Dissertations / Theses on the topic 'Human-Computer Integration'

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1

Ravulakollu, Kiran Kumar. "Sensory integration model inspired by the superior colliculus for multimodal stimuli localization." Thesis, University of Sunderland, 2012. http://sure.sunderland.ac.uk/3759/.

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Sensory information processing is an important feature of robotic agents that must interact with humans or the environment. For example, numerous attempts have been made to develop robots that have the capability of performing interactive communication. In most cases, individual sensory information is processed and based on this, an output action is performed. In many robotic applications, visual and audio sensors are used to emulate human-like communication. The Superior Colliculus, located in the mid-brain region of the nervous system, carries out similar functionality of audio and visual stimuli integration in both humans and animals. In recent years numerous researchers have attempted integration of sensory information using biological inspiration. A common focus lies in generating a single output state (i.e. a multimodal output) that can localize the source of the audio and visual stimuli. This research addresses the problem and attempts to find an effective solution by investigating various computational and biological mechanisms involved in the generation of multimodal output. A primary goal is to develop a biologically inspired computational architecture using artificial neural networks. The advantage of this approach is that it mimics the behaviour of the Superior Colliculus, which has the potential of enabling more effective human-like communication with robotic agents. The thesis describes the design and development of the architecture, which is constructed from artificial neural networks using radial basis functions. The primary inspiration for the architecture came from emulating the function top and deep layers of the Superior Colliculus, due to their visual and audio stimuli localization mechanisms, respectively. The integration experimental results have successfully demonstrated the key issues, including low-level multimodal stimuli localization, dimensionality reduction of audio and visual input-space without affecting stimuli strength, and stimuli localization with enhancement and depression phenomena. Comparisons have been made between computational and neural network based methods, and unimodal verses multimodal integrated outputs in order to determine the effectiveness of the approach.
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Sävenryd, Moa. "Att designa för en kombinerad inkorg : Integration av chattfunktioner i Briteback." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119177.

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Projektet har berört att ta fram en designlösning för att integrera chatt i kommunikationssystemet Briteback. Detta genom att undersöka vilka funktioner för chatt som är vanligast i befintliga chattsystem. En kravspecifikation för designlösningen har tagits fram genom en konkurrensgenomgång och resulterade efter revidering i fem kategorier med funktioner; direkta meddelanden, privata grupper, kanaler, filer och allmänt. Skisser gjordes för desktopversion och mobilversion, sedan renskrevs designförslagen i programmet PowerPoint. Designförslaget berörde huvudkoncepten direkta meddelanden, privata grupper, kanaler och extern chatt. Desktopversionen av designförslaget utvärderades med heuristisk analys och resulterade i sju problem; ingen visuell representation av vald chatt i kombinerad inkorg, inkonsekvens i knappar, ingen skillnad på namn och gruppnamn, inkonsekvens i vänsterspaltens toppmeny, ”Shares” är inte lättbegripligt och kopplas inte tydligt till gemsymbol, finns ingen genväg att ta sig längst upp i inkorgen och namn i chatt gör det svårt att skilja användarens och kontakters meddelanden.
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Li, Qi. "An integration framework of feature selection and extraction for appearance-based recognition." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 8.38 Mb., 141 p, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3220745.

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Li, Gang. "A Holistic Study on Electronic and Visual Signal Integration for Efficient Surveillance." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492639972377528.

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Segerstroem, K. Johanna (Karina Johanna) Carleton University Dissertation Psychology. "Should we integrate?; a user evaluation of web and desktop integration strategies." Ottawa, 1999.

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6

Peralta, Veronika. "Data Quality Evaluation in Data Integration Systems." Phd thesis, Université de Versailles-Saint Quentin en Yvelines, 2006. http://tel.archives-ouvertes.fr/tel-00325139.

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Les besoins d'accéder, de façon uniforme, à des sources de données multiples, sont chaque jour plus forts, particulièrement, dans les systèmes décisionnels qui ont besoin d'une analyse compréhensive des données. Avec le développement des Systèmes d'Intégration de Données (SID), la qualité de l'information est devenue une propriété de premier niveau de plus en plus exigée par les utilisateurs. Cette thèse porte sur la qualité des données dans les SID. Nous nous intéressons, plus précisément, aux problèmes de l'évaluation de la qualité des données délivrées aux utilisateurs en réponse à leurs requêtes et de la satisfaction des exigences des utilisateurs en terme de qualité. Nous analysons également l'utilisation de mesures de qualité pour l'amélioration de la conception du SID et de la qualité des données. Notre approche consiste à étudier un facteur de qualité à la fois, en analysant sa relation avec le SID, en proposant des techniques pour son évaluation et en proposant des actions pour son amélioration. Parmi les facteurs de qualité qui ont été proposés, cette thèse analyse deux facteurs de qualité : la fraîcheur et l'exactitude des données. Nous analysons les différentes définitions et mesures qui ont été proposées pour la fraîcheur et l'exactitude des données et nous faisons émerger les propriétés du SID qui ont un impact important sur leur évaluation. Nous résumons l'analyse de chaque facteur par le biais d'une taxonomie, qui sert à comparer les travaux existants et à faire ressortir les problèmes ouverts. Nous proposons un canevas qui modélise les différents éléments liés à l'évaluation de la qualité tels que les sources de données, les requêtes utilisateur, les processus d'intégration du SID, les propriétés du SID, les mesures de qualité et les algorithmes d'évaluation de la qualité. En particulier, nous modélisons les processus d'intégration du SID comme des processus de workflow, dans lesquels les activités réalisent les tâches qui extraient, intègrent et envoient des données aux utilisateurs. Notre support de raisonnement pour l'évaluation de la qualité est un graphe acyclique dirigé, appelé graphe de qualité, qui a la même structure du SID et contient, comme étiquettes, les propriétés du SID qui sont relevants pour l'évaluation de la qualité. Nous développons des algorithmes d'évaluation qui prennent en entrée les valeurs de qualité des données sources et les propriétés du SID, et, combinent ces valeurs pour qualifier les données délivrées par le SID. Ils se basent sur la représentation en forme de graphe et combinent les valeurs des propriétés en traversant le graphe. Les algorithmes d'évaluation peuvent être spécialisés pour tenir compte des propriétés qui influent la qualité dans une application concrète. L'idée derrière le canevas est de définir un contexte flexible qui permet la spécialisation des algorithmes d'évaluation à des scénarios d'application spécifiques. Les valeurs de qualité obtenues pendant l'évaluation sont comparées à celles attendues par les utilisateurs. Des actions d'amélioration peuvent se réaliser si les exigences de qualité ne sont pas satisfaites. Nous suggérons des actions d'amélioration élémentaires qui peuvent être composées pour améliorer la qualité dans un SID concret. Notre approche pour améliorer la fraîcheur des données consiste à l'analyse du SID à différents niveaux d'abstraction, de façon à identifier ses points critiques et cibler l'application d'actions d'amélioration sur ces points-là. Notre approche pour améliorer l'exactitude des données consiste à partitionner les résultats des requêtes en portions (certains attributs, certaines tuples) ayant une exactitude homogène. Cela permet aux applications utilisateur de visualiser seulement les données les plus exactes, de filtrer les données ne satisfaisant pas les exigences d'exactitude ou de visualiser les données par tranche selon leur exactitude. Comparée aux approches existantes de sélection de sources, notre proposition permet de sélectionner les portions les plus exactes au lieu de filtrer des sources entières. Les contributions principales de cette thèse sont : (1) une analyse détaillée des facteurs de qualité fraîcheur et exactitude ; (2) la proposition de techniques et algorithmes pour l'évaluation et l'amélioration de la fraîcheur et l'exactitude des données ; et (3) un prototype d'évaluation de la qualité utilisable dans la conception de SID.
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Molin, Daniel. "Let them use apps : The integration and adoption of mobile enterprise applications." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-282413.

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The rapid increase in smartphone usage has led enterprises to start adapting their internal systems for use with smartphones; so called mobile enterprise applications. Previous research show that these mobile applications can increase the efficiency, satisfaction and productivity of a company's workforce. Developing and deploying the applications is far from trivial, and companies have struggled to fully adopt enterprise mobility. This paper gives a detailed description of the development and implementation of two smartphone applications for internal use at two companies. Through two case studies consisting of an app analysis and interviews with key stakeholders, the research presented focuses on addressing the research question: how do new smartphone applications fit into existing systems to provide added value to companies? The results show that even though the apps developed are simple in their functionality, the fact that they are used on mobile devices makes them valuable in itself. From the companies’ perspectives, availability and connectivity were the two most important aspects of the applications - they provided easy access to company information. Developmental obstacles were also identified, most notably how to integrate the apps with the different internal systems already in place. The usefulness of mobile enterprise applications is discussed, and guidelines for future stakeholders and developers are suggested to make transformations into mobile enterprises easier.
Den snabba ökningen i användandet av smartphones har lett till att företag i allt större utsträckning anpassar sina interna system för mobilanvändning: så kallade mobile enterprise applications. Tidigare forskning visar att dessa mobilapplikationer kan göra företagets anställda mer effektiva, produktiva och nöjda. Att utveckla och lansera dessa applikationer är långt ifrån trivialt, och företag har haft svårt att fullt ut anamma ett mobilt arbetssätt. Denna uppsats ger en detaljerad beskrivning av utvecklingen och implementeringen av två interna smartphone-appar hos två företag. Genom en analys av appar samt intervjuer med nyckelpersoner på två företag syftar den här uppsatsen till att besvara frågan: hur passar nya smartphone-appar in i befintliga system så att de tillför värde för företagen? Resultaten visar att även om de nya apparna har tämligen grundläggande funktionalitet, räcker det faktum att de är mobila för att göra dem värdefulla och användbara. Ur företagens synvinkel var tillgänglighet och anslutning de två viktigaste aspekterna hos apparna – de gav medarbetarna enkel tillgång till företagets information. Även hinder för utvecklingen har identifierats; främst hur man ska integrera apparna med de olika interna system som redan är i bruk. Användbarheten hos mobilappar för företag diskuteras, och det föreslås riktlinjer för framtida intressenter och utvecklare för att underlätta omvandlingen till mobila företag.
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Siddiqui, Muhammad Yasir, and Alam Gir. "An Integration of policy and reputation based trust mechanisms." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3038.

