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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.
261

Presenting information through a dashboard for Smart Video evaluations : The process of developing a design for a marketing dashboard

Katarina, Hägglund January 2018 (has links)
Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the Smart Video team that can create a report for them. The purpose of this thesis was to relieve the workload of the Smart Video team and to create a dashboard that shows all information that the clients find relevant about their videos. This paper is about the process of developing a design for a marketing dashboard, that follows the guidelines of information dashboard design by Stephen Few. The process included interviews, multiple designs, prototypes, and evaluations, before ending up with a prototype of a desktop solution that follows the aesthetics of Smart Video and can be realizable with the current technology.
262

Untangling Road Trip Experiences with Conected Car : Planning and bringing it to the car

Alpay, Aylin January 2017 (has links)
With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.
263

Spatial orientation & imagery : What are the gender differences in spatial orientation and mental imaging when navigating a virtual environment with only auditory cues?

Bergqvist, Emil January 2015 (has links)
This thesis analyses the gender differences in spatial orientation and mental imagery when navigating a virtual environment with only auditory cues. A prototype was developed for an iPod Touch device to evaluate possible gender difference in performance of orientation. A sketch map task was conducted to externalize the participants’ mental representation they achieved from the environment. Questionnaires were used to collect data on previous video game experience, spatial orientation self-assessment and spatial anxiety. A post-interview was conducted to gather qualitative information from the participants on how they experienced the experiment and to collect some background about them. In total, 30 participants (15 females, 15 males) with tertiary education participated in the experiment. The result indicates that there are gender differences in time to complete the tasks in the virtual environment. In the sketch map task, there were no gender differences in how well they sketch and externalize their mental representation of the environment. The post-interview showed tendencies that there are possible gender differences in vividness of mental imagery.
264

VR versus Phobias : An exploration of Virtual Reality in exposure therapy

Pouliadou, Kallirroi January 2017 (has links)
Interest in Virtual Reality (VR) is growing fast. Tech companies are now starting to identify its most relevant application that will make it desireable. The use of VR in healthcare and mental health, has been proven through clinical research. Moreover, patient support programs extend treatment to people’s homes. An underlying opportunity was to envision a service for remote treatment of phobias with exposure therapy through VR. During the process, I conducted desk research, interviews, a workshop, prototyping and user testing. I collected evidence to lay out the service experience and communicate the key role of the therapist in the overall journey. My goal was to maximize the leaning outcome of exposure therapy and avoid the return of fear. Focusing on VR for the mobile phone, as the most accessible hardware for the broad audience, I created examples of exposure experience, that demonstrate the therapist’s presence and the user’s interactions with the environment.
265

Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion

Karlsson, Fredrik, Lundberg, Marcus January 2017 (has links)
Virtuell verklighet (VR) har börjat användas i större utsträckning av människor inomområden som utbildning och underhållning. För att VR ska uppfattas som en seriösplattform för att skapa utbildnings- och underhållningstjänster, är en känsla avimmersion en viktig del av användarupplevelsen. Det finns idag olika metoder för attinteragera med VR men de saknar upplevelsen av att vara naturliga och realistiska.Handinteraktion anses vara ett naturligt sätt för människor att interagera med VR och harförutsättningar för att stödja immersion. Trots att handinteraktion anses vara ett bra sättatt interagera med VR finns det idag inga riktlinjer som underlättar för att designa tjänstermed handinteraktion. För att undersöka hur handinteraktion kan designas för att stödjaimmersion i VR, har vi utgått från frågan:Hur kan handinteraktion designas för virtuell verklighet för att stödja immersion?Genom vår studie har vi identifierat aspekter som är viktiga för att handinteraktion skastödja immersion. Frågan studeras genom en designorienterad ansats med kvalitativadatainsamlingsmetoder som deltagartester, intervjuer och observationer. Testdeltagarnasom deltagit i studien är rekryterade baserat på deras tidigare erfarenheter av VR ochspel. Studien bidrar med kunskap om vad som är viktigt för att handinteraktion skauppfattas som naturligt och realistiskt för att stödja immersion när det används i VR. / Virtual reality (VR) is becoming more commonly used by people in areas like educationand entertainment. However, for VR to be a serious platform for creating education andentertainment services, the sense of immersion is an important part of the userexperience. Today there are several methods to interact with VR, but they often lack thefeeling of being natural and realistic. Hand interaction is seen as a natural way for peopleto interact with VR and has potential to create immersion. However, even though handinteraction is seen to be a natural way of interacting with VR there’s no guidelinesavailable to facilitate the design of VR-services with hand interaction. To study how handinteraction can be designed to support immersion in VR, we’ve asked the question:“How can hand interaction be designed for virtual reality to support immersion?”Through our study, we have identified aspects that are important for hand interaction tobe able to support immersion. The question has been studied through a design orientedapproach with qualitative data gathering methods such as participant test, interviews andobservations. The test participants were recruited based on their previous experience ofVR and games. The study contributes with knowledge regarding what is important for
266

