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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.
441

Kosminio žingsninio strateginio žaidimo kūrimas. Aukšto lygio objektų atvaizdavimo interfeiso funkcijų kūrimas / Development of Turn-Based Space Strategy Game. Development of High Level Objects Visualization Interface functions

Blaževičius, Aurimas 04 August 2011 (has links)
Darbas skirtas sukurti kuriamam kosminiam žingsniniam strateginiam žaidimui reikalingas grafinio varikliuko statinės dalies aukšto lygio objektų atvaizdavimo funkcijas, kurios bus naudojamos žaidimo vartotojo sąsajos vaizdo langų realizavimui. Buvo išanalizuotas „3D Orion“ žaidimo modelis ir suprojektuota grafinio varikliuko statinė dalis su jos realizacijai skirtais funkcijų prototipais. Funkcijų prototipai suskirstyti į atskiras klases ir realizuoti. / The purpose of this work is to create a high level objects visualization interface functions for turn-based space strategy game graphic user interface viewports. The analysis of “3D Orion” game model was made and designed graphic engines static part, with functions prototypes for its realization. Functions prototypes specified to different classes and developed.
442

Vartotojo sąsajos efektyvumo įvertinimų tyrimas / User interface efficiency evaluation research

Valenta, Artūras 26 August 2013 (has links)
Šiuo tyrimu siekiama išanalizuoti populiariausių vartotojo sąsajos tyrimų metodus ir įvertinti juos įvairiais aspektais bei nustatyti jų taikymo atvejus. Taip pat suprojektuoti eksperimentinę erdvę ir atlikti tyrimą su vienu iš vartotojo sąsajos tyrimo metodu. Išanalizuoti rezultatus ir juos palyginti su panašiu vartotojo sąsajos tyrimo metodu. Galiausiai ieškosime būdų pagerinti šio metodo tikslumui. Analizės metu buvo įvertinta 15 vartotojo sąsajos metodų. Remiantis žiniomis įgautomis atliekant literatūros analizę apie vartotojo sąsajos tyrimų atlikimo eigą ir vertinimo parametrus buvo atliktas eksperimentas, kurio tikslas ištirti pelės sekimo tikslumą lyginant su akių sekimo metodo tikslumu. Išaiškinus priežastis lemiančias pelės sekimo metodo tikslumą, jas pašalinome ir pakartojome eksperimentą. Atlikus eksperimentus paaiškėjo, kad pagrindinis veiksnys lemiantis pelės sekimo metodo tikslumą yra dalyvių pasyvumas, o dalyvius informavus apie pelės judinimo būtinybę kartu su akių judesiais, užfiksuotas šio metodo tikslumo padidėjimas iki 47% - 77%. / In this research we are going to analyze most popular user interface research methods and evaluate them in different aspects and determinate their use of cases. In addition, create experimental space for one of the user interface methods research. Analyze results and compare with similar method. Lastly, we will look for solutions to increase its accuracy. 15 user interface research methods were evaluated in analyze stage. From gathered knowledge about user interface research methods and evaluation parameters, experiment was performed. His purpose was to evaluate mouse tracking accuracy as user interface method and compare it with eye tracking method. After causes for its accuracy were found, they were removed and repeated the experiment. After conducting the experiment we found out that the main factor in mouse tracking accuracy is user's inability to move mouse actively. After asking experiment participants to sync their eyes movement with mouse movements we witnessed 47% - 77% accuracy comparing with eye tracking method.
443

The development of a single nucleotide polymorphism database for forensic identification of specified physical traits

Alecia Geraldine Naidu January 2009 (has links)
<p>Many Single Nucleotide Polymorphisms (SNPs) found in coding or regulatory regions within the human genome lead to phenotypic differences that make prediction of physical appearance, based on genetic analysis, potentially useful in forensic investigations. Complex traits such as pigmentation can be predicted from the genome sequence, provided that genes with strong effects on the trait exist and are known. Phenotypic traits may also be associated with variations in gene expression due to the presence of SNPs in promoter regions. In this project, the identification of genes associated with these physical traits of potential forensic relevance have been collated from the literature using a text mining platform and hand curation. The SNPs associated with these genes have been acquired from public SNP repositories such as the International HapMap project, dbSNP and Ensembl. Characterization of different population groups based on the SNPs has been performed and the results and data stored in a MySQL database. This database contains SNP genotyping data with respect to physical phenotypic differences of forensic interest. The potential forensicrelevance of the SNP information contained in this database has been verified through in silico SNP analysis aimed at establishing possible relationships between SNP occurrence and phenotype. The software used for this analysis is MATCH&trade / .</p>
444

