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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.
41

Donner à voir, permettre d’agir. L’invention de l’interactivité graphique et du concept d’utilisateur en informatique et en télécommunications en France (1961-1990) / Give a view, allow to act. The invention of the graphical interactivity and user concept in computer science and telecommunications France (1961-1990)

Thierry, Benjamin G. 10 December 2013 (has links)
A la fin des années 1950, l’informatique n’a pas d’utilisateur. Elle a des clients, des concepteurs et des serviteurs, mais son utilisation n’a pas donné lieu à la mise en place d’une relation directe entre l’individu et la machine. C’est la parcellisation des tâches qui constitue la réponse principale à la complexité de fonctionnement des calculateurs. Ce n’est que durant la décennie 1960 qu’apparaît la nécessité d’équiper les premiers professionnels dont l’activité nécessite une utilisation personnelle de la puissance de traitement de l’ordinateur. Cette apparition est historiquement située dans le giron de l’aviation civile et fait naître dans le même mouvement les réflexions pionnières de l’ergonomie de l’informatique sur le rôle des interfaces dans la compréhension et l’utilisation du dispositif par son usager. L’informatique trouve alors l’occasion d’une accélération de sa diffusion et les dispositifs interactifs se multiplient. De la bureautique qui commence à envahir les bureaux à la télématique qui incarne une véritable « interactivité à la française » jusqu’à la micro-informatique qui voit triompher un régime d’interactivité américain organisé autour des icones, menus déroulants et de la souris, cette thèse de doctorat se propose d’éclairer la naissance et le rôle des interfaces graphiques et du concept d’utilisateur dans le développement des dispositifs interactifs en informatique et en télécommunications en France. / In the late 1950s, the computer has no user. Computing has customers, designers and servants, but its use has not resulted in the establishment of a direct relationship between the individual and the machine. It was only during the 1960s that appeared the need to equip the first professionals to use of the processing power of the computer. This appearance is historically situated in the civil aviation adminstration and created the first reflections in ergonomics on the role of interfaces in the understanding and use of the device by the user. The computer then finds the opportunity to accelerate its diffusion. From office automation to microcomputing via telematics wich represents a french way for interactivity, this doctoral thesis aims to explain the birth and the role of graphical user interfaces and user concept in the development of interactive devices in french computing and telecommunications.
42

Mobilidade e cultura participativa : transformações da ação social contemporânea / Mobility and participatory culture : contemporary transformations of social action