Comparison of Security and Risk awareness between different age groups

Björneskog, Amanda, Goniband Shoshtari, Nima January 2017 (has links)
The Internet have become a 'necessity' in the everyday life of just below 50\% of the world population. With the growth of the Internet and it creating a great platform to help people and making life easier, it has also brought a lot of malicious situations. Now a days people hack or uses social engineering on other people for a living, scamming and fraud is part of their daily life. Therefore security awareness is truly important and sometimes vital.We wanted to look at the difference in security awareness depending on which year you were born, in relation to the IT-boom and growth of the Internet. Does it matter if you lived through the earlier stages of the Internet or not? We found that the security awareness did increase with age, but if it was due to the candidates growing up before or after the IT-boom or due to the fact that younger people tend to be more inattentive is hard to tell. Our result is that the age group, 16-19, were more prone to security risks, due to an indifferent mindset regarding their data and information.
267

The best place to hide a dead body is page 2 on Google search results

Brorsson, Martin, Lindhom, Hampus January 2016 (has links)
Syfte - Detta examensarbete utreder vad som påverkar vilken länk studenterna på Jönköping University väljer att klicka på i Googles sökresultat vid en produktsökning. För vissa e- handelsföretag kan det vara avgörande att användarna klickar på deras länk i sökresultatet. Men vad väljer studenter att klicka på? Väljer de en länk i det organiska sökresultatet eller väljer de att klicka på en annons? Arbetet har utförts med syftet att hjälpa e-handelsföretag som säljer produkter med målgruppen studenter. Under arbetes gång besvarades följande frågeställningen: • Vad påverkar vilken länk Jönköping Universitys studenter väljer att klicka på i Googles sökresultat? Metod - För att kunna besvara frågeställning har tre olika metoder används för att samla in data. Metoderna som används är tre intervjuer med experter inom SEO-branschen, 114 observationer med studenter och i samband med observationerna fick studenterna också genomföra en digital enkät. Resultat - Utifrån den insamlade datan från intervjuer, observationer, digitala enkäter och sekundärdata har ett resultat tagits fram gällande vad som påverkar studenters val av länkar på sökmotorn Google. I resultatet framkommer det att sökmotoroptimering är viktigt för att ett e- handelsföretag skall synas på Google, finns du inte med på förstasidan finns du inte. Även att igenkänningsfaktorn spelar störst roll i valet av vilken länk studenter klickar på. Där framkommer det två olika typer av beteenden båda med igenkänningsfaktorn i baktanke. Antingen klickar studenterna på första länken de känner igen eller så väljer de medvetet bort annonserna och klickar på första vanliga länken de känner igen. Implikationer - Arbetet är endast genomfört på studenter från Jönköping University. Ett representativt urval gjordes från den teoretiska populationen för ett generaliserbart resultat. Men för att kunna generalisera resultatet på studenter i en större utsträckning krävs det att samma undersökningen görs på olika högskolor/universitet i Sverige. Begränsningar - Fokus och mest tid lades på att genomföra observationerna vilket gav mindre tid till att genomföra flera intervjuer. Detta är en avgörande faktor som påverkade studiens omfång och resultat. Om det funnit mer tid hade även en undersökning på andra sökmotorer varit genomförbar. Alla sökningar gjordes på Google som är den största och den ledande sökmotorn i världen. Om Google skulle förändra något väsentligt i deras sökmotor kan resultatet bli oanvändbart. / Purpose - This examination paper examines what affects which link students at Jönköping University choose to click on the Google search results when they do a product search. For some e-commerce companies, it may be crucial that users click on their link in the search results. But which link do students choose to click on? Are they choosing to click on a link in the organic search results or are they choosing to click on an ad? This examination has been carried out with the aim to help e-commerce companies that sells products that target students. During this paper has following question has been answered: • What affects the link Jönköping University students choose to click on the Google search results? Method - To answer the question three different methods has been implemented to collect data. The methods conducted three interviews with experts in the SEO industry, 114 observations with students and in connection with the observations did the students answer a digital survey. These three methods gave a good and comparable results that ultimately strengthen each other. Results - Based on data collected from interviews, observations, digital surveys and secondary data have a result been developed shrill guessed what affects students' choice of the links on the search engine Google. The result shows that search engine optimization is important for an e- commerce business that must appear on Google, if you are not on the front page you are not existing. Although the recognition factor plays the most important role in the choice of which link students click. Where it appears two different kinds of behaviour both with the recognition factor of ulterior motive. Either the students click on the first link they recognize or choose them consciously remove the ads and click on the first common link them recognize. Implications - This work is only carried out on students from Jönköping University. A representative selection was made from the theoretical population of a generalizable results. But to generalize the results of the students to a greater extent it is required that the same survey conducted at various colleges / universities in Sweden. Limitations - Focus and most time was spent on implementing the observations which gave less time to conduct more than three interviews. This is a crucial factor that affected the study's scope and results. If there were more time had an investigation on other search engines would have been feasible. All searches were made on Google, which is the largest and the leading search engine in the world. If they are doing any big changes or updates our results may be unusable.
268

