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Designing a Verification Tool for Easier Quality Assurance of Interoperable Master Format PackagesSjölund, Martin January 2020 (has links)
With today's global distribution of movies, series, documentaries, and more, the need for a standardised system for storing content has emerged. Over-the-top media services such as Netflix, HBO, and Amazon Prime are storing large amounts of content, and by providing it internationally, the content multiplies when it has to conform to regional standards and regulations. The organisation Society of Motion Picture and Television Engineers (SMPTE) has, in the light of this, created a standard called the Interoperable Master Format (IMF). This component-based media lowers storage costs drastically by only storing and managing the media elements that are unique between versions. In management of media content, one of the tasks is verification, a process where the content is checked for errors. By incorporation this process into an IMF workflow, the efficiency could be considerably improved. The objective of this thesis is to explore the use of IMF today and design a tool used for verification of IMF package data, solving present problems in the verification workflow. By looking more deeply into the IMF standard and the needs of people working with verification, a prototype could be created that attends to the needs of the user while simultaneously conforming to the IMF workflow. The prototype was received well by design experts and there is a potential of the further development of it.
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Tillgänglighet på supportsidor : En fallstudie kring vad som påverkar upplevd tillgänglighet och användarvänlighet på en supportsida / Accessibility in support pages : A case study on what affects perceived accessibility and user friendliness in a support pageAlkaptan, Saman January 2019 (has links)
The purpose of the web is that it should be accessible to everybody, however, there are people with some type of disabilities that makes them unable to access or use certain websites because of the lack of accessibility that is implemented in them. This means that these websites are not user-friendly for users with disabilities. In order to highlight the problem, areas such as user-experience, usefulness, accessibility and WCAG 2.0 were explored in order to gain a better understanding of these areas and get a better picture of the important factors in them. Based on the theories, the study showed that these previously mentioned areas are part of each other and that accessibility is good for both users with and without disabilities.
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Using Machine Learning to Connect Brands with InfluencersHedlund, Jonathan January 2022 (has links)
With the increase of social media users, marketing through social media channels is becoming more and more important for large and small businesses around the globe. This form of marketing can be done in different ways. For example, through ads on social media platforms or by using influential opinion leaders (influencers) to reach out to a large number of customers. It can be difficult, especially for smaller brands, to navigate through the vastness of influencer marketing and find the right partner. This master thesis investigates how a process for brands to create a deal for a product/service they want to promote and how machine learning can be applied to recommend suitable influencers. Finding the right match is necessary for brands looking to take advantage of the rise of social media marketing. The thesis includes research of potential input and output for a machine learning algorithm, suggestions regarding which machine learning type and machine learning algorithm could be used, and presents a design of the deal creation process. The master thesis is conducted with the support of a startup company called Splick. Splick connects brands and influencers with an easy-to-use platform. Collaborations through Splick can be done with the help of affiliate links that track everything from clicks to sales. Every partnership is different since it depends on the brand, the influencer, and the type of product/service the brand is trying to promote. This makes it necessary to take a wide variety of metrics and benchmarks into consideration. The thesis found that a combination of metrics from the participants of the deal and the deal itself, metrics from various social media platforms where the influencer is active, and benchmarks from Splick’s affiliate link service would all be useful. The suggested output of a machine learning algorithm is common points of interest found in partnerships with similar brands and influencers that occurred in the past and turned out to be successful. Out of the machine learning types and algorithms analyzed, an unsupervised learning approach using Neural Network-based clustering seemed to be a viable way to proceed. Further research would be necessary regarding the presented machine learning approach to create a more clear plan for development and implementation. / Med ökningen av användare på sociala medier blir marknadsföring via sociala mediekanaler allt viktigare för små och stora företag runt om i världen. Denna form av marknadsföring kan utföras på olika sätt. Till exempel genom annonser på sociala medieplattformar eller genom att använda inflytelserika opinionsbildare (influencers) för att nå ut till ett stort antal kunder. Det kan vara svårt, särskilt för mindre företag, att utnyttja kraften av influencer marknadsföring och hitta rätt partner. Denna