Dissertations / Theses on the topic 'Multimedia interfaces'

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1

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.

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Computers are becoming an ever increasing part of our daily lives both at work and at home. This has led researchers to investigate humanised interfaces as an attempt to provide naive users access to information technology. A natural aspect of humanised interfaces is the incorporation of anthropomorphised entities that can act as agents (personae) on behalf of users. Although considerable work has been carried out on many aspects of computer generated personae research tools in this area are scarce and there have been few attempts to approach the concept of an anthropomorphised interface as a whole rather than as a persona addition to standard work packages. This thesis analyses past work and identifies key requirements for future personae interfaces. It then goes on to present a novel approach to producing a unified persona interface that incorporates many of the disparate capabilities of earlier approaches. This novel approach is then tested objectively and subjectively before being used to undertake a series of experiments both on site in the University of Edinburgh and at sites across Europe in order to identify constraints and bounds for personae interfaces. The results from these experiments are statistically analysed and conclusions are drawn that form a kernel set of constraints for persona interaction. A method for automating the application of this kernel set of constraints is provided and an initial foray into intelligent persona dialogue control is presented. Final conclusions from this work are presented and relevant future work is described.
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Campion, 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.

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Faraday, Peter. "Theory based design and evaluation of multimedia presentation interfaces." Thesis, City University London, 1998. http://openaccess.city.ac.uk/7563/.

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Multimedia (MM) Applications currently suffer from an ad hoc development process. This places the usability and effectiveness of many MM products in doubt. This thesis develops a theoretically motivated design method and tools to address these problems. The thesis is based on an analysis of the cognitive processes of attending to and comprehending an MM presentation. A design method is then developed based on these cognitive processes. The method addressesth e problem of selecting media to presenting information requirements,h ow to design the media to effectively deliver the desired content, how to combine verbal and visual media successfully, and how to direct the user's attention to particular part of the presentation. A number of studies are then presented which provide validation for the method's claims. These include eye tracking to analyse the user's reading / viewing sequence, and tests of expert and novice recall of MM and conventional text / speech presentations. A set of re-authoring studies show that application of guidelines improves retention of the content. The method is supported by a design advisor authoring tool. The tool applies the guidelines using a combination of a critiquer and expert system. The tool demonstrates that the guidelines are tractable for implementation, and provides a novel approach to providing authoring advice. Both the method and the tool are also validated in case studies with novice users. These demonstrate that the method and tool are both usable and effective.
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Richards, Stephen M. "End-user interfaces to electronic books." Thesis, Teesside University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358404.

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Electronic book production is a developing field which is still in its infancy. As such, there is still relatively little material available in the form of design principles or guidelines for the production of such books. It is also extremely complex, in that electronic book designers can take advantage of a number of delivery techniques which are not available to authors of traditional paper-based books. Such techniques include: multimedia (the delivery of text, pictures, sound, and moving pictures); and hypermedia (the linking of reactive information items to form non-linear structures). This research investigates some of the key issues in the design of end-user interfaces to electronic books. Essentially, this centres on three basic problems: the use of metaphors in the design of interfaces to electronic books; models for the design of multimedia pages; and the provision of various knowledge corpus structures. Interface metaphors are investigated through the implementation and evaluation of the book metaphor. Applications were developed which either embedded or did not embed the book metaphor. Subjects used these applications while undertaking a number of information access tasks. Both qualitative and performance data werecollected and some significant results were obtained. Five page models were developed (referred to as: simple; tiled; overlay; oversize; and dynamic) which were used to design a number of page structures. These page structures were evaluated using qualitative measures of user reactions to the various page structures. Seven interface dimensions were measured and again significant results were obtained. To measure the effects of knowledge corpus structure on the design of electronic books three different book structures were created: linear; tree; and network. These were investigated in the light of some common information access tasks. The results indicated that some knowledge corpus structures were more appropriate for certain types of task.
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Bergan, 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.

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Wells, Amy Tracy. "Hypermedia and learning contrasting interfaces to hypermedia systems /." Diss., Connect to online resource - MSU authorized users, 2008.

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Thesis (Ph. D.)--Michigan State University. Dept. of Counseling Educational Psychology, and Special Education, 2008.
Title from PDF t.p. (viewed Aug. 18, 2009). Includes bibliographical references (p. 221-229). Also issued in print.
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Boncha, Alison. "Designing compelling interfaces : an exploration of the artist book and how its unique interactive experience can influence the graphical user interface /." Online version of thesis, 2008. http://hdl.handle.net/1850/7748.

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Courtin, Christophe. "Interfaces cooperatives pour les dossiers medicaux multimedias (doctorat : genie biologique et medical)." Rennes 1, 1998. http://www.theses.fr/1998REN1B032.

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Oliveira, 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.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
The 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)
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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/.