Gregolin, Maíra Valencise 22 August 2018 (has links)
Orientador: Hermes Renato Hildebrand / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Artes / Made available in DSpace on 2018-08-22T09:23:29Z (GMT). No. of bitstreams: 1 Gregolin_MairaValencise_D.pdf: 3943869 bytes, checksum: e510258e58d7bae6614659520ba86238 (MD5) Previous issue date: 2012 / Resumo: Esta tese tem como tema central as articulações entre a comunicação móvel e a cultura participativa e suas consequências sobre as transformações da ação social contemporânea. Para investigar essas articulações, traçamos como objetivo geral compreender as inter-relações entre o desenvolvimento das mídias digitais, o fenômeno da convergência e a emergência da sociedade participativa. A fim de efetivar esse objetivo geral, tomamos como objeto de estudos dois fenômenos típicos da cultura participativa, denominados por Jenkins (2008) como "convergência corporativa" e "convergência alternativa". Do primeiro fenômeno, analisamos a telenovela Viver a Vida, exibida pela Rede Globo de Televisão (2009-2010); do segundo, analisamos o ativismo digital ou ativismo transmídia durante a Primavera Árabe - a fim de estudar as conexões entre a comunicação móvel e a emergência de práticas de ação social, no interior de uma sociedade participativa. A discussão inicia-se com o delineamento das transformações no desenvolvimento das mídias, focalizando as mutações tecnológicas que operaram a passagem dos dispositivos fixos aos móveis. A análise da telenovela Viver a Vida evidenciou mudanças no formato tradicional desse gênero televisivo, instaurando-se uma narrativa que se desenvolve entre a televisão e o meio digital; ao mesmo tempo, transforma-se a relação entre os consumidores e a telenovela, com novas formas de se assistirem aos capítulos (que migram para o computador e os dispositivos móveis) e de interagir com a narrativa (o telespectador pode acompanhar a história que se desenrola complementarmente tanto na televisão quanto nos sites e blogs). Quanto à análise do ativismo digital durante a Primavera Árabe, salientamos sua inextricável ligação com as redes sociais digitais e analisamos os deslocamentos nas práticas de ativismo político propiciadas pelo uso de mídias móveis e do compartilhamento de fotos e textos via smartphone. A análise mostra que os ativistas conseguem burlar a censura imposta aos meios de comunicação tradicionais e dão visibilidade aos acontecimentos, denunciando crimes por meio de imagens chocantes, que expõem ao olhar do mundo as atrocidades cometidas pelos governos ditatoriais. Usando desses mesmos recursos da telefonia móvel e das redes sociais digitais, os governos ditatoriais postam imagens e textos que exaltam seus feitos e condenam as ações dos manifestantes e rebeldes, travando uma batalha materializada nas imagens e textos que circulam nas redes sociais e que dão dimensão planetária aos acontecimentos. O compartilhamento de imagens e textos, via smartphone, salienta novas práticas estabelecidas pelo uso do aplicativo Instagram, tanto em termos de recursos de tratamento das imagens, quanto no que diz respeito à instantaneidade de postagem de fotografias e textos (legendas, etiquetas) em plataformas e redes sociais digitais. O uso do Instagram está modificando a produção e circulação de textos e imagens realizadas por fotógrafos amadores, na medida em que oferece recursos para refinamento das imagens realizadas pelo smartphone, tratadas pelo aplicativo e postadas em plataformas e redes sociais. O uso desse aplicativo está modificando também as práticas de produção no campo do fotojornalismo, sendo cada vez mais utilizado por fotógrafos profissionais de agências de notícias e bancos de imagens, instalando nova estética para a produção fotográfica na imprensa. Demonstramos, assim, que na ecologia contemporânea das mídias, deslocam-se as fronteiras entre o político e o estético e a comunicação móvel se transforma em arena para novas formas de ação social / Abstract: This thesis is focused on the links between mobile communication and participatory culture and their consequences on the contemporary transformations of social action. To investigate these articulations, we traced as the general objective to understand the inter-relationships between the development of digital media, the phenomenon of convergence and the emergence of participatory society. In order to accomplish this general goal, we take as the object of study two phenomena typical of participatory culture, called by Jenkins (2008) as "corporate convergence" and " alternative convergence". For the first phenomenon, we analyze the soap opera "Viver a Vida", aired by Globo Television Network (2009-2010). For the second, we investigate the digital activism or transmedia activism during the Arab Spring - to study the connections between mobile communication and the emergence of social activism within a participatory society. The discussion begins with the outlining of the changes in media development, focusing on the technological development that operated the transition from fixed to mobile devices. The analysis of the soap opera "Viver a Vida" showed changes in the traditional format of this television genre, establishing up a narrative that develops between television and digital media; while transforming the relationship between consumers and the soap opera, with new forms of watching chapters (which migrate to the computer and mobile devices) and interact with the narrative (the viewer can follow the story as it unfolds on television, complemented by the websites and blogs). As we analyze the digital activism during the Arab Spring, we emphasize its inextricable link with social networks and observe the shifts in practices of political activism enabled by the use of mobile media, by sharing photos and texts via smartphone. The analysis shows that activists can circumvent the censorship imposed on traditional media and provide visibility to events, denouncing crimes through shocking images that expose to the world the atrocities committed by dictatorial governments. Using the same mobile and social resources, dictatorial governments post images and texts that exalt their accomplishments and condemn the actions of the protesters and rebels, waging a battle materialized in texts and images circulating on social networking and giving global dimension to the events. The sharing of images and texts via smartphones highlights new practices established by using the Instagram app, both in terms of resources for processing images, as in the case of the instant posting of photos and text (captions, tags) on platforms and digital social networks. The use of Instagram is changing the production and circulation of texts and images taken by amateur photographers, as it provides image refinement features for smartphones, handled by the application and posted on social networks and platforms. The use of this application is also modifying production practices in the field of photojournalism, being increasingly used by professional photographers from news agencies and image banks, introducing new aesthetics for the photographic production in the press. We demonstrate, therefore, that the ecology of contemporary media move the boundaries between the political and the aesthetic, as mobile communication becomes arena for new forms of social action / Doutorado / Artes Visuais / Doutora em Artes
43

