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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.
771

WOODWIZ - A CROSS-PLATFORM SOLUTION FOR FOREST MANAGEMENT

Zhuona (19201579) 27 July 2024 (has links)
<p dir="ltr">Managing a forest presents many challenges for tree farmers, especially when relying on traditional manual methods. Previous research highlights the wide range of tasks involved in forest management, from planting and nurturing trees to harvesting and selling timber. These conventional approaches often result in inefficiencies and unexpected difficulties at various stages. However, advances in technology, specifically through the use of LiDAR-based reconstruction and differential geometry, have made it feasible to accurately measure tree sizes and identify species with a single capture.</p><p dir="ltr">To help tree farmers overcome these challenges, this thesis proposes the development of a cross-platform solution named WoodWiz. WoodWiz comprises two synergistic components: a mobile application for real-time, on-site tree measurements, and a web-based platform for comprehensive forest management. The measurement feature in mobile app streamlines the data collection process, reducing time and labor, while MyForest offers a detailed view of the forest's status, facilitating efficient management and planning. Additionally, WoodWiz includes a Library feature, providing a repository of forestry resources and best practices, and a community platform to foster collaboration and knowledge sharing among forestry professionals. This integrated system simplifies the wide range of tasks involved in forest management—from planting and nurturing to harvesting and selling timber—thereby reducing inefficiencies and addressing the unexpected difficulties typically associated with traditional methods.</p><p dir="ltr">The development of WoodWiz involved extensive research, design, and evaluation, culminating in a robust tool that not only streamlines forest management tasks but also provides tree farmers with actionable insights for decision-making. By automating critical measurements and facilitating data access, WoodWiz improves the accuracy of forest inventory and health assessments, leading to more informed and strategic management practices. The potential impacts of this solution on the forestry industry include increased productivity, improved sustainability of forest resources, and enhanced profitability for tree farmers. This thesis details the iterative process of WoodWiz's development, highlights its key features, and evaluates its effectiveness in transforming forest management practices.</p>
772

Från exkludering - för inkludering : Att skapa en tillgänglig och sammanhållen 1177 vårdtjänst utifrån den äldre målgruppens behov, utmaningar och önskemål. / From exclusion - for inclusion : To create an accessible, cohesive 1177 healthcare service based on the needs, challenges and aspirations of the elderly.

Hallin, Sandra January 2024 (has links)
The aging population is a global challenge, meanwhile there's a strain on Swedish healthcare. In order to make healthcare efficient, designers are responsible for developing digital services that can be used by everyone, despite disabilities. To ensure accessibility, services must comply with the European Accessibility Act by 2025, a UN directive the Swedish healthcare website 1177 does not meet. In this study, the user interface will be investigated, based on seniors 65+. Through research in graphic design and user-centered design, the group's challenges, needs and aspirations will be identified through semi-structured interviews. In order to create accessible interfaces, designers need to examine the experience based on both function and visuality. Graphic design thereby constitutes a large part of the experience as a whole and must be reflected upon. The result will contribute with insights to increase the website's accessibility and contribute to improved welfare and equality.
773

Exploring the effectiveness of 3D file browsing techniques for file searching tasks

Leal, Anamary 01 January 2009 (has links)
Based on an analysis of the existing literature, we extracted important features regarding 3D file organization and layout. In this way, three separate 3D file browsing techniques were evaluated in a comparison study. Block3D uses a priority weighting scheme to elevate and display files in a grid-based structure. Cluster3D uses sets of animated racks to display files. TreeCubePlus3D visualizes files and directories using groups of semi-transparent cubes within a larger cube-like structure. Across all techniques, each file was represented as a thumbnail image of the file's image, document or document with pictures data. The thumbnails were also augmented with meta-information such as filename and relevancy information to simulate a realistic search. Our experiment explores the effectiveness of each 3D file browsing technique in a manual file searching task. Our evaluation is based on task completion time and a post-questionnaire used to gather subjective feedback on each technique in terms of user preference. The results indicate that users completed the manual file search task significantly faster using Block3D than both TreeCubePlus3D and Cluster3D. Subjective ranking also showed users preferred the Block3D technique.
774

