Dissertations / Theses on the topic 'Multimedia interfaces'
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Parker, L. M. "Proximal anthropomorphised interfaces for networked multimedia services." Thesis, University of Edinburgh, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.660359.
Full textCampion, Russel John. "TRIuMPh : a multimedia design method for task requirement formulation, media integration, device combination, and practical implementation design issues." Thesis, Staffordshire University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267313.
Full textFaraday, Peter. "Theory based design and evaluation of multimedia presentation interfaces." Thesis, City University London, 1998. http://openaccess.city.ac.uk/7563/.
Full textRichards, Stephen M. "End-user interfaces to electronic books." Thesis, Teesside University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358404.
Full textBergan, Marius. "The design and evaluation of multimedia user interfaces in process control." Thesis, University of Strathclyde, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321183.
Full textWells, Amy Tracy. "Hypermedia and learning contrasting interfaces to hypermedia systems /." Diss., Connect to online resource - MSU authorized users, 2008.
Find full textTitle from PDF t.p. (viewed Aug. 18, 2009). Includes bibliographical references (p. 221-229). Also issued in print.
Boncha, Alison. "Designing compelling interfaces : an exploration of the artist book and how its unique interactive experience can influence the graphical user interface /." Online version of thesis, 2008. http://hdl.handle.net/1850/7748.
Full textCourtin, Christophe. "Interfaces cooperatives pour les dossiers medicaux multimedias (doctorat : genie biologique et medical)." Rennes 1, 1998. http://www.theses.fr/1998REN1B032.
Full textOliveira, Laura Sofia Martins. "Interfaces for television content sharing and annotation." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10973.
Full textThe ways of television consumption and production are changing significantly, with the viewers moving away from the traditional linear model. The various devices for accessing content have a significant role in these changes and suggest new paradigms of access. Social experience has also changed and takes on new forms molded by technology. Content sharing and production from users are some of the trends that globally influence how we relate to audiovisual content. Therefore the aim is to develop ways to access television content, that allow commenting and sharing, through multimodal annotations. These annotations include text, sketches, handwriting and images. Our solution provides users a way to watch and annotate television content, in real-time and in a collaborative environment. Using a mobile device, users can annotate content together with other users, while watching both content and annotations on a TV. These annotations can also be shared through social networks or saved on other platforms. Finally, the system also uses content provided by the users to search and link to television content.
Fundação para a Ciência e a Tecnologia - UTA-Est/MAI/0010/2009 - project ImTV (On-Demand Immersive-TV for Communities of Media Producers and Consumers)
Stewart, Craig. "A cultural education model : design and implementation of adaptive multimedia interfaces in eLearning." Thesis, University of Nottingham, 2012. http://eprints.nottingham.ac.uk/12587/.
Full textBalci, Metin Saridogan Erhan. "Design and implementation of a graphical user interface for a multimedia database management system." Monterey, California : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA257577.
Full textThesis Advisors: Rowe, Neil C. ; Wu, C. Thomas. "September 1992." Description based on title screen as viewed on April 16, 2009. Includes bibliographical references (p. 46-47). Also available in print.
Hina, Manolo Dulva. "Le paradigme d'un système multimodal multimedia ubiquitaire au contexte d'interaction." Versailles-St Quentin en Yvelines, 2010. http://www.theses.fr/2010VERS0028.
Full textContext evolves over time and acquisition of contextual information is essential. We believe that contextual information is best defined by end users. This leads us to the incremental definition of context where context parameters are added, modified and deleted, one context parameter at a time. To be more conclusive and inclusive, we extended the notion of context for it becomes an interaction context (IC). IC refres to the collective context of the users, of his working environnment and of his computing system. To obtain the full benefit of the richness of interaction context with regards to communication in human-machine interaction, we invoke multimodality. With mobile computing, pervasive and adaptative multimodality is more than ever apt to enrich communication in human-computer interaction and in providing the most suitable modes for data input and output in relation to the involving context of interaction. Our work - the paradigm of an interaction context-sensitive pervasive multimodal multimedia computing system is an architectural design, exhibiting adaptability to IC. It is conceived with two purposes. First, given an instance of IC, our system determines the optimal modalities that suit such IC. Second, given an instance of IC and the user's task and preferences, a mechamisn performs an automatic selection of user's application, the preferred suppliers to these applications and the preferred quality of service (QoS) dimension's configurations of these suppliers. This mechanism does its task in consultation with computing resources, sensing the available suppliers and possible configuration restrictions within the given computing set-up
Damala, Areti. "Interaction design and evaluation of mobile guides for the Museum Visit : e case study in multimedia and mobile augmented reality." Paris, CNAM, 2009. http://www.theses.fr/2009CNAM0630.
