Dissertations / Theses on the topic 'Automatic generation of user interface'

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1

Dewan, Prasun. "Automatic generation of user interfaces." Madison, Wis. : University of Wisconsin-Madison, Computer Sciences Dept, 1986. http://catalog.hathitrust.org/api/volumes/oclc/14706019.html.

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FERREIRA, EDUARDO DE OLIVEIRA. "AUTOMATIC GENERATION OF USER INTERFACE TEST SUITES SPECIFIED BY USE CASES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2013. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=23277@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Espera-se que o desenvolvimento de suítes de teste a partir de modelos possa contribuir substancialmente para a redução do esforço humano e aumentar a eficácia dos testes gerados. Entende-se por eficácia (ideal) dos testes o percentual de defeitos existentes encontrados a partir desses testes. Uma grande parte dessas técnicas baseia-se em máquinas de estado e quase sempre estão voltadas para o teste de funcionalidade. Entretanto, existe a necessidade de se poder testar sistemas altamente interativos, tais como smartphones e tablets, a partir de uma descrição de sua interface humano-computador. O objetivo da dissertação é efetuar uma primeira avaliação de uma técnica voltada para a geração de suítes de teste visando o teste de interfaces gráficas. Para tal,desenvolvemos e avaliamos a eficácia de uma ferramenta, chamada Easy, que utiliza casos de uso tabulares e máquina de estados para a geração automática da suíte de testes. Os casos de uso são descritos em linguagem natural restrita. A partir dessa descrição, a ferramenta constrói uma máquina de estado e, a seguir, a utiliza para gerar cenários. Por construção os cenários estarão em conformidade com os casos de uso. Cada cenário corresponde a um caso de teste. Os cenários são apresentados ao usuário em linguagem natural restrita, permitindo a visualização destes antes da geração dos scripts finais de testes. Os scripts gerados são destinados a uma ferramenta de execução automatizada voltada para o teste de interfaces gráficas. Neste trabalho, utilizou-se a ferramenta UI Automation, responsável pela execução de testes em aplicações destinadas ao iOS, sistema operacional de iPhone, iPad e iPod Touch. A eficácia do processo foi avaliada em uma aplicação real, disponível na loja virtual de aplicativos App Store. Além disso, foram realizados testes de IHC afim de avaliar a influência no custo da produção da suíte de teste.
It is expected that the development of test suites from models can contribute substantially to reducing the human effort and to increase the effectiveness of the generated tests. Means for tests’ effectiveness (ideal) the percentage of existing defects found by these tests. Most of these techniques is based on state machines and mostly directed to testing the functionality. However, there is a need to be able to test highly interactive systems, such as smartphones and tablets, from a description of its human computer interface. The goal of the dissertation is to make a first evaluation of a technique aimed to generate test suites for test of human computer graphic interface. For this purpose was developed and evaluated its effectiveness, a tool called Easy, using use cases tabular and state machine for the automatic generation of the suite tests. The use cases are described in natural language restricted. From this description, the tool builds a state machine, and then uses this to generate scenarios. By construction scenarios will be in accordance with the use cases. Each scenario corresponds to a test case. The scenarios are presented to the user in natural language, allowing the visualization of them before the generation of the final scripts tests. The generated scripts are intended to a running automated tool geared to testing graphical interfaces. In this work, we used the UI Automation tool, responsible for running tests on applications for the iOS, operational system for iPhones, iPads and iPod touchs. The effectiveness of the procedure was evaluated in a real application, available in the online store applications App Store. In addition, HCI tests were performed in order to evaluate the influence on the cost of production of the test suite.
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Qu, Yenan. "Toolkits for automatic web service and graphic user interface generation." Tallahassee, Florida : Florida State University, 2009. http://etd.lib.fsu.edu/theses/available/etd-07282009-100013.

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Thesis (M.S.)--Florida State University, 2009.
Advisor: Gordon Erlebacher, Florida State University, College of Arts and Sciences, Dept. of Scientific Computing. Title and description from dissertation home page (viewed on Nov. 5, 2009). Document formatted into pages; contains viii, 52 pages. Includes bibliographical references.
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Fischer, Markus. "Automatic generation of spatial configurations in user interfaces." Thesis, University of Brighton, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.263977.

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Liu, Fangfang. "An ontology-based approach to Automatic Generation of GUI for Data Entry." ScholarWorks@UNO, 2009. http://scholarworks.uno.edu/td/1094.

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This thesis reports an ontology-based approach to automatic generation of highly tailored GUI components that can make customized data requests for the end users. Using this GUI generator, without knowing any programming skill a domain expert can browse the data schema through the ontology file of his/her own field, choose attribute fields according to business's needs, and make a highly customized GUI for end users' data requests input. The interface for the domain expert is a tree view structure that shows not only the domain taxonomy categories but also the relationships between classes. By clicking the checkbox associated with each class, the expert indicates his/her choice of the needed information. These choices are stored in a metadata document in XML. From the viewpoint of programmers, the metadata contains no ambiguity; every class in an ontology is unique. The utilizations of the metadata can be various; I have carried out the process of GUI generation. Since every class and every attribute in the class has been formally specified in the ontology, generating GUI is automatic. This approach has been applied to a use case scenario in meteorological and oceanographic (METOC) area. The resulting features of this prototype have been reported in this thesis.
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Debard, Quentin. "Automatic learning of next generation human-computer interactions." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI036.

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L’Intelligence Artificielle (IA) et les Interfaces Homme-Machine (IHM) sont deux champs de recherche avec relativement peu de travaux communs. Les spécialistes en IHM conçoivent habituellement les interfaces utilisateurs directement à partir d’observations et de mesures sur les interactions humaines, optimisant manuellement l’interface pour qu’elle corresponde au mieux aux attentes des utilisateurs. Ce processus est difficile à optimiser : l’ergonomie, l’intuitivité et la facilité d’utilisation sont autant de propriétés clé d’une interface utilisateur (IU) trop complexes pour être simplement modélisées à partir de données d’interaction. Ce constat restreint drastiquement les utilisations potentielles de l’apprentissage automatique dans ce processus de conception. A l’heure actuelle, l’apprentissage automatique dans les IHMs se cantonne majoritairement à la reconnaissance de gestes et à l’automatisation d’affichage, par exemple à des fins publicitaires ou pour suggérer une sélection. L’apprentissage automatique peut également être utilisé pour optimiser une interface utilisateur existante, mais il ne participe pour l’instant pas à concevoir de nouvelles façons d’intéragir. Notre objectif avec cette thèse est de proposer grâce à l’apprentissage automatique de nouvelles stratégies pour améliorer le processus de conception et les propriétés des IUs. Notre but est de définir de nouvelles IUs intelligentes – comprendre précises, intuitives et adaptatives – requérant un minimum d’interventions manuelles. Nous proposons une nouvelle approche à la conception d’IU : plutôt que l’utilisateur s’adapte à l’interface, nous cherchons à ce que l’utilisateur et l’interface s’adaptent mutuellement l’un à l’autre. Le but est d’une part de réduire le biais humain dans la conception de protocoles d’interactions, et d’autre part de construire des interfaces co-adaptatives capables de correspondre d’avantage aux préférences individuelles des utilisateurs. Pour ce faire, nous allons mettre à contribution les différents outils disponibles en apprentissage automatique afin d’apprendre automatiquement des comportements, des représentations et des prises de décision. Nous expérimenterons sur les interfaces tactiles pour deux raisons majeures : celles-ci sont largement utilisées et fournissent des problèmes facilement interprétables. La première partie de notre travail se focalisera sur le traitement des données tactiles et l’utilisation d’apprentissage supervisé pour la construction de classifieurs précis de gestes tactiles. La seconde partie détaillera comment l’apprentissage par renforcement peut être utilisé pour modéliser et apprendre des protocoles d’interaction en utilisant des gestes utilisateur. Enfin, nous combinerons ces modèles d’apprentissage par renforcement avec de l’apprentissage non supervisé pour définir une méthode de conception de nouveaux protocoles d’interaction ne nécessitant pas de données d’utilisation réelles
Artificial Intelligence (AI) and Human-Computer Interactions (HCIs) are two research fields with relatively few common work. HCI specialists usually design the way we interact with devices directly from observations and measures of human feedback, manually optimizing the user interface to better fit users’ expectations. This process is hard to optimize: ergonomy, intuitivity and ease of use are key features in a User Interface (UI) that are too complex to be simply modelled from interaction data. This drastically restrains the possible uses of Machine Learning (ML) in this design process. Currently, ML in HCI is mostly applied to gesture recognition and automatic display, e.g. advertisement or item suggestion. It is also used to fine tune an existing UI to better optimize it, but as of now it does not participate in designing new ways to interact with computers. Our main focus in this thesis is to use ML to develop new design strategies for overall better UIs. We want to use ML to build intelligent – understand precise, intuitive and adaptive – user interfaces using minimal handcrafting. We propose a novel approach to UI design: instead of letting the user adapt to the interface, we want the interface and the user to adapt mutually to each other. The goal is to reduce human bias in protocol definition while building co-adaptive interfaces able to further fit individual preferences. In order to do so, we will put to use the different mechanisms available in ML to automatically learn behaviors, build representations and take decisions. We will be experimenting on touch interfaces, as these interfaces are vastly used and can provide easily interpretable problems. The very first part of our work will focus on processing touch data and use supervised learning to build accurate classifiers of touch gestures. The second part will detail how Reinforcement Learning (RL) can be used to model and learn interaction protocols given user actions. Lastly, we will combine these RL models with unsupervised learning to build a setup allowing for the design of new interaction protocols without the need for real user data
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Tsekleves, Emmanuel. "Fast prototyping and semi-automated user interface and application generation for converged broadcast and cellular terminals." Thesis, Brunel University, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436572.

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Koriťák, Jan. "Automatická tvorba grafického rozhraní pro vzdálený přístup." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237075.