masteruppsats undersöker en process för företag att skapa en överrenskommelse för en produkt/tjänst de vill marknadsföra och hur maskininlärning kan tillämpas för att rekommendera lämpliga influencers. Att hitta rätt partner är nödvändigt för företag som vill dra fördel av marknadsföring på sociala medier. Examensarbetet inkluderar forskning om potentiell input och output för en maskininlärningsalgoritm, förslag om vilken maskininlärningstyp och maskininlärningsalgoritm som kan användas och presenterar en design av processen för att skapa överrenskommelser med influencers. Examensarbetet genomförs med stöd av ett startupföretag som heter Splick. Splick kopplar samman företag och influencers med en lättanvänd plattform. Samarbeten genom Splick kan göras med hjälp av affiliate-länkar som spårar allt från klick till försäljning. Alla samarbeten är olika eftersom det beror på företaget, influencern och vilken typ av produkt/tjänst företaget vill marknadsföra. Detta gör det nödvändigt att ta hänsyn till en mängd olika mätvärden och riktmärken. Avhandlingen fann att en kombination av mätvärden från deltagarna och själva överrenskommelsen, mätvärden från olika sociala medieplattformar där influencern är aktiv och riktmärken från Splicks affiliate-länktjänst skulle vara användbara. Den föreslagna outputen av en maskininlärningsalgoritm är intressepunkter som hittas i samarbeten med liknande företag och influencers som inträffat tidigare och som visade sig vara lönsamma. Av de maskininlärningstyper och algoritmer som analyserats, verkade en unsupervised learning metod med hjälp av Neural Network-based clustering vara en bra metod att gå vidare med. Ytterligare forskning skulle behövas angående metoden för maskininlärning för att skapa en tydligare plan för utveckling och implementering.
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Evaluating the use of persuasive technology for guidance and motivation in heavy vehicle inspectionsLundmark, Christoffer January 2020 (has links)
Safety in the workplace is a major concern for industrial employers. Proper training, instructions, and routines are crucial for a hazard-free working environment. This thesis focuses on daily checks, a routine where operators inspect their vehicles to ensure that the machine is in good condition.The initial focus of the project was to explore solutions that could be used to educate new operators. After the research phase, involving experts in the area, the focus shifted towards a solution that would increase the ability and motivation for both new and experienced operators to perform the routine. A literature study, competitor analysis, field study, and interviews were conducted to gain further insight into the matter, and in an attempt to achieve the new objective, the area of persuasive technology and persuasive design, along with provided design guidelines, an application was created that would facilitate the execution of the daily check. These resulting prototypes were then evaluated and taken through usability testing. An evaluation of the theoretical framework is also presented. The results show that persuasive technology is a suitable approach to achieve the goal. While the prototype fulfils most of the goals and requirements, at least on a theoretical level, further development and testing should be done to attain a more quantifiable result.
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Journalisten och AI-drivna tjänster : En kvalitativ studie om journalisters syn på AI-drivna tjänster inom nyhetsindustrinArthurson, My, Häggblad, Emma January 2023 (has links)
I takt med att artificiell intelligens (AI) blir allt mer närvarande i nyhetsindustrin ökar intresset för att forska i hur journalisters syner förhåller sig till den digitala utveckling som AI-drivna tjänster medför. På vilket sätt journalister ställer sig till AI-drivna tjänster är komplext. Studien samlade empiri genom ett top-down tillvägagångssätt för att identifiera tre teman utifrån vetenskaplig relaterad litteratur. Sedan genomfördes semistrukturerade intervjuer för att samla in ny kunskap på ämnet som sedan sammanställdes i en tematisk analys. Studiens slutsats har resulterat i tio punkter indelade i tre teman som var Inkludering, Påverkan och Ansvar. Temat Inkludering innehåller journalisters syn på Inkludering av AI-drivna tjänster inom nyhetsindustrin. Temat Påverkan innehåller journalisters syn på Påverkan mellan AI-drivna tjänster inom nyhetsindustrin och journalister. Temat Ansvar beskriver journalisters syn på Ansvar och samarbete med AI-drivna tjänster inom nyhetsindustrin. / As artificial intelligence (AI) becomes increasingly prevalent in the news industry, there is an increasing interest in researching how journalists' views relate to the digital development which AI-driven services bring. The way journalists perceive AI-driven services is complex. The study gathered empirical data through a top-down approach to identify three themes based on scientific related literature. Semi-structured interviews were then conducted to collect new knowledge on the topic which was subsequently compiled into a thematic analysis. The study's conclusion has resulted in ten points divided into three themes which were Inclusion, Impact and Responsibility. The Inclusion theme contains journalists' views on the Inclusion of AI-driven services in the news industry. The Impact theme contains journalists' views on the Impact between AI-driven services in the news industry and journalists. The theme Responsibility describes journalists' views on Responsibility and collaboration with AI-driven services in the news industry.
