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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.
131

Designing Interaction and Visualization for Exploration of System Monitoring Data : A design-oriented research study on exploring new ways of designing useful visualizations and interaction for system monitoring data using web technologies

Dahl, Jonatan January 2014 (has links)
System monitoring is a practice that is frequent within companies providing digital products to consumers and is a common way to help developers contribute to a good enduser experience by ensuring a high availability and good performance of the product. This thesis is a design-driven exploratory study on designing interaction and visualization for system monitoring data, using web technologies. The design space spans over interaction design and technical domains, exploring system monitoring data interaction and visualization from an HCI perspective as well as technical possibilities and limitations of the web platform. An artifact embodying new ideas and design visions regarding the topic is created in close collaboration with the target users. The artifact expresses possible and potentially valuable inventions regarding exploration of system monitoring data. It also emphasizes the close relationship between system monitoring and physical space and how the interaction with it can provide a useful sense of place to the data. Technical insights and good practices regarding developing performant data visualization user interfaces is also presented and motivated, where two methods providing different strengths and weaknesses are described.
132

en fallstudie kring utformningen av publikationsdatabasen på Skolverkets webbplats

Bygdeman, Henrik January 2014 (has links)
I det här examensarbetet har jag undersökt vilka aspekter som behöver beaktas vid utformandet av en webbplats med responsiv design samt se hur användandet förändras utifrån de nya kontexter som den responsiva designen medför. Jag försöker besvara detta genom att själv ta fram den responsiva utseendet för en publikationsdatabas på Skolverkets webbplats. Projektet kan delas upp i två huvudsakliga delar. Under den första delen har jag undersökt användandet av publikationsdatabasen genom att analysera data från Google Analytics samt genomföra intervjuer och utvärdering av desktopgränssnittet tillsammans med användare. Den andra delen fokuserade på att testa de responsiva designen i praktiken genom ett iterativt designarbete, där användarnas feedback samlades in via användbarhetstest av skisserna och prototyperna. Resultatet från studien visade att övergången till en responsiv design innebär att fokus måste skiftas från att enbart förbättra användarupplevelsen i respektive enhet till att se den responsiva designen för de olika gränssnitten som ett gemensamt användande. Detta eftersom den responsiva designen ger friheten till användarna att hoppa mellan enheter oberoende vilken kontext de är i. I publikationsdatabasens fall visade det sig att användarna hellre önskade läsa publikationerna i de mobila enheterna än att söka efter intressanta dokument. Genom att göra det lättare för användarna att läsa intressanta dokument, oavsett vilken enhet de använder, kan användarna använda den enhet de tycker passar bäst för kontexten.
133

Flying Colors : toward more natural and intuitive 3D modeling

Rasmuson, Joakim January 2013 (has links)
Creating digital 3D models requires significant time and effort, even by experienced users. Tools such as 3D mice, motion capture cameras, and graphics tablets can make the creation process less tedious, but are generally not available to the average person. In this thesis I introduce Flying Colors - an application prototype for tablet computers, that lets the user create 3D sketches (simple 3D wireframe models) using a novel multitouch interface.  This thesis covers the iterative process of designing and developing Flying Colors, as well evaluating it, using variousevaluation methods. The final user study consists of a modified version ofPictionary, in which SketchUp is used as a point of reference,to measure the performance of Flying Colors. On average, it takes about the same amount of time to complete a task with Flying Colors, as with SketchUp. However, the Flying Colors data has a lower standard deviation, suggesting a more consistent performance. This reflects the subjective user feedback, which generally points towards a positive user experience with Flying Colors.
134

Från desktop till responsiv design : en fallstudie kring utformningen av publikationsdatabasen på Skolverkets webbplats

Bygdemark, Henrik January 2014 (has links)
I det här examensarbetet har jag undersökt vilka aspekter som behöver beaktas vid utformandet av en webbplats med responsiv design samt se hur användandet förändras utifrån de nya kontexter som den responsiva designen medför. Jag försöker besvara detta genom att själv ta fram den responsiva utseendet för en publikationsdatabas på Skolverkets webbplats. Projektet kan delas upp i två huvudsakliga delar. Under den första delen har jag undersökt användandet av publikationsdatabasen genom att analysera data från Google Analytics samt genomföra intervjuer och utvärdering av desktopgränssnittet tillsammans med användare. Den andra delen fokuserade på att testa de responsiva designen i praktiken genom ett iterativt designarbete, där användarnas feedback samlades in via användbarhetstest av skisserna och prototyperna. Resultatet från studien visade att övergången till en responsiv design innebär att fokus måste skiftas från att enbart förbättra användarupplevelsen i respektive enhet till att se den responsiva designen för de olika gränssnitten som ett gemensamt användande. Detta eftersom den responsiva designen ger friheten till användarna att hoppa mellan enheter oberoende vilken kontext de är i. I publikationsdatabasens fall visade det sig att användarna hellre önskade läsa publikationerna i de mobila enheterna än att söka efter intressanta dokument. Genom att göra det lättare för användarna att läsa intressanta dokument, oavsett vilken enhet de använder, kan användarna använda den enhet de tycker passar bäst för kontexten.
135