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Context: Due to popularization of internet and e-commerce, more and more people getting involved in online shopping market. A large number of companies have been transferred to the internet where online customers have been increased due to easy access. The online business facilitates people to communicate without knowing each other. The e-commerce systems are the combination of commerce behavior and internet technologies. Therefore, trust aspects are positive elements in buyer-seller transactions and a potential source of competitive e-commerce industry. There are two different approaches to handle the trust. The first approach has a solid authentication set of rules where decisions are made on some digital or logical rules called policy based trust mechanism. The second approach is a decentralized trust approach where reputation assembled and shared in distributed environment called reputation based trust mechanism. Objectives: In this thesis, the strengths and weaknesses of policy and reputation based trust mechanisms have been identified through systematic literature review and industrial interviews. Furthermore, the process of integrated trust mechanism has been proposed. Methods: The integrated trust mechanism is proposed through mapping process, weakness of one mechanism with the strength of other. The proposed integrated trust mechanism was validated by conducting experiment with buyer/seller scenario in auction system. Conclusion: The analysis of collected results indicated that proposed integrated trust mechanism improved the trust of buyer against eBay and Tradera. At the end, we have discussed some key points that may affect trust relationship between seller and buyer. Furthermore, there is a need for further validation of proposed trust mechanism in auction system/e-commerce industry.
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Ghayoumi, Mehdi. "FACIAL EXPRESSION ANALYSIS USING DEEP LEARNING WITH PARTIAL INTEGRATION TO OTHER MODALITIES TO DETECT EMOTION." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1501273062260458.

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10

Danielsson, Oscar. "Augmented reality smart glasses as assembly operator support : Towards a framework for enabling industrial integration." Licentiate thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19339.

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Operators are likely to continue to play an integral part in industrial assembly for the foreseeable future. This is in part because increasingly shorter life-cycles and increased variety of products makes automation harder to achieve. As technological advancements enables greater digitalization, the demands for increased individual designs of products increases. These changes, combined with a global competition, does put an increasing strain on operators to handle large quantities of information in a short timeframe. Augmented reality (AR) has been identified as a technology that can present assembly information to operators in an efficient manner. AR smart glasses (ARSG) is an implementation of AR suitable for operators since they are hands-free and can provide individual instructions in the correct context directly in their real work environment. There are currently early adopters of ARSG in production within industry and there are many predictions that ARSG usage will continue to grow. However, to fully integrate ARSG as a tool among others in a modern and complex factory there are several perspectives that a company need to take into consideration. This thesis investigates both the operator perspective and the manufacturing engineering perspective to support industry in how to make the correct investment decisions as regards to ARSG. The aim of this licentiate thesis is to provide a basis for a framework to enable industry to choose and integrate ARSG in production as a value adding operator support. This is achieved by investigating the theoretical basis of ARSG related technology and its maturity as well as the needs operators have in ARSG for their usage in assembly. The philosophical paradigm that is followed is that of pragmatism. The methodology used is design science, set in the research paradigm of mixed methods. Data has been collected through experiments with demonstrators, interviews, observations, and literature reviews. This thesis provides partial answers to the overall research aim. The thesis shows that the topic is feasible, relevant to industry, and a novel scientific contribution. Observations, interviews, and a literature review gave an overview of the operator perspective. Some highlights from the results are that operators are willing to work with ARSG, that operators need help in unlearning old tasks as well as learning new ones, and that optimal weight distribution of ARSG is dependent on the operators’ head-positioning. Highlights from the preliminary findings for the manufacturing engineering perspective include a general lack of standards for AR as regards vertical industrial application, improved tools for faster instruction generation, and large variations in specifications of available ARSG. Future work includes a complete answer to the manufacturing engineering perspective as well as combining all the results to create a framework for ARSG integration in industry.
Operatörer kommer sannolikt fortsätta att vara en integral del av industriell montering inom en överskådlig framtid. Detta beror delvis på allt kortare livscykler och ökad variation på produkter gör det svårare att automatisera produktionen. Samtidigt som tekniska framsteg möjliggör mer digitalisering så ökar efterfrågan på individuellt designade produkter. De här förändringarna, i kombination med en global konkurrens, skapar en ökad press på operatörer att hantera stora mängder information inom en kort tidsram. Förstärkt verklighet (förkortat AR från engelska ”augmented reality”) har identifierats som en teknologi som effektivt kan presentera monteringsinstruktioner för operatörer. Smarta AR glasögon (förkortat ARSG från engelska ”AR smart glasses”) är en implementering av AR som är lämplig för operatörer eftersom de inte behöver använda sina händer för att bära dem och för att de kan presentera individuella instruktioner i rätt kontext direkt i deras verkliga arbetsmiljö. Det finns industriföretag som redan har börjat använda ARSG i produktion och det finns många förutsägelser om att ARSG kommer fortsätta att växa. För att kunna fullt integrera ARSG som ett bland många verktyg i en modern och komplex fabrik så måste dock ett företag ta hänsyn till ett flertal perspektiv. Den här avhandlingen undersöker både operatörs-perspektivet och beredningsperspektivet för att stödja industrins investeringsbeslut rörande ARSG. Målet med den här licentiatavhandlingen är att bidra med en grund för ett ramverk som kan möjliggöra för industrin att välja, integrera och underhålla ARSG i produktion som ett värdeskapande operatörsstöd. Det här åstadkoms genom att undersöka den teoretiska grunden för ARSG-relaterad teknologi och dess mognad och även operatörernas behov i ARSG när de används i montering. Det filosofiska paradigm som har följts är pragmatism. Metodologin som har används är designvetenskap, kopplat till forskningsparadigmet blandade metoder. Data har samlats in genom demonstratorexperiment, intervjuer, observationer och litteraturstudier. Den här avhandlingen ger partiellt svar till det övergripande forskningsmålet. Avhandlingen visar att ämnet är möjligt att genomföra, relevant för industrin och ett originellt vetenskapligt bidrag. Observationer, intervjuer och en litteraturstudie gav en översikt av operatörsperspektivet. Några exempel från resultaten att lyfta fram är att operatörer är villiga att arbeta med ARSG, att operatörer behöver hjälp med att avlära sig gamla uppgifter såväl som att lära sig nya och att den optimala viktspridningen av ARSG beror på operatörernas huvudpositionering. Bland de preliminära resultaten från beredningsperspektivet inkluderas en generell avsaknad av standarder för AR gällande vertikala industriella tillämpningar, förbättrade verktyg för instruktionsskapande som stödjer snabbare instruktionsgenerering och stora variationer gällande specifikationer i tillgängliga ARSG. Framtida arbete inkluderar ett komplett svar till beredningsperspektivet samt att kombinera alla resultaten för att skapa ett ramverk för ARSG integration i industrin.

PUBLICATIONS WITH LOWER RELEVANCE

1. Holm, M., Danielsson, O., Syberfeldt, A., & Moore, P. (2017). Adaptive instructions to novice shop-floor operators using augmented reality. Journal of Industrial and Production Engineering, 34, 362-374.

2. Syberfeldt, A., Danielsson, O., & Gustavsson, P. (2017). Augmented Reality Smart Glasses in the Smart Factory: Product Evaluation Guidelines and Review of Available Products. IEEE Access, 5, 9118-9130.

3. Syberfeldt, A., Danielsson, O., Holm, M., & Wang, L. (2016). Dynamic operator in-structions based on augmented reality and rule-based expert systems. Proceedings of the 48thCIRP Conference on Manufacturing Systems, 41, 346-351.

4. Syberfeldt, A., Holm, M., Danielsson, O., & Wang, L. (2016). Support systems on the industrial shop-floors of the future: operators’ perspective on augmented reality. 6th CIRP Conference on Assembly Technologies and Systems, 44, 108-113.

5. Syberfeldt, A., Holm, M., Danielsson, O., & Wang, L. (2015). Visual Assembling Guidance Using Augmented Reality. Procedia Manufacturing, 1, 98-109.

6. Syberfeldt, A., Danielsson, O., Holm, M., & Ekblom, T. (2014). Augmented Reality at the Industrial Shop-Floor. Augmented and Virtual Reality, 1, 201-209.

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Şerban, Ovidiu Mircea. "Detection and integration of affective feedback into distributed interactive systems." Phd thesis, INSA de Rouen, 2013. http://tel.archives-ouvertes.fr/tel-00920335.

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Human-Computer Interaction migrates from the classic perspective to a more natural environment, where humans are able to use natural language to exchange knowledge with a computer. In order to fully "understand" the human's intentions, the computer should be able to detect emotions and reply accordingly. This thesis focuses on several issues regarding the human affects, from various detection techniques to their integration into a Distributed Interactive System. Emotions are a fuzzy concept and their perception across human individuals may vary as well. Therefore, this makes the detection problem very difficult for a computer. From the affect detection perspective, we proposed three different approaches: an emotion detection method based on Self Organizing Maps, a valence classifier based on multi-modal features and Support Vector Machines, and a technique to resolve conflicts into a well known affective dictionary (SentiWordNet). Moreover, from the system integration perspective, two issues are approached: a Wizard of Oz experiment in a children storytelling environment and an architecture for a Distributed Interactive System.
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Subbian, Vignesh. "Development and Evaluation of Technologies for Neurological Assessment." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1467988906.

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Persson, Johan. "Communication through boundary objects in distributed agile teams : An integration of user-centered design and agile development." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-109324.

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The use of agile methods continues to increase within software development but the agile processes do not contain the necessary steps to account for the user and realize the usability of the system. It seems it is therefore necessary to integrate the UCD methodology and agile methodology. What this integration should look like is not always apparent as the integration needs to be adapted to the specific context in each organization. Accompanied by a pre-study which identified difficulties with the integration, the current study examines how UCD specialists experience the communication through boundary objects in distributed agile teams. Furthermore the study examines how the understanding of the user is communicated to the developers in the agile teams and the potential of doing so with a design rationale. A case study was therefore performed with interviews of six UCD specialists to try to answers these questions. A content analysis was performed in relation to each research question and identified a number of themes relating to the experiences concerning; (1) communication through boundary objects, (2) how an understanding of the user is communicated, and (3) opinions of using design rationale for this purpose. Some of the conclusions drawn are that boundary objects only aim at communicating the interaction with the system, that they should be viewed as communication aids as they are not stand-alone and making them comprehensive would be even more time consuming. Furthermore, personas are not deemed fitting for communicating the understanding of the user to developers. This should instead be done by allowing developers to participate in user research.
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Boissier, Olivier. "Problème du contrôle dans un système intégré de vision : utilisation d'un système multi-agents." Phd thesis, Grenoble INPG, 1993. http://tel.archives-ouvertes.fr/tel-00005123.

