Dissertations / Theses on the topic 'User activity'

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1

Song, Chenxi. "USER ACTIVITY TRACKER USING ANDROID SENSOR." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1418938538.

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2

Stäger, Mathias. "Low-power sound-based user activity recognition /." Zürich : ETH, 2006. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=16719.

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3

Trevisiol, Michele. "Exploiting implicit user activity for media recommendation." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/283657.

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This thesis explores in depth how to use the user browsing behavior, and in particular the referrer URL, in order to understand the interest of the users. The aim is, first, to understand the preferences of the users from their navigation patterns, i.e., from the implicit actions of the users. Then, to exploit this information to personalize the content offered by the service provider. The key findings from our studies allowed us to propose different solutions in terms of recommender systems and ranking approaches for media items. We show how the browsing behavior of the users captured by the browsing logs is extremely meaningful to understand new users and to estimate their preferences.
Esta tesis analiza de modo exhaustivo el comportamiento del usuario en la web y, en particular, su interacción con las URLs recomendadas, para así conocer sus intereses. El objetivo fundamental es, en primer lugar, entender las preferencias de usuario a partir de sus patrones de navegación por la web, estudiando sus acciones implícitas. En segundo lugar, se trata de aprovechar esta información para personalizar el contenido ofrecido por el proveedor de servicios. El resultado de estos estudios nos ha permitido proponer diferentes soluciones en términos de sistemas recomendadores y ranking de productos multimedia. De este modo, hemos podido demostrar cómo el comportamiento del usuario en la web, obtenido a partir de registros de navegación, es extremadamente útil para comprender a nuevos usuarios y poder así estimar sus preferencias.
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4

Costa, Alceu Ferraz. "Mining User Activity Data in Social Media Services." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-11092017-151000/.

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Social media services have a growing impact in our society. Individuals often rely on social media to get their news, decide which products to buy or to communicate with their friends. As consequence of the widespread adoption of social media, a large volume of data on how users behave is created every day and stored into large databases. Learning how to analyze and extract useful knowledge from this data has a number of potential applications. For instance, a deeper understanding on how legitimate users interact with social media services could be explored to design more accurate spam and fraud detection methods. This PhD research is based on the following hypothesis: data generated by social media users present patterns that can be exploited to improve the effectiveness of tasks such as prediction, forecasting and modeling in the domain of social media. To validate our hypothesis, we focus on designing data mining methods tailored to social media data. The main contributions of this PhD can be divided into three parts. First, we propose Act-M, a mathematical model that describes the timing of users actions. We also show that Act-M can be used to automatically detect bots among social media users based only on the timing (i.e. time-stamp) data. Our second contribution is VnC (Vote-and-Comment), a model that explains how the volume of different types of user interactions evolve over time when a piece of content is submitted to a social media service. In addition to accurately matching real data, VnC is useful, as it can be employed to forecast the number of interactions received by social media content. Finally, our third contribution is the MFS-Map method. MFS-Map automatically provides textual annotations to social media images by efficiently combining visual and metadata features. Our contributions were validated using real data from several social media services. Our experiments show that the Act-M and VnC models provided a more accurate fit to the data than existing models for communication dynamics and information diffusion, respectively. MFS-Map obtained both superior precision and faster speed when compared to other widely employed image annotation methods.
O impacto dos serviços de mídia social em nossa sociedade é crescente. Indivíduos frequentemente utilizam mídias sociais para obter notícias, decidir quais os produtos comprar ou para se comunicar com amigos. Como consequência da adoção generalizada de mídias sociais, um grande volume de dados sobre como os usuários se comportam é gerado diariamente e armazenado em grandes bancos de dados. Aprender a analisar e extrair conhecimentos úteis a partir destes dados tem uma série de potenciais aplicações. Por exemplo, um entendimento mais detalhado sobre como usuários legítimos interagem com serviços de mídia social poderia ser explorado para projetar métodos mais precisos de detecção de spam e fraude. Esta pesquisa de doutorado baseia-se na seguinte hipótese: dados gerados por usuários de mídia social apresentam padrões que podem ser explorados para melhorar a eficácia de tarefas como previsão e modelagem no domínio das mídias sociais. Para validar esta hipótese, foram projetados métodos de mineração de dados adaptados aos dados de mídia social. As principais contribuições desta pesquisa de doutorado podem ser divididas em três partes. Primeiro, foi desenvolvido o Act-M, um modelo matemático que descreve o tempo das ações dos usuários. O autor demonstrou que o Act-M pode ser usado para detectar automaticamente bots entre usuários de mídia social com base apenas nos dados de tempo. A segunda contribuição desta tese é o VnC (Vote-and- Comment), um modelo que explica como o volume de diferentes tipos de interações de usuário evolui ao longo do tempo quando um conteúdo é submetido a um serviço de mídia social. Além de descrever precisamente os dados reais, o VnC é útil, pois pode ser empregado para prever o número de interações recebidas por determinado conteúdo de mídia social. Por fim, nossa terceira contribuição é o método MFS-Map. O MFS-Map fornece automaticamente anotações textuais para imagens de mídias sociais, combinando eficientemente características visuais e de metadados das imagens. As contribuições deste doutorado foram validadas utilizando dados reais de diversos serviços de mídia social. Os experimentos mostraram que os modelos Act-M e VnC forneceram um ajuste mais preciso aos dados quando comparados, respectivamente, a modelos existentes para dinâmica de comunicação e difusão de informação. O MFS-Map obteve precisão superior e tempo de execução reduzido quando comparado com outros métodos amplamente utilizados para anotação de imagens.
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5

