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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.
1

When your finger isn't enough : New ways to increase the accessibility of mobile phones

Försth, Sebastian January 2019 (has links)
The objective of this study has been to answer three questions. The questions are Can you navigate in a different way than with your fingers, Do you lose any functionality in the application when you are not using your fingers and is the solution a reasonable way to navigate. The study consist of two parts, the first is to create a navigation library with different navigation methods and the second part is to evaluate the navigation methods using user tests. The study shows that it is possible to navigate without the use of fingers and address problems and solution to navigate without the use of fingers. The study shows how different navigation methods perform compared to each other and compared to navigating with the use of fingers.
2

COACH: Collaborative Accessibility Approach in Mobile Navigation System for the Visually Impaired

Zeng, Limin, Weber, Gerhard 22 May 2014 (has links) (PDF)
Due to the shortage of geographical information suitable for the visually impaired, the current navigation systems fail to provide high quality performance. The results of an international survey on the user needs are discussed in this article. A collaborative accessibility approach (COACH) is proposed to not only extend accessible geo-information, but also offer an opportunity to share experiences among peers. Related topics are addressed, like map data, multimodal annotation, and privacy.
3

COACH: Collaborative Accessibility Approach in Mobile Navigation System for the Visually Impaired

Zeng, Limin, Weber, Gerhard January 2010 (has links)
Due to the shortage of geographical information suitable for the visually impaired, the current navigation systems fail to provide high quality performance. The results of an international survey on the user needs are discussed in this article. A collaborative accessibility approach (COACH) is proposed to not only extend accessible geo-information, but also offer an opportunity to share experiences among peers. Related topics are addressed, like map data, multimodal annotation, and privacy.
4

3D擴增實境應用於行動導覽之研究 / A study of 3D augmented reality on mobile navigation

張樹安, Chang, Shu An Unknown Date (has links)
近年來GPS導航軟體正蓬勃發展,但市面上的導航軟體大多只能帶領使用者到達旅遊景點,無法更進一步提供旅遊資訊與行程建議。因此,本研究結合行動裝置與「3D擴增實境」(3D Augmented Reality),試圖規劃一套新型的導覽模式。我們以淡水為例,結合當地古蹟景點與歷史典故,使導覽系統能提供豐富的數位內容。在設計的過程中,本研究建構出「新科技敘事模式」,在「故事」、「影音效果」、與「互動機制」之間取得平衡,讓使用者體驗到故事、感官刺激、和旅遊合而為一的導覽經驗。此外,在「3D擴增實境」上,本研究建構了不同精細度的3D模型,並且在行動裝置上測試其效能。結果發現,「局部精化」的新形態建模概念,能夠兼顧美觀與運算效能。最後,本研究針對行動裝置硬體效能的負荷進行了權重測試,並獲得GPU(Render)>CPU(PR)的結論。 / In the past few years we have witnessed the rapid growth in the sales of GPS related products on the market. Nonetheless, most navigation software solely provides route planning rather than travel information or tour guidance. This research aims to combine mobile devices and 3D augmented reality (AR) to create a novel form of navigational experience. Taking the famous tourist spot Tamsui as an illustration, materials adapted local monuments and historical allusions are re-arranged creatively to provide substantial digital contents with helpful navigation information. During the design process, this research creates different modes of narration, enabling users to undergo a brand new navigation experience through the blending of various media sources, including story, video and interaction. Additionally, this research constructs 3D models of different levels of detail and examines their efficiency on mobile devices. The experimental results indicate that 3D model built with partial fineness provides a balance between artistic fidelity and computational efficiency. Also, the results from the experiment suggest that the loading of the GPU (responsible for rendering the model) is greater than that of the CPU (responsible for pattern recognition).
5

iBeacon微定位技術應用於視障者行動導航之研究 / Designing a Navigation App with iBeacon Technology for the Visually Impaired Smartphone Users

