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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.
191

The Dark Patterns of Battle Passes : Investigating player attitudes to a growing type of microtransaction

Fredriksson Friman, Eric, Zätterlund, Ola January 2023 (has links)
In recent years, many PC and console video games have seen a shift towards live service models as a means of generating recurring revenue through in-game purchases called microtransactions. Microtransactions have been linked to the concept of dark patterns—design patterns that favour the service at the expense of the end user—due to their possible negative impact on the user experience. One widespread yet poorly studied microtransaction is the battle pass, particularly from a player perspective. In order to investigate playerattitudes to dark patterns found in battle passes, we conducted two studies, by looking at battle passes found in 19 games, and by carrying out a series of discussion workshops, to identify dark pattern commonalities in battle passes, and to find out how players perceive and experience dark patterns in battle passes, respectively. Data was analysed by means of reflexive thematic analysis in both studies. The results show that battle passes attempt to drive increased player engagement and spending in a number of ways, and further that players have complex—and often contradictory—relationships to battle passes.
192

Virtual Reality for Assessment of Chronic Lower Back Pain in Physiotherapy : Task Selection, Design, and User Experience Evaluation

Sahlin, William, Herath, Hiran January 2023 (has links)
Chronic lower back pain (CLBP) presents a significant challenge in healthcare, requiring effective tools for rehabilitation and assessment. This study explores the use of virtual reality (VR) for the assessment of CLBP and addresses two research questions. Firstly, it investigates how movements and tasks considered problematic for individuals with CLBP can be incorporated into the VR application for assessment purposes. Secondly, it examines physiotherapists' perceptions of the VR application regarding tasks, feasibility, user experience, and overall design. To answer our questions, we conducted three design workshops with physiotherapists and HCI researchers and designed three VR applications that we evaluated with six physiotherapy students. The study provides valuable insights into participants' perceptions and experiences, shedding light on both the promising aspects and potential pitfalls of using VR in physiotherapy assessment. The findings underscore the value of incorporating user feedback into the design and implementation process, emphasizing the need for a user-centered approach, and provide several implications for the design of VR applications for assessment. This study lays the groundwork for the integration of VR as a valuable tool in physiotherapy assessment for CLBP.
193

Designing for Programming Without Coding : User Experience of Mobile Low-code Software

Korczak, Anna January 2023 (has links)
In our progressively digitized world, the escalating demand for software solutions intensifies the need for proficient developers. Low-Code Development Platforms (LCDPs) present a promising approach to address this necessity, empowering individuals without traditional programming skills to create software applications. However, despite their potential, these platforms are often not accessible or intuitive for non-professional developers. This research examines the design of LCDPs, with an emphasis on enhancing the user experience for non-programmers. By investigating the usability of LCDPs and designing a prototype based on the findings, my aim is to contribute to the ongoing discussion about the democratization of software development and to propose enhancements that could make LCDPs more user-friendly, inclusive, and usable across devices. The research involves a combination of literature review, interviews, prototype development, and user testing, providing a multifaceted perspective on the topic. Moreover, it discusses potential implications for the design of LCDPs, as well as for the broader field of interaction design.
194

What do ADHDers Need? : Working Towards Establishing Guidelines and More Ethical Methods for Designing for and with the Neurodivergent

Turner, James January 2023 (has links)
In this paper, I begin the first steps towards developing more ethical methods for designing for users with ADHD by investigating what needs stakeholders have when interacting with technology. Current interaction design projects concerned with ADHD are largely focused on children—ignoring adults with ADHD. Their aims and methods are problematic, potentially harmful, and erase experiences of those with ADHD by excluding them from the design process. These projects treat the ADHD community as a list of symptoms to be fixed by training behaviors—a practice that has been demonstrated to cause harm. Influenced by the Crip Technoscience, Neurodiversity, and Self-Advocacy movements and utilizing participatory/co-design methods I investigate the needs of users with ADHD by engaging with them throughout the process, ultimately leading to the development of preliminary guidelines for designing for ADHD accessibility which are presented in this paper alongside design examples and discussion of possible future work.
195

Sjösäkerhet i en digitaliserad sjöfart : En studie om effekter på sjösäkerheten i en framtida digitaliserad sjöfart / Maritime Safety in a Digitalized Shipping Industry : Digitalization of the Shipping Industry and its Effects on maritime Safety

