To see the other types of publications on this topic, follow the link: Interactive Experience Model.

Dissertations / Theses on the topic 'Interactive Experience Model'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 46 dissertations / theses for your research on the topic 'Interactive Experience Model.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Platero, Vázquez Carmen. "Objetos mágicos: los objetos como transformadores de la Subjetividad virtual en la creación de aventuras interactivas en sistemas de realidad mixta." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/352714.

Full text
Abstract:
Dentro de las experiencias interactivas en tiempo real, y en concreto de los sistemas de realidad mixta, buscamos nuevas formas de comunicación en la ficción interactiva que enriquezcan la experiencia de usuario. Partimos de la Narratología y de ciertos objetos arquetípicos que podríamos considerar mágicos, cuyos usos y propiedades otorgan a los protagonistas de las historias poderes y potencial para convertirse en héroes y abrir un pasaje al mundo de la aventura. Estos objetos cotidianos, son extraídos de las historias y convertidos en tangibles, permitirán al usuario dentro de la experiencia interactiva tener una interacción “natural” que le animará a descubrir nuevos potenciales mediante la acción, mientras es guiado y involucrado en la aventura, convirtiéndolo en el protagonista de la ficción. Para ello introducimos la Subjetividad virtual, modelo de interacción con el que diseñaremos la experiencia de acuerdo a su punto de vista que será transformado a lo largo del viaje a través de la utilización de los objetos. El resultado es una nueva forma de concebir la interacción en la utilización de objetos como elementos narrativos dentro de los sistemas de realidad mixta. Con una guía y un modelo de interacción renovado que parten de las especificidades del medio, se aportan herramientas analíticas y de producción para aquellos creadores y diseñadores que deseen trabajar en este mismo marco dentro las experiencias interactivas en tiempo real.
Within the context of interactive systems that generate stimuli in real time, we are searching for new forms of communication in adventure fiction that may improve user experience. To this end, we have taken from Narratology, archetypal objects that one may identify as “magic”, the uses and properties of which often provide powers and potential to the protagonists of stories to evolve into heroes and open a door to the world of adventure. These everyday objects, taken from stories and converted into tangible objects, allow the user, within an interactive experience, to have a “natural” interaction that encourages discovering new potential through action, while guiding and involving her in the adventure and transforming her into the protagonist of the fiction experience. The Virtual Subjectiveness, as an interaction design model, provides the user with coherent point of view that is transformed along the journey by the use of these special objects. This conforms an original view on everyday objects as narrative engines within real time generated experiences. A guide for interaction design and a renewed model of interaction based on specifications of the medium provide designers and authors with analytic and production tools for creating interactive experiences into the same framework.
APA, Harvard, Vancouver, ISO, and other styles
2

DeSantis, Lisa, and n/a. "Engaging with the past : structuring historic house museum visits for young children." University of Canberra. Resource, Environmental & Heritage Sciences, 1999. http://erl.canberra.edu.au./public/adt-AUC20060704.151238.

Full text
Abstract:
Historic house museums have been the subject of very little structured research. As ideal learning environments for young children they have the potential to facilitate very special educational interactions, yet children's experiences in house museums remain relatively unexplored, with very little professional analysis of the nature, the value or the impact of school visits. As museums, historic houses are educational institutions, yet with limited professional expertise and restricted resources as commonplace, many house museums provide very little in the way of structured educational experiences for schools. This study aims to increase our understanding of educational encounters in house museums. Using Falk and Dierking's Interactive Experience Model this thesis explores the personal, physical and social contexts of young children's visits to house museums. It follows the progress of children aged 5-8 years, as they participate in class visits to two very different kinds of house museum. A structured, age-appropriate education program implemented at Calthorpes' House is compared to the approach taken at Blundells' Cottage, where a lack of resources and professional expertise has resulted in unstructured school visits, typical of amateur house museums throughout Australia. The study directly compares these structured and non-structured museum visits to determine the immediate and long term value of constructed learning experiences in historic houses. The thesis concludes that the structure of a school visit has a significant influence on the museum experience. Research revealed that structured education programs prepare children better for their visit, allow for more successful interactive experiences on site, encourage enjoyable social interactions and result in more detailed museum memories. Finally this thesis outlines implications for house museums as a result of this research and makes recommendations to assist under-resourced house museums provide more structured, more informed educational interactions for schools.
APA, Harvard, Vancouver, ISO, and other styles
3

Gantier, Samuel. "Contribution au design du documentaire interactif : jonction et disjonction des figures de l'utilisateur de B4, fenêtres sur tour, coproduit par France Télévisions." Thesis, Valenciennes, 2014. http://www.theses.fr/2014VALE0031.

Full text
Abstract:
Ces dix dernières années, plusieurs centaines de web-documentaires ont été publiés sur Internet. Si ce format émergent connaît un succès d’estime important auprès des professionnels des médias, son design ne va pas de soi. Dès lors, comment les théories du cinéma documentaire et des médias informatisés éclairent-elles les métamorphoses médiatiques caractéristiques de ces « nouvelles écritures » ? Quels sont les enjeux ontologico-esthétiques et communicationnels d’un documentaire interactif ? Quel rôle et quel pouvoir l’instance d’énonciation doit-elle octroyer à un « spectateur-actant » ? Afin de répondre à ces questions, un état des lieux de la production francophone permet tout d’abord d’établir une typologie des différents modes d’interaction. Ensuite, une approche ethnographique, fondée sur une observation participante du design de B4, fenêtres sur tour, au sein de France Télévisions, interroge l’ensemble des controverses socio-techniques et sémio-pragmatiques qui jalonnent les six mois de conception. Une analyse par théorisation ancrée met en exergue les différentes dimensions d’un Utilisateur Modèle négociées, de manière plus ou moins implicite, par l’ensemble des acteurs. Enfin, les usages supposés du web-documentaire sont confrontés à une évaluation de l’expérience utilisateur. Les jonctions et disjonctions entre les figures d’un Utilisateur Modèle, Statistique et Empirique contribuent in fine à mieux appréhender le design de ce format hybride et non stabilisé
In the last few years, several hundred interactive documentaries (i-docs) have been published on the Internet. If many media professionals prize the i-doc format, its design remains a challenging feat. Given this, what light do film documentary theories and digital media shed on the mediated metamorphoses that typify the “New Writings” movement? What are the communicational and ontologico-aesthetic issues of i-docs? What role and what power should an instance of enunciation accord to the “actant-spectator”?In response to these questions, our study of the current state of the French-speaking production scene brought to the fore a typology of interaction modes. Following this observation, an ethnographic approach, based on a participant observation method, questioned the overall sociotechnical and semio-graphic issues that marked the six-month design process of an i-doc called B4, fenêtres sur tour for the State-run France Télévisions. A Grounded Theory analysis of the data highlighted the different dimensions of a more or less implicit negotiated Model User used by the actors. Finally, the purported uses of i-docs were questioned in evaluating users’ experience. The junctions and disjunctions involving the interaction of the User, Statistical and Empirical Models contributed to a better grasp of the designing of the hybrid and non-stabilised i-doc format
APA, Harvard, Vancouver, ISO, and other styles
4

Fass, John. "Representing experiences of digital systems : the design and use of externalising models." Thesis, Royal College of Art, 2018. http://researchonline.rca.ac.uk/3445/.

Full text
Abstract:
This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities I have designed. The theoretical context for this PhD centres on internal and external models of people’s experiences with digital systems. This is an AHRC funded PhD written as part of the Creative Exchange, which supports collaborative research projects conducted with industry and academic partners. The way people experience digital systems can be dif cult to observe, and is experienced via complex, fragmented interfaces with hidden effects. We often nd that digital systems have a attening effect, and are frustrating and confusing to use, while our actions and behaviours are invisibly tracked and analysed. There is thus a need for people to gain awareness of the ways they experience digital systems. My primary research question focuses on the design characteristics of visual and physical models that externalise individual and group experiences of digital systems. Secondary questions include: What effects do the material properties of externalising models have on how digital systems are represented? and What types of activities externalise representations of digital systems? These questions are explored through case studies that focus on a set of digital systems identi ed through the research including web browsing, digital social networks, and image metadata. The first two case studies are exploratory, the third is applied. I completed these case studies in three collaborative settings, employing qualitative data collection methods including drawing, physical modelling and semi-structured interviews. I draw on theories of representation and cognition, and Dix and Gongora’s theory of externalisation in design, and apply them to new contexts and situations. My units of analysis are the externalising models and participants’ spoken accounts of making them. The ndings include: externalising experiences of digital systems using diverse materials is a way of countering attening effects; deploying new non-linguistic metaphors to represent experiences of digital systems is an important way of understanding and communicating them; and designing situations where people can create self-constructed representations of their experiences of digital systems enables narrative sequences, tangible expressions, and shared descriptions. My research is useful for the insight it provides participants into their own experiences with everyday digital systems, giving them better ways of understanding how digital systems shape their lives. It is also useful for designers working with people to nd out about their experiences of digital systems, and design researchers who are developing novel elicitation methods. My original contributions to knowledge include new contexts for externalising models, applying externalisation to experiences of digital systems, and recommendations for how designers can create objects and activities to externalise the experiences of digital systems of non- designers.
APA, Harvard, Vancouver, ISO, and other styles
5

Dawson, John David. "A discussion of immersion in human computer interaction : the immersion model of user experience." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3685.

Full text
Abstract:
This document is a discussion of Immersion in Human-Computer Interaction which has been developed from observing and recording the experiences of participant’s in studies exploring the use of, and engagement with, technology. Within this Thesis, I present a model of User-Experience derived from my research which is termed the Immersion Model of User-Experience. I then explore how this model can be used to identify and foster the optimal form of User-Experience known as Flow. In addition, this Thesis includes an exploration of the prominent literature in Immersion and Flow, as well presenting a series of studies that were used to draw the conclusions of the Thesis. Starting with an exploration of the topic of Immersion in Human Computer Interaction, I examine the common terms, descriptions and uses of Immersion across a variety of fields. I use this body of work to provide background and understanding to what it means to be immersed in activities. I then discuss how Flow experience can be identified as the optimal experience in an activity. I then present how this can be mapped to User-Experience by presenting the Immersion Model of User-Experience. In detail of this model I explore how different elements of an experience change the type of experience an individual has when engaged in an activity. Finally, I discuss how an antithesis to Flow can occur, the pessimal experience known as Boredom.
APA, Harvard, Vancouver, ISO, and other styles
6

Aranyi, Gabor. "Developing a psychological model of end-users' experience with news Web sites." Thesis, Teesside University, 2012. http://hdl.handle.net/10149/236331.