Full textEtude d’Interaction et Evaluation de Guides Portables Multimédia pour la visite culturelle: Des Multimédia à la Réalité Augmentée Mobile (Interaction Design and Evaluation of Mobile Guides for the Museum Visit : A case study in Multimedia and Mobile Augmented Reality). Cette thèse traite l’introduction et l’usage des guides portables multimédia (GPM) d’aide à la visite culturelle. Son hypothèse de travail principale consiste à examiner en quel degré l’usage de technologies de Réalité Augmentée (RA) mobile -en tant qu’élément principal pour la conception et l’implémentation des GPM- pourrait faciliter l’interaction et la navigation tant dans l’application interactive mobile que dans l’écologie sensible de l’enceinte du musée. Le mémoire comporte sept chapitres et est divisé en deux parties. La 1ère partie (chapitres 1-3) pose les fondements théoriques concernant l’hypothèse de recherche principale. La 2ème partie (chapitres 4-7) explore et évalue cette hypothèse de recherche à travers la conception itérative, l’implémentation et l’évaluation d’un GPM basée RA conçu pour un musée des Beaux Arts français (le Musée des Beaux Arts de Rennes). Le 1er chapitre introduit le sujet de recherche en le plaçant dans le contexte plus global de l’Interaction Homme-Machine (IHM) mobile. Nous examinons aussi la façon dont les pratiques d’interprétation et de vulgarisation de l’héritage culturel pour le grand public à l’aide des NTIC ont fait émergé les GPM comme un support nouveau de médiation culturelle. Le 2ème chapitre présente l’état de l’art dans le domaine des guides portables multimédia de visite culturelle, et introduit des critères de classification pour les guides existants. Sont présentés de manière plus extensive et en utilisant les critères de classification au préalable introduit, deux projets des guides portables multimédia pour la visite culturelle, dans l’élaboration desquels l’auteur a participé: MOBIVISIT et DANAE. L’accent est plus particulièrement mis sur les différentes stratégies employées pour la résolution des problèmes de géolocalisation et de navigation tant dans l’espace du musée
Gordinho, Sandra Salomé Valente. "Interfaces de comunicação e ludicidade na infância: brincriações na programação Scratch." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1225.
Full textOs primeiros seis anos de vida de uma criança são a chave que permitem a esta experienciar o mundo, no mundo e com o mundo. Perante a importância que os novos media têm no quotidiano das crianças e jovens e, consequentemente, na sua formação, pretendese criar algumas estratégias de comunicação e de experiência de ludicidade suportadas por um artefacto electrónico, a programação Scratch e contextualizá-las para a educação de infância. Sendo assim e enquadrada por um universo de estudos ligado ao design, à comunicação, ludicidade e infância desenvolveu-se um conjunto de meios (tutoriais) em Scratch para promover a manifestação da ludicidade, condição de comunicação privilegiada da infância e induzir, na acção das crianças, à aquisição de várias competências de aprendizagem, nomeadamente, a construção da atitude e capacidade criativa, a autonomia, a partilha e a cooperação. O Scratch ao potenciar a utilização por diversas comunidades pode ser um meio adequado para a educação de infância. Contando com cooperação dos educadores poderá promover-se e desenvolver-se a sua utilização e, com isso, contribuir para uma cultura divertida na comunicação com as crianças. A finalidade da dissertação que se apresenta é tirar partido de uma tecnologia inovadora e em expansão para a educação da infância. O objectivo central é utilizar a mediação tecnológica do Scratch criando um conjunto de personagens e de cenários que possam incentivar a utilização desta programação pelas crianças entre os 3 e os 6 anos de idade para brincriarem socialmente entre si e construírem novos projectos com ou sem a mediação das educadoras. ABSTRACT: The first six years of a child's life are the key to enabling the child to experience the world, in the world and with the world. Given the importance of the new media (have) in present daily life of children and adolescents and consequently on their education we!re trying to create some communication strategies and some “ludicidade” experiences supported by an electronic artefact such as Scratch and contextualize them for the Childs education. Therefore, and for being framed within a universe of studies of design, communication, playfulness and childhood, it has been developed a set of resources (tutorials) of communication and “Ludicidade”, which are a privileged expression of communication that Induces the acquisition of various kinds of learning, namely, the construction of attitude and creative ability, autonomy, sharing, and cooperation. Promoting the use of Scratch by different communities can be a way that fits the strategy of Childhood Education. Counting on the cooperation of educators we can promote and develop their use and thereby contribute to create a fun culture of communication with the children. The main Goal of this thesis is to take advantage of innovative and expanding technology to educate. The central objective is to use a technological mediation such as Scratch to create a set of characters and scenarios that might encourage the use of this kind of program, by children between 3 and 6 years of age, to play and create socially with each other and build new projects with or without the mediation of the educators.