Design and Evaluation of a Context-aware User-interface for Patient Rooms

Bhatnagar, Manas 21 November 2013 (has links)
The process of patient care relies on clinical data spread across specialized hospital departments. Powerful software is being designed to assimilate this disconnected patient data before treatment can be decided. However, these data are often presented to clinicians on interfaces that do not fit clinical workflows, leading to poor operational efficiency and increased patient safety risks. This project relies on ethnographic design methods to create evidence of clinician preferences pertaining to the presentation and collection of information on user interfaces in patient rooms. Using data gathered in clinical observation, a prototype interface was designed to enable doctors to conduct clinical tasks through a usable patient room interface. The prototype evaluation with doctors identified clinical tasks that are relevant in the patient room and provided insight into the perceived usability of such an interface. The evaluation sessions also elucidated on issues of patient-centeredness in technology design, effortless authentication and interface customizability.
445

WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design

Yang, Grant 01 January 2015 (has links)
The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
446

The Potential for Augmented Reality to Bring Balance betweenthe Ease of Pedestrian Navigation and the Acquisition of Spatial Knowledge

Wen, James January 2014 (has links)
Being completely lost in an unfamiliar environment can be inconvenient, stressful and, at times, even dangerous. Maps are the traditional tools used for guidance but many people find maps difficult to use. In recent years, new tools like outdoor Augmented Reality (AR) have become available which allow virtual navigation cues to be directly overlaid on the real world, potentially overcoming the limitations of maps. However, it has been hypothesized that lower effort invested in processing navigation guidance may lead to diminished spatial knowledge (SK) thereby making users of such navigation tools far more vulnerable to getting lost should the tools fail for any reason. This thesis explores the research question of how AR and maps compare as tools for pedestrian navigation guidance as well as for SK acquisition and if there is a potential for AR tools be developed that would balance the two. We present a series of studies to better understand the consequences of using AR in a pedestrian navigation tool. The first two studies compared time-on-task performance and user preferences for AR and Map navigation interfaces on an outdoor navigation task. The results were not aligned with expectations, which led us to build a controlled testing environment for comparing AR and map navigation. Using this simulated setting, our third study verified the assumption that AR can indeed result in more efficient navigation performance and it supported the hypothesis that this would come at the cost of weaker SK. In our fourth study, we used a dual task design to compare the relative cognitive resources required by map and AR interfaces. The quantitative data collected indicated that users could potentially accept additional workload designed to improve SK without incurring significantly more effort. Our fifth and final study explored an interface with additional AR cues that could potentially balance navigation guidance with SK acquisition. The contributions of this thesis include insights into performance issues relating to AR, a classification of user types based on navigation tool usage behavior, a testbed for simulating perfect AR tracking in a virtual setting, objective measures for determining route knowledge, the capacity that pedestrian navigation tool users may have for performing additional tasks, and guidelines that would be helpful in the design of pedestrian navigation tools.
447

Unobtrusive interaction design in extreme sports : What aspects are important to consider when designing an unobtrusive interaction for wearable devices in extreme sports?

Redondo Ruiz, Daniel January 2014 (has links)
This paper is a study of the aspects that are important to consider when designing an unobtrusive interaction for wearable devices in the area of extreme sports. The work is based on an analytical study of seemly-unrelated areas with the common facet that they all call for an unobtrusive interaction in their devices. The findings of the analysis conclude that it is necessary a change of direction in the design because it is not possible to design an unobtrusive interaction that relies on active manipulation. Activity theory and affective computing present theoretical principles with the potential to be used as a framework for HCI and solve the mentioned issues. Finally, I design the user interface of a specific case in the areas of mountain biking and skiing to use it as design-oriented research. An essential aspect of this case is the use of expert feedback and video simulations to drive the design process. Another important point is the definition of the situations and variables that will be observed by the system to adapt itself so it is able to continue being unobtrusive and helpful through the changes.
448

Utformning av grafiska ikoner : En studie om ikonattributens betydelse / The design of graphic icons : A study of the importance of icon attributes

Göransson, Petra, Kongo, Maija January 2014 (has links)
Denna undersökning syftar till att undersöka vilka attribut som ska tas hänsyn till vid skapande av ikoner. Undersökningen utgår från en taiwanesisk undersökning där attribut har identifierats och undersökts med hjälp av grafiska designers. Som grund för ikonförståelse appliceras semiotik och Charles Sanders Peirces triadiska modell på ikoner. Intervjuer och enkäter har utförts för att rangordna attribut, samt diskutera dess relevans vid ikonskapande. Resultatet visar att kontext (kultur, ikonens placering, medium etc.) och målgrupp har mycket stor betydelse vid ikonskapande och respondenterna uppvisade därför svårigheter med att rangordna attributen. / This study aims to investigate what attributes to take into consideration when designing computer icons. The study is based on a Taiwanese study where attributes are identified and investigated by Taiwanese graphic designers. The theoretical basis is semiotics, Charles Sanders Peirces triad model in particular, applied on icons. Interviews and surveys has been executed to rate attributes as well as discussing their relevance to icon design. The results shows that context (culture, the placement of the icon, medium etc.) and target group is a high priority when creating icons and the respondents showed difficulties with rating the attributes.
449