Full text
Abstract:
The primary aim of the research project presented in this thesis was to develop and test a comprehensive psychological model of interaction experience with news Web sites. Although news media have been publishing on the Web increasingly since the second half of the 1990s and news sites have become a favoured source of news for many, there is a lack of knowledge about news sites in terms of interaction-experience constructs and their structural relationships. The project aimed to examine people’s use of news sites from the perspective of interaction-experience research by developing a model and, based on this model, to provide guidance for designers of news sites. The project comprises three research phases: (1) exploratory phase, (2) modelling phase and (3) experimental phase. In the exploratory phase, a review of literature and an exploratory study of interaction experience with news Web sites were conducted. The latter explored how users of a particular news site interact with the site and which aspects of their experience they report. Data for the exploratory study were collected with an online questionnaire and by recording participants’ use of a news site under think-aloud instructions. In the modelling phase, an online questionnaire was used to collect answers to psychometric scales that were selected based on the literature review and the exploratory study. A measurement model was formulated to test the relationship between measurement items and the measurement scales, and structural models were formulated to test hypotheses related to the structural relationships of variables. Following the test results, a model of interaction experience with news sites was formulated to predict outcome measures of interaction experience from variables measuring aspects of interaction experience. Components of interaction experience, in turn, were predicted from measures of perceived news-site characteristics. In the experimental phase, an experiment was conducted to test the model of interaction experience with news sites in a controlled setting. Additionally, measures of person- and context characteristics were included in the prediction of components of interaction experience. The model of interaction experience with news sites was supported and accounted for a medium to substantial amount of variance in outcome measures. Finally, design guidance was derived from the model to advance interaction-experience knowledge, and conclusions were drawn regarding the model, in relation to existing research.
APA, Harvard, Vancouver, ISO, and other styles
7

Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

Full text
Abstract:
One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of this nature as it can be analyzed based upon interactive performance factors that help in the decision making process. For this reason, scenarios, adaptive narratives and frameworks were investigated and created as a potential tool to improve the human’s experience using cues of user’s interest related suggestions. For the purpose of a fluent interaction, a balance between passive and active interaction is aimed at and at last to achieve an immersive user experience an adaptive interactive narrative is generated that supports customizable feedback. To introduce a sophisticated version of a framework and design techniques, literature reviews, video recordings, questionnaires and personal experience evaluation have been conducted. A new platform for immersive interactions in a 3D virtual world has evolved. However, it turned out to be surprisingly difficult to evaluate the design in a setting that includes new technologies, where not much research has been done before. Based on these difficulties, the concept of three design techniques were developed and employed, in order to deal with the issue of decision-making that exists in daily life. These three techniques represent the scientific contribution to the stated major problems such as balanced interaction, immersive user experience and customizable data. This Master thesis discusses and concludes a generalizable framework on the result that was obtained when the adaptive narrative was created with its vast quantity of information that is applicable into other related installations in the commercial product design industry.
Ett av de stora problemen i människa-dator interaktion i en virtuell 3D- värld är det extremt svårt att hantera stora mängder information i vardagen. Detta tillstånd leder till problem såsom indecisions av människan som beskriver stressfaktorer och orsakar en oönskad användarupplevelse. En del av problemet är att små fynd har bidragit i forskningen på detta problem är att bistå människor att fatta beslut snabbt och ge snabba svar i förhållande till användarens upplevelse. Användare erfarenhet utvärdering av människans kommunikation verkar bra läge att problem av detta slag eftersom den kan analyseras baserat på interaktiva prestanda faktorer som hjälper i beslutsprocessen. Av denna anledning har scenarier, adaptiva berättelser och ramverk utreds och skapades som ett potentiellt verktyg för att förbättra människans erfarenhet av att använda ledtrådar i användarens intresse relaterade förslag. För en flytande interaktion, är en balans mellan passiv och aktiv samverkan som syftar till och till sist för att uppnå en uppslukande användarupplevelse en adaptiv interaktivt berättande genereras som stöder anpassningsbara återkoppling. Att införa en sofistikerad version av en ram och design tekniker, litteraturstudier, videoinspelningar, frågeformulär och personlig erfarenhet utvärdering har genomförts. En ny plattform för uppslukande interaktioner i en virtuell 3D- värld har utvecklats. Dock visade det sig vara förvånansvärt svårt att utvärdera designen i en miljö som innehåller ny teknik, där inte mycket forskning har gjorts tidigare. Baserat på dessa svårigheter, var begreppet tre design tekniker utvecklas och utnyttjas, i syfte att ta itu med frågan om beslutsfattande som finns i det dagliga livet. Dessa tre tekniker utgör den vetenskapliga bidrag till de angivna allvarliga problem såsom balanserad växelverkan, uppslukande användarupplevelse och anpassade uppgifter. Detta examensarbete behandlar och avslutar en generalizable ram på resultatet som erhölls när den adaptiva berättelsen skapades med dess stora mängd information som är tillämplig i andra installationer i kommersiella produkten designbranschen.
APA, Harvard, Vancouver, ISO, and other styles
8

Bao, Leiming, and Chunyan Sun. "Human-Computer Interaction in a Smart House." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9475.

Full text
Abstract:
The quality attribute concerning usability is generally of significant importance to systems. The area of Human Computer Interaction, HCI, especially handles several usability aspects. This degree project emphasizes HCI in a context of, so called, Smart House. The report is divided into three main sections: theory, application, and measurement results. In the theory section we will present about the context of HCI and the content of HCI, such as HCI model and goals of HCI design. In the application section we discuss the use of mobile phones as a device to remotely control devices of smart houses, and present a system developed to support such services. In order to make the system more attractive, we decided to design it for two categories of operations, menu operation and direct-touch operation mode. Finally, we have used questionnaires for reasons of measuring user satisfaction. Through investigation and analysis of the result of this, we come to the conclusion that system usability is good.
APA, Harvard, Vancouver, ISO, and other styles
9

Nordell, Sabina. "Mia and the Orb : Using multi-modal interaction design for an intimate UTI home-based test experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292786.

Full text
Abstract:
Medical technologies are increasingly moving into the home-setting, and they need to take potential users' experiences into account doing so. This paper explores how interactive point-of-care medical technologies can support and reassure potential users in their waiting during nighttime. Using Research through Design, it presents Mia & the Orb, an interactive home-based for detecting Urinary Tract Infections (UTI). The interactive test incubator guides the user's breathing and provides warmth, orbiting around moments of waiting during nighttime. Using Participatory Design Fiction to unravel user values and a material directed design approach on the physical prototyping phase, it was found that making medical technologies soft, warm and comforting opens up new opportunities to help during painful and helpless moments of waiting.
Medicinsk teknik blir alltmer vanligare i hemmet och de måste ta hänsyn till potentiella användares upplevelser. Denna uppsats utforskar hur interaktiva vårdmedicinska tekniker kan stödja och lugna potentiella användare i deras väntan under natten. Med hjälp av ”Research through Design” presenterar den Mia & the Orb, ett interaktivt hembaserat test för att upptäcka urinvägsinfektioner (UVI). Den interaktiva testinkubatorn guidar användarens andning och ger värme under prövande stunder av väntan under natten. Genom att använda ”Participatory Design Fiction” för att upptäcka användares värderingar och en materialstyrd designmetod under den fysiska prototypfasen, antyder att göra medicinsk teknik mjuk, varm och tröstande öppnar upp nya möjligheter att hjälpa till under smärtsamma och hjälplösa ögonblick.
APA, Harvard, Vancouver, ISO, and other styles
10

George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Lin, Hsien-Chuan. "A Case Study of How a Large Multilevel EFL Writing Class Experiences and Perceives Multiple Interaction Activities." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1967957381&sid=5&Fmt=2&clientId=1509&RQT=309&VName=PQD.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Mendes, MarÃlia Soares. "MALTU - model for evaluation of interaction in social systems from the Users Textual Language." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=14296.

Full text
Abstract:
The field of Human Computer Interaction (HCI) has suggested various methods for evaluating systems in order to improve their usability and User eXperience (UX). The advent of Web 2.0 has allowed the development of applications marked by collaboration, communication and interaction among their users in a way and on a scale never seen before. Social Systems (SS) (e.g. Twitter, Facebook, MySpace, LinkedIn etc.) are examples of such applications and have features such as: frequent exchange of messages, spontaneity and expression of feelings. The opportunities and challenges posed by these types of applications require the traditional evaluation methods to be reassessed, taking into consideration these new characteristics. For instance, the postings of users on SS reveal their opinions on various issues, including on what they think of the system. This work aims to test the hypothesis that the postings of users in SS provide relevant data for evaluation of the usability and of UX in SS. While researching through literature, we have not identified any evaluation model intending to collect and interpret texts from users in order to assess the user experience and system usability. Thus, this thesis proposes MALTU - Model for evaluation of interaction in social systems from the Users Textual Language. In order to provide a basis for the development of the proposed model, we conducted a study of how users express their opinions on the system in natural language. We extracted postings of users from four SS of different contexts. HCI experts classified, studied and processed such postings by using Natural Language Processing (PLN) techniques and data mining, and then analyzed them in order to obtain a generic model. The MALTU was applied in two SS: an entertainment and an educational SS. The results show that is possible to evaluate a system from the postings of users in SS. Such assessments are aided by extraction patterns related to the use, to the types of postings and to HCI factors used in system.
A Ãrea de InteraÃÃo Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiÃncia do UsuÃrio (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicaÃÃes marcadas pela colaboraÃÃo, comunicaÃÃo e interatividade entre seus usuÃrios de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) sÃo exemplos dessas aplicaÃÃes e possuem caracterÃsticas como: frequente troca de mensagens e expressÃo de sentimentos de forma espontÃnea. As oportunidades e os desafios trazidos por esses tipos de aplicaÃÃes exigem que os mÃtodos tradicionais de avaliaÃÃo sejam repensados, considerando essas novas caracterÃsticas. Por exemplo, as postagens dos usuÃrios em SS revelam suas opiniÃes sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipÃtese de que as postagens dos usuÃrios em SS fornecem dados relevantes para avaliaÃÃo da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, nÃo foi identificado nenhum modelo de avaliaÃÃo que tenha direcionado seu foco na coleta e anÃlise das postagens dos usuÃrios a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propÃe o MALTU â Modelo para AvaliaÃÃo da interaÃÃo em sistemas sociais a partir da Linguagem Textual do UsuÃrio. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuÃrios expressam suas opiniÃes sobre o sistema em lÃngua natural. Foram extraÃdas postagens de usuÃrios de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando tÃcnicas de Processamento da Linguagem Natural (PLN) e mineraÃÃo de dados e, analisadas a fim da obtenÃÃo de um modelo genÃrico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que à possÃvel avaliar um sistema a partir das postagens dos usuÃrios em SS. Tais avaliaÃÃes sÃo auxiliadas por padrÃes de extraÃÃo relacionados ao uso, aos tipos de postagens e Ãs metas de IHC utilizadas na avaliaÃÃo do sistema.
APA, Harvard, Vancouver, ISO, and other styles
13

Pack, Derik Leroi. "Rethinking the web structure focusing on events to create better information and experience management /." Thesis, Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-07092004-011223/unrestricted/pack%5Fderik%5Fl%5F200407%5Fmasters.pdf.