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This thesis presents research performed over the span of 9 years in the area of adaptive multimedia interfaces (specifically Adaptive Hypermedia in eLearning), with special focus on a cultural education model. In particular, the thesis looks at how the adaptive interfaces can cater for cultural diversity in education, instead of presenting a homogenous delivery for the whole student population, regardless of their cultural background. Specifically, this research provides a framework for cultural adaptation, CAE (Cultural Artefacts in Education), based on Marcus & Gould’s web model, as well as its source, Hofstede’s indexes. This framework is supported by a questionnaire, the CAE questionnaire, a key product of this research, which has been shown to map on Hofstede’s indexes, and which has been used to model features for personalised adaptive interfaces for different cultures. The questionnaire is in English language, but this work also presents a study showing to what extent the results obtained are similar to native language questionnaire results. The CAE Framework is further extended by providing two ontologies, a full-scale ontology, called the CAE-F ontology, and a light-weight ontology, called the CAE-L ontology. These ontologies detail the HCI (Human Computer Interaction) features that need to be integrated into an adaptive system in order to cater for cultural adaptation. These features can be used for all types of adaptation, as defined in adaptive hypermedia. The latter ontology is then illustrated in a study of eleven countries, for the specific cultural adaptation case of interface adaptation, of which current research is extremely sparse. These illustrations are further used in a formative evaluation, which establishes to what extent the cultural adaptation ontologies can be applied. This is followed by a summative, real-life evaluation of cultural adaptation for Romanian students, and the results are reported and discussed. This study validates the proof of concept for using CAE in a real world setting. Finally, the overall achievements of this work are summarised, conclusions are drawn, and recommendation for further research are done.
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Balci, 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.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, September 1992.
Thesis 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.
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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.

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Le contexte évolue dans le temps et l'acquisition de l'information contextuelle est essentielle. Nous tenons que le contenu de l'information contextuelle ne devrait être défini que par l'utilisateur. Ceci nous mène au concept de l'acquisition incrémental du contexte où des paramètres de contexte sont ajoutés, modifiés ou supprimés, un paramètre de contexte à la fois. Dans ce même ordre d'idée, nous élargissons la notion du contexte au contexte de l'interaction (CI). Le CI qui est employé pour se rapporter au contexte collectif de l'utilisateur, de son milieu de travail et de son système de calcul. Afin de maximiser les bienfaits de la richesse du CI dans la communication personne-machine, la multimodalité tient compte d'un éventail de modes et de formes de communication, choisis et adaptés au contexte de l'utilisateur. La multimodalité ubiquitaire et adaptative enrichit la communication dans l'interaction personne-machine et fournit les modes les plus appropriés pour l'entrée / la sortie de données par rapport à l'évolution du CI. Cette thèse - Le paradigme du système multimodal multimédia ubiquitaire sensible au contexte de l'itération - est une conception architecturale qui montre l'adaptibilité au CI. Il est intelligent et diffus. Il est conçu avec deux buts à l'esprit. D'abord, étant donné une instance de CI qui évolue avec le temps, notre système détermine les modalités optimales qui s'adaptent à un tel CI. En second lieu, nous avons conçu un mécanisme qui permet le choix automatique des applications de l'utilisateur, les fournisseurs préférés à ces applications et les configurations préférées de la qualité du service de ces fournisseurs
Context 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
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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.

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This thesis is about the introduction and use of mobile multimedia guides in the museum setting. Its main research hypothesis is that the use of mobile Augmented Reality (AR) technologies and the AR metaphor as a principal component for the conceptual and interaction design of mobile museum guide applications could greatly facilitate interaction and navigation both in the mobile multimedia application and in the sensitive museum ecology. The thesis is composed of seven chapters. It is divided in two parts. Part A, composed of chapters 1, 2 and 3 lays the theoretical foundations regarding the main research hypothesis. Part B, composed of chapters 4, 5, 6 and 7, explores and tests this research hypothesis, through the iterative design, implementation and evaluation of a mobile AR guide for a contemporary French museum of Fine Arts. Chapter 1 introduces the topic, the research problem, the motivations and the objectives of the work undertaken and briefly discusses the outcomes of the research. Chapter 2 presents the state of the art in mobile multimedia guides for the museum setting and introduces a set of classification criteria regarding mobile multimedia museum guides (media employed, geolocalization capabilities, data storage, platform type, platform ownership, personalization, collaborative applications, edutainment activities). Two mobile museum guide projects, in which the author participated, Mobivisit and DANAE, are presented in more detail. Particular emphasis is given on the different strategies employed for resolving geolocalization and navigation issues, both in the museum space and the interactive application. Chapter 2 also highlights human, economical and technological challenges and barriers to overcome that have been so far preventing the generalization of use of mobile multimedia guides in the museum context. These may range from curators’ fears that a guide could be used in a distractive manner to the lack of authoring tools and the practicalities involved in setting-up, financing and maintaining such an educational resource. Having provided a theoretical background regarding the modalities of use of mobile museum guides, Chapter 3 looks deeper into the complex issue of interaction with mobile devices in the museum environment. After analyzing the ways in which a visitor’s attention gets fuzzily allocated among the museum guide and the surrounding environment (the museum object and other co-visitors), the main research hypothesis is introduced: that the use of mobile Augmented Reality (AR) technologies and the AR metaphor, might have the potential to enrich and facilitate the interaction of a museum visitor with the museum environment and the interactive application, providing straightforward links between the physical (the museum environment) and the digital (the mobile museum guide application). The chapter then introduces AR exposing the most influential definitions and proposing a complementary one, looks into principal Having provided a theoretical background regarding the modalities of use of mobile museum guides
Etude 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
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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.