林禕瑩, Lin, Yi Ying Unknown Date (has links)
手機的導航功能是一般人習以為常的生活工具,到陌生地點的路線規劃變成越來越簡單的事,不過目前多數的服務都以地圖方式呈現,資訊陳列和互動設計皆十分視覺導向,造成以聽覺操作手機的視障者覺得難以上手且不友善。統計發現,台灣國內的視障者幾乎天天都有外出需求,卻沒有一款針對他們所設計的導航服務,導致需要外出與獨立行動的視障族群必須透過更繁瑣的準備過程才得以安心的出門。再者,搭配現有導航服務的GPS定位並不夠準確,無法提供視障者所需的近身資訊,東南西北方位與百餘單位的公尺數對明眼人來說都可能是一項挑戰,視障者更是難以消化。因此,本研究透過情境訪查、隨身觀察與專家訪談等質化研究方式,深入探索視障者需求,並了解他們與一般人於行動上的異同。藉由新興的iBeacon微定位技術提供非視覺化的線索,將曲折的旅程分割成一段一段的路線,並在設計過程中融入視障者定向訓練的所知所學,讓他們能以原有技能在街道上安心行走,提升獨立出門的安全性。 / Using mobile apps to help route finding is very common for most of us. However, the visually impaired smartphone user does not benefit from this technology. A tremendous demand for independence and mobility remains unsolved. Unlike us, the visually impaired use their smartphone by auditory sense. But those apps with touch screen are not specially designed for their usage pattern. According to our preliminary study, current navigation service always comes with bad information display and unfriendly interaction design. All of these lead to a very frustrating navigation experience. Through the qualitative research methods like contextual inquiry, shadowing, and expert interview, we’d like to explore how different they are from us on the matter of traveling, and reveal the real need of the visually impaired for mobile navigation. Based on our research finding, we want to propose a navigation app specially made for the visually impaired smartphone user. In addition to GPS base service, we provide hyper-local, meaningful multi-sensory notifications to our user through micro location technology of iBeacon. And we integrate the knowledge they learned from Orientation and Mobility training in the navigation process to create a better walking experience and encourage them to live with independency. The app itself is not only a way finding tool but also an information and experience sharing platform for the visually impaired community. Combining the power of design and technology, we can enhance their cognition to the living environment, and improved the independence & mobility for our users as well. In the end, the visual impaired users will be motivated to explore the world on their own and enjoy the colorful world.
6

博物館導覽系統之實驗性研究:行動應用程式對參觀者之效用 / An experimental study of museum navigation system: does mobile application matter to visitors?

陳貞羽, Chen, Chen Yu Unknown Date (has links)
本研究首先從文獻回顧及實際調查中深入探討影響參觀者使用博物館行動導覽系統的七大影響因素,接著據此設計並實作出在智慧型手機平台上使用之一套博物館行動導覽系統,以期有效解決現有參觀者遇到的導覽問題。研究中使用設計科學之研究方法,提出解決方案,並且依據實際環境、背景以及文獻基礎,設計整體的系統架構。接著以故宮為例,建構出本研究之博物館行動導覽系統手機應用程式。系統開發完成後,以實驗法進行設計之驗證,評估結果顯示:本研究所提出之行動導覽系統相較於傳統之紙本導覽,可提升參觀者使用博物館行動導覽系統的意願、感知價值及滿意度。本研究之博物館行動導覽系統建置過程、以及系統成效的驗證,可作為手機應用程式(APP)廠商建置行動導覽系統或使用設計科學法開發其他類別的APP之指引;亦或作為博物館策劃展覽活動與導入行動導覽系統之依據;此外本研究亦指出使用者預期實際使用系統之感知與預期系統需求之落差,以供未來相關研究參考。 / In this research, according to literature review and field observations, we first identify and discuss seven design factors affecting visitors’ usability in museum mobile navigation systems. We then design and construct a museum mobile navigation system on the basis of the seven factors. The purpose is to meet the visitors’ needs and increase the visitors’ intention and satisfaction toward using the museum mobile navigation system. Design science research method is used in this research to propose solution plans. According to actual environment, context, and literature, the complete system architecture is designed. We then build a mobile navigation application on Android for the National Palace Museum and evaluate the design to ensure this system can effectively solve the problems that the visitors encountered during navigation process. In this research, the building process of the mobile museum navigation system and the evaluation of the system performance could provide guidance to APP vendors; or a basis for museums to plan an exhibition and to implement a mobile navigation system. Moreover, the gap between users’ perception of using the real system and their expected system requirements can be identified; this could serve as the reference point of future related research.

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