Dissertations / Theses on the topic 'GRAPHIC DESIGNING'

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1

Culshaw, Laurie K. "Designing Connection." VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3449.

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Social connection is an essential human need. Personal connections exist at a variety of depths and within different types of relationships. Small daily choices determine the strength of those connections and their impact on our well-being as individuals and as a community. Modern society and technology have altered the speed and channels of connection, increasing communication but decreasing meaningful connection. It is critical to understand how the methods of communication affect the depth of connections. Through a series of participatory graphic design projects, I analyze the strengths and weaknesses of one-on-one, small group and community connections within an established taxonomy of the levels of connection, to identify the factors that contribute to strong social relationships.
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Schlifer, Laura. "Unloosed: Designing Participatory Objects." VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3386.

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The ubiquity of technology has mediated the means of receiving content through digital networks; users have complete control over receiving, shaping, and sharing information. In contrast to the inherent elasticity of these networks, physical pieces of communication often manifest through a closed and highly controlled process. However, the increased prominence of user-interaction with media provides an opportunity to evaluate the design process as it applies to the creation of physical objects. Throughout much of my work, I investigate the potential for unloosening the control of designed objects by inviting others into the design process. By considering the audience as active participants, rather than passive receivers of communication, the designer becomes a facilitator for communication. Through the design of frameworks, the designer relinquishes some control of form or content, allowing author and audience to coalesce.
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Henrichson, Linn. "Hypermanual : Designing beyond the screen." Thesis, Konstfack, Institutionen för design, inredningsarkitektur och visuell kommunikation (DIV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7712.

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4

Scott, Daniel. "Designing for Social Change - Social responsibility and the graphic designer." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22517.

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The aim of this thesis is to study social responsibility and find out what responsibilities the graphic designer may have and what they can do using their skill set as a designer to contribute in helping to better their community. Social responsibility needs to be addressed more within the design field. It needs to be introduced and taught to students at an early stage of their education, so as they fully understand the power and influence that their creations will have over society, and the role this plays in materialism, overconsumption and our modern day consumer-culture. Change needs to be made within graphic design and the urgency for this grows more and more for each day that passes. The graphic designer needs to critically reflect over the purpose of their work and answer the question of whom it stands to serve: their audience or consumer-culture. They need to move away from the creation of artificial needs and the promotion of unnecessary products, and move towards the creation of more useful and lasting communication that contributes to society.
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Glover, Mickey. "Designing without boundaries." [Johnson City, Tenn. : East Tennessee State University], 2003. http://etd-submit.etsu.edu/etd/theses/available/etd-1112103-133946/unrestricted/GloverM120803f.pdf.

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Thesis (M.F.A.)--East Tennessee State University, 2003.
Title from electronic submission form. ETSU ETD database URN: etd-1112103-133946. Includes bibliographical references. Also available via Internet at the UMI web site.
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De, Laney Velvette L. "Designing for Sustainability: A Path Forward to Improve Graphic Design Practices." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu14926353460947.

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7

Kim, Minsoo. "Designing for situations of elevated stress /." Online version of thesis, 2008. http://hdl.handle.net/1850/6182.

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Jordan, Jessica. "Designing for digital : skill sets needed to design for variable data /." Online version of thesis, 2009. http://hdl.handle.net/1850/10895.

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9

Booyens, Johann Grebe. "The software ideated plate : towards designing a new relationship of integration between digital technology and the intaglio process." Thesis, Cape Peninsula University of Technology, 2014. http://hdl.handle.net/20.500.11838/1329.

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Dissertation submitted in partial fulfilment of the requirements for the degree Master of Technology: Graphic Design in the Faculty of Informatics and Design at the Cape Peninsula University of Technology
This study investigates the application and use of the latest graphic design software technologies to help plan and ideate the intaglio printmaking process. This is significant as intaglio is a 600 year old process which has evolved little, if any, in the last few hundred years although it was born from technology. Furthermore, the intaglio process relies on mental visualisation of the final artwork, making the real outcome and the planned outcome dissimilar. Students of intaglio printmaking are often surprised or disappointed by the printed result due to the lack of efficient planning. There are several ways in which software influences the creative process, including enhancing visualisation and communication, premature fixation, circumscribed thinking and bounded ideation. In this research, computer software is used as a simulator to facilitate the planning process in order to minimise the disconnect between visualisation and outcome, and serve as learning instrument. The use of digital computer technologies has been a highly debated issue in printmaking as there exists a rift between printmakers; those who embrace and explore new technologies and those who reject new methods in favour of traditional means. New technologies in printmaking offer exciting opportunities, both innovative and creative, but these new technologies are often seen as alternative or auxiliary methods of printmaking compared to traditional ways. Since these debates have been buried but not necessarily resolved, this study reinvigorates some of these perspectives and seeks a common middle ground. This study does not argue for, or against computer technology, but rather for a third paradigm: technology can coexist with intaglio without compromising the beauty and authenticity of hand processes. Computer technologies, therefore, serve as a facilitator to amplify the traditional intaglio hand process. However, the issue of discussion in this thesis is not hybrid printmaking but rather a hybrid mode of thinking in the printmaking discipline. This iterative design experiment consists of a written dissertation and intaglio printed artworks which inform and complement each other. The theoretical foundation of the art practice is found in the Bauhaus slogan: “Art and technology: a new unity”. Art and technology form the basis of the theory and the theme of entropy – the process of degeneration – is illustrated in the design artefacts. This theme shows process and illustrates the idea of a positive agent: the interference of computer in intaglio to instil new energy and value not only to keep it alive, but position it as an important skill necessary for growth in the knowledge-based economy. Furthermore, this study contributes to the scholarly discussion of design’s conceptual skills (ways of thinking) in order to enhance production capabilities (ways of making).
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Schmitt, Charmaine Elieth. "A protocol analysis study on the process of designing a newspaper front page." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/958775.

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This thesis was a descriptive study of the process of designing a newspaper front page by three journalists. The newspaper industry has placed increased importance on journalistic design. However, little research had been completed on the mental processes of designers.This study was concerned with the processes that occur as professional journalists designed a front page of a newspaper as determined by protocol analysis. Three Indiana newspapers,The Evansville Courier, The South Bend Tribune and The Times from Munster, Ind., were selected. The individual who designed the front page on a regular basis participated in the protocol sessions.The conclusions showed that these designers spent the majority of the design process planning and analyzing materials to be used. The majority of all decisions made by the designers were based on past design knowledge. The journalists applied their skills in a rapid and confident way as they designed separate portions of the page until all elements were used and the page was complete.
Department of Journalism
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Bolger, Mary Ann. "Designing modern Ireland : the role of graphic design in the construction of modern Ireland at home and abroad (1949-1979)." Thesis, Royal College of Art, 2016. http://researchonline.rca.ac.uk/3543/.