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Mestrado em Design
Os 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.
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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/.

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Huang, 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.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2006.
Submitted 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.
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Uzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.

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This dissertation investigates the development and use of self-images in augmented reality systems for learning and learning-based activities. This work focuses on self- modeling, a particular form of learning, actively employed in various settings for therapy or teaching. In particular, this work aims to develop novel multimedia systems to support the display and rendering of augmented self-images. It aims to use interactivity (via games) as a means of obtaining imagery for use in creating augmented self-images. Two multimedia systems are developed, discussed and analyzed. The proposed systems are validated in terms of their technical innovation and their clinical efficacy in delivering behavioral interventions for young children on the autism spectrum.
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Ben, 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.

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L'objet de cette thèse est la construction d'un outil graphique dans le cadre du projet mmi2 (a multi-mode intervade for man-machine interaction with knowledge based systems). Mmi2 est un projet esprit ii qui a pour objectif principal de construire une interface homme-machine intelligent intégrant plusieurs modes de communication: langue naturelle (anglais, français, espagnol), langage de commande, graphique et gestuel. Ce travail est le résultat d'une approche expérimentale de développement d'un outil de manipulation directe, baptisé outil de dessin, dans un environnement multi-mode. Dans ce contexte, notre démarche a consisté à utiliser des techniques de construction géométrique dans la conception d'une interface. Nous proposons pour cela un modèle fonde sur le concept de carte planaire. Il conduit à des structures de données de type représentation par frontières dont la notion de base est le brin, qui est une arête topologique orientée. Ce modèle permet de proposer un algorithme de saisie et de modification de cartes planaires qui, tout en contrôlant à chaque instant la planéité de la carte, est capable de détecter automatiquement la fermeture des contours. Par ailleurs, nous nous sommes intéressés à l'étude de la sémantique graphique, pour permettre l'intégration des différents modes de communication pour assurer un dialogue multi-mode entre l'utilisateur et l'ordinateur.
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Huang, 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.

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The major challenge for multimedia designers is to create user experiences that enrich the reception of content, designer�s traditional reliance on intuition not ensuring audience�s interest or understanding. The developing philosophy of user-centred design argues that designers should begin from an appreciation of their audience. In design there are various positions on how to achieve this, ranging from traditional market research through psychological, ethnographic, anthropological and sociological research to the direct involvement of users in the design process. This study draws on established knowledge about the cognitive processes, psychological motivations and preferences of user groups to advance a model for better-targeted and more effective design. In particular, it uses Howard Gardener�s multiple intelligences theory to extend design thinking. Where a specific audience is apparent multiple intelligences theory implies that (1) the interface should match user�s perceptual tools, cognitive styles and responses and (2) there is far greater scope than presently recognized to vary the design of the graphical user interface. The research explores how interactive multimedia can harness the �language of vision� (Johannes Itten) for certain audiences, in this case Taiwanese drawing students aiming to enter tertiary art and design programs where high academic drawing skills are an important selection criterion. The high �visual intelligence� of the target audience indicates their heightened capacity to process visual concepts and elements. The application of Gardner�s ideas is a speculative one, based on hypothesis and the formulation of an experimental graphical user interface environment built around predominantly visual cues. The designed outcome incorporates knowledge and understanding that is widely applicable to GUI design, challenging designers to develop multimedia products with innovative, imaginative design approaches that cater for the different needs and interests of users where the audience is a specific and identifiable one.
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Katz, 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.

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Ramos, 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.

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El presente proyecto de tesis consiste en el desarrollo de una interfaz multimedia interactiva basada en un servidor de video para la implementación de un laboratorio remoto virtual. Esta interfaz permitirá la visualización de los equipos que se encuentren remotamente y la interacción entre usuarios conectados a una sesión de laboratorio. El primer capítulo está centrado en el análisis de la situación actual del e-learning y las ventajas que traería consigo el laboratorio virtual. El segundo capítulo busca presentar el análisis desarrollado de todas las tecnologías disponibles para el desarrollo de la interfaz. El tercer capítulo presenta los conceptos importantes que se deben considerar para que la aplicación pueda cumplir con los objetivos trazados, así como la elección y justificación de las herramientas a utilizar para llevar a cabo la solución planteada. El cuarto capítulo esta enfocado al diseño de la solución. Así pues se presenta arquitectura del sistema, las consideraciones que se deben tener con el servidor de video y el diseño de las aplicaciones que formarán parte de la interfaz. El quinto capítulo describe la implementación de las aplicaciones y la integración de éstas para obtener la interfaz que se presenta como solución de este trabajo de tesis. Asimismo, luego se realiza una evaluación de la interfaz desarrollada y del servidor a través de pruebas en Internet.
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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.

