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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

Design of TFT circuit and touchscreen electronics /

Ho, Tsz Kin. January 2009 (has links)
Includes bibliographical references.
2

Large-scale display interaction techniques to support face-to-face collaboration : a thesis submitted in partial fulfilment of the requirements for the degree of Master of Science in Computer Science in the University of Canterbury /

Thompson, David January 2006 (has links)
Thesis (M. Sc.)--University of Canterbury, 2006. / Typescript (photocopy). Includes bibliographical references (leaves [120]-127). Also available via the World Wide Web.
3

Investigation of dynamic three dimensional tangible touchscreens : usability and feasibility /

DeWitte, Anne E. January 2008 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 2008 / Typescript. Includes bibliographical references (leaves 48-57).
4

In election voting, do people touch the objective or not?

Rogers, Gregory. Gilbert, Juan E., January 2009 (has links)
Thesis--Auburn University, 2009. / Abstract. Vita. Includes bibliographical references (p. 39-40).
5

Participatory gesture design: an investigation of user-defined gestures for conducting an informational search using a tablet device

Rakubutu, Tsele 06 March 2014 (has links)
Multi-touch technology, used in consumer products such as the iPad, enables users to register multiple points of contact at the same time; this enables a user to interact with a touch screen interface using several fingers on one hand, or even both hands. This affords interface designers the opportunity to define gestural interactions based on what is most natural for users and not on merely what can be recognised and processed by technology. In light of this, the research question that this study aimed to address was: what is the most intuitive user-defined gesture set for conducting an informational search on a multi-touch tablet web browser? In addressing this research question, the aim of this study was to create a user-defined gesture set for conducting an informational search on a multi-touch tablet web browser, based on gestures elicited from participants with little or no experience with touch screen devices. It was necessary to use these participants as users who are familiar with touch screen interfaces would draw upon the gestures they have learnt or used before, and would therefore be biased in the gestures they proposed. Inexperienced or naïve users would simply provide gestures that came naturally to them, providing a more accurate reflection of what a typical, unbiased user would do. A set of hypotheses, relating to the gestures that would be elicited from this participant group, were drawn up and investigated. These investigations yielded the following key findings: • The use of two-handed gestures should be limited. • If two-handed gestures are developed for a specific function, an alternative one-handed gesture should be made available. • It is not be advisable to create completely novel gestures for tablet web browsing that do not correspond to any of the ways in which desktop web browsing is performed. • Should novel gestures be developed for tablet web browsing, gestures that are desktop computing adaptations, including those that require menu access, should be made available as alternatives to users. • Tasks should be designed is such a way that they may be completed with a variety of gestures. • Complex tasks should be designed in such a way that they may be achieved through varying combinations of gestures. These findings may assist interface designers and developers in the gestures they design or developer for their applications. In addition to these findings, the study presents a coherent, user-defined gesture set that may be used in practice by designers or developers.
6

HCI Design Patterns for In-Store Touch Screen Terminals / MDI-designmönster förpekskärmsterminaler i butiksmiljö

Rådström, Sofia January 2010 (has links)
<p>Interactive media in public environments, such as touch screen kiosks, is a strongly growing toolfor offering service, information, advertising and entertainment. In order to achieve goodusability when designing the graphical user interface for a customer terminal, it is important tobe aware of the very specific requirements involved with such application. This master thesiscontributes to a framework for the interaction design of touch screen terminals in stores.</p><p>The purpose of the thesis was to discover usability problems and solutions to usability problemsin existing touch screen terminal interfaces. Moreover the work aimed at revealing what designpatterns can be used or created in order to meet the observed problems. Usability problems stemfrom underlying use qualities. These can be seen as forces in design patterns. It was found thatthe patterns would be more useful if structured into a pattern catalogue, containing both highand low-level patterns.</p><p>The study was preformed at Instoremedia, a company that, among other things, develops instore touch screen terminals. The product in focus was an interactive product cataloguedeveloped for Telia. The application was partly studied in situ. The study consisted of five steps:analytical evaluation, stakeholder interview, contextual inquiry, user analysis and design patterndevelopment. The study revealed problems, solutions, needs, goals etc, related to the use of theterminal. The final result is a proposed human computer interaction (HCI) design patterncatalogue for in-store touch screen terminals, which helps prevent the observed problems. Itconsists mostly of already known patterns. Three new patterns have been created. The aim isthat the pattern catalogue should be a helpful tool when making designs-decisions for new touchscreen terminals in the future.</p> / <p>Interaktiv media i publika miljöer, såsom pekskärmsterminaler, är på stark uppgång när detgäller att erbjuda service, information, marknadsföring och underhållning. För att uppnå höganvändbarhet i en kundterminals grafiska gränssnitt är det viktigt att vara medveten om despecifika krav som ställs på en sådan applikation. Detta examensarbete bidrar till ett ramverk fördesignen av pekskärmsterminaler i butiker.</p><p>Syftet med examensarbetet var att hitta användbarhetsproblem och lösningar till potentiellaanvändbarhetsproblem i existerande gränssnitt för pekskärmsterminaler. Vidare syftade arbetettill att ta reda på vilka designmönster som kan användas eller skapas för att möta de observeradeproblemen. Användbarhetsproblem bottnar i underliggande användarbehov. Dessa kan ses somkrafter i designmönster. Det visade sig att designmönster är mer användbara om de ordnas i enmönsterkatalog, som innehåller både hög- och lågnivå mönster.</p><p>Studien utfördes på Instoremedia, ett företag som bland annat utvecklar pekskärmsterminalerför butiker. I fokus stod en interaktiv produktkatalog utvecklad för Telia. Applikationenstuderades delvis in situ. Studien bestod av fem steg: analytisk utvärdering, intressentintervju,kontextuell undersökning, användaranalys och designmönsterutveckling. Studien avslöjadeproblem, lösningar, behov, mål etc., relaterade till användandet av terminalen. Det slutgiltigaresultatet är en föreslagen designmönsterkatalog för pekskärmsterminaler i butiker, somerbjuder lösningar till de observerade problemen. Katalogen består till största delen av redankända mönster. Tre nya designmönster har utvecklats. Målet är att mönsterkatalogen ska kunnaanvändas som ett redskap under framtida design.</p>
7