Full text
Abstract:
Thesis (M.S.)--School of Electrical and Computer Engineering, Georgia Institute of Technology, 2005. Directed by Jain Ramesh.
Ramesh Jain, Committee Chair ; Linda Wills, Committee Member ; Jim McClellan@ece.gatech.edu, Committee Member. Vita. Includes bibliographical references.
APA, Harvard, Vancouver, ISO, and other styles
14

Onibokun, Joseph A. "Modelling the acceptance and behaviour of university students in relation to social-networking sites." Thesis, Teesside University, 2012. http://hdl.handle.net/10149/293018.

Full text
Abstract:
This thesis presents a research model to investigate university-students’ acceptance and behaviour in relation to social-networking sites (SNS). In order to carry out this investigation, the research project was divided into two phases using qualitative and quantitative data based on a diverse sample of university students. Phase One used a think-aloud technique to explore the interaction experiences associated with students’ use of Facebook, a popular social-networking site. Twenty-six participants from Teesside University took part in the first study and six categories of experience (communication, gratification, inquisitiveness, evocation, interconnection, apprehension, and ambience) were identified. Subsequently conceptual similarities were found between all six categories of experience and six psychological human needs (relatedness, pleasure, popularity, security, competence and meaning). In Phase Two, a research model was constructed, based on existing literature on technology acceptance and the psychological needs identified in Phase One. Results from an online survey of 766 university students in the United Kingdom, who were also SNS users, provided evidence for the proposed model. The model explained and predicted students’ adoption of SNS, accounting for half of the variance in behavioural intention and almost a quarter of the variance in actual use behaviour. The results showed that students’ personal beliefs, social identity and psychological human needs influenced their decision to adopt SNS. Specifically, user-perceived usefulness, ease of use, enjoyment and credibility were found to iv be important factors in students’ adoption of SNS. The influence of social identity on students’ behavioural intention was also found to be mediated by perceived usefulness and perceived ease of use. Furthermore, the findings emphasise the importance of psychological human needs in students’ adoption of SNS. In particular, the need for relatedness was found to be a significant independent predictor of behavioural intention. Based on the results of this study, theoretical and practical implications are discussed.
APA, Harvard, Vancouver, ISO, and other styles
15

Ylitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.

Full text
Abstract:
Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
APA, Harvard, Vancouver, ISO, and other styles
16

Armando, Marco. "Psychotic like experiences and 22q11 microdeletion syndrome : two possible models for the investigation of gene-enviroment interaction in psychotic onset." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/3940/.

Full text
Abstract:
Psychotic disorders can be defined as disorders of adaptation to social context. Although heritability is often emphasized, onset must be considered as the end-point of a pathway which involves: 1) genetic heritability; 2) environmental factors; 3) psychopathological factors. Therefore, the current challenge consists in combining different scientific fields aiming at a deeper comprehension of psychotic disorders. Taking off these considerations, this thesis will present research conducted in Rome (Children Hospital Bambino Gesù) and in Birmingham (Department of Psychology, University of Birmingham) by the Author during his PhD. These research are focused on two possible models which can help to better understand the role played by gene/enviroment interaction in the pathogenesis of psychotic disorders. The first model concerns the so-called psychotic-like experiences and is therefore situated in the sphere of the psychopathological factors involved in the pathway to psychosis. The second model concerns 22q11 microdeletion syndrome, a genetic syndrome with high prevalence of psychotic disorders. The thesis starts with a comprehensive review of these topics. Subsequently, the main findings of the research conducted during the PhD will be described and analyzed. Implications are explored, in terms of clinical practice, aetiological pathways, potential treatments and intervention strategies.
APA, Harvard, Vancouver, ISO, and other styles
17

Liu, Tingmo, and Oleg Kron. "The impact of the deceptive design of the account deletion process on social media." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49517.

Full text
Abstract:
The study is to establish whether there is any impact on the social media company that is implementing the deceptive design on the account deletion process. By conducting the qualitative research with Instagram users and analyzing users’ feelings, opinions, and potential actions, the study finds out using the deceptive design on account deletion process on social media has a weak influence on the social media company.
APA, Harvard, Vancouver, ISO, and other styles
18

Láng, Lili, and Paula Dana Pudane. "Deceptive Interfaces : A case study on Amazon’s account deletion navigation and its effects on user experience." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43646.

Full text
APA, Harvard, Vancouver, ISO, and other styles
19

Redfearn, Brady Edwin. "User Experience Engineering Adoption and Practice: A Longitudinal Case Study." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3762.

Full text
Abstract:
User Experience Engineering (UxE) incorporates subject areas like usability, HCI, interaction experience, interaction design, "human factors", ergonomics", cognitive psychology", behavioral psychology and psychometrics", systems engineering", [and] "computer science," (Hartson, 1998). It has been suggested that UxE will be the main success factor in organizations as we enter the "loyalty decade" of software development, where the repeat usage of a product by a single customer will be the metric of product success (Alghamdi, 2010; Law & van Schaik, 2010, p. 313; Nielsen, 2008; Van Schaik & Ling, 2011). What is relatively unknown in the current academic literature is whether existing UxE methodologies are effective or not when placed in a longitudinal research context (Law & van Schaik, 2010). There is room for the exploration of the effects of long-term UxE practices in a real-world case study scenario. The problem, addressed in this study, is that a lack of the application of UxE-related processes and practices with an industrial partner had resulted in customer dissatisfaction and a loss of market share. A three-year case study was performed during which 10 UxE-related metrics were gathered and analyzed to measure the improvements in the design of the customer's experience that long-term UxE practices could bring to a small corporate enterprise. The changes that occurred from the corporate and customer's point of view were analyzed as the customer's experience evolved throughout this long-term UxE study. Finally, an analysis of the problems and issues that arose in the implementation of UxE principles during the application of long-term UxE processes was performed. First-hand training between the research team and company employees proved essential to the success of this project. Although a long-term UxE process was difficult to implement within the existing development practices of the industrial partner, a dramatic increase in customer satisfaction and customer engagement with the company system was found. UxE processes led to increased sales rates and decreased development costs in the long-term. All 10 metrics gathered throughout this study showed measurable improvements after long-term UxE processes and practices were adopted by the industrial partner.
APA, Harvard, Vancouver, ISO, and other styles
20

Mendes, Marília Soares. "MALTU – um modelo para avaliação da interação em sistemas sociais a partir da linguagem textual do usuário." reponame:Repositório Institucional da UFC, 2015. http://www.repositorio.ufc.br/handle/riufc/19820.

Full text
Abstract:
MENDES, Marília Soares. MALTU – um modelo para avaliação da interação em sistemas sociais a partir da linguagem textual do usuário. 2015. 199 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2015.
Submitted by Vitor Campos (vitband@gmail.com) on 2016-09-27T23:24:34Z No. of bitstreams: 1 2015_tese_msmendes.pdf: 9165504 bytes, checksum: 35e2398a141e078cdbae6331e1173c8a (MD5)
Approved for entry into archive by Jairo Viana (jairo@ufc.br) on 2016-09-27T23:40:31Z (GMT) No. of bitstreams: 1 2015_tese_msmendes.pdf: 9165504 bytes, checksum: 35e2398a141e078cdbae6331e1173c8a (MD5)
Made available in DSpace on 2016-09-27T23:40:31Z (GMT). No. of bitstreams: 1 2015_tese_msmendes.pdf: 9165504 bytes, checksum: 35e2398a141e078cdbae6331e1173c8a (MD5) Previous issue date: 2015
The field of Human Computer Interaction (HCI) has suggested various methods for evaluating systems in order to improve their usability and User eXperience (UX). The advent of Web 2.0 has allowed the development of applications marked by collaboration, communication and interaction among their users in a way and on a scale never seen before. Social Systems (SS) (e.g. Twitter, Facebook, MySpace, LinkedIn etc.) are examples of such applications and have features such as: frequent exchange of messages, spontaneity and expression of feelings. The opportunities and challenges posed by these types of applications require the traditional evaluation methods to be reassessed, taking into consideration these new characteristics. For instance, the postings of users on SS reveal their opinions on various issues, including on what they think of the system. This work aims to test the hypothesis that the postings of users in SS provide relevant data for evaluation of the usability and of UX in SS. While researching through literature, we have not identified any evaluation model intending to collect and interpret texts from users in order to assess the user experience and system usability. Thus, this thesis proposes MALTU - Model for evaluation of interaction in social systems from the Users Textual Language. In order to provide a basis for the development of the proposed model, we conducted a study of how users express their opinions on the system in natural language. We extracted postings of users from four SS of different contexts. HCI experts classified, studied and processed such postings by using Natural Language Processing (PLN) techniques and data mining, and then analyzed them in order to obtain a generic model. The MALTU was applied in two SS: an entertainment and an educational SS. The results show that is possible to evaluate a system from the postings of users in SS. Such assessments are aided by extraction patterns related to the use, to the types of postings and to HCI factors used in system.
A área de Interação Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiência do Usuário (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicações marcadas pela colaboração, comunicação e interatividade entre seus usuários de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) são exemplos dessas aplicações e possuem características como: frequente troca de mensagens e expressão de sentimentos de forma espontânea. As oportunidades e os desafios trazidos por esses tipos de aplicações exigem que os métodos tradicionais de avaliação sejam repensados, considerando essas novas características. Por exemplo, as postagens dos usuários em SS revelam suas opiniões sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipótese de que as postagens dos usuários em SS fornecem dados relevantes para avaliação da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, não foi identificado nenhum modelo de avaliação que tenha direcionado seu foco na coleta e análise das postagens dos usuários a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propõe o MALTU – Modelo para Avaliação da interação em sistemas sociais a partir da Linguagem Textual do Usuário. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuários expressam suas opiniões sobre o sistema em língua natural. Foram extraídas postagens de usuários de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando técnicas de Processamento da Linguagem Natural (PLN) e mineração de dados e, analisadas a fim da obtenção de um modelo genérico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que é possível avaliar um sistema a partir das postagens dos usuários em SS. Tais avaliações são auxiliadas por padrões de extração relacionados ao uso, aos tipos de postagens e às metas de IHC utilizadas na avaliação do sistema.
APA, Harvard, Vancouver, ISO, and other styles
21

Karlsson, Ann-Christin. "Att vara vaken under operation i regional anestesi : Från patienters upplevelser till en vårdande modell." Doctoral thesis, Linnéuniversitetet, Institutionen för hälso- och vårdvetenskap (HV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-30684.