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The Drum : A digital-physical play artefact to investigate and encourage children’s outdoor playCash, William January 2022 (has links)
Children’s outdoor play is decreasing. One factor is children's increased use of technology. Contributing to an existing research project, Hållbara Lekmiljöer i Staden by Uppsala University and KTH, the aim of this research project is to investigate the potential role technology could play in children’s outdoor play if integrated within outdoor environments. A further aim of the project is to understand how children use and repurpose (appropriate) their surroundings for play, and whether evidence of one child's play can influence a future child’s play. After a review of relevant literature and previous work, the project conducted a workshop to understand how children conduct outdoor play. Through analysing the behaviours and activities of the children during this workshop (obtained via observations and interviews), three play patterns involving natural materials emerged. These include collecting materials, constructing structures using the materials, and destroying materials. The former two, alongside appropriation and technology, became themes for ideation and inspired the design process, which ultimately produced The Drum. The Drum is a digital-physical play artefact that allows children to create patterns based on their combination and types of touch interactions. Children used the technology to facilitate their play, successful appropriations due to three design features: a recognisable output medium, portability, and small design. However, these features were unable to influence future play and behaviour due to the lack of development of The Drum and the research setup. Therefore, further development of The Drum and a better research setup are suggested as actions for future work.
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Teaching climate change : Creating and testing an interactive visualization of carbon emissions in order to increase awareness / Att lära ut klimatförändringEkne, Samuel January 2018 (has links)
A gap of knowledge exists between the latest climate change research and the general public. The goal of this thesis is to bridge that gap by making the information more accessible and easier to understand. A proof-of-concept model is created with the goal to visualize carbon emission data, namely size relations between countries, source of emissions per country and the current state of carbon emissions compared to a stated goal (the Paris Agreement), and give the user options to reach said goal by manipulating percentages of renewable energy, electric vehicles, and industry, on a global or local scale.User studies are then performed with members of the target group (students age 13-15) to test whether these visualizations are intuitive and accurately communicates the visualized data. The studies are effective and the goal of the visualization is reached. / Det finns en informationslucka mellan den nyaste forskningen inom klimatförändring och den allmänna befolkningen. Målet med denna tes är att minska luckan genom att göra den informationen lättare att förstå. En proof-of-concept modell skapas med målet att visualisera kolutsläppsdata, specifikt storleksförhållanden mellan olika länder, utsläppskällor för olika länder, samt det nuvarande läget av kolutsläpp jämfört med ett framtida mål (Paris Agreement), och att ge användaren alternativ för att uppnå det målet genom att manipulera procenten av förnyelsebar energi, elektriska fordon och industri, antingen globalt eller lokalt.Användarstudier utförs därefter med medlemmar av målgruppen (studenter 13-15 år gamla) för att se om visualiseringen är intuitiv och kommunicerar korrekt information om den visualiserade datan. Användarstudien är effektiv och visar att målet för visualiseringen är uppnått.
