Dissertations / Theses on the topic 'Creative interface'
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Jones, R. "Social media/ted practice @ the interface." Thesis, University of Salford, 2013. http://usir.salford.ac.uk/29421/.
Full textGaist, Byron Jack. "Creative suffering and the wounded healer, exploring the interface of analytical psychology and Christian theology." Thesis, University of Essex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510517.
Full textAlazemi, T. R. "Users' information seeking behaviours, their interactions and experience with the academic library web interface." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/36705/.
Full textPrax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.
Full textLavault, Antoine. "Generative Adversarial Networks for Synthesis and Control of Drum Sounds." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS614.
Full textAudio synthesizers are electronic systems capable of generating artificial sounds under parameters depending on their architecture. Even though multiple evolutions have transformed synthesizers from simple sonic curiosities in the 1960s and earlier to the main instruments in modern musical productions, two major challenges remain; the development of a system of sound synthesis with a parameter set coherent with its perception by a human and the design of a universal synthesis method, able to model any source and provide new original sounds. This thesis studies using and enhancing Generative Adversarial Networks (GAN) to build a system answering the previously-mentioned problems. The main objective is to propose a neural synthesizer capable of generating realistic drum sounds controllable by predefined timbre parameters and hit velocity. The first step in the project was to propose an approach based on the latest technological advances at the time of its conception to generate realistic drum sounds. We added timbre control capabilities to this method by exploring a different way from existing solutions, i.e., differentiable descriptors. To give experimental guarantees to our work, we performed evaluation experiments via objective metrics based on statistics and subjective and psychopĥysical evaluations on perceived quality and perception of control errors. These experiments continued to add velocity control to the timbral control. Still, with the idea of pursuing the realization of a versatile synthesizer with universal control, we have created a dataset ex-nihilo composed of drum sounds to create an exhaustive database of sounds accessible in the vast majority of conditions encountered in the context of music production. From this dataset, we present experimental results related to the control of dynamics, one of the critical aspects of musical performance but left aside by the literature. To justify the capabilities offered by the GANs synthesis method, we show that it is possible to marry classical synthesis methods with neural synthesis by exploiting the limits and particularities of GANs to obtain new and musically interesting hybrid sounds
Wilson, Brian. "The creation of a functional mailing list server with a graphical user interface." Ohio : Ohio University, 1997. http://www.ohiolink.edu/etd/view.cgi?ohiou1185208875.
Full textSilva, Daniel Corsi da. "Atos tridimensionais: manifestações da existência: interfaces entre a arquitetura e a escultura." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-22082012-103651/.
Full textThis dissertation aims to analyze possible interfaces between Architecture and Sculpture, approaching their productions made from the second half of the twentieth century, a period that was characterized by disruption of numerous theoretical and conceptual paradigms. Considering these manifestations from their three-dimensional nature, according to a transdisciplinary approach, it seeks to establish new meanings and analysis parameters shared by both expressions, in a reciprocal process of conceptual and practical influences. The research is divided into two parts. The first part - Three-Dimensional Concepts - refers to the historical facts and philosophical concepts that have influenced the theoretical concepts of architectural and sculptural production of this period. In this part are also studied some transformations of the specific universes of these manifestations, which are considered crucial to the creation of the works later analyzed. In the second part - Three-Dimensional Processes - it is presented a reading of some architectural and sculptural works based on new productive organizations established in the studied period. From the transdisciplinary repertoire presented in the first part about the creative concepts of both manifestations analysis, parameters are defined to embrace fundamental themes of the mentioned interfaces. The concepts of Landscape, Time, Structure, Matter and Form are extended in definitions that lead to the reading of each of the selected works. Thus, new cognitive concepts of these constructions are established demonstrating how they influence each other, sharing their intentions or not. The potential arising from the proximity of these two expressions is also shown, offering theoretical and practical references so that they can be explored in future productions. Summarizing the specific procedures of these three-dimensional acts and the philosophical reading concepts, it is aimed to show, from the profundity of the chosen works, single acts of human existence.
Björk, Carl, and Per Salomonsson. "Creating Interface-Controllers using Model Driven Architecture." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1594.
Full textI rapporten undersöks ett fall i telekominudstrin, där kombinerandet av synkrona och asynkrona interface orsakar problem. En lösning på problemet är presenterat i form av ett framework för interface controllers som är baserat på mönster som beskriver den gemensamma funktionaliten i interface controllers. Lösningen är implementerad med hjälp av fyra olika implementeringsmetoder (Java, Erlang, XDE och Executable UML), där rader kod och prestanda jämförs.
pt00cbj@student.bth.se pt00psa@student.bth.se
Stewart, Robin S. (Robin Scott). "Interfaces for creating quantitative conceptual diagrams." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44908.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 71-73).