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This thesis explores the possibilities of abstraction of graphical user interface and automation of its design and development process at runtime. Emphasis is placed on possibility of remote control over computer network and accordingly on delegation of the interface creation on the human operated remote machine. The thesis analyzes contemporary approaches to and methods of interface generation. As a goal of the thesis a system for automatic user interface generation for remote applications was designed and implemented. The generation is based on specified data model.
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Gutierrez, Lopez Armando, and Viela Ignacio Manuel Mulas. "Automated Telecommunication Software Testing : An automated model generator for Model-Based Testing." Thesis, KTH, Kommunikationssystem, CoS, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-93852.

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In Model-Based Testing (MBT) the main goal is to test a system by designing models which describe the functionality of the system to test. Subsequently, test cases are obtained from the model, and these test cases can be executed automatically. Experience has shown that the learning curve for learning MBT can be steep - especially for people who do not have previous programming experience. This is because the language used to design models uses programming language concepts. In this thesis we describe a tool which automatically generates models, given an initial set of requirements. The advantage of this tool is that users do not need to learn a model-based testing language to design models, but instead they must learn to use a high-level of abstraction and a Graphical User Interface to specify their test cases. We demonstrate the value of the tool by using it to design models that generate test cases for telecommunications system, but show that this tool can be adapted for use in testing similar systems. The application of this tool can facilitate traditional phase-based software development methods, by saving a considerable amount of time and resources. In addition, when applied to agile software development, the reduced time required for testing because of the use of our tool helps shortening the feedback loops between designing and testing, thus increasing team efficiency within every iteration.
I Model-Based Testing (MBT) är det huvudsakliga målet att testa ett system genom modeller som beskriver systemets unktionalitet för att testa. Därefter erhålls testfall från modellen, och dessa testfall kan utföras automatiskt. Erfarenheten har visat att inlärningskurvan för lärande MBT kan vara branta - särskilt för personer som inte har tidigare erfarenhet av programmering. Detta beror på det språk som används för användning programmeringsspråk begrepp. I denna avhandling beskriver vi ett verktyg som automatiskt genererar modellerna, med tanke på en första uppsättning krav. Fördelen med detta verktyg är att användarna inte behöver lära sig en modellbaserad testning av språket att konstruera modeller, utan de måste lära sig att använda en hög nivåav abstraktion och ett grafiskt användargränssnitt för att ange sina testfall. Vi demonstrerar värdet av verktyget genom att använda den för att konstruera modeller som genererar testfall för telekommunikationssystem, men visar att detta verktyg kan anpassas för användning vid testning av liknande system. Tillämpningen av detta verktyg kan underlätta traditionella fas-baserade metoder mjukvaruutveckling, genom att spara en avsevärd tid och resurser. Dessutom, när det tillämpas på Agile Software utveckling, minskade tid som krävs för att testa på grund av användningen av vårt verktyg hjälper förkorta återkopplingar mellan design och testning, vilket ökar teamet effektiviteten inom varje iteration.
En Model-Based Testing (MBT), el objetivo principal es testear un sistema mediante el diseño de modelos que describan su funcionalidad. En consecuencia, estos modelos generan test cases que pueden ser ejecutados automáticamente en dicho sistema. La experiencia nos muestra que la curva de aprendizaje en el caso de MBT puede ser pronunciada, especialmente para aquellos sin ninguna experiencia previa en programación. Esto se debe a que los lenguajes usados para diseñar modelos usan conceptos intrínsecos a los lenguajes de programación. En este Proyecto Fin de Carrera, describimos una herramienta que genera automáticamente modelos, dado un conjunto de requisitos inicial. La ventaja que ofrece esta herramienta es que los usuarios no requieren el aprendizaje de ninguno lenguaje de modelado a la hora de diseñar modelos, sino que tan solo deben aprender a utilizar una Interfaz de Usuario Gráfica (GUI), a un alto nivel de abstracción, para especificar sus test cases. Demostramos el valor de esta herramienta mediante su aplicación en un nuevo sistema de telecomunicaciones en fase de pruebas de Ericsson, mostrando al mismo tiempo que puede ser utilizada en el testeo de sistemas similares. La aplicación de esta herramienta puede facilitar los métodos de desarrollo de software tradicionales mediante el ahorro de una cantidad considerable de tiempo y recursos. Además, aplicada a métodos de desarrollo ágil de software, el tiempo reducido requerido para el testing a causa del uso de esta herramienta ayuda a acortar los plazos entre diseño y testing, y en consecuencia, incrementando la eficiencia del equipo en cada iteración.
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Pečiulaitis, Marius. "Automatizuotas internetinių IS vartotojo sąsajų kūrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2007. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20070116_121540-70711.

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In this work the main aspects were discussed that need to be evaluated by establishing graphical user interface. There were discussed some user interface languages and technologies such as XML, XUL, XIML, XSLT, CSS, XHTML, analyzed some used methods for automated user interface generation. On a basis of this analysis, the proper method was chosen to apply for generating of user interface using ODRES method results. On the next stadeges of the work it was designed and developed prototype of the GUI generation system. The main goals were to develop cross-platform user interface, using as mutch as possible simplyer technologies along with that securing constant design on different web browsers. Generation process operates using the GUI specification stored in the MS SQL database and converting it to XML and along with the XSLT files used as parser. After these files are opened using web browser, XML and XSLT code is processed to an XHTML code. The process of the user interface generation is flexible and alows user change GUI’s appearance on the fly adjusting it’s specification stored on the database or XSLT rooles as well. During this work were made some ot the modifications to the ODRES database: appended few more attributes, describing graphical elements characteristics and web form relations; added extra tables.
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Bezerra, Andrea Fernanda Fontes. "Geração de layout de interfaces gráficas baseado em ontologias para documentos do Registro Eletrônico em Saúde." Universidade Federal da Paraíba, 2014. http://tede.biblioteca.ufpb.br:8080/handle/tede/7828.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Health informatics is a domain that presents several challenges to be overcome. Electronic Health Records (EHR) are one of its most important subdomain, in charge of storage, exhibition, and manipulation of patient clinical information, among others. EHR systems require domain flexibility, which allows modifications in the structure of documents without application recompilation or redeployment, for instance, in a web server. Current approaches in the literature propose generic models to represent domain and presentation, without ontological definitions for user interface (UI) layout and style. These, when properly organized, improve the acceptance of the system by users. This work aims to develop a framework to layout and style generation for graphical user interface of EHR documents, based on Web Ontology Language (OWL) ontologies and using restrictions. By centralizing and combining metadata from biomedical and documents domains, it was possible to apply layout and style to EHR documents, with the use of grids, including additional ontological definition of presentation formats for the medical field, facilitating UI development and maintenance.
A informática em saúde apresenta muitos desafios a serem superados. Um de seus principais ramos de pesquisa são os Registros Eletrônicos em Saúde (RES), responsáveis, dentre outros, pelo armazenamento, exibição e manipulação de registros clínicos do paciente. Sistemas deste tipo requerem flexibilidade do domínio da aplicação, de modo que alterações nos documentos do RES sejam realizadas em tempo de execução, sem recompilação ou reimplantação da aplicação, por exemplo, em um servidor web. Abordagens da literatura propõem modelos genéricos de representação de domínio e apresentação, sem definições ontológicas de layout e estilo de interface com o usuário (UI). Estes, quando bem organizados, melhoram a aceitação do sistema pelos usuários. Este trabalho teve como objetivo o desenvolvimento de um framework para geração de layout e estilo de interface gráfica com o usuário para documentos do RES, baseado em ontologias Web Ontology Language (OWL), com uso de restrições. Através da centralização e combinação dos metadados biomédicos e de documentos para o RES, foi possível aplicar layout e estilo para os documentos do RES, com uso de grids, com definição ontológica adicional de formatos de apresentação para a área médica, facilitando o desenvolvimento da UI para o RES a manutenção da interface gráfica da aplicação.
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Noik, Emanuel Gerald. "Automating the generation of interactive applications." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/29690.

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As user interfaces become more powerful and easier to use they are often harder to design and implement. This has caused a great demand for interface tools. While existing tools ease interface creation, they typically do not provide mechanisms to simplify application development and are too low-level. Furthermore, existing tools do not provide effective mechanisms to port interactive applications across user interfaces. While some tools provide limited mechanisms to port applications across user interfaces which belong to the same class (e.g., the class of all standard graphical direct-manipulation user interfaces), very few can provide the ability to port applications across different interface classes (e.g., command-line, hypermedia, speech recognition and voice synthesis, virtual reality, etc.). With my approach, the programmer uses an abstract model to describe the structure of the application including the information that the application must exchange with the user, rather than describing a user interface which realizes these characteristics. By specifying application semantics at a very high level of abstraction it is possible to obtain a much greater separation between the application and the user interface. Consequently, the resulting applications can be ported not only across user interfaces which belong to a common interface class, but across interfaces which belong to distinct classes. This can be realized through simple recompilation - source code does not have to be modified. NAAG (Not Another Application Generator), a tool which embodies these ideas, enables programmers to create interactive applications with minimal effort. An application is modelled as a set of operations which manipulate objects belonging to user-defined object classes. The input to NAAG is a source program which describes classes, operations and their inputs and outputs, and the organization of operations within the application. Classes and operations are implemented as data structures and functions in a conventional programming language such as C. This model simplifies not only the specification and generation of the user interface, but the design and implementation of the underlying application. NAAG utilizes existing technology such as macro-preprocessors, compilers, make programs, and low-level interface tools, to reduce the programming task. An application that is modified by adding, removing, or reorganizing artifacts (classes, operations, and menus), can be regenerated with a single command. Traditionally, software maintenance has been a very difficult task as well. Due to the use of a simple abstract model, NAAG applications are also easier to maintain. Furthermore, this approach encourages software reuse: applications consisting of arbitrary collections of original and pre-existing artifacts can be composed easily; functions which implement abstract operations are independent of both, user interface aspects, and the context in which they are employed. Application development is further simplified in the following ways: the programmer describes the semantics of the user interface - a conventional explicit specification is not required; output primitives are defined in an interface-independent manner; many programming tasks such as resource management, event processing, and communication, are either handled directly by the tool or else simplified greatly for the programmer. NAAG is currently used by the members of the Laboratory for Computational Vision at the University of British Columbia to maintain a sophisticated image processing system.
Science, Faculty of
Computer Science, Department of
Graduate
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SVENSSON, JOAKIM. "Next Generation Graphical User Interface for IPTV." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-138297.