Chang, Tae-Young. "User-activity aware strategies for mobile information access." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/22595.

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Thesis (Ph. D.)--Electrical and Computer Engineering, Georgia Institute of Technology, 2008.
Committee Chair: Raghupathy Sivakumar; Committee Member: Chuanyi Ji; Committee Member: George Riley; Committee Member: Magnus Egerstedt; Committee Member: Umakishore Ramachandran.
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6

Shun, Yeuk Kiu. "Web mining from client side user activity log /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?COMP%202002%20SHUN.

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Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2002.
Includes bibliographical references (leaves 85-90). Also available in electronic version. Access restricted to campus users.
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7

Sun, Jun. "User readiness to interact with information systems - a human activity perspective." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4316.

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This study focuses on how and why people become ready to interact with certain information systems (IS) based on their previous experiences with the same and/or similar systems. User-system interaction can be regarded as a mediated and collaborative human activity between a user and a system with the motive of transforming raw information into useful outcome. Using Activity Theory as a paradigm, this study conceptualizes a user-system interaction model that specifies the mediating relationships involved. Based on the user-system interaction model, this study proposes a psychological construct, Information System Interaction Readiness (ISIR), that indicates how an individual is prepared and willing to interact with a system within a user context. This construct advances a developmental view of how previous IS experiences may affect user future behavior. Compared with other constructs as predictors of user behavior, such as computer self-efficacy and intention to use, ISIR takes how IS user behavior is mediated into account. To operationalize and measure the ISIR construct, this study develops a measurement instrument for ISIR using the technique of facet analysis and the semantic differential scale type. To explore how user experiences with a system lead to the formation of ISIR, this study identifies the psychological antecedents of ISIR. This enables the discussion of how general IS capabilities, including interactivity, personalization and context-awareness, may affect ISIR through these antecedents. Because ISIR is a user-, system- and context-specific construct, this study also identifies and discusses the personal and situational factors that may affect ISIR. Putting all these relationships together results in a research framework of ISIR. To validate the ISIR measurement instrument and test the ISIR research framework, several laboratory studies were conducted. The results indicated that the ISIR instrument was valid and the ISIR framework was sound. Finally, the contributions and limitations of this study are discussed.
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8

Burns, Edward E. (Edward Eugene). "End-user modification and correction of home activity recognition." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61941.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 48-50).
Sensor-enabled computer systems capable of recognizing specific activities taking place in the home may enable a host of "context-aware" applications such as health monitoring, home automation, remote presence, and on-demand information and learning, among others. Current state-of-the-art systems can achieve close to 90% accuracy in certain situations, but the decision processes involved in this recognition are too complex for the end-users of the home to understand. Even at 90% accuracy, errors are inevitable and frequent, and when they do occur the end-users have no tools to understand the cause of errors or to correct them. Instead of such complex approaches, this work proposes and evaluates a simplified, user-centric activity recognition system that can be understood, modified, and improved by the occupants of a context-aware home. The system, named Distinguish, relies on high-level, common sense information to construct activity models used in recognition. These models are transferable between homes and can be modified on a mobile phone-sized screen. Observations are reported from a pilot evaluation of Distinguish on naturalistic data gathered continuously from an instrumented home over a period of a month. Without any knowledge of the target home or its occupant's behaviors and no training data other than common sense information contributed by web users, the system achieved a baseline activity recognition accuracy of 20% with 51 target activities. A user test with 10 participants demonstrated that end-users were able to not only understand the cause of the errors, but with a few minutes of effort were also able to improve the system's accuracy in recognizing a particular activity from 12.5% to 52.3%. Based on the user study, 5 design recommendations are presented.
by Edward E. Burns.
S.M.
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9

Goutham, Mithun. "Machine learning based user activity prediction for smart homes." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595493258565743.

