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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.
91

Designing adaptaptive user interfaces for enterprise resource planning systems for small enterprises

Singh, Akash Unknown Date (has links)
It is widely acknowledged that enterprise resource planning (ERP) systems suffer from complex user interfaces. The complexity of these user interfaces negatively affects the usability of these systems. Current research has shown that a need exists to improve the overall usability of ERP systems. This research proposes the use of adaptive user interfaces (AUIs) as a means of improving the overall usability of ERP systems. Research has shown that AUIs are capable of improving system usability by reducing user interface complexity and improving the overall user experience. The primary objective of this research was to determine how AUIs could be designed to improve the usability of ERP systems. An adaptation taxonomy, ERP system architecture (incorporating an AUI), a set of AUI components and a set of usability heuristics for ERP systems were proposed to support the design, development and evaluation of AUIs for ERP systems. The proposed adaptation taxonomy provides support for three types of adaptation: content adaptation, presentation adaptation and navigation adaptation. The proposed ERP system architecture is a three-tiered system architecture, consisting of a Presentation Layer (incorporating an AUI), an Application Layer and a Database Layer. The proposed set of AUI components comprise a user model, a task model and a dialog model. The set of proposed usability heuristics aims to identify usability issues of ERP systems within the areas of Navigation, Presentation, Task Support, Learnability and Customisation. An AUI prototype was developed based on selected adaptive techniques from the proposed adaptation taxonomy and selected components from the proposed system architecture. All of the proposed AUI components were implemented. The AUI prototype was developed for an existing ERP system, namely SAP Business One (SBO). This prototype was designed, in order to resolve the usability issues of SBO identified through the use of the proposed set of heuristics. The development of the AUI prototype was made possible through the use of a software development kit (SDK) provided with SBO. The AUI prototype made use of content adaptation, presentation adaptation and navigation adaptation in order to address the identified usability issues. An empirical evaluation was conducted on the AUI prototype to determine whether it provided any usability benefits over the standard SBO system. The results from the empirical evaluation revealed that the AUI presented usability benefits with regard to learnability and satisfaction. Users who used the AUI prototype were able to learn how to use the ERP system a lot quicker and were more satisfied than users of the standard SBO system. The successful implementation of the AUI prototype provided practical evidence that the proposed adaptation taxonomy and the proposed system architecture can be implemented. This research has provided empirical evidence that the use of AUIs can improve the usability of ERP systems. Future research has outlined several possibilities to utilise and enhance the proposed adaptation taxonomy, the ERP system architecture and ERP heuristics, for the purpose of furthering research within the area of AUIs for ERP systems.
92

Approche à base de modèles pour la construction d’applications mobiles multimodales / Model-based approach for the construction of multimodal mobile applications

Elouali, Nadia 27 October 2014 (has links)
Aujourd'hui, les smartphones intègrent une grande variété de capteurs tel que l’accéléromètre, le capteur de lumière, le capteur d'orientation, etc. Créé pour détecter les informations du contexte, ces capteurs ont permis également l’apparition des nouvelles modalités d'interaction comme par exemple le secouage du téléphone ou la modification de son orientation. L’utilisation de ces modalités réduit les restrictions d’interaction avec les smartphones et ouvrent la voie à une grande expansion des interactions multimodales sous mobiles. Malheureusement, le contexte actuel de développement des logiciels mobiles rend difficile le développement d'applications multimodales. Dans cette thèse, notre challenge consiste à aider les développeurs pour faire face à cette difficulté. Nous proposons une solution à base des modèles qui vise à faciliter le développement d'interfaces mobiles multimodales. Nous adoptons les principes de l’Ingénierie Dirigée par les Modèles (IDM), qui convient parfaitement avec un tel contexte. Notre proposition consiste en un langage de modélisation nommé M4L (mobile multimodalité Modeling Language), ainsi qu’un framework nommé MIMIC (mobiles multimodalité Créateur) qui se base sur M4L pour permettre la modélisation graphique et la génération automatique des interfaces mobiles multimodales (en entrée et en sortie). Notre approche respecte les principaux critères de l’IDM afin d‘être efficace. Les résultats de nos évaluations suggèrent que l'utilisation de MIMIC (basé sur le langage M4L) facilite le développement des interfaces mobiles multimodales. / Today, smartphones present a great variety of features and embed an important number of sensors (accelerometer, touchscreen, light sensor, orientation sensor…). Created for giving context-aware abilities, these sensors also allow new types of interaction like shaking the phone or changing its orientation. Such type of interaction reduces limitation of mobile phones and paves the way to a great expansion of multimodal mobile interactions. Unfortunately, the current context of mobile software development makes difficult the development of multimodal applications. In this thesis, we intend to help developers to deal with this difficulty by providing a mode-lbased solution that aims to facilitate the development of multimodal mobile interfaces. We adopt the principles of the Model Driven Engineering (MDE), which is particularly fitted for such context. Our proposition includes M4L (Mobile MultiModality Modeling Language) modeling language to model the (input/output) multimodal interactions and the MIMIC (MobIle MultImodality Creator) framework that allows the graphical modeling and automatic generation of multimodal mobile interfaces. Our approach respects the main criteria of the MDE in order to define an efficient model-based approach. The results of our evaluations suggest that using our approach facilitates the development of sensor-based multimodal mobile interfaces. With our contributions, we aim to facilitate the penetration of multimodal applications and benefit from their advantages.
93