Full text
Abstract:
Aim: The overall aim of the thesis was to describe the experiences of awake patients during surgery under regional anesthesia. In addition, the aim was to develop a model for intraoperative care that can support and enhance patients’ well-being during the intraoperative period.   Methods: Study I was a patient interview study guided by a reflective lifeworld approach. In study II a philosophical reflection of the findings from study I was carried out. In study III a hermeneutic approach inspired by Ricoeur and Gadamer was used in order to interpret video recorded material. In study IV a hermeneutic approach inspired by Gadamer was used to synthesize the findings in studies I-III transformed into an intraoperative caring model.  Overall main findings: The analysis shows that being awake during surgery can be compared with walking a tightrope because of ambiguous feelings. The proximity and presence of the nurse anesthetist (NA) anchors the patient in the present and strengthens the patient’s feeling of trust. The temporary disruption in the relationship between the body and the world due to regional anesthesia means that the patient’s being in the world is exposed to revolutionary experiences. Gaps between the patient’s experiences and the situation can be bridged over when the NA acts as the patient’s bodily extension and links the patient as a subject to the world in the intraoperative situation. From the patient’s perspective this calls for the NA’s proximity and genuine presence in the ‘intraoperative caring space’. When the NA’s performance of his/her professional duties clashes with the patient’s existential being in the intraoperative situation the need of present presence from the NA is crucial. Conclusions: The findings contribute to knowledge development about intraoperative care and raise awareness that care for the awake patient cannot be performed on formal routines that might disregard the uniqueness of each patient’s situation. The model can be used as a tool to encounter awake patients’ existential needs in the intraoperative situation and to further enlighten NAs about the possible impact of their proximity, interaction and communication behavior in the delivery of intraoperative nursing care.
APA, Harvard, Vancouver, ISO, and other styles
22

De, Beer Isabella Constance. "Experiences of learners when a computer simulation is used to aid teaching the photoelectric effect." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/40532.

Full text
Abstract:
This study explores the use of computer simulations to supplement learning in Science lessons, specifically the photoelectric effect. This study uses the Felder and Silverman Learning Style Model (FSLSM) as a theoretical framework to investigate the use of simulations as it provides a useful lens through which to explore the consistent way in which a person learns regardless of the teaching method or content learnt. Using this theoretical framework, this research investigates the experiences of learners with different learning styles when an interactive computer simulation is used to aid teaching the photoelectric effect in Physical Science. This case study used qualitative data collected from 17 computer literate Grade 12 learners in three different classes at a secondary school in Nelspruit, Mpumalanga. Analysis of the data collected in this study shows that when the simulation is used in Science, the learning experience of the learners is enhanced. Positive experiences for all four the Dimensions in the FSLSM could be indentified when the ICS was used and this could be linked to specific learning styles. Sensory and Intuitive learners enjoyed conducting the experiment that would normally require unsafe conditions and that the experiment could be set up quickly and with ease. The different dimension brought about by using the ICS was enjoyed by Intuitive learners. The visualisation of the abstract physical systems enhanced the learning for Visual and Verbal learners, whilst Global and Sequential learners felt that they gained a deeper understanding of the photoelectric phenomenon by using the ICS. Reflective learners enjoyed the precision of their pseudo-experimental data, but the Active learners felt that they did not understand the graphs given in the ICS. The interactive control variables and the fact that the learners had an option to work in either a group or on their own, benefitted both Active and Reflective learners.
Dissertation (MEd)--University of Pretoria, 2013.
gm2014
Science, Mathematics and Technology Education
unrestricted
APA, Harvard, Vancouver, ISO, and other styles
23

Borba, Eliane Aparecida [UNESP]. "O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz: a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagem." Universidade Estadual Paulista (UNESP), 2006. http://hdl.handle.net/11449/95531.

Full text
Abstract:
Made available in DSpace on 2014-06-11T19:27:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2006-07-04Bitstream added on 2014-06-13T19:15:19Z : No. of bitstreams: 1 borba_ea_me_mar.pdf: 587417 bytes, checksum: 44ca3b4ae618d2558f3387e45e5c36b1 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
The teaching of indexing procedures by means of the Documentary Reading Model for Indexing of Scientific Articles offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline Indexing and Abstracting and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below)
APA, Harvard, Vancouver, ISO, and other styles
24

Borba, Eliane Aparecida. "O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz : a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagem /." Marília : [s.n.], 2006. http://hdl.handle.net/11449/95531.

Full text
Abstract:
Orientador: Mariângela Spotti Lopes Fujita
Banca: Maria Isabel Asperti Nardi
Banca: Maria Cristiane Barbosa Galvão
Abstract: The teaching of indexing procedures by means of the "Documentary Reading Model for Indexing of Scientific Articles" offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The "Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline "Indexing and Abstracting" and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below)
Mestre
APA, Harvard, Vancouver, ISO, and other styles
25

Braz, André Pereira das Neves. "Rodadas de Interação: um modelo para o projeto de interfaces de websites que potencializem a motivação em interagir." Universidade do Estado do Rio de Janeiro, 2013. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=6874.

Full text
Abstract:
Este trabalho tem por objetivo propor um modelo de pensamento projetual que oriente o designer de experiências interativas no formato de websites. Baseia-se em um corpo teórico e diretrizes adequadas para estimular a manutenção da atividade do usuário e o prolongamento da experiência interativa no tempo, aumentando a probabilidade da ocorrência de momentos memoráveis e emocionalmente positivos ao interator, sem prejuízo à usabilidade do sistema. Esta abordagem se afasta do paradigma de projeto voltado para o cumprimento de objetivos e tarefas, no qual procura-se reduzir o tempo de interação aumentando a produtividade do interator. Ao contrário, aqui se propõe um olhar voltado para o engajamento em uma atividade, sendo esta o fim em si.
This work aims to propose a design thinking framework, able to inspire user experience designers focused in interactive websites. Its based in a body of knowledge and precepts necessary to stimulate and motivate the users to continuously interact, extending the experience in time, thus increasing the odds of one or more occurrences of memorable and positive moments for the user, with no compromise to good usability. This perspective draws away from the paradigm of an exclusively goal or task-oriented design, in which productivity plays a big role and usually a smaller period of time is a measure of good usability. Instead, the proposal of this conceptual framework is to provide the designer a new set of lenses that puts the activity in the fore, not as means to an end, but an end itself.
APA, Harvard, Vancouver, ISO, and other styles
26

TRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.

Full text
Abstract:
Storicamente, lo studio delle Nuove Tecnologie ha visto l’evoluzione di diverse discipline interessate alla valutazione delle stesse, in termini di sicurezza, usabilità, esperienza globale (dall’Ergonomia fino alla User Experience, passando per la cyberpsicologia). Tali discipline hanno identificato nei “bisogni degli utenti” la guida fondamentale di valutazione e design. Tuttavia, è mancata una contestualizzazione teorica del concetto di bisogno dell’utente. A tal proposito, questa tesi propone un modello teorico (PIM) basato sulla relazione tra tecnologie e intenzioni degli utenti. Queste ultime, sulla base della letteratura psicologica e filosofica, sono viste come l’antecedente mentale delle azioni, strutturate gerarchicamente. Sulla base del modello, vengono presentati tre esperimenti incentrati sull’interazione con le tecnologie e le intenzioni al livello motorio, prossimale e distale. I risultati del primo esperimento indicano che l’utilizzo di tecnologie interattive può modificare il contenuto rappresentazionale delle intenzioni motorie. Il secondo esperimento mostra che la presenza di intenzioni prossimali in utenti orienta la loro percezione di opportunità d’azione e la valutazione della tecnologia. Il terzo esperimento dimostra che la presenza di intenzioni distali negli utenti influenza la valutazione di usabilità di una tecnologia e le emozioni ad essa legate. La conclusione della tesi approfondisce l’importanza dell’analisi delle intenzioni nella valutazione delle tecnologie.
Historically, the study of New Technologies has seen the evolution of the various disciplines involved in technology evaluation, in terms of safety, usability, and the overall experience (from ergonomics to User Experience, and cyberpsychology). These disciplines have identified the "user needs" as the fundamental guideline for evaluation and design. However, a theoretical contextualization of the concept of user needs is still missing. This dissertation proposes a theoretical model (PIM) based on the relationship between technology and user intentions. Based on the psychological and philosophical literature, it defines intentions as the hierarchically-structured mental antecedents of actions. Starting from the model, three experiments are presented focusing on the interaction with the technologies and motor, proximal and distal intentions. The results of the first experiment indicate that the use of interactive technologies can modify the representational content of motor intentions. The second experiment shows that the presence of proximal intentions in users drives their perception of affordances in the technologies and their final evaluation. The third experiment shows that users’ distal intentions influence the evaluation of usability in the technology and the experience of usage-related emotions. The conclusion explores the importance of intention analysis in technology evaluation.
APA, Harvard, Vancouver, ISO, and other styles
27

Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.

Full text
Abstract:
Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique auxquels j'ai participé, d'études académiques sur les jeux sérieux et l'expérience des visiteurs et des joueurs et de mon expérience professionnelle dans le domaine de la médiation et du développement informatique, apporte des réponses à ces différentes questions. Elle propose la notion de "jeu de visite", adapté à un public plus différencié et en conçoit une modélisation autour de la notion de "mission adaptable". Elle permet une modification dynamique des constituants du jeu et de son contexte d'exécution, en fonction de l'expérience recherchée par et pour le visiteur joueur
Serious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
APA, Harvard, Vancouver, ISO, and other styles
28

Hjortgren, Katarina. "Från vilsenhet och frustration till kontakt och ökat hopp : en modell för stöd till föräldrar till barn med samspels- och kommunikationssvårigheter." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-88847.