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10

Voida, Stephen. "Exploring user interface challenges in supporting activity-based knowledge work practices." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
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11

Taglienti, Claudio. "The User Attribution Problem and the Challenge of Persistent Surveillance of User Activity in Complex Networks." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/319.

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In the context of telecommunication networks, the user attribution problem refers to the challenge faced in recognizing communication traffic as belonging to a given user when information needed to identify the user is missing. This is analogous to trying to recognize a nameless face in a crowd. This problem worsens as users move across many mobile networks (complex networks) owned and operated by different providers. The traditional approach of using the source IP address, which indicates where a packet comes from, does not work when used to identify mobile users. Recent efforts to address this problem by exclusively relying on web browsing behavior to identify users were limited to a small number of users (28 and 100 users). This was due to the inability of solutions to link up multiple user sessions together when they rely exclusively on the web sites visited by the user. This study has tackled this problem by utilizing behavior based identification while accounting for time and the sequential order of web visits by a user. Hierarchical Temporal Memories (HTM) were used to classify historical navigational patterns for different users. Each layer of an HTM contains variable order Markov chains of connected nodes which represent clusters of web sites visited in time order by the user (user sessions). HTM layers enable inference "generalization" by linking Markov chains within and across layers and thus allow matching longer sequences of visited web sites (multiple user sessions). This approach enables linking multiple user sessions together without the need for a tracking identifier such as the source IP address. Results are promising. HTMs can provide high levels of accuracy using synthetic data with 99% recall accuracy for up to 500 users and good levels of recall accuracy of 95 % and 87% for 5 and 10 users respectively when using cellular network data. This research confirmed that the presence of long tail web sites (rarely visited) among many repeated destinations can create unique differentiation. What was not anticipated prior to this research was the very high degree of repetitiveness of some web destinations found in real network data.
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12

Webb, Matthew Robert. "Inferring user location from time series of social media activity." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112082.

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Thesis: S.M., Massachusetts Institute of Technology, Sloan School of Management, Operations Research Center, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 121-123).
Combining social media posts with known user locations can lead to unique insights with applications ranging from tracking diffusion of sentiment to earthquake detection. One approach used to determine a user's home location is to examine the timing of their posts, but the precision of existing time-based location predictors is limited to discrimination among time zones. In this thesis, we formulate a general time-based geolocation algorithm that has greater precision, using knowledge of a social media user's real world activities derived from his or her membership in a particular class. Our activity-based model discriminates among locations within a time zone, with city-level accuracy. We also develop methods to solve two related inference tasks. The first method detects when a user travels, allowing us to exclude posts when a user is away from his or her home location. Our other method classifies an account as belonging to a particular user group based on the time series of posts and a known user location. Finally, we test the performance of our geolocation model and related methods using Twitter accounts belonging to Muslims. Using Islamic prayer activity to inform our model, we are able to infer the locations of Muslim accounts. We are also able to accurately determine if an account belongs to a Muslim or non-Muslim using their activity patterns and location. Our work challenges the accepted practices used to protect online privacy by demonstrating that timing of user activity can provide specific location or group membership information.
by Matthew Robert Webb.
S.M.
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13

Rockinson, Randy Joseph. "Activity recognition with end-user sensor installation in the home." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/42410.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
Includes bibliographical references (v. 2, leaves 248-253).
In this work, a system for recognizing activities in the home setting that uses a set of small and simple state-change sensors, machine learning algorithms, and electronic experience sampling is introduced. The sensors are designed to be "tape on and forget" devices that can be quickly and ubiquitously installed in home environments. The proposed sensing system presents an alternative to sensors that are sometimes perceived as invasive, such as cameras and microphones. Since temporal information is an important component of activities, a new algorithm for recognizing activities that extends the naive Bayes classifier to incorporate low-order temporal relationships was created. Unlike prior work, the system was deployed in multiple residential environments with non-researcher occupants. Preliminary results show that it is possible to recognize activities of interest to medical professionals such as toileting, bathing, and grooming with detection accuracies ranging from 25% to 89% depending on the evaluation criteria used. Although these preliminary results were based on small datasets collected over a two-week period of time, techniques have been developed that could be applied in future studies and at special facilities to study human behavior such as the MIT Placelab. The system can be easily retrofitted in existing home environments with no major modifications or damage and can be used to enable IT and health researchers to study behavior in the home. Activity recognition is increasingly applied not only in home-based proactive and preventive healthcare applications, but also in learning environments, security systems, and a variety of human-computer interfaces.
by Randy Joseph Rockinson.
S.M.
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14

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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15

Peker, Serhat. "A Novel User Activity Prediction Model For Context Aware Computing Systems." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613662/index.pdf.