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As the modernising Irish state sought to project a positive image of post-war Ireland, a paradox emerged: how could the symbolism of national distinctiveness (heretofore synonymous with the past) be reconciled with modernity? This thesis outlines the role which graphic design played in attempts to resolve tensions between the national and the modern. The thesis examines how design was mobilised as a symbol and agent of modernisation in Ireland in the run-up to and immediate aftermath of the 1958 ‘Programme for Economic Expansion’, widely considered to be the manifestation of an explicit state-led programme of modernisation. It examines the gradual replacement of the outward symbols of Republican Nationalism with a pervasive symbolism of modern efficiency, suggesting that this was a visual manifestation of the drive towards ‘organisation’ and rational management that gripped the civil service. It examines the paradoxical situation whereby designers in Ireland sought to present themselves and the nation as modern and professional, while the Irish Trade Board (charged with both design and export promotion) looked to professional designers abroad to present Ireland and her exports as traditional. Central to this discussion is the critique by designers (particularly those associated with Ireland’s first professional body, the Institute of Creative Advertising and Design) of so-called ‘Stage Irish’ versions of national image-making. An examination of their work and writings provides evidence for a series of alternative visual strategies for being Irish and modern —often quoting Celtic and early-Christian artefacts in otherwise modernist settings— which I have termed ‘Celtic modernism.’ From the early 1950s onwards, debates over ‘tradition’ and ‘modernisation’ were given visible form in the contentious issue of which letterform to use for the Irish language: ‘roman’ or ‘Gaelic’. This culminated in 1965 in the decommissioning of the Irish alphabet – at which point typography, that most everyday and habitually overlooked of visual material, became briefly visible and highly charged. The final section of the thesis focuses on the relationship between language, typography and identity. It argues that the debates about language reform in the mid twentieth- century led to a reconsideration of the variety of ways of ‘being Irish’ typographically and that the ‘Celtic’ associations of the uncial letter in particular offered potential for the negotiation of tradition and modernity. The thesis concludes that design in Ireland was presented as a means and a metaphor of modernisation. It attempts through an examination of a range of design examples, to follow Roland Barthes’s injunction to ‘track down in the decorative display of what- goes-without-saying’ the ideological constructions hidden in plain sight.
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Andino, Gilberto. "Designing and Evaluating an Educational Initiative Promoting Condom Use Among HIV+ Hispanic Men." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3516.

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In 2013, the Centers for Disease Control and Prevention estimated that between 252,000 and 312,000 Hispanic men and women in the United States were unaware of their risk for transmitting HV/AIDS. Guided by the logic model and Leininger's theory, the purpose of this project was to design a culturally sensitive HIV/AIDS educational program for HIV+ Hispanic males and to evaluate the program content with the staff at a medical center in South Florida, with the goal of implementing the program at that center. The educational program content focused on increasing the knowledge of Hispanic HIV+ men on the effectiveness of proper condom use. In addition to presenting the educational program content, the format for delivering this content was presented to 10 members of the clinic staff. The staff responded to 8 open-ended evaluation questions developed by the student, focusing on identifying gaps in service and education needs for their Hispanic HIV+ men. Responses were summarized and themes identified. Participants indicated that there is a lack of culturally sensitive HIV/AIDS education and that a bilingual HIV/AIDS educational initiative is needed to meet the needs of this vulnerable population. If the clinic staff decide to implement this educational program, the program has the potential to influence nursing practice, reduce the transmission of HIV/AIDS, and create social change within the clinic by providing practitioners with culturally sensitive resources about HIV/AIDS and the importance of effective and consistent condom use, thus improving health care delivery to HIV+ Hispanic men.
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Garner, Steven W. "Drawing and designing : an analysis of sketching and its outputs as displayed by individuals and pairs when engaged in design tasks." Thesis, Loughborough University, 1999. https://dspace.lboro.ac.uk/2134/7095.

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14

Leufstadius, Rebecka. "Att formge en receptbok - är könsneutral design möjlig? / Designing a recipe book - is gender-neutral design possible?" Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21023.

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The aim has been to investigate and describe how gender-neutral design, concerning typefaces and colours, can be created. Based on my results I’ve designed a cover for a recipe-book to make it appealing to both women and men. I have been doing my research based on questions such as; Does feminine and masculine design, concerning typefaces and colours exist? And if so what characterizes it? Does gender-neutral design, concerning typefaces and colours exist? And if so what characterizes it? Is it possible to design a cover for a recipe-book in a gender-neutral way, concerning typefaces and colours?The first part of my research consists of a literature study based on keywords such as gender, graphic design, gender theory, typeface, androgynous, visual communication, colour, shape, feminine, masculine, and book design. The second part consists of a empirical study based upon a heterogeneous sample of 311 respondents. The respondents responded to a survey about how they perceived different colours and typefaces from a gender perspective. The result shows that, within the target group I have chosen to focus on, there are colours and typefaces that are perceived as more feminine, masculine or gender-neutral than others. My design of the recipe-book becomes part of showing the results since I have based my design-decisions on the results from the literature study and survey.
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Björkman, Hanna. "Designing a board game rulebook – It is harder than you would think." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160510.

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This thesis has explored how to create a board game rulebook, for the board game Curators, in order to facilitate learning the rules as well as reminding players of the rules. This was done via research through design. The design of a rulebook incorporates many parts of design theory, from layout and typography to the use of color, gestalt principles, and images. All these were combined with knowledge about how existing rulebooks convey rules and the way board gamers use rulebooks, gained through the pre-study, in order to create a rulebook for the coming board game Curators. The analysis of this study shows that the resulting rulebook was successful in both teaching the game and helping players look up rules, though improvements could still be made to make it better. It was concluded that the use of many iterations of designing and testing is ideal for creating a rulebook with as few issues as possible.
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Chen, Jiuqiang. "Designing scientific workflow following a structure and provenance-aware strategy." Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112221/document.

