• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 427
  • 128
  • 105
  • 69
  • 32
  • 23
  • 16
  • 11
  • 10
  • 10
  • 8
  • 7
  • 7
  • 5
  • 4
  • Tagged with
  • 960
  • 960
  • 336
  • 334
  • 241
  • 198
  • 175
  • 166
  • 149
  • 143
  • 137
  • 111
  • 110
  • 104
  • 102
  • 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.
621

Fruit and Vegetable Identification Using Machine Learning

Olsson, Adam, Femling, Frida January 2018 (has links)
This report describes an approach of creating a system identifying fruit and vegetables in the retail market using images captured with a video camera at- tached to the system. The system helps the customers to label desired fruits and vegetables with a price according to its weight. The purpose of the sys- tem is to minimize the number of human computer interactions, speed up the identification process and improve the usability of the graphical user interface compared to existing systems. To accomplish creating a system improving these properties, an idea of implementing machine learning to identify the products aroused. Instead of assigning the responsibility to the user, who usually iden- tify the products manually, the responsibility is given to a computer. To classify an object, different convolutional neural networks have been tested and retrained. The networks have been retrained on data sets collected from ImageNet. To improve the accuracy, the networks have also been retrained on images where the background environment is similar to the environment the networks are supposed to perform in. The networks tested in this report are MobileNet and Inception. The networks have different propagation time and varies in accuracy. MobileNet performs the classification about seven times faster than Inception, but Inception gives more accurate results. To improve the systems further, usability testing has been performed on the graphical user interface of existing system and resulted system. To test the usability, a heuristic evaluation has been performed in combination of a second test produced by the authors. The tests concluded that the resulted system was more user friendly compared to existing systems. The hardware of the system constitutes of a Raspberry Pi, camera, display, load cell and a case. The software includes Python-code to label an image, a graphical user interface to interact with the user and a server created with Node.js. The graphical user interface has been programmed with JavaScript supplemented with the React library. To conclude, implementing convolutional neural networks to classify images and developing a new user interface resulted in a faster identification process together with fewer usability flaws.
622

Interfaces culturais de Mallarmé à World Wide Web

Fawaz, Edson Hanna [UNESP] 26 April 2005 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:03Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-04-26Bitstream added on 2014-06-13T18:20:08Z : No. of bitstreams: 1 fawaz_eh_me_bauru_prot.pdf: 2491433 bytes, checksum: 39168d4608322e2697da1abb06b9e009 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Os meios de comunicação digitais presenciaram a emergência das interfaces culturais a partir da última década do século XX. Fruto do desenvolvimento de pesquisa em ciência computacional, especificamente sobre a questão da interface gráfica de usuário e da interação homem-computador, bem como de um constante entrelaçamento das linguagens midiáticas com as formas expressivas da primeira metade do século citado, tiveram, com o surgimento da Internet e da World Wide Web, a tarefa de conectar o ser humano e a cultura elaborada pelo universo digital. Ao mesmo tempo a influência de recursos provenientes de meios consagrados em sua constituição, como a página retangular, o enquadramento, a perspectiva linear e a câmera subjetiva, imprimem-lhe um fator notadamente cultural, daí passarem a ser denominadas de interfaces culturais. Destacam-se dois formatos básicos pelos quais o processo comunicacional engendra interfaces: os mundos virtuais e as estruturas hipertextuais. Dentro dessa configuração de comunicação digital, a hipermídia torna-se um ambiente propício para a emergência de práticas e experimentações em novos meios, por isso enfatiza-se a formação do campo hipermidiático e uma proposta de análise da hipermídia. / Graphic interfaces of user are intellectual technologies that came to existence during the 70þs and 80þs, resulting from the development of years of research in computers, specifically on the matter of information management and man-computer interaction. With the advent of the Internet and, especially the World Wide Web, the interfaces (of the browser and of the application) have connected human being and the culture elaborated by the digital universe. On the other hand, they receive influence of resources coming from prior means in its constitution, such as the rectangular page, the framing, the linear perspective and the subjective camera, which are reused by the design of interface in the creation of new means. With these factors they are then called cultural interfaces. Two basic formats, through which information is managed in interfaces in the digital culture, are highlighted: the virtual worlds and hypertext structures. Within that technological and cultural configuration, hypermedia becomes a favorable environment for the emergence of practices and experiments in new means, and therefore emphasizes the formation of the hypermedia field and a proposal of analysis of the hypermedia.
623