Compétition interfaciale entre protéines solubles et agrégées : connectivité des gouttelettes et texture des émulsions laitières / Interfacial competition between soluble and aggregated proteins : droplets connectivity and dairy emulsions texture

Loiseleux, Thibault 10 November 2017 (has links)
La texture de nombreux produits laitiers gras, non fermentés, est généralement obtenue grâce à l’utilisation d’additifs alimentaires ajoutés dans un but purement technologique. De nos jours, la suppression de ces derniers dans les aliments est une réelle demande sociétale. Afin de répondre à cet enjeu, ce projet de thèse a pour ambition de trouver un mécanisme alternatif de texturation des émulsions en utilisant différents types d’agrégats de protéines laitières sans recours aux additifs. En effet, dans certaines conditions physico-chimiques, ces agrégats sont capables de connecter les gouttelettes de matière grasse pour former un réseau qui pourrait, une fois les conditions maîtrisées, contrôler la texture des émulsions. Pour cela, des émulsions ont été fabriquées en faisant varier la concentration en différents types d’agrégats, en protéines sériques natives et en caséines non micellaires. En maîtrisant la nature des protéines présentes à l’interface, il est possible de couvrir une large gamme de texture. De plus, suivant la concentration en agrégats à l’interface, il est également envisageable de contrôler les cinétiques de texturation des émulsions qui peuvent être texturées aussi bien durant l’homogénéisation qu’au cours du stockage. Ainsi, en contrôlant la compétition pour couvrir les interfaces et les interactions moléculaires, nous avons montré que la texture macroscopique des émulsions peut être directement corrélée à la composition interfaciale. Ce mécanisme de texturation utilisant des agrégats de protéines constitue une sérieuse piste pour la substitution des additifs dans les émulsions laitières afin de proposer aux consommateurs des produits plus naturels. / The texture of many unfermented fat dairy products isgenerally obtained by using food additives added forpurely technological purpose. Nowadays, the removal ofthese in foodstuffs is a real societal request. In order toprovide an answer to this challenge, this thesis projectaims to find an alternative texturing mechanism foremulsions by using different types of milk proteinaggregates without using additives. Indeed, under somephysicochemical conditions, these aggregates are able toconnect the fat droplets in order to form network which,once the conditions had been understood, could controlthe texture of the emulsions. For this purpose, emulsionswere produced by varying the concentration of differentaggregate types, native whey proteins and non-micellarcaseins. By controlling the nature of the proteins presentat the interface, it allows to cover a wide range of texture.Moreover, depending on the aggregate concentration atthe interface, it is also possible to control the texturingkinetics of the emulsions which can be textured bothduring the homogenization step and during storage. Thus,by controlling the competition to cover the interfaces andthe interactions between proteins, we have shown that themacroscopic texture of the emulsions can be directlycorrelated with the interfacial composition. This texturingmechanism using protein aggregates is a serious way forthe substitution of additives in dairy emulsions in order tooffer consumers more natural products.
94

Compensador de reativos tipo RCT controlado por microcomputador

Montero, Raul Marcio Borjas 18 March 1987 (has links)
Orientador: Sigmar M. Deckmann / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica / Made available in DSpace on 2018-07-17T05:21:20Z (GMT). No. of bitstreams: 1 Montero_RaulMarcioBorjas_M.pdf: 8569400 bytes, checksum: a96c9cc6c3e552a120dd1fae72f06552 (MD5) Previous issue date: 1987 / Resumo: Não informado / Abstract: Not informed. / Mestrado / Mestre em Engenharia Elétrica
95