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La these concerne l'etude du controle dans un systeme integre de vision par ordinateur. La structure d'un tel systeme permet l'ajout et le retrait dynamique de traitements et de representations selon les types de scenes envisagees. Nous decomposons le probleme du controle en quatre sous-problemes definissant l'objectif a satisfaire (decision), les criteres de selection qui en decoulent (adaptation), l'action a executer en appliquant ces criteres de selection (commande) et les observations necessaires pour la resolution des sous-problemes precedents (observation). Afin d'offrir une architecture d'integration ouverte et flexible, nous utilisons une approche Multi-agents, repercutant ainsi les problemes de controle selon deux dimensions : controle individuel (interne a un agent) et controle social (gestion des interactions et de la resolution des agents). La structure de controle de chaque agent est organisee selon trois couches dediees respectivement a la resolution des problemes de decision, d'adaptation et de commande. Le controle social restreind les interactions possibles et les resolutions entreprises par chacun des agents. Des protocoles definissent l'enchainement des interactions. Ces deux notions s'inscrivent dans un modele de societe dans lequel sont aussi explicitees les trois couches resolvant les sous-problemes de controle. L'architecture proposee permet d'etudier le controle necessaire pour l'expression de modes de fonctionnement deliberatifs et reactifs au sein de chacun des agents et, d'autre part, d'integrer dynamiquement les modes de reconstruction et de reconnaissance au travers de la gestion des interactions. L'interet de cette approche est illustree au travers de realisations issues du systeme Vision As Process (VAP) developpe dans le cadre du projet Europeen BRA3038.
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Marano, Susan Aileen. "Smarticles: A Method for Identifying and Correcting Instability and Error Caused by Explicit Integration Techniques in Physically Based Simulations." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1304.

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Using an explicit integration method in physically based animations has many advantages including conceptual and computational simplicity, however, it re- quires small time steps to ensure low numerical instability. Simulations with large numbers of individually interacting components such as cloth, hair, and fluid models, are limited by the sections of particles most susceptible to error. This results in the need for smaller time steps than required for the majority of the system. These sections can be diverse and dynamic, quickly changing in size and location based on forces in the system. Identifying and handling these trou- blesome sections could allow for a larger time step to be selected, while preventing a breakdown in the simulation. This thesis presents Smarticles (smart particles), a method of individually de- tecting particles exhibiting signs of instability and stabilizing them with minimal adverse effects to visual accuracy. As a result, higher levels of error introduced from large time steps can be tolerated with minimal overhead. Two separate approaches to Smarticles were implemented. They attempt to find oscillating particles by analyzing a particle’s (1) past behavior and (2) behavior with re- spect to its neighbors along a strand. Both versions of Smarticles attempt to correct unstable particles using velocity dampening. Smarticles was applied to a two dimensional hair simulation modeled as a continuum using smooth particle hydrodynamic. Hair strands are formed by linking particles together using one of two methods: position based dynamics or mass-spring forces. Both versions of Smarticles, as well as a control of normal particles, were directly compared and evaluated based on stability and visual fluidity. Hair particles were exposed to various forms of external forces under increasing time step lengths. Testing showed that both versions of Smarticles working together allowed an average increase of 18.62% in the time step length for hair linked with position based dynamics. In addition, Smarticles was able to significantly reduce visible instability at even larger time steps. While these results suggest Smarticles is successful, the method used to correct particle instability may jeopardize other important aspects of the simulation. A more accurate correction method would likely need to be developed to make Smarticles an advantageous method.
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Valtonen, Arto, and Björn Wessman. "Smarta Hus : Nya behov och lösningar med participativ design." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1768.

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In this Bachelor Thesis (20 p.), we present the history and development of "Intelligent Houses", and most important- explore some of the future possibilities in this area. The project has been carried out through an interdisciplinary cooperation between three different educations at the Blekinge Institute of Technology. By conducting a dialogue with various actors with different professions, we have been trying to identify needs within the concept of "Intelligent Houses", were the end user is not only the tenant or homeowner. Through Participatory Design methods, such as a Future Workshop, we have brought the users together to discuss their own and each others needs and hindrances in their respective work practice, and how intelligent house technology could improve their work conditions. We have also been testing a highly sophisticated CO/CO2/Moisture/Temperature/Enthalpy multi-sensor & controller, originally developed for regulating indoor climate systems. Based on the needs we have found in our fieldwork, we have been looking at possibilities to make multi user solutions with the sensor.
Björn Wessman, tfn: 0457-12726
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Franzén, Ellen, and Mikael Gonera. "Live Language Coach-App : Svenska som andraspråk." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130705.

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Denna studie syftar till att genom designforskning undersöka hur det pedagogiska greppet Learning in the wild kan implementeras i en applikation, Live Language Coach­app, för att stödja och uppmuntra inlärning av svenska som andraspråk. Den primära målgruppen för applikationen är nyanlända till Sverige. I denna studie har författarna utforskat och dokumenterat olika konceptuella angreppssätt för en implementation av Learning in the wild i Live Language Coach­app och ger i studien förslag på en exprimentell lösning som kan arbetas vidare på. Metoder som använts för datainsamling är: intervjuer med målgruppen för applikationen. Skapandet av personas utifrån intervjuerna, som tillsammans med med intressenterna har använts för att skapa kravgenereingar som applikationen ska svara emot. Olika designförslag och prototyper har skapats genom iterativa processer som sedan utvärderats, testats och ställts emot gjorda kravgenereringar. Resultatet visar på att det finns ett behov hos målgruppen att få kontakt med svensktalande och att Live Language Coach­app måste facilitera kontakten mellan 1 svensktalande och målgruppen på ett enkelt och snabbt sätt för motivera dem till att ta mera initiativ till interaktion i vardagen.
Learning in the wild
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Lilja, Kristin, and Johanna Lundkvist. "Soft Robotics for Young People's Menstrual Health." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277853.

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Research within the fields of women’s health and specifically women’s menstrual health and technology is limited. As of today, problems associated with menstrual health, such as pain, discomfort, cramps, bloating, anxiousness and irregular period are resolved by using contraceptive pills or painkillers. The solutions to use contraceptive pills or painkillers have not been beneficial for research nor development of helpful innovative solutions. This thesis evaluates and explore the possibilities to use soft robotics, Soma Design, and Shape Changing Materials (SCM) to develop interactive software programs used to ease menstrual pain in innovative, flexible and comfortable ways. The thesis delves and analyzes the potential opportunities to facilitate the experience of menstruation, to extend and improve the tools available to increase knowledge, awareness and understanding of the menstruating body with the assist of soft robotics and Soma Design principles. Through exploration, construction, development and testing hardware and software systems we were able to create ten software programs that induce pressure and movements in order to ease menstrual pain in comfortable and flexible ways. The programs were tested using a first-person test approach, providing us with the opportunity to develop specific systems for the person's needs on a personal and intimate level. This approach suited the purpose of exploring the possibilities of using modern technologies as a tool for easing menstrual pain. The applied research method was qualitative with an abductive approach and the collected data was analyzed based on predefined measures. The thesis proved that it is possible to ease menstrual pain with use of technologies. The research resulted in five major findings that we argue are important to take into consideration when developing soft robotics; level of interactivity, prototype placement on the body, physical position of body, noise released from hardware and utilization of external means. The discoveries of this thesis will contribute to increased research that utilizes modern technologies to find solutions that eases menstrual pain and increase knowledge regarding menstrual health. Lastly, this thesis highlights the possibilities of using modern technologies that have never to our knowledge been seen or explored before.
Forskning inom teknik i samband med kvinnors hälsa och särskilt menstruation är begränsad. Idag hanteras problem förknippade med menstruation som smärta, kramper, uppblåsthet, ångest eller obehag med hjälp av hormoner i form av p-piller eller andra preventivmedel, alternativt med smärtstillande tabletter. Användandet av dessa metoder har inte varit fördelaktiga för varken forskningen eller utvecklingen av hjälpfulla och innovativa lösningar. Därför kommer den här avhandlingen att utvärdera och utforska möjligheterna kring att använda olika tekniker som soft robotics, Soma Design och form ändrande material för att utveckla interaktiva mjukvaruprogram med anledning att minska menstruationssmärtor på ett innovativt, flexibelt och bekvämt sätt. Dessutom utforskas och analyseras de potentiella möjligheterna till att underlätta upplevelsen av menstruation genom att utvidga och förbättra de tillgängliga hjälpmedel som finns för att öka kunskapen, medvetenheten och förståelsen för den menstruerande kroppen med hjälp av soft robotics och principer från Soma Design. Genom utforskning, konstruktion, utveckling och testning av hårdvara och mjukvara var det möjligt att skapa tio olika program som inducerar tryck för att minska mensvärk på ett bekvämt och flexibelt sätt. De framställda programmen testades med en första persontestmetod vilket gjorde det möjligt att utveckla programmen till att bli formade efter testpersonens specifika behov på en personlig och intim nivå vilket passade syftet att undersöka om det går att minska menstruationsbesvär med moderna tekniker. Metoden som tillämpades var Forskning genom Design där data analyserades utefter förutbestämda krav. Studien gav svar på att det är möjligt att minska menstruationsbesvär med tekniker. Dessutom resulterade studien i fem principer som vi anser bör överses när man arbetar med soft robotics: nivå av interaktivitet, placering av prototypen på kroppen, kroppens fysiska position, ljud från hårdvara och utnyttjande av externa medel. Resultatet från avhandlingen kommer bidra till att öka kunskapen och forskningen kring menstruations hälsa och öka intresset i utveckling av tekniker som soft robotics eller form ändrande material som hjälpmedel i samband med menstruation. Resultatet belyser möjligheterna av att jobba med moderna tekniker, som så vitt vi vet, aldrig har gjorts eller utforskats förut.
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Papadakis, Ktistakis Iosif. "An Autonomous Intelligent Robotic Wheelchair to Assist People in Need: Standing-up, Turning-around and Sitting-down." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1546469803313219.