Full text
Abstract:
Syftet med denna studie var att undersöka erfarenheterna, hos föräldrar till barn med diagnos inom autismspektrum, av att delta i föräldrastödsmodellen Samspel i fokus, personalens erfarenheter av arbetet samt om och i vilken utsträckning det finns en överensstämmelse mellan föräldrarnas och personalens erfarenheter. En kvalitativ retrospektiv ansats har använts där åtta föräldrar till fem barn intervjuats tre till fyra år efter att de deltog. Intervjuer genomfördes även med samtliga tre personer som arbetar i verksamheten. Uppföljande filmade samspelssituationer mellan föräldrar och barn samt en träff för återföring genomfördes av personalen efter att föräldrarna intervjuats. Personalens erfarenheter av de uppföljande filminterventionerna undersöktes via gruppsamtal och föräldrarnas via telefonsamtal. Resultatet visar att föräldrarna upplevt att deltagande i Samspel i fokus bidragit till att de fått ökad förståelse för hur de kan bidra till barnets samspelsutveckling och några av dem menar att det inneburit ett genombrott i möjligheten till kontakt med barnet. Föräldrarnas erfarenheter av deltagande visar att de upplevt att personalen bidragit till att synliggöra barnets utvecklingspotential där möjligheten till ögonkontakt framstår som särskilt betydelsefullt. I föräldrarnas berättelser framkommer vidare att de upplevt att personalen förmedlat en tilltro till deras förmåga som samspelstödjare, vilket de även fått bekräftelse på via bilden som verktyg. Resultatet av intervjuerna med personalen visar en tydlig teoretisk medvetenhet och samsyn gällande föräldrastödsmodellens innehåll, vilken överensstämmer med hur föräldrarna beskriver sina erfarenheter av deltagande. De uppföljande filminterventionerna visar enligt personalen, förutom betydande framsteg hos barnen avseende deras samspelförmåga, att föräldrarna tydligt tagit till sig bärande idéer som de arbetat med under tiden i Samspel i fokus. Slutligen framkommer att föräldrarna upplevt den uppföljande filminterventionen som värdefull, genom att den på ett konkret sätt visat hur de kan hjälpa barnet vidare i sin utveckling samt att de fått bekräftelse på sin föräldraförmåga.
The purpose of this study was to investigate the parents of children with autism spectrum disorder experience of participating in the parent support model Interaction in focus and the staff´s experience working with children and parents. The purpose was also to investigate whether and to what extent there is a consensus between parent´s and staff's perception of the content. Through a qualitative retrospective design, eight parents of five children were interviewed, three to four years after they participated in the intervention. Interviews were also conducted with all three working in the team. A follow-up film intervention, of interaction situations between parents and children, was carried out by staff after the parents were interviewed. Staff's experiences of the follow-up film interventions were investigated through group interviews and parents through telephone interviews. The result shows that the parents felt that participation in the support model, Interaction in focus, contributed to greater understanding of how they can support the child's interaction development and some of them experienced that it was a breakthrough in the possibility of contact with the child. Parents' experiences of participation, shows that they felt that the staff helped to make visible the child's development where the possibility of eye contact, are particularly important. In parents' stories reveals further that they felt that the staff conveyed a belief in their ability to support the child´s interaction development, which they also received confirmation via the visual image as a tool. The result of the interviews with the staff shows a clear theoretical consciousness and consensus regarding the intervention content which is consistent with how parents describe their experiences of participation. The follow-up films shows, according to the staff, in addition to significant progress in the children regarding their interaction skills, the parents clearly embraced the fundamental ideas as they worked on during Interaction in focus. Finally, it appears that parents experienced the follow-up film intervention as valuable, though it in a concrete way gave keys how to help the child progress in their development, and that they received confirmation of their parenting skills.
APA, Harvard, Vancouver, ISO, and other styles
29

Frithiof, Jessica, and Josefine Liljeblad. "Släpp kontrollbehovet och låt automatiken göra jobbet : En kvalitativ studie om hur ett gränssnitt kan effektivisera publiceringsprocessen." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76723.

Full text
Abstract:
Denna studie och uppsats har behandlat samt fokuserat på att synliggöra användarproblem och bearbeta dessa genom bakomliggande teorier kring olika systemegenskaper. Studien utgår från det aktuella administrationsverktyget Everyware. Verktyget Everyware används idag av tidningar och mediehus för att bygga upp och underhålla webbtidningar. En ständig ökning av digital nyhetspublicering bidrar till en konkurrens inom tidnings- och mediebranschen. Detta betyder i sin tur att branschen vill publicera sina nyheter så snabbt och smidigt som möjligt. Detta har varit en bidragande faktor till studiens syfte. Syftet med studien har varit att ta fram ett nytänkande gränssnittsförslag som utifrån användaren ska upplevas som lätthanterligt, smidigt och responsivt. Det teoretiska ramverk som står till grund för studien är baserat på teorin IS Success Model. Med denna teori har studien undersökt vilka framgångsfaktorer ett informationssystem, enligt användarna, bör tillhandahålla. Som komplement till teorin har studien även använt sig av vetenskapliga områden som användarupplevelse, användbarhet och användarnytta. Genom både kedje- och ändamålsenligt urval har åtta potentiella användare av aktuellt verktyg involverats. Det empiriska materialet har samlats in genom individuella semistrukturerade intervjuer samt en gruppintervju. Utifrån det empiriska material som samlades in har sedan tydliga mönster tagits fram för att senare vidareutvecklas och bearbetas vidare i arbetsprocessen. En kategorisering utifrån olika upplevelser kring användandet av det aktuella verktyget, har tagit studien vidare mot gränssnittsarbetet. För att kunna skapa gränssnittsförslag krävdes en analys av det resultat som framkommit. En innehållsanalys och ett affinitetsdiagram skapades för att ta reda på primära önskemål hos användarna gällande administrationsverktygets egenskaper. Utifrån analysen kunde slutligen ett förslag på ett nytänkande gränssnitt för administrationsverktyget Everyware tas fram. Resultatet av denna studie har visat att användare av ett administrationsverktyg, för skapande av webbtidningar, är beroende av att verktyget tillhandahåller särskilda system, information och serviceegenskaper. Dessa egenskaper kan i sin tur leda till förmåner för användare av administrationsverktyget, tidningsbranschen samt läsarna.
This study has addressed and focused on visualizing user problems and processing them through underlying theories about different system properties. The study is based on the current administration tool Everyware. The tool is today used by newspapers and media houses to build and maintain web magazines. An ongoing increase in digital news publishing contributes to competition in the newspaper and media industry. This in turn means that the industry wants to publish news as quickly and smoothly as possible, which has been a contributing factor to the purpose of the study. The purpose of the study has been to develop a new-minded interface proposal which, according to the users, should be experienced as easy to use, smooth and responsively. The theoretical framework for the study is based on the theory IS Success Model. With this theory, the study has investigated what success factors an information system, according to users, should provide. As a complement to the theory, the study has also used scientific areas such as user experience, usability and utility. Through different methods has eight potential users of the current tool been involved. The empirical material has been collected through individual semi structured interviews and a group interview. Based on the collected data, patterns have been developed for further development and adaption in the work process. A categorization based on different experiences regarding the use of the current tool took the study further towards the interface proposal. In order to create interface proposals, an analysis of the result that was obtained was required. A content analysis and an affinity diagram were created to determine primary requirements of users regarding a management tool properties. Based on the analysis, a proposal of a new interface for the Everyware administration tool could finally be made. The result of this study has shown that users of administration tools are dependent on that the tool are providing specific system, information and service characteristics. These characteristics can in turn lead to net benefits for users of the administration tool but also the newspaper industry and the readers.
APA, Harvard, Vancouver, ISO, and other styles
30

Wockatz, Philip. ""WOW. FOR VOLVO" : cognition and affect combining forces to measure the immeasurable." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20990.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

Berthoud, Françoise. "Les pratiques tutorales dans un campus numérique : constructions sociales singulières." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO20045/document.

Full text
Abstract:
Cette thèse s’intéresse à la construction des pratiques tutorales dans le cadre d’une formation ouverte et à distance au sein de Campus Numériques français. L’hypothèse centrale de ce travail est que, malgré de nombreuses contraintes, les tuteurs à distance, en grande majorité, poursuivent cette activité. L’auteur commence par mettre en lumière, par le biais d’une trentaine d’ entretiens semi-directifs, les représentations des tuteurs concernant leur activité : quelles ressources et quels liens entrent dans la construction de leurs pratiques. C’est grâce au « modèle-service » quadripolaire que l’analyse s’effectue : quelles influences peuvent avoir le « système », « les pairs », « la personne-à-qui-s’adresse le service » (les étudiants) et « soi » sur la pratique tutorale à la fois individualisée et sociale. Les conclusions de ce travail permettent à l’auteur d’envisager la poursuite de l’activité tutorale comme une réponse à une ou des logique(s) individuelle(s) idiosyncrasique(s) à chacun des tuteurs dans le cadre de la sociologie de l’expérience
This dissertation addresses the matter of constructing tutorial practices construction in e-learning French campuses. The main hypothesis of this work is that, despite numerous constraints, most cybertutors pursue their tutorial activity.The author starts her research by in highlighting tutors’ representations of their activity through about thirty semi-directed interviews : which resources and links are required in building their practices. Thanks to the four poles “service-model”, the author can analyze the influences of the “system”, “the peers”, “the students” and “oneself” on tutorial practices which are individual and social in nature.These findings lead the author to consider the pursuit of tutorial activity as an answer to individual idiosyncrasic logic(s) for every tutor. This is accomplished through experience sociology
APA, Harvard, Vancouver, ISO, and other styles
32

Pietschmann, Daniel. "Spatial Mapping in virtuellen Umgebungen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-150532.

