Dissertations / Theses on the topic 'Human-Home Interaction'

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1

Chetty, Marshini. "Making infrastructure visible: a case study of home networking." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41152.

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In this dissertation, I examine how making infrastructure visible affects users' engagement with that infrastructure, through the case study of home networking. I present empirical evidence of the visibility issues that home networks present to users and how these results informed the design of a prototype called Kermit to visualize aspects of the home network. Through my implementation and evaluation of Kermit, I derive implications for making infrastructure visible in ways that enable end-users to manage and understand the systems they use everyday. I conclude with suggestions for future work for making home networks, and infrastructure more generally, more visible.
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2

Wittbom, Madeleine. "A Human-like Interaction with Intelligent Assistants." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21899.

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Artificial Intelligence is being developed and implemented into everyday technologies at an ever increasing speed and the need to make Artificial Intelligence behave human-like has shown to be of importance in an effort to reduce the gap between human and computer. This study examines the state of human-like attributes in current the Intelligent Assistant Google Home to then further explore the design opportunities for a more human-like interaction with Intelligent Assistants. Through interviews, design experiments and prototypes this thesis arrives at a final design proposal for future implementation in Intelligent Assistants which defines what a human- like interaction entails for the people involved in this study.
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3

Mast, Marcus. "Human-Robot Interaction for Semi-Autonomous Assistive Robots : Empirical Studies and an Interaction Concept for Supporting Elderly People at Home." Doctoral thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105738.

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The research addresses current shortcomings of autonomous service robots operating in domestic environments by considering the concept of a semi-autonomous robot that would be supported by human remote operators whenever the robot cannot handle a task autonomously. The main research objective was to investigate how to design the human-robot interaction for a robotic system to assist elderly people with physical tasks at home according to this conceptual idea. The research procedure followed the principles of human-centered design and is structured into four phases: In the first phase, the context of use of the system to be designed was determined. A focus group study yielded characteristics and attitudes of several potential user groups. A survey determined the demands of elderly people and informal caregivers for services a semiautonomous assistive robot may provide. An ethnographic study investigated the living conditions of elderly people and determined technical challenges for robots operating in this type of environment. Another ethnographic study investigated the work environment in teleassistive service centers and determined the feasibility of extending their range of services to incorporate robotic teleassistance. In the second phase, two studies were carried out to understand the interaction requirements. The first study determined common types of failure of current autonomous robots and required human interventions to resolve such failure states. The second study investigated how the human assistance could be provided considering a range of potential interaction devices. In the third phase, a human-robot interaction concept with three user groups and dedicated user interfaces was designed. The concept and user interfaces were refined in an iterative process based on the results of evaluations with prospective users and received encouraging results for user satisfaction and user experience. In the fourth and final phase the utility of two specific user interface features was investigated experimentally. The first experiment investigated the utility of providing remote operators with global 3D environment maps during robot navigation and identified beneficial usage scenarios. The second experiment investigated the utility of stereoscopic display for remote manipulation and robot navigation. Results suggested temporal advantages under stereoscopic display for one of three investigated task types and potential advantages for the other two.
Forskningen behandlar problem med autonoma robotar som agerar i hemmiljö. Specifikt studeras konceptet semi-autonoma robotar, vilket innebär att robotarna stöds av mänskliga operatörer när de inte klarar uppgifter på egen hand. Syftet med forskningen är att undersöka design av människa-robotinteraktion för robotsystem som stöder äldres behov av hjälp med fysiska uppgifter i hemmiljö. Forskningen är användarcentrerad och har strukturerats i fyra faser: I den första fasen undersöktes användarkontexten för systemet. I en fokusgruppsstudie utforskades karakteristika och attityder för flera potentiella användargrupper. Kraven på en semi-autonom robot för att assistera äldre och informella vårdgivare fastställdes. En enkätstudie undersökte levnadsvillkor hos äldre för att utforska tekniska utmaningar dessa omgivningar ställer på robotar. En etnografisk studie undersökte arbetskontexten på servicecenter för teleassistans och undersökte genomförbarhet i att utöka tjänsteutbudet till att även inkludera teleassisterade robotar. I den andra fasen utfördes två studier för att få kunskap om interaktionskrav. Den första studien fastställde vanliga typer av fel som inträffar med nuvarande typer av autonoma robotar och de typer av mänsklig assistans som krävs för att hantera dessa fel. Den andra studien undersökte hur mänsklig assistans kan utformas givet en repertoar av potentiella interaktionsanordningar. I den tredje fasen utformades ett interaktionskoncept för människa-robot interaktionen för tre användargrupper med dedicerade gränssnitt. Koncepten och användargränssnitten förfinades i en iterativ process baserat på resultat från utvärderingar med tänkta användare, och resulterade i uppmuntrande resultat vad gäller användarnas uppskattning och tillfredsställelse. I den fjärde och sista fasen studerades nyttan hos två specifika gränssnitt experimentellt. Det första experimentet undersökte nyttan med att ge operatörer på distans globala 3D-kartor under robotnavigeringen och identifierade användarscenarier där detta kan utnyttjas. Det andra experimentet undersökte nyttan med en stereoskopisk display för att manipulera och navigera roboten på distans. Resultaten visar på temporala fördelar med stereoskopisk display för en av tre undersökta uppgiftstyper och potentiella fördelar för de andra två.
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4

Piselli, Paolo M. "Relating cognitive models of computer games to user evaluations of entertainment." Link to electronic thesis, 2006. http://www.wpi.edu/Pubs/ETD/Available/etd-032106-133700/.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: interactive entertainment, computer games, human-computer interaction, cognitive models, enjoyment. Includes bibliographical references. (leaves 40-41).
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5

Hoopes, Daniel M. "The ContexTable : building and testing an intelligent, context-aware kitchen table /." Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd396.pdf.

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6

Syrdal, Dag Sverre. "The impact of social expectation towards robots on human-robot interactions." Thesis, University of Hertfordshire, 2018. http://hdl.handle.net/2299/20962.

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This work is presented in defence of the thesis that it is possible to measure the social expectations and perceptions that humans have of robots in an explicit and succinct manner, and these measures are related to how humans interact with, and evaluate, these robots. There are many ways of understanding how humans may respond to, or reason about, robots as social actors, but the approach that was adopted within this body of work was one which focused on interaction-specific expectations, rather than expectations regarding the true nature of the robot. These expectations were investigated using a questionnaire-based tool, the University of Hertfordshire Social Roles Questionnaire, which was developed as part of the work presented in this thesis and tested on a sample of 400 visitors to an exhibition in the Science Gallery in Dublin. This study suggested that responses to this questionnaire loaded on two main dimensions, one which related to the degree of social equality the participants expected the interactions with the robots to have, and the other was related to the degree of control they expected to exert upon the robots within the interaction. A single item, related to pet-like interactions, loaded on both and was considered a separate, third dimension. This questionnaire was deployed as part of a proxemics study, which found that the degree to which participants accepted particular proxemics behaviours was correlated with initial social expectations of the robot. If participants expected the robot to be more of a social equal, then the participants preferred the robot to approach from the front, while participants who viewed the robot more as a tool preferred it to approach from a less obtrusive angle. The questionnaire was also deployed in two long-term studies. In the first study, which involved one interaction a week over a period of two months, participant social expectations of the robots prior to the beginning of the study, not only impacted how participants evaluated open-ended interactions with the robots throughout the two-month period, but also how they collaborated with the robots in task-oriented interactions as well. In the second study, participants interacted with the robots twice a week over a period of 6 weeks. This study replicated the findings of the previous study, in that initial expectations impacted evaluations of interactions throughout the long-term study. In addition, this study used the questionnaire to measure post-interaction perceptions of the robots in terms of social expectations. The results from these suggest that while initial social expectations of robots impact how participants evaluate the robots in terms of interactional outcomes, social perceptions of robots are more closely related to the social/affective experience of the interaction.
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7

Persson, Linnéa. "Experienced issues with tablet computer interfaces among older adults : An exploratory study using a human centred interaction design approach." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10985.