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It is common practice to use web technologies when creating graphical user interfaces for IPTV set-top boxes. The graphical user interface in TeliaSonera’s IPTV service is built with HTML, CSS and Javascript. Lately focus has shifted from just showing video to also provide richer user experiences – coming from requirements of new services and the ongoing shift in resolution from standard definition to high definition. However, the set-top box is a device with very limited resources and it is important to assure good performance while allowing richer user interfaces. Against that background the thesis asks “how can a web-based graphical user interface for IPTV set-top boxes, such as that of TeliaSonera, be improved and prepared for future IPTV services and richer user experiences?” To provide an answer two studies were made; one of web technologies and one of future IPTV services. The technologies were evaluated in a Pugh matrix against a set of criteria (the most important being performance, platform independence, and resolution independence) as well as against the results of the IPTV services study. SVG (Scalable Vector Graphics) scored best in the evaluation. The SVG renderer performed significantly better on the set-top box than the Mozilla web browser that TeliaSonera currently used. To put the technology to test the HTML based user interface was ported to SVG with expectations of a more responsive and graphically rich user interface. The result was satisfying. Loading times had been halved, the user interface works in both SD and HD resolution and richer graphics were added in form of gradients and a skinning system that allow easy change of appearance. The thesis recommends SVG when building a rich graphical user interface for a settop box.
Grafiska användargränssnitt för IPTV set-topboxar byggs vanligtvis med webbtekniker. Det grafiska användargränssnittet i TeliaSoneras IPTV-tjänst är byggt med HTML, CSS och Javascript. På senare tid har fokus gått från att enbart visa video till att även tillhandahålla en förbättrad användarupplevelse. Detta är en konsekvens av krav som kommer från nya tjänster och den pågående förändringen från standardupplösning till HD-upplösning. Dock har set-topboxen begränsade resurser och det är viktigt att kunna säkerställa bra prestanda samtidigt som användarupplevelsen förbättras. Mot denna bakgrund ställer rapporten frågan ”hur kan ett webbaserat grafiskt användargränssnitt för IPTV set-topboxar, såsom det från TeliaSonera, förbättras och förberedas för framtida IPTV-tjänster och bättre användarupplevelser?” För att svara på frågan har två undersökningar gjorts; en om webbtekniker och en om framtida IPTV-tjänster. Teknikerna utvärderades i en Pughs matris mot en mängd kriterier (de viktigaste är prestanda, plattforms- och upplösningsoberoende) samt mot resultatet från undersökning om IPTV-tjänster. SVG (Scalable Vector Graphics) fick högst poäng i utvärderingen. SVG-renderaren presterade betydligt bättre på set-topboxen än webbläsaren som TeliaSonera använde för tillfället. För att testa tekniken ytterligare gjordes en portning av det HTML baserade användargränssnittet till SVG, med förväntningar på ett mer responsivt och grafiskt effektfullt användargränssnitt. Resultatet uppfyllde förväntningarna. Laddningstiden halverades, användargränssnittet fungerar i både SD- och HD-upplösning och grafiska effekter lades till i from av gradienter och ett ”skinning”- system som tillåter att enkelt ändra utseende på användargränssnittet. Rapporten avslutas med att rekommendera SVG som teknik för att bygga grafiska användargränssnitt för set-topboxar.
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Bean, Richard S. "Analysis of user interface in medical report generation." [Gainesville, Fla.] : University of Florida, 2001. http://purl.fcla.edu/fcla/etd/UFE0000304.

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Thesis (M.S.)--University of Florida, 2001.
Title from title page of source document. Document formatted into pages; contains viii, 61 p.; also contains graphics. Includes vita. Includes bibliographical references.
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Račkauskas, Kazys. "Automatizuoto grafinės vartotojo sąsajos mobiliuose įrenginiuose testavimo tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2007. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20070816_143958-67513.

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Naujuose programiniuose produktuose plačiai taikoma mobilioji įranga (mobilieji telefonai, delniniai kompiuteriai). Programinės įrangos kūrimo procese svarbią vietą užima testavimas. Dabartinių mobiliųjų įranginių apribojimai (darbo sparta, atminties kiekis, energija, ekrano dydis, platformų įvairumas) kelia naujas problemas programinės įrangos kūrimo procesui, tame tarpe ir testavimui. Testavimo proceso automatizavimas leidžia sumažinti bandymų trukmę, padidinti testavimo darbų apimtį. Programinės įrangos testavime mobiliems įrenginiams svarbu išskirti grafinės vartotojo sąsajos testavimą. Svarbi testavimo dalis – testavimas pagal specifikaciją. Šiame darbe nagrinėjamas grafinės vartotojo sąsajos automatizuotas testavimas mobiliai įrangai, nustatomi tikslai, galimi keliai jiems pasiekti bei galimas testavimo aplinkos praplėtimas testų generavimui pagal specifikaciją.
Mobile devices such as cell phones and personal digital assistance are widely used in new software products. Testing takes important place in software development process. Constraints of mobile devices (speed, amount of memory, energy, small screen, wide range of platforms) raise new problems for software development process including testing phase. Automated approach of software testing reduces testing time and increases testing range. It is important to distinguish graphic user interface as a special part of testing. The important part of testing is specification based testing. The aim of these master theses is to analyze automated testing of GUI for mobile devices, define testing tasks and enhance mobile device testing framework by providing means for test case generation from specification.
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Noriega, Atala Enrique. "An Evaluation Framework for Adaptive User Interface." Thesis, The University of Arizona, 2014. http://hdl.handle.net/10150/323226.

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With the rise of powerful mobile devices and the broad availability of computing power, Automatic Speech Recognition is becoming ubiquitous. A flawless ASR system is still far from existence. Because of this, interactive applications that make use of ASR technology not always recognize speech perfectly, when not, the user must be engaged to repair the transcriptions. We explore a rational user interface that uses of machine learning models to make its best effort in presenting the best repair strategy available to reduce the time in spent the interaction between the user and the system as much as possible. A study is conducted to determine how different candidate policies perform and results are analyzed. After the analysis, the methodology is generalized in terms of a decision theoretical framework that can be used to evaluate the performance of other rational user interfaces that try to optimize an expected cost or utility.
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Guo, Xi. "Remote control service system architecture and dynamic web user interface generation." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/8485.

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According to current development of internet technology, remote control over the internet becomes a heated discussed topic. Some recent technologies such as Service-Oriented Architecture (SOA), web service and ontology offer great opportunity for remote control over the internet and a lot of research has been done into this topic. However, there are still many challenges in architecture design and dynamic user interface generation. Architectures in this research field lack clear description of controlled machine model as well as related knowledge support. Also, there is little system support further control service development. There is little research on web user interface design for remote control system over the internet. The design of web user interface has the challenge of overcoming the limitations of web technology to satisfactorily support different machines, users and control process requirements. This work overcomes the limitations on architecture by offering a SOA based design which allows both multiple users and distributed machine access. The system applies a machine model for the description of the machine structure and functions, which help the system to reason about machine components and their relationships with instructions. With a web service based design, different machines can be connected via the system and execute user commands. Using semantic description and ontology based methods the system can automatically retrieve machine information and generate the structure and function descriptions for different machines. Moreover, the system provides services which can support further development in remote control services. The proposed architecture improves on former designs, and offers a flexible architecture for remote control services over the internet. An intelligent web user interface is also introduced in this work. The design separates the interface data structure from the data representation. Supported by the remote control service development environment, the user interface could adapt to the control sessions. Semantic descriptions are used to describe the page data structure, session context as well as control command. Therefore, control page content can be adapted by the computer to real time control session. At the same time, a session dependent navigation is designed to resolve the problem of changeable requirements for multiple-machine web user interface. With a message driven model and a session dependent semantic data structure, the required machine data can be analysed by the system and categorised according to user s requirements. Compare with other designs, this service offers a method for web user interface generation for different machines, users and can adapt to different control processes. The design is demonstrated in five evaluation scenarios aimed at testing different aspects of the system. Evaluation demonstrates the design proposed in this thesis is feasible. It also shows the design can be applied to different areas and adapted to different control related requirements well.
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Hanumansetty, Reena Gowri. "Model based approach for context aware and adaptive user interface generation." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/10087.

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User interface design and development for ubiquitous software applications is challenged by the presence of varying contexts. Context comprises of user'­s computing platform, the environment in which the user is interacting with the application and user characteristics which comprise of user's behavior during interaction and user preferences for interface display and interaction. We present a framework for adaptive user interface generation where adaptation occurs when context changes. This framework introduces three new concepts. First, formalization for representing context is introduced. Our design of context specification is unique since it reflects the association of context with level and nature of user interface adaptation. Secondly, user interface generation life cycle is studied and we define a context model on top of task model to introduce the contextual conditions into user interface generation process. Using the context model, user interface designer can specify contextual requirements and its effect on the user interface. Third, context aware adaptation of user interfaces is achieved by mapping context specifications to various levels of user interface generation life cycle. We designed a specification language called rule specification using which the user interface designer can specify the mapping. With the new design of context representation, context model, and rule specification, we demonstrate how changes in contexts adapts task model which in turn adapts the user interface.
Master of Science
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Christersson, Frend Paul. "Unit testing the User Interface : Automatic tests of web UI's in React." Thesis, Mittuniversitetet, Avdelningen för data- och systemvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-29938.