Sistema de controle por imagem para indivíduos tetraplégicos ou com lesões cerebrais / Control system image for individuals or quadriplegic with brain damage

Benigno Alonso Gomez 25 April 2007 (has links)
Um dos grandes desafios para a reabilitação de indivíduos que sofreram traumas resultando na sua incapacidade de interação com o ambiente é o desenvolvimento de um sistema que possibilite a esse indivíduo a mínima capacidade de comunicação. Em casos extremos, indivíduos perdem os movimentos dos membros superiores, pescoço e a capacidade de comunicação por voz, ficando praticamente isolados do ambiente. O sistema de controle por imagem proposto é baseada na interpretação de seqüências de imagens que compõem movimento do globo ocular, usando como elemento de controle a região da pupila iluminada por diodos emissores de luz (LED\'s) de infravermelho. A tomada de decisão do sistema para a interpretação do movimento do globo ocular utiliza um controlador baseado em lógica fuzzy, que classifica o movimento do globo ocular em padrões pré-determinados e gera um sinal de controle, que pode ser utilizado para o acionamento de um hardware ou software adicionais, conforme a utilização do sistema proposto. O objetivo do presente trabalho é o desenvolvimento de uma interface homem-máquina de baixo custo, permitindo acesso desses indivíduos ao computador pessoal. / One of the biggest challenges for rehabilitation of people that suffered traumas resulting in environment iterating inabilities is a system development that allows this individuals the minimal communication ability. In extreme circumstances, persons loose superior limbs and neck movements, and also voice communication capacity, staying almost isolated from environment. The proposed image controlled system is based on the interpretation of image sequences that compose the eye movement, using as control element the opening of the pupil illuminated by infra-red light emissor diode (LEDs). The decision-making for the eye movement analysis uses a fuzzy logic controller, that classifies this movement accord to pre-determinated patterns standard and returns a control signal, used for a hardware or software activation. The project goal is the development of a low cost man machine interface, allowing the access for these individuals to a personal computer.
44

WHITE CUBE2 / WHITE CUBE2

Korbeličová, Klaudia Unknown Date (has links)
THE DIPLOMA THESIS WHITE CUBE2 DEALS WITH THE ISSUE OF THE INTERIOR OF THE GALLERY. THE AIM OD THE THESIS IS TO DEFINE THE ONTOLOGICAL STATUS OF THE ARCHITECTURAL SPACE OF THE GALLERY AND ITS EXHIBITIONS. THIS PART IS PRECEDED BY A DISCOVERY OF INSTALLATION DISCOURSE AND THE OVERALL CONCEPT OF WHITE CUBE2. THE WORK DEALS WITH THE RELATIONSHIP OF THE MODEL GALLERY IN THE GALLERY AND WITH THE CHANGE OF THE USED MODEL OF THE TRADITIONAL ROLE OF THE VIEWER AS THE RECIPIENT OF THE WORK. THE WORK PRESENTS THE SCI-FI IDEA OF THE FUTURE OF THE MALE ELEMENT.
45

Contribution to the Design and Implementation of Portable Tactile Displays for the Visually Impaired