Learning about user interface design through the use of user interface pattern languages : a thesis dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, New Zealand

Todd, Elisabeth-Ann Gynn January 2010 (has links)
The focus of this research is to investigate the potential of user interface (UI) pattern languages in assisting students of Human Computer Interaction (HCI) to learn the principles of UI design. A graphical representation named a UI-pattern model was developed. It arose from the evaluation of four existing pattern languages. The UI-pattern model is an enhanced form of UI pattern list that represents a specific UI. It was recognised that the UI-pattern model has the potential to help students learn about pattern language structure. It was also realised that UI-pattern modelling can be used to incrementally improve pattern languages through the generative process proposed by Alexander (1979). A UI pattern language Maturity Model (UMM) has been developed. This model can be used by educators when selecting and/or modifying existing UI pattern languages so that they are more appropriate for student use. A method for developing detailed UI designs that utilises a UI pattern language has been developed with the aim of providing students with an ‘authentic’ real-world UI design experience, as envisaged by constructivist educational theory (Jonassen 1999). This UI design method (TUIPL) guides the students’ development of user interface conceptual models. To establish the authenticity of TUIPL three case studies were undertaken out with developers who had differing levels of UI design experience. A series of studies investigated how HCI students used TUIPL to guide the development of UI-pattern models and canonical abstract prototypes. The studies also ascertained the students’ views on using three different forms of UI pattern (illustrated, narrative and diagrammed). Data was collected by observation, questionnaires and completed exercises. The results indicate that the students developed an understanding of pattern language structure, were positive about their experience building UI-pattern models and canonical abstract prototypes, and that patterns aided communication. The learning outcomes were encouraging and students responded positively to using a UI pattern language.
450

Mobile phone based remote monitoring system

Liu, Danyi January 2008 (has links)
This thesis investigates embedded databases and graphical interfaces for the MicroBaseJ project. The project aim is the development of an integrated database and GUI user interface for a typical 3G, or 2.5G, mobile phone with Java MIDP2 capability. This includes methods for data acquisition, mobile data and information communication, data management, and remote user interface. Support of phone delivered informatics will require integrated server and networking infrastructure research and development to support effective and timely delivery of data for incorporation in mobile device-based informatics applications. A key research and development (R&D) challenge is to support effective and timely delivery of data for incorporation in mobile device-based informatics applications. Another important aspect of the project is determining how to develop efficient graphics for the small mobile screen. The research investigates and analyses the architecture of a mobile monitoring system. The project developed a generic solution that can be implemented in a number of commercial sectors, such as horticulture, building management and pollution/water management. The developed concept is tested using data relevant to the horticultural area of application. The system also addresses the main issues related to mobile monitoring, including real-time response, data integrity, solution cost, graphical presentation, and persistent storage capabilities of modern mobile devices. Four embedded databases based on J2ME have been investigated. Two of the four have been evaluated and analysed. The Insert function, Sequence Search, and Random Search of Perst List and RMS (Record Management System) databases have been tested. The size of the processed data was limited to 20,000 records when using the wireless toolkit simulator, and 11,000 records when using a mobile phone. Perst Lite reflects good performance and has out-performed RMS in all tests. User interface software such as J2ME Polish for mobile phones has been investigated. Custom J2ME class for graphical interface is developed. This provides the graphical presentation of the data collected from the sensors; including temperature, wind speed, wind direction, moisture, and leaf wetness. The graphical interface, bar charts, and line charts with trace ball for collected data have been designed and implemented. The embedded database performance and project performance have been investigated and analysed. The performances of Perst Lite and RMS are evaluated in terms of the insert, sequence search, and random search functions based on simulation and real devices. The record numbers vary from 1,000 to 20,000. The project performance contains data receiving and storage, and data presentation and configuration. The performance of data storage and configuration can be negated due to the running mode and the response time. Thus, data presenting performance is the key focus in this project. This performance was divided into the categories of initial, data search, data selection, and charting. The initial performance includes the initialisation of the project parameters, and the reaching of the welcome interface. Data search performance refers to the retrieval of the specified data from the embedded database, measured on 48 data points, which only can be presented on the mobile screen from the retrieved data. These four performance types are measured in thousands of record numbers, varying from 1,000 to 18,000 record numbers, with the retrieved data range varying from 1 day to 30 days.

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