Användargränssnitt för visualiseringav fabriksdata

Mhjazi, Khaled, Dakkeh, Hind January 2024 (has links)
This thesis was conducted to develop a user interface for the visualization of factory data through HMS Networks' Gateway Communicator. The objective of the project was to enhance decision-making in industrial processes through efficient data transfer and visualization. The project involved the design and implementation of a user-friendly and customizable interface that integrates real-time data from industrial machinery. To achieve these goals, the Angular framework was used in conjunction with HTML, CSS, and TypeScript to create a dynamic and responsive user interface. The methodology included user-centered design, ensuring that the final product not only met technical specifications but was also intuitive for end-users. Among the features implemented were dynamic components that allowed for the visualization of critical data such as temperature and pressure through customizable widgets and dialogue components. The results of the project included successful performance testing, unit tests, and usability tests that ensured the system's effectiveness in visualizing data in a manner understandable to users. The conclusion of the work is that an effective user interface can increase operational efficiency through improved data visualization and interaction, which in turn can lead to more informed decisions in industrial environments. / Detta examensarbete utfördes för att utveckla ett användargränssnitt för visualisering av fabriksdata med hjälp av HMS Networks Gateway Communicator. Syftet med projektet var att förbättra beslutsfattandet i industriella processer med hjälp av visualisering av data. Projektet innefattade design och implementering av ett användarvänligt och anpassningsbart gränssnitt som integrerar realtidsdata från industriella maskiner. För att uppnå dessa mål användes Angular ramverket tillsammans med HTML, CSS och TypeScript för att skapa ett dynamiskt användargränssnitt. Metodiken inkluderade användarcentrerad design, vilket säkerställde att slutprodukten inte bara uppfyllde tekniska specifikationer utan också var intuitiv för slutanvändarna. Bland funktionerna som implementerades finns dynamiska komponenter som tillåter visualisering av kritiska data som temperatur och tryck genom anpassningsbara komponenter. Resultaten från projektet inkluderade ett framgångsrikt prestandatest, enhetstester och användbarhetstest som säkerställde systemets effektivitet i att visualisera data på ett sätt som är begripligt för användarna. Slutsatsen av detta arbete är att ett effektivt användargränssnitt främjar datavisualisering och interaktivitet, vilket i sin tur bidrar till att fatta välinformerade beslut inom industriella miljöer.
775

Exploring the Impact of Dynamic Design Elements on User Experience in Digital Interfaces : Understanding the Role of Dynamic Elements

Al-Hufah Al-Otaibi, Abdulmalek, Kiaee, Kiarash January 2024 (has links)
This study seeks to investigate the subtle impact that dynamic design elements in web interfaces have on users, particularly on users' decision-making and engagement. In contrast to most current research efforts, which predominantly address mobile applications, the current study aims to direct the focus on web-based environments to reveal special behavioral responses evoked by dynamic design features. The study adopts a comprehensive mixed-methods approach that encompasses qualitative and quantitative data collection techniques. This includes A/B testing on the prototypes of web interfaces, which provides the base for measuring engagement objectively from users. A very salient point here is that animations increase user retention by 30%, which shows that well-applied dynamic elements can advance the stickiness and interaction users would have with a digital platform. On the other hand, the thesis also mentions the risks related to such design elements, like the ability to cause cognitive overload and distraction in case of non-judicious use of these elements. Through the account of user behavioral analysis in response to various implementations, the research provides useful insights to web designers and developers about how to use animations and transitions judiciously for navigational intuitiveness and responsiveness without hampering web interface usability. The present research also adds to theories for UX and user interface design (UID) by promoting the balanced integration of dynamic design elements. What was brought to the forefront was that research to understand the specific impacts of these elements can lead to more effective digital environments, tailored to foster user engagement that could support efficient processes of decision making. This thesis not only fills the academic gap related to digital interaction but also provides a practical guideline for the improvement of web interface design given user behavior and technology.
776

Streamlining Field Operations Through Interface Design : Redesigning Evado Mobile Flow for Enhanced Usability and Efficiency

