensional environment is considered to be convenient for both, customers and mall owners.   I have used phenomenology to investigate this new phenomenon. In addition the data was gathered by interviewing several participants from different educational levels as well as business owners of 3D virtual malls. The research will show the potential of using a 3D virtual shopping mall from the user's perspective as well as from the business' owners and having a 3D virtual shopping mall is not only considered entertaining, but also convenient.   As a future work I recommend to interview the merchants in this research to grasp this idea completely.
180

The Impact of Spatial User Interface Integration within Strategy Games : An evaluation of a strategy game’s approachability within diegesis and spatial theory

Ackermann, Wilhelm January 2021 (has links)
Diegesis and Spatiality are fundamental to visualization techniques in games. The impact of integrating user interfaces into the game world is a contentious issue between minimizing the heads-up display or maximizing functionality above realism. Previous studies have shown conflicting results determining what approach is better, but these studies have focused on conventional genres like the First Person Shooter. Strategy games, or more specifically, the grand strategy genre, is different in perspective and role of the player, as the genre places a heavier emphasis on panel elements than other genres. In this paper, we created two similar prototypes that differed in their focus on integration or superimposition. We then evaluated their impact on performance and the user experiences. The results showed that strictly spatial integration attributed to negative results, but diegetic integration was better received. Additionally, we identified several areas where implementing diegetic interfacing in grand strategy games is different from other genres of games. Finally, we gave recommendations to enhance the strengths and overcome the limitations of diegetic interfacing in grand strategy games. / Datorspel är levande världar som strävar efter att spelare ska ha kul. Olika spel har olika fokus på spelupplevelse, men också olika mängd gränssnitt som finns fastsatt på skärmen kontra inuti spelvärlden. Valet mellan fastsättning och integrering beror på genre och preferens, men mycket av nutida forskning fokuserar på mer vedertagna genrer såsom förstapersonskjutare. Strategispel, och mer specifikt, “grand strategy” spel följer inte samma konventioner, då perspektivet och rollen på spelaren är annorlunda. I detta examensarbete evaluerade vi hur en förändring i fokus mellan fastsättning och integrering av spelelement förändrade spelarprestandan och användarupplevelsen. Resultatet visar att strikt placering av panelelement i världen gav dålig användarupplevelse, men att diegetisk integration gynnade upplevelsen. Till sist analyserade vi hur utveckling av integrerade användargränssnitt inom genren var annorlunda gentemot andra genrer, och gav sedan rekommendationer på styrkor och svagheter som genrenhar.

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