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Koppula, Sreedevi. "Automated GUI Tests Generation for Android Apps Using Q-learning." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984181/.

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Mobile applications are growing in popularity and pose new problems in the area of software testing. In particular, mobile applications heavily depend upon user interactions and a dynamically changing environment of system events. In this thesis, we focus on user-driven events and use Q-learning, a reinforcement machine learning algorithm, to generate tests for Android applications under test (AUT). We implement a framework that automates the generation of GUI test cases by using our Q-learning approach and compare it to a uniform random (UR) implementation. A novel feature of our approach is that we generate user-driven event sequences through the GUI, without the source code or the model of the AUT. Hence, considerable amount of cost and time are saved by avoiding the need for model generation for generating the tests. Our results show that the systematic path exploration used by Q-learning results in higher average code coverage in comparison to the uniform random approach.
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Creech, Wayne E. (Wayne Everette). "The Effectiveness of Speech Recognition as a User Interface for Computer-Based Training." Thesis, University of North Texas, 1995. https://digital.library.unt.edu/ark:/67531/metadc279226/.

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Some researchers are saying that natural language is probably one of the most promising interfaces for use in the long term for simplicity of learning. If this is true, then it follows that speech recognition would be ideal as the interface for computer-based training (CBT). While many speech recognition applications are being used as a means for a computer interface, these are usually confined to controlling the computer or causing the computer to control other devices. The user input or interface has been the recipient of a strong effort to improve the quality of the communication between man and machine and is proposed to be a dominant factor in determining user productivity, performance, and satisfaction. However, other researchers note that full natural interfaces with computers are still a long way from being the state-of-the art with technology. The focus of this study was to determine if the technology of speech recognition is an effective interface for an academic lesson presented via CBT. How does one determine if learning has been affected and how is this measured? Previous research has attempted quantify a learning effect when using a variety of interfaces. This dissertation summarizes previous studies using other interfaces and those using speech recognition. It attempted to apply a framework used to measure learning effectiveness in some of these studies to quantify the measurement of learning when speech recognition is used as the sole interface. The focus of the study was on cognitive processing which affects short-term memory and in-turn, the effect on original learning (OL). The methods and procedures applied in an experimental study were presented.
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Cross, J. T. "Adaptivity, mesh generation and user interface design applied to the finite element simulation of casting processes." Thesis, Swansea University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.636324.

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Adaptivity is a process by which a numerical solution is improved by changing the discretisation according to some criterion based on the value of the field variable. The criterion is frequently an estimate of the error, and the improvement is frequently done by regenerating the mesh. In this work 2D error estimation and mesh regeneration schemes are described for both heat transfer and fluid flow analyses, covering both steady-state and time dependent problems. In addition, several schemes based on criteria other than error estimation are presented. Casting is an application area which has most of the features that make adaptivity worthwhile, complex geometries, time dependency, moving fronts and high gradients. Examples exhibiting these features are given, showing that solutions can be obtained at moderate computational cost and, importantly, without user interference. The generation of meshes for an adaptive casting analysis required flexibility, robustness speed and an ability to work automatically. An implementation of the advancing front 2D mesh generation method, implemented in C, is described that achieves these objectives. Some methods for improving robustness and mesh quality are outlined, as well as a description of the main data structure used to facilitate fast searching. Several examples show the ability of the generator to cope with complex geometries of the type found in casting problems. Although adaptivity can allow the major part of the solution process to be carried out automatically, an experienced operator is still required to define the analysis domain, set boundary and initial conditions, set analysis parameters and examine the results. In an effort to make casting analysis available to those with foundry, as opposed to numerical, experience, a graphical user interface has been designed and implemented. This has been done with the benefit of a considerable amount of foundry feedback, as well as recourse to the literature of human-computer interaction. The interface is currently being used successfully in a number of UK foundries.
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Holcomb, Andrew M. "Development of a graphical user interface for the coarse mesh radiation transport code COMET and cross section generation with HELIOS." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/52952.

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The coarse mesh radiation transport (COMET) code uses response functions to solve the neutron transport equation. Most nuclear codes used today have a very steep learning curve; COMET is no exception. To ease the user's onus of learning how to create correctly formatted COMET input-files, a graphical user interface (GUI) was created. The GUI allows the user to select values for all the relevant variables while simultaneously minimizing the errors a typical new user would make. To this end, the GUI creates all of the input files required to run COMET. The GUI also provides a visualization tool that the user may use to check the problem geometry before running COMET. The GUI is also responsible for post-processing the COMET output for visualization with TecPlot. In addition to the GUI, multi-group cross section libraries were generated as part of the MHTGR-350 (Modular High Temperature Gas Reactor) benchmark problem under development at Georgia Tech. This project aims to couple COMET with a thermal hydraulics code to best model the true physics of the reactor design. In order for this goal to be actualized, six-group cross sections were generated over the operational temperature range of the MHTGR using the current coupling and collision probability code HELIOS.
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Rayakota, Balaji. "Generating high confidence contracts without user input using Daikon and ESC/Java2." Kansas State University, 2013. http://hdl.handle.net/2097/15731.

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Master of Science
Department of Computing and Information Science
Torben Amtoft
Invariants are properties which are asserted to be true at certain program points. Invariants are of paramount importance when proving program correctness and program properties. Method, constructor, and class invariants can serve as contracts which specify program behavior and can lead to more accurate reuse of code; more accurate than comments because contracts are less error prone and they may be proved without testing. Dynamic invariant generation techniques run the program under inspection and observe the values that are computed at each program point and report a list of invariants that were observed to be possibly true. Static checkers observe program code and try to prove the correctness of annotated invariants by generating proofs for them. This project attempts to get strong invariants for a subset of classes in Java; there are two phases first we use Daikon, a tool that suggests invariants using dynamic invariant generation techniques, and next we get the invariants checked using ESC/Java2, which is a static checker for Java. In the first phase an ‘Instrumenter’ program inspects Java classes and generates code such that sufficient information is supplied to Daikon to generate strong invariants. All of this is achieved without any user input. The aim is to be able to understand the behavior of a program using already existing tools.
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25

Ganesan, Ramkumar. "Development of user interface for second generation Zinc Chip Reader device for Point-Of-Care quantification of Zinc." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1335462837.

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Lubiński, Piotr. "Automatic Form-Factor Transformations of Web Pages and Web Services UIs." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-19606.

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Browsing the Web on a distant screen may very often become user’s unpleasant experience. Such a situation may happen in a living room environment, where the user attempts to browse the Web on TV sitting at 10-foot distance from the screen. In a vast number of web sites that the user is able to request, many may contain, for instance, tiny text characters, which would become unreadable when watched from the distance. On the other hand, also navigation through the Web offerings can become troublesome. Especially, when the user is only equipped with the commonly used remote controller, interaction with the displayed content may prove inefficient. Therefore, methods to overcome content visibility and navigation problems become challenging. In this thesis we perceive living room environment as a good scenario, in which web-enabled handheld devices could further be utilized to interact with Consumer Electronics products, such as TVs. This sort of interaction should make an advantage of publically available Web resources to have them displayed on TV and controlled from the distance by the user who is equipped with, for instance, a web-enabled mobile phone. We think that such an interaction approach would become beneficial in several ways, making the Web browsing routine an interactive, possibly a group activity. Discussed in this thesis solutions are the first step of automatic transformations of web content into a form that can be rendered on Web4CE (Web for Consumer Electronics) products. A particularly important aspect of the proposed system is the concept of request/response HTTP message processing and HTML modification. According to this approach, living room browsing activity should be achievable without the need to re-author already existing web sites.

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Ahmed, Syed Adeel. "Usability Studies with Virtual and Traditional Computer Aided Design Environments." ScholarWorks@UNO, 2006. http://scholarworks.uno.edu/td/477.

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For both the CAVETM and the adaptable technology possessed by the University of New Orleans, crystal eye glasses are used to produce a stereoscopic view, and an ascension flock of birds tracking system is employed for tracking of the user's head position and position of a wand in 3D space. It is argued that with these immersive technologies along the use of gestures and hand movements should provide a more natural interface with the immersive virtual environment. This allows a more rapid and efficient set of actions to recognize geometry, interaction with a spatial environment, the ability to find errors, or navigate through an environment. The wand interface is used to provide an improved means of interaction. This study quantitatively measures the differences in interaction when compared with traditional human computer interfaces. This work uses competitive usability in four different Benchmarks: 1) navigation, 2) error detection/correction, 3) spatial awareness, and 4) a “shopping list” of error identifications. This work expands on [Butler & Satter's, 2005] work by conducting tests in the CAVETM system, rather than principally employing workbench technology. During testing, the testers are given some time to “play around” with the CAVETM environment for familiarity before undertaking a specific exercise. The testers are then instructed regarding tasks to be completed, and are asked to work quickly without sacrificing accuracy. The research team timed each task, counted errors, and recorded activity on evaluation sheets for each Benchmark test. At the completion of the testing scenarios involving Benchmarks 1, 2, 3, or 4, the subjects were given a survey document and asked to respond by checking boxes to communicate their subjective opinions.
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Heminger, Larry J. "NEXT GENERATION TELEMETRY DATA ACQUISITION WITH WINDOWS® NT." International Foundation for Telemetering, 1997. http://hdl.handle.net/10150/607562.

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International Telemetering Conference Proceedings / October 27-30, 1997 / Riviera Hotel and Convention Center, Las Vegas, Nevada
There is a wave of change coming. It started in the industrial automation community and it is slowly and surely working its way into aerospace, satellite and telemetry applications. It’s called the PC, and its not just for simple quick-look data anymore. Using state-of-the-art commercial hardware and software technologies, PC-based architectures can now be used to perform self contained, reliable and high performance telemetry data acquisition and processing functions – previously the domain of expensive, dedicated front end systems. This paper will discuss many of the key enabling technologies and will provide examples of their use in a truly next generation system architecture based on the Microsoft® Windows NT Operating System and related features.
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Mrack, Marcelo. "Geração automática e assistida de interfaces de usuário." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/37181.