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Native-like Performance and User Experience with Progressive Web AppsYberg, Viktor January 2018 (has links)
Users spend more time than ever on mobile devices like smartphones and tablets, while native app development continues to become harder due to platform fragmentation. The web is a promising platform for mobile applications because of its easy access and standardised technologies that work unanimously across many different platforms and operating systems. However, native applications have always had an edge over the web because of important features that have not been available anywhere else, such as push notifications, background synchronisation and offline support. Progressive Web Apps aim to bring the web platform closer to native by enabling many of these important features while still running completely in the web browser, with the possibility to install the application, effectively promoting it to a top-level application. This project will evaluate the capabilities of web-based mobile applications compared to traditional native mobile applications. Three simple proof of concept applications will be built to test the performance and user experience with the help of different JavaScript libraries and techniques for building a Progressive Web App. Then one of the implementations will be further developed and matched against an existing native application with similar features in terms of functionality and performance. The study finds that for this use case, a Progressive Web App may be used instead of a native app without missing out on any important functionality. This simplifies development and releases, by enabling rich code sharing between the different platforms as well as avoiding the app distribution platforms by distributing the application entirely through the web, automatic and transparent to the users. However, this solution means more responsibility in terms of infrastructure for developers to maintain and optimise as the application needs to be distributed by own servers. / Allt mer tid ägnas åt mobila enheter såsom smartphones och surfplattor, medan apputveckling blir allt svårare på grund av spridningen av plattformar. Webben är en lovande plattform för mobila applikationer på grund av dess lättillgänglighet och standardiserade teknologier som fungerar likadant på många olika plattformar och operativsystem. Trots detta har nativa appar alltid haft ett övertag gentemot webben på grund av funktioner som inte varit tillgängliga på andra platformar, såsom pushnotiser, bakgrundssynkronisering och offlinestöd. Progressive Web Apps syftar till föra webbplattformen närmare nativ genom att möjliggöra många av dessa funktioner men fortfarande köras enbart i webbläsaren, med möjlighet att installera applikationen på enheten. Projektet kommer att utvärdera kapaciteten i webbaserade mobila applikationer jämfört med traditionella mobilapplikationer. Tre stycken proof of concept-applikationer kommer att byggas för att testa prestanda och användarvänlighet med hjälp av olika JavaScript-bibliotek och tekniker för att bygga en Progressive Web App. Därefter kommer en av implementationerna att vidareutvecklas och utvärderas gentemot en existerade app med liknande funktionalitet. Studien visar att en Progressive Web App i det här användningsfallet kan ersätta en nativ mobilapplikation utan att gå miste om viktig funktionalitet. Det skulle förenkla utveckling och publicering, genom att möjliggöra koddelning mellan olika plattformar och undvika appdistribueringsplattformarna genom att distribuera applikationen enbart genom webben, automatiskt och transparent för användarna. Lösningen innebär dock mer ansvar i form av underhåll och optimering av infrastruktur eftersom applikationen måste distribueras genom egna servrar.
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Case Study: Digitization of a User Interface : Investigating the use of a touch screen in Helicopter 14 / Fallstudie: Digitalisering av ett användargränssnitt : Undersöker användningen av en touchskärm i Helikopter 14Abrahamsson, Hanna, Karlsson, Linn January 2020 (has links)
A user interface should be intuitive to allow efficient and safe execution of tasks. Helicopter 14 (HKP 14) has operator consoles with an analog user interface, called Programmable Keys (PK), to control a Mission Management System (MMS). The idea of replacing the PK with touch technology has arisen. To understand operators’ working environment, this case study was conducted with inspiration from ethnography. The PK have been studied by reading system manuals and familiarizing with the MMS in Saab’s test rigs and in HKP 14. This study aims to investigate the opportunities and challenges with implementing a touch screen to replace the current PK. Interviews have been conducted with operators and one technician working with HKP 14. To highlight additional perspectives on usage of touch technology, interviews with employees at FMV and Saab were carried out. This study found both benefits and drawbacks with implementing a touch screen in the helicopter. The most common concern was that touch screens lack tactile feedback. This study exemplifies how physical support can be achieved on a touch screen and how a Graphical User Interface (GUI) can be designed with regards to this. / Se filen
