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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.
471

The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities / Tärningarna är fortfarande i rörelse : En studie som visar hur AR teknologi kan skapa nya specifika spelkvaliteter

Lundmark, Martin January 2021 (has links)
The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games. / Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
472

Webbteknologier i skolmiljön : Digitalisering av det fysiska klassrummet

Moreland, Paul January 2020 (has links)
Digitalization in schools is now a natural part of the teaching environment but issues related to the maintenance and management of classroom technology pose a challenge to both teachers and staff. Can using modern web technologies to create a web-based classroom inventory and malfunction report system solve the problem or does the introduction of a new digital system provide a greater challenge to teachers and staff. The goal of this study is to determine if better management of physical technologies inside today’s classrooms can help create a more stable learning environment with less time lost maintaining technology and more time using it. The study will focus on how modern web technologies can be used to create a system which can solve the problem, but more importantly if the system can meet the demands of teachers and staff. A literature study, including the needs and challenges of digitalization within schools today, provides important information to build upon. Then a combination of statistics and cooperation from staff at a large Swedish school are used to create a web-based solution to the problem at hand. Finally, system feedback is accompanied by three teacher interviews about the introduction of the new digital system. Results from the study show that staff acknowledge the need for improvements relating to the maintenance and management of physical technologies within classrooms. DLG Klassrum, a newly created web-based system, is supported by staff and viewed as a potential solution to the problem, but challenges related to the introduction of a new digital system and the level of a teacher’s digital competence must first be overcome. To digitalize the physical classroom, through a system using modern web technologies, can successfully improve the learning environment within classrooms, but a good level of planning, preparation and cooperation are key to its level of success.
473

The new generation of Smart Home Device : Health Monitoring system for Smart Homes / Ny generation av Smart Home Device

Jarque Antolí, Carlos January 2019 (has links)
This thesis project was conveyed in collaboration with Block Zero, a strategic Design Studio in Malmö, Sweden, with the purpose to design a product that develops a new type of interaction within the Smart Home. This design project will primarily focus on the research, exploration and definition of possible solutions, and the resulting design and development of the final product, a Smart Home Health Hub. From a global perspective, throughout the following document is covered a description of the design process from initial research to the final prototype. The project is defined in this approach and establishes the mentioned principles to guide the execution of the project through a deductive method, synthesising until the final result.
474

Professional Isolation and Connectedness in Computer Supported Cooperative Work Systems : A Focused Ethnographic Study of Knowledge Workers Working from Home

Mohlin, Alice January 2021 (has links)
Both companies and individuals have observed positive effects after implementing working from home (WFH) practices as digital technology expands collaborative possibilities. As a result, the hybrid workplace has emerged as a sustainable possibility for future workplace solutions. In a hybrid workplace, the workforce is distributed between a co-located office and WFH to different extents, naturally inferring an intense use of collaborative technology in daily operations. However, despite reports of aforementioned positive effects, research show that the feeling of professional isolation (PI) is a reoccurring issue for knowledge workers WFH. And although the spread of the issue appears to be severe in literature, little is known about the effects that the collaborative technology actually has on the level of experienced PI.  Within the interdisciplinary research field of CSCW (Computer-Supported Cooperative Work), collaborative information technology systems are studied from both technological and social perspectives. Thus, in order to gain a deeper understanding of the phenomenon of professional isolation in relation to the use of collaborative information technology systems, this study aims to explore how knowledge workers currently WFH experience and perceive the support of CSCW systems for communication in relation to PI.  Based on a qualitative, focused ethnographic approach, nine knowledge workers from different companies and positions currently WFH were interviewed about their perceptions of CSCW systems for communication support in relation to PI. The empirical data that the interviews generated was subjected to a thematic analysis, from which five themes emerged and constituted the empirical findings. These themes were then analyzed in the light of the research questions and discussed with the concepts in the literature review as well as with a symbolic interactionist perspective.  The results of this master’s thesis research show that most of the participants do not experience professional isolation as defined in literature, however, they display a loss of connectedness to co-workers when using the CSCW systems for communication support when working from home. The connectedness in question is achieved with ‘social interaction’, however, the research findings of this master’s thesis illustrate that ‘social interaction’ is not symbolically connected to any of the CSCW systems for communication support for the participants. Based on these research findings, it is proposed that ‘social interaction’ is not included in the concept of ‘communication’ within the field of CSCW. Furthermore, it is suggested that organizations aspiring to implement working from home (WFH), or hybrid workplace practices may want to re-evaluate current and future social activities within the CSCW systems for communication support based on the insights provided by the master’s thesis research study.
475