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A geração automatizada de Interfaces de Usuário (IU) é objeto de estudo há muitos anos. Desde a década de 80, dezenas de projetos foram desenvolvidos e várias soluções apresentadas ao mercado. Entretanto, mesmo com os avanços obtidos neste cenário, inúmeras dificuldades ainda continuam presentes no dia-a-dia dos desenvolvedores de sistemas. A necessidade de processos, sintaxes e linguagens proprietárias associado ao elevado esforço de configuração e à baixa reutilização de tecnologias são os principais problemas nessa área. Objetivando sanar essas dificuldades, este trabalho propõe uma solução diferenciada para o problema, a qual reutiliza e integra-se à maioria das tecnologias comumente presentes nos ambientes de desenvolvimento e que conta com um exclusivo sistema de configuração, capaz de minimizar o trabalho de geração das IU. Sendo um típico gerador baseado em modelos, o software proposto é chamado MERLIN, e objetiva automatizar completamente a geracão de interfaces CRUD, as quais estão presentes em até 30% dos sistemas que operam sobre banco de dados. Para alcançar este objetivo, o software aposta no uso intensivo de heurísticas e na formação de uma estrutura auto-contida e realimentada de configurações, a qual reside unicamente nas classes compiladas da aplicação. Completando a sua arquitetura, um processo de geração em tempo de execução inibe a produção de qualquer linha de código-fonte, o que evita a necessidade de refatoração ao longo da evolução dos sistemas. Com esses elementos em evidência e focando inicialmente a plataforma Java, sinaliza-se uma solução diferenciada, apta para ser utilizada em ambientes profissionais de desenvolvimento.
The automated generation of User Interfaces (UI) has been the object of study for many years. Since the 1980s, dozens of projects have been developed and various solutions presented to the market. However, even with the advances obtained under this scenario, innumerable difficulties still continue to present themselves in the daily routine of system developers. The demands of proprietary methodologies, syntaxes and languages, the high level of effort needed for configuration and low reuse of technologies are the main problems in the area. With the object of rectifying these difficulties, this work proposes a solution specific to the problem, which reuses and combines the majority of the technologies already existing in development environments and relies on an exclusive configuration system, capable to minimize the work of generating the UI. Being a typical model based generator, the software under consideration is called MERLIN, and has as its objective to completely automate the generation of CRUD interfaces, which are present in up to 30% of the systems that interact with data bases. To achieve this objective, the software relies on the intensive use of heuristics and the creation of a self contained configuration feedback structure, which exists solely in the compiled classes of the application. Completing this architecture, a process of execution time generation eliminates the need for any source code, which significantly reduces the costs of refactoring the code throughout the evolution of the systems. With these elements in evidence and focusing initially on the Java platform, indicates that this distinguished solution is ready for use in professional development environments.
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30

Kunigonyte, Gintare, and Georgi Georgiev Kolev. "Web design for different generations—initial impact of web aesthetics : differences in emotional responses to web aesthetics between Generation X and Generation Z." Thesis, Jönköping University, Tekniska Högskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54032.

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As the digital age matures, we seek to understand the Generation X and Generation Z, precisely their visual perception and emotional responses to the different dimensions of online aesthetics - classical and expressive. The development of digital products and environments with a specific user experience in mind is beneficial for creating the most suitable outcome. Emotional responses to the different aesthetics can have an impact on consumers' behaviour as well as on their opinion and the image of the digital content presented. Previous research has proven that age has an impact on visual perception and online experience, but little is known about differences in needs and approaches between the important web user groups of Generation X and Generation Z when presented with a web interface. Our research focuses on their emotional responses and initial reactions towards website interfaces that have been influenced by a specific aesthetic style and seeks to find observations to improve the online experience of these two generations. The study examined individuals from Generation X and Generation Z by conducting semi-structured interviews. We focused on two aesthetic extremes - classical design and expressive design. Participants were shown websites with high levels of the two contrasting aesthetics and asked to review their feelings caused by the websites and thoughts about the designs. Three categories of sites were used to expand the scope of websites: e-commerce, articles, and portfolios. This study found no major concrete differences between the generations and how they perceived the aesthetic extremes and reacted to them. Both generations preferred web interfaces with classical aesthetics. However, we have identified some critical structural needs that our participants have expressed irrelevant to the aesthetic direction of the page. Pages with entertainment value benefited from a more expressive aesthetic and the sites where functionality is a higher priority benefitted from a more classical aesthetic. We also came to the conclusion that none of the generations preferred a single specific aesthetic direction, therefore, no definite aesthetic preferences for either generation could be drawn. Nonetheless, small differences in emotional responses were defined. Generation Z was more open towards more expressive and visually engaging sites compared to Generation X which sought comfort in their online experience and therefore preferred classical aesthetics.
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31

Truong, Khai Nhut. "INCA an infrastructure for capture & access supporting the generation, preservation and use of memories from everyday life /." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7167.

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Peoples daily lives and experiences often contain memories and information that they may want to recall again at a later time. Human memory, however, has its limitations and many times it alone may not be sufficient. People sometimes have difficulty recalling salient information and can forget important details over time. To complement what they can remember naturally, people must expend much time and manual effort to record desired content from their lives for future retrieval. Unfortunately, manual methods for capturing information are far from ideal. Over the years, ubiquitous computing researchers have constructed devices and applications to support the automated capture of live experiences and access to those records. At Georgia Tech, we have also investigated the benefits of automated capture and access in over half a dozen projects since 1995. As we encountered challenges in developing these systems, we began to understand how the difficulty of building capture and access systems can prevent exploration of the hard issues intertwined with understanding how capture impacts our everyday lives. These challenges illustrate the need for support structures in building this class of ubiquitous computing systems. This dissertation presents a set of abstractions for a conceptual framework and a focused design process that encourages designers to decompose the design of capture and access applications into a set of concerns that will be easier to develop and to manage. In addition, an implementation of the framework called the INCA Toolkit is discussed, along with a number of capture and access applications that have been built with it. These applications illustrate how the toolkit is used in practice and supports explorations of the capture and access design space.
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32

Carvalho, Vanessa Viana da Silva. "Generation of multi-level and multi-user games through modelling in hierarchical coloured Petri nets." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=13488.

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CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior
This work presents a method to generate games with multilevel and multiple users using Hierarchical Coloured Petri Nets. The design of a multiuser game containing multiple navigation environments (multilevel) is made from the model of a Hierarchical Coloured Petri Net, in which are specified all of the rules, properties and structures of the game. The created model for the game can be formally analysed, verifying the existence of deadlocks and invalid paths, for example, and others possible conception problems, that can be done with the tools available on CPN Tools. To validate this method, a tool has been developed, called CPN Games, which allows fast and dynamic development of simple conception games only using Hierarchical Coloured Petri Nets. The XML codes of the designed models in CPN Tools are interpreted by CPN Games following a set of predefined rules to instantiate different games, without additional programing. It is demonstrated the mechanisms of the design, analysis and validation of the models and finally it is presented several examples of games developed by this tool.
Este trabalho apresenta um mÃtodo para geraÃÃo de jogos multinÃveis e com mÃltiplos usuÃrios por meio de modelagem em Redes de Petri Coloridas HierÃrquicas. A concepÃÃo de um jogo multiusuÃrio, contendo mÃltiplos ambientes de navegaÃÃo (multinÃveis), à feita a partir da criaÃÃo de um modelo hierÃrquico em Rede de Petri Colorida, no qual se especificam todas as regras, propriedades e estruturas do jogo. O modelo criado para o jogo pode ser analisado formalmente, verificando-se, por exemplo, a existÃncia de bloqueios e de transiÃÃes mortas (caminhos invÃlidos), entre outros possÃveis problemas de concepÃÃo, o que pode ser feito com a utilizaÃÃo de ferramentas disponÃveis no CPN Tools. Para validar esse mÃtodo, foi concebida uma ferramenta, denominada CPN Games, que permite o desenvolvimento rÃpido e dinÃmico de jogos de concepÃÃo simples exclusivamente por Rede de Petri Colorida HierÃrquica. Os cÃdigos em XML de modelos constituÃdos com o CPN Tools sÃo interpretadas pelo CPN Games seguindo um conjunto de regras prà estabelecidas para instanciar diferentes jogos, sem a necessidade de programaÃÃo adicional. SÃo demonstrados os mecanismos de criaÃÃo, anÃlise e validaÃÃo dos modelos e diferentes exemplos de jogos construÃdos com a ferramenta.
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33

Xu, Guorong. "RNA CoMPASS: RNA Comprehensive Multi-Processor Analysis System for Sequencing." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1531.

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The main theme of this dissertation is to develop a distributed computational pipeline for processing next-generation RNA sequencing (RNA-seq) data. RNA-seq experiments generate hundreds of millions of short reads for each DNA/RNA sample. There are many existing bioinformatics tools developed for the analysis and visualization of this data, but very large studies present computational and organizational challenges that are difficult to overcome manually. We designed a comprehensive pipeline for the analysis of RNA sequencing which leverages many existing tools and parallel computing technology to facilitate the analysis of extremely large studies. RNA CoMPASS provides a web-based graphical user interface and distributed computational pipeline including endogenous transcriptome quantification and additionally the investigation of exogenous sequences.
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34

Iyer, Srikrishna. "A Unifying Interface Abstraction for Accelerated Computing in Sensor Nodes." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34625.