Velazquez-Guerrero, Ramiro 06 1900 (has links)
This thesis explores the design, implementation and performance of a new concept for a low-cost, high-resolution, lightweight, compact and highly-portable tactile display. This tactile device is intended to be used in a novel visuo-tactile sensory substitution/supplemen-tation electronic travel aid (ETA) for the blind/visually impaired.Based on the psychophysiology of touch and using Shape Memory Alloys (SMAs) as the actuation technology, a mechatronic device was designed and prototyped to stimulate the sense of touch by creating sensations of contact on the fingertips.The prototype consists of an array of 64 elements spaced 2.6 mm apart that vertically actuates SMA based miniature actuators of 1.5 mm diameter to a height range of 1.4 mm with a pull force of 300 mN up to a 1.5 Hz bandwidth. The full display weights 200 g and its compact dimensions (a cube of 8 cm side-length) make it easy for the user to carry. The display is capable of presenting a wide range of tactile binary information on its 8 x 8 matrix. Moreover, both mechanical and electronic drive designs are easily scalable to larger devices while still being price attractive.Human psychophysics experiments demonstrate the effectiveness of the tactile information transmitted by the display to sighted people and show feasibility in principle of the system as an assistive technology for the blind/visually impaired.
46

A relação homem-máquina na cultura japonesa: a hibridação entre o corpo tecnológico e humano através da animação Neon Genesis Evangelion

Santos, André Noro dos 07 October 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:18Z (GMT). No. of bitstreams: 1 Andre Noro dos Santos.pdf: 7203848 bytes, checksum: 230e22e865a2b85286ca377fe5492f4c (MD5) Previous issue date: 2013-10-07 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The topic of this dissertation is the man-machine relation in Japanese culture. As this is a very broad topic, the primary goal of this study was to analyze the animated series Neon Genesis Evangelion demonstrating how it shows the hybridization of human beings and machines in order to propose a reflection on the uses of new technologies in modern society. Although this object of study is part of the so-called otaku culture - that marks the production of Japanese pop since 1980, the main hypothesis of the research is that the construction of these hybrid bodies always existed in Japanese culture and that, contrary to what many Western authors state, for the Japanese this does not constitute a post-human condition. In Japanese tradition, various forms of puppet theater established no clear distinction between the body of the puppeteer and the body of the doll. In methodological terms, the proposal was to analyze the language of the animated series Neon Genesis Evangelion, demonstrating how it shows the hybridization of human and machine without suggesting, however, that this type of relationship originates in modern Japan. It is hoped that this study will contribute to the field of communication both in the sense of clarifying certain aspects of Japanese pop culture as well as in the discussions regarding the interface between the human body and technology / O tema desta dissertação é a relação homem-máquina na cultura japonesa. Por tratar-se de um tema muito amplo, o objetivo principal da pesquisa foi analisar a série de animação Neon Genesis Evangelion, demonstrando como esta evidenciou a hibridação entre seres humanos e máquinas, de modo a propor uma reflexão acerca dos usos das novas tecnologias na sociedade contemporânea. Embora este objeto de estudo faça parte da cultura otaku que marca a produção do Japão pop a partir de 1980, a hipótese principal da pesquisa é que a construção desses corpos híbridos sempre existiu na cultura japonesa e, ao contrário do que discutem vários autores ocidentais, para os japoneses não se trata de uma condição pós-humana. Desde o Japão tradicional, diversas modalidades de teatro de bonecos já propunham uma indistinção entre o corpo do manipulador e o corpo do boneco. Em termos metodológicos, analisou-se a linguagem da série de animação Neon Genesis Evangelion demonstrando como esta evidencia a hibridação estabelecida entre humano e máquina, sem sugerir, no entanto, que este tipo de relação tem início no Japão contemporâneo. Espera-se que a pesquisa contribua com o campo da comunicação, tanto no sentido de elucidar aspectos da cultura pop japonesa, como nas discussões acerca da relação entre corpo e tecnologia
47