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Lundström, Malin. "Interaktionsdesigners upplevelse av utvecklares empati för design." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107410.

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Empati mellan interaktionsdesigners och utvecklare är viktigt för att samarbetet ska fungera och för att parterna ska kunna kommunicera med varandra. Detta tillsammans med förmågan att se situationer ur varandras perspektiv är något som påverkar samarbetet avsevärt. Empati bygger på förståelse, förstår man andra personers perspektiv kan man också känna empati för andra personers prioriteringar och ta hänsyn till dessa. Det är också av stor vikt att interaktionsdesigners och utvecklare har en gemensam bild av situationen och de projekt de arbetar med. En förstudie som genomfördes under hösten 2013 visade att interaktionsdesigners upplevde att utvecklare inte känner empati för deras arbete vilket de upplevde har skapat problem i samarbetet. För att få en djupare förståelse för detta genomfördes en fenomenologisk studie där nio interaktionsdesigners intervjuades. Resultatet visade att interaktionsdesigners upplevde att utvecklare ibland ändrar i en design utan att diskutera detta med dem vilket gör att syftet med designen kan falla bort och i vissa fall känner interaktionsdesigners inte igen sin design i den färdiga produkten. De upplevde även att utvecklare ser på design som något onödigt eller lyxigt som inte behövs för att ta fram bra produkter. Utvecklingen har istället varit det som ses som viktigt och prioriterats i projekten. Interaktionsdesigners har även upplevt denna bristande förståelse på organisatorisk nivå, exempelvis när kunder inte köpt deras tjänster fram tills att produkten är färdig. Därför har det inte funnits möjlighet till avstämning mellan interaktionsdesigner och utvecklare under tiden utvecklare implementerar designen. Missförstånd har då uppstått och produkten har inte nått sin fulla potential. Vissa anser att en stor del av problemet grundar sig i detta, att utvecklare inte i sitt arbete uppmuntras diskutera designen eller följa upp implementationen med den som skapat designen.
Empathy between interaction designers and developers is important in order for the collaboration to work and for them to be able to communicate with each other. This, as well as the ability to see situations from other persons perspective, is something that affects collaboration significantly. Empathy builds on understanding, if one understands other persons perspective one can also feel empathy for other persons priorities and take these in to consideration. It is also of great importance that interaction designers and developers have a common picture over the situation and the projekts they are working with. A pre study was carried out in the fall of 2013 and showed that interaction designers felt that developers does not have empathy for their work, which they experienced has created collaboration problems between them. In order to create a deeper understanding for this, a phenomenological study was carried out where nine interaction designers were interviewed. The result showed that interaction designers felt that developers sometimes changes a design without discussing it with them, which can lead to deviations from the purpose of the design and in some cases the designers does not recognize their design in the developed product. The interaction designers also felt that developers think design is something unnecessary or luxury that is not needed in order to create successful products. The development is instead seen as what is important and what is prioritized in the projects. Interaction designers have also experienced this lack of understanding at an organizational level, for example when customers have not bought their service all the way, until the product is done and ready for release. Because of this there has not been possible for the interaction designers and the developers to talk to each other during the development process. Misunderstandings have then occured and the product has not lived up to its full potential. Some believe that a big part of the problem originates from this, that developers in their work is not encouraged to discuss the design with the interaction designer that created it.
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Karlsson, Rikard. "Utvärdering av kvalitetsregistret och processtödssystemet Carath." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139151.

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Studien genomförs i syfte att utvärdera hur arbetsflödet i sjukvårdssystemet Carath är anpassat efter rutiner hos användarna på de thoraxkliniker som äger systemet och där det används. Tre arbetsplatsundersökningar och elva stycken intervjuer genomfördes med sjukhuspersonal på olika kliniker i Sverige med metoden kontextuell design. Resultaten från studien visar att Carath är anpassat efter patientflödet på klinikerna men i mindre grad anpassat efter användares arbetsrutiner och roller. Studien visar även på att systemet saknar inbyggd hantering för återkoppling och kontroller av registrerad data. Dessa funktioner utförs istället manuellt utanför systemet. Samtliga av de saknade funktionerna bekräftas även genom SEIPS-modellen som funktioner som är rekommenderbara inom ett sjukvårdssystem. Sammantaget visar resultatet från kontextuella intervjuer med kommentarer från personal, genererade sekvensmodeller över arbetsflöden och utvärderingar mot SEIPS-modellen att Carath skulle behöva balanseras mellan patientflöde och personalens arbetsflöde. Funktioner för återkoppling och kontroll skulle integreras i systemet. Framtida arbete innefattar en undersökning kring integration mot andra system inom sjukvården.
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Alostath, J. "Culture-Centred Design : Integrating Culture into Human-Computer Interaction." Thesis, University of York, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.516242.

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Carlsson, Josefine. "The affects of exercise and brain plasticity, discussed in relation to Functional oriented Music Therapy; a theoretical study." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-68.

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Abstract

This essay examines which role functional oriented music therapy, which is supposed to help sensorimotor development, can have in schools and in health care. To find this out, research about what kinds of effects exercise can have on academic achievements and in recovery from brain injuries has been brought up. The research concerning academic achievements was conducted with school children; some children without difficulties, some with sensory integration problems, and some with motor skill difficulties. In addition to this, research about the brain structure superior colliculus, which lies behind sensory integration, is also brought up.

The results showed that children who were given more exercise had significantly better scores in academic skills than the children with normal academic education. Thus, it might be reasonable to practise functional oriented music therapy in schools, both as helping general development, but also for children with different types of difficulties.

The research concerning exercise and injuries has made clear that the adult brain can change via neurogenesis, plasticity and cortical reorganization. These three aspects are important when practicing a skill or when recovering from an injury. Exercise has been shown to affect these three aspects positively and can therefore also aid the recovery from injuries.

Thus, there seems to be many theoretical aspects supporting the FMT- method. However, the question is if the results of one treatment form can generalize over such a wide range of injuries and defects that the FMT –adepts usually have. It is therefore also discussed if further experiments on the FMT-method could help make it a more effective tool for rehabilitation.

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Lister, Kendall. "Toward semantic interoperability for software systems." Connect to thesis, 2008. http://repository.unimelb.edu.au/10187/3594.

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“In an ill-structured domain you cannot, by definition, have a pre-compiled schema in your mind for every circumstance and context you may find ... you must be able to flexibly select and arrange knowledge sources to most efficaciously pursue the needs of a given situation.” [57]
In order to interact and collaborate effectively, agents, whether human or software, must be able to communicate through common understandings and compatible conceptualisations. Ontological differences that occur either from pre-existing assumptions or as side-effects of the process of specification are a fundamental obstacle that must be overcome before communication can occur. Similarly, the integration of information from heterogeneous sources is an unsolved problem. Efforts have been made to assist integration, through both methods and mechanisms, but automated integration remains an unachieved goal. Communication and information integration are problems of meaning and interaction, or semantic interoperability. This thesis contributes to the study of semantic interoperability by identifying, developing and evaluating three approaches to the integration of information. These approaches have in common that they are lightweight in nature, pragmatic in philosophy and general in application.
The first work presented is an effort to integrate a massive, formal ontology and knowledge-base with semi-structured, informal heterogeneous information sources via a heuristic-driven, adaptable information agent. The goal of the work was to demonstrate a process by which task-specific knowledge can be identified and incorporated into the massive knowledge-base in such a way that it can be generally re-used. The practical outcome of this effort was a framework that illustrates a feasible approach to providing the massive knowledge-base with an ontologically-sound mechanism for automatically generating task-specific information agents to dynamically retrieve information from semi-structured information sources without requiring machine-readable meta-data.
The second work presented is based on reviving a previously published and neglected algorithm for inferring semantic correspondences between fields of tables from heterogeneous information sources. An adapted form of the algorithm is presented and evaluated on relatively simple and consistent data collected from web services in order to verify the original results, and then on poorly-structured and messy data collected from web sites in order to explore the limits of the algorithm. The results are presented via standard measures and are accompanied by detailed discussions on the nature of the data encountered and an analysis of the strengths and weaknesses of the algorithm and the ways in which it complements other approaches that have been proposed.
Acknowledging the cost and difficulty of integrating semantically incompatible software systems and information sources, the third work presented is a proposal and a working prototype for a web site to facilitate the resolving of semantic incompatibilities between software systems prior to deployment, based on the commonly-accepted software engineering principle that the cost of correcting faults increases exponentially as projects progress from phase to phase, with post-deployment corrections being significantly more costly than those performed earlier in a project’s life. The barriers to collaboration in software development are identified and steps taken to overcome them. The system presented draws on the recent collaborative successes of social and collaborative on-line projects such as SourceForge, Del.icio.us, digg and Wikipedia and a variety of techniques for ontology reconciliation to provide an environment in which data definitions can be shared, browsed and compared, with recommendations automatically presented to encourage developers to adopt data definitions compatible with previously developed systems.
In addition to the experimental works presented, this thesis contributes reflections on the origins of semantic incompatibility with a particular focus on interaction between software systems, and between software systems and their users, as well as detailed analysis of the existing body of research into methods and techniques for overcoming these problems.
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Brewster, Stephen. "Providing a structured method for integrating non-speech audio into human-computer interfaces." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241055.

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Assila, Ahlem. "Une approche et un outil pour l'évaluation subjective et objective de l'utilisabilité des systèmes interactifs : application à un système d'aide à l'information voyageurs." Thesis, Valenciennes, 2016. http://www.theses.fr/2016VALE0026/document.