The ways Hellblade: Senua’s Sacrifice represents mental illness

Crawford, Stella January 2019 (has links)
This thesis examines the ways Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) represents mental illness and why the game is considered partly groundbreaking in the subject of mental health representation within video games. This examination is done by taking a brief overview of previous games tackling the same subject matter as well as examining how Hellblade: Senua’s Sacrifice represents psychosis narratively and mechanically. This is done through the method of player-as-analyst by playing the game all the way through once and viewing a full length playthrough video following the methodology and theory of Diane Carr (2014).  The data gathered during play and viewing of the playthrough is then analyzed. / Denna avhandling undersöker hur Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) representerar mental ohälsa och varför spelet uppehålls som delvis banbrytande inom spel som behandlar mental ohälsa. Undersökningen i fråga är gjord via att göra en kort översikt av hur tidigare spel handlat samma ämne och ta en titt på hur Hellblade: Senua’s Sacrifice representerar psykos i sin mekanik och narrativ. Detta åstadkoms genom metoden Player-as-analyst genom att spela igenom hela spelet en gång och kolla igenom en playthrough video och genom att följa metodologi och teori av Diane Carr (2014). Datan samlad under spelningen och video tittandet sedan analyseras.
269

BRIDGING THE GAPS BETWEEN PHYSICAL DIGITAL CO-CREATION

Wirdelius, Oscar January 2021 (has links)
The remote work environment poses many challenges, especially for collaboration and co-creation. Digital tools are available but they lack important properties of the physical meeting. This project applies emerging technologies in an attempt to enable a more suitable interface for creative collaboration. The goal is to produce an innovative solution in the form of a conceptual design based on user experience research. It follows the design process from brief to resulting conclusions and concept. The process is inspired by the learnings from Bootcamp Bootleg in combination with mentorship and guidance of experienced active designers from Shift Design, now part of Yellon. / Att arbeta från distans innebär många utmaningar, särskilt för samarbete och samskapande. Digitala verktyg finns tillgängliga men de saknar viktiga egenskaper hos det fysiska mötet. Detta projekt tillämpar ny teknik i ett försök att möjliggöra ett lämpligare gränssnitt för kreativt samarbete. Målet är att ta fram en innovativ lösning i form av en konceptuell design baserad på användarupplevelseforskning. Arbetet följer designprocessen från uppdragsbeskrivning till resulterande slutsatser och koncept. Processen är inspirerad av lärdomarna från Bootcamp Bootleg i kombination med mentorskap och vägledning av erfarna aktiva designers från Shift Design, nu en del av Yellon.
270

Den upplevda e-handeln : En kvalitativ studie kring användarengagemang och användarupplevelse i e-handelsprocessen. / The e-commerce experience : A qualitative study on user engagement and user experience in the e-commerce process.