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[EN] This research paper intends to tackle, from a theorical point of view, the functional aspects of exploration interface design and their impact on human communication processes. For that, the interface has been conceived as a technical device that connects people physically and psychologically with «communication machines» in the performance of a certain task; at the same time, however, it is a symbolically constructed space in which the objects interact with each other on different levels of significance. Seen this way, the design of an exploration interface will present two seemingly different realities: on the one side, the one that intends the design to be a functionally efficient, technical device for accessing, navigating and controlling an information system; on the other side, the reality of the design of a space formally represented by semiotic objects whose arrangement determines the flow and sense of a communicative experience. In both cases, the functional equivalences of the objects represented in the interfaces will question the traditional delimitations of both visual and technical design of production. That is why distinguishing any descriptions of the system itself from the ones constitutive of its phenomenology is prioritized in this research paper, that is to say what belongs to our interaction with it, the represented entities, and the context in which it is used. These questions will be analysed in an interdisciplinary way and under a holistic way of looking at the problem with the goal of confronting and evaluating different conceptual approaches of design. The document is structured in four parts. The first puts us in front of the object and its function in the system context that, from a philosophical point of view, describes our natural and technological environment. The second part is centered in the information technologies, tracing a line of historical events whose intent is to describe the motivations that brought such important scientists to invent the concepts and techniques that made it possible for computers to become authentic communication machines. The third one deals with the general aspects of communication and the technological and cultural devices that allow us to acquire and transmit knowledge. The fourth part analyses, in a critical way, the functional design of interfaces, their sense and their domain.
[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
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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/.

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A literatura apresenta muitos sistemas que foram desenvolvidos a fim de automatizar o processo de geração de hiperdocumentos multimídia a partir de experiências ao vivo; ambientes educacionais e de reunião são os domínios de aplicação mais comuns. Conforme reportados, os sistemas não contemplam características importantes relativas à evolução de hiperdocumentos Web, tais como a possibilidade de atualizações constantes de conteúdo e de layout, e a independência de plataforma. Este trabalho visa a implementação do sistema eMeet/SERVE, que realiza a geração automática de hiperdocumentos multimídia a partir de informações capturadas em ambientes de reuniões distribuídas na Web. O eMeet/SERVE foi implementado com a utilização da arquitetura LAIAc – proposta neste trabalho – habilitada a suportar a evolução dos hiperdocumentos gerados. As interfaces dos hiperdocumentos gerados pelo eMeet/SERVE foram desenvolvidas a partir de padrões e regras propostas na literatura. Além disso, um mecanismo de sincronização foi implementado nos hiperdocumentos a fim de permitir uma reprodução adequada dos elementos multimídia. A arquitetura LAIAc pode ser utilizada por outros sistemas associados à geração automática de hiperdocumentos. Com a realização deste trabalho, o eMeet/SERVE está preparado para integração com outros serviços implementados no contexto do projeto maior em que se insere, o Projeto InCA-SERVE, visando a evolução contínua dos hiperdocumentos gerados automaticamente.
The 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.
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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.

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Thesis (Ph.D)--Electrical and Computer Engineering, Georgia Institute of Technology, 2010.
Committee 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.
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Vargo, Cortney G. "An evaluation of computer-supported backtracking in a hierarchical database." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/41512.

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A common concern for people using computer databases is becoming "lost" within the complex hierarchy of entries. Most direct manipulation interface design guidelines suggest designers should include a feature for “undoing” user inputs (Smith and Mosier, 1986). In the case of a database, undo translates to backtracking support. The first purpose of this research was to confirm that computer-supported backtracking tools reduce navigation time over manual backtracking. The second purpose was to compare navigation times among a subset of backtracking tools. The third purpose was to determine if users prefer to use one or more backtracking tools significantly more than others. Four backtracking tools were developed by crossing two factors: History (history list vs no history list) and Level (component vs entry). History list indicates the user may view a chronological listing of nodes that have been viewed and directly select a destination node. No history list means the user must backtrack through each visited node with no shortcuts. Component indicates the backtracking tools operate only at the lowest level, or smallest definable node, of the tree-like database structure. Entry means that backtracking occurs at the higher parent node. Thus, multiple components make up an entry . In addition to the four computer backtracking tools, overall navigating and manual backtracking was done using a hierarchical Table of Contents. The tools were evaluated in an experimental, hierarchical, direct-manipulation database. Trials were conducted in the form of a multiple-choice information retrieval task. The independent variables included the backtracking tool (four-computer supported, one-manual) and the backtrack Task Length. The dependent measures included navigation time, the frequency with which the computer tool was used over manual backtracking (Table of Contents), and questionnaire responses. The results of this study provided some of the first solid support for the many guidelines that have been written recommending user recovery, or undo support. Backtracking with any of the four computer-supported tools resulted in a significantly smaller navigation time than manual backtracking using the Table of Contents. Subjects using either of the entry tools had consistent backtracking times across trials regardless of backtrack task length. When provided with a history list, subjects in the entry condition had significantly smaller navigation times than subjects in the component condition. Users did not show any differences between computer tools in rated efficiency, ease of use, or objective preference measures.
Master of Science
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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.