Unboxing The Algorithm : Understandability And Algorithmic Experience In Intelligent Music Recommendation Systems

Schröder, Anna Marie January 2021 (has links)
After decades of black-boxing the existence of algorithms in technologies of daily need, users lack confidence in handling them. This thesis study investigates the use situation of intelligent music recommendation systems and explores how understandability as a principle drawn from sociology, design, and computing can enhance the algorithmic experience. In a Research-Through-Design approach, the project conducted focus user sessions and an expert interview to explore first-hand insights. The analysis showed that users had limited mental models so far but brought curiosity to learn. Explorative prototyping revealed that explanations could improve the algorithmic experience in music recommendation systems. Users could comprehend information the best when it was easy to access and digest, directly related to user behavior, and gave control to correct the algorithm. Concluding, trusting users with more transparent handling of algorithmic workings might make authentic recommendations from intelligent systems applicable in the long run.
476

Improving post-productionfeedback process

Abduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
477

HealthLab: Konceptdriven designforskning om hanteringen av hälsodata : en studie om hur enskilda individer kan använda hälsodata i ett meningsfullare syfte för att optimera sin träning / HealthLab: Concept-driven design research on the management of health data : a study on how individuals can use health data for a more meaningful purpose to optimize their exercise

Welin, Anna, Melms, Sandra January 2020 (has links)
Människor använder sig allt mer av digitala hälsoplattformar, vilket gör att det genereras mängder av hälsodata från användarnas digitala aktiviteter. Syftet med detta examensarbetet är att med hjälp av en konceptdriven designforskning framställa ett designkoncept för att hantera denna stora mängd hälsodata. Målet med konceptet är att det ska skapa en möjlighet för individer att själva hantera och få tillgång till sin hälsodata som genereras, för att i sin tur även kunna utnyttja det till något meningsfullt.  Med hjälp av en metodologisk guide har konceptet utvecklats, för att ta fram teoretiskt förankrade egenskaper och sammanställa dem till ett koncept i form av en modell. För att få in extern kritik av konceptet involverades tio användare, vilket i sin tur ledde till revidering och kontextualisering av HealthLab. I resultatet presenteras slutgiltligt koncept av Healthlab. Konceptet ska fungera som en multiplattform vars syfte är att samla in externa hälsodata, för att användarna ska få in flera aspekter i deras träning, som ska i sin tur hjälpa till att bidra till en bättre träningsupplevelse. Det slutgiltiga resultatet av HealthLab är tänkt att vara en framtidsvision för att vägleda och väcka nya tankesätt hos forskare och designers. / People are increasingly using digital health platforms, which means that lots of health data is generated from users' digital activities. The purpose of this paper is to develop a design concept to manage this large amount of health data, with the help of concept-driven design research. The goal of the concept is to create an opportunity for individuals to manage and access their generated health data, in order to use it for something meaningful.  With the aid of a methodological guide, the concept has been developed, to create theoretically anchored qualities and to compile them into a concept in the form of a model. To get external criticism of the concept, ten users were involved, which in turn led to revision and contextualisation of HealthLab. In the result, a final concept model is presented of HealthLab. The concept will serve as a multiplatform whose purpose is to collect external health data so that users can get several aspects of their training, which in turn will contribute to a better training experience. The final result of HealthLab is intended to be a vision for the future to guide and awaken new ways of thinking among researchers and designers.
478

Human-Centered Explainability Attributes In Ai-Powered Eco-Driving : Understanding Truck Drivers' Perspective