Harris, Jean Elisabeth. "The effects of map type and availability on performance with hypermedia." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-10102009-020342/.
Full textHuang, Chi. "Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts /." Australasian Digital Thesis Program, 2006. http://adt.lib.swin.edu.au/public/adt-VSWT20070214.163710/index.html.
Full textSubmitted in partial fulfilment of the requirements of the degree of Professional Doctorate in Design, Faculty of Design, Swinburne University of Technology - 2006. Typescript. Bibliography: p. 76-85.
Uzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.
Full textBen, Amara Helmi. "Un outil graphique pour une interface multi-modes." Phd thesis, Ecole Nationale Supérieure des Mines de Saint-Etienne, 1992. http://tel.archives-ouvertes.fr/tel-00831761.
Full textHuang, Chi, and n/a. "Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts." Swinburne University of Technology, 2006. http://adt.lib.swin.edu.au./public/adt-VSWT20070214.163710.
Full textKatz, Heather Alicia. "The relationship between learners' goal orientation and their cognitive tool use and achievement in an interactive hypermedia environment." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3033584.
Full textRamos, Castellanos Andrew Roy. "Diseño e implementación de una interfaz multimedia interactiva basada en un servidor de video para un laboratorio remoto virtual." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2012. http://tesis.pucp.edu.pe/repositorio/handle/123456789/1273.
Full textTesis
Zulueta, Dorado Francisco de. "LOS OBJETOS EN EL ENTORNO DIGITAL: UNA APROXIMACIÓN TEÓRICA AL DISEÑO FUNCIONAL DE LAS INTERFACES DE EXPLORACION EN LA COMUNICACION INTERACTIVA." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/63255.
Full text[ES] La presente investigación pretende abordar, desde el punto de vista teórico, los aspectos funcionales del diseño de las interfaces informáticas de exploración y su incidencia en los procesos de la comunicación humana. Para ello se ha considerado la interfaz como un dispositivo técnico que conecta física y psicológicamente a las personas con las «máquinas de comunicar» en el desempeño de una tarea. Pero al mismo tiempo como un espacio simbólicamente construido en el que los objetos interaccionan entre sí a diferentes niveles de significación. Visto de este modo, el diseño de una interfaz de exploración nos presentará dos realidades aparentemente distintas: por un lado, la que pretende el diseño de un dispositivo técnico eficiente con el que poder acceder, navegar y controlar un sistema de información; por el otro lado, la del diseño de un espacio formalmente representado por objetos semióticos cuya organización determinará el flujo y el sentido de una experiencia comunicativa. En ambos casos, las equivalencias funcionales de los objetos allí representados pondrán en cuestión tanto las tradicionales delimitaciones del diseño visual como las del propio diseño técnico de producción. Por eso, en nuestra investigación será prioritario distinguir cualquier descripción hecha sobre lo que es propio del sistema y constitutivo de su fenomenología, es decir, lo que pertenece a nuestra interacción con él, con las entidades representadas, y con el contexto en el que se utiliza. Estas cuestiones serán analizadas de modo interdisciplinar y bajo un planteamiento holístico del problema con el propósito de confrontar y valorar diferentes enfoques conceptuales del diseño. El documento se ha estructurado en cuatro partes. La primera nos sitúa ante el objeto y su función en el contexto de los sistemas que desde el punto de vista filosófico describen nuestro entorno natural y tecnológico. La segunda se centra en las tecnologías informáticas, trazando una línea de acontecimientos históricos con la que se pretende describir las motivaciones que llevaron a tan importantes científicos a inventar los conceptos y técnicas que hicieron posible que las computadoras se convirtieran en auténticas «máquinas de comunicar». En la tercera se tratan los aspectos generales de la comunicación y los dispositivos tecnológicos y culturales que nos permiten adquirir y transmitir conocimiento. La cuarta parte analiza, de un modo crítico, el diseño funcional de las interfaces, su sentido y su dominio.