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L’évaluation de l'utilisabilité des systèmes interactifs est l'un des plus grands intérêts de la communauté des Interactions Homme-Machine. Pour réussir cette évaluation, plusieurs méthodes et outils d'évaluation subjective et objective ont été proposés et appliqués dans l'académie et l'industrie. Dans ce contexte, les évaluateurs d'utilisabilité travaillent habituellement avec beaucoup et différents types de données. Ceux-ci sont générés à partir de diverses méthodes et outils et liés à différents critères d'utilisabilité. En général, la compréhension et l'interprétation de ces données hétérogènes ne sont pas des tâches faciles. Dans cette thèse, nous proposons d'intégrer des données d'évaluation subjective et objective afin de mieux aider les évaluateurs à la prise de décision sur la qualité des systèmes interactifs dans le domaine des systèmes de supervision du trafic. En effet, nous avons appliqué le modèle de mesure d'information défini par la norme ISO/IEC 15939 avec l'utilisation des indicateurs dans un environnement d'évaluation des systèmes interactifs. Le développement de cet environnement a débuté depuis une décennie. Ainsi, pour compléter sa mise en œuvre et le mettre en pratique, nous avons appliqué plusieurs indicateurs d'utilisabilité proposés dans l'évaluation d’un système de supervision du trafic. Ces indicateurs intègrent les résultats d'évaluation subjective et objective des questionnaires d'utilisabilité, un inspecteur des règles ergonomiques et un mouchard électronique. Ils fournissent une base pour aider à l'interprétation des résultats obtenus. De plus, ils permettent la détection des problèmes d'utilisabilité et donnent des recommandations pour améliorer les interfaces utilisateur. Enfin, cette thèse propose des perspectives de recherche sur la base des limites rencontrées
Usability evaluation for interactive systems is one of the greatest interests for Human-Computer Interaction community. To the success of this evaluation, several subjective and objective evaluation methods and tools have been proposed and applied in academy and industry. In this context, usability evaluators usually work with a lot of and different kind of data. These data are generated from various methods and tools and related to different usability criteria. In general, understanding and interpreting these heterogeneous data are not easy tasks. In this thesis, we propose to integrate subjective and objective evaluation data to better support the quality evaluators’ decision-making for traffic supervision systems domain. In fact, we applied the measurement information model defined by ISO/IEC 15939 with the use of indicators in an interactive system evaluation environment. The development of this environment has started in a decade. Thus, for completing implementation and putting it into practice, we have applied several proposed usability indicators in the evaluation of a traffic supervision system. These indicators integrate subjective and objective evaluation results from usability questionnaires, an ergonomic guidelines inspector and an electronic informer. They provide a basis for aiding the interpretation of their results obtained. Furthermore, they allow detecting usability problems and give recommendations for enhancing the user interfaces. Finally, this thesis propose research perspectives based on the encountered limits
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Mitra, Paromita. "Human Systems Integration of an Extravehicular Activity Space Suit Augmented Reality Display System." Thesis, Mississippi State University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843754.

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During an extravehicular activity (EVA), the role of an astronaut involves a multitude of complex tasks. Whether that task is a science experiment aboard the International Space Station, or traversing extraterrestrial terrain – attention, communication, and instruction are essential. As an aid, augmented reality (AR) can portray suit informatics and procedures within line-of-sight while minimizing attentional loss. Currently, there exists little research highlighting the human systems considerations to qualify AR systems for space suit applications. This study quantifies user interface (UI) and human performance measures for an AR prototype on the Mark III space suit. For user testing, 21 military pilots and personnel (11 men, 10 women) evaluated UI search tasks and completed a series of AR-instructed EVA dexterity tasks in an elevated luminosity, background clutter, and workload scenario. UI results suggest correlations for readability and usability; whereas, human performance results provide situational awareness, workload, and task performance data.

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Khalid, Halimahtun Mohd. "Human factors of integrating speech and manual input devices : the case of computer aided design." Thesis, University College London (University of London), 1990. http://discovery.ucl.ac.uk/1420894/.

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The thesis investigates integrating the use of speech input and manual input devices in human-computer systems. The domain of computer aided design (CAD) is used as a case study. A methodology for empirical evaluation of CAD systems is presented. The methodology is based on a framework that describes the input/output processes presumed to underlie performance in design activities, using behaviour protocols and performance indices as data. For modelling system behaviour, a framework derived from the Blackboard architecture of design is described. The framework employs knowledge sources to represent different behaviour types recruited during CAD performance. Variability in user behaviour throughout the investigation is explained with reference to the model. The problems that expert CAD users experience in using manual input devices are first documented in an observational study conducted at their workplace. This demonstrates that the unitary use of manual input resulted in non-optimal behaviour. Possible solutions to these problems, using speech input for some command and data entry tasks, are explored in three experiments. In each experiment, a comparative analysis of alternative systems is made using data obtained from naive and novice users. In Experiment 1, the use of speech as a unitary solution to the problems of manual input was also found to result in non-optimal behaviour and performance. The solution explored in Experiment 2 was to allocate some commands and alphanumeric data to each input device, using the frequency of use principle. This approach, however, entailed the additional problem of remembering which device to use. Experiment 3 evaluated the separate allocation of commands to speech input and numeric plus graphical data to manual input. Additionally, performance aids and feedback facilities were provided to users. This clear-cut assignment of device to task characteristics and the use of such aids led to an enhancement in speech performance, in addition to improving behaviour. The findings from this research are used to develop guidelines for an integrated CAD system involving speech and manual input. The guidelines, which are intended for use by end users, CAD implementors and system designers, were validated in the workplace by the latter. Lastly, the thesis contextualises the research within an ergonomics framework, mapping the research development from problem specification to application and synthesis. Problems with the investigation are also discussed, and suggestions made as to how these might be resolved.
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Thomas, Alice Suganthy. "The effects of integrating kinesthetic feedback, force feedback and non-speech audio feedback in human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ32872.pdf.

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Balan, Elena. "Integrating community values in the design of a mobile application for parkour practitioners." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19348.

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The paper elaborates on the way in which groups understand parkour at a value-based level and the influence that this mentality has on the development of a mobile application. A special attention is given to the conflict which emerges between the parkour practitioners that want to make sure that the activity keeps its structure intact and the fact that the mere introduction of a mobile application will bring changes in the way that parkour trainings take place for the practitioners. The development of a mobile application is mainly done with the purpose of supporting and reinvigorating the practice, but this can also modify its structure. It is the fear for this modification of the activity’s structure that makes parkour practitioners be very critical and reject designs that do not perfectly conform to the standards that they use when defining the activity. The small sizes of the groups makes them especially vulnerable to influences and keeping the original values of parkour intact becomes a priority for them when accepting the involvement of mobile technology in their trainings. Conclusions are developed from the research deployed with the purpose of bringing design improvements for the Traveur mobile application targeted towards parkour practitioners. The research includes a wide variety of techniques organized in different steps and layered on different levels of interest. The conflict between keeping parkour values intact and designing for the parkour community came up during the process of gaining knowledge on the phenomenon and finding a design which complies with standards of a commercial launch.
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Velander, Alexander. "Aiding Web Usability : Integrating usability with Web Content Management Systems." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-13517.

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Web site usability is an important factor when creating and managing web sites, since it essentially determines whether or not the site is usable by its intended audience. As an attempt to simplify the process of achieving high usability for web sites, this thesis has explored the possibility of integrating usability guidelines with web content management systems. The overall aim was to determine if, and how, usability guidelines can be implemented in a web content management system to make it promote and deliver web site usability, and to find solutions that aid web site users in carrying out the basic tasks of finding, reading and understanding information on the web. To estimate the effectiveness of such solutions, the level of human dependency was considered when evaluating the solutions. This thesis has shown that it is possible to construct such solutions, and has found several for each of the basic user tasks of finding, reading and understanding information. Although some of the found solutions automatically improve a site's usability or actively promote site usability, the majority are still dependent on human efforts in order to promote usability. It was concluded that it is possible to integrate usability guidelines with a web content management system, but that web site usability still largely depends on human effort in order to be effective.
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McKay, Elspeth, and elspeth@rmit edu au. "Instructional strategies integrating cognitive style construct: A meta-knowledge processing model." Deakin University. School of Computing and Mathematics, 2000. http://tux.lib.deakin.edu.au./adt-VDU/public/adt-VDU20061011.122556.

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The overarching goal of this dissertation was to evaluate the contextual components of instructional strategies for the acquisition of complex programming concepts. A meta-knowledge processing model is proposed, on the basis of the research findings, thereby facilitating the selection of media treatment for electronic courseware. When implemented, this model extends the work of Smith (1998), as a front-end methodology, for his glass-box interpreter called Bradman, for teaching novice programmers. Technology now provides the means to produce individualized instructional packages with relative ease. Multimedia and Web courseware development accentuate a highly graphical (or visual) approach to instructional formats. Typically, little consideration is given to the effectiveness of screen-based visual stimuli, and curiously, students are expected to be visually literate, despite the complexity of human-computer interaction. Visual literacy is much harder for some people to acquire than for others! (see Chapter Four: Conditions-of-the-Learner) An innovative research programme was devised to investigate the interactive effect of instructional strategies, enhanced with text-plus-textual metaphors or text-plus-graphical metaphors, and cognitive style, on the acquisition of a special category of abstract (process) programming concept. This type of concept was chosen to focus on the role of analogic knowledge involved in computer programming. The results are discussed within the context of the internal/external exchange process, drawing on Ritchey's (1980) concepts of within-item and between-item encoding elaborations. The methodology developed for the doctoral project integrates earlier research knowledge in a novel, interdisciplinary, conceptual framework, including: from instructional science in the USA, for the concept learning models; British cognitive psychology and human memory research, for defining the cognitive style construct; and Australian educational research, to provide the measurement tools for instructional outcomes. The experimental design consisted of a screening test to determine cognitive style, a pretest to determine prior domain knowledge in abstract programming knowledge elements, the instruction period, and a post-test to measure improved performance. This research design provides a three-level discovery process to articulate: 1) the fusion of strategic knowledge required by the novice learner for dealing with contexts within instructional strategies 2) acquisition of knowledge using measurable instructional outcome and learner characteristics 3) knowledge of the innate environmental factors which influence the instructional outcomes This research has successfully identified the interactive effect of instructional strategy, within an individual's cognitive style construct, in their acquisition of complex programming concepts. However, the significance of the three-level discovery process lies in the scope of the methodology to inform the design of a meta-knowledge processing model for instructional science. Firstly, the British cognitive style testing procedure, is a low cost, user friendly, computer application that effectively measures an individual's position on the two cognitive style continua (Riding & Cheema,1991). Secondly, the QUEST Interactive Test Analysis System (Izard,1995), allows for a probabilistic determination of an individual's knowledge level, relative to other participants, and relative to test-item difficulties. Test-items can be related to skill levels, and consequently, can be used by instructional scientists to measure knowledge acquisition. Finally, an Effect Size Analysis (Cohen,1977) allows for a direct comparison between treatment groups, giving a statistical measurement of how large an effect the independent variables have on the dependent outcomes. Combined with QUEST's hierarchical positioning of participants, this tool can assist in identifying preferred learning conditions for the evaluation of treatment groups. By combining these three assessment analysis tools into instructional research, a computerized learning shell, customised for individuals' cognitive constructs can be created (McKay & Garner,1999). While this approach has widespread application, individual researchers/trainers would nonetheless, need to validate with an extensive pilot study programme (McKay,1999a; McKay,1999b), the interactive effects within their specific learning domain. Furthermore, the instructional material does not need to be limited to a textual/graphical comparison, but could be applied to any two or more instructional treatments of any kind. For instance: a structured versus exploratory strategy. The possibilities and combinations are believed to be endless, provided the focus is maintained on linking of the front-end identification of cognitive style with an improved performance outcome. My in-depth analysis provides a better understanding of the interactive effects of the cognitive style construct and instructional format on the acquisition of abstract concepts, involving spatial relations and logical reasoning. In providing the basis for a meta-knowledge processing model, this research is expected to be of interest to educators, cognitive psychologists, communications engineers and computer scientists specialising in computer-human interactions.
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Lavrell, Niklas. "Integrating the Google Cast Technology in a Second-screen Solution." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107933.