Gjona, Ermela January 2023 (has links)
The growing presence of algorithm-generated recommendations in AI-powered services highlights the importance of responsible systems that explain outputs in a human-understandable form, especially in an automotive context. Implementing explainability in recommendations of AI-powered eco-driving is important in ensuring that drivers understand the underlying reasoning behind the recommendations. Previous literature on explainable AI (XAI) has been primarily technological-centered, and only a few studies involve the end-user perspective. There is a lack of knowledge of drivers' needs and requirements for explainability in an AI-powered eco-driving context. This study addresses the attributes that make a “satisfactory” explanation, i,e., a satisfactory interface between humans and AI. This study uses scenario-based interviews to understand the explainability attributes that influence truck drivers' intention to use eco-driving recommendations. The study used thematic analysis to categorize seven attributes into context-dependent (Format, Completeness, Accuracy, Timeliness, Communication) and generic (Reliability, Feedback loop) categories. The study contributes context-dependent attributes along three design dimensions: Presentational, Content-related, and Temporal aspects of explainability. The findings of this study present an empirical foundation into end-users' explainability needs and provide valuable insights for UX and system designers in eliciting end-user requirements.
479

Cognitive Load in Advanced Systems : Registration of Swedish grades in the University Admissions process

Larsson, Cecilia January 2022 (has links)
Users' cognitive load must be considered in the advancement of digital systems, to keep human-computer interaction as effective and sustainable as possible. The aim of this thesis was to redesign a function of the administrative client NyA, an advanced system used by administrators in the university admissions process. The function in focus was "NyA - Register Swedish grades". The goal of the study was; (1) Evaluate ways to reduce the cognitive load in the interface. (2) Create a HiFi-prototype in Axure RP. (3) Collect insights and share them with the company for future development of the NyA-client. An iterative design process consisting of exploration, designing and usability testing resulted in a HiFi prototype in Axure RP. Subjective rating was used in the study in order to evaluate user cognitive load. Specifically, the Overall Workload (OW) scale was used during MidFi-testing. The results showed that; (1) All (eleven) non-experienced participants preferred the new prototype. (2) Eight out of eleven non-experienced participants estimated the MidFi-prototype to cause them less workload than the previous layout. (3) All (three) expert users estimated no difference in workload between the HiFi-prototype and the old interface. Although more testing would be necessary, the results showed that the prototype could have the potential of causing less cognitive load; by aiding the new users while still connecting to the experienced users mental models of the old system.  Therefore, it was concluded that; (1) Design affects cognitive load and it is important to reduce the extraneous load. (2) Experienced users should be considered during the development of advanced systems. (3) Experience reduces cognitive load. (4) Design for fast learning and do so by regulating the intrinsic load of the interface. / Användarens kognitiva belastning måste beaktas i och med utvecklingen av digitala system. Medvetna designval i koppling till människans kognitiva förmågor behövs för att interaktionen mellan människa och dator ska vara effektiv och hållbar. Syftet med detta examensarbete var att designa om en funktion i den administrativa klienten NyA, ett avancerat system som används av administratörer i antagningsprocessen. Funktionen i fokus var "NyA - Registrera svenska betyg". Målet med studien var; (1) Utvärdera sätt att minska den kognitiva belastningen i gränssnittet. (2) Skapa en HiFi-prototyp i Axure RP. (3) Samla in insikter och dela dem med företaget inför framtida utveckling av NyA-klienten. En iterativ designprocess innehållande utforskning, design och användbarhetstestning resulterade i en HiFi-prototyp skapad i Axure RP. För att kunna utvärdera de medverkandes kognitiva belastning under testningen av MidFi-prototypen användes subjektiv estimering. Specifikt, skalan Overall Workload (OW) scale. Resultaten visade att; (1) Alla (elva) icke-erfarna deltagare föredrog den nya prototypen. (2) Åtta av elva icke-erfarna deltagare estimerade att den nya prototypen orsakade dem mindre arbetsbelastning än den tidigare layouten. (3) Alla (tre) expertanvändare upplevde ingen skillnad i arbetsbelastning mellan HiFi-prototypen och det gamla gränssnittet. Även om fler tester skulle behövas, visade resultaten att den nya prototypen potentiellt kan orsaka mindre kognitiv belastning. Detta genom att hjälpa de nya användarna samtidigt som designen kopplar till de erfarna användarnas mentala modeller av systemet. Därför drogs slutsatsen att; (1) Design påverkar kognitiv belastning. Det är viktigt att minska extern (engelska 'extraneous') belastning i gränssnittet. (2) Erfarna användare bör hållas i åtanke vid utveckling av avancerade system. (3) Erfarenhet minskar kognitiv belastning. (4) Designa för snabb inlärning.
480

