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結合實體物件與行動載具之開發套件設計 / A Tangible UI Toolkit for Capacitive Touch Devices黃奕誠 Unknown Date (has links)
過去,感知物件的互動方式大多發展於大型互動桌上,其技術主要是採用影像辨識來進行互動偵測,隨著平板的普及,我們希望能將大型互動桌的實體互動體驗帶到平板世界,然而現今平板使用之電容式觸控技術有別於大型互動桌之影像偵測技術,無法直接應用影像式的物件辨識方法,因此設計出一套結合平板電腦與感知物件的開發工具,目的是要讓互動設計的開發者能夠快速開發感知物件的互動模式。
而電容式實體互動物件設計較為複雜,對於互動設計的開發者而言,要去製作、開發這些互動物件不論是在電路或是實體物件都是有一定的難度,並不是所有的開發者都擁有相關的背景或是資源。而為了讓原型製作更加的簡單在軟體上我們設計了一套SDK,在硬體上結合了樂高積木和導電的膠帶,不僅製作快速、成本低,在組裝上也能擁有一致的規格以減少誤差的發生。藉由其底座組合方式的差異也就代表著不同的感知物件。因此開發者只需套用我們所設計的SDK就可以將原有的作品加上實體互動物件的互動模式。 / The Tangible User Interface (TUI) has been widely adopted on interactive tabletops by using optical sensing techniques and fiducial markers. With the huge growth of smartphone and tablet market, we hope to expand the tangible interaction experience to the off-the-shelf touch devices. However, most touch devices use capacitive sensing techniques that can only detect human fingers. We create a tangible hardware toolkit base on capacitive touch devices so developers can use it to build tangible interactions in a fast way. We put conductive adhesive tape on LEGO blocks to form an identifiable footprint. The footprint could be attached onto a tangible object. And the pattern of the footprint could be easily arranged to represent different identities. We also provide a flash SDK that can be quickly integrated into a developer’s project and then enable tangible interactions. We expect our hardware toolkit and software SDK can benefit more developers to create tangible UI applications on the capacitive touch devices.
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Human-Robot Interaction for Semi-Autonomous Assistive Robots : Empirical Studies and an Interaction Concept for Supporting Elderly People at Home / Människa-robotinteraktion för semi-autonoma robotar : Empiriska studier och ett interaktionskoncept för att stödja äldre i hemmiljöMast, Marcus January 2014 (has links)
The research addresses current shortcomings of autonomous service robots operating in domestic environments by considering the concept of a semi-autonomous robot that would be supported by human remote operators whenever the robot cannot handle a task autonomously. The main research objective was to investigate how to design the human-robot interaction for a robotic system to assist elderly people with physical tasks at home according to this conceptual idea. The research procedure followed the principles of human-centered design and is structured into four phases: In the first phase, the context of use of the system to be designed was determined. A focus group study yielded characteristics and attitudes of several potential user groups. A survey determined the demands of elderly people and informal caregivers for services a semiautonomous assistive robot may provide. An ethnographic study investigated the living conditions of elderly people and determined technical challenges for robots operating in this type of environment. Another ethnographic study investigated the work environment in teleassistive service centers and determined the feasibility of extending their range of services to incorporate robotic teleassistance. In the second phase, two studies were carried out to understand the interaction requirements. The first study determined common types of failure of current autonomous robots and required human interventions to resolve such failure states. The second study investigated how the human assistance could be provided considering a range of potential interaction devices. In the third phase, a human-robot interaction concept with three user groups and dedicated user interfaces was designed. The concept and user interfaces were refined in an iterative process based on the results of evaluations with prospective users and received encouraging results for user satisfaction and user experience. In the fourth and final phase the utility of two specific user interface features was investigated experimentally. The first experiment investigated the utility of providing remote operators with global 3D environment maps during robot navigation and identified beneficial usage scenarios. The second experiment investigated the utility of stereoscopic display for remote manipulation and robot navigation. Results suggested temporal advantages under stereoscopic display for one of three investigated task types and potential advantages for the other two. / Forskningen behandlar problem med autonoma robotar som agerar i hemmiljö. Specifikt studeras konceptet semi-autonoma robotar, vilket innebär att robotarna stöds av mänskliga operatörer när de inte klarar uppgifter på egen hand. Syftet