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Les expériences bioinformatiques sont généralement effectuées à l'aide de workflows scientifiques dans lesquels les tâches sont enchaînées les unes aux autres pour former des structures de graphes très complexes et imbriquées. Les systèmes de workflows scientifiques ont ensuite été développés pour guider les utilisateurs dans la conception et l'exécution de workflows. Un avantage de ces systèmes par rapport aux approches traditionnelles est leur capacité à mémoriser automatiquement la provenance (ou lignage) des produits de données intermédiaires et finaux générés au cours de l'exécution du workflow. La provenance d'un produit de données contient des informations sur la façon dont le produit est dérivé, et est cruciale pour permettre aux scientifiques de comprendre, reproduire, et vérifier les résultats scientifiques facilement. Pour plusieurs raisons, la complexité du workflow et des structures d'exécution du workflow est en augmentation au fil du temps, ce qui a un impact évident sur la réutilisation des workflows scientifiques.L'objectif global de cette thèse est d'améliorer la réutilisation des workflows en fournissant des stratégies visant à réduire la complexité des structures de workflow tout en préservant la provenance. Deux stratégies sont introduites. Tout d'abord, nous proposons une approche de réécriture de la structure du graphe de n'importe quel workflow scientifique (classiquement représentée comme un graphe acyclique orienté (DAG)) dans une structure plus simple, à savoir une structure série-parallèle (SP) tout en préservant la provenance. Les SP-graphes sont simples et bien structurés, ce qui permet de mieux distinguer les principales étapes du workflow. En outre, d'un point de vue plus formel, on peut utiliser des algorithmes polynomiaux pour effectuer des opérations complexes fondées sur les graphiques (par exemple, la comparaison de workflows, ce qui est directement lié au problème d’homomorphisme de sous-graphes) lorsque les workflows ont des SP-structures alors que ces opérations sont reliées à des problèmes NP-hard pour des graphes qui sont des DAG sans aucune restriction sur leur structure. Nous avons introduit la notion de préservation de la provenance, conçu l’algorithme de réécriture SPFlow et réalisé l’outil associé.Deuxièmement, nous proposons une méthodologie avec une technique capable de réduire la redondance présente dans les workflow (en supprimant les occurrences inutiles de tâches). Plus précisément, nous détectons des « anti-modèles », un terme largement utilisé dans le domaine de la conception de programme, pour indiquer l'utilisation de formes idiomatiques qui mènent à une conception trop compliquée, et qui doit donc être évitée. Nous avons ainsi conçu l'algorithme DistillFlow qui est capable de transformer un workflow donné en un workflow sémantiquement équivalent «distillé», c’est-à-dire, qui est libre ou partiellement libre des anti-modèles et possède une structure plus concise et plus simple. Les deux principales approches de cette thèse (à savoir, SPFlow et DistillFlow) sont basées sur un modèle de provenance que nous avons introduit pour représenter la structure de la provenance des exécutions du workflowl. La notion de «provenance-équivalence» qui détermine si deux workflows ont la même signification est également au centre de notre travail. Nos solutions ont été testées systématiquement sur de grandes collections de workflows réels, en particulier avec le système Taverna. Nos outils sont disponibles à l'adresse: https://www.lri.fr/~chenj/
Bioinformatics experiments are usually performed using scientific workflows in which tasks are chained together forming very intricate and nested graph structures. Scientific workflow systems have then been developed to guide users in the design and execution of workflows. An advantage of these systems over traditional approaches is their ability to automatically record the provenance (or lineage) of intermediate and final data products generated during workflow execution. The provenance of a data product contains information about how the product was derived, and it is crucial for enabling scientists to easily understand, reproduce, and verify scientific results. For several reasons, the complexity of workflow and workflow execution structures is increasing over time, which has a clear impact on scientific workflows reuse.The global aim of this thesis is to enhance workflow reuse by providing strategies to reduce the complexity of workflow structures while preserving provenance. Two strategies are introduced.First, we propose an approach to rewrite the graph structure of any scientific workflow (classically represented as a directed acyclic graph (DAG)) into a simpler structure, namely, a series-parallel (SP) structure while preserving provenance. SP-graphs are simple and layered, making the main phases of workflow easier to distinguish. Additionally, from a more formal point of view, polynomial-time algorithms for performing complex graph-based operations (e.g., comparing workflows, which is directly related to the problem of subgraph homomorphism) can be designed when workflows have SP-structures while such operations are related to an NP-hard problem for DAG structures without any restriction on their structures. The SPFlow rewriting and provenance-preserving algorithm and its associated tool are thus introduced.Second, we provide a methodology together with a technique able to reduce the redundancy present in workflows (by removing unnecessary occurrences of tasks). More precisely, we detect "anti-patterns", a term broadly used in program design to indicate the use of idiomatic forms that lead to over-complicated design, and which should therefore be avoided. We thus provide the DistillFlow algorithm able to transform a workflow into a distilled semantically-equivalent workflow, which is free or partly free of anti-patterns and has a more concise and simpler structure.The two main approaches of this thesis (namely, SPFlow and DistillFlow) are based on a provenance model that we have introduced to represent the provenance structure of the workflow executions. The notion of provenance-equivalence which determines whether two workflows have the same meaning is also at the center of our work. Our solutions have been systematically tested on large collections of real workflows, especially from the Taverna system. Our approaches are available for use at https://www.lri.fr/~chenj/
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17

Shiue, Le-Jeng. "Designing and implementing a surface modeling system." [Gainesville, Fla.] : University of Florida, 2001. http://etd.fcla.edu/etd/uf/2001/ank7128/Thesis.pdf.

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Thesis (M.S.)--University of Florida, 2001.
Title from first page of PDF file. Document formatted into pages; contains viii, 48 p.; also contains graphics. Vita. Includes bibliographical references (p. 47).
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Liang, Weifa, and wliang@cs anu edu au. "Designing Efficient Parallel Algorithms for Graph Problems." The Australian National University. Department of Computer Science, 1997. http://thesis.anu.edu.au./public/adt-ANU20010829.114536.

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Graph algorithms are concerned with the algorithmic aspects of solving graph problems. The problems are motivated from and have application to diverse areas of computer science, engineering and other disciplines. Problems arising from these areas of application are good candidates for parallelization since they often have both intense computational needs and stringent response time requirements. Motivated by these concerns, this thesis investigates parallel algorithms for these kinds of graph problems that have at least one of the following properties: the problems involve some type of dynamic updates; the sparsification technique is applicable; or the problems are closely related to communications network issues. The models of parallel computation used in our studies are the Parallel Random Access Machine (PRAM) model and the practical interconnection network models such as meshes and hypercubes. ¶ Consider a communications network which can be represented by a graph G = (V;E), where V is a set of sites (processors), and E is a set of links which are used to connect the sites (processors). In some cases, we also assign weights and/or directions to the edges in E. Associated with this network, there are many problems such as (i) whether the network is k-edge (k-vertex) connected withfixed k; (ii) whether there are k-edge (k-vertex) disjoint paths between u and v for a pair of given vertices u and v after the network is dynamically updated by adding and/or deleting an edge etc; (iii) whether the sites in the network can communicate with each other when some sites and links fail; (iv) identifying the first k edges in the network whose deletion will result in the maximum increase in the routing cost in the resulting network for fixed k; (v) how to augment the network at optimal cost with a given feasible set of weighted edges such that the augmented network is k-edge (k-vertex) connected; (vi) how to route messages through the network efficiently. In this thesis we answer the problems mentioned above by presenting efficient parallel algorithms to solve them. As far as we know, most of the proposed algorithms are the first ones in the parallel setting. ¶ Even though most of the problems concerned in this thesis are related to communications networks, we also study the classic edge-coloring problem. The outstanding difficulty to solve this problem in parallel is that we do not yet know whether or not it is in NC. In this thesis we present an improved parallel algorithm for the problem which needs [bigcircle]([bigtriangleup][superscript 4.5]log [superscript 3] [bigtriangleup] log n + [bigtriangleup][superscript 4] log [superscript 4] n) time using [bigcircle](n[superscript 2][bigtriangleup] + n[bigtriangleup][superscript 3]) processors, where n is the number of vertices and [bigtriangleup] is the maximum vertex degree. Compared with a previously known result on the same model, we improved by an [bigcircle]([bigtriangleup][superscript 1.5]) factor in time. The non-trivial part is to reduce this problem to the edge-coloring update problem. We also generalize this problem to the approximate edge-coloring problem by giving a faster parallel algorithm for the latter case. ¶ Throughout the design and analysis of parallel graph algorithms, we also find a technique called the sparsification technique is very powerful in the design of efficient sequential and parallel algorithms on dense undirected graphs. We believe that this technique may be useful in its own right for guiding the design of efficient sequential and parallel algorithms for problems in other areas as well as in graph theory.
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Marsden, Gary. "Designing graphical interface programming languages for the end user." Thesis, University of Stirling, 1998. http://hdl.handle.net/1893/1920.