Reduzindo a duplicação de código em aplicações corporativas: um arcabouço baseado em padrões de renderização. / Reducing code duplication in enterprise applications: A framework based on rendering patterns.

OLIVEIRA, Delano Hélio. 09 May 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-05-09T18:09:49Z No. of bitstreams: 1 DELANO HÉLIO OLIVEIRA - DISSERTAÇÃO PPGCC 2015..pdf: 994388 bytes, checksum: 3aafc37c8cabe33b27414e66db934ccb (MD5) / Made available in DSpace on 2018-05-09T18:09:49Z (GMT). No. of bitstreams: 1 DELANO HÉLIO OLIVEIRA - DISSERTAÇÃO PPGCC 2015..pdf: 994388 bytes, checksum: 3aafc37c8cabe33b27414e66db934ccb (MD5) Previous issue date: 2015 / O desenvolvimento de aplicações corporativas modernas para web baseia-se na utilização de padrões e ferramentas para viabilizar a rápida prototipagem, garantindo a separação entre modelo de negócio e interface gráfica de usuário (GUI, do inglês Graphical User Interface). As plataformas de Scaffold, por exemplo, permitem um aumento da produtividade dos desenvolvedores ao gerarem código a partir dos elementos do modelo conceitual. Porém,o código fonte de GUI gerado apresenta muita replicação, devido ao acoplamento ainda existente entre os componentes das telas de interface gráfica e as propriedades inerentes ao modelo conceitual da aplicação, dificultando a manutenção do software. Os padrões de renderização propostos por Welick et al. se apresentam como uma solução conceitual para este problema, através do mapeamento de metadados do modelo conceitual em componentes gráficos, organizando o código de GUI e reduzindo a replicação de código. Neste trabalho, tem-se como objetivo a criação de um arcabouço para o desenvolvimento de aplicações corporativas com arquitetura web moderna, com foco em GUI, baseado em padrões de renderização. O arcabouço permite que o desenvolvedor construa componentes de GUI sem acoplá-los aos elementos do modelo conceitual. A associação da GUI com o modelo conceitual é feita através de regras de renderização, que podem ser alteradas facilmente. O arcabouço proposto foi validado através de um estudo de caso, no qual foi demonstrada uma redução significativa na duplicação do código quando comparada às plataformas de Scaffold. / The modern enterprise web application development is based on the use of patterns and tools to enable rapid prototyping, ensuring separation between the business model and graphical user interface (GUI). The Scaffold frameworks, for example, allows an increase in productivity of developers to generate code from the elements of domain model. However, the GUI source code generated presents a lot of replications due to coupling still extant between GUI components and properties inherent to the domain model of the application, making it difficult to maintain the software. The rendering patters proposed by Welick et al. are presented as a conceptual solution to this problem by mapping domain model metadata to graphical components, organizing the GUI code and reducing code duplication. In this Work, we have aimed to create a framework for enterprise applications development with web modern architecture, focusing on GUI, based on rendering patterns. This framework allows the developer to build GUI components without engage to elements of domain model. The GUI link with domain model is made by rendering rules, which can be changed easily. The proposed framework was validated by a case study in which it was demonstrated a significant reduction in code duplication when compared to Scaffold frameworks.
624