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In the last decade, with the extensive use of mobile electronic and wireless communication devices, there is a growing need for context aware applications and many pervasive computing applications have become integral parts of our daily lives. Context aware recommender systems are one of the popular ones in this area. Such systems surround the users and integrate with the environment
hence, they are aware of the users'
context and use that information to deliver personalized recommendations about everyday tasks. In this manner, predicting user&rsquo
s next activity preferences with high accuracy improves the personalized service quality of context aware recommender systems and naturally provides user satisfaction. Predicting activities of people is useful and the studies on this issue in ubiquitous environment are considerably insufficient. Thus, this thesis proposes an activity prediction model to forecast a user&rsquo
s next activity preference using past preferences of the user in certain contexts and current contexts of user in ubiquitous environment. The proposed model presents a new approach for activity prediction by taking advantage of ontology. A prototype application is implemented to demonstrate the applicability of this proposed model and the obtained outputs of a sample case on this application revealed that the proposed model can reasonably predict the next activities of the users.
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16

Fürderer, Niklas. "A Study of an Iterative User-Specific Human Activity Classification Approach." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-253802.

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Applications for sensor-based human activity recognition use the latest algorithms for the detection and classification of human everyday activities, both for online and offline use cases. The insights generated by those algorithms can in a next step be used within a wide broad of applications such as safety, fitness tracking, localization, personalized health advice and improved child and elderly care.In order for an algorithm to be performant, a significant amount of annotated data from a specific target audience is required. However, a satisfying data collection process is cost and labor intensive. This also may be unfeasible for specific target groups as aging effects motion patterns and behaviors. One main challenge in this application area lies in the ability to identify relevant changes over time while being able to reuse previously annotated user data. The accurate detection of those user-specific patterns and movement behaviors therefore requires individual and adaptive classification models for human activities.The goal of this degree work is to compare several supervised classifier performances when trained and tested on a newly iterative user-specific human activity classification approach as described in this report. A qualitative and quantitative data collection process was applied. The tree-based classification algorithms Decision Tree, Random Forest as well as XGBoost were tested on custom based datasets divided into three groups. The datasets contained labeled motion data of 21 volunteers from wrist worn sensors.Computed across all datasets, the average performance measured in recall increased by 5.2% (using a simulated leave-one-subject-out cross evaluation) for algorithms trained via the described approach compared to a random non-iterative approach.
Sensorbaserad aktivitetsigenkänning använder sig av det senaste algoritmerna för detektion och klassificering av mänskliga vardagliga aktiviteter, både i uppoch frånkopplat läge. De insikter som genereras av algoritmerna kan i ett nästa steg användas inom en mängd nya applikationer inom områden så som säkerhet, träningmonitorering, platsangivelser, personifierade hälsoråd samt inom barnoch äldreomsorgen.För att en algoritm skall uppnå hög prestanda krävs en inte obetydlig mängd annoterad data, som med fördel härrör från den avsedda målgruppen. Dock är datainsamlingsprocessen kostnadsoch arbetsintensiv. Den kan dessutom även vara orimlig att genomföra för vissa specifika målgrupper, då åldrandet påverkar rörelsemönster och beteenden. En av de största utmaningarna inom detta område är att hitta de relevanta förändringar som sker över tid, samtidigt som man vill återanvända tidigare annoterad data. För att kunna skapa en korrekt bild av det individuella rörelsemönstret behövs därför individuella och adaptiva klassificeringsmodeller.Målet med detta examensarbete är att jämföra flera olika övervakade klassificerares (eng. supervised classifiers) prestanda när dem tränats med hjälp av ett iterativt användarspecifikt aktivitetsklassificeringsmetod, som beskrivs i denna rapport. En kvalitativ och kvantitativ datainsamlingsprocess tillämpades. Trädbaserade klassificeringsalgoritmerna Decision Tree, Random Forest samt XGBoost testades utifrån specifikt skapade dataset baserade på 21 volontärer, som delades in i tre grupper. Data är baserad på rörelsedata från armbandssensorer.Beräknat över samtlig data, ökade den genomsnittliga sensitiviteten med 5.2% (simulerad korsvalidering genom utelämna-en-individ) för algoritmer tränade via beskrivna metoden jämfört med slumpvis icke-iterativ träning.
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Yoo, Soojeong. "Modelling Physical Activity in Virtual Reality Games." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21742.