Örberg Kätterer, Hannes January 2023 (has links)
Sjöfarten har förändrats genom tiderna och fartygen har utrustats med avancerad teknologi. Trots högutbildade operatörer och högteknologiska fartyg så inträffar allvarliga sjöolyckor som kan härledas till mänskliga fel och teknologiska brister. Syftet med studien är att utreda hur digitalisering ombord på fartyg påverkar sjösäkerheten. Metoden som används för att utreda digitaliseringens effekter är en systematisk kvalitativ litteraturstudie. Väl avvägda sökord och strukturerad utsortering av artiklar summeras i totalt tjugotvå inkluderade och analyserade artiklar. De studerade artiklarnas innehåll tematiseras och presenteras i studiens resultat indelat i fyra huvudteman respektive fyra underteman. Studiens resultat visar att digitalisering kan leda till effektivisering, kostnadsbesparingar och miljövinster. Digital teknologi har potential att underlätta beslutsfattandet för sjöbefäl och arbetet med navigation kan underlättas med autonoma inslag. En ökad andel autonoma inslag kan dock leda till att sjöbefälets kunskaper går förlorade. Även om digital teknologi är driftsäker så är den skapad av människan vilket kan betyda att tekniken påverkats av den mänskliga faktorn. Digital teknologi fattar beslut på ett förprogrammerat sätt och har svårt att göra helhetsbedömningar i komplexa situationer. Obemannade fartyg kan bli verklighet och sjöbefälet arbetsuppgifter kan förändras. På grund av teknologins avsaknad av mänskligt sunt förnuft så kan sjöbefälen bidra till sjösäkerheten. I framtiden kan nya krav ställas på sjöbefäl och kunskaper om avancerad teknik, autonoma system och förmågan att avhjälpa fel som uppstår i tekniken. För att rusta sjöbefälen kan flexibla utbildningssystem bidra till att förbereda sjöbefälen för yrkeslivet. Den maritima industrins anpassning mot digitalisering kan underlättas genom samverkan mellan regulatoriska myndigheter, organisationer och människor. / The shipping industry has experienced changes over time and modern ships are equipped with advanced technology. Despite highly trained operators and technological ships, serious maritime accidents occur which can be traced to human error and technological deficiencies. The aim of this study is to investigate the impacts of digitization on board ships and how maritime safety is affected. The method used to investigate the effects of digitization is a systematic qualitative literature study. Balanced search terms and a structured selection of articles resulted in a total of twenty-two included articles that were analyzed. The content of the studied articles was thematized and presented in the study results divided into four main themes with one additional sub-theme each. The study shows that digitization can lead to efficiency, cost savings, and environmental benefits. Digital technology has the potential to facilitate decision-making for ship operators and the work of navigation can be facilitated with autonomous elements. An increased proportion of autonomous elements can lead to the operator’s knowledge being lost. Even if digital technology is reliable, it is created by humans, which can mean that the technology has been affected by the human factor. Digital technology makes decisions in a pre-programmed way and has difficulties in making overall assessments in complex situations. Unmanned ships may become a reality and the ship officers’ duties may change accordingly. Due to technology's lack of human common sense, ship officers can contribute to maritime safety. In the future, new demands may be placed on ship officers and knowledge of advanced technology, autonomous systems, and the ability to remedy errors that arise in the technology. To prepare the ship officers, flexible training systems can help to prepare operators for their coming profession. The maritime industry's adaptation to digitization can be facilitated through cooperation between regulatory authorities, organizations, and humans.
196

Exploring Road Traffic Interactions Between Highly Automated Vehicles and Vulnerable Road Users

Fabricius, Victor January 2023 (has links)
Understandings of road traffic interactions are largely based on human-human interactions. However, the development of vehicles controlled by highly auto- mated driving systems (ADS) would introduce a radically novel type of road user. This compilation thesis explores encounters between these “autonomous vehicles” (AVs) and human vulnerable road users (VRUs) such as pedestrians and cyclists. The included publications are connected to three research questions. First, empirical studies are reviewed to highlight existing interactive be- haviors and communication cues. This is followed by a methodological question of how to investigate AV-VRU interactions. Finally, VRUs’ experiences from initial experiments on AV crossing encounters are presented. While road user trajectories and kinematic behaviors are viewed as primary mechanisms to facilitate traffic interactions, they might also be influenced by cues such as appearances, gestures, eye-gaze, and external human-machine interfaces (eHMI). Using the Wizard-of-Oz approach, we are able to explore VRU encounters with a seemingly highly automated vehicle. Compared to meeting an attentive driver, AV encounters resulted in a reported lower willingness to cross, lower perceived safety, and less calm emotional state, indicating that the absence of driver-centric cues could lead to interaction issues and impede acceptance of AVs. To further explore this, we included light-based eHMI to signal the driving mode and intent of the vehicle (e.g., intent to yield). Future research should continue to investigate how AVs may co-exist with human road users focusing on aspects such as behavioral adaptations, research methodologies, and the role of various eHMI.
197