Andersson, Hanna January 2024 (has links)
In today's digital age, efficient field operations are crucial for success across various industries. However, usability challenges are often overlooked in favour of functionality, hindering seamless task execution in the field. Evado, a company specialising in software solutions for field workers, offers the Evado Mobile Flow application to help streamline their operations. Yet, as demands evolve and complexities increase, usability shortcomings become increasingly apparent. Therefore, this master's thesis aims to optimise field operations by redesigning Evado Mobile Flow to enhance usability and efficiency. Critical usability challenges within the current interface are identified, such as usage difficulties for new users, followed by a comprehensive redesign process using the double diamond design approach. The methodology encompasses discovery, definition, development, and delivery phases, ensuring an effective outcome. The project started with the discovery and define phases, focusing on understanding user needs and interface limitations. Various techniques, including literature review, benchmarking, navigation flowchart, interviews, observations, hierarchical task analysis, and personas, provided valuable insights into the interface and user understanding, which helped to understand the existing problems. Next up was the development and delivery phase, which employed ideation methods such as braindrawing and scampering to generate a broad range of improvements and ideas. These were evaluated through a Pugh matrix and refined through iterative prototyping. The winning design proposal then underwent usability tests, focusing on task completion rates, clicks, user satisfaction, and potential improvements. The initial round of testing on the first prototype prompted a redesign, addressing newly identified usability challenges and introducing new functionalities aligned with evolving user needs. After a redesign, the final design underwent a second usability test and a system usability scale, yielding a usability score of 88.8 and recommendations for future iterations. Recommendations for future work and iterations include exploring the redesigned interface's long-term impacts on field operations and opportunities for further enhancement. This thesis emphasises the importance of user-centred design in developing effective digital solutions and provides a framework for similar endeavours in mobile interface design. / I dagens digitala ålder är effektiva fältoperationer avgörande när det gäller framgång inom olika industrier. Trots det förbises användbarhetsutmaningar ofta till förmån för funktionalitet, vilket förhindrar effektivt utförande av uppgifter i fältet. Evado, ett företag specialiserat på programvarulösningar för fältarbetare, erbjuder applikationen Evado Mobile Flow för att hjälpa till att effektivisera denna typ av verksamhet. Ändå, i takt med att kraven utvecklas och komplexiteten ökar, blir bristerna i applikationens användbarhet alltmer uppenbara. Därför syftar detta examensarbete till att optimera fältoperationer genom att omforma Evado Mobile Flow för att förbättra användbarheten och effektiviteten. Kritiska användbarhetsutmaningar inom den nuvarande gränssnittet har identifierats, som svårigheter att använda gränssnittet som en ny användare, och följts upp med hjälp av en omfattande designprocess. Vilket har skett med hjälp av double diamond design processen. Metoden omfattar de olika faserna av upptäck, definiera, utveckla och leverera, vilket säkerställer ett effektivt resultat. Projektet inleddes med faserna upptäck och definiera, vilka fokuserade på att förstå användarnas behov och gränssnittets begränsningar. Olika tekniker, inklusive litteraturundersökning, benchmarking, navigationsflödesschema, intervjuer, observationer, hierarkisk uppgiftsanalys och personas, gav värdefulla insikter i gränssnitt- och användarförståelse, vilket hjälpte till att förstå de befintliga problemen. Nästa steg var utvecklings- och leveransfasen, som använde idégenererings metoder som braindrawing och scamper för att generera ett brett utbud av förbättringar och idéer. Dessa utvärderades genom en Pugh-matris och förfinades genom iterativa prototyper. Det vinnande designförslaget genomgick sedan användbarhetstester, med fokus på godkänt genomförande, klick, användarnöjdhet och potentiella förbättringar. Den initiala omgången av testning som skedde på den första prototypen ledde till en iteration i designen, vilket adresserade nya identifierade användbarhets-utmaningar och introducerade nya potentiella funktioner som kan anpassas till användarnas behov. Efter denna iteration genomgick den slutliga designen ett andra användbarhetstest samt metoden system usability scale, vilket resulterade i ett betyg på användbarheten, på 88.8 poäng och nya rekommendationer för framtida iterationer. Rekommendationer för framtida arbete och iteration på denna applikation kan vara att utforska det omformade gränssnittets långsiktiga påverkan på fältoperationer och möjligheter till ytterligare förbättringar. Detta examensarbete betonar även på vikten av användarcentrerad design i utvecklingen av effektiva digitala lösningar och tillhandahåller därmed en ram för liknande utveckling inom mobilgränssnittsdesign.
777

Development and Evaluation of an Assistive In-Vehicle System for Responding to Anxiety in Smart Vehicles