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This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. • Based on reflections on the above studies, this thesis presents a framework and guidelines for designing physical activity VR games. • The systematic creation of a user model for representing a person’s long-term fitness and their VR gameplay, exertion and preferences. • A study of the ways that people can scrutinise their long-term personal informatics user model of exertion from VR game play and incidental walking. These contributions provide a foundation for future researchers and industry practitioners to design VR games that provide beneficial levels of exertion and allow people to gain insights into the relative contribution of the exercise from gameplay.
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Trost, Heidi M. "Emphasizing the user in the usability study : investigating activity theory and website navigation /." Online version of thesis, 2008. http://hdl.handle.net/1850/5900.

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19

Safour, Aziza Ali. "Analysis of road user charging impacts on activity travel patterns in Libya." Thesis, University of Salford, 2011. http://usir.salford.ac.uk/26888/.

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In Libya, studies state that there is an increase in car ownership and this increase in traffic movement causes congestion which affects and can increase travelling time in large Libyan cities, particularly in Tripoli and Benghazi. Because of this the Government are requesting the establishment of a new policy that could be effective in reducing traffic problems at the present time and avoiding the amplification of traffic problems in the future. Currently, road user charging policy (RUC) is considered as a suitable tool for tackling urban traffic problems. Because of the reasons stated above, RUC can be applied in the urban areas of large Libyan cities in order to reduce traffic congestion problems. This study attempts to ascertain and document the perceived impacts of road user charging on an individual's daily activity travel patterns in urban areas by using one of the large Libyan cities (Benghazi) as the case study. The research methodology has been designed with the aim of identifying the existing transport conditions and the characteristics of activity travel patterns in Benghazi; establishing the views of transport policymakers and consultants toward RUC, and establishing and documenting the perceived impacts of road user charging on individuals' daily activity travel patterns. A triangulation method was employed to collect data, a survey of a road user charging experiment in Benghazi was conducted with the road users in the central business district (CBD) and semi-structured interviews have been carried out with transport policymakers. The findings indicate that RUC policy can have a positive impact in reducing traffic congestion with a reduction in car trips crossing the restricted areas during the peak period by around 35.5%. However the road users had different choices to make; they could decide to pay the toll and continue with their current travel pattern, pay the toll for some days, or not pay at all. Around 68% of drivers chose to pay the toll for all days or for some days. On the other hand, 32% of the drivers did not pay the toll at all and avoided the payment by choosing other alternatives. The majority of drivers who decided to avoid the toll chose to change their travel time, to before the restricted period. Furthermore, the analysis of travel durations during the field study proved that the lognormal distribution is the best suited distribution for the data of the durations of travel. Regarding the attitudes toward RUC, the study concluded that 70% of the transport policymakers, consultants and academics thought that RUC may greatly assist in the reduction of traffic congestion. However, more than a quarter of respondents (27%) stated that they did not have enough information or knowledge on how RUC could impact on the travel patterns of road users. In addition, the study concluded that the main reasons for non-implementation of a road user charging policy are a lack of public transport, a lack of knowledge on RUC policy and the culture of the community. It has been stated that although the Ministry of Transport in Libya has established a number of projects aiming to improve the road conditions and public transport services, the condition of roads still needs to be improved. Despite these limitations, there are a number of benefits which can be obtained from the implementation of RUC in large Libyan cities, particularly in Tripoli and Benghazi. To implement the road user charging scheme successfully from the beginning the transport policymakers could use the guidelines that have been developed in this study to identify the main issues, requirements and needs of road user charging before the process begins and these guidelines will be the first step in the implementation of road user charging in Libya.
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Miu, Tudor Alin. "Online learning of personalised human activity recognition models from user-provided annotations." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3635.