A New Approach for Positioning Human Body Models Utilising the 3D-Graphics Program Blender / Ett nytt tillvägagångsätt för att positionera mänskliga kroppsmodeller med hjälp av 3D-grafikprogrammet Blender

Eiderbäck, Jesper, Jahnke, Felix January 2023 (has links)
A finite element human body model (FE HBM) is a detailed virtual model of the human body that, for example, is used for simulating traffic accidents. A problem with HBMs is that there is no simple way to position the HBMs in non-standard positions. As different postures during an impact will affect the body in different ways it is vital to have the ability to position the HBMs. In this project it was investigated if it is possible to position a HBM from THUMS, by first positioning only the skin and skeleton, as control points, in the 3D-graphics program Blender. Thereafter a radial basis function interpolation is utilised to morph the rest of the HBM into the new position. The results indicate that in theory, it is possible to position a HBM using a 3D-graphics software. However, the method developed in this project resulted in a disfigurement of the morphed model. The disfigurement is possibly due to the change in distance between the skin and skeleton when positioning those body parts in Blender. / En finit element människokroppsmodell (FE HBM) är en detaljerad virtuell modell av människokroppen som exempelvis används för att simulera trafikolyckor. Ett problem med HBM:er är att det inte finns något enkelt sätt att positionera dem i annat än standardpositioner. Eftersom olika kroppsställningar påverkar kroppen på olika sätt under en kollision är det viktigt att ha möjlighet att kunna positionera en HBM. I detta projekt undersöktes om det är möjligt att positionera en HBM från THUMS, genom att först positionera endast huden och skelettet, som kontrollpunkter, i 3D-grafikprogrammet Blender. Därefter användes en radiell basfunktionsinterpolation för att flytta resten av HBM till den nya positionen. Resultaten indikerar att det är möjligt att positionera en HBM med hjälp av ett 3D-grafikprogram. Metoden som utvecklades i detta projekt resulterade dock i en deformering av den positionerade modellen. Deformeringen beror möjligen på att avståndet mellan hud och skelett ändrades vid positioneringen av dessa kroppsdelar i Blender.
198

Elevens skrivprocess i klassrummet : Användandet av digitala och analoga verktyg och dess påverkan. / The pupil´s writing process in the classroom : The use of digital and analog tools and its impact

Koschnike, Dennise, Lindgren, Linnea, Ebel, Paulina January 2023 (has links)
Digital competence is a skill that schools must teach. As society becomes more and more digitized, there are good reasons to argue how big a role digital devices should have in the classroom and how it affects the pupil´s learning in contrast to the traditional analogue teaching. Of interest was how pupils` writing process is influenced by digital tools in the teaching. The method chosen to be used in the work was to investigate what previous research says about the research area. It was reviewed through thematic analysis and compiled. The result shows that the balance between digital and analogue is important, and that the tools should complement each other. A digital competence and motivation are factors that influence the writing process, the research highlights. The material does not only deal with studies at the primary level, due to research gaps, which is needed to ensure the contextual relevance. However, all studies are done in a school environment. For further research there is interest in investigating how digital competence can be developed among students and staff in Swedish schools.
199

Äldres upplevelser av sjukhusvistelse : en litteraturöversikt / Elderly's experiences of hospital stay : a literature review