Girdimosios informacijos kokybės triukšmingoje aplinkoje tyrimai / Research of audio information quality in noisy environment

Vasiliauskas, Gediminas 14 January 2009 (has links)
Darbo apimtis 69 puslapiai, 14 lentelių, 26 paveikslai, panaudotas 31 literatūros šaltinis, 4 priedai. Darbo tikslas yra ištirti sistemos „žmogus-mašina-aplinka“ elementų informacinį patikimumą ir išsiaiškinti garsinių signalų sklidimo triukšminga aplinka trukdžius bei įvertinti garsinės informacijos tokioje aplinkoje, kokybę. Darbe nagrinėjamas sistemos „žmogus-mašina-aplinka“ informacinis patikimumas ir jo neatitiktys situacijai, sukeliančios nepaprastuosius įvykius. Literatūros apžvalgoje didelis dėmesys skiriamas girdimosios informacijos kokybės pokyčių analizei esant triukšmui, aptariama klausos apsaugos priemonių įtaka darbuotojo informaciniam komfortui. Teoriniuose tyrimuose daug dėmesio skiriama erdvinės girdos ir garso šaltinio lokalizacijos biologiniams aspektams, analizuojami garsinio signalo kokybinio vertinimo rodikliai. Tyrimų rezultatų analizė rodo jog didelę reikšmę informacijos sklidimui turi jos amplitudinė dažninė charakteristika, o žmogus gali iš aplinkos išskirti net tuos signalus, kurių kalbos interferencijos rodiklis (SIL) mažesnis už 5dBA. Taip pat nustatyta, jog informaciniai signalai informatyvūs, kai jų lygis vienoje iš 4 oktavinių juostų bent 5 dBA aukštesnis, o klausos apsaugos priemonių slopinimas ne didesnis kaip 20 dBA. Darbe gauti rezultatai gali būti panaudoti kaip priedas vertinant profesinę riziką darbo vietose. / Work consists of 69 pages, 14 data tables, 26 illustrations, 4 attachments, 31 literature sources is used The purpose of this work is to investigate informational reliability of the “man-machine-environment” system and find out the difficulties of audible information spread in noisy environment and also estimate the quality of this information. „Man-machine-environment“system informational reliability is being analyzed in literature review section. An extensive attention intended for audible information quality in noise, influence of using hearing protectors also discussed. Finally spatial hearing and sound localization biological aspects reviewed, qualitative indexes of audible signal analyzed. Research analysis showed that significant account for audible information propagation has its amplitude frequentative characteristic but man can dissociate even these audible signals, of which speech interference level (SIL) is poor, or less than 5 dBA. Also determined that informational signals are informative when their level is at least 5 dBA higher in one of four octave bands and when hearing protector suppression is less than 20 dBA. Results can be used as extra information for professional risk assessment.
48

The Relationship Between Socio Economic Factors And Use Context In Product Usability

Karapars, Zeynep 01 April 2004 (has links) (PDF)
ABSTRACT THE RELATIONSHIP BETWEEN SOCIO ECONOMIC FACTORS AND USE CONTEXT IN PRODUCT USABILITY Karapars, Zeynep M. Sc., Department of Industrial Design Supervisor: Assoc. Prof. Dr. &Ccedil / igdem Erbug April 2004, 184 pages Developments in the usability discipline have lead to new paths in new product development processes. The methods for development of usable products are abundant and the area is crescent for new research. One of the concerns in usability lies in the question of employment of user centered design in the prevailing product development processes. In this study, it is aimed to be clarified that inquiry into the use context should be an initial step in user centered design. However, use context is one of the less explored areas of usability. Detailed examinations of contextual factors may open paths to new methods of integrating usability into products. This study aims to take a step towards the analysis of the impact of socio economic factors on usability of product. A field study is made in order to acquire a deeper understanding. Samples of two different socio-economic groups are defined from the marketing perspective. Contextual factors are specified on the example of washing machines. Comparison of problems between the users from the two socio economic groups shed light on the relationship between socio economic variables and usability problems.
49