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In Human Activity Recognition (HAR), supervised and semi-supervised training are important tools for devising parametric activity models. For the best modelling performance, large amounts of annotated personalised sample data are typically required. Annotating often represents the bottleneck in the overall modelling process as it usually involves retrospective analysis of experimental ground truth, like video footage. These approaches typically neglect that prospective users of HAR systems are themselves key sources of ground truth for their own activities. This research therefore involves the users of HAR monitors in the annotation process. The process relies solely on users' short term memory and engages with them to parsimoniously provide annotations for their own activities as they unfold. E ects of user input are optimised by using Online Active Learning (OAL) to identify the most critical annotations which are expected to lead to highly optimal HAR model performance gains. Personalised HAR models are trained from user-provided annotations as part of the evaluation, focusing mainly on objective model accuracy. The OAL approach is contrasted with Random Selection (RS) { a naive method which makes uninformed annotation requests. A range of simulation-based annotation scenarios demonstrate that using OAL brings bene ts in terms of HAR model performance over RS. Additionally, a mobile application is implemented and deployed in a naturalistic context to collect annotations from a panel of human participants. The deployment is proof that the method can truly run in online mode and it also shows that considerable HAR model performance gains can be registered even under realistic conditions. The ndings from this research point to the conclusion that online learning from userprovided annotations is a valid solution to the problem of constructing personalised HAR models.
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Hong, Yeji. "DESIGNING INTERACTIVE CARPET AND EVALUATING THE ARTIFACT WITHIN ACTIVITY THEORY." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-152128.

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When people are stressed, they are likely to walk faster. Research indicates that walking speed is an indicator of pace of life, with a faster walking speed in urban areas. Based on empirical data, I designed and developed a prototype of an interactive carpet for encouraging users on the carpet to slow down and thus to relax more. I evaluated the interactive carpet with user interviews, and two different experiments, where one of the experiments was conducted in an exhibition environment. My findings indicate users feel more relaxed in the interaction when they are informed about how to operate the prototype, as opposed to users who are not informed before they use the prototype and thus have a learning phase in which they have to figure out how the prototype works. Like earlier research, my finding assures that the usability problem should be prioritized over improving the system for user experience (UX). In addition, I discuss applicability of the Activity theory framework to my studies and propose an extension of the activity checklist, namely to take user intention into account for a more holistic analysis.
När människor är stressade,så går de ofta snabbare.Forskning pekar på gånghastighet som en indikator på livstempot i övrigt, med en högre gånghastighet i stadsmiljöer.Baserat på empirisk data så har jag designat och utvecklat en prototyp för en interaktiv matta som ska uppmuntra användare till att sakta ner när de går över mattan, och därmed bli mer avkopplande.Jag utvärderade den interaktiva mattan med användarintervjuer och två olika experiment, där ett av experimenten utfördes i en utställningsmiljö.Mina resultat indikerar att användare känner sig mer avkopplade i interaktionen när de är informerade om hur de ska använda prototypen, i kontrast till användare som inte har blivit informerade innan de får använda prototypen och som därmed har en inlärningsfas där de måste räkna ut hur prototypen fungerar.I enlighet med tidigare forskning så visar mina studier att användbarhetproblem bör prioriteras över att förbättra systemet med avseende på användarupplevelse (UX).Utöver detta så diskuterar jag applicerbarheten hos aktivitetsteori på mina studier och föreslår en utökning av aktivitetschecklistan, nämligen att ta hänsyn till användarens avsikt för en mer holistisk analys.
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Mwanza, Daisy. "Towards an activity-oriented design method for HCI research and practice." Thesis, n.p, 2002. http://ethos.bl.uk/.

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Blake, Madison Thomas. "An Ambulatory Monitoring Algorithm to Unify Diverse E-Textile Garments." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25876.

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In this thesis, an activity classification algorithm is developed to support a human ambulatory monitoring system. This algorithm, to be deployed on an e-textile garment, represents the enabling step in creating a wide range of garments that can use the same classifier without having to re-train for different sensor types. This flexible operation is made possible by basing the classifier on an abstract model of the human body that is the same across all sensor types and subject bodies. In order to support low power devices inherent for wearable systems, the algorithm utilizes regular expressions along with a tree search during classification. To validate the approach, a user study was conducted using video motion capture to record subjects performing a variety of activities. The subjects were randomly placed into two groups, one used to generate the activities known by the classifier and another to be used as observation to the classifier. These two sets were used to gain insight on the performance of the algorithm. The results of the study demonstrate that the algorithm can successfully classify observations, so as long as precautions are taken to prevent the activities known by the classifier to become too large. It is also shown that the tree search performed by the classification can be utilized to partially classify observations that would otherwise be rejected by the classifier. The user study additionally included subjects that performed activities purely used for observations to the classifier. With this set of recordings, it was demonstrated that the classifier does not over-fit and is capable of halting the classification of an observation.
Master of Science
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Nyman, Ida, and Malin Norén. "User Interface Design for Promoting Wellness : An Application User Interface with a Focus on Usability and Encouragement of Physical Activity." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83053.