Modern chart-making, illustration, and mathematical tools poorly support the use of conceptual components in quantitative graphs such as Economics diagrams. The substantial time those tools require to achieve the desired results leads many people to sketch their graphs with pencil and paper instead of using a computer. In this thesis, I address the challenge of designing a software user interface that not only includes all features necessary to create a wide range of quantitative conceptual diagrams, but also is dramatically more efficient to use than existing programs. My design takes several important interaction techniques that previous applications used separately and comprehensively integrates them in order to create new, flexible capabilities. I have implemented this design as a desktop application called Graph Sketcher, and I present results of studies which show that my interface halves the time required to complete several common graph creation tasks. I also show that the 700 students, teachers, professionals, and hobbyists worldwide who choose to use Graph Sketcher in their everyday work nd the interface intuitive, enjoyable, and empowering for generating many different types of graphs.
by Robin S. Stewart.
S.M.
Ratchford, Tristan. "Creating application programming interface code templates from usage patterns." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=106349.
Full textLes interfaces de programmation (API) encouragent la réutilisation de code en facilitant l'interaction entre les composantes du logiciel et ses librairies. Les "templates" d'API sont des scénarios d'utilisation de l'API paramétrées pour êtres rapidement instanciés par copier-coller ou par le soutien intégré des environnements de développement. Ils fournissent le squelette d'un scénario d'utilisation de l'API et laissent au développeurs la simple tâche de "remplir les espace". Malheureusement, afin de créer des "templates" pertinents, du temps et de l'expérience avec l'API sont nécessaires. Pour résoudre ces problèmes, nous présentons une technique par laquelle les "templates" d'API sont découverts en analysant des scénarios d'utilisation existants. Notre intuition est que de tels scénarios sont une base valide pour la découverte de "templates" car ils sont une représentation existante de l'API en action. Nous évaluons notre méthode en effectuant une étude rétroactive sur les projets Mammoth, ArgoUML, et Eclipse pour voir si les modèles créés à partir de versions antérieures auraient été utiles aux développeurs dans les versions ultérieures. Nos résultats illustrent que, en moyenne, chaque "template" d'API créé par notre technique aurait permis aux développeurs de créer six, neuf et douze nouvelles méthodes dans les projets Mammoth, ArgoUML, et Eclipse, respectivement. De plus, dans notre évaluation, de nombreux modèles de code API ont été créé à partir des ces trois projets, ainsi prouvant que notre technique pourrait avoir aidée les développeurs à apprendre et utiliser une API plus rapidement dans de nombreuses occasions.
Milota, Andre' D. "Multimodal multi paradigm interface for graphics editing and creation /." For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2002. http://uclibs.org/PID/11984.
Full textWei, Charles C. H. "BOTTOM-UP ONTOLOGY CREATION WITH A DIRECT INSTANCE INPUT INTERFACE." DigitalCommons@CalPoly, 2009. https://digitalcommons.calpoly.edu/theses/61.
Full textChen, Yu. "A mechanism for creating web service interface to scientific applications." Thesis, Swansea University, 2007. https://cronfa.swan.ac.uk/Record/cronfa42225.
Full textNissen, Erik. "Important design principles for the creation of user interfaces." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16403.
Full textProgram: Kandidatutbildning i informatik
Rondahl, Robert, and Filip Larsson. "Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63939.
Full textI tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
Karlsson, Jonathan. "Using WebGL to create TV-centric user interfaces." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107403.
Full textGonzález, Zúñiga Luis Diego. "Stereoscopic user interfaces: Creating a pipeline for stereo application development." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/393992.
Full textEste trabajo es una investigación doctoral en el campo de interfaces graficas de usuario estereoscópicas. Se evalúa el estado actual de la tecnología 3D y el estado del arte en las tendencias del área, traduciéndolas a conceptos aplicables a software. El objetivo principal es estudiar como la profundidad 3D puede mejorar la interfaz de una aplicación, otorgándole una estética y utilidad. Independientemente del medio, nuestro enfoque es proveer herramientas y técnicas eficientes que se apliquen a proceso de diseño de interfaces para añadirles profundidad. Es por ello que trabajamos en un entorno web, de escritorio, con gestos y estudios de percepción de usabilidad, con la intención de documentar tanto las reacciones de los usuarios como las aplicaciones novedosas en software. La presente tesis documenta un esfuerzo de 4 años en el área de interfaces graficas de usuario estereoscópicas. Empezamos repasando las bases de la teoría estereoscópica y el estado de la tecnología. Luego nos fijamos en varias fases del proceso de creación de una interfaz gráfica, desde el prototipado hasta la medición de la profundidad percibida. Construimos herramientas y bibliotecas que van de la mano con las tecnologías actuales y que permiten a los desarrolladores y entusiastas crear aplicaciones que utilicen 3D, incluyendo las aplicaciones de Realidad Virtual.
interfaces. It evaluates the current state of 3D technology and the state of the art trends in the area and translates them to software applications. The main objective is to study how 3D depth can enhance a GUI application, by having an aesthetic and utilitarian function. Independent of medium, our main focus is to provide efficient tools and techniques that apply to the interface design process to add depth to it. In this vein we work with web, desktop, gestural technologies and perception UX studies with the intention of documenting both user reactions and innovative software implementations. The present thesis documents our 4 year effort in the field of stereoscopic graphical user interface. We walk through the foundations of the stereo theory and the state of the technology. We then approach several phases of a GUI creating pipeline: from sketching prototypes to measuring the perceived depth effect. We built frameworks and plugins that go hand to hand with the current technology stack and allow other developers and enthusiasts to create both stereoscopic 3D GUIs and VR applications.
Millner, Amon Daran. "Hook-ups : how youth learn through creating physical computer interfaces." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/32508.
Full textIncludes bibliographical references (p. 129-130).
The Hook-ups project introduces a new set of tools, materials, and activities intended to support children in creating physical computer input devices for computer programs they write. This project introduces a new approach to learning-through-design by providing opportunities for children to engage in both physical and computational design concurrently. This thesis describes the design of Hook-ups tools and materials, including the development of Scratch Patches - a new puzzle-piece-like set of technological building blocks used to build computer input devices. Also presented are classifications of the types of Hook-ups developed by youth, an analysis of what and how youth learned through Hook-ups design activities, and a roadmap for future work in the area of interaction design for children.
by Amon Daran Millner.
S.M.
Doyle, Ann Mary. "Naming, claiming, and (re)creating : Indigenous knowledge organization at the cultural interface." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/44262.
Full textGabridge, Tracy, Nicole Hennig, Rebecca Lubas, and Sarah Wenzel. "When a Librarian's Not There to Ask: Creating an Information Resource Advisory Tool." Association of College & Research Libraries, 2005. http://hdl.handle.net/1721.1/32545.
Full textLahtinen, Linn. "Mobile Information Visualisation : Recommendations for creating better information visualisation interfaces on mobile devices." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210563.
Full textEn ökande användning av smartphones och andra mobila enheter sätter press på användargränssnitt att fungera lika bra på små pekskärmar som på stationära datorer, och gränssnitt för informationsvisualisering är inget undantag. Trots att det har funnits en efterfrågan på forskning om mobil informationsvisualisering under många år har relativt lite uppnåtts inom detta område, samt att den forskning som har utförts ofta är smal och inriktad mot en viss design. Därför är syftet för denna forskningsartikel att ge mer allmänna rekommendationer om utformningen av gränssnitt för informationsvisualisering på mobila enheter. En kvalitativ användarstudie genomfördes för att hitta svagheter och styrkor i befintliga gränssnitt vid interaktion med en smartphone. För denna studie gjordes fem prototyper genom vilka olika visualiseringar och interaktionsmetoder testades av deltagarna i studien. Deltagarna fick uppgifter baserade på et mantra kallat ”the Visual Information Seeking Mantra”, som fokuserar på fyra typer av interaktion med informationsvisualiseringar. Resultaten indikerar att interaktionen med en visualisering är viktigare än själva visualiseringen för att uppnå ett användbart och effektivt informationsvisualiseringsgränssnitt. Andra aspekter att tänka på är att ha en effektiv zoomfunktion, att inte ha interaktiva objekt som är för små och att undvika att ha för många objekt på ett litet område. Den senare aspekten kan lösas genom att antingen dra fördel av gester eller använda fler lager i gränssnittet. Vilka visualiseringar och interaktionsmetoder som fungerar bäst är dock starkt beroende av data och syftet med visualiseringen.
Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.
Full text[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
Dos, Santos C. Miguel S. F. "Poetics of the interface : creating works of art that engage in self-reflection." Thesis, Sheffield Hallam University, 2011. http://shura.shu.ac.uk/20323/.
Full textMorais, João Carlos Selésio de. "Smart module builder - Automatic creation of modules for sugarCRM." Master's thesis, Universidade de Évora, 2013. http://hdl.handle.net/10174/14950.
Full textLau, Norman. "ServiceSketch: A Collaborative Tabletop Tool for Service Design." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/7.
Full textSalisbury, Leslie Denise Pinnel. "Automatic visual display design and creation /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/6950.
Full textRamrus, Daniel A. "The creation and adhesion testing of patterned silane surfaces /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/9838.
Full textHabrman, Robert. "Creating a Database and a User Interface for Storing Test Data for Radar Equipment." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-137889.
Full textWan, Noel H. (Noel Heng Loon). "Scalable creation of spin-photon interfaces for solid-state quantum information processing." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/108979.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 61-64).
The negatively charged nitrogen vacancy (NV) defect center in diamond is a promising solid-state qubit due to its exceptional spin and optical properties. In this thesis, we develop high-yield, efficient spin-photon interfaces in diamond. In particular, we demonstrate a process that produces dielectic reflectors and photonic crystal nanobeam cavities directly on the surface of bulk diamond. Our results pave the way towards a scalable network of entangled quantum registers based on spin qubits in diamond.
by Noel H. Wan.
S.M.
Frueh, Andrew. "Tying Tourettic Threads Together." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1398621268.
Full textKrogsæter, Thor Grunde. "World of Wisdom - World Editor : User-interface for creating game worlds for World of Wisdom." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9007.
Full textDuring the fall of 2008 a prototype of an educational multiplayer role-playing game called World of Wisdom (WoW) was developed as part of the specialization project TDT4570. WoW focuses on using knowledge for progressing through the game. The goal of this thesis was to design and develop a user-interface for teachers, that could be used to generate new content for WoW. In this thesis we described the design and implementation of such a user-interface called the WoW World Editor. The World Editor supports generating new maps, creatures, objects and questions for World of Wisdom. By making it easier to create the worlds, the course staff can focus on creating the knowledge for the game. For the students to be able to interact with the course staff while playing the game, we suggest a seperate client for the course staff. This client will then have additional functions that can be used to aid the students with problem, and to get valuable feedback from the players.
Xu, Henrik. "Tablet application GUI usability checklist : Creation of a user interface usability checklist for tablet applications." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19168.
Full textJones, Claire. "An exploration of a Graphical User Interface (GUI) to facilitate the creation of Internet interventions." Thesis, University of Dundee, 2014. https://discovery.dundee.ac.uk/en/studentTheses/237a5f3a-b0f6-4ed8-8e3e-ef3eb57da64c.
Full textPentz, Audrey. "Designing a mobile application interface to support mid-career professionals in creating better financial futures." Master's thesis, Faculty of Science, 2021. http://hdl.handle.net/11427/32916.
Full textBakshi, Karun 1974. "Tools for end-user creation and customization of interfaces for information management tasks." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28487.
Full textIncludes bibliographical references (p. 107-108).
Information based tasks rely on software applications that allow users to interact with information in some pre-defined manner deemed appropriate by the application developer or information/content provider. Whereas such an approach facilitates one way of working with the information, it does not (and cannot) take into account the unique needs of the user, e.g., the particular content of interest given the specific task being performed and expertise of the user, information visualization and interaction preferences of the user, etc. As a result, users must perform additional overhead information management activities in working with the software tools in order to accomplish their particular tasks. In this thesis, we advocate breaking the "rigidity" of such applications by allowing users to create and customize their own task-oriented interfaces (information spaces) that aggregate and present task-specific information and tools on the same screen. In developing a system that allows users to tailor an information space in a manner that suits their particular task and preferences, we recognize a set of desirable properties it must have, and the need for it to provide the user customization control over three primary aspects of information in their information space: content, presentation and manipulation. Haystack, a generalized information management system, encompasses many of the desirable properties at the system level and also provides many of the building blocks that are required to give users greater customization control. We thus approach our ultimate goal of enabling users to build and configure a personalized task-oriented interface by providing them with tools situated in Haystack that allow manipulating various primitives that control
(cont.) the three aspects of information spaces. A discussion of the design and implementation of each of the tools is provided. The above solution allows users to develop information spaces that better match their unique conception of the task and eliminate much of the overhead resulting from "rigid" information management tools, resulting in productivity gains in recurring or long-running tasks.
by Karun Bakshi.
S.M.
Naumann, Stefan, and aue84@gmx de. "Mynewhome.com.au: Exploring New Ways of Delivering Architecture;- Creating a Design Interface for Sustainable and Affordable Houses." RMIT University. Architecture + Design, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080724.162129.
Full textDyar, Samuel S. "A multimodal speech interface for dynamic creation and retrieval of geographical landmarks on a mobile device." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62638.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 140).
As mobile devices become more powerful, researchers look to develop innovative applications that use new and effective means of input. Furthermore, developers must exploit the device's many capabilities (GPS, camera, touch screen, etc) in order to make equally powerful applications. This thesis presents the development of a multimodal system that allows users to create and share informative geographical landmarks using Android-powered smart-phones. The content associated with each landmark is dynamically integrated into the system's vocabulary, which allows users to easily use speech to access landmarks by the information related to them. The initial results of releasing the application on the Android Market have been encouraging, but also suggest that improvements need to be made to the system.
by Samuel S. Dyar.
M.Eng.
André, Joel. "Modular Battery Management System interface to integrated Vehicle Control Unit : Creating a BMS playground using Arduino." Thesis, Karlstads universitet, Institutionen för ingenjörsvetenskap och fysik (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-78793.
Full textKandaswamy, Gopi. "A mechanism for creating Web services interfaces to scientific applications on demand from workflows." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3219915.
Full text"Title from dissertation home page (viewed June 28, 2007)." Source: Dissertation Abstracts International, Volume: 67-06, Section: B, page: 3229. Adviser: Dennis Gannon.
Marosan, Ivan, and Yousef Namazi. "Creating custom APIs to solve shortcomings in existing JavaScript Front-End Frameworks." Thesis, Högskolan Kristianstad, Fakulteten för naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-20730.
Full textCarita, Pires de Carvalho André Nuno. "VIDEOJUEGOS. OBRAS ABIERTAS A EXPERIENCIAS INMERSIVAS, CORRELACIONES CREATIVAS Y EXPERIMENTACIONES COMUNICATIVAS." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/15408.
Full textCarita Pires De Carvalho, AN. (2012). VIDEOJUEGOS. OBRAS ABIERTAS A EXPERIENCIAS INMERSIVAS, CORRELACIONES CREATIVAS Y EXPERIMENTACIONES COMUNICATIVAS [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/15408
Palancia
Dalla, Libera Fabio. "Humanoid robot motion creation based on touch interpretation: A new programming paradigm." Doctoral thesis, Università degli studi di Padova, 2011. http://hdl.handle.net/11577/3427425.
Full textNonostante la ricchezza di soluzioni proposte in letteratura, la generazione di movimenti per robot umanoidi si rivela ancora un problema non risolto. I robot umanoidi presentano spesso oltre 20 gradi di libertà, anche nel caso di umanoidi di dimensioni ridotte. Questo rende impossibile applicare gli approcci classici dell'intelligenza artificiale, e richiede lo sviluppo di soluzioni specifiche per ciascun problema. Alcuni task particolari, come la locomozione o il grasping, sono stati studiati approfonditamente, e sono stati introdotti importanti concetti come lo Zero Moment Point (ZMP) per la camminata stabile o le grasping shape primitives per il grasping. Quando si ha che fare con task più generici, una dimostrazione da parte di un essere umano può essere utilizzata per derivare un movimento preliminare, che può poi venir ottimizzato dal robot stesso. In particolare, uno degli approcci più comuni è far eseguire il movimento direttamente ad un attore umano, registrarlo ed adattarlo al robot. Questa tecnica si rivela efficace nel produrre movimenti che appaiono naturali, e viene infatti spesso utilizzata nel campo della computer grafica. Questo è un grosso vantaggio, in quanto, sebbene avere movimenti naturali risulti importante per la comunicazione tra utenti e robot, al momento non esistono formalizzazioni matematiche. Il trasferire i movimenti da esseri umani a robot presenta tuttavia alcuni inconvenienti. Innanzitutto, la strumentazione per l'acquisizione di movimenti è costosa, richiede particolare cura per l'allestimento del sistema e non è fruibile alla maggior parte degli utenti. In secondo luogo, un attore in grado di compiere il movimento che si vuole far eseguire al robot potrebbe non essere disponibile. Infine, le differenze di forma, gradi di libertà, forza e distribuzione del peso tra esseri umani e umanoidi potrebbe richiedere di modificare in modo sostanziale il movimento. Durante questo processo di adattamento, caratteristiche importanti del movimento potrebbero venir modificate con una conseguente perdita di naturalezza del movimento. Un approccio alternativo che non presenta questi problemi è ottenere il movimento mediante interazione diretta tra il robot ed un insegnante umano. Un modo tipico di effettuare questo trasferimento di conoscenza è prevedere che l'insegnante muova direttamente gli arti del robot, mostrando come il task debba essere eseguito. L'idea di base di questa tecnica, denominata ``kinesthetic demonstration'', è comparsa molto presto in robotica, e sebbene sotto diversi nomi come ``teach-in'', ``guiding'', ``play back'', ``direct teaching'' o ``walk-through programming'', costituisce uno degli approcci più efficaci e diffusi per la programmazione di bracci robotici industriali. Solitamente quando viene impiegato questo approccio i giunti vengono lasciati liberi di muoversi. Se non vengono presi opportuni accorgimenti, quindi, vi è lo svantaggio che il robot si muova per il semplice effetto della forza di gravità. Sistemi per compensare automaticamente la forza di gravità sono stati proposti in letteratura. Altre soluzioni adottate sono rendere i giunti passivi solo localmente, quando l'utente tocca il robot. A parte eventuali compensazioni della gravità, quando viene impiegata la kinesthetic demonstration il robot si muove in modo totalmente passivo sotto effetto delle forze applicategli. Allo scopo di facilitare l'insegnamento di movimenti, questa tesi propone un nuovo paradigma di programmazione, chiamato ``teaching by touching''. Questo approccio consiste nel prevedere che il robot interpreti il significato delle istruzioni tattili che riceve, e si muova in base alla stima dell'intenzione sottostante all'istruzione tattile, anziché limitarsi a muoversi passivamente sotto l'effetto delle forze applicate. Per esempio, se il robot è accovacciato, e l'utente preme i sensori sui fianchi del robot, il robot potrebbe intuire che l'utente desideri che il robot si alzi, e potrebbe applicare forze agli arti inferiori in modo da assumere una posizione eretta. Viceversa, se viene utilizzata la kinesthetic demonstration classica, il robot non si muove quando gli vengono applicate forze ad ambo i lati del corpo, e per fare in modo che il robot si alzi l'utente deve esplicitamente sollevare il robot. In altri termini, la metodologia proposta cambia il modo di interagire tra esseri umani e robot: con la kinesthetic demonstration classica il robot si muove passivamente come farebbe una marionetta, mentre con il teaching by touching, le istruzioni tattili sono considerate come una forma di comunicazione tra uomo e robot ed il robot assume un ruolo attivo nel processo di apprendimento. Tra le varie forme di comunicazione tra esseri umani, il tatto è infatti una di quelle meno studiate ma più efficaci per trasferire una grande varietà di informazioni. Si pensi ad esempio a come, con semplici tocchi, istruttori di sport o di danza riescano a suggerire ai loro allievi come modificare il proprio movimento. Osservazioni di questo tipo, suggeriscono come il tatto risulti quindi una forma di comunicazione interessante anche per la comunicazione tra esseri umani e robot. L'interpretazione di istruzioni tattili fornite in modo spontaneo da insegnati umani risulta però essere complessa per sistemi artificiali. Infatti, il modo in cui gli esseri umani usano il tatto per comunicare le loro intenzioni è un campo completamente inesplorato, e modelli di come le istruzioni debbano essere interpretate sono completamenti assenti in letteratura. Questa tesi riporta i primi risultati ottenuti nella realizzazione di un sistema di sviluppo di movimenti per robot umanoidi basato su interazione tattile. In particolare viene dimostrato come il significato delle istruzioni tattili dipenda sia dal contesto che dall'utente che le fornisce. Un semplice esempio di dipendenza dal contesto può essere facilmente fornito: se il robot è in posizione eretta e l'utente preme la parte superiore della gamba allora ci si può aspettare che l'utente desideri portare indietro la gamba, mentre se il robot è accovacciato si può pensare che l'utente desideri che il robot pieghi le ginocchia per accovacciarsi ulteriormente. Per quanto riguarda la dipendenza dall'utente, esperimenti hanno dimostrato che, quando lasciati liberi di interagire a piacimento con il robot, utenti diversi tendono talvolta ad associare significati sostanzialmente differenti a istruzioni molto simili. In particolare, i risultati riportati in questa tesi sembrano suggerire che le differenze nel modo di insegnare di utenti diversi possano essere interpretate come differenze nel livello di astrazione usato da diverse persone. Per esempio, alcuni utenti hanno deciso di utilizzare un mapping fisso tra sensori e giunti. Altri soggetti hanno adottato una relazione tra sensori premuti e movimenti che sembrano derivare da considerazioni fisiche, ed in particolare dall'immaginare che i giunti siano elastici e che il robot si muova sotto l'effetto delle forze applicate dall'utente o dalla reazione del pavimento. Infine, altri utenti impiegano un mapping tra un singolo tocco ed un movimento completo. Con questo approccio, ad esempio, la pressione di un ginocchio è associata ad un passo effettuato con la relativa gamba. Gli esperimenti presentati sono stati condotti inizialmente con un sensori di tatto simulati. Una tecnica che permette di interagire con sensori simulati, visualizzati su un touch screen, è introdotta nella tesi. Il vantaggio di questo tipo di approccio sta nel fatto che permette di applicare la tecnica del teaching by touching anche agli umanoidi di basso costo tipicamente disponibili sul mercato. Un secondo insieme di esperimenti è stato condotto con M3-Neony, una nuova piattaforma robotica dotata di sensori tattili su tutto il corpo. L'analisi dei dati ha confermato la complessità della struttura del mapping tra istruzioni tattili e modifiche del movimento. D'altro canto, i risultati sperimentali indicano che i movimenti attesi come riposta alle istruzioni tattili giacciono in un sottospazio dello spazio dei giunti. In particolare, il fatto interessante è che tale sottospazio coincide con in sottospazio in cui può essere proiettato il movimento che l'utente sta sviluppando. Questa constatazione suggerisce che le posture assunte dal robot durante l'esecuzione del task possono essere impiegate per migliorare la stima del significato delle istruzioni tattili. La parte finale della tesi presenta brevemente due semplici tecniche che possono essere utilizzate per migliorare la robustezza a perturbazioni esterne dei movimenti generati. La prima, basata sulla costruzione di in grafo, tenta di far ritornare il robot in uno stato conosciuto il prima possibile dopo che una perturbazione porta lo stato lontano da quello aspettato. Il secondo approccio, derivato dalla chemiotassi di un batterio denominato Escherichia Coli, si basa sull'aggiunta di rumore al controllo, con un intensità che dipende dal fatto che lo stato evolva nel modo atteso o meno.
Hrdlicka, Ricky Lee. "Creation of a web site to provide technical support and training." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3251.
Full textJohnson, Christopher, and Carl-Oscar Bäckdahl. "Viability of a computer game level creation tool : To facilitate design prototype." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74849.
Full textHamsis, Omar. "Flattened hierarchal interface in a Geographical Information System : Designing a system for creating and preparing maps for aviation." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131451.
Full textPersson, Malin. "Designing an interface for creating report templates in a test management tool using competitive analysis and prototype testing." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-100235.
Full textMellon, Christopher J. "Combat stories: creating a web-based geospatial interface to record combat stories for validation and other research purposes." Thesis, Monterey, California: Naval Postgraduate School, 2015. http://hdl.handle.net/10945/45906.
Full textThis capstone project created a proof-of-concept, web-based geospatial interface to record first-person written combat narratives from U.S. military service members in a story map format. The application compares the service members’ geographic-referenced combat stories, called story maps, against the historical record with the intent to validate potentially beneficial aspects derived from service member storytelling. If the stories produce results that are consistent or comparable to other historical records, then one consequence might be that soldier and Marine narratives may constitute an under-explored reservoir of knowledge, observations, and data. The application accomplishes the project’s original three goals: recording multiple narratives; turning the multiple narratives into a comprehensive map; and allowing an analyst to compare and contrast the narratives with historical documentation. The second battle of Fallujah in 2004 is this report’s case study for testing the application. Using constructed stories from artificial authors, the application’s narratives produced equivalent graphic illustrations as compared to the historical maps from the battle of Fallujah. The geographic accuracy of the graphic illustrations, on a par with the historical maps, validated the concept of obtaining service members’ combat stories.
Taneja, Anshuman. "The Cost Element Builder – a Tool for Creating and Editing Specific Java Code through a Graphical User Interface." Ohio University / OhioLINK, 2004. http://www.ohiolink.edu/etd/view.cgi?ohiou1091110465.
Full textBrandão, Camila Calixto Rocca. "Processos de criação de interfaces digitais: o usuário como protagonista." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/4582.
Full textConselho Nacional de Desenvolvimento Científico e Tecnológico
On the communication field, specifically on the studies about the creative processes of websites interfaces, the departments of account planning and information architecture/user experience design are responsible for the concept idealization and strategy for the creation and development of the digital interface. During the creative process, one of the most relevant factors is the focus on the user. Especially for sites that are part of advertising communication campaigns, driven to the relationship between brands and their consumers, which final objective is to build loyalty and generate the consumption of brands products and services on the long term. The mapping of users behavior, habits and needs that represent an interface s target, are basis for the tools and functionalities that the site will offer. A deeper and more complete mapping drives a more efficient and richer experience for the interface user. Under this purpose, planning methodologies are used together with user experience design techniques such as user tests and projective techniques, such as the creation of personas personas are fictitious characters created to represent the different real users profiles that are part of the target, defined in demographic, attitudinal and/or behavioral aspects, who will use a site. Having this context in mind, this study aims to analyze the planning process during websites creation, with focus on users mapping and understanding, reflecting on the available methodologies and projective techniques, above all the personas technique, and the impact of using those techniques in the creative process. Therefore, as methodological basis for this study we have done documental and bibliographical researches, and a descriptive presentation of a real case study, for illustrating digital interfaces creative process. The corpus of this study is the planning process for the creation of the new Brazilian Nestlé s website. Analysis period: August/2010 to June/2013. There were used as theoretical foundation concepts of mass communication, culture and consumption, advertising communication and hybrid advertising from Martin-Barbero, Bauman, Fontenelle, Wolf, Pinheiro, Carrascoza, Covaleski; of cyberspace and network creation processes from Castells, Lévy, Manovich, Morin, Deleuze and Guattari, Santaella, Leão, Salles, Lemos; and concepts of information architecture andu ser experience design from Kruger, Cooper, Moggridge, Mulder, Adlin. This study may contribute for the development of planning process typology for the creation of users centered websites, resulting on the development of interfaces capable to deliver an intuitive, interactive and efficient experience to different types of users
No campo da comunicação, especificamente nos estudos sobre os processos de criação de interfaces para sites, as áreas de planejamento estratégico e arquitetura de informação/user experience design são responsáveis pela idealização do conceito e estratégia para a criação e desenvolvimento da interface digital. Durante o processo criativo, um dos fatores de maior relevância é o foco no usuário. Sobretudo para sites que pertencem à comunicação publicitária voltada para o relacionamento das marcas com seus consumidores, cujo objetivo final é fidelizar consumidores e gerar consumo dos produtos e serviços da marca no longo prazo. A partir do mapeamento de comportamento, hábitos e necessidades dos usuários que representam o público-alvo de tal interface, são criadas as ferramentas e funcionalidades que o site oferecerá. Quanto mais profunda e completa for essa etapa de mapeamento, mais rica e efetiva será a experiência proporcionada ao usuário pela interface. Para isso, utilizam-se metodologias de planejamento aliadas a técnicas de desenho da experiência do usuário (conhecida como user experience design) com testes com usuários e técnicas projetivas, dentre as quais, destaca-se a de criação de personas personas são personagens fictícios criados para representar os diferentes tipos de usuários reais, que compõem determinado público-alvo definido em seus aspectos demográficos, de atitudes e/ou comportamento, que deverão utilizar um site. Nesse contexto, o presente estudo possui o objetivo de analisar o processo de planejamento durante a criação de sites, com foco no mapeamento e entendimento dos usuários, refletindo sobre as metodologias e técnicas projetivas existentes, sobretudo a técnica de criação de personas, e sobre qual o impacto da utilização dessas técnicas no processo criativo. Para tanto, como base metodológica desse estudo, foram realizadas pesquisas documentais, bibliográficas e apresentação descritiva de um estudo de caso real de mercado, a fim de ilustrar um processo criativo de interfaces digitais. O corpus do presente estudo é o processo de planejamento para a criação o novo portal brasileiro da marca Nestlé na internet. Período de análise: Agosto/2010 a Junho/2013. Foram utilizados como parte da fundamentação teórica conceitos de comunicação, cultura e consumo, comunicação publicitária e publicidade híbrida de Martin-Barbero, Bauman, Fontenelle, Wolf, Pinheiro, Carrascoza, Covaleski; de ciberespaço e processos de criação em rede de Castells, Lévy, Manovich, Morin, Deleuze e Guattari, Santaella, Leão, Salles; e conceitos de arquitetura de informação e user experience design de Kruger, Cooper, Moggridge, Mulder, Adlin. Esperase que este estudo contribua para o desenvolvimento de uma tipologia de processo de planejamento para criação de sites com foco nos usuários, resultando no desenvolvimento de interfaces que proporcionem aos diferentes tipos de usuários uma experiência intuitiva, interativa e eficiente
Afonso, João José do Vale. "Creating a dynamic music artist profile supported by waves of mashups." Master's thesis, Universidade de Aveiro, 2011. http://hdl.handle.net/10773/3681.
Full textO advento da Internet provocou alterações em diversas áreas da sociedade entre as quais a industria musical. Neste campo, essas mudanças levaram a que todo um modelo de negócio tenha agora de ser repensado. As editoras parecem estar a perder o controlo sobre a partilha dos conteúdos mas também sobre a própria promoção de artistas e obras. Hoje em dia qualquer pessoa pode ser um critico de música e exercer influencia dentro das suas redes sociais. É neste contexto que surge o Urock, uma aplicação multiplataformas para a partilha e transmissão de conteúdos musicais que permite aproximação entre artista e público. A especificação deste projecto levantou várias questões, entre as quais como atrair novos utilizadores e lidar com a quantidade de informação e conteúdos que estes têm dispersos na rede. O advento da tecnologia de mashups poderá ser a resposta a este problema. O utilizador comum tem, normalmente, a sua informação mais concentrada num local da rede e controlo sobre os seus conteúdos. No entanto, o utilizador artista pode ter a sua informação dispersa por vários locais na rede e pode não ter controlo sobre os conteúdos que lhe dizem respeito. Por esse motivo, a presente investigação procura identificar quais os web services necessários para criar perfil de artista dinâmico. Na impossibilidade de desenvolver a aplicação Urock, foi conceptualizado e implementado um subproduto, o Musikki. Esta aplicação permitiu efectuar um estudo de caso que possibilitou avaliar um modelo de mashups proposto como hipótese de trabalho.
The advent of Internet introduced changes in several areas of society and the music industry is no exception. These changes are forcing to a redefinition of the industryʼs business model. Record labels seem to be losing their control over how music content is shared and even how the promotion of artists and works are made. Nowadays, anyone can be a music critic and influence their network friends on what music to listen to. It is in this context that the Urock project appears, a user-generated content cross-platform application specially oriented for publishing and broadcasting musical content. Its main objective is to help new or established artists to promote their work, creating a bidirectional communication channel between artists and audience. The specification of this project raised several issues, like how to attract new users and how to deal with the information and content they have scattered all over the Internet. The advent of mashup technology might be the solution to this problem. Typically, common users have their information concentrated in one or two locations and total control over their media content. However, the user artist might have his information and content stored in different locations and might not have full control over all their content. For this reason, this research aims to identify which web services can be combined to create a dynamic user profile. Due to time restrictions it was impossible to develop the Urock application. For this reason, Musikki, an Urock sub product, was conceptualized and developed. This application allowed the evaluation, by means of a case study, of the mashup model proposed as a working hypothesis.