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Context: Older adults’ everyday usages of tablet computers in a home environment are currently left out from today’s research. Current researches include many specialized focuses regarding tablet computer interfaces but a holistic view of how older adults experience usage of tablet computers in their everyday life is still to a large extent missing. Objectives: The aim of this study is to apply a use- and user-centred action research approach to explore how older adults experience the usage of tablet computers in their everyday life. Older adults are observed using tablet computers in their home environment in order to explore experienced issues and identify possible improvements for the older adults’ interaction and use of tablet computers. Methods: This study is a qualitative explorative case study using a grounded theory approach. The study consists a two week observation period beginning with an introduction and tutorial to tablet computers. Semi-structured interviews were conducted directly before and after as well as a long term follow up interview, few months after the observation period. The research body with the first two interviews and observation period was conducted using grounded theory iteration, allowing for analysis between each participant. The study involved 10 older adults and took place in the older adults’ natural everyday home environment and targeted older adults born 1960 or earlier. Results: The study used different ways to introduce tablet computers to the older adults, individually adjusted to their knowledge about information communication technology in general and tablet computers in particular as well as for them familiar subjects. Associations using their familiar subjects were used to help the older adults to remember the functionality of different icons. Some of the interaction issues encountered could be solved on the spot using accessibility options and accessories. The participants’ interest in tablet computers increased during the main body of the study, but later decreased again between the last two interviews. Conclusions: Many interaction issues were identified during the study where the main issues were related to accuracy, typing, gesture and terminology. Suggestions are made concerning how to solve some of the issues encountered, like a dynamic grid for icons and text on the tablet computer home screen and an ergonomic version of a touchscreen pen. Although there are interaction issues that are directly related to the interface, there are other important aspects too that affect the experienced interaction issues when interacting with and using a tablet computer in one’s everyday life home environment. Influencers affecting how older adults feel about tablet computers played a very important role. Having the observer functioning as a technical mentor, during the two week observation period, played a bigger role than expected, but the short time the older adults had with the mentor was not enough to keep them interested on a long term basis.
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8

Poole, Erika Shehan. "Supporting advice sharing for technical problems in residential settings." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37084.

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Visions of future computing in residential settings often come with assumptions of seamless, well-functioning, properly configured devices and network connectivity. In the near term, however, processes of setup, maintenance, and troubleshooting are fraught with difficulties; householders regularly report these tasks as confusing, frustrating, and unpleasant. I conducted a series of empirical studies examining both the sources of digital complexity in residential settings well as how people cope with these complexities. Grounded in this fieldwork, I designed a technology probe called Tech Clips. Tech Clips facilitates the sharing of technology-related information by and for people within one's social network. I then conducted a long-term, real-world deployment study in which ten families used the software, while simultaneously completing a series of common computing setup and maintenance tasks. Based on the results of this study, I provide both a rich description of home technology usage and maintenance practices, as well as design implications for software systems that facilitate help-giving between family and friends. The contributions of this research are (1) empirical studies of how lay people understand and cope with vexing technology problems in environments lacking technical experts; (2) the development of a software system to facilitate technical advice sharing; (3) deployment of this system in real-world settings; and (4) recommendations for the design of future tools for facilitating technical help-giving between family and friends.
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9

Hilmersson, Jonas. "Designat för äldre : En utredning av interaktionsdesign för en äldre målgrupp." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158241.

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In order to compile a comprehensive representation of the available guidelines regarding interface design for an elderly audience, the available literature was scoured. A prototype interface was then produced based on the guidelines produced from this in combination with previously established needs among elderly that are subject to home care. Six subjects participated in a series of usability test that were implemented to evaluate the design of the prototype, along with complementary interviews that served to investigate the subject’s attitudes towards such a product that the prototype represents in general. The chosen method for these usability tests proved problematic and appropriate measures had to be implemented in order for the tests to produce adequate data. The results of the attuned method showcased an expected animosity towards the type of technology used in the tests while at the same time demonstrating the perceived redundancy in the product due to already established systems in use by the subjects as well as the requirements for such a product to be viable. That is primarily the extended ability to contact and/or communicate with caregivers that such a product offers.
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Tran, Quan Tu. "Visual summaries augmenting memory recall of repetitive actions." Diss., Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/37211.

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Throughout a typical day, people complete myriad tasks and activities such as locking the front door as they run errands around the neighborhood, preparing meals and drinks, taking care of family, pets, plants, and so on. In managing the progress of these everyday activities, people may nd themselves needing to recall what they have already done. In this research, I explored how to design an unobtrusive memory aid that reduces the cost of distraction and general multitasking by fluidly supporting memory recall of repetitive actions. I built the Cook's Collage as one example system that captures close-range photographs of ingredient additions during everyday home cooking to display as an ongoing visual summary of the open-ended activity. I contribute this augmentative technology as a memory aid in contrast to more directive, obtrusive, and yet constrained systems that seek to remove human error through automation and scripted guidance. I explored how to evaluate memory augmentation by simulating real-life situations of multitasking and interruptions that distracted cooks participating in my experimental study. From examining their behavior and attitudes with and without the Cook's Collage, I demonstrated that 1) Visually summarizing activities by capturing items used within the activity in the same physical surroundings can provide sufficient context in recalling memory for actions, 2) User interaction with accurate memory support that complements and supplements rather than interferes with memory practices, activity constraints, and environmental surroundings can effectively augment memory recall, and 3) Barriers to using provided memory support can include unawareness of memory need and predilection to own memory ability and routine.
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11

Thakur, Nirmalya. "Framework for a Context Aware Adaptive Intelligent Assistant for Activities of Daily Living." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1553528536685873.

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12

Gonçalves, Leila Laís. "EditWeb : mecanismos de autoria assistida de páginas para ambientes de EAD via web visando usabilidade e acessibilidade." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/8694.

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O uso da Web, como meio, recurso e plataforma para EAD (Educação a Distância), tem sido muito difundido e estudado. No entanto, a investigação e implementação de ferramentas para autoria de páginas Web para EAD são surpreendentemente pouco relatadas. Autoria de páginas Web é uma tarefa multidisciplinar que envolve vários aspectos simultaneamente: desde aspectos pedagógicos e de conteúdo instrucional até aspectos relativos a design da interface com usuário (IU) de cada página. Em particular, os autores precisam contemplar em suas páginas critérios de qualidade como usabilidade e acessibilidade. Caso contrário, há um risco potencial de problemas de visualização, desorientação, dificuldades de navegação e, até mesmo, impossibilidade de acesso do usuário às páginas. Acreditamos, porém, que muitos professores não são especialistas em autoria de páginas Web e podem se sentir desorientados diante de tantos recursos presentes na maioria das ferramentas de autoria existentes de forma a permitir estruturação e organização do conteúdo, relacionando os arquivos de diferentes mídias referentes a cada tópico abordado. Logo, uma ferramenta de autoria deve ser de fácil utilização. Além disto, professores também não conhecem recomendações e regras de usabilidade e acessibilidade – geralmente estudados pela área Interação Homem- Computador (IHC) – que estão presentes de maneira dispersa em várias publicações da literatura. Assim, mecanismos de apoio à autoria podem ser um auxílio importante à seleção, aplicação e implementação de critérios de usabilidade e acessibilidade em páginas Web. O objetivo desta dissertação é projetar, implementar e avaliar um ambiente de autoria assistida de páginas Web para EAD, denominado EditWeb, que visa atendimento a um conjunto de recomendações de usabilidade e acessibilidade. Um autor de página Web, por intermédio do EditWeb, utiliza mecanismos implícitos e explícitos de autoria especificamente projetados para guiá-lo na tarefa de projeto e de geração de páginas HTML que respeitem critérios de usabilidade e de acessibilidade. Neste trabalho apresentam-se os fundamentos de EAD via Web e discutem-se características de alguns ambientes para EAD e em particular do processo de autoria destes ambientes. O ambiente EditWeb é proposto e sua especificação e implementação são descritas completamente. São apresentadas também a avaliação de usabilidade do ambiente EditWeb e a validação de acessibilidade das páginas geradas pelo ambiente.
The World Wide Web is increasingly used as medium, resource and platform for distance learning but in the literature surprisingly it is difficult to find works on Webbased distance learning pages authoring and edition. In fact, such activity is multidisciplinary, involving simultaneously many aspects of each page elaboration, since pedagogical viewpoint of content and navigation to user interface design. Particularly, authors are supposed to attend usability and accessibility criteria, in order to avoid serious usage problems like disorientation, navigation difficulties and frustration. However, potential e-learning authors - like teachers - usually are not experts in Web-page authoring and may be confused with diversity of resources available in common authoring tools. That is the main reason for development of authoring assistance tools. In addition, teachers do not know how to obtain and to apply usability and accessibility guidelines. The goal of this work is design, implementation and evaluation of a web-based distance learning pages authoring assistant, called EditWeb, in order to facilitate the design, elaboration and generation of instructional HTML web pages respecting usability and accessibility guidelines. The text contains some web-based distance learning fundamentals, discussing features of some environments, particularly their authoring process and mechanisms. Next, EditWeb environment specification and implementation is completely described. Finally, the evaluation of EditWeb by actual users and the validation of resulting pages are also discussed.
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Duque, Garcia Ismael. "Adapting robot behaviour in smart homes : a different approach using personas." Thesis, University of Hertfordshire, 2017. http://hdl.handle.net/2299/19012.