Gustafsson, Carl, Losanthia, Varissa January 2021 (has links)
Under år 2020 har Sveriges e-handel sett en ökad omsättning på nästan 40procent sedan föregående år. En orsak till detta är pandemin vilket leder tillatt större krav sätts på e-handeln inte bara i kapacitet och hantering av varorutan även på webbplatsens generella anpassning och deras köpprocess. Någotsom kan påverka och hjälpa uppfylla dessa krav är användarupplevelse ochanvändarengagemang. Syftet med denna studie var att undersöka hur det ärmöjligt att påverka engagemanget hos användaren för att i sin tur höjaanvändarupplevelse i e-handel. Tidigare forskning påvisar attanvändarupplevelse och användarengagemang har en större påverkan på ehandel än vad man tidigare trott. Användarengagemang är ett begrepp som haren hög tolkningsgrad och är idag ett fenomen som fortfarande försökerdefinieras. Begreppet i sig är kontextbaserat och för att identifiera dessafaktorer har utgångspunkten varit ett ramverk som ansågs vara mest passandeför denna studie. Undersökningsmetoder som har använts i denna studie varkvalitativa intervjuer med observationer. Dessa metoder ansågs vara lämpadeför att ta reda på användarens subjektiva synpunkter samt användarens egnaerfarenheter kring upplevt engagemang och dess process. Tre huvudsakligabegrepp valdes ut från ramverket innan den empiriska datainsamlingen. Dessabegrepp är motivation, lockelse och inflytande. Begreppen hade i sin turunderkategorier som faller under det huvudsakliga begreppet. Undermotivation kunde behov, smidighet och förtroende identifieras sommotiverande faktorer vilket leder användaren att engagera sig. Under lockelsekunde navigation, kategorisering och utseende identifieras som estetiskafaktorer som påverkar användarens engagemang i e-handeln. Underinflytande kunde positiva och negativa erfarenheter identifieras sompåverkande faktorer för användningen av en e-handel. Det studien kankonstatera är att motivation tillsammans med lockelse och inflytande ärbegrepp som kan bidra till ett ökat engagemang som i sin tur påverkaranvändarupplevelsen. Det framkom att en god användarupplevelse är enbidragande faktor till ett ökat användarengagemang men ett ökatanvändarengagemang tyder inte på att en god användarupplevelse existerar. / During 2020, Sweden's e-commerce has seen an increase in sales of almost 40percent since the previous year. The reason for can be derived from thepandemic. This leads to greater demands being placed on e-commerce not onlyin the capacity and handling of goods but also on the website's generaladaptation and their buying process. Something that can influence and helpmeet these requirements is user experience and user engagement. The purposeof this study was to investigate how it is possible to influence the commitmentof the user and thereby increase the user experience in e-commerce. Previousresearch shows that user experience and user engagement have a greaterimpact on e-commerce than previously thought. User engagement is a conceptthat has a high degree of interpretation and is today a phenomenon that is stilltrying to be defined. The concept itself is context-based and to identify thesefactors, the starting point has been a framework that was considered mostappropriate for this study. Survey methods used in this study were qualitativeinterviews with observations. These methods were considered suitable forfinding out the user's subjective views as well as the user's own experiences ofperceived commitment and its process. Three main concepts were chosen fromthe framework before the empirical data collection. These concepts aremotivation, enticement and influence. The concepts in turn had subcategoriesthat fall under the main concept. Under motivation; needs, flexibility and trustcould be identified as motivating factors that get the user involved. Underenticement; navigation, categorization and appearance could be identified asaesthetic factors that affect the user's involvement in e-commerce. Lastly,under influence; positive and negative experiences could be identified asinfluencing factors for the use of an e-commerce website. What the study canconclude is that motivation together with enticement and influence areconcepts that can contribute to an increased user engagement, which in turnaffects the user experience. It emerged that a good user experience is acontributing factor to an increased user engagement, but an increased userengagement does not have to indicate that a good user experience exists.

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