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The prospect of computer applications making "noises" is disconcerting to some. Yet the soundscape of the real world does not usually bother us. Perhaps we only notice a nuisance? This thesis is an approach for designing sounds that are useful information rather than distracting "noise". The approach is called TaDa because the sounds are designed to be useful in a Task and true to the Data. ¶ Previous researchers in auditory display have identified issues that need to be addressed for the field to progress. The TaDa approach is an integrated approach that addresses an array of these issues through a multifaceted system of methods drawn from HCI, visualisation, graphic design and sound design. A task-analysis addresses the issue of usefulness. A data characterisation addresses perceptual faithfulness. A case-based method provides semantic linkage to the application domain. A rule-based method addresses psychoacoustic control. A perceptually linearised sound space allows transportable auditory specifications. Most of these methods have not been used to design auditory displays before, and each has been specially adapted for this design domain. ¶ The TaDa methods have been built into computer-aided design tools that can assist the design of a more effective display, and may allow less than experienced designers to make effective use of sounds. The case-based method is supported by a database of examples that can be searched by an information analysis of the design scenario. The rule-based method is supported by a direct manipulation interface which shows the available sound gamut of an audio device as a 3D coloured object that can be sliced and picked with the mouse. These computer-aided tools are the first of their kind to be developed in auditory display. ¶ The approach, methods and tools are demonstrated in scenarios from the domains of mining exploration, resource monitoring and climatology. These practical applications show that sounds can be useful in a wide variety of information processing activities which have not been explored before. The sounds provide information that is difficult to obtain visually, and improve the directness of interactions by providing additional affordances.
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Silva, 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/.

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O Sistema Brasileiro de TV Digital (SBTVD), adotado como padrão de TV Digital no Brasil, traz consigo a alta resolução de imagens, mais canais, a transmissão para receptores móveis e a promessa de interatividade. Concomitantemente à sua implantação, vemos o crescimento da base de usuários do serviço móvel pessoal, assim como um aumento substancial dos usuários de redes sociais e da internet acessando mídias como TV, música, publicações e conteúdo gerado por usuários. As mídias digitais interativas criaram uma demanda pelo design de interfaces facilitadoras da interação entre máquinas, usuários e o acesso, busca e distribuição de conteúdo midiático. Designers gráficos antes dedicados a mídias específicas como a TV, cinema e publicações impressas têm migrado para plataformas digitais, contribuindo para o design de mundos virtuais e a interação homem-computador. Com a convergência da TV Digital com outras mídias, designers de interfaces devem considerar a ubiquidade de dispositivos móveis inteligentes presentes no mesmo ambiente da TV, criando assim uma experiência em que os usuários podem interagir com múltiplas telas e plataformas. É cada vez mais comum celulares e outros aparelhos portáteis estarem conectados à internet, e que podem servir como canal de retorno e tela secundária, expandindo a interface do usuário e facilitando a interação com a TV. Diversos motivos como a ausência de um canal de retorno e a disponibilidade limitada do middleware Ginga em conversores e receptores de TV Digital têm atrasado o lançamento de serviços interativos para o SBTVD. Ao transferir o paradigma da interatividade de um modelo de distribuição vertical para um ambiente conectado, no qual usuários e telespectadores podem compartilhar sua experiência em múltiplas telas e dispositivos, é possível conceber uma nova forma de interação com a TV Digital. Esta tese pesquisa avanços no design de interfaces, tecnologia da TV Digital e novas mídias de modo a subsidiar o design de experiência do usuário da TV Digital. Partindo do conteúdo audiovisual e digital da Copa do Mundo de 2010, propõe-se o design de uma interface que integra um smartphone com um receptor de TV Digital como síntese de um modelo de interação com a TV para a Copa de 2014.
While 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.
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Scott, Andrew Craig. "A multimedia network interface." Thesis, Lancaster University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.306824.

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29

Vargas, Ariel 1981. "Desenvolvimento de um software educacional para auxilio a produção de videos." [s.n.], 2007. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276227.

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Orientador: Heloisa Vieira da Rocha
Dissertação (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
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30

Tay, Jeremy Yee Chiat. "Multimedia Analysis Over 3G Wireless Interface." Queensland University of Technology, 2003. http://eprints.qut.edu.au/15810/.