med forskningen är att undersöka design av människa-robotinteraktion för robotsystem som stöder äldres behov av hjälp med fysiska uppgifter i hemmiljö. Forskningen är användarcentrerad och har strukturerats i fyra faser: I den första fasen undersöktes användarkontexten för systemet. I en fokusgruppsstudie utforskades karakteristika och attityder för flera potentiella användargrupper. Kraven på en semi-autonom robot för att assistera äldre och informella vårdgivare fastställdes. En enkätstudie undersökte levnadsvillkor hos äldre för att utforska tekniska utmaningar dessa omgivningar ställer på robotar. En etnografisk studie undersökte arbetskontexten på servicecenter för teleassistans och undersökte genomförbarhet i att utöka tjänsteutbudet till att även inkludera teleassisterade robotar. I den andra fasen utfördes två studier för att få kunskap om interaktionskrav. Den första studien fastställde vanliga typer av fel som inträffar med nuvarande typer av autonoma robotar och de typer av mänsklig assistans som krävs för att hantera dessa fel. Den andra studien undersökte hur mänsklig assistans kan utformas givet en repertoar av potentiella interaktionsanordningar. I den tredje fasen utformades ett interaktionskoncept för människa-robot interaktionen för tre användargrupper med dedicerade gränssnitt. Koncepten och användargränssnitten förfinades i en iterativ process baserat på resultat från utvärderingar med tänkta användare, och resulterade i uppmuntrande resultat vad gäller användarnas uppskattning och tillfredsställelse. I den fjärde och sista fasen studerades nyttan hos två specifika gränssnitt experimentellt. Det första experimentet undersökte nyttan med att ge operatörer på distans globala 3D-kartor under robotnavigeringen och identifierade användarscenarier där detta kan utnyttjas. Det andra experimentet undersökte nyttan med en stereoskopisk display för att manipulera och navigera roboten på distans. Resultaten visar på temporala fördelar med stereoskopisk display för en av tre undersökta uppgiftstyper och potentiella fördelar för de andra två.
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Designing a dynamic thermal and energy system simulation scheme for cross industry applications / W. BouwerBouwer, Werner January 2004 (has links)
The South African economy, which is largely based on heavy industry such as minerals
extraction and processing, is by nature very energy intensive. Based on the abundance of coal
resources, electricity in South Africa remains amongst the cheapest in the world. Whilst the
low electricity price has contributed towards a competitive position, it has also meant that our
existing electricity supply is often taken for granted. The economic and environmental
benefits of energy efficiency have been well documented. Worldwide, nations are beginning
to face up to the challenge of sustainable energy - in other words to alter the way that energy
is utilised so that social, environmental and economic aims of sustainable development are
supported.
South Africa as a developing nation recognises the need for energy efficiency, as it is the most
cost effective way of meeting the demands of sustainable development. South Africa, with its
unique economic, environmental and social challenges, stands to benefit the most from
implementing energy efficiency practices. The Energy Efficiency Strategy for South Africa
takes its mandate from the South African White Paper on Energy Policy. It is the first
consolidated governmental effort geared towards energy efficiency practices throughout
South Africa. The strategy allows for the immediate implementation of low-cost and no-cost
interventions, as well as those higher-cost measures with short payback periods. An initial
target has been set for an across sector energy efficiency improvement of 12% by 2014.
Thermal and energy system simulation is globally recognised as one of the most effective and
powerful tools to improve overall energy efficiency. However, because of the usual extreme
mathematical nature of most simulation algorithms, coupled with the historically academic
environment in which most simulation software is developed, valid perceptions exist that
system simulation is too time consuming and cumbersome. It is also commonly known that
system simulation is only effective in the hands of highly skilled operators, which are
specialists in their prospective fields. Through previous work done in the field, and the design
of a dynamic thermal and energy system simulation scheme for cross industry applications, it
was shown that system simulation has evolved to such an extent that these perceptions are not
valid any more.