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The newly released Google Chromecast has generated an increasing amount of interest for so called second-screen experiences in the market. Although the technology behind such experiences has existed for a couple of years, end users are now truly starting to grasp the concept and benefits of multi-screen. The company, at which the thesis was performed at, provides a cloud-based messaging solution for Internet connected devices, which enables multi-screen use cases. To increase the amount of supported platforms in the solution, new technologies frequently needs to be integrated. In this thesis I have performed an exploratory research & development project with the aim to integrate the Google Cast technology in this multi-screen solution. The fundamental difference in how the two ecosystems were designed resulted in a companion device framework that acted as a wrapper over the technologies. The framework was implemented on the Android platform together with a set of demo applications. The proposed solution should be seen as a starting point for integrating different multi-screen technologies within a single companion device framework. While combining these technologies, a fundamental difference in the user experience between them became apparent. The Google Cast ecosystem relies on the companion device as the interaction point for the end user, whereas television (TV) applications usually have the main interaction point on the actual TV itself via a dedicated remote control. Having this kind of inconsistency within the same set of applications increases the risk of confusion among end users. Therefore I suggest that development of such multi-screen experiences, that combines these technologies, should strive for a high consistency throughout the whole user experience, independent of platforms and technology.
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Harrop, Claire. "Integrating Audio in the Isometric Game." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5260.

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This study is about audio design for the isometric perspective computer game. Many games have an isometric perspective also known as a top-down perspective. Audio plays a large part in modern computers games. In this thesis I have questioned how audio is used in isometric games and if it is possible to implement positional audio in isometric games, which is mostly used with true perspective games. Through an analysis of how three dimensional audio is used and how audio is designed in true perspective video games, I have attempted to find out how audio can be implemented and designed for video games with an isometric perspective. A discussion in audio design has been formulated based on a game called Magicka Wizard Wars, where I have analyzed and theoretically written how audio implementation would be designed for that specific type of game and what potential problems could occur.
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Neveryd, Malin. "Integrating Usability Evaluation in an Agile Development Process." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102922.

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Medius is a software company which provides IT-solutions that streamlines and automates business processes. The purpose with this thesis was to investigate the possibility to integrate usability evaluation in the development process of Medius software MediusFlow. How such integration would be done, and which usability evaluation methods could be used. To be able to provide a suggestion, a prestudy was conducted, this in order to get a good overview of Medius as a company as well as the development process of MediusFlow. With the prestudy as a basis, the main study was conducted, and four different usability evaluation methods were chosen. In this study, the four chosen methods were Cognitive Walkthrough, Coaching Method, Consistency Inspection and Question-Asking protocol. These usability evaluation methods were carried out, evaluated and analyzed.  Based on the studies and the literature, a suggestion regarding integration of usability evaluations was made.  The result from this case study was presented as a process chart, where the different phases in Medius software development process are matched together with suiting usability evaluation methods. The relevant phases and their suggested methods: Preparation phase - Cognitive Walkthrough and Coaching Method in combination with Thinking-Aloud and Interviews Hardening phase - Coaching Method in combination with Thinking-Aloud and Interviews, as well as Consistency Inspection Maintenance - Field observation This result is a part of the overall work towards a more user-centered design of the software.
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Tsalamlal, Mohamed Yacine. "Communication affective médiée via une interface tactile." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS379/document.

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La communication affective est au cœur de nos interactions interpersonnelles. Nous communiquons les émotions à travers de multiples canaux non verbaux. Plusieurs travaux de recherche sur l’interaction homme-machine ont exploité ces modalités de communication afin de concevoir des systèmes permettant de reconnaître et d’afficher automatiquement des signaux affectifs. Le toucher est la modalité la moins explorée dans ce domaine de recherche. L’aspect intrusif des interfaces haptiques actuelles est l’un des principaux obstacles à leur utilisation dans la communication affective médiée. En effet, l’utilisateur est physiquement connecté à des systèmes mécaniques pour recevoir la stimulation. Cette configuration altère la transparence de l’interaction médiée et empêche la perception de certaines dimensions affectives comme la valence. L’objectif de cette thèse est de proposer et d’étudier une technique de stimulation tactile sans contact avec des systèmes mécaniques pour médier des signaux d’affects. Sur la base de l’état de l’art des interfaces haptiques, nous avons proposé une stratégie de stimulation tactile basée sur l’utilisation d’un jet d’air mobile. Cette technique permet de fournir une stimulation tactile non-intrusive sur des zones différentes du corps. De plus, ce dispositif tactile permettrait une stimulation efficace de certains mécanorécepteurs qui jouent un rôle important dans les perceptions d’affects positifs. Nous avons conduit une étude expérimentale pour comprendre les relations entre les caractéristiques physiques de la stimulation tactile par jet d’air et la perception affective des utilisateurs. Les résultats mettent en évidence les effets principaux de l'intensité et de la vitesse du mouvement du jet d’air sur l’évaluation subjective mesurée dans l’espace affectif (à savoir, la valence, l'arousal et de la dominance).La communication des émotions est clairement multimodale. Nous utilisons le toucher conjointement avec d’autres modalités afin de communiquer les différents messages affectifs. C’est dans ce sens que nous avons conduit deux études expérimentales pour examiner la combinaison de la stimulation tactile par jet d’air avec les expressions faciales et vocales pour la perception de la valence. Ces expérimentations ont été conduites dans un cadre théorique et expérimental appelé théorie de l’intégration de l’information. Ce cadre permet de modéliser l’intégration de l’information issue de plusieurs sources en employant une algèbre cognitive. Les résultats de nos travaux suggèrent que la stimulation tactile par jet d’air peut être utilisée pour transmettre des signaux affectifs dans le cadre des interactions homme-machine. Les modèles perceptifs d’intégration bimodales peuvent être exploités pour construire des modèles computationnels permettant d’afficher des affects en combinant la stimulation tactile aux expressions faciales ou à la voix
Affective communication plays a major role in our interpersonal interactions. We communicate emotions through multiple non-verbal channels. Researches on human-computer interaction have exploited these communication channels in order to design systems that automatically recognize and display emotional signals. Touch has receivers less interest then other non-verbal modalities in this area of research. The intrusive aspect of current haptic interfaces is one of the main obstacles to their use in mediated emotional communication. In fact, the user is must physically connected to mechanical systems to receive the stimulation. This configuration affects the transparency of the mediated interaction and limits the perception of certain emotional dimensions as the Valence. The objective of this thesis is to propose and study a technique for tactile stimulation. This technique does not require contact with mechanical systems to transmit affective signals. On the basis of the state of the art of haptic interfaces, we proposed a strategy of tactile stimulation based on the use of a mobile air jet. This technique provides a non-intrusive tactile stimulation on different areas of the body. In addition, this tactile device would allow effective stimulation of some mechanoreceptors that play an important role in perceptions of positive affect. We conducted an experimental study to understand the relationships between the physical characteristics of tactile stimulation by air jet and the emotional perception of the users. The results highlight the main effects of the intensity and the velocity of movement of the air stream on the subjective evaluation measured in space affective (namely, Valence, Arousal and Dominance).The communication of emotions is clearly multi-modal. We use touch jointly with other modalities to communicate different emotional messages. We conducted two experimental studies to examine the combination of air jet tactile stimulation with facial and vocal expressions for perception of the valence. These experiments were conducted in a theoretical and experimental framework called integration of information theory. This framework allows modelling the integration of information from multiple sources using a cognitive algebra. Our work suggests that tactile stimulation by air jet can be used to transmit emotional signals in the context of the human-machine interactions. Perceptual bimodal integration models can be exploited to build computational models to display affects by combining tactile stimulation to facial expressions or the voice
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Bergenbrant, Mikaela. "Integrating Usability Work in the Development Process at a Consulting Firm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-103651.

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When needing software, using the services of an IT consulting rm is todaya common solution for companies nowadays. To make a system suited forthe intended users it is important to focus on usability.There are many dierent approaches possible to use when developinga usable system. The purpose of this study was to study if any of theapproaches, goal-directed design, could be used when a customer orders asolution from a consulting rm. This was to be studied through a case studywhich was conducted at the IT consulting rm Sigma. One of Sigma's customersis Toyota Material Handling Group which is a supplier of forkliftsand additional services like the online eet management platform ToyotaISite. The platform is about to be further developed by connecting it to amobile application with the purpose of making the platform more accessibleand ecient. The assignment in the case study was to develop a prototypefor this mobile application. This was done using the goal-centered design approach.Further, in order to understand the work at Sigma today, interviewswere conducted with developers at the company.The data collected led to an analysis about how Sigma and other similarIT consulting rms could use the goal-centered design approach when developingsoftware. The conclusion drawn was that parts of the method couldbe motivated to the customer and thereby be used in future projects, whilesome parts would be harder to motivate for the customer. The includedsteps were user research, context scenarios, requirements and high-delityprototyping. These conclusions can be used to integrate usability work inthe development process in the context of an IT consulting rm deliveringa system to a customer.
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Valentim, Natasha Malveira Costa. "MIT - um conjunto de técnicas de leitura para inspeção de usabilidade em modelos de projeto." Universidade Federal do Amazonas, 2013. http://tede.ufam.edu.br/handle/tede/2907.