Kan bildgenererande AI stötta konstnärer? : En kvalitativ studie om hur bildgenererande AI kan vara stöttande i konstnärers kreativa process / Can image-generating AI support artists? : A qualitative study about how image-generating AI can support artist's creative process

Saleban, Zakeria Mohamed, van Weiden, Jesse January 2023 (has links)
Artificiell intelligens (AI) tar alltmer plats i människors vardag. Ett område där det nyligen börjat användas i är bildgenerering och konstskapande. Då AI-tekniken inom bildgenerering är ny, har lite forskning gjorts kring hur det kan påverka konstnärer. Tidigare digitala framsteg som lett till verktyg som Photoshop har visats expandera hur konstnärer kan skapa konst och effektiviserat deras kreativa process. Bildgenererande AI, till skillnad från tidigare verktyg som Photoshop, kan generera egna bilder baserat på användarens indata. Detta väcker intresse kring förståelse om hur bildgenererande AI kommer potentiellt kunna påverka konstnärers kreativa process. Studiens mål är att utforska hur bildgenererande AI kan stötta konstnärer i den kreativa processen.  I studien användes en kvalitativ ansats för att fördjupa sig i ämnesområdet och besvara forskningsfrågan. En litteraturstudie som undersökte relevanta ämnen inom ämnesområdet utfördes vilket resulterade i tre aspekter, kontroll, samskapande och idégenerering. Kontroll var viktigt för stöttandet av användares nyttjande av AI. Samskapande och idégenerering var viktiga pelare som stöttar den kreativa processen. Dessa aspekter låg till grund för den empiriska studien. Den empiriska studien bestod av en sju dagars dagboksstudie där konstnärer fick prova tre olika typer av bildgenererande AI. Dagboksstudien kompletterades med intervjuer för att djupare förstå hur bildgenererande AI kunde stötta deras kreativa process. Studiens resultat visar på att bildgenererande AI kan användas för att stötta konstnärers kreativa process då det används som inspiration. Som tillägg identifierades tre förutsättningar som bör bemötas för att konstnärer ska kunna nyttja bildgenererande AI i deras kreativa process. / Artificial intelligence (AI) is increasingly becoming a part of people's daily lives. One area where it has recently been used is in image generation and art creation. As AI technology for image generation is new, little research has been done on how it may affect artists. Previous digital advancements, that led to tools such as Photoshop, have expanded how artists can create art and streamlined their creative process. Image-generating AI, unlike previous tools like Photoshop, can generate its own images based on user input. This raises interest in understanding how image-generating AI may potentially impact artists' creative process. The study aims to explore how image-generating AI can support artists in the creative process. The study used a qualitative approach to delve into the subject area and answer the research question. A literature review investigating relevant topics within the subject area was conducted, resulting in three aspects, control, co-creation, and idea generation. Control was important in supporting users' utilization of AI for their purposes. Co-creation and idea generation were important pillars that support the creative process. These aspects formed the basis for the empirical study. The empirical study consisted of a seven-day diary study where artists were given the opportunity to try three different types of image-generating AI. The diary study was complemented with interviews with the study participants to gain a deeper understanding of how image-generating AI could support their creative process. The study's results show that image-generating AI can be used to support artists' creative process when used as inspiration. In addition, three prerequisites were identified that need to be met for artists to be able to use image-generating AI in their creative process.

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