Full text
Abstract:
Die vorliegende Arbeit untersucht die Auswirkung von reichhaltigen, natürlichen Eingabe- und Ausgabeinformationen in virtuellen Umgebungen in Form von Natural Mapping und Stereoskopie. Dabei steht insbesondere die Kombination der Ein- und Ausgabemodalitäten mit dem damit verbundenen Interaktionsgegenstand im Fokus. Auf Basis von mentalen Modellen werden Transferprozesse von Wissen und Fertigkeiten bezüglich realer Handlungen auf virtuelle Handlungen angenommen. Diese resultieren in einer potenziell höheren User Experience und Performance bei der Interaktion. Spatial Mapping wird als Konzept der räumlichen Übereinstimmung von Wahrnehmungsräumen der Ein- und Ausgabeinformationen eingeführt und damit als holistische Erweiterung von Natural Mapping verstanden. Spatial Mapping bezeichnet in der vorliegenden Arbeit den Grad der Verknüpfung der physikalischen und virtuellen Umgebung, sodass Nutzer im Idealfall eine isomorphe Abbildung der beiden Wahrnehmungsräume erfahren und notwendige Transformationsprozesse für die Verarbeitung der virtuellen Umgebung minimiert werden können. Im Resultat stehen mehr kognitive Ressourcen für andere Inhalte zur Verfügung. Auf Basis des Spatial-Mapping-Ansatzes wurde ein Pfadmodell konstruiert, das experimentell überprüft wurde. In zwei Experimenten wurden Effekte von Natural Mapping und Stereoskopie in Szenarien mit hohem Spatial Mapping untersucht. Das erste Experiment nutzte dafür ein kommerzielles Computerspiel, bei dem Spatial Mapping für die Interaktion nicht handlungsrelevant war. Beim zweiten Experiment kam ein Virtual-Reality-Simulator zum Einsatz, bei dessen Aufgabenstellung Nutzer vom hohen Spatial Mapping deutlich profitieren konnten. Meist wird Stereoskopie auf existierende mediale Inhalte angewendet, ohne die Inhalte entsprechend darauf anzupassen. Diese Vorgehensweise lässt sich sowohl bei kommerziellen Computerspielen als auch in der Filmindustrie beobachten. Die Experimente zeigen, dass Stereoskopie keinen Einfluss auf UX und Performance hat, wenn das verfügbare Spatial Mapping für den Interaktionsgegenstand nicht handlungsrelevant ist. Die Arbeit diskutiert den Einsatz von Stereoskopie und Natural Mapping in Abhängigkeit des verwendeten Interaktionsgegenstandes und liefert damit einen Erklärungsansatz, der Eingabe- und Ausgabemodalitäten kombiniert betrachtet.
APA, Harvard, Vancouver, ISO, and other styles
33

Choinière, Isabelle. "Intercorporeality and technology : toward a new cognitive, aesthetic and communicative paradigm in the performing arts." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/8804.

Full text
Abstract:
The goal of this thesis was to reassess the relationship between the moving body and technology, and more specifically, to focus on recent perspectives in the performing arts which inscribe new manifestations and dynamics of cross-pollination between the somatic and technology. According to Dr. Andrea Davidson, 'Such research has rarely been formally identified with the specialised field of somatics' (2013, p.3). The thesis thus proposes to reflect on the experience and conception of the performative body in the link it entertains with technology. Investigating this relationship, it defines a new paradigm, that of an 'interfaced intercorporeality'. This paradigm is constructed with special attention to a different relationship revealed between the interface and the notion of a corporal potentiality or 'interval'. In particular, the thesis focuses on the concept of a 'collective body' based on this relationship and on practical research conducted within the framework of my research, along with the methodology that supported it. The research and creative work that are presented derive from experiments I conceived, conducted and participated in making. My analysis is thus based on direct experience. The relationship between the somatic and technology notably led me to focus on the notion of embodied cognition or 'bodily knowledge' and for this, to re-examine the work of Maurice Merleau-Ponty. As a consequence, this return to the experiential also required revisiting definitions given by the Greeks concerning the aesthetic as a reference to sensation and the ability to perceive. The thesis approaches the body as the ground and basis for creating work, as well as for testing the effect(s) that technology has on it. Experiments conducted sought to develop greater sensory and perceptual awareness in order to invest the relationship of somatics/technology in a dimension that could potentially constitute a transformation of self, of one's relationship to others and to the world. Merleau-Ponty's phenomenological existentialism formed the basis for explorations made to forge links between the somatic and technology. However, it is important to clarify that my intention was not to make an analysis of phenomenology per se. It was rather referenced as a means to explain the framework of my research in relation to lived experience, sensation, and specifically, to my creative approach involving new technologies. Merleau-Ponty's methodology includes subjective, first-person accounts of 'lived experience'. Third-person accounts, or so-called 'objective' positions, are also included. These accounts are then shown to evolve towards an ecosystem of interaction and movement in order to experience and test the production of theory and practical experimentation involved in the methodology I adopted. The thesis incorporates knowledge from several disciplines, but principally from the field of dance and technology. Highlighting sensorial and perceptual phenomena related to the transformation of the body through technology and subjective experience, it takes into account an interdisciplinary perspective that is linked to this problematic. The thesis begins with an introduction to phenomenology in which the concepts and positions of Merleau-Ponty are outlined, including those of anti-dualism, the lived body, the ontology of the body, corporeality, intercorporeality and the flesh. Chapter 1 looks at the evolution of this philosophical movement throughout history and continues with a history of the body in phenomenology, an analysis of certain applications of phenomenology in the field of dance and subsequently, in the specific field of dance related to technology. Chapter 2 comprises a literature review. It also presents the bases of reductionist thinking, the proposition of a return to integrative thinking and issues concerning instrumentalisation, the double and the complexification of the self. It further examines the history of ideas surrounding the relationship between the body and technology, notions of the real-virtual-actual and a history and problematics of the interface. It concludes with a presentation of theories on the notions of potentiality, the interval and real-time. Chapter 3 presents my artistic background, an historical overview of the trends and principal ideas that have influenced my work, as well as an examination of the field of dance and technology from the point of view of its history and more recent developments. Chapter 4 is dedicated to an analysis of the research methodologies employed in the practical research for this thesis and identifies related issues. An analysis of problems encountered with existing methodologies notably highlights a need to invest in other methodological modes for practical research of an interdisciplinary nature. The chapter continues with a presentation of some of the methodologies currently used in the field of dance related to technology. The principles underpinning the specific creative research methodology I experimented with are then presented, proposing an adaptation of the aforementioned methodologies in order to respond to the dynamics of collective research of an empathic nature that are specific to my approach and also in order to invest in the link between the somatic and technology my project proposes. This proposition modestly attempts to respond to the lack of methodologies observed in the field of artistic practical research. A discussion of the experimentation involved in the practical research for the thesis is made in Chapter 5. Two creative experiments are analysed. Their aim was to investigate and develop a collective physical body composed of five dancers in constant contact, whose movement and relationships create what I call a 'collective sound body'. This collective entity produces sound in real-time which is simultaneously spatialised. The analysis takes into account the ways these two bodies are interdependent and constantly interrelated. Schematically, the first experiment served as a basis on which to found principles related to the collective body, while the second experiment developed them. The chapter further outlines creative strategies that were employed to test principles of self-organisation linked to sensation and stemming from the somatic techniques employed. It also returns to some of Merleau-Ponty's main concepts that were implemented and tested in performative experience: intercorporeality, the lived body, the dynamic of continual transformation and the principle of coexistence. Lastly, Merleau-Ponty's investigation of sensation and perception and his concept of sensory chiasms are related to the experiments' multisensory exploration and theme of intersubjectivity which are then proposed as leading to the possibility of intercorporeality. Chapter 6 forms the conclusion and seeks to identify new knowledge generated in the thesis. Essentially articulating another vision of the performative body as developed through its contact with technology, the findings, both practical and theoretical, bring to light a different understanding of the body rendered through a dissolution of psychophysical borders in the development of the performative model I called the 'collective body'. The thesis further proposes that the 'collective body' and its evolution as the 'collective sound body', open up the path to a new approach to interfaces and further, to what I propose as a theory of interfaced intercorporeality. This research aims to reintroduce the body and its specific intelligence in the understanding and building of relationships that can be renewed. The technology used in these experiments was considered as a physicality and the activator of a reconfiguration of sensory-perceptual processes that the thesis argues can lead to the final paradigm of 'interfaced intercorporeality' it proposes.
APA, Harvard, Vancouver, ISO, and other styles
34

Kenklies, Kai Malte. "Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison study." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172888.

Full text
Abstract:
It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the technology. The perceived usefulness at the current state was diverse, but the users saw a huge potential in AR-HWDs for the future. The task accuracy with instructions on the AR-HWD was equally good as with instructions on the screen. AR-HWDs are found to be a better approach than a stationary screen, but technological limitations need to be overcome and workers need to train using the new technology to make its application efficient.
APA, Harvard, Vancouver, ISO, and other styles
35

Fdili, Alaoui Sarah. "Analyse du geste dansé et retours visuels par modèles physiques : apport des qualités de mouvement à l'interaction avec le corps entier." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00805519.

Full text
Abstract:
La présente thèse a pour but d'approfondir l'étude du geste dans le cadre de l'interaction Homme Machine. Il s'agit de créer de nouveaux paradigmes d'interaction qui offrent à l'utilisateur de plus amples possibilités d'expression basées sur le geste. Un des vecteurs d'expression du geste, très rarement traité en Interaction Homme Machine, qui lui confère sa coloration et son aspect, est ce que les théoriciens et praticiens de la danse appellent " les qualités de mouvement ". Nous mettons à profit des collaborations avec le domaine de la danse pour étudier la notion de qualités de mouvement et l'intégrer à des paradigmes d'interaction gestuelle. Notre travail analyse les apports de l'intégration des qualités de mouvement comme modalité d'interaction, fournit les outils propices à l'élaboration de cette intégration (en termes de méthodes d'analyse, de visualisation et de contrôle gestuel), en développe et évalue certaines techniques d'interaction.Les contributions de la thèse se situent d'abord dans la formalisation de la notion de qualités de mouvement et l'évaluation de son intégration dans un dispositif interactif en termes d'expérience utilisateur. Sur le plan de la visualisation des qualités de mouvement, les travaux menés pendant la thèse ont permis de démontrer que les modèles physiques masses-ressorts offrent de grandes possibilités de simulation de comportements dynamiques et de contrôle en temps réel. Sur le plan de l'analyse, la thèse a permis de développer des approches novatrices de reconnaissance automatique des qualités de mouvement de l'utilisateur. Enfin, à partir des approches d'analyse et de visualisation des qualités de mouvement, la thèse a donné lieu à l'implémentation d'un ensemble de techniques d'interaction. Elle a appliqué et évalué ses techniques dans le contexte de la pédagogie de la danse et de la performance.
APA, Harvard, Vancouver, ISO, and other styles
36

Cheng, Yu-ting, and 鄭伃廷. "The Impact Model of the Effect of Interactive Website Advertisement Design on Brand Experience." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/ape59t.