[CAT] La present investigació pretén abordar, des del punt de vista teòric, els aspectes funcionals del disseny de les interfícies informàtiques d'exploració i la seua incidència en els processos de la comunicació humana. Per a això, s'ha considerat la interfície com a dispositiu tècnic que connecta física i psicològicament les persones amb les «màquines de comunicar» en l'acompliment d'una determinada tasca. Però, al mateix temps, com a espai simbòlicament construït en què els objectes interaccionen entre si a diferents nivells de significació. Vist d'aquesta manera, el disseny d'una interfície d'exploració ens presentarà dues realitats aparentment distintes: per una banda, la que pretén el disseny d'un dispositiu tècnic funcionalment eficient amb què poder accedir, navegar i controlar un sistema d'informació; per l'altra, la del disseny d'un espai formalment representat per objectes semiòtics organització dels quals determinarà el fluix i sentit d'una experiència comunicativa. En ambdós casos, les equivalències funcionals dels objectes enllà representats posaran en qüestió tant les tradicionals delimitacions del disseny visual com les del mateix disseny tècnic de producció. Per això, a la nostra investigació serà prioritari distinguir qualsevol descripció feta sobre el que és propi del sistema i constructiu de la seua fenomenologia, és a dir, el que pertany a la nostra interacció amb ell, amb les entitats representades, i amb el context en què s'utilitza. Aquestes qüestions seran analitzades de manera interdisciplinar i sota un plantejament holístic del problema amb el propòsit de confrontar i valorar diferents enfocaments conceptuals del disseny. El document s'ha estructurat en quatre parts. La primera ens situa davant l'objecte i la seua funció en el context dels sistemes que, des del punt de vista filosòfic, descriuen el nostre entorn natural i tecnològic. La segona es centra en les tecnologies informàtiques, traçant una línia d'esdeveniments històrics amb què es pretén descriure les motivacions que varen portar tants d'importants científics a inventar els conceptes i tècniques que varen fer possible que les computadores es convertiren en autèntiques màquines de comunicar. En la tercera, es tracten els aspectes generals de la comunicació i els dispositiues tecnològics i culturals que ens permeten adquirir i transmetre coneixement. La quarta part analitza, d'una manera crítica, el disseny funcional de les interfícies, el seu sentit i el seu domini.
Zulueta Dorado, FD. (2016). LOS OBJETOS EN EL ENTORNO DIGITAL: UNA APROXIMACIÓN TEÓRICA AL DISEÑO FUNCIONAL DE LAS INTERFACES DE EXPLORACION EN LA COMUNICACION INTERACTIVA [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/63255
TESIS
Eleutério, Pedro Monteiro da Silva. ""EMEET/SERVE: geração sob-demanda de hiperdocumentos multimídia a partir de informação capturada em reuniões distribuídas"." Universidade de São Paulo, 2002. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-23042004-151357/.
Full textThe literature discusses many software systems developed to automate the process of generating multimedia hyperdocuments from live experiences; educational and meeting environments are the most common application domains. As reported, those systems do not present features considered important towards the evolution of hyperdocuments associated to live experiences, such as support to constant updates of contents or changes in layout as well as independence of platform. The work reported in this document aims at developing the eMeet/SERVE application, a system that allows the automatic generation of multimedia hyperdocuments by means of captured information from distributed meetings environments on the Web. The eMeet/SERVE system is implemented on top of the LAIAc architecture also proposed in this work an architecture enabled to support the evolution of the hyperdocuments. The presentation interfaces of the hyperdocuments have been developed according to state of the art heuristics and guidelines. Moreover, a synchronization mechanism has been embedded in the hyperdocuments to allow the appropriate playback of multimedia objects. The LAIAc architecture itself can be used by other applications associated to the automatic generation of hyperdocuments. The eMeet/SERVE is part of the InCA-SERVE Project and, as implemented, it is ready to be integrated with other services implemented in the context of that project; the overall goal is the support to the evolution of the hyperdocuments generated automatically.
Kim, Pilho. "E-model event-based graph data model theory and implementation /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29608.
Full textCommittee Chair: Madisetti, Vijay; Committee Member: Jayant, Nikil; Committee Member: Lee, Chin-Hui; Committee Member: Ramachandran, Umakishore; Committee Member: Yalamanchili, Sudhakar. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Vargo, Cortney G. "An evaluation of computer-supported backtracking in a hierarchical database." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/41512.