Um ambiente de edição e simulação de estado-gramas

Elias, Valeria Gonçalves S 09 December 1992 (has links)
Orientador: Hans Kurt Edmund Liesenberg / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Matematica, Estatistica e Ciencia da Computação / Made available in DSpace on 2018-07-17T10:15:28Z (GMT). No. of bitstreams: 1 Elias_ValeriaGoncalvesS_M.pdf: 2055534 bytes, checksum: 943091da8859353f3ef41ef6c65e7800 (MD5) Previous issue date: 1992 / Resumo: Este trabalho aprescnta um Editor Gráfico de Estadogramas. Estadogramas são uma extensão de diagramas de estados convencionais, acrescidos de conceitos de hierarquia, concorrência e comunicação. Apresentamos uma interface gráfica particular, que permite especificar sistemas reativos através da notação de estadogramas. No final de uma sessão de edição, fornecemos a opção de simulação de estadogramas. Nessa simulação são destacados os estados em que o sistema se encontra e são efetuadas as mudanças de estados que ocorrerem em decorrência de eventos. A cada estadograma editado, é gerada uma descrição textual passível de ser convertida em um programa em C que se comporta de forma funcionalmente equivalente ao estadograma. Paralelamente à execução deste programa, pode-se executar a simulação do estadograma original, onde através do mecanismo de sockets, o programa envia ao simulador os identificadores dos eventos ocorridos para serem realizadas as mudanças de estados decorrentes. Com este tipo de simulação fica disponível uma maneira de depurar programas a nível de estadogramas. / Abstract: A Graphic Editor of Statecharts is presented. Statecharts are an extension of conventional state diagrams where the concepts of hierarchy, concurrency and communication have been added. We present a particular graphic interface which supports the specification of reactive systems by means of the statechart notation. At the end of an editting session we offer a statechart simulation option. During a simulation the states, which the system is at, are highlighted and the state swappings due to event occurrences are performed. A textual description of an edited statechart may as well be generated. This description is liable to be converted into an executable program which behaves in a functionally equivalent manner. It is possible to execute this program at the same time the simulation of the original statechart is running. The program sends to the simulator the events identifiers, by means of the sockets mechanism, as soon as they occur. The simulator then applies the state swapping operation. With this kind of simulation it is possible to provide some support to debug programs at the statechart level. / Mestrado / Mestre em Ciência da Computação
96

Juiciness in Citizen Science Computer Games: Analysis of a Prototypical Game

Buckthal, Eric D. Ebucktha 01 June 2014 (has links) (PDF)
Incorporating the collective problem-solving skills of non-experts could ac- celerate the advancement of scientific research. Citizen science games leverage puzzles to present computationally difficult problems to players. Such games typ- ically map the scientific problem to game mechanics and visual feed-back helps players improve their solutions. Like games for entertainment, citizen science games intend to capture and retain player attention. “Juicy” game design refers to augmented visual feedback systems that give a game personality without modi- fying fundamental game mechanics. A “juicy” game feels alive and polished. This thesis explores the use of “juicy” game design applied to the citizen science genre. We present the results of a user study in its effect on player motivation with a prototypical citizen science game inspired by clustering-based E. coli bacterial strain analysis.
97

Real-Time Ray Traced Global Illumination Using Fast Sphere Intersection Approximation for Dynamic Objects

Garmsen, Reed Phillip 01 February 2019 (has links) (PDF)
Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates. We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for second bounce lighting calculations for diffuse light rays. This speeds up both the necessary intersection tests and the amount of geometry that needs to be updated within the GPU's acceleration structure. Our results show that our approach for diffuse bounced light is faster than using the conservative mesh for triangle-ray intersection in some cases. Since we are using this technique for diffuse bounced light the lower resolution of the spheres is close to the quality of traditional raytracing techniques for most materials.
98

Human Recognition Theory and Facial Recognition Technology: A Topic Modeling Approach to Understanding the Ethical Implication of a Developing Algorithmic Technologies Landscape on How We View Ourselves and Are Viewed by Others