Nadri, Chihab 18 October 2023 (has links)
The integration of automated vehicle technology into our transportation infrastructure is ongoing, yet the precise timeline for the introduction of fully automated vehicles remains ambiguous. This technological transition necessitates the creation of in-vehicle displays tailored to emergent user needs and concerns. Notably, driving-induced anxiety, already a concern, is projected to assume greater significance in this context, although it remains inadequately researched. This dissertation sought to delve into the phenomenon of anxiety in driving, assess its implications in future transportation modalities, elucidate design considerations for distinct demographics like the youth and elderly, and design and evaluate an affective in-vehicle system to alleviate anxiety in automated driving through four studies. The first study involved two workshops with automotive experts, who underscored anxiety as pivotal to sustaining trust and system acceptance. The second study was a qualitative focus group analysis incorporating both young and older drivers, aiming to distill anxiety-inducing scenarios in automated driving and pinpoint potential intervention strategies and feedback modalities. This was followed by two driving simulator evaluations. The third study was observational, seeking to discern correlations among personality attributes, anxiety, and trust in automated driving systems. The fourth study employed cognitive reappraisal for anxiety reduction in automated driving. Analysis indicated the efficacy of the empathic interface leveraging cognitive reappraisal as an effective anxiety amelioration tool. Particularly in the self-efficacy reappraisal context, this influence influenced trust, user experience, and anxiety markers. Cumulatively, this dissertation provides key design guidelines for anxiety mitigation in automated driving, and highlights design elements pivotal to augmenting user experiences in scenarios where drivers relinquish vehicular control. / Doctor of Philosophy / An extent amount of research has uncovered how negative affect, most prominently driving anger and road rage, impairs driving performance and experience. However, as driving automation will gradually relegate drivers to the position of vehicle occupants, a need exists to identify the impact of other negative emotions on driving experience. Some research suggests that anxiety could negatively influence trust and acceptance of automation, though it is still unclear how exactly this influence changes based on user profiles nor how to adequately respond to it in a vehicle. This dissertation aims at understanding the impact of anxiety on automated driving experience and trust, and how researchers can apply empathic interface design to mitigate its effects. A series of studies evaluated the impact of anxiety in automated driving, user concerns and needs in anxious driving situations, and the influence of an empathic interface seeking anxiety mitigation in automated driving. The voice-agent enabled interface that used cognitive reappraisal had a significant impact on user experience and trust in automated vehicles.
778

Development of evaluation method for visual design with multivariate statistical techniques / Ανάπτυξη μεθόδου αξιολόγησης του σχεδιασμού διεπιφάνειας χρήστη με πολυπαραμετρικές στατιστικές τεχνικές