Full text
Abstract:
碩士
大同大學
媒體設計學系(所)
106
With the advent of the digital marketing era, “digital and interactive advertising used by businesses to persuade consumers” has set off a new wave. Interactive advertising emphasizes interaction and attempts to submerge consumers in the ads as well as bring consumers and the brand closer through technology and virtualization, thereby creating a more valuable brand experience for consumers. Website interactive advertising was adopted as the research scope in this study. The objective is to explore the forms of creative expression in website interactive advertising, establish assessment criterion for website interactive advertising design, explore how website interactive advertising affects brand experience ratings, and establish a model for the impact of website interactive advertising design effectiveness on brand experience ratings. The research processes include three stages: First Stage: Explore website interactive advertising assessment criterion, brand experience assessment criterion and conduct a study sample collection. Understand the definition of interactive advertising and its forms of expression, as well as brand experience through exploration of relevant literatures. Second Stage: Explore the impact of website interactive advertising on brand experience from the perspectives of experts. This stage is divided into three procedures. The first procedure consists of collecting experts’ opinions through in-depth interviews. The second consists of questionnaire surveys on the degree of product involvement and brand awareness, and filtering consumer samples of high/low involvement products and high/low brand awareness. The third consists of conducting expert focus group meetings to establish evaluation questions for each research dimension and formal survey samples. Third Stage: Construct a model for the impact of website interactive advertising on brand experience. The research results, based on an analysis of expert perspectives, show that website interactive advertising design effectiveness is mainly composed of seven constructs, namely: sharing, interactive operability, message understanding, creativity, immersion, brand attraction, and uniqueness, as well as a total of 18 assessment indicators. Brand experience is composed of five constructs, respectively brand connotation, emotion, sense, imagination, and social media links, as well as a total of 17 assessment indicators. Through a multiple regression analysis of the results, it can be understood that in brand experience performance, to achieve delivery of ‘brand connotation’, the expression of ‘message understanding’, ‘creativity’, ‘brand attraction’, and ‘uniqueness’ should be enhanced in website interactive advertising design effectiveness, among which ‘message understanding’ design effectiveness is the most influential. To create brand ‘emotional’ feedback in brand experience, ‘message understanding’, ‘immersion’, and ‘brand attraction’ should be enhanced in website interactive advertisement design effectiveness, among which ‘brand attraction’ design effectiveness exerts the greatest influence. To achieve ‘sense’ feedback, ‘sharing’, ‘creativity’, ‘brand attraction’, and ‘uniqueness’ should be emphasized in website interactive advertisement design effectiveness, among which ‘uniqueness’ has the most significant effect. To achieve consumer ‘imagination’ feedback, ‘sharing’, ‘creativity’, ‘immersion’, ‘brand attractiveness’, and ‘uniqueness’ should be emphasized in website interactive advertisement design effectiveness, among which ‘brand attractiveness’ is the most influential. Finally, ‘sharing’, ‘message understanding’, ‘creativity’, and ‘brand attraction’ in website interactive advertisement design effectiveness can help ‘social media links’ feedback in brand experience performance, among which ‘brand attraction’ exerts the greatest influence. The research results shall serve as a reference for brand managers and designers when formulating website interactive advertising strategies in the future.
APA, Harvard, Vancouver, ISO, and other styles
37

鄭宇彣. "The Relationship Among Separation- Individuation with Parents, Perceived Selfobject Experience, Self-Other Perception, and Interpersonal Interaction Model of Adolescents." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/35682361486858950904.

Full text
Abstract:
碩士
國立臺灣師範大學
教育心理與輔導研究所
92
ABSTRACT The purpose of this study was to investigate the relationships among separation- individuation with parents, perceived selfobject experience, self-other perception, and interpersonal interaction model of adolescents. The sample of this study consisted of 644 seventh and eighth grade students from four cities in Taiwan, all of them given the following surveys to collect the data for this research: Separation-Individuation with Parents Scale, Perceived Selfobject Experience Questionnaire, Self-Other Perception Scale, and Interpersonal Interaction Model Scale. Data obtained in this study were analyzed by multivariate analysis of variance, regression analysis, canonical correlation analysis and Chi-squire test. The main findings were as follows : 1. Sex difference in adolescents were found for separation- individuation with parents, self-other perception, and interpersonal interaction model. 2. Separation- individuation with parents significantly predicted perceived selfobject experience, self-other perception, and interpersonal interaction model. 3. Perceived selfobject experience significantly predicted self-other perception and interpersonal interaction model. 4. Self-other perception were significantly related to interpersonal interaction model. In investigating the qualitative content of perceived selfobject experience, we found: 1. The percentage of having perceived selfobject experience was significantly higher in girls. 2. Sex difference in adolescents were found for the gender of perceived selfobject. 3. No sex difference was shown for perceived selfobject’s status. 4. Sex difference in adolescents were found for the emotional and instrumental support. Based on the findings of this research, implications and suggestions were proposed for parents, teachers, counselors of adolescents, and future researchers.
APA, Harvard, Vancouver, ISO, and other styles
38

Shin, Huin Ling, and 施慧玲. "A Symbolic Interaction Approach to Construct Consumer Experience Model for Restaurant Industry-The Case of the Wang Ping Group." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/ba62sk.

Full text
Abstract:
碩士
朝陽科技大學
企業管理系碩士班
96
In recent years, concepts in experience marketing are rising up. During purchasing process, consumers not only emphasize on products and/or service but also on shopping experiences. The restaurants in Taiwan also strengthen their image and touching services during the consumer purchasing process so that they can create good dining environment and help consumers to build a long lasting memory. Based on customer view of points, this research investigates the relationships between customers’ dining experience and repurchasing intension. The conceptual model is developed by literatures review and symbolic interaction theory. Empirical analysis is conducted by multiple cases study design. Three restaurants, namely Wang Steak, Taoban, and Tasty, are selected as study cases and the dining processes as our units of analysis. Data are collected by depth interview with nine customers who have frequently visited these restaurants. Grounded theory approach is used to analyze the qualitative data and build the dining experience model. Based on the results of data analysis, six groups of dining symbols are found: 1. restaurant attractiveness: including three symbols of brand image, marketing activities and consumers experiences. 2. food appreciation: including two symbols of taste and appreciation. 3. inspired emotion: including two symbols of gaining knowledge and reflection. 4. social space: including two symbols of social status and social relationship. 5. cultural development: including two symbols of cultural inheritage and cross cultural respect. 6. affection: including two symbols of emotions and feelings. Four propositions are developed by the experience model as follows: Proposition one: personalities affect the degree of customers’ dining experiences. Proposition two: personal values or cultural backgrounds affect the degree of customers’ dining experiences. Preposition three: each brand image in the same group affects each other. Preposition four: the degree of customer dining experiences affect customers’ expectation and repurchasing intension, i.e. the repurchasing intension is affected by the degrees of foods appreciation, inspired emotion, social space, cultural development, and affection. This research also provides some useful suggestions about dining environment design, menu design and marketing methods for the restaurant owners.
APA, Harvard, Vancouver, ISO, and other styles
39

Boyko, Erik. "Hybrid Human Agency: A Teleodynamic Socio-Spatial Interaction Model for Emergent Human Agency Architecture." Thesis, 2010. http://hdl.handle.net/10012/5082.

Full text
Abstract:
People relate with one another in space and through imagined and technologically mediated networks. This thesis is concerned with the relationship between these two types of social connections – spatial and network. Spatial connections structure collectives of people in the same place at the same time. Network connections structure relations between people without regard to place or time. Spatial connections are complex, but rigid by nature, while network connections are simple, but flexible. Essential articulations emerge between these two connection types. These articulations create and evolve contemporary socio-spatial systems such as the city, its many places, and groups of people therein. However, the basic human experience of these systems remains largely polarized between spatial and network social practices to the disadvantage of human agency. This thesis proposes a teleodynamic, socio-spatial interaction model for the articulation of these social practices in human agency architecture. The model is a mobile experience design that functions through people with ‘smart’ mobile devices. It connects them with one another in public place and to global information and communication networks simultaneously. Sociological study informs the model’s design – constraints and conditions for the connection extents and integrity of social interaction. The model supports self-organizing circular relationships between human interaction dynamics and their trace structures based on a methodology for emergence in complex systems. It effects the emergence of the aforementioned socio-spatial, human agency architecture, with great flexibility. The model and architecture together serve to better articulate contemporary spatial and network social practices to the benefit of human agency in urban space.
APA, Harvard, Vancouver, ISO, and other styles
40

Toko, Guy Roger. "Closing the digital gap: handheld computing, adult first-time users, and a user experience metric model." Thesis, 2017. http://hdl.handle.net/10500/23621.

Full text
Abstract:
This thesis assesses the speed of adaptation and adoption of computing systems from an adult first-time user perspective in South Africa, with the aim of determining if it could ultimately lead to the reduction of the existing digital gap. As is evident from the social, educational, and economical gap for some observers, the reality of the existence of the digital gap in South Africa is undeniable. Constant non-targeted progress is made toward addressing imbalances, which seem to be more visible as the number of constant and permanent users is visibly increasing. These observed phenomena are mostly noticed amongst urban, educated, younger, middle-class citizens. The forgotten “missing middle” are left to fend for themselves. These are people who are still outside the digital drive the world is experiencing based on their schooling grade, geographical location, income level, and age. They were not in school when computer literacy was introduced, and they were too poor to teach themselves how to use a computer, too remote to observe the digital drive, and too old to learn from their peers. As citizens, their welfare matters, and when assessing the penetration of ICT in the country, their numbers also matter. One cannot ignore their presence and the difficulties and frustration that they experience when coming into contact with a computing system for the first time. The researcher is of the view that the presence of a computing system may not simply translate to the closure of the digital gap. In other words, people may gain access to a computer, but without computing usability skills or Internet connectivity it may not add value to their daily activities. Closing the digital gap in South Africa can be seen as political propaganda, but the reality is, how do we measure and assess it? It comes down to users, and in this particular case, attention is turned to the “missing middle”, here referred to as the adult first-time user. This is simply someone who is over the age of 18 years, lives in a rural community in South Africa, never completed school, and is using a computer for the first time. The researcher used a handheld tablet system as a tool to assess the participants’ adequacy in terms of the rate at which they complete tasks by developing mathematical equations which were placed together within an assessment metric that was later used to determine user proficiency, as well as their adaptation and user experience in order to determine if the participant can later adopt the device and take advantage of it. By so doing, the metric will comprise variables such as the user movement time, task completion success rate, task completion speed, user satisfaction, user reaction time, user completion rate per activity, time-based efficiency, and the assessment of the level of frustration any adult first-time user may experience while interacting with the system for the first time. The term “digital gap” may not be new to the ICT sphere, but no one has taken the step towards assessing it. The digital gap is no longer the absence of computing systems in many communities but rather the presence of inadequate user experience, which has not been properly measured and documented. The user experience metric (UXM) that was developed in this study provided the researcher with the opportunity to reassess the issue of systems adaptation, adoption, and usability by adult first-time users. This research is particularly driven by sound interaction design principles, user adaptation, and usability and user experience
Ph. D. (Information Systems)
School of Computing
APA, Harvard, Vancouver, ISO, and other styles
41

Chen, Chu-hsuan, and 陳築萱. "A Study of the Relationship between Interaction Model and Aesthetic Experience of Parent-Child Visitors in Art Museum- Taking Two Permanent Collection Exhibitions of the TFAM For Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/93343324224991654359.