Albalawi, Hajer 15 August 2023 (has links) (PDF)
The emergence of algorithmic-driven technology has significantly impacted human life in the current century. Algorithms, as versatile constructs, hold different meanings across various disciplines, including computer science, mathematics, social science, and human-artificial intelligence studies. This study defines algorithms from an ethical perspective as the foundation of an information society and focuses on their implications in the context of human recognition. Facial recognition technology, driven by algorithms, has gained widespread use, raising important ethical questions regarding privacy, bias, and accuracy. This dissertation aims to explore the impact of algorithms on machine perception of human individuals and how humans perceive one another and themselves. By analyzing publications from the National Institute of Standards and Technology (NIST) and employing topic modeling, this research identifies the ethical themes surrounding facial recognition technology. The findings contribute to a broader understanding of the ethical implications of algorithms in shaping human perception and interaction, with a focus on the multidimensional aspects of human recognition theory. The research also examines the ethical considerations in AI-AI interactions, human-AI interactions, and humans perceiving themselves in the context of facial recognition technology. The study establishes a framework of human recognition theory that encompasses the alteration and reshaping of fundamental human values and self-perception, highlighting the transformative effects of algorithmic-driven technologies on human identity and values. The dissertation chapters provide a comprehensive overview of the influence of AI on societal values and identity, the revolution of big data and Information and Communication Technology (ICT), the concept of digital identity in the fourth industrial revolution, and recognition theory in the era of algorithms. The research aims to inform discussions and policy decisions regarding the responsible development and deployment of algorithms in recognition processes, addressing the challenges and opportunities brought about by algorithmic systems in shaping human recognition, identity, and the social fabric of our increasingly algorithmic society.
99

Studying Memes During Covid Lockdown as a Lens Through Which to Understand Video-Mediated Communication Interactions

Claytor, Tatyana 15 August 2023 (has links) (PDF)
The purpose of this study is to analyze image macros about video-mediated communication (VMC) created during the time frame of 2020-2021 when people all over the world started using Zoom and VMC for work and school. It is a unique opportunity to study how users' interactions with themselves and with others were affected at a time when a lot of people started using the technology at the same time. Because the focus is on interactions, I narrowed it down to three topics to analyze the memes: presence, self, and space and place to analyze the memes. I chose memes relating to these topics that were found on three popular meme databases: KnowYourMeme, Memedroid, and Memes.Com. Utilizing visual analysis tools and Shifman's format for analyzing memes, each meme was placed in a group and analyzed. The research revealed that users experienced some stressful situations regarding elements of presence, such as feeling isolated and embarrassed at times. Users were also distracted by seeing their image, were overly focused on their appearance (particularly when on camera) and utilized virtual backgrounds for self-expression. Finally, users demonstrated that the collision of private and public space happened when family members or pets interrupted meetings. They also noted that privacy was often intruded upon when other users gained personal information not normally available in face-to-face gatherings. Finally, some took advantage of the changed format to assert power. Most research concerning Zoom and other VMC focuses on how to use it effectively. There is very little research about creative reactions to the usage of this technology and this research fills that gap.
100

Ergonomie théorique de l’humain-machine : quels fondements épistémologiques pour une conception sûre ? / Summary Theoretical ergonomics of the human machine : which epistemological grounding for a safe design ?