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Good health amongst employees is essential for an organization, and it is well known that exercise and daily movement have an enormous impact on our health. Physical activity can decrease sick leave and give the employees more energy for their work. At CGI in Karlstad, they have developed an exercise logger called CGIMoving to encourage an active lifestyle in the workplace. In this application, the logged exercises generate points that later are converted to different prizes depending on the amount of activity the user has logged. The vision is to extend the use of this application to more offices in the organization and sell it to other companies.  In this master thesis project, the current user interface of CGIMoving was examined and redesigned. The aim was to create a user-friendly interface and explore new features that can increase participation in wellness activities. The work was done during the fall term of 2020 within the degree of Industrial Design Engineering at Luleå University of Technology.  The project was performed based on a design thinking process divided into three main phases; understand, explore, and materialize. These phases included methods such as user interviews, prototyping, and usability testing. The focus in this process was to understand user needs to improve the user experience of the application. Therefore, users were involved in multiple stages of the design process - from start to finish. In addition to this, relevant theories such as UX- and UI-design, visual design, information architecture, nudging and motivation were researched through a literature review.  This project resulted in a new user interface for the CGIMoving application compatible with computer- and smartphone screens. The redesign includes features for interaction between users, the possibility to set goals and see progress. Moreover, the redesigned user interface has an engaging visual design, and contains more feedback to the user than before. The changes in the design were made to create an improved user experience based on research and user testing and thereby increase the use.
En god hälsa bland anställda är avgörande för en organisation, och det är välkänt att motion och daglig rörelse har en enorm inverkan på vår hälsa. Fysisk aktivitet kan minska sjukfrånvaron och ge de anställda mer energi till sitt arbete. På CGI i Karlstad har de utvecklat en träningsloggare som heter CGIMoving för att uppmuntra till en aktiv livsstil på arbetsplatsen. I den här applikationen genererar de loggade övningarna poäng som senare omvandlas till olika priser beroende på hur mycket aktivitet användaren har loggat. Visionen är att utvidga användningen av denna applikation till fler kontor i organisationen och sälja den till andra företag.  I detta examensarbete undersöktes och omformades det nuvarande användargränssnittet för CGIMoving. Målet var att skapa ett användarvänligt gränssnitt och utforska nya funktioner som kan öka deltagandet i hälsoaktiviteter. Arbetet utfördes under höstterminen år 2020 på civilingenjörsprogrammet i Teknisk Design vid Luleå tekniska universitet.  Projektet genomfördes baserat på en Design thinking process uppdelad i tre huvudfaser; förstå, utforska och materialisera. Dessa faser inkluderade metoder som användarintervjuer, prototyper och användbarhetstestning. Fokus i denna process var att förstå användarnas behov för att förbättra användarupplevelsen av applikationen. Därför var användarna involverade i flera steg i designprocessen - från början till slut. Utöver detta, relevanta teorier som UX- och UI-design, visuell design, informationsarkitektur, nudging och motivation undersöktes genom en litteraturstudie.  Detta projekt resulterade i ett nytt användargränssnitt för CGIMoving som är kompatibel med dator- och smarttelefonskärmar. Omformningen innehåller funktioner för interaktion mellan användare, möjligheten att sätta mål och se framsteg. Dessutom har det omdesignade användargränssnittet en engagerande visuell design och innehåller mer feedback till användaren än tidigare. Ändringarna i designen gjordes för att skapa en förbättrad användarupplevelse baserad på forskning och användartester och därmed öka användningen.
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Boutaleb, Mohamed Yasser. "Egocentric Hand Activity Recognition : The principal components of an egocentric hand activity recognition framework, exploitable for augmented reality user assistance." Electronic Thesis or Diss., CentraleSupélec, 2022. http://www.theses.fr/2022CSUP0007.