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Hardware-software co-design techniques are very suitable to develop the next generation of sensornet applications, which have high computational demands. By making use of a low power FPGA, the peak computational performance of a sensor node can be improved without significant degradation of the standby power dissipation. In this contribution, we present a methodology and tool to enable hardware/software co-design for sensor node application development. We present the integration of nesC, a sensornet programming language, with GEZEL, an easy-to-use hardware description language. We describe the hardware/software interface at different levels of abstraction: at the level of the design language, at the level of the co-simulator, and in the hardware implementation. We use a layered, uniform approach that is particularly suited to deal with the heterogeneous interfaces typically found on small embedded processors. We illustrate the strengths of our approach by means of a prototype application: the integration of a hardware-accelerated crypto-application in a nesC application.
Master of Science
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35

Jeunet, Camille. "Understanding & Improving Mental-Imagery Based Brain-Computer Interface (Mi-Bci) User-Training : towards A New Generation Of Reliable, Efficient & Accessible Brain- Computer Interfaces." Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0221/document.

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Les Interfaces Cerveau-Ordinateur basées sur l’Imagerie Mentale (IM-ICO) permettent auxutilisateurs d’interagir uniquement via leur activité cérébrale, grâce à la réalisation de tâchesd’imagerie mentale. Cette thèse se veut contribuer à l’amélioration des IM-ICO dans le but deles rendre plus utilisables. Les IM-ICO sont extrêmement prometteuses dans de nombreuxdomaines allant de la rééducation post-AVC aux jeux-vidéo. Malheureusement, leurdéveloppement est freiné par le fait que 15 à 30% des utilisateurs seraient incapables de lescontrôler. Nombre de travaux se sont focalisés sur l’amélioration des algorithmes de traitementdu signal. Par contre, l’impact de l’entraînement des utilisateurs sur leur performance estsouvent négligé. Contrôler une IM-ICO nécessite l’acquisition de compétences et donc unentraînement approprié. Or, malgré le fait qu’il ait été suggéré que les protocolesd’entraînement actuels sont théoriquement inappropriés, peu d’efforts sont mis en oeuvre pourles améliorer. Notre principal objectif est de comprendre et améliorer l’apprentissage des IMICO.Ainsi, nous cherchons d’abord à acquérir une meilleure compréhension des processussous-tendant cet apprentissage avant de proposer une amélioration des protocolesd’entraînement afin qu’ils prennent en compte les facteurs cognitifs et psychologiquespertinents et qu’ils respectent les principes issus de l’ingénierie pédagogique. Nous avonsainsi défini 3 axes de recherche visant à investiguer l’impact (1) de facteurs cognitifs, (2) de lapersonnalité et (3) du feedback sur la performance. Pour chacun de ces axes, nous décrivonsd’abord les études nous ayant permis de déterminer les facteurs impactant la performance ;nous présentons ensuite le design et la validation de nouvelles approches d’entraînementavant de proposer des perspectives de travaux futurs. Enfin, nous proposons une solution quipermettrait d’étudier l’apprentissage de manière mutli-factorielle et dynamique : un systèmetutoriel intelligent
Mental-imagery based brain-computer interfaces (MI-BCIs) enable users to interact with theirenvironment using their brain-activity alone, by performing mental-imagery tasks. This thesisaims to contribute to the improvement of MI-BCIs in order to render them more usable. MIBCIsare bringing innovative prospects in many fields, ranging from stroke rehabilitation tovideo games. Unfortunately, most of the promising MI-BCI based applications are not yetavailable on the public market since an estimated 15 to 30% of users seem unable to controlthem. A lot of research has focused on the improvement of signal processing algorithms.However, the potential role of user training in MI-BCI performance seems to be mostlyneglected. Controlling an MI-BCI requires the acquisition of specific skills, and thus anappropriate training procedure. Yet, although current training protocols have been shown tobe theoretically inappropriate, very little research is done towards their improvement. Our mainobject is to understand and improve MI-BCI user-training. Thus, first we aim to acquire a betterunderstanding of the processes underlying MI-BCI user-training. Next, based on thisunderstanding, we aim at improving MI-BCI user-training so that it takes into account therelevant psychological and cognitive factors and complies with the principles of instructionaldesign. Therefore, we defined 3 research axes which consisted in investigating the impact of(1) cognitive factors, (2) personality and (3) feedback on MI-BCI performance. For each axis,we first describe the studies that enabled us to determine which factors impact MI-BCIperformance; second, we describe the design and validation of new training approaches; thethird part is dedicated to future work. Finally, we propose a solution that could enable theinvestigation of MI-BCI user-training using a multifactorial and dynamic approach: an IntelligentTutoring System
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Martins, Valéria Farinazzo. "Avaliação de usabilidade para sistemas de transcrição automática de laudos em radiologia." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-20072011-092438/.

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Este trabalho relaciona elementos das áreas de Computação e Saúde para comporem a elaboração de uma metodologia para avaliação de usabilidade de sistemas de transcrição automática de laudos na área de Radiologia. Inicialmente, é apresentado um estudo realizado sobre a área de Interface do Usuário Baseada em Voz que identifica requisitos para os sistemas que trabalham com comunicação mediada por voz assim como as iniciativas no sentido de se criar uma metodologia para sua avaliação. Em seguida é realizado um estudo dos sistemas de transcrição automática de laudos, no qual os principais requisitos são caracterizados e classificados. Os dois estudos acima citados foram integrados para a elaboração de uma metodologia para a avaliação de Sistemas de Transcrição Automática de Laudos em Radiologia. A metodologia foi, então, validada previamente através de inspeções e testes de usabilidade realizados fora do ambiente hospitalar, através do uso de um sistema de transcrição automática de laudos em Radiologia. Posteriormente, a metodologia foi também aplicada a um hospital da cidade de São Paulo. Como resultado principal foi proposto um guia bastante detalhado para se avaliar os Sistemas de Transcrição Automática de Laudos em Radiologia, cada vez mais presentes em hospitais e clínicas no país, além dos relatos das experiências obtidas com a aplicação desta metodologia em um caso real.
This work combines knowledge from Computer Science and Health Science in order to propose an evaluation methodology for Automatic Transcription System of Radiology Reports. At first a study regarding a Voice User Interface is presented, this interface identifies the requirements for Spoken Language Dialogue Systems and it can also be used as a tool for an evaluation methodology. Following, a study of automatic transcription systems is presented; in this study the main requirements are listed and classified. Both studies were integrated to allow a new methodology to evaluate an Automatic Transcription System in Radiology. This methodology was previously validated through some inspections and usability tests outside the hospital environment and afterword the methodology was used in a hospital in São Paulo city. As a main result it was proposed a very detailed guide for evaluating the Automatic Transcription Systems Reports in Radiology, increasingly found in hospitals and clinics in this country, apart from reports on experiences gained in applying this methodology in a real case.
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Gkotse, Blerina. "Ontology-based Generation of Personalised Data Management Systems : an Application to Experimental Particle Physics." Thesis, Université Paris sciences et lettres, 2020. http://www.theses.fr/2020UPSLM017.

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Ce travail de thèse vise à combler le fossé entre les domaines de la sémantique du Web et de la physique des particules expérimentales. En prenant comme cas d'utilisation un type spécifique d'expérience de physique, les expériences d'irradiation utilisées pour tester la résistance des composants au rayonnement, un modèle de domaine, ce qui, dans le domaine de la sémantique du Web, est appelé ontologie, a été créé pour décrire les principaux concepts de la gestion des données des expériences d'irradiation. Puis, en s'appuyant sur ce type de formalisation, une méthodologie a été conçue pour réaliser automatiquement la génération de systèmes de gestion de données fondés sur des ontologies ; elle a été utilisée pour générer des interfaces utilisateur pour l'ontologie IEDM introduite précédemment. Dans la dernière partie de ce travail de thèse, nous nous sommes penchés sur l'utilisation des préférences d'affichage des interfaces-utilisateur (UI), stockées en tant qu'instances d'une ontologie de description d'interfaces que nous avons développée pour enrichir IEDM. Nous introduisons une nouvelle méthode d'encodage de ces données, instances d'ontologie, en tant que vecteurs de plongement (``embeddings'') qui pourront être utilisés pour réaliser, à terme, des interfaces-utilisateur personnalisées
This thesis work aims at bridging the gap between the fields of Web Semantics and Experimental Particle Physics. Taking as a use case a specific type of physics experiments, namely the irradiation experiments used for assessing the resistance of components to radiation, a domain model, what in Web Semantics is called an ontology, has been created for describing the main concepts underlying the data management of irradiation experiments. Using such a formalisation, a methodology has been introduced for the automatic generation of data management systems based on ontologies and used to generate a web application for IEDM, the previously introduced ontology. In the last part of this thesis work, by the use of user-interface (UI) display preferences stored as instances of a UI-dedicated ontology we introduced, a method that represents these ontology instances as feature vectors (embeddings) for recommending personalised UIs is presented
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COSTA, Sofia Larissa da. "Uma abordagem baseada em modelos para construção automática de interfaces de usuário para Sistemas de Informação." Universidade Federal de Goiás, 2011. http://repositorio.bc.ufg.br/tede/handle/tde/512.