Nazin, Remi 15 January 2019 (has links)
La conception sûre et le développement maîtrisé des systèmes humain(s)-machines(s)s est un enjeu majeur pour l’ensemble de la société et, spécialement, dans les domaines critiques comme les domaines militaire, aérospatial et médical qui sont amenés à évoluer conjointement, grâce aux progrès réalisés par l’automatisation. Parallèlement, les techniques disponibles pour assurer la mise en place de solutions répondant à ces besoins sont également en constante progression concernant leurs dimensions de puissance, efficacité énergétique, miniaturisation, ce qui correspond à la notion de convergence Nanotechniques-Biotechniques-Informatique-Sciences Cognitives.Tout cela rend nécessaire d’avoir une ergonomie théorique, non pas au sens parfois entendu d’un détachement de la pratique mais au sens d’une ergonomie fondée sur un cadre conceptuel et formel permettant de rendre intelligibles les méthodologies et normes utilisées à travers des principes généraux.Ainsi, l’ergonomie théorique n’est pas une théorie de l’ergonomie mais une théorie de l’anthropotechnique, qui cherche à développer une méthodologie et une épistémologie pragmatique, propre à apporter les fondements conceptuels à ce qui existe aujourd’hui et à permettre le développement futur de l’ergonomie comme champ scientifique. Elle repose sur l’idée centrale qu’à la base de toute Interface Humain(s)- Machine(s) se produit une interaction particulière ; l’interaction sémiotique.Cette interaction particulière, propre aux être vivants, est à la base de l’intégration entre l’individu et son environnement. C’est elle qui lui permet d’agir dans le monde en produisant de la signification à partir de la perception sensible. En envisageant l’humain comme un système biologique intégré, au sens de Chauvet, c’est à dire comme un système dont le comportement est le produit des couplages implicites à différents niveaux de structure, il est possible de fonder un paradigme postcognitiviste en psychologie générale. Le propre de ce paradigme est qu’il permet d’envisager le comportement de l’individu à partir de sa biologie et de façon non réductionniste.À partir des travaux de Chauvet et de Fass, il est possible d’établir une modélisation mathématique de ces phénomènes biologiques qui permette de formaliser les spécifications d’un système technique, à partir des exigences liées aux facteurs humains. Grâce à ce cadre conceptuel, il est possible d’analyser et de réformer certains outils précieux pour l’ergonome comme la critériologie de Bastien et Scapin dont nous proposons une généralisation à tous les systèmes techniques. Cette critériologie a pour fonction originelle de permettre qu’un système interactif réponde à un ensemble fondamental d’exigences liées aux facteurs humains. En la généralisant et en la formalisant, il devient possible d’envisager une modélisation des paramètres fondamentaux de l’interaction sémiotique.Cette approche aboutit dans une ontologie de conception, qui a pour ambition d’être un cadre formel de modélisation de l’interaction humain(s)-machine(s). Nous en proposons une application à MIDAS, outil de modélisation de la performance humaine, développé par la NASA. Le propos de cette ontologie est de permettre la modélisation de l’interaction de façon simultanée à la modélisation du comportement de l’utilisateur ce qui permet de mettre en évidence quels sont les paramètres hamartogènes d’une hypothèse de conception.Ainsi, l’usage d’ontologies de conception ouvre la voie à la construction de modèles formels, corrects par construction, de l’interaction humain(s)-machine(s) et de ses conditions optimales de mise en place, permettant ainsi une conception plus assurée des systèmes à dimension critique. / The safe design and controlled development of human(s)-machine(s) systems is a major challenge for society as a whole and, especially, in critical areas such as the military, aerospace and medical fields that are brought to evolve, thanks to the progress made by automation. At the same time, the techniques available to ensure the implementation of solutions that meet these needs are also constantly increasing with regard to their power dimensions, energy efficiency and miniaturization, which corresponds to the notion of convergence between Nanotechniques-Biotechniques-Informatics-Cognitive Sciences.All this makes necessary to have theoretical ergonomics, not in the sense sometimes understood of a detachment of the practice but in the sense of ergonomics based on a conceptual and formal framework making possible to render the methodologies and norms used through general principles intelligible.Thus, theoretical ergonomics are not a theory of ergonomics but a theory of anthropotechnics, which seeks to develop a methodology and a pragmatic epistemology, capable of providing the conceptual foundations for what exists today and to allow the future development of ergonomics as a scientific field. It is based on the central idea that at the base of any Human(s)-Machine(s) Interface occurs a particular interaction ; semiotic interaction.This particular interaction, specific to living beings, is at the basis of the integration between the individual and his environment. It is what allows it to act in the world, by producing meaning from sensible perception. By considering the human as an integrated biological system, in the sense of Chauvet, as a system whose behavior is the product of implicit couplings at different levels of structure, it is possible to found a postcognitive paradigm in general psychology. The peculiarity of this paradigm is that it makes possible to envisage the behavior of the individual from his biology and in a non-reductionist way.From the work of Chauvet and Fass, it is possible to establish a mathematical modeling of these biological phenomena, allowing to formalize the specifications of a technical system, based on the requirements related to human factors. Thanks to this conceptual framework, it is possible to analyze and reform some valuable tools for the ergonomist like the criterium of Bastien and Scapin for which we propose a generalization to all technical systems. The primary function of this criterology is to allow an interactive system to meet a fundamental set of requirements related to human factors. By generalizing and formalizing it, it becomes possible to envisage a modeling of the fundamental parameters of the semiotic interaction.This approach results in a design ontology, which aims to be a formal framework for modeling human(s)-machine(s) interactions. We propose an application to MIDAS, a human performance modeling tool developed by NASA. The purpose of this ontology is to allow the modeling of the interaction simultaneously to the modeling of the behavior of the user which makes it possible to highlight what are the hamartogenic parameters of a given hypothesis of conception.Thus, the use of design ontologies opens the way to the construction of formal models, correct by construction, of the human(s)-machine(s) interaction and its optimal conditions of implementation, allowing a more assured design of critical systems.

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