CONQUERING A NEW CUSTOMER SEGMENT : INNOVATIVE MEDIA CONCEPT FOR THE PRE-LAUNCH COMMUNICATION OF THE NEW BMW 2 SERIES ACTIVE TOURER

Heidemann, Gerald January 2014 (has links)
The BMW 2 Series Active Tourer is a brand new car concept for the company and will be launched in Sweden at the end of September 2014. It will compete in the compact MPV (Multi Purpose Vehicles) segment with established competitors like the Mercedes Benz BClass. Therefore, BMW Sweden has the goal to win new customers and unknown target groups, in order to conquer the market. To support BMW in this matter, this research shows systematically, who the new customers are, what they prefer, how they consume media and which communication concept will be the most effective one. The potential customers are divided into two target groups, one can be described as young, active families with one or two children and a high interest in outdoor activities. The other target group is defined as an elderly, retired but also very active couple, where the children moved out already and the free time is spent wisely in the nature, working in the garden or taking care of the dog. Besides the knowledge about preferences and demands of the target group, the right timing and effective media channels provide the key to a successful marketing campaign. Unfortunately, the timing was preset on the summer holiday period. Thus the right channels for these new circumstances had to be defined and the empirical research of this thesis delivered this definition. The final answer to the research question is given by the creative concept: The best way to communicate the new BMW 2 Series Active Tourer to the target groups “Livliga familj” and “Rörliga paret” is the interactive and innovative BMW ActivityGenerator. It’s the perfect support for the active lifestyle of the potential customers and provides them a real benefit in everyday life. The advertising for the AT is smoothly integrated and the concept is adaptable to all channels, which were identified as most effective during the campaign period.
136

Improving pedestrian navigation on iPhone in urban environments using deduced reckoning and turn detection

Stefan, Knutas January 2013 (has links)
Pedestrian navigation on an iPhone today does not provide the accuracy to place the pedestrian on the correct side of a street. A deciding issue that prevents sufficient accuracy is the errors that occur when using satellite positioning in urban environments. Another big problem is that heading data has shown a tendency to be inaccurate. Chapter 2 explains satellites navigation, navigation techniques, and sensors. Chapter 4 describes how a prototype was developed. The prototype uses deduced reckoning and turn detection to navigate a pedestrian road network, without relying on satellite signals. The prototype is intended to run on iPhone 5 and utilizes accelerometer, magnetometer (compass), and gyroscope data together with detailed data about the pedestrian network to accurately track a pedestrian. It features a turn detection method that makes it possible to perform a logical traversal of the road network, together with step detection and step length estimation to move around. The turn detection method was very effective and gave good results when combined with logical traversal. For the two routes that were tested the total error in distance estimation was about 3~7 % and for both routes a close fit to the actual routes was achieved. For individual parts of the routes the largest distance estimation errors varied between 3 and 15 %.
137

Enabling non-intrusive gaze interactions in existing computer games

Konstenius, Christian January 2013 (has links)
Eye tracking have been around for many years now, but until recently the technology have been expensive and the performance too low for the mass market to pay any attention. But times are changing and the cost of eye trackers is going down and performance is getting better. Eye tracking will soon start appearing in more and more homes around the planet. With the advent of eye trackers in people‟s homes, it is time to start thinking about what users would want to use eye tracking for. A popular field that comes to mind is gaming. Adding eye tracking to games could change gaming significantly. Experiences could be enhanced and new genres created. A deep integration with the games would allow eye tracking to blend smoothly with the game; creating a natural and immersive experience. However, it will take a while for the game developers to make this come true. In the meantime something else is needed to fill the gap between now, when no game had eye tracking support, and the future when all games will have a deeply integrated eye tracking interaction. The product we came up with is a tool for non-intrusively integrating eye tracking into existing games. This means that the tool is able to add eye tracking support without the need to modify the game in any way.
138