Full text
Abstract:
碩士
國立新竹教育大學
美勞教育研究所
95
The development and change of the present artistic education, besides the attention to the social culture phenomenon, emphasize on combining experiences of life and artistic activities, enabling the daily life to be artistic. The main goal of Art Museum lays in improving the whole people's aesthetic sensibility, especially the promoting of parent-child's education which takes a deep understanding of the characteristics of the parent-child audience in Art Museum visiting. This research sets out from the common art-visit experience, probing into the various activities, the interaction and aesthetic experience of the parent-child audience of the Art Museum visits. This research adopts qualitative research methods, including observation, interviews and content analysis, and chooses the parent-child audience as research object of visit highlights from the permanent collection exhibition of Taipei Fine Art Museum reservations during 2006 and 2007. First, the author keeps the observation tracking record forms of the interaction behaviors of parent-child audiences in Art Museum to analyze visit time, amount of exhibitions, routes, the interaction types, contents, leading role and the frequency of assemble and dispersion among the visit members. Secondly, the thesis with the interview survey of parent-child audiences in Art Museum analyzes their aesthetic experiences. The interview item contains four dimensions, including aesthetic perception, imagination, understanding and emotion. Finally, the author tries to mark out the significance of art-visit interactions and the detailed process of aesthetic experience. Major conclusions of this research are as follows: 1. Despite the visit frequency, the main motive of parent-child audiences is acquiring knowledge, but their precious gain is the promoted relationship of interaction in Art Museum. 2. The tour routes of parent-child audiences are affected by the habit of right-tilt, fatigued and exits expectation. 3. Passing through the rest area, the parent-child audiences have irregular tour routes, including the 'straight-line type', having a look around hurriedly; 'the twisty type', visit freely, and the 'return type', going back and forth. 4. The interaction models of parent-child contain the two-way communication, 'sharing' and 'question-answer’, and the one-way communication, 'introduction' and 'description' . 5. The parents often play the role of starting dialogues and leading tour routes, especially the mother. As for the children, sons often leads the visit routes and daughters triggers discussions. 6. The behaviors of assemble and dispersion of parent-child audiences, can be divided into three types which are 'assembling', 'dispersion' and ' axle center'. 7. In Art Museum the parent-child aesthetic experiences commonly contains four dimensions as aesthetic intuition, imaginative interpretation, reflective apprehension and emotional empathy. 8. The aesthetic experiences of parent-child audiences are influenced by the interaction model, dialogue frequency, behavior of assemble and dispersion. According to the result of this study, the author would propose some advices for the art museums, parents, art educators, and further researches, hoping they can be helpful to art education and learning.
APA, Harvard, Vancouver, ISO, and other styles
42

De, Beer Isabella Constance. "Experiences of learners when a computer simulation is used to aid teaching the photoelectric effect." Diss., 2014. http://hdl.handle.net/2263/40441.

Full text
Abstract:
This study explores the use of computer simulations to supplement learning in Science lessons, specifically the photoelectric effect. This study uses the Felder and Silverman Learning Style Model (FSLSM) as a theoretical framework to investigate the use of simulations as it provides a useful lens through which to explore the consistent way in which a person learns regardless of the teaching method or content learnt. Using this theoretical framework, this research investigates the experiences of learners with different learning styles when an interactive computer simulation is used to aid teaching the photoelectric effect in Physical Science. This case study used qualitative data collected from 17 computer literate Grade 12 learners in three different classes at a secondary school in Nelspruit, Mpumalanga. Analysis of the data collected in this study shows that when the simulation is used in Science, the learning experience of the learners is enhanced. Positive experiences for all four the Dimensions in the FSLSM could be indentified when the ICS was used and this could be linked to specific learning styles. Sensory and Intuitive learners enjoyed conducting the experiment that would normally require unsafe conditions and that the experiment could be set up quickly and with ease. The different dimension brought about by using the ICS was enjoyed by Intuitive learners. The visualisation of the abstract physical systems enhanced the learning for Visual and Verbal learners, whilst Global and Sequential learners felt that they gained a deeper understanding of the photoelectric phenomenon by using the ICS. Reflective learners enjoyed the precision of their pseudo-experimental data, but the Active learners felt that they did not understand the graphs given in the ICS. The interactive control variables and the fact that the learners had an option to work in either a group or on their own, benefitted both Active and Reflective learners.
Dissertation (MEd)--University of Pretoria, 2014.
gm2014
Science, Mathematics and Technology Education
unrestricted
APA, Harvard, Vancouver, ISO, and other styles
43

(11104764), Allegra W. Smith. "Digital Age: A Study of Older Adults' User Experiences with Technology." Thesis, 2021.

Find full text
Abstract:
Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals.

To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.
APA, Harvard, Vancouver, ISO, and other styles
44

Ayyavoo, Gabriel Roman. "Using Online Pedagogy to Explore Student Experiences of Science-technology-society-environment (STSE) Issues in a Secondary Science Classroom." Thesis, 2013. http://hdl.handle.net/1807/35769.

Full text
Abstract:
With the proliferation of 21st century educational technologies, science teaching and learning with digitally acclimatized learners in secondary science education can be realized through an online Science-Technology-Society-Environment (STSE)-based issues approach. STSE-based programs can be interpreted as the exploration of socially-embedded initiatives in science (e.g., use of genetically modified foods) to promote the development of critical cognitive processes and to empower learners with responsible decision-making skills. This dissertation presents a case study examining the online environment of a grade 11 physics class in an all-girls’ school, and the outcomes from those online discursive opportunities with STSE materials. The limited in-class discussion opportunities are often perceived as low-quality discussions in traditional classrooms because they originate from an inadequate introduction and facilitation of socially relevant issues in science programs. Hence, this research suggests that the science curriculum should be inclusive of STSE-based issue discussions. This study also examines the nature of students’ online discourse and, their perceived benefits and challenges of learning about STSE-based issues through an online environment. Analysis of interviews, offline classroom events and online threaded discussion transcripts draws from the theoretical foundations of critical reflective thinking delineated in the Practical Inquiry (P.I.) Model. The PI model of Cognitive Presence is situated within the Community of Inquiry framework,encompassing two other core elements, Teacher Presence and Social Presence. In studying Cognitive Presence, the online STSE-based discourses were examined according to the four phases of the P.I. Model. The online discussions were measured at macro-levels to reveal patterns in student STSE-based discussions and content analysis of threaded discussions. These analyses indicated that 87% of the students participated in higher quality STSE-based discussions via an online forum as compared to in-class. The micro-level analysis revealed students to attain higher cognitive interactions with STSE issues. Sixteen percent of the students’ threaded postings were identified in the Resolution Phase 4 when the teacher intervened with a focused teaching strategy. This research provides a significant theoretical and pedagogical contribution to blended approach to STSE-based secondary science education. It presents a framework for teachers to facilitate students’ online discussions and to support learners in exploring STSE-based topics.
APA, Harvard, Vancouver, ISO, and other styles
45

Nohejl, Jiří. "Obraz jako příklad a vzor v kontextu jeho vlivu a rozšíření na prožívání života člověka." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307518.

Full text
Abstract:
The main theme of this dissertation is to define an image as a visual experience. The human interaction is described by the author himself as a perception of the image, which serves as an information unit that could be presented as a possibility, example and pattern for the individual. There is an emphasis on the process of perception itself and on the way of interaction of an individual emphasizing the context of social learning and imitation in this text. The analysis of the principles of this interaction leading into introduction of the partial interactive models covering these processes is formed by the essential plane. The structure of the thesis is divided into ten main chapters in which the author tries to introduce a category of perception, a definition of the image and imitation as a tool of cultural transmission, presentation of the units of this transmission, the process of the interaction itself and analogous example of the fundamental role that a person in this interaction holds. There are also three analogies of these roles, which refer to the anthropological universal interaction describing the man as a gatherer and hunter. Their main purpose is to illustrate the form of a human experience better. Finally, there are reflections on the topic above. The possibilities and results, which...
APA, Harvard, Vancouver, ISO, and other styles
46

Pretorius, Marius. "An exploration of South African diversity dynamics." Thesis, 2003. http://hdl.handle.net/10500/1392.

Full text
Abstract:
Diversity has, over the last few decades, become a burning issue on the agenda of most companies. Current diversity-related interventions are mainly based on behaviouristic and socio-cognitive approaches. In this research diversity was approached from the systems psychodynamic paradigm. The general aim was to gain an understanding of the diversity dynamics that manifests in an South African diversity experience. The literature review focussed on diversity in the workplace, on the group relations training model, and on the application of the group relations training model to diversity. Qualitative research was done by interviewing a sample of 15 delegates who attended the November 2000 Robben Island Diversity Experience. These unstructured interviews were used to obtain in-depth information about the participant's experience and the data was analysed hermeneutically. The emerging themes were `crossing the boundary, engage the new world, the ties that bind, being imprisoned, the struggle, the road to reconciliation, integration and healing, back to the future and the crucible'. It is recommended that South African organizations make more use of the systems psychodynamic approach to study the manifestations of diversity dynamics. The aim is not to replace the other approaches to diversity, but to add a perspective that can enhance awareness and sensitivity to the covert, unconscious and irrational forces that impact on diversity.
Industrial and Organisational Psycology
M. A.(Industrial and Organisational Psycology)
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography