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Interakce s objekty ve 3D prostoru / User Interaction with Objects in 3D SpaceStudeník, Pavel January 2014 (has links)
This thesis is focused on interaction with object in 3D environment. For detection of user is used the Microsoft Kinect device. Interaction is based on touchless control which is inspirated by reality. Behaviour of designed solution is researched in experiments and some application is created for demonstration of functionality.
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Designer pro QDevKit / QDevKit Project DesignerŠimek, Petr January 2012 (has links)
The purpose of this thesis is to introduce a reader with existed commercial applications and control the FITkit using QDevKit. The main goal of the thesis is proposed and implemeted modul for application QDevKit which makes easy proposal and progress applications for platform FITkit.
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Deskové hry na interaktivním stole / Board Games on Interactive TableSvoboda, Petr January 2016 (has links)
This thesis focuses on the application of the tangible user interface and spatial augmented reality principals for playing board games. For this purpose, a system called interactive table was developed. It is both hardware and software solution. The hardware part solves the installation of a depth camera and a projector located above the table. The software solution deals with calibration of the depth camera and projector system using known procedures for camera calibration on the one hand, on the other hand it solves tasks from the field of computer vision. This perceptional part is the core of the whole thesis and for the purposes of playing board games it provides information about the location of the physical game object, physical game board and the calculations of mask for masking distracting objects. An educational application was developed for the purposes of demonstration of the system options. The interactive table offers new possibilities for playing board games in a real-world environment by the combination of the augmented reality elements with real-world objects and the related new user experience.
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Accelerated Graphical User Interfaces / Accelerated Graphical User InterfacesNavrátil, Ladislav January 2013 (has links)
Tato práce je zaměřena na multiplatformní grafická uživatelské rozhraní a jejich hardwarovou akceleraci. Popisuje, co to uživatelské rozhraní jsou a srovnává nástroje na jejich tvorbu a způsoby jejich realizace. Hlavním bodem je vlastní návrh a implementace nástroje na tvorbu multiplatformních hardwarově akcelerovaných grafických uživatelských rozhraní. Srovnává vlastní koncept s existujícími řešeními, a uvádí ho do praxe na projektu s externí firmou.
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User Interface's Impact on Player's ImmersionNorrman, Alex January 2020 (has links)
With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of ways. Some elements are part of the game’s geometric world and its narrative, so-called diegetic elements. Then there is the opposite, nondiegetic elements, which have no connection to the game story at all and only fulfill the purpose of conveying information to the player. The aim of this thesis was to investigate how the user interface affects the players’ immersion. The study consisted of a theoretical literary section and two empirical investigations in the field of user tests and online surveys. What was investigated in this thesis was how non-diegetic user interface elements affect immersion as well as whether immersion increases by integrating the user interface into the gaming world. Determining a statistical significance difference in immersion seems difficult. But with the help of interviews and online surveys, the player’s preferences have shown that minimizing non-diegetic elements can increase immersion and that integrating the user interface into the game world is a very good and preferred solution for conveying the necessary information to the player. However, the data collected indicate that failure to convey the necessary information can lead to the opposite, reduced immersion.
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Role animace v uživatelském rozhraní mobilních zařízení / The role of animation in user interface of mobile devicesČanda, František January 2017 (has links)
This diploma thesis deals with the use of animations in the user interface (UI) of mobile devices. The thesis is divided into five parts. The first part presents the theoretical basics of designing user interfaces for mobile devices, the second part is dedicated to the definition of animation, its usage, functions and the perception of animation in user interface. The third part summarizes existing research dedicated to the related field and research methods used in this thesis. The fourth part is focused on the research which was conducted as comparative study based on prototype user testing examining the different types of animation and their impact on the users. The last, fifth section, presents main research findings and answers the research questions. The results reflect the impact of animation on the UI and shows what are the advantages and limits of the use of animation.
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Analýza přístupů k informačním systémům patentových informací Úřadu průmyslového vlastnictví ČR, Evropského patentového úřadu, Úřadu patentů a ochranných známek Spojených států a Světové organizace duševního vlastnictví / Analysis of access to patent information systems of Industrial Property Office CZ, European Patent Office, United States Patent and Trademark Office and World Intellectual Property OrganizationNowaková, Jana January 2015 (has links)
The master thesis analyses and compares selected accesses to patent information systems of Czech Industrial Property Office, European Patent Office, United States Patent and Trademark Office and World Intellectual Property Organization. This includes accesses via web sites of the institutions mentioned above and an access via Google Patents service. The thesis is divided into six parts. The first part discusses patent information systems, the second one gives an overview of the selected institutions, the third part presents evaluation methodology of patent information systems, the fourth part includes a comparative analysis, the fifth one consists of a user survey and the sixth part introduces possibilities of future development of patent information systems. The comparative analysis showed the access to information system of World Intellectual Property Organization (Patentscope) as the best one among all the analysed accesses. In the user survey the respondents selected the information system of European Patent Office (Espacenet) as the most user-friendly access. Key words industrial property, patent documents, patent databases, patent information systems, patent searches, patent searching, Czech Industrial Property Office, European Patent Office, United States Patent and Trademark Office, World...
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Building a suitable testing-platform to measure impact of typographic effects on web pagesSjöquist, Joakim January 2020 (has links)
The purpose of this study was to create a testing-platform that mea- sures the impact of typographic effects on web pages. This study chose to focus on highlighted text (text with high contrast background- color) as a typographic tool. The platform is a website, consisting of three (3) pages; (1) the first gathers test user information; (2) the sec- ond (subject-section) records time read and applies an authentication function; (3) the final page provides a multiple-choice questionnaire that records time tested, test score with same authentication method as page two. To test the platform, forty-nine participants were gathered, twenty-five participants (named Group Highlight Text) performed the test with highlight effects turned on and visible in page two (2), the remaining twenty-four (named Group Regular Text) read same page with no effects toggled or visible. Both groups were tested on page three (3) with six questions. The testing-platform fulfilled all expected requirements, with some sections requiring further development. The participation test data revealed some interesting results that could be analyzed further with assistance from social science research. In con- clusion, the test platform successfully recorded viable data that could be used in many fields, but will need additional technical work before being adopted in real-world applications. Further study could be im- plemented in collaboration with researchers from the social sciences to analyze the effects of different typographic effects. Additionally, cre- ate platforms to extract, organize and visualize gathered data would be advantageous.
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Creating custom APIs to solve shortcomings in existing JavaScript Front-End FrameworksMarosan, Ivan, Namazi, Yousef January 2020 (has links)
The technology of creating web-based applications has been expanding and making better user interfaces that can support many different focus groups, such as building a website that is flexible and easy-to-use for children and/or the elderly. Another expansion has been in the field of storages of data and connectivity. These technologies, however, have a steep learning curve for new developers. With the rise of these new techniques, a unique contemporary set of skills have been introduced, the Front-End, which is a layer that involves the presentation aspect of an application. React.js is a popular JavaScript framework for front-end development. It has become the most framework for user interface design. In today’s market there are several other frameworks that one can utilize for front-end solutions such as Angular v2 and Vue.js. The results of this thesis is the improvement on creating a developer friendly custom creation of unique elements. By following proper processes when using the API, one can learn and create their own custom API to their own liking. The API created is a basic GUI addition to React, which enables a Log-In interface that can be easily manipulated by following the thesis, and/or by tracing the steps in the code. This is useful for those that want to have a template GUI API.
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User Experience and Acceptability of a Mixed Reality System for Rehabilitation : From an Occupational- and Physical Therapy PerspectiveÅström, William, Sahlin, William January 2022 (has links)
The use of Mixed Reality (MR), a technology that attempts to integrate the physical and virtual worlds, is steadily becoming more prevalent in healthcare. To properly integrate new technologies into an organization or workplace, for example in healthcare, a system must first be accepted and used by the individuals for whom it was designed. Acceptability of a new technology is predicated by the individual's perceptions of the User Experience (UX). Therefore, the purpose of this thesis is to explore occupational and physical therapists’ UX and acceptability of a MR rehabilitation system. With the help of a grounded theory methodology, analyzing qualitative data from three different data sources (user tests, interviews, and a heuristic evaluation) we have been able to produce a semantic theoretical model concerning UX and acceptance in regard to a Mixed Reality rehabilitation system. Eight rehabilitation professionals were included in the sample. This research identifies a theoretical model which processes and contains meaningful dimensions on what affects the UX and acceptance and successfully integrates interaction, technical and medical standpoints with a focus on both patient and therapist. The model reveals four themes that affected the UX and acceptability of a MR system used for rehabilitation: “Intention to use”, “Perceived usefulness of MR”, “Information architecture”, and “Interacting in MR”. The aspects identified can be useful for both researchers and industry looking to gain a deeper and broader understanding of the phenomenon studied, and may inform important aspects of development of current and future technology.
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