THE POWER OF TAPPING : An interaction model for implementing NFC in Android applications

Holeby, Martin, Sandberg, Patrik January 2013 (has links)
Near Field Communication (NFC) is an RFID-based technology that creates a port between the physical and the digital world through an interaction technique often referred to as tapping; communication is initiated when two interactive NFC-items briefly touch each other. The tapping interaction technique opens up for creation of new types of user interfaces that are compelling to use for both experienced and novice users. Previous work has proven the strengths of interfaces utilizing NFC from a usability perspective, but except for a couple of tries to make the technique more wide spread, e.g. by Nokia in the early 2000’s, the market penetration is unexpectedly low given NFC’s potential. We have explored possible implementations of the tapping technique and created a design space by developing three prototypes: Sparakvittot, an NFC integrated version of an already up and running service used to handle digital receipts; PatientSafetyPrototype, a tool for hospital nurses used to ease the medicine handling process in order to enhance patient safety; TapThat, used to immediately transfer playback of a sound file between devices by a simple tap. These three prototypes serve as illustrations of NFC’s three different modes of operation: card emulation, which is making active NFC hardware act like if it was passive, i.e. not capable of initiating communication; Read/write, i.e. making active NFC hardware read or write a passive NFC-tag; Peer-to-peer, which is making active NFC hardware communicate with another active NFC hardware. All our three prototypes were designed, developed and evaluated with end-users. Together, the three prototypes show some of the potential and strengths of NFC, but they also show the importance of finding a consistent model for interaction which users can recognize and related to irrespective of which application is being used. The report concludes with an interaction model to be used when developing an NFC integrated Android application in order to create a pliable user experience. The interaction model is not necessarily Android specific and can also be used when implementing the tapping technique in applications in general. In short our interaction model states that applications should provide feedback when tapping. This feedback should consist of sounds, haptic and GUI dialogues. Application preferences should make it possible for experienced users to decide which feedback they prefer. It is also important to define a clear interaction model and be consistent on how the tapping technique is implemented in different contexts. Our interaction model is followed by other findings from the study that we believe are important to consider when implementing NFC in Android smartphone applications: the importance of determining if NFC integration is suitable, to use specific intent filters and to use high-fidelity prototypes when evaluating.
139

Leveraging Applicable Business Models for IoT Enabled Service Solutions in the Downstream Automotive Supply Chain

Deandres, Nicole January 2014 (has links)
Technological innovations have a highly disruptive nature and thus traditional industries, such as automotive, have to restructure themselves in order to remain relevant as well as exploit additional value opportunities. Car manufacturers are incorporating customers’ expectation of ubiquitous connectivity through ICT into their products, but have not added this strategy into their operations. Internet of things and Big Data can aid in improved efficiencies in collective supply chain management and information flow. This research was aimed at developing applicable business models that address the addition of connected service solutions into the downstream automotive supply chain. Based on empirical data collected from both qualitative and quantitative research, two applicable business models are suggested along with detailed value propositions for OEMs, logistics providers, car dealers, and third parties. The results show that in order for connectivity to become ubiquitous, the chain has to change from vertical to horizontal integration and apply a networked strategy. However, due to strong distrust among stakeholders, the entrant of a third neutral player is advised as the most probable solution. In any case, for IoT enabled connectivity to provide valuable time and cost reductions in operations all stakeholders will need to collaborate and be open to data exchange.
140

Kritiska designfaktorer för elektroniska aktioner av offentlig upphandling

Höjer, Olof January 2013 (has links)
I samband med införandet av elektronisk-auktion av offentlig upphandling i Sverige 2010 började e-auktionssystem att utvecklas för att möta nya möjligheter. Studien ger en överblick av vilka kritiska faktorer som kännetecknar ett framgångsrikt elektroniskt auktionssystem av offentlig upphandling med fokus på systemupplägg för anbudsläggare och upplevelse av användarvänlighet. Studien omfattar en bakgrundsstudie, litteraturstudie, analys av tidigare system och expertintervjuer vars samlade data har legat till grund för utvecklandet av faktorer som sedan testades i en explorativ studie. Studien visar att tydlighet och styrbarhet är de viktigaste faktorerna som har en tydlig hierarkisk relation till ett framgångsrikt e-auktionssystem. Studien påvisar även en relation mellan ett framgångsrikt e-auktionssystem och dess ingivna teknologi-tillit.

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