Active wheelchair use in daily life : considerations for mobility and seating /

Samuelsson, Kersti January 2002 (has links) (PDF)
Diss. (sammanfattning) Linköping : Univ., 2002. / Härtill 5 uppsatser.
50

Desenvolvimento de uma interface homem-máquina baseada em potenciais evocados em regime estacionário / Development of a human-machine interface based on steady state visual evoked potentials

Suarez Uribe, Luisa Fernanda, 1985- 24 August 2018 (has links)
Orientadores Eleri Cardozo, Diogo Coutinho Soriano / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação / Made available in DSpace on 2018-08-24T05:15:26Z (GMT). No. of bitstreams: 1 SuarezUribe_LuisaFernanda_M.pdf: 6173860 bytes, checksum: 3a1e038c4b2f0b3d7f6c4981c268de63 (MD5) Previous issue date: 2013 / Resumo: Os potenciais evocados visuais de estado em regime permanente (SSVEP) são uma resposta cerebral medida ao capturar sinais cerebrais através de Eletroencefalograma (EEG) usando-se uma touca com eletrodos posicionados no escalpo mediante estimulação visual externa. Um sistema que detecta a resposta SSVEP gerada em um sujeito estimulado com fontes de luz (LEDs) piscando a frequências diferentes foi desenvolvido nesta dissertação com o intuito de criar uma interface homen-máquina. Para tanto, foram usados quatro estímulos visuais codificando quatro possíveis comandos, mais o estado de repouso, a serem classificados e identificados a partir da resposta observada no EEG de um sujeito e da devida análise espectral deste sinal. As características que determinam se a resposta SSVEP está presente foram estudadas através de diferentes heurísticas para a seleção de descritores (coeficientes associados a densidade espectral de potência), os quais foram posteriormente passados para um classificador linear para a determinação do comando associado ao estímulo. Para a seleção de características, o índice Davies Bouldin (DB) foi utilizado. No que concerne a análise de frequência realizado para os três sujeitos estudados foi possível observar a presença da resposta SSVEP nas frequências de estimulação, mas tal como esperado, com forte presença de ruído e com grande variabilidade entre os sujeitos. Apesar da variabilidade das características selecionadas pela estratégia adotada, obteve-se aqui resultados de classificação próximos a 90% de acerto para cada classe. Estes resultados de classificação indicaram que esta metodologia de processamento pode ser usada num sistema de BCI em tempo real, dado que o atual sistema foi projetado para operar somente com dados que foram gravados off-line / Abstract: Steady State Visual Evoked Potentials (SSVEP) is a brain response measured by capturing brain signals generated by external visual stimulation, through electroencephalogram (EEG) using a cap with electrodes placed on the scalp. A system for detection SSVEP response generated in a subject stimulated with light sources (LEDs) flashing at different frequencies has been developed in this dissertation in order to implement a human machine interface. Thus, we used four visual stimuli encoding four possible commands, besides idle state, to be classified and identified from the response observed in the EEG of a subject through the spectral analysis of this signal. The characteristics that determine if a SSVEP response is present were studied through different heuristics for selecting descriptors (coefficients associated with power spectral density), which were then passed to a linear classifier for the determination of the stimulus associated command. Davies Bouldin (DB) index was the method used for the selection of features. From the frequency analysis carried out for three subjects it was observed the presence of SSVEP response on the stimulation frequencies, but in some cases, as expected, was blurred by noise, which differ among individuals. Despite the variability of the features selected by the strategy adopted, it was obtained classification results with accuracy nearly 90\% for each class. These classification results indicated that this processing methodology could be used in a BCI system in real time, as the current system was designed to operate only with data that were recorded off-line / Mestrado / Engenharia de Computação / Mestra em Engenharia Elétrica

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