Παπαχρήστος, Ελευθέριος 14 October 2013 (has links)
The main goal of this thesis is to propose an evaluation method for visual interface design and more specifically for website design. The proposed visual design evaluation method is an adaptation of Preference Mapping (PM) techniques. It is based on overall preference ratings after multiple comparisons of alternative designs and on various multivariate statistical techniques for the analysis, visualization and interpretation of the resulting data. The suitability of the approach for visual interface design evaluation has been explored in four case studies involving overall 149 participants judging 51 websites. In each case study a different website domain was explored in order to examine whether the importance of certain design characteristics is context specific. Heterogeneity in preferences and perceptions was also studied showing that average construct scores are only representative for subsections of the participant sample. In order to aid the preference interpretation process additional data about study websites have been collected from three distinct sources: a) Subjective construct ratings provided by the participants after preference evaluation b) Descriptive attribute ratings obtained from trained expert panel on the same websites c) Objective measures of visual characteristics of the websites In each case study the potential of these types of measurements to explain preference variance has been investigated individually and in combination. The results showed that depending on the characteristics of each case study varying combinations of these types of data had the best explanatory power. A variety of methods (e.g. Internal and External PM) and statistical techniques (e.g. Principal Component Analysis (PCA), Generalized Procrustes Analysis (GPA) and Partial Least Squares (PLS)) have been used in order to summarize and visualize participant preference data of all case studies. In general, the method proposed in this thesis has several advantages over other visual design evaluation methods as for example use of standardized questionnaires. The method is flexible and can be used in various stages of design development but most importantly it allows for the identification of important visual design characteristics without ignoring the diversity that exist both among users and among website domains. These advantages have been demonstrated in the visual design evaluation studies presented in this thesis involving websites from four distinct domains. / Ο στόχος της παρούσας διατριβής είναι η πρόταση και ανάπτυξη μεθόδου αξιολόγησης διεπιφανειών χρήστη που θα λαμβάνει υπόψη τόσο τα αντικειμενικά χαρακτηριστικά σχεδιασμού, όσο και την υποκειμενική διάσταση που διέπει αξιολογήσεις με επίκεντρο τον χρήστη. Για την επίτευξη του στόχου αυτού αναπτύχθηκε μέθοδος αξιολόγησης, η οποία βασίζεται στην συγκριτική αξιολόγηση εναλλακτικών σχεδιασμών κατά την φάση συλλογής δεδομένων και στην χαρτογράφηση προτίμησης κατά την φάση ανάλυσης αποτελεσμάτων. Για την διερεύνηση της καταλληλότητας της προτεινόμενης μεθόδου αξιολόγησης, διεξήχθησαν τέσσερις μελέτες περίπτωσης κατά τις οποίες αξιολογήθηκαν συνολικά 51 ιστοσελίδες από 149 αξιολογητές. Κάθε μελέτη περίπτωσης διερευνούσε διαφορετική κατηγορία ιστοσελίδων και διαφορετικά σενάρια χρήσης της μεθόδου (π.χ. φάση προδιαγραφών, αξιολόγηση πρωτοτύπων κ.α.), έτσι ώστε να αξιολογηθεί η δυνατότητα της μεθόδου να εφαρμοστεί σε διαφορετικές συνθήκες. Σημαντικό πλεονέκτημα της προτεινόμενης μεθόδου είναι η δυνατότητα αναγνώρισης ετερογένειας απόψεων του δείγματος, η οποία σε άλλες μεθόδους αξιολόγησης θεωρείται θόρυβος στα δεδομένα και παραβλέπεται. Τα αποτελέσματα των αξιολογήσεων αναδεικνύουν σημαντική ετερογένεια αλλά και σχετική συμφωνία στις προτιμήσεις και αντιλήψεις των συμμετεχόντων. Με στόχο την ερμηνεία των αποτελεσμάτων από τα πειράματα αξιολόγησης διερευνήθηκαν τρεις πηγές δεδομένων πέρα από τις ταξινομήσεις προτίμησης από τους συμμετέχοντες σε όλες τις μελέτες περίπτωσης: α) αξιολογήσεις βάσει υποκειμενικών χαρακτηριστικών από τους ίδιους τους συμμετέχοντες που ταξινόμησαν τις ιστοσελίδες με βάση την προτίμηση τους β) αξιολογήσεις περιγραφικών και αντικειμενικών σχεδιαστικών χαρακτηριστικών από ομάδα εκπαιδευμένων εμπειρογνωμόνων γ) Αντικειμενικές μετρήσεις σχεδιαστικών χαρακτηριστικών με αυτόματα και ημιαυτόματα εργαλεία αναγνώρισης εικόνας Η δυνατότητα να ερμηνευτούν οι προτιμήσεις των χρηστών με την βοήθεια αυτών των πηγών δεδομένων, διερευνήθηκε ξεχωριστά αλλά και σε συνδυασμό σε κάθε μελέτη περίπτωσης. Στόχος ήταν να αποτιμηθεί η δυνατότητα συσχέτισης δεδομένων που διακατέχονται από διαφορετικά επίπεδα υποκειμενισμού με τις προτιμήσεις των συμμετεχόντων. Ιδανικά, θα αρκούσαν αντικειμενικές μετρήσεις και δεν θα επιβαρύνονταν οι χρήστες με επιπλέον βαθμολογήσεις των διεπιφανειών. Τα αποτελέσματα όμως έδειξαν ότι ένας συνδυασμός αντικειμενικών και υποκειμενικών χαρακτηριστικών ήταν ο βέλτιστος για την επιτυχή ερμηνεία των προτιμήσεων των χρηστών. Η μέθοδος αξιολόγησης που προτείνεται στα πλαίσια αυτής της διατριβής παρουσιάζει συγκριτικά πλεονεκτήματα σε σχέση με την χρήση τυποποιημένων ερωτηματολόγιων που είναι η επικρατέστερη μέθοδος στον χώρο της επικοινωνίας ανθρώπου υπολογιστή. Τα πλεονεκτήματα αυτά σχετίζονται κυρίως με την ευελιξία της μεθόδου και γίνονται εμφανή στις μελέτες αξιολόγησης που διεξήχθησαν με στόχο την εφαρμογή της μεθόδου για την αξιολόγηση ιστοσελίδων που ανήκουν σε τέσσερα διαφορετικά πεδία εφαρμογής.
779

Hipertexto e Groupware: diretrizes para a criação da rede virtual de aprendizagem PPGCI.NET do Programa de Pós-Graduação em Ciência da Informação-UFPB