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Building user interfaces for Information Systems (IS) involves modeling and coding appearance (presentation) and behavioral (interaction) aspects. This work presents a modelbased approach to building these interfaces using tools for automatic transformation of models and for interface code generation. The proposed approach applies the concept of Interface Stereotype, introduced in this work, which identifies, in a high level of abstraction, features of user interface (UI) appearance and behavior, independently of the underlying IS application. A taxonomy of interface elements is proposed as the basis for stereotype definition, along with a interface behavior specification mechanism, which allows expressing actions and restrictions on the stereotypes by precise, objective and independently from the interface implementation platform. It is also proposed a architecture for a software component which manages model-based user interfaces building. The architecture defines how this component can be integrated in IS development process. The approach for model-based user interface development proposed in this work brings benefits in effort and cost construction terms, facilitating the maintenance and the evolution of user interface of IS. Futhermore, the use of stereotypes promotes consistency and standardization of both presentation and behavior of interfaces, improving usability of IS.
A construção de interfaces de usuário para Sistemas de Informação (SI) envolve modelagem e codificação de aspectos de aparência (apresentação) e comportamento (forma de interação). Este trabalho propõe uma abordagem baseada em modelos para construção dessas interfaces com o apoio de ferramentas de transformação automática de modelos e de geração de código de interface. A abordagem utiliza o conceito de Estereótipo de Interface, introduzido neste trabalho, que identifica, em alto nível de abstração, características de aparência e comportamento de interfaces, independentemente da aplicação do Sistema de Informação subjacente. Uma taxonomia para elementos de interface é proposta como base para a definição de estereótipos, juntamente com um mecanismo para especificação do comportamento da interface, que permite expressar ações e restrições sobre estereótipos de interface de maneira precisa, objetiva e independente da plataforma de implementação da interface. Também é proposta uma arquitetura para um componente de software que gerencia a construção de interfaces baseada em modelos. A arquitetura define como este componente pode ser integrado ao processo de desenvolvimento de SI. A abordagem para construção baseada em modelos proposta neste trabalho traz benefícios em termos de esforço e custo de construção facilitando a manutenção e a evolução de interfaces de usuário em SI. Além disso, o uso de estereótipos promove a consistência e a padronização, tanto da apresentação quanto do comportamento das interfaces, melhorando a usabilidade de SI.
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39

Dannecker, Lars. "Visualisierung von Service-Frontends in einem Werkzeug zur präsentationsorientierten Komposition annotierter Dienste." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-25352.

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Das Ziel des ServFace Projektes ist es Endnutzern ohne umfangreiche IT-Kenntnisse das einfache Erstellen von servicebasierten Anwendungen zu ermöglichen. Dazu wird ein Kompositions- werkzeug mit dem Namen “ServFace Builder“ verwendet. Das Werkzeug erlaubt es Endnutzern, interaktive Anwendungen durch die Komposition von Service-Operationen zu erstellen. Dafür ist eine grafische Repräsentation der Service-Operationen durch UI-Fragmente notwendig. Die UI-Fragmente werden im ServFace-Umfeld als Frontends bezeichnet. In der vorliegenden Arbeit wird ein Konzept zur automatischen Visualisierung dieser Frontends vorgestellt. Um das Ergebnis der Visualisierung zu verbessern, nutzt der Visualisierungsprozess neben der Service-Beschreibung weitere Informationen in Form von Annotationen und Gestaltungsempfehlungen. Konkret werden die folgenden Aspekte in dieser Arbeit beschrieben: • Visualisierung von Frontends zur Repräsentation von Service-Operationen auf Basis von Service-Beschreibungen, Annotationen, Plattformspezifikationen und Gestaltungsempfehlungen unter der Maßgabe der Gebrauchstauglichkeit und Nutzbarkeit. • Integration der Frontends in die jeweils aktuelle Instanzen des gegebenen Anwendungsmodells. • Technische Umsetzung und Evaluation der entwickelten Konzepte
The aim of the ServFace Project is to enable users with limited IT skills to easily create service-based applications. In order to do so, a tool called "ServFace Builder" has been developed. This tool allows users to build a composite application by combining several service operations. An important part of the ServFace Builder is the graphical representation of those service operations through user interfaces. This thesis describes an approach to automatically generate user interfaces for service operations. To enhance the graphical representation, the user interface generation process of the ServFace Builder comprises annotations and design recommendations next to the common service descriptions to enhance the result of the generation process. This thesis discusses: • Graphical representation of service operations on the basis of service descriptions, annotations, plattform specifications and design recommendations. • Integration of the graphical representation into the actual instance of the given application model. • Implementation and evaluation of the presented concepts
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40

Johari, Shirazi Iman. "Combining Business Intelligence, Indicators, and the User Requirements Notation for Performance Monitoring." Thesis, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23540.

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Organizations use Business Intelligence (BI) systems to monitor how well they are meeting their goals and objectives. Yet, very often BI systems do not include clear models of the organization’s goals or of how to measure whether they are satisfied or not. Several researchers now attempt to integrate goal models into BI systems, but there are still major challenges related to how to get access to the BI data to populate the part of the goal model (often indicators) used to assess goal satisfaction. This thesis explores a new approach to integrate BI systems with goal models. In particular, it explores the integration of IBM Cognos Business Intelligence, a leading BI tool, with an Eclipse-based goal modeling tool named jUCMNav. jUCMNav is an open source graphical editor for the User Requirements Notation (URN), which includes the Use Case Map notation for scenarios and processes and the Goal-oriented Requirement Language for business objectives. URN was recently extended with the concept of Key Performance Indicator (KPI) to enable performance assessment and monitoring of business processes. In jUCMNav, KPIs are currently calculated or modified manually. The new integration proposed in this thesis maps these KPIs to report elements that are generated automatically by Cognos based on the model defined in jUCMNav at runtime, with minimum effort. We are using IBM Cognos Mashup Service, which includes web services that enable the retrieval of report elements at the most granular level. This transformation provides managers and analysts with useful goal-oriented and process-oriented monitoring views fed by just-in-time BI information. This new solution also automates retrieving data from Cognos servers, which helps reducing the high costs usually caused by the amount of manual work required otherwise. The novel approach presented in this thesis avoids manual report generation and minimizes any contract with respect to the location of manually created reports, hence leading to better usability and performance. The approach and its tool support are illustrated with an ongoing example, validated with a case study, and verified through testing.
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Pruvost, Gaëtan. "Modélisation et conception d’une plateforme pour l’interaction multimodale distribuée en intelligence ambiante." Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112017/document.

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Cette thèse s’inscrit dans le domaine de l’intelligence ambiante et de l’interaction homme-machine. Elle a pour thème la génération d’interfaces homme-machine adaptées au contexte d’interaction dans les environnements ambiants. Les travaux de recherche présentés traitent des problèmes rencontrés lors de la conception d’IHM dans l'ambiant et notamment de la réutilisation de techniques d’interaction multimodales et multi-périphériques. Ce travail se divise en trois phases. La première est une étude des problématiques de l’IHM spécifiques à l’Ambiant et des architectures logicielles adaptées à ce cadre théorique. Cette étude permet d’établir les limites des approches actuelles et de proposer, dans la seconde phase, une nouvelle approche pour la conception d’IHM ambiante appelée DAME. Cette approche repose sur l’association automatique de composants logiciels qui construisent dynamiquement une IHM. Nous proposons deux modèles complémentaires qui permettent de décrire les caractéristiques ergonomiques et architecturales des composants. La conception de ces derniers est guidée par une architecture logicielle composée de plusieurs couches qui permet d’identifier les différents niveaux d’abstraction réutilisables d’un langage d’interaction. Un troisième modèle, appelé modèle comportemental, permet de spécifier des recommandations quant à l’instanciation de ces composants. Nous proposons un algorithme permettant de générer des IHM adaptées au contexte et d’évaluer la qualité de celles-ci par rapport aux recommandations du modèle comportemental. Dans la troisième phase, nous avons implémenté une plateforme réalisant la vision soutenue par DAME. Cette implémentation est confrontée aux utilisateurs finaux dans une expérience de validation qualitative. De ces travaux ressortent des résultats encourageants, ouvrant la discussion sur de nouvelles perspectives de recherche dans le cadre de l’IHM en informatique ambiante
This thesis deals with ambient intelligence and the design of Human-Computer Interaction (HCI). It studies the automatic generation of user interfaces that are adapted to the interaction context in ambient environments. This problem raises design issues that are specific to ambient HCI, particularly in the reuse of multimodal and multidevice interaction techniques. The present work falls into three parts. The first part is an analysis of state-of-the-art software architectures designed to solve those issues. This analysis outlines the limits of current approaches and enables us to propose, in the second part, a new approach for the design of ambient HCI called DAME. This approach relies on the automatic and dynamic association of software components that build a user interface. We propose and define two complementary models that allow the description of ergonomic and architectural properties of the software components. The design of such components is organized in a layered architecture that identifies reusable levels of abstraction of an interaction language. A third model, called behavioural model, allows the specification of recommendations about the runtime instantiation of components. We propose an algorithm that allows the generation of context-adapted user interfaces and the evaluation of their quality according to the recommendations issued from the behavioural model. In the third part, we detail our implementation of a platform that implements the DAME approach. This implementation is used in a qualitative experiment that involves end-users. Encouraging preliminary results have been obtained and open new perspectives on multi-devices and multimodal HCI in ambient computing
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42

Durán, Alcaide Ángel. "Development of high-performance algorithms for a new generation of versatile molecular descriptors. The Pentacle software." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7201.

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The work of this thesis was focused on the development of high-performance algorithms for a new generation of molecular descriptors, with many advantages with respect to its predecessors, suitable for diverse applications in the field of drug design, as well as its implementation in commercial grade scientific software (Pentacle). As a first step, we developed a new algorithm (AMANDA) for discretizing molecular interaction fields which allows extracting from them the most interesting regions in an efficient way. This algorithm was incorporated into a new generation of alignmentindependent molecular descriptors, named GRIND-2. The computing speed and efficiency of the new algorithm allow the application of these descriptors in virtual screening. In addition, we developed a new alignment-independent encoding algorithm (CLACC) producing quantitative structure-activity relationship models which have better predictive ability and are easier to interpret than those obtained with other methods.
El trabajo que se presenta en esta tesis se ha centrado en el desarrollo de algoritmos de altas prestaciones para la obtención de una nueva generación de descriptores moleculares, con numerosas ventajas con respecto a sus predecesores, adecuados para diversas aplicaciones en el área del diseño de fármacos, y en su implementación en un programa científico de calidad comercial (Pentacle). Inicialmente se desarrolló un nuevo algoritmo de discretización de campos de interacción molecular (AMANDA) que permite extraer eficientemente las regiones de máximo interés. Este algoritmo fue incorporado en una nueva generación de descriptores moleculares independientes del alineamiento, denominados GRIND-2. La rapidez y eficiencia del nuevo algoritmo permitieron aplicar estos descriptores en cribados virtuales. Por último, se puso a punto un nuevo algoritmo de codificación independiente de alineamiento (CLACC) que permite obtener modelos cuantitativos de relación estructura-actividad con mejor capacidad predictiva y mucho más fáciles de interpretar que los obtenidos con otros métodos.
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43

Balbo, Sandrine. "Evaluation ergonomique des interfaces utilisateur : un pas vers l'automatisation." Phd thesis, Université Joseph Fourier (Grenoble), 1994. http://tel.archives-ouvertes.fr/tel-00005077.