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Recent rapid advancements in mobile communication and emerging demands for complicated multimedia content and services over mobile systems have caused a dramatic increase in research interest in this area. Among the topics covering multimedia service performance over the wireless interface, the quality of received multimedia content is an important issue. With the increase of visual media in mobile services, user opinion acquired through perception of received image quality will play an increasingly important role in determining the effectiveness of such services. The work documented in this thesis is motivated by the general lack of published work on software test beds for Third Generation Mobile Network (3G) and in particular for investigating mobile environment multimedia quality degradation. A 3G multimedia quality analysis system is presented, subjecting the input multimedia stream to the simulated 3G radio activities and measuring its degradation in terms of human perception. This approach takes a new and different model of multimedia quality measurement in a wireless communication domain, showing the possibility of a more effective approach that can be applied in many cases for assisting service quality assurance research across this area. The development of this software system is covered in detail together with in-depth analysis of multimedia image quality over a simulated 3G radio interface. Universal Mobile Telecommunications System (UMTS) is the 3G standard chosen for study in this work. The suggested test bed simulates a single Frequency Division Duplex (FDD) downlink UMTS Territorial Radio Access (UTRA) channel, where the received media's image analysis is performed using a Human Vision System (HVS) based image quality metric. The system aims to provide a multipurpose and versatile multimedia 3G test bed for use in testing of various solutions for protecting multimedia data across a 3G radio interface. Furthermore, it produces effective human vision oriented feedback on visual media degradation, providing a new and efficient method to address effectiveness of solutions in multimedia delivery over a mobile environment. This thesis shows the ability of HVS-based image quality metric in analyzing degradation of visual media over a noisy mobile environment. This presents a novel direction in the area of telecommunication service multimedia quality analysis, with potential user quality perception being considered on top of data or signal-based error measurements. With such a new approach, development of multimedia protection solutions can be made more effective. Effective feedback provided by considering quality measurement with strong correlation to human perception allows close analysis of user visual discrimination across an image. An example of the usefulness of this information is especially visible if considering development of a content-based multimedia data protective system that provides different levels of protection, depending on the importance of visual media. An apparent potential application of this thesis is in the testing of a multimedia/image protection protocol in a downlink channel. Future work might aim to extend the current system by adding network level traffic simulations and further addition of dynamic network control components, further considering network traffic conditions.
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31

Cheng, 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.

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32

Young, D. "Interface design for multimedia office systems." Thesis, University of Nottingham, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.235064.

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Chen, Qiong. "A flexible multimedia query and presentation interface for multimedia database systems." FIU Digital Commons, 2001. http://digitalcommons.fiu.edu/etd/2143.

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The purpose of this research is to present new methods of active and passive vibration control for flexible structures. The study includes: 1) passive viscoelastic damping treatment; 2 ) active vibration control using layered shape memory alloy (SMA); 3) combined application of viscoelastic damping treatment and SMA; 4) experiments. In order to maximize damping and save weight of the structure and cost, a partially covered double sandwich cantilever beam model has been presented. It is shown that the double sandwich beam is better than single sandwich beam for some conditions. To take into account of end loads effect of elastic structures such as robot arm or manipulator, a model of partially covered double sandwich cantilever beam with mass at free end is given and discussed. Also a more accurate model (Timoshenko model) is discussed. The experiments were done to verify the theoretical results. The active vibration control by means of layered shape memory alloy actuator is discussed. The layered structure is easy to implement in real application, especially for the existing structures. The control results are compared and discussed. The temperature effects are discussed. Also a model with combined application of viscoelastic damping treatment and shape memory alloy layer is presented. Both the vibration characteristics and control results are obtained and discussed. The vibration control results for different control schemes are compared and discussed. The temperature effects are also discussed
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Suh, 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/.

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Nie, 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.

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Depuis quelques années, les déformations sont utilisées en synthèse d'images pour la modélisation des solides. La déformation libre est une méthode de transformation qui déforme des objets en déplaçant un maillage de points de contrôle définis dans un repère local et en utilisant une interpolation volumique. Deux extensions ont été développées. La première utilise l'interpolation de type b-spline, au lieu de l'interpolation de type bezier. La deuxième utilise un repère local cylindrique ou sphérique, au lieu d'un repère local cartésien. Pour visualiser des objets déformés un algorithme de facettisation adaptative est proposé. Pour déplacer des points de contrôle dans l'espace 3d avec un localiseur 2d, un curseur 3d est utilisé.
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36

Rizoli, Lucas. "A multimedia interface for facilitating comparisons of opinions." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12616.

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Written opinion on products and other entities--evaluative text--can be important to consumers and researchers, but expensive and diffcult to analyze. Efforts at mining for opinions have been successful at collecting the data, but have not focused on making analyses of such data easy. We have developed Hierarchical Evaluative Histogram Explorer (HEHxplore), a multimedia interface designed to facilitate the analysis of opinions on multiple entities, particularly comparing opinions on multiple entities. HEHxplore integrates an information visualization and an intelligent summarization system that selects notable comparisons in opinion data. Used in combination with opinion mining, we believe HEHxplore can reduce the time and effort required to explore and use evaluative data. HEHxplore presents data to users in two useful, complementary modes: graphics and text. The visualization is designed in order to present the aggregated opinions in the data clearly, unambiguously, and in a manner easy to learn. The summarization system applies a set of statistics for comparing opinions across entities in order to highlight those that show strong similarities or dissimilarities between entities. We conducted a study of our interface with 36 subjects. The results of the study showed that subjects liked the visualization overall and our summarization system's selections overlapped with those of subjects more than did the selections of baseline systems. Given the choice, subjects sometimes changed their selections to be more consistent with those of our system. We also used subjects' selections and our study's datasets to train new selection systems using machine learning techniques. Using the data collected in our study, these trained systems were able to match subjects' selections more closely than our statistics-based system. We describe the design and implementation of HEHxplore, describe and relevant work, detail our studies of HEHxplore's systems and their results. We also consider potential future work to be done on HEHxplore.
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37

Leggett, Michael Graham College of Fine Art &amp 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.