Leandro, Heloísa Cristina da Silva 15 July 2010 (has links)
Made available in DSpace on 2015-04-16T15:23:49Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1329050 bytes, checksum: 3d1d6e7fc6769d052a7e3538858c2e6f (MD5) Previous issue date: 2010-07-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The need for information organization imposed by the increasing informational bulk rouses treatment measures by professionals among the most diverse information systems, such as archives, libraries, documentation centers, museums, and others. In society, nowadays, the exarcebated volume of the connective input of social, cultural, economic and technological wealth, which refers to information, requires that countries promote measures that go far beyond the physical space found in such systems so as to get into the virtual world. Intellectual technologies, then, come into action as a solution concerning the increasing informational flow, among them, the digital hypertext as a technology for the organization, management as well as communication of informational blocks; and groupware blog, chat and discussion lists as those ones capable of stimulating users to both individual and collective intelligence in the context of virtual learning nets. The overall aim is directed to the analysis of the digital hypertext as a technology targeted on information management and organization in the perspective of information communication. The specific ones cover the creation of a study group involving professors, researchers and Master students on areas like Management, Computer Science and Information Science, with the purpose of discussing interdisciplinary relations; the elaboration of guidelines for the production of the Virtual Learning Net's prototype PPGCI.NET, of the Postgraduate Program on Information Science/UFPB, by means of the relation digital hypertext -groupware blog, chat and discussion list; and the investigation into digital hypertext in the perspective of organization and management for information communication as regards to the guidelines for the development of the Virtual Learning Net PPGCI.NET. The methodological features as to method types, research, objective, gathering procedures and data nature correspond, respectively, to the following ones: research-action method, practical research or research-action, participant research, exploratory research and qualitative one. The substantiated plurality of theoretical voices - throughout the research - also includes the methodological analysis of the Hypertextus Study Group's discussions, of the students' - the ones who are representative of the Postgraduate Program on Information Science/UFPB, and of the volunteered participation of an Information Science professional. The aspects, described above, represent only some links of such an untiring web of investigation called hypertext. / A necessidade de organizar a informação imposta pela crescente massa informacional impulsiona medidas de tratamento pelos profissionais nos mais variados sistemas de informação, como arquivos, bibliotecas, centros de documentação, museus, etc. Na sociedade atual, o volume exacerbado do insumo conector de riqueza cultural, econômica, social e tecnológica que é a informação, exige que países promovam medidas que vão além do espaço físico encontrado nesses sistemas para adentrarem no mundo virtual. As tecnologias intelectuais entram em cena como uma solução diante do crescente fluxo informacional, entre elas o hipertexto digital como uma tecnologia para a organização, gestão e comunicação de blocos informacionais, e os groupware blog, chat e lista de discussão como aqueles capazes de estimular nos usuários as inteligências individual e coletiva no contexto das redes virtuais de aprendizagem. O objetivo geral refere-se à análise do hipertexto digital como uma tecnologia intelectual voltada para a gestão e organização da informação na perspectiva da comunicação da informação. Já os específicos abrangem a criação de um grupo de estudo envolvendo professores, pesquisadores e mestrandos das áreas de Administração, Ciência da Computação e Ciência da Informação, com a finalidade de discutirmos as relações interdisciplinares; a elaboração de diretrizes para a criação do protótipo da Rede Virtual de Aprendizagem PPGCI.NET, do Programa de Pós-Graduação em Ciência da Informação/UFPB, a partir da relação hipertexto digital groupware blog, chat e lista de discussão; e a investigação do hipertexto digital na perspectiva da organização e gestão para a comunicação da informação no que diz respeito às diretrizes para a criação da Rede Virtual de Aprendizagem PPGCI.NET. As caracterizações metodológicas quanto aos tipos de método, pesquisa, objetivo, procedimentos de coleta e natureza dos dados correspondem, respectivamente, aos seguintes: método pesquisa-ação, pesquisa prática ou pesquisa-ação, exploratória, pesquisa participativa, e qualitativa. A pluralidade de vozes teóricas fundamentada no decorrer da pesquisa também engloba a análise metodológica das discussões do Grupo de Estudo Hipertextus, dos discentes representantes do Programa de Pós- Graduação em Ciência da Informação/UFPB e da participação voluntária de um profissional da área Ciência da Computação. Os pontos delineados acima representam apenas alguns links desta insaciável teia de investigação chamada hipertexto.
780

Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessen

Bergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.

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