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This thesis presents a systematic mapping about techniques for models inspection to ensure the usability and the categorization and analysis these techniques. Moreover, this thesis presents a set of reading techniques specific for usability inspection in design models of software development, MIT (Model Inspection Technique for Usability Evaluation). These techniques have a set of check items that guide the inspector during the usability evaluation. Their purpose is be easily adoptable by software development industry, besides the possibility of be used independently or combined, i.e., their use might vary according with the procedure of development adopted. As the MITs had its construction and evaluation supported by experimentation, this thesis also discusses about the study on academy, as well as evolution of the techniques
Esta dissertação apresenta o mapeamento sistemático realizado sobre Técnicas de Inspeção de Modelos que garantam a Usabilidade e a categorização e análise destas técnicas. Além disso, esta dissertação apresenta um conjunto de técnicas de leitura específicas para inspeção de usabilidade em modelos de projeto de desenvolvimento de software, a MIT (Model Inspection Technique for Usability Evaluation). Estas técnicas possuem um conjunto de itens de verificação que guiam o inspetor durante a avaliação de usabilidade. O seu propósito é que seja facilmente adotável pela indústria de desenvolvimento de software, além da possibilidade de serem usadas de forma independente ou combinada, ou seja, seu uso poderá variar de acordo com o processo de desenvolvimento adotado. Como as MITs tiveram sua construção e avaliação apoiada por experimentação, esta dissertação também aborda sobre o estudo de viabilidade realizado, além da evolução das técnicas.
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Lee, John Ray. "Conversations with an intelligent agent-- modeling and integrating patterns in communications among humans and agents." Diss., University of Iowa, 2006. http://ir.uiowa.edu/etd/61.

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Myrgren, Dennis. "Integrating FM/RDS/DAB radio with digital HMI for usage in off-highway vehicles." Thesis, Uppsala universitet, Signaler och System, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325673.

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This thesis aimed to integrate a radio module, for listening to FM and DAB primarily, with CrossControl's display computers. The connection was done by converting the USB signals from the display computer to UART signals that were sent to the radio module. To be able to communicate a communication library was ported from C to Qt, and C++, which was used by a graphical user interface created during the project. This user interface aimed to keep a simplistic and clean look as well as making sure that the user could operate as easily as possible. The different radio standards around the world were reviewed and the analog standard FM radio and the digital standard DAB+ was chosen for testing the capabilities of the radio module, mostly because of their availability in Sweden.
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Zaremba, Anja, and Jem Petersson. "Alarm på bryggan : trygghet och irritation." Thesis, Linnéuniversitetet, Sjöfartshögskolan, SJÖ, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-11982.

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Arbetet på fartygsbryggor består till en stor del av kontrolluppgifter. Operatörerna, bryggteamet, har därför kontroll-  och alarmsystem till förfogande. Samspelet mellan människa och system beror delvis på användarens kunskaper och erfarenheter och delvis på bryggdesign och teknikens användarvänlighet. Arbetets ämne är hanteringen av alarm och alarmsystem på fartygsbryggor.  Syftet  var att  undersöka om det finns strategier för detta och i så fall att belysa hur dessa strategier ser ut. Därför undersöktes sju styrmäns erfarenheter med kvalitativa metoder, med halvstrukturerade intervjuer och med innehållsanalys.    Undersökningen ledde bl. a. till följande slutsatser: Alarmhanteringen sker i stort sätt enligt oskrivna regler och överenskommelser. Det ses som en del av yrket och sker vid sidan om.  Styrmännen följer ett handlingsschema när ett alarm påkallar uppmärksamhet. Styrmännen konstruerar sina egna verktyg och metoder för att komma tillrätta med ergonomiska problem och med felfunktioner.
Work on a navigational bridge consists to a great extent of control tasks. Control and alarm systems are available to facilitate this work. The interaction between humans and systems depends partly on the  user's knowledge and experience and partly on bridge design and technologies’ usability. The topic of this thesis is the handling of alarms and alarm systems on  navigational  bridges.  The aim was to  study  whether there are strategies for this and if so, to illustrate how these strategies work. For this reason seven officers’  experiences were examined with  qualitative methods, semi-structured interviews and content analysis. The investigation led among other things to the following conclusions:   Alarm handling is often done according to unwritten rules and agreements. It is seen as part of the profession and is done on the side. Officers follow a scheme when an alarm calls for their attention. Officers construct their own tools and methods to deal with ergonomic problems and malfunctions.
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Kinley, Khamsum. "Towards modelling web search behaviour : integrating users’ cognitive styles." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/63804/1/Kinley_Kinley_Thesis.pdf.

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With the rapid growth of information on the Web, the study of information searching has let to an increased interest. Information behaviour (IB) researchers and information systems (IS) developers are continuously exploring user - Web search interactions to understand and to help users to provide assistance with their information searching. In attempting to develop models of IB, several studies have identified various factors that govern user's information searching and information retrieval (IR), such as age, gender, prior knowledge and task complexity. However, how users' contextual factors, such as cognitive styles, affect Web search interactions has not been clearly explained by the current models of Web Searching and IR. This study explores the influence of users' cognitive styles on their Web search behaviour. The main goal of the study is to enhance Web search models with a better understanding of how these cognitive styles affect Web searching. Modelling Web search behaviour with a greater understanding of user's cognitive styles can help information science researchers and IS designers to bridge the semantic gap between the user and the IS. To achieve the aims of the study, a user study with 50 participants was conducted. The study adopted a mixed method approach incorporating several data collection strategies to gather a range of qualitative and quantitative data. The study utilised pre-search and post-search questionnaires to collect the participants' demographic information and their level of satisfaction about the search interactions. Riding's (1991) Cognitive Style Analysis (CSA) test was used to assess the participants' cognitive styles. Participants completed three predesigned search tasks and the whole user - web search interactions, including thinkaloud, were captured using a monitoring program. Data analysis involved several qualitative and quantitative techniques: the quantitative data gave raise to detailed findings about users' Web searching and cognitive styles, the qualitative data enriched the findings with illustrative examples. The study results provide valuable insights into Web searching behaviour among different cognitive style users. The findings of the study extend our understanding of Web search behaviour and how users search information on the Web. Three key study findings emerged: • Users' Web search behaviour was demonstrated through information searching strategies, Web navigation styles, query reformulation behaviour and information processing approaches while performing Web searches. The manner in which these Web search patterns were demonstrated varied among the users with different cognitive style groups. • Users' cognitive styles influenced their information searching strategies, query reformulation behaviour, Web navigational styles and information processing approaches. Users with particular cognitive styles followed certain Web search patterns. • Fundamental relationships were evident between users' cognitive styles and their Web search behaviours; and these relationships can be illustrated through modelling Web search behaviour. Two models that depict the associations between Web search interactions, user characteristics and users' cognitive styles were developed. These models provide a greater understanding of Web search behaviour from the user perspective, particularly how users' cognitive styles influence their Web search behaviour. The significance of this research is twofold: it will provide insights for information science researchers, information system designers, academics, educators, trainers and librarians who want to better understand how users with different cognitive styles perform information searching on the Web; at the same time, it will provide assistance and support to the users. The major outcomes of this study are 1) a comprehensive analysis of how users search the Web; 2) extensive discussion on the implications of the models developed in this study for future work; and 3) a theoretical framework to bridge high-level search models and cognitive models.
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Blom, Marcus, and Kim Hammar. "Integrating Monitoring Systems - Pre-Study." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191142.

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Failures in networks that reside in business environments cause harm to organizations depending on them. Every minute of inoperativety is hurtful and as a network adminstrator you want to minimize the rates of failures as well as the time of inoperation. Therefore, a fruitful network monitoring system is of great interest for such organizations. This bachelor’s thesis is the outcome of a pre-study performed on behalf of MIC Nordic and sought to advice them in the implementation of a new monitoring system. The aim of this study was to investigate how a Network Operation Center (NOC) can be implemented in an existing monitoring environment, to integrate current monitoring systems to a central point for monitoring. This study takes an holitstic approach to network management and the research can be divided into two main categories: Communication between network components and Presentation of information. Our process involves an analysis of the environment of MIC Nordic and an in depth inquiry on the current state of network monitoring and interface design. The study then culminates in the implementation of a prototype. The prototype serves in first hand as a research tool to collect experience and empirical evidence to increase the crediblity of our conclusions. It is also an attempt of demonstrating the complete process behind developing a NOC, that we believe can fill a gap among the previous research in the field. From our results you can expect a prototype with functionality for monitoring network components and a graphical user interface (GUI) for displaying information. The results are designed towards solving the specific network management problem that was given and the environment that it concerns. This pre-study suggests that the best solution for implementing a NOC in the given environment is to use SNMP for communication. From an investigation on how to present network management information in a effective way we propose to follow a user-centered approach and to utilize human perception theory in the design process. The authors recommend further research that maintain the holistic approach but applies more quantitative methods to broaden the scope.
Störningar i nätverk som används i företagsmiljöer skapar problem för organisationer som är beroende av dess funktion. Varje minut som nätverket är verkningslöst är ofördelaktigt och som nätverksadministratör så vill du minimera antal störningar och tiden då nätverket är verkningslöst. Ett effektivt nätverksövervaknings system är därf ör av stort intresse f ör organisationer beroende av ett funktionerande nätverk. Den här rapporten är resultatet av en förundersökning som utfördes på uppdrag av MIC Nordic, för att ge en rekommendation om hur ett nytt övervakningssystem för deras nätverk kan implementeras. Målet med studien var att undersöka hur ett Network Operation Center (NOC) kan implementeras i en existerande miljö för att integrera nuvarande övervakningssystem till en central punkt för övervakning. Den här studien tar ett holistiskt grepp om nätverksövervakning och undersökningen kan delas in i två primära kategorier: Kommunikation mellan nätverkskomponenter och Presentation av information. Vår process involverar en analys av MIC Nordics miljö och en djupgående utredning om nätverksövervakning samt gränssnitts design. Studien kulminerar i en implementaion av en prototyp. Prototypen är i f örsta hand ett undersökningsverktyg för att samla på oss erfarenhet och empiriska belägg för att öka trovärdigheten i våra slutsatser. Prototypen utgör även ett försök av författarna att demonstrera den kompletta proceduren av att utveckla en NOC, avsikten är att det kan fylla ett behov bland tidigare avhandligar i ämnet. Resultatet innehåller en prototyp med funktionalitet för att övervaka nätverkskomponenter samt ett grafiskt gränssnitt för att visa informationen. Resultaten är designade mot en lösning som är specifik för problemet som gavs av MIC Nordic och deras miljö. Denna förstudie proponerar att den bästa lösningen för att implementera en NOC i den givna miljön är att använda SNMP för kommunikation. Efter en granskning av hur man kan presentera information som rör nätverksövervakning på ett effektivt sätt så lanserar författarna en användarcentrerad metod som utnyttjar läran om hur människor uppfattar saker och ting. Författarna uppmuntrar vidare undersökningar som bibehåller det holistiska greppet men som applicerar mer kvantitativa metoder för att utöka undersökningens omfattning.
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Shain, Cory Adam. "Language, time, and the mind: Understanding human language processing using continuous-time deconvolutional regression." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619002281033782.