The South African mining and commercial building industries are two of the major
consumers of electricity within South Africa. By improving energy efficiency practices within
the building and mining industry, large savings can be realised. An extensive investigation of
the literature showed that no general suitable computer simulation software for cross industry
mining and building thermal and energy system simulation could be found. Because the
heating, ventilation and air conditioning (HVAC) of buildings, closely relate to the ventilation
and cooling systems of mines, valuable knowledge from this field was used to identify the
requirements and specifications for the design of a new single cross industry dynamic
integrated thermal and energy system simulation tool.
VISUALQEC was designed and implemented to comply with the needs and requirements
identified. A new explicit system component model and explicit system simulation engine,
combined with a new improved simulation of mass flow through a system procedure,
suggested a marked improvement on overall simulation stability, efficiency and speed. The
commercial usability of the new simulation tool was verified for building applications by
doing an extensive building energy savings audit. The new simulation tool was further
verified by simulating the ventilation and cooling (VC) and underground pumping system of a
typical South African gold mine. Initial results proved satisfactory but, more case studies to
further verify the accuracy of the implemented cross industry thermal and energy system
simulation tool are needed. Because of the stable nature of the new VISUALQEC simulation
engine, the power of the simulation process can be further extended to the mathematical
optimisation of various system variables.
In conclusion, this study highlighted the need for new simulation procedures and system
designs for the successful implementation and creation of a single dynamic thermal and
energy system simulation tool for cross industry applications. South Africa should take full
advantage of the power of thermal and energy system simulation towards creating a more
energy efficient society. / Thesis (Ph.D. (Mechanical Engineering))--North-West University, Potchefstroom Campus, 2005.
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Context-aware information systems and their application to health careKawasme, Luay 14 October 2008 (has links)
This thesis explores the field of context-aware information systems (CAIS). We present an approach called Compose, Learn, and Discover (CLD) to incorporate CAIS into the user daily workflow. The CLD approach is self-adjusting. It enables users to personalise the information views for different situations. The CAIS learns about the usage of the information views and recalls the right view in the right situation. We illustrate the CLD approach through an application in the health care field using the Clinical Document Architecture (CDA). In order to realise the CLD approach, we introduce Semantic Composition as a new paradigm to personalise information views. Semantic Composition leverages the type information in the domain model to simplify the user-interface composition process. We also introduce a pattern discovery mechanism that leverages data-mining algorithms to discover correlations between user information needs and different situations.
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Hydraulophones: Acoustic Musical Instruments and Expressive User InterfacesJanzen, Ryan E. 03 January 2011 (has links)
Fluid flow creates an expansive range of acoustic possibilities, particularly in the case of water, which has unique turbulence and vortex shedding properties as compared with the air of ordinary wind instruments. Sound from water flow is explained with reference to a new class of musical instruments, hydraulophones, in which oscillation originates directly from matter in its liquid state. Several hydraulophones which were realized in practical form are described. A unique user-interface consisting of a row of water jets is presented, in terms of its expressiveness, tactility, responsiveness to derivatives and integrals of displacement, and in terms of the direct physical interaction between a user and the physical process of sound production. Signal processing algorithms are introduced, which extract further information from turbulent water flow, for industrial applications as well as musical applications.
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Hydraulophones: Acoustic Musical Instruments and Expressive User InterfacesJanzen, Ryan E. 03 January 2011 (has links)
Fluid flow creates an expansive range of acoustic possibilities, particularly in the case of water, which has unique turbulence and vortex shedding properties as compared with the air of ordinary wind instruments. Sound from water flow is explained with reference to a new class of musical instruments, hydraulophones, in which oscillation originates directly from matter in its liquid state. Several hydraulophones which were realized in practical form are described. A unique user-interface consisting of a row of water jets is presented, in terms of its expressiveness, tactility, responsiveness to derivatives and integrals of displacement, and in terms of the direct physical interaction between a user and the physical process of sound production. Signal processing algorithms are introduced, which extract further information from turbulent water flow, for industrial applications as well as musical applications.