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Towards a framework to understand mental and cognitive accessibility in a digital contextJohansson, Stefan January 2016 (has links)
This digitalization has in many ways contributed to greater inclusion but access to the digital community is not evenly distributed in the population, and we can see that groups of citizens do not feel involved in the transition to a digitalized society, or are not involved as much as they would actually like. The purpose of this thesis is to discuss how designers and developers to a greater extent can be able to take account of accessibility requirements for people with mental and cognitive impairments. The discussion is based on the study “Pilot study on accessibility of electronic communications for persons with mental disabilities”, literature reviews and my experience from almost 25 years of work in the field. The design and development processes I primarily want to highlight are those that produce digital products and services in what we call the mainstream. Mainstream is the society in which we act as citizens have rights and duties, and where we should be able to realize our dreams, wishes and needs, where we find friends, family, education, livelihood and meaningfulness in the activities and the tasks we perform. The persons who participated in the study describe situations where: Design and development processes often fail to meet the need for cognitive simplicity. Many in themselves relatively simple functions, processes and activities can, used together create new and unknown difficulties. Support processes malfunction. Knowledge of user requirements is missing or does not reach out to the people and the processes where this knowledge would be useful. The people also describes that they are never involved in the design- and development processes, and that the knowledge and experience they possess is not being utilized. There is a need for a transfer of knowledge from the areas that produce knowledge today (rehabilitation, assistive technology, special solutions) to the mainstream. There is a need to explore and describe the knowledge and experience persons with mental and cognitive disabilities possesses. There is a need to work closely with persons who have mental and cognitive disabilities directly in mainstream-solutions in order to improve the digital society. Methods seem to be further developed on how to do this cooperation, in research, in innovation and in ordinary societal processes. The thesis presents a proposed framework for the design and development processes to be able to meet accessibility requirements for persons with mental and cognitive disabilities. / Digitaliseringen har på många sätt bidragit till ökad inkludering, men tillgången till det digitala samhället är inte jämnt fördelat i befolkningen. Vi kan se grupper av medborgare som inte känner sig delaktiga i övergången till ett digitaliserat samhälle, eller som kanske är med fast inte lika mycket som alla andra och inte lika mycket som de egentligen skulle vilja. Avhandlingens syfte är att med utgångspunkt från studien ”Pilotstudie om tillgänglighet till elektronisk kommunikation för personer med psykiska funktionsnedsättningar”, aktuella litteraturöversikter och snart 25 års arbete på fältet diskutera hur designers och utvecklare i högre utsträckning ska kunna beakta krav på tillgänglighet för personer med psykiska och kognitiva funktionsnedsättningar. De design- och utvecklingsprocesser jag i första hand är intresserad av att belysa är sådana som producerar digitala produkter och tjänster inom det vi kallar mainstream, det samhälle där vi agerar som samhällsmedborgare har skyldigheter och rättigheter och där vi efter bästa förmåga ska kunna förverkliga våra drömmar, önskemål och behov. Där vi hittar vänner, familj, utbildning, försörjning och meningsfullhet i de aktiviteter och de sysslor vi utför. De personer som medverkat i studien beskriver situationer där: Design- och utvecklingsprocesser ofta misslyckas med att tillgodose behov av kognitiv enkelhet Många i sig relativt enkla processer och aktiviteter skapar sammantaget nya och okända svårigheter Stödprocesser fungerar dåligt Kunskap om användarnas behov saknas eller når inte ut till personer eller till processer där den skulle göra nytta Personerna beskriver också att de i inte är delaktiga i design- och utvecklingsprocesser och att den kunskap och de erfarenheter de besitter inte tas tillvara. Det finns behov av en överföring av kunskap från de områden som producerar sådan idag (rehabilitering, hjälpmedel, särlösningar) till mainstream. Det finns behov av att utforska och beskriva den kunskap och erfarenhet som finns hos de berörda personerna och till sist finns behov av att direkt i mainstream-samhället och tillsammans med personer som har psykiska och kognitiva funktionsnedsättningar göra detta samhälle mer tillgängligt. Metoder för hur detta ska gå till förefaller behöva utvecklas. Det gäller särskilt metoder för hur personer med psykiska och kognitiva funktionsnedsättningar ska få inflytande över och vara delaktiga i design- och utvecklingsprocesser. Avhandlingen presenterar ett förslag till ramverk för hur design- och utvecklingsprocesser bättre ska kunna möta kraven på tillgänglighet för personer med psykiska och kognitiva funktionsnedsättningar. / <p>QC 20160303</p>
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