The strategic positioning of the new technology-based firm¡Xusing the capacitive touch screens industry as research case

Kuo, Kuang-Liao 12 August 2005 (has links)
Abstract By the advantage of technology innovation, the New Technology-Based Firms can not only win the competitive advantage but also make a great contribution to the national economic growth. (Rickne & Jacobsson,1996¡FAutio & Yli-Renko,1998¡FAcs,1999¡FFontes & Coombs,2001)¡C The technology of touch screens originated in military use, but it has been extensively applied to consumer, commercial, and public products. Among the touch screens, the capacitive touch screens are the best and the most expensive product. There used to be a single producer in the industry. But now, there is another company with the key manufacture technology and this company is also our study case. This study used the descriptive case-study method to analyze the strategic positioning of the New Technology-Based Firm in the industry. This study suggests the ¡§Focus Strategy¡¨ to be the strategic positioning of the new technology-based Firm in the capacitive touch screens industry, including the ¡§Cost Focus Strategy¡¨ for the cost advantage of customizing sizes and the ¡§Focus Differentiation Strategy¡¨ for the customization policy.
8

Text input and object selection for touch and stylus-based mobile devices /

Oniszczak, Aleks. January 2008 (has links)
Thesis (M.Sc.)--York University, 2008. Graduate Programme in Computer Science and Engineering. / Typescript. Includes bibliographical references (leaves 80-85). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR38816
9

Attentive gestural user interface for touch screens

Li, Sirui., 李思锐. January 2013 (has links)
Gestural interfaces are user interfaces controlled by users’ gestures, such as taps, flicks and swipes, without the aid of a conventional pointing device, such as a mouse or a touchpad. The development of touch screen technology has resulted in an increasing number of inventive gestural interfaces. However, recent studies have shown that well-established interaction design principles are generally not followed, or even violated by gestural interfaces. As a result, severe usability issues start to surface: the absence of signifiers for operative gestures, the weakening of visual feedback, the inability to discover every possible actions in the interface, as well as the lack of consistency, all of which are undermining the user experience of these interfaces thus need to be addressed. Further analysis of existing gestural interfaces suggests that the sole dependence on gestural input makes interface design unnecessarily complicated, which in turn makes it challenging to establish a standard. Therefore, an approach to supplement gestures with user attention is proposed. By incorporating eye gaze as a new input modality into gestural interactions, this novel type of interfaces can interact with users in a more intelligent and natural way by collecting input that reflects the users’ interest and intention, which makes the interfaces attentive. To demonstrate the viability of this approach, a system was built to utilise eye-tracking techniques to detect visual attention of users and deliver input data to the applications on a mobile device. A paradigm for attentive gestural interfaces was introduced to provide insights into how such interfaces can be designed. A software prototype with attentive gestural interfaces was created according to the paradigm. It has been found in an experiment that the new type of interfaces helped users learn a new application faster, and modestly increased their accuracy when completing tasks. This provided evidence that attentive gestural interfaces can improve usability in terms of learnability and effectiveness This study is focused on interfaces of mobile devices whose major input mechanism is a touch screen, which are commonly seen and widely adopted. Despite the fact that eye-tracking capability is not generally available on these devices, this study demonstrates that it has great potential to facilitate interfaces that are both gestural and attentive, and it can enable new possibilities for future user interfaces. / published_or_final_version / Computer Science / Master / Master of Philosophy
10

Robust upper body pose recognition in unconstrained environments using Haar-disparity : a thesis submitted in partial fulfilment of the requirements for the degree of Master of Computer Science and Software Engineering in the University of Canterbury /

Chu, Cheng-Tse. January 2008 (has links)
Thesis (M. Sc.)--University of Canterbury, 2008. / Typescript (photocopy). Includes bibliographical references (leaves 127-137). Also available via the World Wide Web.

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