Full textMaster of Science
Barrass, Stephen, and stephen barrass@cmis csiro au. "Auditory Information Design." The Australian National University. Computer Science, 1998. http://thesis.anu.edu.au./public/adt-ANU20010702.150218.
Full textSilva, João Paulo Amaral Schlittler. "Design de interação para TV Digital: convergência das mídias e o Sistema Brasileiro de TV Digital." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-20012012-154407/.
Full textWhile Brazil has adopted SBTVD as its Digital Television standard, providing higher resolution, multiple channel feeds, mobile television and the promise of interactivity, there has been an explosive growth of the cell phone user base, as well as a dramatic increase in the usage of social networks and services on the internet that provide access to digital media such as TV, music, publishing and user generated content. The emergence of digital media has created a demand for the design of humancomputer interfaces allowing the interaction between users, searching, publishing and retrieving media content. Graphic designers once working on specific medias such as print, film and television have migrated to digital platforms becoming more and more involved in the design of virtual worlds and human computer interaction. As Digital TV converges with other media, user interface designers should consider the ubiquity of digital devices in the same room as an HDTV receiver, creating an experience where users can fluidly interact with multiple platforms and screens. Increasingly smartphones and other devices are connected to the internet, thus providing both a data return path and a secondary display that can extend the user interface enhancing the interaction with the TV. For several reasons, such as the lack of a return path and limited availability of Ginga middleware in converter boxes and digital sets, the launch of Interactive TV services has had a slow start in Brazil. By shifting the paradigm of interactivity from a vertical distribution model to a connected environment where users and viewers can share their experiences using multiple screens and devices, it is possible to design a new way to experience and interact with Digital TV. This thesis researches developments in interface design, digital TV technology and new media in order to subsidize the design of an interactive TV user experience. Drawing on audiovisual media and interactive content of the 2010 FIFA World Cup, the design of a user interface that integrates a smartphone with a DTV Receiver proposes a DTV interaction model for the 2014 World Cup.
Scott, Andrew Craig. "A multimedia network interface." Thesis, Lancaster University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.306824.
Full textVargas, Ariel 1981. "Desenvolvimento de um software educacional para auxilio a produção de videos." [s.n.], 2007. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276227.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-08T19:26:22Z (GMT). No. of bitstreams: 1 Vargas_Ariel_M.pdf: 14292812 bytes, checksum: 5e95a71dec0ab3e727e297596c906b70 (MD5) Previous issue date: 2007
Resumo: Nos dias de hoje, a produção de vídeos é uma atividade bastante comum, que desperta curiosidade, fascínio e identificação, principalmente entre as crianças e os jovens, como se pode observar pela crescente popularidade de sites onde se assiste e disponibiliza vídeos pela Internet. A produção de vídeos, além de uma atividade de lazer e entretenimento, pode ser utilizada como ferramenta de ensino e aprendizagem, com grande potencial educacional. Desse modo, esta dissertação apresenta um trabalho de pesquisa realizado com objetivo de desenvolver um software educacional voltado a dar suporte à produção de vídeos, por crianças e adolescentes. O protótipo do software desenvolvido, denominado Promídia, visa contemplar as principais etapas da produção de vídeo em um único ambiente, dando ao usuário uma visão geral de todo o processo. Dessa forma, pretende-se facilitar o desenvolvimento da atividade e contribuir para a compreensão do processo, por alunos. Com o protótipo implementado, realizou-se alguns experimentos com o objetivo verificar o potencial que a produção de vídeos tem como atividade educacional e testar a interação dos usuários com a interface desenvolvida para a ferramenta. Os resultados iniciais permitiram observar, na prática, os benefícios educacionais da atividade, descritos na literatura. Além disso, permitiram validar a interface da ferramenta que tem o propósito de auxiliar o desenvolvimento das etapas da produção de vídeos
Abstract: Nowadays, video production is a common activity, which arouses curiosity, fascination, and identification, mainly between children and young people. This can be noticed in the growing popularity of WEB sites, where is possible to watch and to share videos on the Internet. Video production, in addition to be an entertaining activity, can be used as teaching and learning tool, having great educational power. In this way, this work presents a research carried out whith goals towards the development of an educational software to assist video production by children and young people. The developed software prototype, called Promídia, intends to gather the main steps of video production activity in one computational tool, giving to the user the whole view of process. Therefore, it intends to ease the activity development and help the process realization by users. Also, we realized some experiments using the prototype aiming to validate our design decisions and to verify the acceptance of this kind of software in educational settings. Early results had enabled the observation of educational benefits of the activity, such as described in literature. Moreover, the experiments have validated the interface tool, as an assistant in the development of video production stages
Mestrado
Mestre em Ciência da Computação
Tay, Jeremy Yee Chiat. "Multimedia Analysis Over 3G Wireless Interface." Queensland University of Technology, 2003. http://eprints.qut.edu.au/15810/.