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A challenge in Human-Robot Interaction is tailoring the social skills of robot companions to match those expected by individual humans during their rst encounter. Currently, large amounts of user data are needed to con gure robot companions with these skills. This creates the need of running long-term Human-Robot Interaction studies in domestic environments. A new approach using personas is explored to alleviate this arduous data collection task without compromising the level of interaction currently shown by robot companions. The personas technique was created by Alan Cooper in 1999 as a tool to de ne user archetypes of a system in order to reduce the involvement of real users during the development process of a target system. This technique has proven bene cial in Human-Computer Interaction for years. Therefore, similar bene ts could be expected when applying personas to Human-Robot Interaction. Our novel approach de nes personas as the key component of a computational behaviour model used to adapt robot companions to individual user's needs. This approach reduces the amount of user data that must be collected before a Human-Robot Interaction study, by associating new users to pre-de ned personas that adapt the robot behaviours through their integration with the computational behaviour model. At the same time that the current robot social interaction level expected by humans during the rst encounter is preserved. The University of Hertfordshire Robot House provided the naturalistic domestic environment for the investigation. After incorporating a new module, an Activity Recognition System, to increase the overall context-awareness of the system, a computational behaviour model will be de ned through an iterative research process. The initial de nition of the model was evolved after each experiment based on the iii ndings. Two successive studies investigated personas and determined the steps to follow for their integration into the targeted model. The nal model presented was de ned from users' preferences and needs when interacting with a robot companion during activities of daily living at home. The main challenge was identifying the variables that match users to personas in our model. This approach open a new discussion in the Human-Robot Interaction eld to de ne tools that help reduce the amount of user data requiring collection prior to the rst interaction with a robot companion in a domestic environment. We conclude that modelling people's preferences when interacting with robot companions is a challenging approach. Integrating the Human-Computer Interaction technique into a computational behaviour model for Human-Robot Interaction studies was more di cult than anticipated. This investigation shows the advantages and disadvantages of introducing this technique into Human-Robot Interaction, and explores the challenges in de ning a personas-based computational behaviour model. The continuous learning process experienced helps clarify the steps that other researchers in the eld should follow when investigating a similar approach. Some interesting outcomes and trends were also found among users' data, which encourage the belief that the personas technique can be further developed to tackle some of the current di culties highlighted in the Human-Robot Interaction literature.
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Herkevall, Jonas. "Bättre administration för en effektivare hemtjänst : En undersökning av den administrativa sidan av nyckelfri hemtjänst." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-161250.

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Vi ser idag en alltmer åldrande befolkning. Detta ställer allt större krav på äldreomsorgen och inte minst hemtjänsten när en målsättning är att fler ska kunna bo kvar hemma längre. Statistiska rapporter tyder på en kraftig brist på arbetskraft inom just äldrevården, och allt mer hopp och förtroende ställs till tekniska och digitala lösningar för att effektivisera verksamheterna. På uppdrag av Phoniro, en av Sveriges största leverantörer av välfärdsteknologiska lösningar till äldreomsorgen, har det här arbetet syftat till att undersöka hur det administrativa arbetet med digital nyckelhantering kan förbättras och effektiviseras med ett uppdaterat gränssnitt. Genom en enkätundersökning och semistrukturerade intervjuer har en större förståelse för användarnas arbete i och kring administrationssystemet Phoniro Care genererats. Insikterna har sammanställts i användarberättelser för att vägleda framtida designarbete med Phoniro Care. Resultaten visar på behovet av en design som stödjer flera olika användartyper, och som ger bättre verktyg för översikt och hantering av information i systemet. Vidare så väcker berättelser om de olika organisationernas struktur och anpassning till digital nyckelhantering frågor om vilken kompetens som finns i verksamheterna när det gäller att förstå effekten av nya digitala lösningars implementation. Det väcker i sin tur frågor om hur företag som Phoniro kommer att behöva anpassa sig i takt med att den kompetensen växer i verksamheterna.
What we are witnessing today is an increasingly older population. This change in demographics will drastically change the demands of elder care and especially home care services to ensure that more people will be able to stay at home for larger parts of their lives. In addition, statistical projections suggest a critical lack of manpower in home care services in the coming decade, and an increasing amount of faith is put into technical and digital solutions to streamline the organizations. On behalf of Phoniro, one of the largest distributors of welfare technologies for elder care in Sweden, this thesis has investigated how the administrative work attending to digital key management can be improved and streamlined with an updated interface. Through use of an online survey and semi structured interviews a more comprehensive understanding of the users working with the administrative system Phoniro Care have been acquired. The findings have been modelled in user stories meant to guide future design work in the development of Phoniro Care. The results indicate the need for a design that supports multiple user types and better tools for overviewing the information available in the system. Furthermore, the differences in organizational structure between different organizations implementing digital key management raises questions regarding digitization competences in public sector organizations and understanding the effect of implementing new digital tools. In turn, that raises questions regarding a possible future need for adaptation for companies like Phoniro in handling an increasing digital competence in the organizations that constitutes their clients.
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Vo, Ngoc Thi Cam. "The interaction of home and host country effects in a low power host environment : the case of industrial relations and human resource management in US and Japanese multinational subsidiaries in Vietnam." Thesis, De Montfort University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.572491.

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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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Milan, Bjelica. "Metode realizacije kontekstualnih platformi i kontekstualnih korisničkih sprega za primene u uređajima potrošačke elektonike." Phd thesis, Univerzitet u Novom Sadu, Fakultet tehničkih nauka u Novom Sadu, 2013. http://www.cris.uns.ac.rs/record.jsf?recordId=85032&source=NDLTD&language=en.

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U okviru disertacije predstavljene su metode realizacije kontekstualnih platformi i kontekstualnih korisničkih sprega za uređaje potrošačke elektronike. Predloženi su algoritmi semantizacije konteksta i procene zauzetosti korisnika, arhitektura rešenja i rezultati evaluacije. 
In this dissertation methods of implementation of context-aware platforms and context-aware user interfaces for applications in consumer electronics are presented. The work includes the proposition of algorithms for context semantization and user availability estimation, architecture of the solution as well as the results of evaluation experiments.
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McCreary, Faith. "Empirical Evaluation of a Technology-rich Learning Environment." Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28948.

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In the fall of 1996, the Computer Science Department at Virginia Tech initiated a joint project with a local school district, to determine how ready access to networked computing in the fifth grade would affect students. Called the PCs for Families (PCF) project, its goal was to learn what could be achieved if technology access, support, and curriculum integration could be eliminated as obstacles or constraints in the classroom and at home. A technology-rich classroom was created, with the classroom teacher trained in constructivist teaching practices and technology integration by a master teacher. Network computers were found on every desktop, with scanners, digital cameras, and other technologies scattered throughout the room. A computer was sent home with each child and teacher, and as much support as necessary was provided to all program participants, including parents. As part of this research, a yearlong field experiment was undertaken to explore the effects of the PCF intervention on the third cohort of students participating in the project. Macroergonomics served as the theoretical framework for the experiment, which focused on the in-depth, systematic assessment of those quantitative changes that resulted from exposure to the PCF fifth-grade network classroom. Students participating in the field research were randomly selected from the larger pool of students eligible for the PCF project at the school. Selected students were randomly assigned to either to the PCF fifth-grade classroom or the standard fifth-grade classroom, which served as a control group. To first-time visitors walking into the PCF network classroom, the classroom bore little resemblance to its more traditional counterparts. However, the functioning of the PCF classroom was in many ways indistinguishable from that of its traditional counterparts. The yearly average for computer use in the PCF classroom was 4.275 hours, with computer use in the PCF classroom exceeding the three hours of computer laboratory time allotted to the control class only during the last 12 weeks of school. When used, the technology functioned as an electronic replacement for materials commonly found in traditional settings. Observers reported the pedagogy remained steadfastly teacher-centered and didactic. Despite limited utilization of the computer during classroom hours, analysis of individual, academic measures indicated PCF students made significantly greater gains than control students only on standardized writing tests. PCF students also performed significantly better than control students on measures related to technology skills. Boys in the PCF classroom also made greater improvements in their attitudes towards school than boys in the control classroom. At home, PCF students were found to interact with computer technology more often than their control counterparts. Despite lower overall home use, control students reported spending more time playing computer games than PCF students. Correlational analyses indicated significant linear relationships between changes in student performance, student entry characteristics, and home computer use variables. Student previous achievement was by far the strongest predictor of student SOL test performance, with computer use only linked to student standardized test performance on the writing and mathematics sections. As the number of email messages sent by the student increased, their writing performance increased with email usage accounting for almost ten percent of the total variance in the writing score. The only other computer use measure significantly associated with test performance was student self-reports of computer use, which accounted for less than four percent of the total variance in mathematics test performance. Computer use was associated more strongly with changes in student motivation. Student self-reports of home computer use accounted for fully 30 percent of the variance in changes on the school motivation survey. Analyses of data from the PCF proxy server suggest that student web browsing overshadows other home Internet activities, with email taking precedence over chat. Further, unlike chat or email, family web usage was sustained long after students left the PCF classroom. Over 68 percent of family web usage each week was attributable to student, not family, characteristics suggesting students play a large role in determining family usage. Academic information finding provides a plausible explanation for these results, with family web usage declining somewhat during summer months when students were not in school. Stability of both web and email use was relatively high among students. In keeping with critical mass theory, student email use increased when other students used email. However, social variables were not found to have a significant effect on web usage. Girls were found to make greater use of email than boys, with this research suggesting highly visual students used email more often. The field research also found a significant increase in student self-reports of musculoskeletal problems among the PCF students. A year-end examination of workstation fit found seat and monitor heights an average of two inches higher than the corresponding student dimensions. A participatory design study was used to elicit conceptions of computer workstations from PCF students, teachers, and parents. Children were interested in gaining greater control over the workstation, both in terms of individual technology and adjustability of furniture. Parents, however, focused on improving the richness of an individual student's workspace and de-emphasized collaborative work. Teacher opinions diverged more than other groups with designs strongly influenced by pedagogic beliefs. Results from the field study provide evidence that macroergonomic methodologies for analysis and design of work systems are extensible to classroom systems, and provide a systematic framework for examining issues related to the introduction of classroom computing technology. A critical element of any successful effort to integrate technology into the curriculum is access to adequate classroom technology and support; however, as this research illustrates, they are not sufficient to ensure successful integration. This research demonstrates other forces are at work, and in keeping with macroergonomic theory, key to the success of such an effort is the "fit" between the new technology and the characteristics of the classroom system, especially those of the teacher who effectively functions as the gatekeeper for the technology.
Ph. D.
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19

Yardi, Sarita Ann. "Social media at the boundaries: supporting parents in managing youth's social media use." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45746.

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This dissertation investigates ways of supporting parents in managing youth's social media use. I present empirical evidence of the challenges parents face in managing youth technology use. I then translate these results into the design and deployment of ParentNet, a community-based online social network for middle school parents to keep up with changes in technology. This dissertation provides new insights into the opportunities and challenges in conducting HCC research with a particular demographic, parents and youth. The contributions of this research are: (1) empirical studies of challenges parents face in managing youth technology use; (2) the design and deployment of a community-based online social network called ParentNet; (3) limitations and design considerations for deploying technological interventions for different social groups; and (4) reflection on emerging themes around overuse and disconnection in daily life.
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Hammarstrand, Fanny, and Anna Berntzén. "Den digitala vägen ut- vardagen i hemkarantän : En studie om människors användande av information- och kommunikationsteknik samt känsla av sammanhang i hemkarantän." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96801.

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21

Beer, Jenay M. "Understanding older adults' perceptions of usefulness of an assistive home robot." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/50404.

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Developing robots that are useful to older adults is more than simply creating robots that complete household tasks. To ensure that older adults perceive a robot to be useful, careful consideration of the users’ capabilities, robot autonomy, and task is needed (Venkatesh & Davis, 2000). The purpose of this study was to investigate the construct of perceived usefulness within the context of robot assistance. Mobile older adults (N = 12) and older adults with mobility loss (N=12) participated in an autonomy selection think aloud task, and a persona based interview. Findings suggest that older adults with mobility loss preferred an autonomy level where they command/control the robot themselves. Mobile older adults’ preferences were split between commanding/controlling the robot themselves, or the robot commands/controls itself. Reasons for their preferences were related to decision making, and were task specific. Additionally, findings from the persona base interview study support Technology Acceptance Model (TAM) constructs, as well as adaptability, reliability, and trust as positively correlated with perceptions of usefulness. However, despite the positive correlation, barriers and facilitators of acceptance identified in the interview suggest that perceived usefulness judgments are complex, and some questionnaire constructs were interpreted differently between participants. Thus, care should be taken when applying TAM constructs to other domains, such as robot assistance to promote older adult independence.
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Hernandez, Cherstin, and Maya Kronman. "Feedback på din hemmaträning : En analys av designförslag för ett korrigerande verktyg via projektion." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22002.

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I denna uppsats jämförs designförslag för visuell korrigerande feedback via projektor i hemmatränings miljö för att se vilken design och vilka design kombinationer som skulle vara användbart och tydligast att förstå för en användare. I och med covid 19 har det lett till att det är mer aktuellt att träna hemifrån istället för på gym för att minska smittrisken. Men i och med att det ofta inte finns samma stödjande verktyg hemma som på gym (ex. speglar och instruktörer) så kan det leda till att övningar utförs fel och kan leda till skador. Tidigt inne i utforskandet av digitala verktyg för hemmaträning kunde man se en kunskapslucka. Forskning och förslag finns runt området men få verktyg för just hemmaträning. Genom att använda tidigare forskning och tidigare kurslitteratur som bas till designförslagen så skapades det tre olika designförslag. De förslagen användes i kvalitativa intervjuer för att bedöma och kritisera de förslagen som presenterades. Efter intervjuerna evaluerades designförslagen för att landa i ett användbart och tydligt designförslag av visuell korrigerande feedback via projektor.
In this paper, design for visual corrective feedback through projection in at-home-exercising environments is compared to see what design and what design combinations would be usable and most understandable. With the Covid 19 pandemic it has become more actual to start exercising from home instead of going to gyms and increase the infection risk of the virus. However, with most homes not having all the helpful tools that the gyms might have (eg. mirrors and instructors), leads to practitioners not exercising the correct way which in turn might lead to the practitioners receiving injuries rather than the desired results. Early on in the research on digital tools for at home exercising, a knowledge gap came to view. Research and drafts do exist but solutions for at home exercising were rare to nonexistent. With the help of previous research and course literature as a base for design, three proposals were made. Those proposals were used in qualitative interviews to judge and critique the presented proposals. After the interviews, the presented design proposals were reevaluated to give a usable and understandable design proposal of visual corrective feedback through projection.
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23

Brolin, Jesper. "Kitchen Know-How for Automation." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5860.

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Summary This thesis consists of an ethnographic investigation of five Swedish household's everyday life in their kitchens during the spring 2001 and an analysis of this context, which for certain can be apt for the development of the smart home services of today. Finally some future opportunities on how to systematise ethnography for design use also are drawn. The focus of investigation of this thesis is to find out what actual happens in some situations in ordinary kitchens. Specific interest is showed for the articulation work, while most smart appliances of today supports only goal-oriented activity, hence evolved from the ground of the home PC interaction. The ethnographical investigation is focused on three specific events in a house hold which all are assumed to take place in the families kitchen. The events are: 1) When a family plans and books an amusement activity. 2) When a family plans it's shopping. 3) When a person solves a goal oriented task, for example details about cooking a meal.
Jesper Brolin Gyllenborgsgatan 11 Stockholm jesperbrolin@mac.com, mda98jbr@student.bth.se
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24

Bishehsari, Taraneh. "A Wearable Device for Physiotherapeutic Home Training." Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447416.

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25

Nacsa, Júlia. "Curious Cuisine : Bringing culinary creativity home." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-126555.

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How could culinary science and technology educate us about food through engagement and reflection? In this project, I proposed to uncover opportunities for design intervention within our near-future scenarios of cooking and eating in a home environment. My intent has been to use interaction design methodology to form social practices that turn the process of making and eating food more pleasurable and inspiring, while developing one’s individual knowledge, without being didactic and prescriptive. The hypothesis has been that culinary science simplified, combined with today’s data-driven technologies, have the potential to foster creativity and experimentation among hobby cooks. The aim has been to discover the consequences of cloud data and connected technologies on experimentation, which is inherently driven by human intuition. My approach has been to explore what behaviors such data-driven systems designed for eliciting creativity could possess, and what kind of inspiration the science of flavor could bring into everyday cooking. The result is a set of design principles for how creative cooking explorations can be fostered through tangible and embodied experiences. It is manifested in a concept that creates a ‘culinary safe zone’ by encouraging experimentation, presenting information on demand, but without overshadowing the cook’s intuition. The concept Curious Cuisine allows non-professional cooks to create their own unique dishes; to explore ingredient pairings, preparation techniques, and fine-tuning flavors.
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Hoopes, Daniel Matthew. "The ContexTable: Building and Testing an Intelligent, Context-Aware Kitchen Table." BYU ScholarsArchive, 2004. https://scholarsarchive.byu.edu/etd/12.

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The purpose of this thesis was to design and evaluate The ContexTable, a context-aware system built into a kitchen table. After establishing the current status of the field of context-aware systems and the hurdles and problems being faced, a functioning prototype system was designed and built. The prototype makes it possible to explore established, untested theory and novel solutions to problems faced in the field.
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Vollmer, Florian. "Design for an interconnected world : home lighting as an immersive interactive system." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/21691.

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Formiga, Fanals Lluís. "Optimització perceptiva dels sistemes de síntesi de la parla basats en selecció d’unitats mitjançant algorismes genètics interactius actius." Doctoral thesis, Universitat Ramon Llull, 2011. http://hdl.handle.net/10803/21796.

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Els sistemes de conversió de text en parla (CTP-SU) s'encarreguen de produir veu sintètica a partir d'un text d'entrada. Els CTP basats en selecció d'unitats (CTP-SU) recuperen la millor seqüència d'unitats de veu enregistrades prèviament en una base de dades (corpus). La recuperació es realitza mitjançant algorismes de programació dinàmica i una funció de cost ponderada. La ponderació de la funció de cost es realitza típicament de forma manual per part d'un expert. No obstant, l'ajust manual resulta costós des d'un punt de vista de coneixement prèvi, i imprecís en la seva execució. Per tal d'ajustar els pesos de la funció de cost, aquesta tesi parteix de la prova de viabilitat d'ajust perceptiu presentada per Alías (2006) que empra algorismes genètics interactius actius (active interactive Genetic Algorithm - aiGA). Aquesta tesi doctoral investiga les diferents problemàtiques que es presenten en aplicar els aiGAs en l'ajust de pesos d'un CTP-SU en un context real de selecció d'unitats. Primerament la tesi realitza un estudi de l'estat de l'art en l'ajust de pesos. Tot seguit, repassa la idoneïtat de la computació evolutiva interactiva per realitzar l'ajust revisant amb profunditat el treball previ. Llavors es presenten i es validen les propostes de millora. Les quatre línies mestres que guien les contribucions d'aquesta tesi són: la precisió en l'ajust dels pesos, la robustesa dels pesos obtinguts, l'aplicabilitat de la metodologia per qualsevol funció de cost i el consens dels pesos obtinguts incorporant el criteri de diferents usuaris. En termes de precisió la tesi proposa realitzar l'ajust perceptiu per diferents tipus (clústers) d'unitats respectant les seves peculiaritats fonètiques i contextuals. En termes de robustesa la tesi incorpora diferents mètriques evolutives (indicadors) que avaluen aspectes com l'ambigüitat en la cerca, la convergència d'un usuari o el nivell de consens entre diferents usuaris. Posteriorment, per estudiar l'aplicabilitat de la metodologia proposada s'ajusten perceptivament diferents pesos que combinen informació lingüística i simbòlica. La última contribució d'aquesta tesi estudia l'idoneïtat dels models latents per modelar les preferències dels diferents usuaris i obtenir una solució de consens. Paral•lelament, per fer el pas d'una prova de viabilitat a un entorn real de selecció d'unitats es treballa amb un corpus d'extensió mitjana (1.9h) etiquetat automàticament. La tesi permet concloure que l'aiGA a nivell de clúster és una metodologia altament competitiva respecte les altres tècniques d'ajust presents en l'estat de l'art.
Los sistemas de conversión texto-habla (CTH-SU) se encargan de producir voz sintética a partir de un texto de entrada. Los CTH basados en selección de unidades (CTH-SU) recuperan la mejor secuencia de unidades de voz grabadas previamente en una base de datos (corpus). La recuperación se realitza mediante algoritmos de programación dinámica y una función de coste ponderada. La ponderación de la función de coste se realiza típicamente de forma manual por parte de un experto. Sin embargo, el ajuste manual resulta costoso desde un punto de vista de conocimiento previo e impreciso en su ejecución. Para ajustar los pesos de la función de coste, esta tesis parte de la prueba de viabilidad de ajuste perceptivo presentada por Alías (2006) que emplea algoritmos genéticos interactivos activos (active interactive Genetic Algorithm - aiGA). Esta tesis doctoral investiga las diferentes problemáticas que se presentan al aplicar los aiGAs en el ajuste de pesos de un CTH-SU en un contexto real de selección de unidades. Primeramente la tesis realiza un estudio del estado del arte en el ajuste de pesos, posteriormente repasa la idoneidad de la computación evolutiva interactiva para realizar el ajuste revisando en profundidad el trabajo previo. Entonces se presentan y se validan las propuestas de mejora. Las cuatro líneas maestras que guían las contribuciones de esta tesis son: la precisión en el ajuste de los pesos, la robustez de los pesos obtenidos, la aplicabilidad de la metodología para cualquier función de coste y el consenso de los pesos obtenidos incorporando el criterio de diferentes usuarios. En términos de precisión la tesis propone realizar el ajuste perceptivo por diferentes tipos (clusters) de unidades respetando sus peculiaridades fonéticas y contextuales. En términos de robustez la tesis incorpora diferentes métricas evolutivas (indicadores) que evalúan aspectos como la ambigüedad en la búsqueda, la convergencia de un usuario o el nivel de consenso entre diferentes usuarios. Posteriormente, para estudiar la aplicabilidad de la metodología propuesta se ajustan perceptivamente diferentes pesos que combinan información lingüística y simbólica. La última contribución de esta tesis estudia la idoneidad de los modelos latentes para modelar las preferencias de los diferentes usuarios y obtener una solución de consenso. Paralelamente, para dar el paso de una prueba de viabilidad a un entorno real de selección de unidades se trabaja con un corpus de extensión media (1.9h) etiquetado automáticamente. La tesis permite concluir que el aiGA a nivel de cluster es una metodología altamente competitiva respecto a las otras técnicas de ajuste presentes en el estado del arte.
Text-to-Speech Systems (TTS) produce synthetic speech from an input text. Unit Selection TTS (US-TTS) systems are based on the retrieval of the best sequence of recorded speech units previously recorded into a database (corpus). The retrieval is done by means of dynamic programming algorithm and a weighted cost function. An expert typically performs the weighting of the cost function by hand. However, hand tuning is costly from a standpoint of previous training and inaccurate in terms of methodology. In order to properly tune the weights of the cost function, this thesis continues the perceptual tuning proposal submitted by Alías(2006) which uses active interactive Genetic Algorithms (aiGAs). This thesis conducts an investigation to the various problems that arise in applying aiGAs to the weight tuning of the cost function. Firstly, the thesis makes a deep revision to the state-of-the-art in weight tuning. Afterwards, the thesis outlines the suitability of Interactive Evolutionary Computation (IEC) to perform the weight tuning making a thorough review of previous work. Then, the proposals of improvement are presented. The four major guidelines pursued by this thesis are: accuracy in adjusting the weights, robustness of the weights obtained, the applicability of the methodology to any subcost distance and the consensus of weights obtained by different users. In terms of precision cluster-level perceptual tuning is proposed in order to obtain weights for different types (clusters) of units considering their phonetic and contextual properties. In terms of robustness of the evolutionary process, the thesis presents different metrics (indicators) to assess aspects such as the ambiguity within the evolutionary search, the convergence of one user or the level of consensus among different users. Subsequently, to study the applicability of the proposed methodology different weights are perceptually tuned combining linguistic and symbolic information. The last contribution of this thesis examines the suitability of latent models for modeling the preferences of different users and obtains a consensus solution. In addition, the experimentation is carried out through a medium size corpus (1.9h) automatically labelled in order fill the gap between the proof-of-principle and a real unit selection scenario. The thesis concludes that aiGAs are highly competitive in comparison to other weight tuning techniques from the state-of-the-art.
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Lindblom, Johan, and Jonas Rosquist. "Non-disruptive value-chains in home health care." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3293.

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Treatment of elderly people and citizens in need of professional care is one of the most important aspects of any society to consider that aims at support for quality of life. Support for such qualitative aspects of a modern society often manifests itself by means of value-chains. However, all activities that a business or organization uses are not included in the value-chain, it is only the activities and information that generate any kind of value for the users in a particular organization that are included in the value-chains. To that end, the locality of health care related information primarily exists at the hospital and, therefore, the care of patients is most efficiently carried out at the hospital. However, if the involved information can be accessed anywhere throughout the value-chain, a possible situation would be to keep the patients in their homes without disrupting already established work practice and related value-chains. In principle, introducing new technology must not disrupt a value-chain; it must preserve or, even better, improve it. Health care is becoming more mobile and needs support for such behavior. The quantitative value to the user is quantified by means of value-chains, so it is important that they remain non-disrupted. Consequently, the fundamental concepts dealt with in this thesis are; value-chains, health care and mobile technology. The problem domain is distributed health care and we have chosen to focus on sustainability of the involved value-chains. In essence, we want to add new technology to the domain without disrupting already existing value-chains. This in order to make the distributed health care apparatus more efficient and cost effective. The main problem we have identified is regarding how medical doctors and nurses could access the same information in patients' homes as they can at the hospital.
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Snow, Stephen. "Beyond energy savings: Exploring how design can extend the scope of eco-feedback for users in the home." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83983/1/Stephen_Snow_Thesis.pdf.

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As energy use information is becoming increasingly visible and sharable, this research aimed to inform the design of eco-feedback systems for the home. It involved observation and analysis of people's practices, which involve energy use, and their use of a domestic eco-feedback system. The question was asked: how can design best engage people with energy consumption information- making feedback more relevant to home occupants? In addressing this, a specifically bottom-up approach was employed, studying what people actually do with eco-feedback, rather than what technologists imagine eco-feedback will do to people.
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Földhazy, Erik. "Smart Hydroponics : Conceptual Design of Hydroponic Plant System for Home Environment." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-67827.

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Hydroponics is a method of cultivating plants without the use of soil. Soil acts as a growth medium which gives plants stability, provides nutrients and allows roots to be kept wet without drowning. In hydroponics the soil’s functions are replaced by synthesized methods. Stability comes from a substrate (i.e. LECA, rockwool perlite).The 16 essential nutrients are solved in water which are distributed to plants’ roots by different techniques. To generate photosynthesis natural light is replaced by artificial light, especially red light in the proximity of 660 nm. Hydroponics has been used as a cultivation method for at least 2000 years. During the 20th century industrial applications became common since plastics allowed for complex systems engineering. The method also makes it possible to grow the same amount of crops with approximately 10% water usage and 25% of the area compared to conventional cultivation. During the past few years systems for home use has emerged but the product genre is still in its cradle. This master thesis covers a new conceptual design of a hydroponic home system. The project was carried out at Omecon AB in Stockholm as a consulting design project. Omecon AB is an engineering consultant agency within mostly mechanical construction looking to widen the competence base. Using a design process based on Human-Centered Design the project involved the stakeholders users, extreme users, Omecon AB, plant experts, electronics engineering and service as well as plastics design engineering. Additional/supplemental economical–, ecological– and social sustainability aspects has been considered during all phases of the process. By using the Human-Centered Design process the problem range is expanded from its initial state which results in a more complete end result. Common methodology altered with some unorthodox twists has been utilized throughout the project. The final result is a conceptual hydroponic system for home environment which is designed as an interior design product as well as a high-performance cultivation system. By using natural materials such as wood and steel the users expands its life span and thus mitigates the negative environmental impact. Another aspect which prolongs the products life span is the modular usage which lets users vary and choose their preferred settings. All manufactured materials included in the final concept were flow resources and the parts were engineered to be easily separable for future replacement and recycling. A new type of pot was invented along with a new way of adjusting the height-wise position of lamps. The aeroponic technique, which was applied to this concept, is generally considered to generate the largest plants and thus comprises higher performance compared to other home systems. The use of substrate was also eliminated which decreases continous material consumption within hydroponics.
Hydroponik är en metod för att odla växter utan jord. Jord i odling agerar som ett växtmedium som ger plantor stabilitet, tillför näringsämnen och tillåter rötter att vara i väta utan att dränka dem. I hydroponik ersätts jordens funktioner med syntetiska metoder. Stabilitet ges av ett substrat (t.ex. LECA-kulor, stenull eller perlit). De 16 essentiella näringsämnena löses i vatten och distribueras till plantors rötter med hjälp av olika tekniker. For att skapa fotosyntes ersätts naturligt ljus med artificiellt ljus. Speciellt rött ljus i närheten av 660 nm. Hydroponik har använts som odlingsmetod i åtminstånde 2000 år. Under 1900-talet blev industiella applikationer vanliga eftersom plast möjliggjorde tillverkling av komplexa system. Metoden tillåter även att odla samma mängd grödor med 10% av vattenmängden och 25% av ytan jämfört med konventionell odling. Under de senaste åren har system avsedda för användning hemma blivit vanligare men produktgenren är fortfarande ung. Det här examensarbetet täcker en ny konceptuell design av ett hydroponiskt system för hemmabruk. Projektet utfördes på Omecon AB i Stockholm som ett konsultarbete inom design. Omecon AB är en konsultfirma som mestadels är verksamma inom mekanikkonstruktion men de vill vidga sin kompetens. Genom användning av en designprocess som har baserats på Human-Centered Design har projektet involverat intressenterna användare, extrema användare, Omecon AB, växtexperter, en elektronikingenjör samt plastkonstruktion. Vidare har aspekter inom ekonomisk–, ekologisk– och social hållbarhet beaktats genom alla faser av processen. Via användning av Human-Centered Design-processen har problemrummet expanderats från den initiala utgångspunkten vilket resulterar i ett mer komplett slutresultat. Vanlig metodik varvat med okonventionella anpassningar har använts genom projektet. Slutresultatet består av ett konceptuellt hydroponiskt system för hemmabruk som är designat som en inredningsprodukt samt ett odlingssystem med hög prestanda. Genom användning av naturliga material som trä och stål förlänger användarna produktens livslängd och på så sätt förmildras den negativa klimatpåverkan. En annan aspekt som förlänger produktens livslängd är moduläriteten som låter användare variera och välja deras föredragna inställningar. Alla tillverkade material inkluderade i slutkonceptet var flödesresurser och delarna konstruerades så att de går lätt att separera för framtida ersättning och återvinning. En ny typ av kruka uppfanns tillsammans med ett nytt sätt att justera höjden av lamporna. Den aeroponiska tekniken, som används is konceptet, är allmänt ansedd att generera de största plantorna och innefattar därför högre prestanda jämfört med andra hydroponiska hemmasystem. Användning av substrat eliminerades också vilket minskar kontinuerlig materialkonsumption inom hydroponik.
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32

Robinson, Ashley Renee. "The Attitudes of African American Middle School Girls Toward Computer Science: Influences of Home, School, and Technology Use." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/52277.

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The number of women in computing is significantly low compared to the number of men in the discipline, with African American women making up an even smaller segment of this population. Related literature accredits this phenomenon to multiple sources, including background, stereotypes, discrimination, self-confidence, and a lack of self-efficacy or belief in one's capabilities. However, a majority of the literature fails to represent African American females in research studies. This research used a mixed methods approach to understand the attitudes of African American middle school girls toward computer science and investigated the factors that influence these attitudes. Since women who do pursue computing degrees and continue with graduate education often publish in Human-Computer Interaction (HCI) in greater proportions than men, this research used an intervention to introduce African American middle school girls to computational thinking concepts using HCI topics. To expand the scope of the data collected, a separate group of girls were introduced to computational thinking concepts through Algorithms. Data were collected through both quantitative and qualitative sources, and analyzed using inferential statistics and content analysis. The results show that African American middle school girls generally have negative attitudes toward computer science. However, after participating in a computer science intervention, perceptions toward computer science become more positive. The results also reveal that four factors influence the attitudes of African American middle school girls toward computer science, such as the participation in an intervention, the intervention content domain, the facilitation of performance accomplishments, and participant characteristics like socioeconomic status, mother's education, school grades, and the use of smart phones and video game consoles at home.
Ph. D.
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33

Hagelberg, Alicia. "Smart users, smart homes, and the search for a smarter application : A qualitative study of the usability in a smart home application and how it can be improved." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149617.

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Smart home technology and IoT is rapidly gaining popularity, and many systems use mobile applications to control the hardware in the homes of the owners. Connective created by Indentive is one such system, which allows users to control things like the temperature in their homes via their smartphones. However, the usability of applications such as this one can be limited, which leads to frustration and even loss of interest for the users. This can result in critical implications for the company producing such a system – both economically and in regards to popularity. It is therefore important for companies to detect issues with their systems early on in order to address these issues and prevent negative implications. Connective was thus tested in a qualitative study using contextual inquiries with 7 participants. The data from the inquiries was then structured through thematic analysis, and the usability of the application was also tested using SUS-evaluation. Wireframe suggestions for changes to the application were then brainstormed with the thematic analysis and the result of the SUS in mind. Major issues that were addressed were access to help, information, the layout, the handling of errors, and feedback. Future studies should include further, more in-depth qualitative studies, perhaps in combination with quantitative data, to further improve and develop the wireframe-suggestions into working prototypes that can then be user tested.
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34

Saleem, Fathima Zahara. "The symbiotic relationship of social media content creation and consumption: a mood management and selective exposure theory perspective." Doctoral thesis, Universitat Ramon Llull, 2014. http://hdl.handle.net/10803/283807.

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En la recerca sobre el consum dels llocs personals a les xarxes socials, com Facebook, YouTube i Instagram, han predominat els projectes basats en la identitat en què les persones utilitzen l’espai online per crear i projectar les identitats que coldrien tenir per mitjà d’un procés de gestió de la imatge. En aquest recerca, es presenta una conceptualització alternativa de l’ús de les xarxes socials, incloent-hi la creació i el consum de continguts, que utilitza la teoria de la gestió dels estats d’ànim i l’exposició selectiva que es deriva de la psicologia dels mitjans. La teoria de la gestió dels estats d’ànim estipula que les persones intenten readaptar el seu entorn d’estímuls per incrementar la durada i la intensitat dels bons moments i reduir la intensitat i la durada dels mals moments. En conseqüència, aquesta recerca té una triple finalitat: 1) explicar amb detall el procés de gestió de l’estat d’ànim col•lectiu en els llocs personals de les xarxes socials, incloent-hi la creació selectiva i el consum selectiu de continguts; 2) il•lustrar sobre les conseqüències d’una cultura de gestió de l’estat d’ànim col•lectiu en les xarxes socials, i 3) identificar formes en què les marques es poden afermar en una cultura de gestió dels estats d’ànim a les xarxes socials i a través d’elles. A partir de 15 llargues entrevistes de més de dues hores de durada cadascuna i de les dades recollides durant vuit mesos d’informació online dels perfils de Facebook dels enquestats, trobem que les persones creen col•lectivament uns continguts en els seus llocs personals de les xarxes socials que són bàsicament positius i divertits, que fan que els continguts visibles a les xarxes socials siguin predominantment positius i divertits. Aquest fenomen s’explica estudiant detingudament els tipus de continguts que creen les persones, els tipus de continguts que no creen, els tipus de continguts que consumeixen online i els que no consumeixen. Les nostres conclusions demostren que l’ús de les xarxes socials implica una combinació de comportaments contraris i contradictoris. Les marques necessiten entendre la cultura que han creat els consumidors de les xarxes socials, no tan sols per determinar com penetrar i actuar en aquesta cultura, sinó també per trobar noves vies al creixement, més enllà de la comunicació bidireccional i de la construcció de relacions, en què les experiències també s’ofereixin a través de les xarxes socials.
En la investigación sobre el consumo de los sitios personales en las redes sociales, como Facebook, YouTube e Instagram, han predominado los proyectos de base identitaria en que las personas utilizan el espacio online para crear y proyectar aquellas identidades que desearían tener a través de un proceso de gestión de la imagen. En esta investigación, se presenta una conceptualización alternativa del uso de las redes sociales, incluyendo la creación y el consumo de contenidos, que utiliza la teoría de la gestión de los estados de ánimo y la exposición selectiva que se deriva de la psicología de los medios. La teoría de la gestión de los estados de ánimo estipula que las personas intentan readaptar su entorno de estímulos para incrementar la duración y la intensidad del buen humor y reducir la intensidad y la duración del mal humor. En consecuencia, esta investigación tiene una triple finalidad: 1) explicar en detalle el proceso de gestión del estado de ánimo colectivo en los sitios personales de las redes sociales, incluyendo la creación selectiva y el consumo selectivo de contenidos; 2) arrojar luz sobre las consecuencias de una cultura de gestión del estado de ánimo colectivo sobre las redes sociales, y 3) identificar formas en que las marcas pueden afianzarse en una cultura de gestión de los estados de ánimo en y a través de las redes sociales. Utilizando 15 largas entrevistas de más de dos horas de duración cada una y datos recogidos de ocho meses de información online de los perfiles de Facebook de los encuestados, hallamos que las personas crean colectivamente unos contenidos en sus sitios personales de las redes sociales que son básicamente positivos y divertidos, que hacen que los contenidos visibles en las redes sociales sean predominantemente positivos y divertidos. Este fenómeno se explica estudiando en detalle los tipos de contenidos que crean las personas, los tipos de contenidos que no crean, los tipos de contenidos que consumen online y los que no consumen. Nuestras conclusiones demuestran que el uso de las redes sociales implica una combinación de comportamientos contrarios y contradictorios. Las marcas necesitan entender la cultura creada por los consumidores de las redes sociales no solo para determinar cómo penetrar y actuar en dicha cultura, sino también para hallar nuevas vías al crecimiento más allá de la comunicación bidireccional y de la construcción de relaciones, en que las experiencias también se ofrezcan a través de las redes sociales.
Research on the consumption of personal social media sites, such as Facebook, YouTube and Instagram, has been dominated by identity-based projects in which individuals use the online space to create and project their desired identities through the process of image-management. In this research, an alternative conceptualization of social media usage, comprising content creation and consumption, is presented using mood management and selective exposure theory derived from media psychology. Mood management theory stipulates that individuals attempt to rearrange their stimulus environment so as to increase the duration and intensity of good moods and reduce the intensity and duration of bad ones. Subsequently, the aims of this research are threefold: (1) to elaborate on the process of collective mood management on personal social media sites, including selective content creation and selective content consumption; (2) to shed light on the consequences of a culture of collective mood management on social media networks; and (3) to identify ways in which brands can leverage themselves in a culture of mood management on and through social media. Using 15 long interviews spanning two hours each and data collected from eight months of online observation of the respondents’ Facebook profiles, I find that individuals collectively create content on their personal social media sites that is primarily positive and entertaining, leading to predominantly positive and entertaining content visible on social media networks. This phenomenon is explained by elaborating on the types of content that individuals create, the types of content they do not create, the types of content that persons consume online and those which they do not consume. The findings demonstrate that social media usage involves a combination of contrary and contradictory behaviours. Understanding the culture created by consumers of social media is not only necessary for brands to determine how to penetrate and engage in such a culture, but is also relevant for brands to find avenues for growth beyond two-way communication and relationship building, in which experiences are also delivered through social media networks.
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35

Bergqvist, Malin. "Designing for Empathy in Elderly Care : Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-157588.

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Background The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care. Purpose The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work. Method A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care. Results Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development. Conclusion Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.
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36

"The Motivational Home: Designing Smart Home Service Provisions for Human Flourishing." Doctoral diss., 2013. http://hdl.handle.net/2286/R.I.17960.

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abstract: This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new, motivation-sensitive approach to design was implemented. This approach combined psychometric analysis from motivational psychology's Personal Project Analysis (PPA) and Place Attachment theory's Sense of Place (SoP) analysis to produce project-centered motivational models for environmental congruence. Regression analysis of surveys collected from 150 (n = 150) young adults about their homes revealed PPA motivational dimensions had significant main affects on all three SoP factors. Model one indicated PPA dimensions Fearful and Value Congruency predicted the SoP factor Place Attachment (p = 0.012). Model two indicated the PPA factor Positive Affect and PPA dimensions Value Congruency, Self Identity and Autonomy predicted Place Identity (p = .0003). Model three indicated PPA dimensions Difficulty and Likelihood of Success predicted the SoP factor Place Dependency. The relationships between motivational PPA dimensions and SoP demonstrated in these models informed creation of a set of motivational design heuristics. These heuristics guided 20 participants (n = 20) through co-design of paper prototypes of SHSPs supporting goal attainment and human flourishing. Normative analysis of these paper prototypes fashioned a design framework consisting of the use cases "make with me", "keep me on task" and "improve myself"; the four design principles "time and timing", "guidance and accountability", "project ambiguity" and "positivity mechanisms"; and the seven interaction models "structuring time", "prompt user", "gather resources", "consume content", "create content", "restrict and/or restore access to content" and "share content". This design framework described and evaluated three technology probes installed in the homes of three participants (n = 3) for field-testing over the course of one week. A priori and post priori samples of psychometric measures were inconclusive in determining if SHSP motivated goal attainment or increased environmental congruency between young adults and their homes.
Dissertation/Thesis
Ph.D. Design 2013
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37

Liao, Cheng-Siang, and 廖呈祥. "A 3-D Pointing and Human-Machine Interaction Interface for Intelligent Home." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/94277203031799456460.

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碩士
國立東華大學
資訊工程學系
98
In this paper, we develop a 3-D pointing and human-machine interaction interface for intelligent home to control home appliances or pointing applications. Multi-modal means (a) pointing direction system (b) voice command recognition system, using two different modal in this paper applications will reflect performance of multi-modal control system. The control system hope users natural control give up a specific pointing object, but rather using human body appearance information defined the pointing direction line of connecting the top of the head and the fingertip. The user selects the device by pointing it with user’s hand and wants to control using voice command recognition in the home. The system use multi-view camera to extract the user contour by background subtraction, and the system find user’s top of the head and the fingertip from multi-view and use multi-view two-dimensional image to reconstruct the head and fingertip points of three-dimensional coordinates, defined the pointing direction line of connecting two points. Then expand the control system to improve the convenience of objects, using two different pointing direction lines to point to the same control objects, it can be added to the location of control objects in the system. In the control environment, the user’s pointing direction line and the control object position judge whether there is pointing the control object. If user point to the control object, then use voice commands to control. Finally, experimental results can know anyone can control the system when control objects are setting, as well as to construct the other pointing systems can’t construct and showing the multi-modal control freedom and application of robust expansion of the system.
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38

Yu-HsiangLin and 林煜翔. "Friendly Human-Machine Interaction with Dialogue Management and Multimedia Feedback system on Home Care Robot." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/634229.

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39

BRUNI, IRENE. "Design e tecnologie digitali, la connettività come risorsa per il progetto." Doctoral thesis, 2016. http://hdl.handle.net/2158/1036830.

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La ricerca affronta il tema delle tecnologie digitali, con particolare attenzione alle tecnologie della connettività, considerandole una risorsa per l’attività progettuale. La profonda penetrazione delle ICT all’interno della nostra società ha consentito un massivo accesso all’informazione e alla comunicazione e, allo stesso tempo, ha contribuito a rendere meno netti i confini delle dinamiche che la animano. La ricerca si posiziona nell’ambito di indagine che il nuovo programma di ricerca europeo Horizon 2020 identifica come “Internet del futuro”, concentrandosi sull’Internet of Things ossia su ciò che riguarda gli oggetti intelligenti connessi. Attraverso la lente del design, focalizziamo l’attenzione sullo scenario applicativo domestico e personale. Prendiamo in considerazione aspetti che riguardano, soprattutto, l’esperienza della persona (benessere fisico, legami affettivi, legame con ‘l’esterno’, la gestione delle proprie risorse, ecc.) in relazione ad un ambiente domestico fortemente caratterizzato dalla presenza della rete. La ricerca ha come obiettivo generale quello di indagare il tema di come la diffusione delle tecnologie della connettività condiziona il progetto di artefatti e sistemi e, di conseguenza, come questo condiziona il lavoro del designer. Il nostro contributo, mediante l’impostazione di un framework progettuale, è teso alla promozione di una progettualità ‘consapevole’, che tenga in considerazione le peculiarità di questo ambito di lavoro, al fine di sviluppare soluzioni significative e sostenibili per le persone. La parte conclusiva della ricerca è orientata alla definizione dello scenario meta-progettuale “Linked-Home”, con l’intento di offrire possibili stimoli alle imprese che operano nei settori relativi alla casa. Il design ha allargato molto la propria area di attività, di studio e di influenza, così, riteniamo che, soprattutto nel caso del design di prodotto, i contenuti proposti possono stimolare designer e ricercatori a una riflessione sull’identità stessa di questo ambito della disciplina; la quale si sta arricchendo di nuovi significati, dovuti alla convergenza tra mondo fisico e digitale, al rapporto con l’elettronica, ai contenuti immateriali, all’importanza del servizio. The research deals with the issue of digital technologies, with a focus on technologies of connectivity, considering them an asset for design activity. The deep penetration of ICT, within our society, has given a massive access to information and communication but, at the same time, has contributed to blur the boundaries of the dynamics that animate the society itself. The contribution of this work is positioned in a research area, which the new european program Horizon 2020 identifies as “Future Internet”. We focus on the Internet of Things, actually on what concerns smart and connected objects. The research, through the lens of design, focuses on the last of these areas, dealing with aspects that concern, above all, the experience of the person (physical well-being, emotional bonds, connection to the ‘outside’, management of its own resources, and so on) in relation to a domestic environment strongly characterized by the presence of the network. The research has the overall aim to understand how to take advantage of the technology of connectivity: to guide the designer’s work and to offer a contribution (through new inputs) to the house’ sector companies. The aim of our contribution, through the setting of a design framework, is promoting an ‘aware’ kind of planning, which takes into consideration the features of this field of work, in order to develop meaningful and sustainable solutions for people. The concluding part of the research is aimed at defining the meta-design scenario “Linked-Home”. Through the scenario we attempt to offer a contribution (through new inputs) to the house’ sector companies, triggering actions of innovation. Design extended their own area of activity, study and influence, so, we think that, especially in the case of product design, the proposed contents can stimulate designers and researchers to reflect on the identity of this area of the discipline. This area, in fact, is being enriched with new meanings, due to the convergence of physical and digital worlds, the relationship with the electronics, the intangible elements and the importance of services.
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40

Gerwing, Jennifer. "Quantifying infant social responsiveness: Microanalysis of home videos of a set of triplets for early indications of autism." Thesis, 2008. http://hdl.handle.net/1828/1226.

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The first objective in this dissertation was to use microanalysis and a dyadic approach to investigate infant social responsiveness. Therefore, I developed a method that used a projective pairs framework: Parental social actions towards infants (i.e., overtures) projected particular infant behaviours. I analyzed whether infant behaviours following these overtures matched what the overture had projected; if they matched, the infant’s behaviours were a response. The data were one family’s home videos of their triplet infants (two males, one female), filmed when the infants were 6 to 15 months old. When the triplets were approximately three years old, clinical assessment indicated that one of the males had Autism Spectrum Disorder (ASD), which impairs an individual’s social behaviors. The second objective here was to test whether the projective pairs framework would reveal early social deficits in the infant with ASD. This result would hold potential for earlier diagnosis (and thus earlier intervention). Researchers have used home videos to look for signs of ASD retrospectively, but these studies have been vulnerable to variability in the data, and often analyses of infant social behaviours did not connect these behaviours to their social, dyadic context. In this dissertation, the home videos were from one family; therefore the data were more homogeneous, and the projective pairs framework preserved the immediate context. The data for Study I were 23 minutes of excerpts (infants’ age 11-15 months). The microanalysis focused on overall infant responsiveness (i.e., the number of times each infant responded over the number of overtures that infant received). The infant with ASD was significantly less responsive than his two siblings. The data for Study II were all of the family’s home videos from when the infants were 6-15 months old (approximately 6 hours). Study II included (1) an exploration of specific functions of overtures (e.g., greeting the infant, getting the infant’s attention), and (2) an analysis of infant behaviours preceding overtures (e.g., looking at the parent, actively engaged elsewhere). The findings from Study II replicated Study I, they also painted a more complex picture. First, like his siblings, the infant with ASD responded to all non-social overtures, almost all helping overtures (e.g., taking a bottle that the parent had passed), and approximately half of overtures that served to seek his attention or to tell him to do something. Second, the infant with ASD was significantly less responsive to parental overtures that were more ambiguous (e.g., playing with the infant, narrating the infant’s actions). Third, regardless of the overture’s function, the infant with ASD was more likely to respond if he had looked at the parent immediately before the overture or if the overture included his name. A dyadic approach to the microanalysis of infant responsiveness identified those social interactions in which (1) the infant with ASD was as responsive as his siblings; (2) the infant with ASD was significantly less responsive than his siblings; and (3) the infant with ASD was the most responsive.
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41

Van, Dyk Tobias Jan. "Usability and Internet-based banking." 1999. http://hdl.handle.net/10500/16298.

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Usability refers to the study and measurement of the quality of human-computer interaction. Internet-based banking is a task-oriented, goal-directed, Web-based, E-commerce application where users access and manipulate bank accounts remotely through a Web browser interface. The examination of the usability of this interaction through the distributed medium of the Internet formed the research basis. The aims of the research are to review the application of general usability principles and properties to Internet-based banking, examine existing usability guidelines for hypermedia and Web design, and apply these during a structured evaluation of local and international online banking facilities. The research instrument is a combination of a checklist-based and heuristic evaluation, and is preceded by a task analysis. Three research questions are addressed and solutions suggested. These are related to improving Internet banking usability, finding the best approach for measuring this, and creating an awareness that Web usability is important.
Science
M.Sc. (Informatyion Systems)
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