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An intuitive motion-based input model for mobile devicesRichards, Mark Andrew January 2006 (has links)
Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction.
This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action.
Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks.
Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data.
This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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Joker: um realizador de desenhos animados para linguagens formaisSouza, Diego Henrique Oliveira de 31 August 2011 (has links)
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Previous issue date: 2011-08-31 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / Using formal methods, the developer can increase software s trustiness and correctness.
Furthermore, the developer can concentrate in the functional requirements of the
software. However, there are many resistance in adopting this software development
approach. The main reason is the scarcity of adequate, easy to use, and useful tools.
Developers typically write code and test it. These tests usually consist of executing the
program and checking its output against its requirements. This, however, is not always
an exhaustive discipline. On the other side, using formal methods one might be able
to investigate the system s properties further. Unfortunately, specification languages do
not always have tools like animators or simulators, and sometimes there are no friendly
Graphical User Interfaces. On the other hand, specification languages usually have a compiler
which normally generates a Labeled Transition System (LTS). This work proposes
an application that provides graphical animation for formal specifications using the LTS
as input. The application initially supports the languages B, CSP, and Z. However, using a
LTS in a specified XML format, it is possible to animate further languages. Additionally,
the tool provides traces visualization, the choices the user did, in a graphical tree. The
intention is to improve the comprehension of a specification by providing information
about errors and animating it, as the developers do for programming languages, such as
Java and C++. / Usando m?todos formais, o desenvolvedor pode aumentar a confiabilidade e corretude
do software. Al?m disso, o desenvolvedor pode concentrar-se mais nos requisitos
funcionais. Por?m h? muita resist?ncia em se adotar essa abordagem de desenvolvimento
de software. A raz?o principal e a escassez de suporte ferramental adequado, ?til e de f?cil
utiliza??o. Os desenvolvedores normalmente escrevem o c?digo e o testam. Estes testes
geralmente consistem em checar se as sa?das est?o de acordo com os requisitos. Isto, contudo,
nem sempre e poss?vel de maneira exaustiva. Por outro lado, usando M?todos Formais
um desenvolvedor e capaz de investigar profundamente as propriedades do sistema.
Infelizmente, linguagens de especifica??o formal nem sempre possuem ferramentas como
animador ou simulador e ?s vezes n?o h? interfaces gr?ficas amig?veis. Por?m, algumas
dessas ferramentas possuem um compilador, que gera um Sistema de Transi??es Rotuladas
(LTS). A proposta deste trabalho ? desenvolver um aplicativo que fornece anima??o gr?fica para especifica??es formais usando o LTS como entrada. O aplicativo inicialmente
suporta as as linguagens B, CSP e Z. Usando o LTS em um formato XML especificado
? poss?vel animar outras linguagens formais. Adicionalmente a ferramenta disponibiliza
visualiza??o de traces, escolhas feitas pelo usu?rio, em um formato de ?rvore gr?fica. A
inten??o ? melhorar a compreens?o de uma especifica??o, fornecendo informa??es sobre
erros e animando-a, como os desenvolvedores fazem com linguagens de programa??o
como Java e C++.