Bravo, Veronica, Brown, Eric January 2023 (has links)
Bakgrund Populationen i Sverige har blivit äldre och ser ut att fortsätta åldras. I takt med denna utveckling uppträder en tydlig bild: fler och fler äldre hamnar på sjukhus. Äldre patienter tillhör en patientgrupp med en ofta komplex sjukdomsbild, därför krävs kunskap kring denna befolkningsgrupp och vad som får dem att bli sjuka vilket kan leda till andra funktionsnedsättningar. Detta är något som skulle kunna förhindras med rätt kunskap och tillvägagångssätt från sjuksköterskorna. Genom att sammanställa den senaste forskningen leder det till att öka sjuksköterskornas kunskap och förståelse för denna patientgrupp vilket är avgörande för en god och trygg sjukhusvistelse. Syfte Syftet var att belysa äldres upplevelser av sjukhusvistelse. Metod I databaserna PubMed och CINAHL genomfördes en databasundersökning som genererade 15 vetenskapliga artiklar samt en manuell sökning som genererade fem artiklar. De 15 artiklar som inkluderades var både kvalitativa och kvantitativa och klassificerades efter Sophiahemmet Högskolas bedömningsunderlag. Slutligen analyserades de vetenskapliga artiklarna i en integrerad analys. Resultat Denna litteraturöversikt identifierade två huvudkategorier Att bli involverad och Bemötande. Litteraturöversikten visade att äldre patienter önskar att bli involverade i sin vård och upplever bristande bemötande på sjukhuset. Personcentrerad vård, intresse från sjuksköterskorna och tillgänglighet är viktiga faktorer för patienternas upplevelse. Resultatet kan bidra till kunskapsutveckling och förbättring av vården för äldre på sjukhus. Slutsats Sjukhusvistelsen för äldre kan innebära en upplevelse av bristande bemötande och information. Patienterna vill ofta bli involverade i sin vård men möts av sjuksköterskor med tidspress, hög arbetsbelastning och bristande intresse i patienten. Men många patienter upplever också en tilltro till sjuksköterskorna och väljer att helt överlämna sig till dem. Denna litteraturöversikt kan bidra med kunskap till omvårdnadsprofessionen i form av effektivare och mer personcentrerat bemötande av äldre. / Background The population in Sweden is rapidly aging and is expected to continue doing so. With this trend, a clear picture emerges: more and more elderly individuals end up in hospitals. Elderly patients belong to a patient group with often complex medical conditions, thus requiring knowledge about this population and the factors that contribute to their rapid illness progression and functional impairments, which could be prevented with the right knowledge and approach from healthcare professionals. Compiling the latest research to enhance healthcare personnel's knowledge and understanding of this patient group is crucial for providing a good and safe hospital stay. Aim To study the elderly's experience of hospitalization Method In the databases PubMed and CINAHL, a database survey was conducted that generated 15 scientific articles. The 15 articles that were included were both qualitative and quantitative and were classified according to Sophiahemmet University's assessment basis. The scientific articles were then analyzed in an integrated analysis. Results This literature review identified two main categories to be involved and treatment. The literature review showed that older patients wish to be involved in their care and experience a lack of treatment at the hospital. Person-centred care, interest from the staff and availability are important factors for the patients' experience. The results can contribute to knowledge development and improvement of care for the elderly in hospitals. Conclusions The hospital stay for the elderly can mean an experience of lack of treatment and information. Patients often want to be involved in their care but are met by healthcare staff with time pressure, high workload a and a lack of interest in the patient. Many patients also experience a trust in the healthcare staff and choose to completely surrender to them. This literature review can contribute with knowledge to the nursing profession in the form of more efficient and personcentered treatment of the elderly.
200

Utveckling av sparapplikation : En fallstudie om hur man utvecklar en applikation som påverkar människans kognitiva beteende / Development of a savings application : A case study about how to develop an application that affects the human cognitive behaviour

Othman, Nicole, Zakir, Adrian January 2019 (has links)
Hos flertalet människor finns en önskan om ett eget sparande, för långsiktiga såväl som kortsiktiga mål. Ser man till dagens bostadsmarknad och i synnerhet Stockholms län, kan det vara svårt för unga vuxna att ta sig in på bostadsmarknaden till följd av att det krävs att man ska ha sparat ihop till en kontantinsats.  Med syftet att motivera och öka individens penningsparande, genomfördes i denna studie en undersökning kring hur man i en applikation kan påverka mänsklig kognition och motivera individen till ett penningsparande. För uppdragsgivarens räkning, IT-konsult bolaget Etimo AB, har en prototyp i form av en sparapplikation utvecklats under denna studie.  Lösningsförslaget är ett resultat som bygger på svar från olika datainsamlingar och teknisk konstruktion. Resultaten från dessa datainsamlingar, där enkätundersökningar samt användbarhetstester utgjorde det viktigaste underlaget, visade att spelifiering är ett koncept som går att använda i en applikation för att påverka mänsklig kognition. Mer specifikt framkom det att element från speldesign såsom troféer samt framstegsmätare i form av poäng och grafer, har en positiv inverkan på användarens motivation. / To establish an own private savings, for both long-term as well as short-term goals, is a wish that most people have. Looking at the current housing market, there can be some difficulties for young adults, especially in the Stockholm county, to become an owner of a household. This due to the fact that an investment of this kind, often requires the individual to save up for a down payment.  This study has been conducted in order to obtain an answer on how to, in an application, affect human cognition and motivate individuals to increase their private savings. As a given assignment from the IT-consulting company Etimo AB, a prototype of a savings-application has been constructed during this study. The solution is a result based on various data collection methods as well as a software development process. The results of the study, in which usability tests and surveys where the most important ones, showed that gamification is a concept which can be used in an application in order to affect human cognition. The results showed more specifically that elements from game design, such as trophies and progress bars, have a positive effect on the users motivation.

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