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Sigears, Kimberly Ann. "The effectiveness of integrating technology into science eduaction (sic) compared to the traditional science classroom." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2142.

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The goal of this project is to assist the teacher in integrating technology into a seventh grade science classroom, with an emphasis on the human body systems. Through the integration of technology into science education, this project aided in enhancing the learning environment, while motivating students to become more active participants in their learning experience.
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Rydberg, Andreas. "Perspectives on producing high-quality technical documentation : Exploring users and their requirements on a quality assurance tool." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129606.

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The aim of this thesis is to analyze which potential users and requirements there are on a quality assurance tool to facilitate improving quality in technical documentation. The issues for this thesis to answer are to (1) define potential user groups and their requirements, (2) explore what ways introducing a quality assurance tool could facilitate quality in technical documentation, and (3) explore what challenges needs to be considered when integrating it into the workflow. The empirical research carried out at Saab Support & Services AB in Linköping in the form of semi-structured interviews constitutes the core case study evidence. Three personas are constructed on the basis of collected and analyzed data, corresponding for the potential user groups. For each persona, data requirements, as well as functional requirements, are generated through scenarios that are constructed to constitute for the possible contexts that the personas could find themselves in using this quality assurance tool. Further, this study explores some challenges that must be solved in order to satisfy the requirements of the potential users: to find a place in the workflow that suits the requirements from all perspectives. It shows important considerations to have in mind while integrating a quality assurance tool into the process of producing technical documentation, and opens up for questions of future studies within the integration of quality assurance tools into complex contexts.
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Price, Alan. "A Secure Behavior Modification Sensor System for Physical Activity Improvement." Scholarship @ Claremont, 2011. http://scholarship.claremont.edu/cgu_etd/5.

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Today, advances in wireless sensor networks are making it possible to capture large amounts of information about a person and their interaction within their home environment. However, what is missing is how to ensure the security of the collected data and its use to alter human behavior for positive benefit. In this research, exploration was conducted involving the "infrastructure" and "intelligence" aspects of a wireless sensor network through a Behavior Modification Sensor System. First was to understand how a secure wireless sensor network could be established through the symmetric distribution of keys (the securing of the infrastructure), and it involves the mathematical analysis of a novel key pre-distribution scheme. Second explores via field testing the "intelligence" level of the system. This was meant to support the generation of persuasive messages built from the integration of a person's physiological and living pattern data in persuading physical activity behavior change associated with daily walking steps. This system was used by an elderly female in a three-month study. Findings regarding the "infrastructure" or the novel key pre-distribution scheme in comparison to three popular key distribution methods indicates that it offers greater network resiliency to security threats (i.e., 1/2^32 times lower), better memory utilization (i.e., 53.9% less), but higher energy consumption (i.e., 2% higher) than its comparison group. Findings from the "intelligence" level of the research posit that using a person's physiological and living pattern data may allow for more "information rich" and stronger persuasive messages. Findings indicate that the study participant was able to change and improve her average daily walking steps by 61% over a pre-treatment period. As the study participant increased her physical activity, changes in her living pattern were also observed (e.g., time spent watching television decreased while time spent engaged in walking increased by an average of 15 minutes per day). Reinforcement of these findings were noted between a pre and post-study survey that indicated the study participant moved from a contemplation stage of change where physical activity engagement was intended but not acted upon to an action stage of change where physical activity engagement dominated the new behavior.
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48

Hussein, Mohamed Mahmoud Ahmed. "Médiations numériques et enseignement des sciences sociales dans le contexte éducatif égyptien." Phd thesis, Université Michel de Montaigne - Bordeaux III, 2012. http://tel.archives-ouvertes.fr/tel-00919405.

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L'être humain est un être social, qui ne peut pas vivre tout seul, mais dans une société basée sur un système de règles, de lois et de coutumes qui doit être respecté par toute personne. Il est difficile, par conséquent, pour toute nation de prospérer sans l'instauration et le respect de lois définissant la relation entre les individus et les institutions, et de surcroît sans clarifier les droits et les devoirs individuels. Il est très important pour chaque citoyen d'acquérir une connaissance du droit et de la culture juridique, notamment en ce qui concerne ses droits et ses devoirs. Il est même nécessaire pour chaque personne de s'initier au droit afin de bien réaliser les conséquences juridiques des actes et des comportements interdits et punissables par la loi de sorte que toute personne puisse les éviter et mieux connaître ses droits. Les méthodes éducatives peuvent jouer un rôle moteur dans l'enseignement des étudiants sur l'importance des lois sur leur construction et sur leur mise en place. Cela permet ainsi de connaître quelques textes juridiques portant sur les droits et les devoirs envers la communauté. Ces méthodes éducatives peuvent donc améliorer la prise de conscience de l'importance du droit et l'importance de le respecter en fonction de la maturité de chacun. Ainsi, la culture juridique semble devenir une exigence pour former un bon citoyen dans une communauté, de sorte que ce citoyen soit habitué à respecter les règles à travers l'enseignement et la formation acquis depuis son enfance et sa jeunesse. Ce dernier doit alors pratiquer toutes ses activités en conformité avec la Constitution et la loi, que ce soit en famille ou à l'école et il doit se soumettre à la société organisée par ces lois dans tous les domaines: sociaux, économiques et politiques... En résumé, l'enseignement du programme d'éducation juridique comme étant une activité d'accompagnement des sciences humaines fait apprendre aux étudiants beaucoup de concepts juridiques grâce à l'intégration de la technologie dans leur programme éducatif annuel. Ce programme devient alors plus efficace et améliore le niveau des élèves par la médiation et la technologie de l'information et la communication numérique intégrée.
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49

Zhang, Yiran, and Xiaohui Liu. "Design of Eco-Smart Homes For Elderly Independent Living." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2110.

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The aging of the world population has increased dramatically during the past century. The rapid increase of elderly population is putting a heavy strain on healthcare and social welfare. Living conditions and service provision for elderly people have thus become an increasingly hot topic worldwide. In this paper, we address this problem by presenting a conceptual model of an integrated and personalized system for an eco-smart home for elderly independent living. This approach was inspired by an on-going European project, INNOVAGE, which researchers at Blekinge Institute of Technology are currently participating in, and which focuses on regional knowledge clusters for promoting eco-smart homes for elderly independent living. Contrasting the social situation of elderly in China and Europe, we have chosen to focus on a solution for a Swedish context, which takes technical, environmental, social and human-computer interaction aspects into consideration in the design of eco-smart homes for elderly people in Sweden. Three studies have been carried out in order to clarify and explore the main issues at stake. A literature review gave an overview of on-going research and the current state-of-the-art concerning smart homes. The literature review, along with an interview of an expert on solar energy, also gave insights into additional design challenges which are introduced when focusing specifically on eco-smart building solutions. In order to explore and gain a better understanding of the perceived needs and requests of the target group, i.e. the elderly population, we carried out interviews with three experts in healthcare and homecare for the elderly, and also carried out interviews among the elderly in Karlskrona and interviews and a web survey among the elderly in China. As a way of addressing the design challenges of integrating a multitude of diverse, complicated technical systems in a home environment while at the same time high-lighting the need for comprehensive personalized service provision for elderly people, we designed a conceptual model – an exemplar – of an eco-smart home for elderly independent living. The eco-smart home exemplar aims to inspire interdisciplinary and multi-stakeholder discussions around innovative design and development of environmentally friendly, comfortable, safe and supportive living for the elderly in the future. Finally, we did an evaluation of the model in two workshops with elderly people in two different towns in Blekinge.
+460720226027
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50

Preeprem, Thanawadee. "Functional assessments of amino acid variation in human genomes." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51869.

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The Human Genome Project, initiated in 1990, creates an enormous amount of excitement in human genetics—a field of study that seeks answers to the understanding of human evolution, diseases and development, gene therapy, and preventive medicine. The first completion of a human genome in 2003 and the breakthroughs of sequencing technologies in the past few years deliver the promised benefits of genome studies, especially in the roles of genomic variability and human health. However, intensive resource requirements and the associated costs make it infeasible to experimentally verify the effect of every genetic variation. At this stage of genome studies, in silico predictions play an important role in identifying putative functional variants. The most common practice for genome variant evaluation is based on the evolutionary conservation at the mutation site. Nonetheless, sequence conservation is not the absolute predictor for deleteriousness since phylogenetic diversity of aligned sequences used to construct the prediction algorithm has substantial effects on the analysis. This dissertation aims at overcoming the weaknesses of the conservation-based assumption for predicting the variant effects. The dissertation describes three different integrative computational approaches to identify a subset of high-priority amino acid mutations, derived from human genome data. The methods investigate variant-function relationships in three aspects of genome studies—personal genomics, genomics of epilepsy disorders, and genomics of variable drug responses. For genetic variants found in genomes of healthy individuals, an eight-level variant classification scheme is implemented to rank variants that are important towards individualized health profiles. For candidate genetic variants of epilepsy disorders, a novel 3-dimensional structure-based assessment protocol for amino acid mutations is established to improve discrimination between neutral and causal variants at less conserved sites, and to facilitate variant prioritization for experimental validations. For genomic variants that may affect inter-individual variability in drug responses, an explicit structure-based predictor for structural disturbances is developed to efficiently evaluate unknown variants in pharmacogenes. Overall, the three integrative approaches provide an opportunity for examining the effects of genomic variants from multiple perspectives of genome studies. They also introduce an efficient way to catalog amino acid variants on a large scale genome data.
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