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An accessible grocery store for low vision customers : Human-centered design of a universal shopping solution, with a focus on people with low visionPihl, Johan January 2018 (has links)
Around one percent of the Swedish population is defined as visually impaired and ten percent of them are classified as blind (Funka, n.d.; SRF, 2017a). A study shows that the prevalence of nearsightedness will increase to around half the population in the world in 2050 (Holden et. al., 2016). This suggests an increased need for solutions that work for people with reduced vision, not only for visually impaired but for a large group of the population. The aim of the project is to conceptualize a technological mainstream solution that supports people when shopping for groceries. The focus is on making this solution accessible for people with low vision. The project was planned based on the human-centered design process described by IDEO.org (2015), with an overall process divided into three phases: inspiration, ideation, and implementation. In the first phase, inspiration, a literature review was done, different field studies and other research methods were carried out. The outcome of the phase was three personas, two scenarios, and a design specification. During the second phase, ideation, the project scope was narrowed down – focusing on physical grocery stores (excluding online stores) and on conceptualizing a smartphone application. An ideation workshop was conducted, followed by concept creation, paper prototyping, scenario writing, user evaluations and a final concept selection. In the last phase, implementation, follow up feedback sessions were held and a simulation test of the final concept was held. Visualizations and presentation of the final concept were done. A list of summarized design principles was created, as support for further work on designing the application for low vision users. The final concept is based on a smartphone application that supports the customer through shopping list management, aisle navigation, item selection and item scanning, for a seamless customer experience for both people with full and low vision. The technology that will be utilized is Pricer AB's electronic shelf labels (ESL) with item positioning, customer navigation, and individual flashing light, combined with the grocery store online database with item descriptions and images. Here follows an example of how the interaction could look like for someone with low vision: He always prepares his shopping list before heading to the store, this way he knows the shopping will be easier for him. In the store, he gets all items on the list presented in the correct order of the store, in that way he knows what to search for. When looking for soy sauce from his shopping list he has trouble remembering where the section is, so he checks it up with the navigation. He realizes that it was just around the corner of where he just passed by. Once at the section he is presented with a list of different soy sauces in the application, matching his location, previous purchases and the soy sauce on his shopping list. He can now select the one that he prefers, and a picture of it appears on the screen, simultaneously a flashing green light appears by the item on the shelf, and he can easily and independently find the way right up to the soy sauce he wants. / Ungefär en procent av Sveriges befolkning är synskadade, och tio procent av dem är så pass gravt synskadade att de kan definieras som blinda (Funka, n.d.; SRF, 2017a). Enligt en studie förväntas närsynthet världen över att öka, och under 2050 vara uppe i hälften av jordens befolkning (Holden et. al., 2016). Detta tyder på ett ökat behov av lösningar som fungerar för personer med nedsatt syn, inte bara för synskadade utan för en stor del av befolkningen. Målet med projektet är att undersöka nuläget och behoven för synsvaga personer när de handlar mat, för att sedan kunna utveckla universell teknisk lösning som ska fungera som ett stöd när man handlar mat. Projektet planerades utifrån en människocentrerad designprocess beskriven av IDEO.org (2015), som är indelad i tre faser: inspiration, idégenereringen och genomförande. I den första fasen, inspiration, gjordes en litteraturstudie, flera fältstudier genomfördes, samt andra research metoder. Resultatet här var tre personas, två scenarion och en designspecifikation. Under den andra fasen, idégenereringen, ställdes nya avgränsningar upp för projektet – fokuset riktades nu mot den fysiska butiker (avgränsning från e-handeln) och att målet skulle vara att ta fram en smartphone-applikation. En idéworkshop genomfördes, konceptgenerering, skapande av pappersprototyper, scenarion, utvärdering med användare och ett slutligt konceptval. I sista fasen, genomförande, följdes det slutliga konceptet upp med tidigare deltagare och det slutliga konceptet testades i en simulerad studie. Visualisering och presentation av slutkonceptet gjordes. Designprinciper för utveckling av applikationer för synsvaga sammanfattades, för att fungera som stöd för vidare arbete med utveckling av konceptet. Slutkonceptet bygger på en smartphone-applikation som ska fungera som stöd för kunden, från skapandet av inköpslista, navigering i butiken, val och identifiering av varor och slutligen att scanna varan. I sin helhet skapar detta en komplett lösning i mataffären för både seende och synsvaga kunder. Tekniken som ska utnyttjas för konceptet är Pricer AB's elektroniska hyllkantsetikett-system (ESL-system) med positionering, kundnavigering samt en lysdiod på varje enskild etikett, i kombination med butikens online-databas med produktbeskrivningar och bilder på varorna. Här kommer en beskrivning av hur interaktionen med systemet kan gå till för någon som är synsvag: Han förbereder alltid sin inköpslista innan han går till affärer, eftersom han vet att det underlättar för honom. Väl i butiken får han varorna från inköpslistan presenterade i den ordningen de kommer, vilket förenklar letandeprocessen. När han letar efter sojasås som han har på listan har han svårt att komma ihåg var i butiken han hittar den, så han kollar upp det med navigeringsfunktionen. Han inser då att han missade den just bakom hörnet som han gick förbi. Väl framme vid sektionen får han en lista med olika sojasåser presenterade i applikationen, de baseras på hans position i butiken, tidigare köp och vad han har på inköpslistan. Han kan nu välja den han gillar och får då en bild på varan på sin skärm, samtidigt som en grön lampa blinkar precis där varan är placerad på hyllan. Han kan nu enkelt och självständigt plocka varan han vill ha från hyllan.