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This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed. In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared. The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction. Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice.
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Kanarick, Craig. "AIDE : case-based approach for designing graphics from locative and temporal data." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/79965.

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Crowfoot, Norman C. "A visual aid for designing regular expression parsers /." Online version of thesis, 1988. http://hdl.handle.net/1850/10446.

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Svedberg, Katrin. "Designing Management System for Advanced Simulations training." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-65898.

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When it comes to simulator training, there are two main target groups, the student and the teacher/instructor. This thesis will cover usability aspects for both of these groups when it comes to tasks related to simulator training. For the student it will mainly be about how they can interact with the interface from the simulator and how results and feedback from exercises are presented to them. For the teacher/instructor on the other hand, usability aspects for managing the students and the exercises will be addressed, along with how results and progress shall be presented in a way that is easy to grasp and understand. A redesign of the current system used to manage these issues will be preformed. Some of the aspects that the redesign will cover are usability aspects, graphical design and workflow. One of the main outcomes from this thesis is a system that supports many different levels of engagement from the user, allowing users with different background and interest to interact with the system as effortless as possible/wanted.
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Danilenko, Nikita [Verfasser]. "Designing Functional Implementations of Graph Algorithms / Nikita Danilenko." Kiel : Universitätsbibliothek Kiel, 2016. http://d-nb.info/1102933031/34.

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Rorke, Michael. "Designing and implementing a virtual reality interaction framework." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.

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Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
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Sari, Mehmet. "Designing fast Golay encoder/decoder in Xilinx XACT with Mentor Graphics CAD interface." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1997. http://handle.dtic.mil/100.2/ADA331926.

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Massie, Anna Elizabeth. "Designing a graphical decision support tool to improve system acquisition decisions." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51632.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 2009.
Includes bibliographical references (p. 130-133).
System acquisition decision makers are frequently charged with choosing a single system from a set of feasible possibilities that could best fulfill the needs of their organizations. While numerous rules and regulations are already in place for both commercial and government acquisitions to ensure the acquisitions are conducted fairly, decision makers need greater support than rules and regulations alone can provide. The acquisition decision is a complex data analysis problem, where the decision maker must analyze multiple candidate systems on a number of performance and cost metrics. To understand this multivariate environment, decision makers must analyze the system data at multiple levels of reasoning. This research proposes a decision support tool that best supports system acquisition decision makers by providing them with graphical representations displaying how well candidate systems fulfill their organizations' needs. System acquisition decisions require support of three basic levels of reasoning (Data Processing, Information Aggregation, and Knowledge Synthesis) in order to perform system trade-offs on relevant system metrics. To test how well decision support tools could support system acquisition decision makers, two graphical decision support tools were designed: a traditional separable display and a new configural display named Fan Visualization (FanVis). To compare the effectiveness of FanVis against a traditional separable display, an experiment was conducted where participants answered a series of system acquisition questions across the three levels of reasoning.
(cont.) Analysis of the experimental results indicate that FanVis and the separable displays support a system acquisition decision maker, but to different degrees across the three levels of reasoning. Comparatively, participants tended to have higher performance on Knowledge Synthesis tasks using FanVis, while they tended to have a higher performance on Data Processing tasks using the separable display. When examining subjective measures, FanVis was the preferred tool of choice. Through use of an eye tracking device, it was further determined that participants also exhibited erratic fixation patterns on those questions that were answered incorrectly compared to those answered correctly. Further, it was determined that FanVis allowed participants to maintain more efficient gaze patterns regardless of task, whereas participants used less efficient gaze patterns in the separable display for some tasks. Additionally, participants tended to spend a greater frequency of time fixating on relevant elements in FanVis while completing Knowledge Synthesis tasks, while the opposite was true for Data Processing tasks, suggesting that performance and time spent fixating on relevant information is correlated. From the results of this experiment, a set of design implications was created for future system acquisition decision support tools.
by Anna Elizabeth Massie.
S.M.
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Sabene, Ralph. "Designing a graphical user interface for a bilateral negotiation support system." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA247910.

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Тищенко, Т. О. "Розробка дизайн-проєкту ілюстрованої дитячої книги." Магістерська робота, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18548.