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The thesis describes the development during the 1990s of visual artists' utilisation of computer-based interactive multimedia and the production internationally, with a focus on Australian artists, of artworks on the CD-ROM media format. Earlier parts of the author's research led to the exhibition, 'Burning the Interface < International Artists' CD-ROM>', which he co-curated, opening at the Museum of Contemporary Art, Sydney, in 1996, before touring to Perth, Brisbane, Melbourne and Adelaide. The thesis surveys the range of practice by artists working with digital media and the opportunities for exhibition in the public spaces of museums, galleries and the street, and advances scenarios for correcting the laxity of response by the exhibiting institutions to the vigour with which Australian artists represented their work and ideas at this time in national and international forums. Four published artists' work on CDROM are analysed in detail, and a concluding chapter about 'interactive multimedia' and its usefulness as an art medium to the artist introduces the studio practice component of this MFA submission. This takes the form of a prototype 'experimental' version of an interactive multimedia work on CD-ROM, ('Strangers on the Land') a copy of which is contained in a pocket at the rear of the bound version.
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Cheung, 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.

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Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2002.
Includes bibliographical references (leaves [61]-[65]). Also available in electronic version. Access restricted to campus users.
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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/.

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Jackson, 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.

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This paper documents the planning, design, implementation, and preliminary evaluation of the Multimedia Story Builder and Multimedia Story Player – two applications that together are used to create, edit, manage, and deliver web-based multimedia presentations. These applications incorporate simple and intuitive interfaces, extensive functionality, multiple presentation methods, and support for multiple media types, all of which represent improvements over similar systems. The results of a preliminary usability test and suggestions for future testing and development are also described.
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Chen, 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.

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User 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:

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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.

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Mc, 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.

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Hafidh, 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.

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This thesis presents an exercise-based edutainment system intended for children. It is designed to enhance their cognitive development by encouraging movement in a fun way. The main idea behind the system is that children will have fun constructing a physical, tangible user interface. In addition, they will learn how to spell many words that represent objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have designed and implemented a tangible user interface that facilitates interaction with the system. This tangible user interface is called "SmartPads" and is composed of coloured tiles that can be physically connected to each other to form any shape. The pads are mapped onto a computer screen in real-time. A user interacts with the interface by stepping on the pads. We have incorporated two games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it. This thesis provides detailed information about the proposed system and its related components, discusses the design and development of the two games, and measures the system's performance when used by the children.
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Ramsey, Theresa D. "The Effects of Multimedia Interface Design on Original Learning and Retention." Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/36639.

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The goal of this research was to compare the learning outcomes of three methods of instruction: a text-based instructional system and two multimedia systems. The two multimedia systems used different interface designs. The first multimedia system used a topic-oriented interface which is somewhat standard in multimedia design. The second multimedia system presented a problem solving context and simulated an industrial setting where the user played the role of an industrial engineer. All three methods presented analogous information about Time Study Analysis, a work measurement technique used by industrial engineers. A between subjects experimental design with two independent measures examined two domains of learning: verbal information and intellectual skills. This design was used for two sessions to examine original learning and retention components of learning. Original learning was measured immediately following the instructional treatment. Retention was measured two weeks after treatment. Thirty subjects of similar backgrounds (undergraduates in Industrial and Systems Engineering) participated in the experiment’s two sessions. Post-tests were used to measure verbal information and intellectual skills domains of learning during each session. A combined score for both domains was calculated. The scores were analyzed using ANOVA (analysis of variance). No significant differences were found between the three instructional methods for the two domains or the combined score during either the original learning session or the retention session of the experiment.
Master of Science
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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.

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This thesis addresses the problem of output media allocation in the design of multimedia user interfaces. The literature survey identifies a formal definition of the representational capabilities of different media.as important in this task. Equally important, though less prominent in the literature, is that the correct mental model of a domain is paramount for the successful completion of tasks. The thesis proposes an original linguistic and cognitive based descriptive framework, in two parts. The first part defines expressiveness, the amount of representational abstraction a medium provides over any domain. The second part describes how this expressiveness is linked to the mental models that media induce, and how this in turn affects task performance. It is postulated that the mental models induced by different media, will reflect the abstractive representation those media offer over the task domain. This must then be matched to the abstraction required by tasks to allow them to be effectively accomplished. A 34 subject experiment compares five media, of two levels of expressiveness, over a range of tasks, in a complex and dynamic domain. The results indicate that expressiveness may allow media to be matched more closely to tasks, if the mental models they are known to induce are considered. Finally, the thesis proposes a tentative framework for media allocation, and two example interfaces are designed using this framework. This framework is based on the matching of expressiveness to the abstraction of a domain required by tasks. The need for the methodology to take account of the user's cognitive capabilities is stressed, and the experimental results are seen as the beginning of this procedure.
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Béranger, François. "An object-oriented interface to a relational database for multimedia applications." Thesis, University of Ottawa (Canada), 1992. http://hdl.handle.net/10393/7671.