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L'ingenierie des Interfaces Homme-Machine s'est manifestee jusqu'ici par le developpement de modeles et d'outils d'aide a la construction d'interfaces utilisateur. Dans le processus iteratif de developpement des interfaces, l'evaluation est souvent negligee par les developpeurs ou reste le produit d'une demarche artisanale. Notre but est de fournir une aide automatique en vue d'une evaluation plus performante. Apres une revue de l'etat de l'art, nous proposons deux espaces taxonomiques qui permettent de situer les techniques d'evaluation actuelles et les modeles de taches possibles. Nous proposons ensuite EMA, un mecanisme d'analyse automatique pour l'evaluation ergonomique des interfaces utilisateur. L'analyse utilise trois sources d'information : une base de profils de comportement modelises sous forme de regles, une representation formelle de l'espace des taches realisables avec le logiciel teste, ainsi que les donnees comportementales enregistrees au cours des sessions d'utilisation du logiciel teste. EMA est aujourd'hui un detecteur d'anomalies. Il conviendra dans nos perspectives d'extension, d'en faire un critique explicatif, voire correctif.
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44

Nord, Dennis. "Jämförelse av olika reglersystem för undervisningsändamål." Thesis, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20251.

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Examensarbetet syftar till att jämföra nya alternativ till olika system för användning i laborationer i reglerteknikkurser för olika studentkategorier. Det skall utredas vilket av ett antal alternativ till mjukvaruplattformar som är bäst lämpat att användas vid reglerteknikundervisningen i ITN:s reglerlaboratorium vid Linköpings universitet. Tidigare laborationer i berörda kurser skall även modifieras så att dessa kan genomföras i de nya systemen.

Examensarbetet resulterade i en rad modifierade laborationer och system att tillämpa i dessa. De nya systemen medför att all reglering sköts direkt från en dator istället för tidigare variant med externa apparater som programmeras. På så sätt kan större fokus läggas på regleringen i sig och inte de system som tillämpas för att utföra den.


The purpose of this thesis work is to compare new alternatives for different systems to use in laborations, in courses offered in control system design, for different types of students. The intention is to investigate which of a number of software platform alternatives are best suited for these purposes. Current laborations are to be modified to be viable in the new systems.

The project resulted in a number of modified laborations and control systems to use in these. The new solutions are made so that all of the control is done by one computer, as opposed to the previous solution where external units had to be programmed and controlled. This way, the laborations can focus more on the control theory and less on the systems used to realize it.

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Pavelka, Martin. "Systém pro automatickou správu serverů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403213.

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The goal of this diploma thesis is to design the user interface and implement the information system as a web application. Using the custom implemented library the system communicates with GraphQL server which manages the client data. The thesis describes possible solutions for physical servers automatization. The application provides the application interface to manage virtual servers. Automatization is possible without human interaction. Connection to the virtualization technologies is handled by web interface APIs or custom scripts running in the virtual system terminal. There is a monitoring system built over project components. The thesis also describes the continuous integration using Gitlab tools. Running the configuration task is solved using the Unix CRON system.
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Romano, Regiane Relva. "Os impactos do uso de tecnologia da informação e da identificação e captura automática de dados nos processos operacionais do varejo." reponame:Repositório Institucional do FGV, 2011. http://hdl.handle.net/10438/8895.

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Este trabalho objetivou identificar as principais tecnologias disponíveis de TI (Tecnologia da Informação) e de AIDC (Identificação e Captura Automática de Dados) para a área de varejo de autosserviço, para preencher a lacuna existente na literatura, sobre os benefícios de se usar novas tecnologias no ponto de venda, com vistas a otimizar sua operação. Para tanto, foram estudados os principais processos operacionais de uma loja de varejo de autosserviço, com vistas a identificar como as Tecnologias da Informação (TI) e de Identificação e Captura Automática de Dados (AIDC), poderiam ajudar a melhorar os resultados operacionais e agregar valor ao negócio. Para analisar suas proposições (de que o uso de TI e de AIDC podem ajudar na: redução dos tempos dos processos de retaguarda; redução do número de operações no ponto de venda; prevenção de perdas; redução dos custos e dos tempos para a realização dos inventários; redução do número de funcionários nas lojas; redução do tempo de fila no caixa; redução de rupturas e no aumento da eficiência operacional da loja), foram pesquisados diversos estudos de casos mundiais de empresas do segmento de varejo, que implementaram as tecnologias de AIDC e TI, principalmente a de RFID, para saber quais foram os impactos do uso destas tecnologias em suas operações e, em seguida, foi desenvolvido um Estudo de Caso abrangente, por meio do qual se objetivou entender os benefícios empresariais reais do uso destas tecnologias para o varejo de autosserviço. Como resultado final, foi possível identificar as mudanças nos processos operacionais do varejo de autosserviço, bem como os benefícios gerados em termos de custo, produtividade, qualidade, flexibilidade e inovação. O trabalho também evidenciou os pontos críticos de sucesso para a implementação da TI e das AIDC no varejo, que são: a revisão dos processos operacionais; a correta definição do hardware; dos insumos; do software; das interferências do ambiente físico; da disponibilização dos dados/informações dos produtos; das pessoas/funcionários e dos parceiros de negócios/fornecedores. De maneira mais específica, este trabalho buscou contribuir para o enriquecimento do campo de estudos no segmento de varejo e para o uso da tecnologia da informação, no Brasil, já que o assunto sobre o uso e o impacto de novas tecnologias no ponto de vendas, ainda permanece pouco explorado academicamente.
This study sought to identify the main IT technologies available for the AIDC and retail self-service area, to fill the gap in the literature about the real advantages of using new technologies at the point of sale, in order to optimize its operation. In order to do this, we studied the main operational processes of a self-service retail store bearing in mind to identify how the technologies of Automatic Identification and Data Capture and IT could help to improve the operating results and add value to the business. To analyze these proposals we have surveyed several global case studies of retail companies, which implemented the AIDC and IT technologies to investigate what were the impacts of using these technologies in their operations and then designed a comprehensive and innovative Case Study, through which we sought to understand the real business benefits. As a final result, it was possible to identify the changes and the benefits in terms of cost, productivity, quality, flexibility and innovation. The work also highlighted the critical points of success for the implementation of AIDC and IT Retail, which are: the review of operating processes, the correct definition of the hardware; inputs; software; interferences of the physical environment, the availability of data / information of products, of people / employees and of business partners / suppliers. More specifically, this study sought to contribute to the enrichment of the field studies in the retail segment and for the use of information technology in Brazil, since the issue on the use and impact of new technologies at the point of sales, still remains unexplored academically.
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Bednář, Martin. "Automatické testování projektu JavaScript Restrictor." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-432879.

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The aim of the thesis was to design, implement and evaluate the results of automatic tests for the JavaScript Restrictor project, which is being developed as a web browser extension. The tests are divided into three levels - unit, integration, and system. The Unit Tests verify the behavior of individual features, the Integration Tests verify the correct wrapping of browser API endpoints, and the System Tests check that the extension does not suppress the desired functionality of web pages. The System Tests are implemented for parallel execution in a distributed environment which has succeeded in achieving an almost directly proportional reduction in time with respect to the number of the tested nodes. The benefit of this work is detection of previously unknown errors in the JavaScript Restrictor extension and provision of the necessary information that allowed to fix some of the detected bugs.
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Cruz, António Miguel Ribeiro dos Santos Rosado da. "Automatic generation of user interfaces from rigorous domain and use case models." Doctoral thesis, 2010. http://hdl.handle.net/10216/59884.

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Cruz, António Miguel Ribeiro dos Santos Rosado da. "Automatic generation of user interfaces from rigorous domain and use case models." Tese, 2010. http://hdl.handle.net/10216/59884.

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50

ZHAO, XULIN. "A BUSINESS PROCESS DRIVEN APPROACH FOR AUTOMATIC GENERATION OF BUSINESS APPLICATIONS." Thesis, 2011. http://hdl.handle.net/1974/6296.

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Business processes describe a set of tasks for accomplishing business objectives of an organization. Business applications automate business processes to improve the productivity of business users. Nowadays, the business environment changes fast due to rapid market growth and technological innovations. Business processes are continuously updated to reflect new business initiatives. Business applications are frequently evolved to add features to meet new requirements and fix defects. Quite often, business processes and business applications evolve independently without direct reference to each other. Over time, it becomes more and more challenging to maintain the consistency between a business application and the corresponding business processes. Moreover, the existing development approaches rely on software developers’ craftsmanship to design and implement business applications. Such a development paradigm is inefficient and leads to inconsistency between business processes and business applications. To facilitate the alignment between business applications and business processes, we present an approach that automatically generates software architecture and code skeletons of business applications from business processes. We identify architectural components from business processes by analyzing dependencies among tasks. To verify the achievement of quality requirements, we extend a set of existing product metrics to automatically evaluate the quality of the generated software architecture designs. Eventually, we apply refactoring strategies, such as software architectural styles or design patterns, to optimize the generated software architecture designs and resolve identified quality problems. Moreover, we also present an approach to automatically refine software architecture to design models and code skeletons of business applications. The effectiveness of our proposed approach is illustrated through case studies.
Thesis (Ph.D, Electrical & Computer Engineering) -- Queen's University, 2011-01-30 00:06:34.77
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