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En jämförelse mellan native-, hybrid- och webbapplikationer : En undersökning om applikationernas prestandaskillnader i användargränssnittet. / A comparison between native, hybrid and web applications : A study of the applications performance differences in the user interface.Dahlquist, Victoria January 2018 (has links)
Sammanfattning Syfte - Syftet med studien är att undersöka vilka parametrar som kan komma att påverka applikationens rendering av användargränssnittet samt hur den skiljer sig i webbapplikation, hybridapplikation och nativeapplikation. Denna undersökning har för avsikt att besvara följande frågeställningar: 1. Vilka parametrar kan påverka rendering av användargränssnittet på en mobil applikation? 2. Hur skiljer sig renderingen av användargränssnittet hos webbapplikation, hybridapplikation och nativeapplikation? Metod - Studien använder sig av en litteraturstudie för att besvara första frågeställningen och en experimentell studie där en hypotes samt förutsägelse formuleras och testas för att besvara andra frågeställningen. Resultat – Resultatet från studien visar att nativeapplikationen inte alltid ger bättre prestanda vid utförande av samma uppgifter gentemot motsvarande webb- och hybridapplikation. Webbapplikationen hade genomgående bäst prestanda i användargränssnittet, medan hybridapplikation ofta gav sämre prestanda än de motsvarande applikationstyperna. Implikationer - Studien bidrar till att utvidga kunskapen inom native-, hybrid- och webbapplikationers prestanda i användargränssnittet och kan ge företag samt utvecklare referensdata att grunda deras val av applikationstyp på. Studien påvisar att alla applikationstyper är värda att överväga, men webb- och nativeapplikationen presterade något bättre. Begränsningar - Inga långtidstester kunde jämföras eftersom ADB inte läser av grafiskdata för webbapplikationer och Chrome DevTools inte kan utföra långa tester. / Abstract Purpose – The purpose of this thesis is to examine which parameters may affect application rendering of the user interface and how it differs in web application, hybrid application and native application. This thesis intends to answer the following research questions: Which parameters can affect the rendering of the user interface on a mobile application? How does the rendering of the user interface differ from web application, hybrid application and native application? Method – The study uses a literature study to answer the first research question and uses an experimental study in which a hypothesis and prediction are formulated and tested to answer the second research question. Results – The result of the study shows that the performance of the native application’s user interface does not always perform better when performing the same task as the corresponding web and hybrid application. The web application in general had the best performance in the user interface, while hybrid application often performed inferior to the corresponding application types. Implications – The study contributes to extend the knowledge of native application’s, hybrid application’s and web application’s performance in the user interface, and can give companies and developers reference data to base their decision on the choice of application type. The study shows that all application types are worth considering, but the web and native application performed slightly better. Limitations – No long-term tests could be compared because ADB does not read graphical data for web applications and Chrome DevTools cannot perform long running tests.
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