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In this thesis, we investigate the aspects of persistence, of the object-oriented approach and of multimedia data management. We show that there is currently no complete answer to the problems stated above. But partial solutions brought by relational database technology to the problem of efficient storage, combined with the ease of use of object-oriented techniques, allow us to implement multimedia applications without difficulty. Our work consists of an analysis of the requirements of multimedia data management. Based on this, we build a data model which allows us to take advantage of both the relational technology and the object-oriented paradigm. We then build an architecture for that system, based on the client-server model. Finally, as a validation for our data model and architecture, we present a prototype implementing our specifications, using a relational database management system and a sc BLOB (binary large object) storage manager. (Abstract shortened by UMI.)
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Almutairi, Badr. "Multimedia communication in e-government interface : a usability and user trust investigation." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10503.

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In the past few years, e-government has been a topic of much interest among those excited about the advent of Web technologies. Due to the growing demand for effective communication to facilitate real-time interaction between users and e-government applications, many governments are considering installing new tools by e-government portals to mitigate the problems associated with user – interface communication. Therefore, this study is to indicate the use of multimodal metaphors such as audio-visual avatars in e-government interfaces; to increase the user performance of communications and to reduce information overload and lack of trust that is common with many e-government interfaces. However, only a minority of empirical studies has been focused on assessing the role of audio-visual metaphors in e-government. Therefore, the subject of this thesis’ investigation was the use of novel combinations of multimodal metaphors in the presentation of messaging content to produce an evaluation of these combinations’ effects on the users’ communication performance as well as the usability of e-government interfaces and perception of trust. The thesis outlines research comprising three experimental phases. An initial experiment was to explore and compare the usability of text in the presentation of the messaging content versus recorded speech and text with graphic metaphors. The second experimental was to investigate two different styles of incorporating initial avatars versus the auditory channel. The third experiment examined a novel approach around the use of speaking avatars with human-like facial expressions, obverse speaking avatars full body gestures during the presentation of the messaging content to compare the usability and communication performance as well as the perception of trust. The achieved results demonstrated the usefulness of the tested metaphors to enhance e-government usability, improve the performance of communication and increase users’ trust. A set of empirically derived ground-breaking guidelines for the design and use of these metaphors to generate more usable e-government interfaces was the overall provision of the results.
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Ahmadi, 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.

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With the rapid growth of online devices, a new concept of Internet of Things (IoT) is emerging in which everyday devices will be connected to the Internet. As the number of devices in IoT is increasing, so is the complexity of the interactions between user and devices. There is a need to design intelligent user interfaces that could assist users in interactions. Many studies have been conducted on different interaction techniques such as proxemic and gesture interaction in order to propose an intuitive and intelligent system for controlling multimedia devices over the IoT, though most could not propose a universal solution. The present study proposes a proximity-based and gesture-enabled user interface for multimedia devices over IoT. The proposed method employs a cloud-based decision engine to support user to choose and interact with the most appropriate device, reliving the user from the burden of enumerating available devices manually. The decision engine observes the multimedia content and device properties, learns user preferences adaptively, and automatically recommends the most appropriate device to interact. In addition to that, the proposed system uses proximity information to find the user among people and provides her/him gesture control services. Furthermore, a new hand gesture vocabulary is proposed for controlling multimedia devices through conducting a multiphase elicitation study. The main advantage of this vocabulary is that it can be used for all multimedia devices. Both device recommendation system and gesture vocabulary are evaluated. The device recommendation system evaluation shows that the users agree with the proposed interaction 70% of the times. Moreover, the average agreement score of the proposed gesture vocabulary (0.56) exceeds the score of similar studies. An external user evaluation study shows that the average score of being a good-match is 4.08 out of 5 and the average of ease-of-performance equals to 4.21 out of 5. The memory test reveals that the proposed vocabulary is easy to remember since participants could remember and perform gestures in 3.13 seconds on average. In addition to that, the average accuracy of remembering gestures equals to 91.54%.
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Berger, 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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In den letzten 20 Jahren haben sich in Sachsen mit ca. 60 Sendern die meisten privaten regionalen Fernsehsender der Bundesrepublik etabliert. Diese übernehmen dabei oft Aufgaben der Informationsversorgung, denen die öffentlich-rechtlichen Sender nur unzureichend nachkommen. Das InnoProfile Forschungsvorhaben sachsMedia fokussierte auf die existentielle und facettenreiche Umbruchschwelle kleiner und mittelständischer Unternehmen aus dem Bereich der regionalen Medienverbreitung. Besonders kritisch für die Medienbranche war der Übergang von analoger zu digitaler Fernsehausstrahlung im Jahr 2010. Die Forschungsinitiative sachsMedia nahm sich der zugrundeliegenden Problematiken an und bearbeitete grundlegende Forschungsfragen in den beiden Themenkomplexen Annotation & Retrieval und Mediendistribution. Der vorliegende Forschungsbericht fasst die erreichten Ergebnisse zusammen.
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