Uso de interfaces naturais na modelagem de objetos virtuais

Oliveira, Fábio Henrique Monteiro 05 August 2013 (has links)
Fundação de Amparo a Pesquisa do Estado de Minas Gerais / The researches about gestural interfaces have been grown significantly. In particular, after the development of sensors that can accurately capture bodily movements. Consequently, several fields arise for the application of these technologies. Among them stands the 3D modeling industry, which is characterized by having robust software. However, these software often lack a facilitator human-computer interface. This happens since the interaction is usually enabled by 2 degrees of freedom mouse. Due to these limitations, common tasks such as rotate the scene viewpoint or move an object are hardly assimilated by users. This discomfort with the usual and complex 3D modeling software interface is one of the reasons that lead to quit its use. In this context, Natural User Interfaces stand out by exploring the natural human gestures in a better way, in order to promote a more intuitive interface. This work presents a system that allows the user to perform 3D modeling using poses and hand gestures, providing an interface with 3 degrees of freedom. An evaluation was conducted with 10 people, to validate the strategy and application proposed. In this evaluation the participants reported that the system has potential to become an innovative interface, despite its limitations. Overall, the hand tracking approach to 3D modeling seems to be promising and deserves further investigation. / As pesquisas na área de interfaces gestuais vêm crescendo significativamente. Em especial, após o desenvolvimento de sensores que podem capturar movimentos corporais com precisão. Como consequência, surgem diversos campos para a aplicação destas tecnologias. Dentre eles, destaca-se o setor de modelagem 3D, o qual é marcado por possuir programas robustos. Entretanto, estes são muitas vezes ausentes de uma interface homem-computador facilitadora. Isto porque a interação, normalmente, é viabilizada pelo mouse com 2 graus de liberdade. Devido a estas limitações, tarefas frequentes como rotacionar o ponto de vista da cena e transladar um objeto são assimiladas pelo usuário com dificuldade. Este desconforto perante a usual e complexa interface dos programas para modelagem 3D é um dos fatores que culminam na desistência de seu uso. Neste contexto, Natural User Interfaces se destacam, por melhor explorar os gestos naturais humanos, a fim de promover uma interface mais intuitiva. Neste trabalho é apresentado um sistema que permite ao usuário realizar a modelagem 3D por meio de poses e gestos com as mãos provendo uma interface com 3 graus de liberdade. Uma avaliação foi conduzida com 10 pessoas, a fim de validar a estratégia e a aplicação proposta. Nesta avaliação os participantes reportaram que o sistema tem potencial para se tornar uma interface inovadora, a despeito de suas limitações. Em geral, a abordagem de rastreamento das mãos para modelagem 3D parece ser promissora e merece uma investigação mais aprofundada. / Mestre em Ciências
625

Software interativo com acesso a bancos de dados, modelos de componentes e metodos numericos visando estudos para a geração de cenarios de operação de redes de transmissão de energia / Interactive software with access to database, components models and numerical methods for generating of operation scenarios for energy transmission system

Spolador, Fernando Luis 27 June 2008 (has links)
Orientador: Anesio dos Santos Junior / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-11T13:45:20Z (GMT). No. of bitstreams: 1 Spolador_FernandoLuis_M.pdf: 2931500 bytes, checksum: 2b62ae2221ab4439c98ba66acde8bb13 (MD5) Previous issue date: 2008 / Resumo: Nesta dissertação é apresentada a proposta de um software para simulação e análise de sistemas de potência. A crescente necessidade de expansão dos sistemas elétricos e de validação destes sistemas nos mais diversos estados, fazem com que sejam necessários cada vez mais estudos. As simulações computacionais se apresentam como uma forma eficaz e de custo reduzido para a realização destes estudos, porém estas simulações acabam por gerar uma enorme quantidade de informações. O software proposto possui um conjunto de recursos, dentre eles, interfaces gráficas amigáveis com o usuário e manipulação de base de dados, que buscam fornecer as ferramentas necessárias para o processo de análise e efetiva busca de soluções para o modelo do sistema elétrico estudado. O software foi estruturado de forma a facilitar uma evolução continua e a inserção de novos recursos e funcionalidades. Palavras-chave: Sistema de Potência, Orientação a Objetos, Interface Gráfica com o Usuário / Abstract: This dissertation presents the proposal for a software for simulation and analysis of power systems. The growing need for expansion of electrical systems, the need for validation of these systems in the most diverse state, make it increasingly necessary studies of these systems. The computer simulations are presented as an effective and low cost for carrying out this study, but these simulations ultimately generate a huge amount of information. The software proposed has a set of resources, including friendly graphical user interfaces and manipulation of the databases, which seek to provide the tools necessary to the process of analysis and effective search for solutions to the model of the electrical system studied. The software has been structured to facilitate an ongoing evolution and inclusion of new features and functionality. Keywords: Power System, Object Oriented, Graphical User Interface / Mestrado / Energia Eletrica / Mestre em Engenharia Elétrica
626

Redesigning For Experience - REX : An Approach for the Evaluation of User Experience and Suggestion of Improvements in Mobile Applications

Cabrejos, Luis Jorge Enrique Rivero, 92-99332-2183 08 June 2017 (has links)
Submitted by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:09Z No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:30Z (GMT) No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:48Z (GMT) No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-08-25T18:13:48Z (GMT). No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-06-08 / CNPq - Conselho Nacional de Desenvolvimento Científico e Tecnológico / User eXperience (UX) refers to a holistic perspective and an enrichment of traditional quality models with non-utilitarian concepts, such as fun, joy, pleasure, hedonic value or ludic value. In order to evaluate UX in software applications, several technologies (tools, methods, techniques) have been proposed that range from using questionnaires to employing biometrics to gather quantitative and qualitative data on users’ experience. However, there is a need for research in the development of specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting software engineers in the correction of the aspects that cause poor experiences. Additionally, new UX approaches should be proposed for evaluating mobile applications, as there is still a shortage of methods for this type of applications, which is rising in demand. This doctoral dissertation proposes an alternative approach for evaluating mobile applications called Redesigning for EXperience (REX), which intends to be less intrusive for users when extracting UX data, while generating reports containing design suggestions for improving the UX. We assessed the acceptance of the initial versions of the REX approach from the point of view of users and software engineers in two studies. When compared to 3E, a qualitative UX evaluation method, the results showed that REX was perceived as more fun, useful and more interactive. Additionally, software engineers considered REX useful and easy to understand, while suggesting improving its report to facilitate its understanding and increase its use. After working on the improvements opportunities from the empirical studies, we developed a tool support for the REX approach called the REX report generator. Also, we carried out an observational study to verify to which extent the REX approach could be applied in a real software development project. Thus, REX was employed by users to evaluate a mobile educational application and a discussion meeting was held with the software development team to discuss the improvement suggestions provided by REX to support the redesign process. The findings from the observational study indicated the satisfaction of users to report their experience with the REX approach, while the members of the development team agreed with the usefulness of the REX report and its improvement suggestions. By providing design suggestions, we aim to support software engineers in improving the UX of the developed mobile applications, thus increasing their quality and acceptance in the market. / .
627

Designing ePeer : Using Participatory Design to bridge cultural differences when developing computer software / Design av ePeer : Användande av Participatory Design för att överbrygga kulturella skillnader vid utvecklande av mjukvara

Bäcklin, Anna, Jansson, Peter January 2004 (has links)
This thesis presents a study that was conducted within a project, the purpose of which was development of a software application (ePeer) for students at Mbarara University of Science and Technology (MUST). ePeer is a tool for gaining information about Youth Sexual and Reproductive Health and will be used in a peer education project which is currently being set up in Mbarara. The study presented in this report aims at designing the interface of ePeer. Our intention was to develop a design that would suit the future users of ePeer. Achieving that involved learning about user expectations and bridging the cultural differences between us, the software developers, and the future users. In order to meet the user expectations we decided to get students at MUST involved in the design process of ePeer’s interface. Two methods were used to accomplish that, namely mock-ups and evaluations. The mock-up sessions provided us with a number of prototypes of ePeer’s interface, created by the students. The evaluation of three applications, with functionality similar to ePeer, resulted in a list of application features that were most appreciated by the students. By analyzing the outcome of the mock-up and evaluation sessions we managed to learn about the students’ expectations concerning ePeer’s content, functionality and layout. Basing on that analysis we suggested a design of ePeer’s interface. The design was positively evaluated by representatives of the future users.
628

Prestanda av användargränssnitt i cross-platform-appar / Performance of user interface in cross-platform apps

Lygnebrandt, Emil, Holm, Jonathan January 2016 (has links)
Syftet med denna studie är att undersöka fördröjningsskillnader inom användargränssnitt mellan native­utvecklade appar (utveckling till varje plattform) och appar av typen generated apps. Eftersom arbetet syftar till att bidra med information om prestanda ansågs en experimentell metod vara det bästa valet. Mätning av laddningstider gjordes med hjälp av en videokamera som filmade utförandet av experimenten vilket gjorde metoden simpel och liknar det som en användare kommer att uppleva. Avgränsning till plattformarna Android och iOS gjordes där Xamarin valdes som ramverk inom tekniker som skapar generated apps. Mätdata från experiment som undersökte laddningstider, experiment med användare som hanterade listors respons samt undersökning av CPU­ och minnesanvändning tyder på ett återkommande mönster. Xamarin Forms med XAML är den teknik som presterat sämst under experimenten som sedan följs av Xamarin Forms. Xamarin Android/iOS hade inte lika stora prestandaförluster jämfört med native­utvecklade delar. Generellt hanterar Xamarin Forms telefonens resurser sämre än vad Xamarin Android/iOS och native gör. Resultat från studien kan användas som beslutsstöd vid val av teknik. Studien bidrar även med data som kan användas vid vidare forskning inom området. / The purpose of this study is to examine differences in delay during calculation and presentation of interfaces executing on different techniques. Specifically between native developed apps and generated apps. Since the work aims to contribute with information regarding performance, an experimental method was considered to be the best choice. Measurements of loading times was made with a video camera that captured the execution of the experiments which made the method simple and captures what the users would have experienced. Demarcation to the platforms Android and iOS was made and Xamarin was chosen as the framework for creating generated apps. Data from experiment that examined loading times, experiment with users that dealt with the responsiveness of lists and the analysis of CPU and memory usage indicate a recurring pattern. Xamarin Forms with XAML is the technique that has performed worst during the experiments, followed by Xamarin Forms. Xamarin Android/iOS didn’t have as big performance loss. Xamarin Forms does not manage the phones resources as efficient as Xamarin Android/iOS and native developed apps does. The results from this study can be used as material for making decisions witin organisations when choosing technology for creating apps. The study also contribute with data that can be used by other researchers.
629

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
630

Social Agent: Facial Expression Driver for an e-Nose

Widmark, Jörgen January 2003 (has links)
This thesis describes that it is possible to drive synthetic emotions of an interface agent with an electronic nose system developed at AASS. The e-Nose can be used for quality control, and the detected distortion from a known smell sensation prototype is interpreted to a 3D-representation of emotional states, which in turn points to a set of pre-defined muscle contractions. This extension of a rule based motivation system, which we call Facial Expression Driver, is incorporated to a model for sensor fusion with active perception, to provide a general design for a more complex system with additional senses. To be consistent with the biologically inspired sensor fusion model a muscle based animated facial model was chosen as a test bed for the expression of current emotion. The social agent’s facial expressions demonstrate its tolerance to the detected distortion in order to manipulate the user to restore the system to functional balance. Only a few of the known projects use chemically based sensing to drive a face in real-time, whether they are virtual characters or animatronics. This work may inspire a future android implementation of a head with electro active polymers as synthetic facial muscles.

Page generated in 0.08 seconds