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У дипломній роботі надані результати дослідження історії виникнення та розвитку ілюстрації, її ролі у видавничій справі та графічному дизайні, різновидів ілюстративного мистецтва, та стилістичних, художніх особливостей дитячої книжкової ілюстрації. Проаналізовано приклади ілюстрування дитячої літератури на основі робіт відомих художників-ілюстраторів, виявлено існуючі тенденції галузі та їх теоретичне підґрунтя. Встановлено зв'язок між сприйняттям тексту та його візуальним супроводом, роль ілюстрації у створенні цілісного емоційного образу книги як форми мистецтва та засобу комунікації. Досліджено психологічні ефекти використання певних кольорових, композиційних та стилістичних рішень, сприйняття різних художніх матеріалів. Виявлено, що візуальний супровід дитячої літератури має бути підпорядковано спеціальному набору правил для позитивного впливу на психіку дитини. З урахуванням отриманих результатів розроблено серію ілюстрацій до книги "Пеппі Довгапанчоха", підібрано відповідні матеріали для друку книги.
В дипломной работе представлены результаты исследования истории возникновения и развития иллюстрации, ее роли в издательском деле и графическом дизайне, разновидностей иллюстративного искусства, и стилистических, художественных особенностей детской книжной иллюстрации. Проанализированы примеры иллюстрирования детской литературы на основе работ известных художников-иллюстраторов, обнаружено существующие тенденции отрасли и их теоретические основы. Установлена связь между восприятием текста и его визуальным сопровождением, роль иллюстрации в создании целостного эмоционального образа книги как формы искусства и средства коммуникации. Исследовано психологические эффекты использования определенных цветовых, композиционных и стилистических решений, восприятие различных художественных материалов. Обнаружено, что визуальное сопровождение детской литературы должно быть подчинено специальному набору правил для положительного влияния на психику ребенка. С учетом полученных результатов разработана серия иллюстраций к книге "Пеппи Длинныйчулок", подобраны соответствующие материалы для печати книги.
The diploma project presents the results of the study of the history of the emergence and development of illustration, its role in publishing business and graphic design, varieties of illustrative art, and stylistic, artistic features of children's book illustrations. Examples of illustrating children's literature on the basis of the works of famous illustrators are analyzed, existing trends in the industry and their theoretical foundations are revealed. A connection has been established between the perception of the text and its visual accompaniment, the role of illustration in creating a holistic emotional image of a book as an art form and a means of communication. The psychological effects of the use of certain color, compositional and stylistic solutions, the perception of various art materials are studied. It was found that the visual accompaniment of children's literature should be subject to a special set of rules for a positive effect on the child's psyche. Taking into account the results obtained, a series of illustrations for the book "Pippi Longstocking" was developed, and the appropriate materials for printing the book were selected.
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Stålnacke, Daniel. "Designing and Implementing Communication and a Graphical Interface for Antenna Test Devices." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33772.

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Esrange Space Center, located in Kiruna, is a company which specializes in the area of satellite service as well as rocket and balloon launches. To communicate with the satellites Esrange use antennas that is between eight and thirteen meters in diameter. The antennas must always be ready to operate which is why there is a need for an application to test the antennas when they are not used.This master's thesis work aims to develop such a system that tests the antennas when they are not communicating with satellites. This report contains background information about the problem and system requirements as well as the solution and description of the developed system. It also contains an in-depth study about similar applications that has been developed by others.To solve the problem, a client-server application was developed. The server controls the test devises used to test the antennas and the client gives the users a GUI to control the server and its functions. An automated system called OASIS, developed at Esrange, was included in the solution to make it possible to automate some of the core tests.

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Roberg, Abigail M. "Data Visualizations: Guidelines for Gathering, Analyzing, and Designing Data." Ohio University Honors Tutorial College / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1524826335755109.

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WANG, BIWEI. "Designing a graphical userinterface of an easy-to-usevideophone for people withmild dementia." Thesis, Uppsala University, Human-Computer Interaction, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-127918.

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In Alzheimer association’s clinique practice, there was a need to communicate with people with mild dementia. Videophone is considered as one of the best assistive communication tool for these people since video communication is not only a tool to break an isolation caused by the disease, but also a powerful way to help people demonstrate their ideas and understand what is said in a conversation with pictures, signs and body language. Therefore, an easy-to-use videophone for people with mild dementia is needed.

The goal of this master thesis is to design a graphical user interface (GUI) of an easy-to-use videophone for people with mild dementia according to their characteristics and difficulties of using everyday technology. User centered design (UCD) was used in the design. To get familiar with the user, literature research was conducted before design.

Low-fidelity prototype was created. With the help of Karolinska institute’ research group on people with dementia, the prototype was refined twice. Based on the refined low-fidelity prototype, an interactive prototype with navigation, sound and animation effect was created. A usability testing was conducted on older adults with this interactive prototype.

In addition to the GUI of functions for people with mild dementia, GUI of functions for other care givers was also created and presented in this master thesis.

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McLeod, Tyson. "Designing an algorithm to build communities by combining semi-cliques spanning multiple graphs." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-450174.

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Community detection is an important graph mining task and one of the most researched problems in its field of study. One reason for this is its applicability in a variety of disciplines ranging from biology to computer science. Community detection methods differ, however, and a major reason for this is due to the fact that there does not exist a unique definition for what a community is. This project involved creating a new method for detecting and building communities for a specific type of network represented by multi-layered graphs, where each layer represents an edge type/ type of relation. More specifically, an algorithm for detecting and building communities in multi-layered graphs was built by first implementing a method to detect semi-cliques spanning multiple graphs, and then integrating the method with a second method which builds communities using multi-layered cliques. The new method wasthen tested on synthetic as well as real-world data to demonstrate functionality and test validity.
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Bodily, Robert Gordon. "Designing, Developing, and Implementing Real-Time Learning Analytics Student Dashboards." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7258.

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This document is a multiple-article format dissertation that discusses the iterative design, development, and evaluation processes necessary to create high quality learning analytics dashboard systems. With the growth of online and blended learning environments, the amount of data that researchers and practitioners collect from learning experiences has also grown. The field of learning analytics is concerned with using this data to improve teaching and learning. Many learning analytics systems focus on instructors or administrators, but these tools fail to involve students in the data-driven decision-making process. Providing feedback to students and involving students in this decision-making process can increase intrinsic motivation and help students succeed in online and blended environments. To support online and blended teaching and learning, the focus of this document is student-facing learning analytics dashboards. The first article in this dissertation is a literature review on student-facing learning analytics reporting systems. This includes any system that tracks learning analytics data and reports it directly to students. The second article in this dissertation is a design and development research article that used a practice-centered approach to iteratively design and develop a real-time student-facing dashboard. The third article in this dissertation is a design-based research article focused on improving student use of learning analytics dashboard tools.
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Sani, Awais Hussain. "Bipartite edge coloring approach for designing parallel hardware interleaver architecture." Lorient, 2012. http://www.theses.fr/2012LORIS261.