Full textCheng, Jiandong. "Query interface for multimedia database system." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ28408.pdf.
Full textYoung, D. "Interface design for multimedia office systems." Thesis, University of Nottingham, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.235064.
Full textChen, Qiong. "A flexible multimedia query and presentation interface for multimedia database systems." FIU Digital Commons, 2001. http://digitalcommons.fiu.edu/etd/2143.
Full textSuh, Koo-Won. "Assessing the effectiveness of corporate Web sites an experimental study of the web acceptance model /." [New South Wales : University of Wollongong], 2003. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041014.125058/.
Full textNie, Zhigang. "Utilisation des déformations pour la modélisation des solides de forme libre en synthèse d'images." Phd thesis, Ecole Nationale Supérieure des Mines de Saint-Etienne, 1991. http://tel.archives-ouvertes.fr/tel-00817748.
Full textRizoli, Lucas. "A multimedia interface for facilitating comparisons of opinions." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12616.
Full textLeggett, Michael Graham College of Fine Art & Design UNSW. "Burning the Interface : artists' interactive multimedia 1992 - 1998." Awarded by:University of New South Wales. College of Fine Art & Design, 2000. http://handle.unsw.edu.au/1959.4/19334.
Full textCheung, Hon Lung. "Multimedia video interface controller for silicon microdisplay application /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?ELEC%202002%20CHEUNG.
Full textIncludes bibliographical references (leaves [61]-[65]). Also available in electronic version. Access restricted to campus users.
Boggess, Howard P. "Multimedia kiosk interface evaluation : an analysis of usage /." Thesis, This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-03042009-041338/.
Full textJackson, Thomas C. "The Design, Implementation, and Evaluation of the Multimedia Story Builder and Multimedia Story Player Content Management and Delivery Systems." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/348.
Full textChen, Ningjing. "Development and Evaluation of User Interface for Multimedia Search Engine." Thesis, Uppsala University, Department of Information Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-108038.
Full textUser interfaces play an important role when users browse different websites. Thisthesis explores the possibility of re-designing the user interface of an existingmulti-media search engine, and asks the question how far one might reach only byre-designing the user interface.
This thesis will show you the process of how a clean and rich-functioned website iscreated. It starts with benchmarking current popular search engines, choosingfeatures which are valuable, and mimicing scenarios on how people use this website. Itcontinues with a draft design of a prototype, and finally the real implementation.
In the end, after reviewing the design process and the website itself, the thesis givessome suggestions on improvements.Tryckt av:
Thomas, Cathy Anne. "A program interface prototype for a multimedia database incorporating images." Thesis, Monterey, California. Naval Postgraduate School, 1988. http://hdl.handle.net/10945/23096.
Full textMc, Caffery Fergal Hugh. "MICASSEM : an intelligent adaptive Multimedia Interface for Circuit board ASSEMbly." Thesis, University of Ulster, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310108.
Full textHafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.
Full textRamsey, Theresa D. "The Effects of Multimedia Interface Design on Original Learning and Retention." Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/36639.
Full textMaster of Science
Williams, David Martyn Lewis. "Supporting multimedia user interface design using mental models and representational expressiveness." Thesis, Loughborough University, 1996. https://dspace.lboro.ac.uk/2134/25115.
Full textBéranger, François. "An object-oriented interface to a relational database for multimedia applications." Thesis, University of Ottawa (Canada), 1992. http://hdl.handle.net/10393/7671.
Full textAlmutairi, Badr. "Multimedia communication in e-government interface : a usability and user trust investigation." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10503.
Full textAhmadi, Danesh Ashtiani Ali. "ProGes: A User Interface for Multimedia Devices over the Internet of Things." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31865.
Full textBerger, Arne, Maximilian Eibl, Stephan Heinich, Robert Knauf, Jens Kürsten, Albrecht Kurze, Markus Rickert, and Marc Ritter. "Schlussbericht zum InnoProfile Forschungsvorhaben sachsMedia - Cooperative Producing, Storage, Retrieval, and Distribution of Audiovisual Media (FKZ: 03IP608)." Universitätsbibliothek Chemnitz, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-96922.
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