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Pour tirer partie leurs excellentes performances, les standards de communications actuels intègrent des algorithmes de correction d’erreurs de type Turbo-Code ou LDPC. Toutefois, leur réalisation matérielle implique de nouveaux défis à relever pour supporter les applications très hauts débit. En effet, pour ces applications la mémoire principale est partitionnée en bancs mémoires plus petits et les données sont accédées en parallèle pour atteindre les débits applicatifs requis. Ce type d’architecture entraine toutefois des conflits d’accès mémoire, du fait des accès aux données définis dans les standards (Turbo-Code ou LDPC). Ceci peut générer un surcoût en termes de surface et de latence dans l’architecture. Au cours de cette thèse, différentes approches ont étés explorées pour déterminer un placement des données dans les bancs mémoires garantissant des accès sans conflits. Toutes ces approches se basent sur des approches de théorie des graphes et fonctionnent en deux étapes : dans un premier temps les accès mémoires sont modélisés avec un graphe (bipartite ou tripartite). Ensuite, différents algorithmes sont proposés pour placer les données dans les bancs mémoires. Plusieurs expériences ont étés réalisées, grâce à des logiciels réalisés au cours de cette thèse. Ces logiciels déterminent un placement mémoire sans conflits puis génèrent les descriptions VHDL de l’architecture, i. E. Réseau, bancs mémoires et contrôleurs associés. Ces expériences ont portées sur différents standards de communication tels que UWB, HSPA, LDPC non binaires et système 4G. Elles ont démontrées la pertinence des solutions retenues et leur efficacité par rapport aux approches de l’état de l’art
Turbo and LDPC due to their excellent error correction capabilities are part of current telecommunication standards. However, implementation of these codes introduces new challenges mainly due to support the high data rate applications. For high data rate applications, the main memory is partitioned into smaller memory banks and multiple data values are accessed in parallel through memory to acquire required throughput. However, scrambling of data (also called interleaving) coming from TC and LDPC standards results in Memory Conflict Problem that increases the cost and latency of the system. In this thesis, different methods have been explored to allocate data in different memory banks so that different processing elements can access them concurrently without any conflict. All these methods are based on graph theory and can be divided into two steps. In first step, mapping problem is modeled as bipartite or tripartite graph respecting the data access order. Then, different algorithms are proposed to map the data into different memory banks thanks to polynomial time edge coloring algorithms. Several experiments have been performed using a set of tools developed during this thesis. This tool first finds conflict free memory mapping and then generates VHDL files that can be synthesized to design complete architecture i. E. Network, memory banks and associated controllers. These experiments have been performed
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Deligiannidis, Leonidas. "DLoVe : a specification paradigm for designing distributed VR applications for single or multiple users /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2000.

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Thesis (Ph.D )--Tufts University, 2000.
Adviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 297-316). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
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Zhang, Cheng. "The Moon Experience: Designing Participatory Immersive Environments for Experiential Learning." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366363049.

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Biesboer, Allison Marie. "The process of designing animation and motion graphics as a visual response to surveyed opinions on hyperreality, reality, and film." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405623047.

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Vergopoulos, Stavros. "Graphical expression and designing : cognitive aspects of drawing operations in design and implications for computerised drawing environments." Thesis, University of Edinburgh, 1992. http://hdl.handle.net/1842/20264.

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The thesis focuses on the relations between design drawings and design activity. It develops an approach to conceptual processes employed during designing and their impact on drawing operations, and examines the implications of this approach on the systemic representation of drawings in computerised environments. The implementation of most computerised drawing systems relies on approaches that treat drawings as symbolic structures determined mainly by geometric knowledge. The thesis takes the view that drawing is an integral part of designing and it looks at: the role of drawn descriptions within conceptual activity aimed at design information; representational schemes developed for the formation and interpretation of graphical representations; and qualifications that such schemes exhibit during the accomplishment of design tasks. It argues that the ways in which design drawings are used reveal much of the knowledge used in designing, and it is this knowledge which determines the structure of drawings. A theme throughout the thesis is the discussion of a case study concerning the development of a design project by students of architecture using a computerised drawing system. Although emphasis is placed on drawing systems, the contribution of the thesis lies in its global understanding of the effects of design processes on drawings, and this understanding might be of interest to future advanced design systems incorporating graphical representations.
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Andrén, Sandra, and Nicole Man. "Uppfattningen av den grafiska designen på teförpackningar : Enkätundersökning och visuell innehållsanalys." Thesis, Högskolan Dalarna, Grafisk teknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-23488.

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Idag konkurrerar företagen om att sälja lika produkter, därför är det viktigt att sticka ut och inte smälta in i mängden. I butikerna finns det stor variation av förpackningar och därför har den grafiska designen en betydelsefull roll. Denna studie undersöker teförpackningens grafiska design och om den grafiska designen på teförpackningar har en inverkan på hur konsumenten uppfattar produkten. Denna studie är endast inriktad på teförpackningar som innehåller tepåsar och inte löste i förpackning. Fokus ligger på den grafiska designen på teförpackningens framsida och inte formen av förpackningen. Studien har genomförts med en enkätundersökning och en visuell innehållsanalys. Studien syftar till att ta reda på vad det är i teförpackningens grafiska design som bidrar till hur konsumenten uppfattar produkten. Resultatet av undersökningen visade att produktens märke hade en stor betydelse på hur konsumenten uppfattade produkten och dess design.
The companies of today all compete to sell the same products and it’s important to stand out. There’s a great variety of packaging in the stores and that’s why graphic design play an important role. This study examines the graphic design of the tea packaging and if graphic design on tea packages has an impact on how consumers perceive the product. This study is only focused on tea packages containing tea bags and not loose tea. The focus is on graphic design on the front of the tea package and not the shape of the tea package. The study was implemented with a survey and a visual content analysis. The study aims to find out what it is in the tea packaging graphic design that contributes to how the consumer perceives the product. The results of the survey showed that the brand had a big impact on how consumers perceived the product and its design.
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Serim, Baris. "Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22790.

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This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
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Yahaya, Noraffandy. "Designing for learning and support : the user-centred construction and evaluation of an on-line environment for Malaysian teachers learning about digital graphics." Thesis, University of Leeds, 2008. http://etheses.whiterose.ac.uk/3859/.

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This research focused on the importance of user context in designing learning and support in an online learning environment since the increase of the use of online learning environment had produced several problems and perceptions among students. Therefore, user support system is a significant element in designing an online learning system. The study involved the processes of designing, developing, implementing, and evaluating the online learning environment and a corresponding support system for a digital graphics domain, based on a user-centred construction. In addition, the focus was on supporting the students in dealing with learning problems and technical difficulties during the online learning session. The research consisted of three stages. The first stage involved the process of gathering information regarding the user needs and their points of view toward the designs of the online learning system. Most recent models on web development only focus on tools development and learning theories without emphasising on the learner's points of view and user centred approach. Therefore, in this study, a user-centred design was used to involve the learners in the design process. In doing so, the SUNA (Scenario User Needs Analysis) and Activity Theory frameworks were used in identifying learner needs in their particular context and implementing them into the system. The second stage of the study provided the framework to support the iterative process of designing and evaluating the user's needs. The online learning system was duly developed, based on the outcomes of the iterative design process. Two cycles of iterative process were implemented in order to validate the user needs and to test the system functionality. Finally, the modification process was made and the final system was produced. The third stage involved the implementation and evaluation of the system through online distance learning students in Malaysia. The aim was to investigate what the students had learnt from the system, how the students learnt using the system, how they made use of the tools for learning and the contribution of the system and support to their learning outcomes. The Activity Theory framework was used to analyse the interaction between the learners and their learning environment. The outcomes of the analysis were presented as case studies to determine the interaction of the students with their surrounding artefacts such as tools, community, rules and division of labour. The results of the study indicated that the system was effectively design in catering different learners' perspectives in the online learning environment. This finding is interesting, as it highlighted the system capability in fulfilling the learners' needs within their context. The case studies revealed that every student had different learning strategies and patterns of usage of the tools, when exploring the system. The meaningful interaction of the students in the case studies revealed that the system successfully helped the learners to understand the basic concept of digital graphics. The findings of the research also suggested that the learners have achieved their learning objectives by integrating their knowledge into the course assignments. It also suggested that the system and the support system had contributed to their learning by providing the students with various scaffolding facilities. The major contributions of this research are: a) the design provides effective learner support in an online environment b) the design provides evidence that it fulfils the learner's needs in the context of learning digital graphics.
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Hossain, Md Altaf. "On a new graph theory approach to designing zero-aliasing space compressors for built-in self-testing." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27372.

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Built-in self testing (BIST) schemes that compress the test responses from k-output circuit to q signature streams, q << k, are known as space compactors. In this thesis, we use compression techniques in digital core based systems to facilitate deterministic or pseudorandom testing. Our objective is to minimize the storage requirement of the module under test (MUT) and also to obtain the maximum fault coverage. The objective is to achieve the same fault coverage as obtained without the compactors. We use some well known switching theory techniques, like cover table and frequency ordering, to the compression schemes. Clique detection algorithm is used to find out the maximal compatibility classes (MCCs) of the MUT outputs. In designing zero-aliasing space compressors, the concept of strong and weak compatibilities of response approach is considered, and in most cases maximal compaction is achieved. The techniques used in this thesis are simple designs that have high or full fault coverage for single stuck-line faults and acceptable area overhead. We used ISCAS 85 combinational benchmark circuits and ISCAS 89 sequential scan circuits with ATALANTA and FSIM simulation programs to simulate the suggested approaches.
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Forejtník, Jan. "Moderní přístupy k projektování elektrických zařízení se zaměřením na železniční stavby." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413125.

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The topic Modern Approaches to Designing Electrical Equipment with a Focus on Railway Construction responds to the decision of the Government of the Czech Republic to introduce the BIM method for government over-the-counter contracts from 1 January 2022. The government evaluated the BIM method as an effective tool for digitizing the construction industry. The diploma thesis deals with the method of designing high-current equipment, technologies and distribution on railways according to this new method. The work summarizes information about the present method of design, used high-current electrical equipment on the railway, the near and distant future of railway operation, the organization of administration and maintenance of equipment. It discusses the principle of the BIM method and basic software solutions supporting design activities according to this new method. The Promis.e software published by Bentley is also described in detail, which supports the design of electrical equipment for linear structures according to this method. The BIM method is a means of fulfilling the essence of Construction 4.0. It uses uniform data formats, a common data environment, working with non-graphic information. In the second part of the diploma thesis, the drawing documentation for the sample project of high-current distribution of the railway station was prepared. It was first created using AutoCAD software. After that, the sample project demonstrates the basic principles of the BIM method using Promis.e software. Furthermore, this project is evaluated, both methods of design are compared. The procedure of introducing the BIM method for the design of electrical equipment in a specific design company is proposed and other possible steps in working with the Promis.e software are discussed. The way of creating a and adding element libraries is described. At the end of the diploma thesis it is stated that to successfully master the design work according to the BIM method, it is necessary to have experience with design work in the field, know the principles of the BIM method, choose a suitable software solution, continuously and thoroughly manage these tools and train staff. Under these conditions, it will be possible to make full use of the potential of the BIM method.
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Boncha, Alison. "Designing compelling interfaces : an exploration of the artist book and how its unique interactive experience can influence the graphical user interface /." Online version of thesis, 2008. http://hdl.handle.net/1850/7748.

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Dahlqvist, Sofia, and Marie Hedén. "Designens betydelse vid val av boxvin : En studie om konsumenters preferenser av designfaktorer på bag-in-box-vin." Thesis, Högskolan Dalarna, Grafisk teknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:du-20826.

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På den svenska marknaden står bag-in-box-vin för över 50 procent av allt vin som säljs och Sverige är det land där bag-in-boxen fått starkast fäste i världen (Fremin, 2012). Det gör att bag-in-box-förpackningen är en stor och betydelsefull produkt för vintillverkare och att ha kunskap om säljande design är viktigt för grafiska formgivare samt övriga involverade företag. Den föreliggande studiens syfte var att undersöka vilka designfaktorer på bagin- box-förpackningar som påverkar konsumenternas val av vin i Sverige. Studien innefattade en visuell kartläggning som ämnade ge en överblick av utbudet på ett Systembolag. Detta genomfördes för att skapa en grund till den webbaserade enkätundersökningen som genomfördes under våren 2015. Resultaten visade att majoriteten av respondenterna valde vin baserat på förpackningens utseende och ansåg att de påverkades främst av färg, typsnitt, illustrationer och varumärken. Resultaten visade också att ju högre vinkunskap konsumenterna hade desto mindre påverkade designen deras val. Kvinnor och män hade generellt olika åsikter angående hur stor påverkan de olika designfaktorerna hade vid valet av bag-in-box-vin. Denna studie är endast ett avstamp till ett ämne som innefattar många påverkande faktorer. Det betyder att mer forskning krävs inom ämnet innan helt sanningsenliga resultat kan fastställas.
In the Swedish market the bag-in-box wine stands for over 50 percent of all wine that sells and Sweden is the country where the bag-in-box have the strongest hold in the world (Fremin, 2012). This makes bag-in-box packaging a major and significant product for winemakers. Therefore having knowledge about selling design is important for graphic designers and other involved companies. This study included a visual content analysis of the bag-in-box wine in a liquor store in Sweden in order to get an overview of the supply. With the results, a web-based survey was created and implemented in the spring of 2015. The results showed that the majority of the respondents chose the wine based on the appearance of the package and felt that they were mainly effected by the colour, font, illustrations and brand. Consumers with higher knowledge about wine were less effected by the design in their choice of wine. Women and men had generally different opinions about how much impact the different design factors had in the choice of bag-in-box wine. This study is only a starting point for a subject that includes many influencing factors. Further research is therefore needed before completely truthful results can be established.
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46

Batofi, Sardar. "Grafiska Designens verkan på högskolestudenter gällande tilliten till nyhets webbplatser : Denna rapport handlar om hur den grafiska designen på en nyhets webbplats påverkar Högskolestudenters tillit till webbplatsen, och hur det påverkar trovärdigheten på artiklar som återfinns på webbplatsen." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13729.

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Denna undersökning handlar om hur den grafiska designen på en nyhets webbplats påverkar högskolestudenters tillit till webbplatsen och påverkar artiklarnas trovärdighet från studentens perspektiv. Undersökningen utfördes utifrån en triangulär forskningsmetod. En kvantitativ samt kvalitativ metod användes, insamlingsteknikerna som användes under undersökningen var en enkätundersökning samt intervjuer. Syftet med undersökningen var att förstå vilka faktorer påverkar användarnas tillit till en nyhets webbplats och artiklars trovärdighet. Motiven till denna undersökning är att sanningslösa nyheter sprids över sociala medier samt att många människor inte inser att nyheterna är sanningslösa och väljer att dela det vidare till sin krets på sociala medier. Detta är något som behöver bearbetas och redas ut.
This review is about how the graphic design on a news site influences college students' trust towards the site and how it affects the credibility to the articles from the student's perspective. The review was conducted on the basis of a triangular research method. A quantitative and a qualitative method was used, the collection techniques used during the review were a survey and interviews. The purpose of the survey was to understand what factors affect users' trust in a news site and article credibility. The motivation for this review is that truthless news are spread across social media and that many people do not realize that the news is truthless and choose to share it with their circle on social media. This is something that needs to be processed and fixed.
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47

Chen, Jiuqiang. "Designing scientific workflows following a structure and provenance-aware strategy." Phd thesis, Université Paris Sud - Paris XI, 2013. http://tel.archives-ouvertes.fr/tel-00931122.

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Les systèmes de workflows disposent de modules de gestion de provenance qui collectent les informations relatives aux exécutions (données consommées et produites) permettant d'assurer la reproductibilité d'une expérience. Pour plusieurs raisons, la complexité de la structure du workflow et de ses d'exécutions est en augmentation, rendant la réutilisation de workflows plus difficile. L'objectif global de cette thèse est d'améliorer la réutilisation des workflows en fournissant des stratégies pour réduire la complexité des structures de workflow tout en préservant la provenance. Deux stratégies sont introduites. Tout d'abord, nous introduisons SPFlow un algorithme de réécriture de workflow scientifique préservant la provenance et transformant tout graphe acyclique orienté (DAG) en une structure plus simple, série-parallèle (SP). Ces structures permettent la conception d'algorithmes polynomiaux pour effectuer des opérations complexes sur les workflows (par exemple, leur comparaison) alors que ces mêmes opérations sont associées à des problèmes NP-difficile pour des structures générales de DAG. Deuxièmement, nous proposons une technique capable de réduire la redondance présente dans les workflow en détectant et supprimant des motifs responsables de cette redondance, nommés "anti-patterns". Nous avons conçu l'algorithme DistillFlow capable de transformer un workflow en un workflow sémantiquement équivalent "distillé", possédant une structure plus concise et dans laquelle on retire autant que possible les anti-patterns. Nos solutions (SPFlow et DistillFlow) ont été testées systématiquement sur de grandes collections de workflows réels, en particulier avec le système Taverna. Nos outils sont disponibles à l'adresse: https://www.lri.fr/~chenj/.
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48

Jordaan, Leandra. "Designing and developing a prototype indigenous knowledge database and devising a knowledge management framework." Thesis, Bloemfontein : Central University of Technology, Free State, 2009. http://hdl.handle.net/11462/121.

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Thesis (M. Tech.) - Central University of Technology, Free State, 2009
The purpose of the study was to design and develop a prototype Indigenous Knowledge (IK) database that will be productive within a Knowledge Management (KM) framework specifically focused on IK. The need to develop a prototype IK database that can help standardise the work being done in the field of IK within South Africa has been established in the Indigenous Knowledge Systems (IKS) policy, which stated that “common standards would enable the integration of widely scattered and distributed references on IKS in a retrievable form. This would act as a bridge between indigenous and other knowledge systems” (IKS policy, 2004:33). In particular within the indigenous people’s organizations, holders of IK, whether individually or collectively, have a claim that their knowledge should not be exploited for elitist purposes without direct benefit to their empowerment and the improvement of their livelihoods. Establishing guidelines and a modus operandi (KM framework) are important, especially when working with communities. Researchers go into communities to gather their knowledge and never return to the communities with their results. The communities feel enraged and wronged. Creating an IK network can curb such behaviour or at least inform researchers/organisations that this behaviour is damaging. The importance of IK is that IK provides the basis for problem-solving strategies for local communities, especially the poor, which can help reduce poverty. IK is a key element of the “social capital” of the poor; their main asset to invest in the struggle for survival, to produce food, to provide shelter, or to achieve control of their own lives. It is closely intertwined with their livelihoods. Many aspects of KM and IK were discussed and a feasibility study for a KM framework was conducted to determine if any existing KM frameworks can work in an organisation that works with IK. Other factors that can influence IK are: guidelines for implementing a KM framework, information management, quality management, human factors/capital movement, leading role players in the field of IK, Intellectual Property Rights (IPR), ethics, guidelines for doing fieldwork, and a best plan for implementation. At this point, the focus changes from KM and IK to the prototype IK database and the technical design thereof. The focus is shifted to a more hands-on development by looking at the different data models and their underlying models. A well-designed database facilitates data management and becomes a valuable generator of information. A poorly designed database is likely to become a breeding ground for redundant data. The conceptual design stage used data modelling to create an abstract database structure that represents real-world objects in the most authentic way possible. The tools used to design the database are platform independent software; therefore the design can be implemented on many different platforms. An elementary prototype graphical user interface was designed in order to illustrate the database’s three main functions: adding new members, adding new IK records, and searching the IK database. The IK database design took cognisance of what is currently prevailing in South Africa and the rest of the world with respect to IK and database development. The development of the database was done in such a way as to establish a standard database design for IK systems in South Africa. The goal was to design and develop a database that can be disseminated to researchers/organisations working in the field of IK so that the use of a template database can assist work in the field. Consequently the work in the field will be collected in the same way and based on the same model. At a later stage, the databases could be interlinked and South Africa can have one large knowledge repository for IK.
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49

Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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50

Andersson, Simon. "Designing a fast and robust device for measuring and providing graphical visualization of the number of 60Co sources in a Leksell Gamma Knife®." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279067.

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The Leksell Gamma Knife® (LGK) is a device for performing radiosurgery. The LGK contains approximately 200 radioactive sources whose beams intersect in a focal point in order to treat brain tumours. Quality assurance tools are used at Elekta to indirectly assess the number of sources in an LGK from the total amount of radiation. In order to increase patient safety, regulatory agencies have been asking for evidential proof of the number of sources in the LGK. This thesis' goal is to directly measure each source in the LGK and optimize the total detection time. To do this, a source detection system was developed with two parts, a radiation detection system and a moving gantry. Initial tests of the design were performed at Elekta and a final test was performed on an LGK at Karolinska Universitetssjukhuset. The results show that the proposed design has the possibility of detecting all sources in an LGK.
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