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Les êtres humains utilisent leurs mains pour diverses tâches dans la vie quotidienne et professionnelle, ce qui fait que la recherche dans ce domaine a récemment suscitée un grand intérêt. De plus, l'analyse et l'interprétation du comportement humain à l'aide de signaux visuels est l'un des domaines les plus actifs et les plus explorés de la vision par ordinateur. Avec l'arrivée des nouvelles technologies de réalité augmentée, les chercheurs s'intéressent de plus en plus à la compréhension de l'activité de la main d'un point de vue de la première personne, en explorant la pertinence de son utilisation pour le guidage et l'assistance humaine.L'objectif principal de cette thèse est de proposer un système de reconnaissance de l'activité de l'utilisateur incluant quatre composants essentiels, qui peut être utilisé pour assister les utilisateurs lors d'activités orientées vers des objectifs spécifiques : industrie 4.0 (par exemple, assemblage assisté, maintenance) et enseignement. Ainsi, le système observe les mains de l'utilisateur et les objets manipulés depuis le point de vue de l'utilisateur afin de reconnaître et comprendre ses activités manuelles réalisées. Le système de réalité augmenté souhaité doit reconnaître de manière robuste les activités habituelles de l'utilisateur. Néanmoins, il doit détecter les activités inhabituelles afin d'informer l'utilisateur et l'empêcher d'effectuer de mauvaises manœuvres, une exigence fondamentale pour l'assistance à l'utilisateur. Cette thèse combine donc des techniques issues des domaines de recherche de la vision par ordinateur et de l'apprentissage automatique afin de proposer des composants de reconnaissance de l'activité de l'utilisateur nécessaires à un outil d'assistance complet
Humans use their hands for various tasks in daily life and industry, making research in this area a recent focus of significant interest. Moreover, analyzing and interpreting human behavior using visual signals is one of the most animated and explored areas of computer vision. With the advent of new augmented reality technologies, researchers are increasingly interested in hand activity understanding from a first-person perspective exploring its suitability for human guidance and assistance. Our work is based on machine learning technology to contribute to this research area. Recently, deep neural networks have proven their outstanding effectiveness in many research areas, allowing researchers to jump significantly in efficiency and robustness.This thesis's main objective is to propose a user's activity recognition framework including four key components, which can be used to assist users during their activities oriented towards specific objectives: industry 4.0 (e.g., assisted assembly, maintenance) and teaching. Thus, the system observes the user's hands and the manipulated objects from the user's viewpoint to recognize his performed hand activity. The desired framework must robustly recognize the user's usual activities. Nevertheless, it must detect unusual ones to feedback and prevent him from performing wrong maneuvers, a fundamental requirement for user assistance. This thesis, therefore, combines techniques from the research fields of computer vision and machine learning to propose comprehensive hand activity recognition components essential for a complete assistance tool
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Chow, Kong Meng Vincent. "The impact of road-user charging on households' mobility and activity participation patterns." Thesis, University of Newcastle Upon Tyne, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427310.

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Speake, Helen. "Exploring the user-centred design of a physical activity pathway in NHS care." Thesis, Sheffield Hallam University, 2018. http://shura.shu.ac.uk/22412/.

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Background The UK National Health Service (NHS) has been identified as a key domain for tackling non-communicable diseases through reducing population physical inactivity. Research demonstrates that health professionals struggle to deliver existing physical activity (PA) interventions due to a perceived lack of time and confidence in behaviour change. Evidence also suggests that programmes are being delivered inconsistently. Existing interventions are failing to engage a sufficient range of patients and have not demonstrated a long term impact on patients' PA. As end users, patients and health professionals are fundamental to the success of PA interventions and must be actively involved in their design and evaluation. Method This study adopted a Research through Design methodology using the UK Design Council's Double Diamond framework (Discover, Define, Develop, Deliver; Design Council, 2007) to explore the user-centred design of a physical activity pathway in NHS care. Semi-structured interviews with 'users' (patients and health professionals) were undertaken. This was followed by a series of co-design workshops to identify specific problems and solutions. Users and other stakeholders were consulted via a survey, interviews and face-to-face consultations to test and refine solutions. A case study using one NHS service (Physioworks) was carried out to develop and evaluate implementation recommendations. Data was analysed throughout the process using inductive thematic analysis. Findings Popular solutions focused on making it easier for health professionals to initiate conversations about PA and ensuring that referral options were appropriate for patients. Novel elements of the pathway included priming patients prior to their appointment to normalise PA within the consultation, and feedback from PA providers to inform and positively reinforce health professionals' referral behaviours. Health professionals suggested that the co-designed pathway reflected a model of best practice but that traditional organisational constraints such as time pressures remained a barrier to its consistent use with patients. Further work is needed to refine and test the pathway and to ensure that it is helpful for a broad range of patients and professionals. Conclusions This research extends knowledge about the promotion of PA and the application of user-centred design in this context. Early impact of the research includes improvements within the clinical settings such as environmental prompts, establishment of graded introductory PA groups and streamlined appointment booking with PA providers. Further collaboration is planned with Physioworks NHS service to integrate the pathway into existing caseloads.
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Song, Wen. "Planetary navigation activity recognition using wearable accelerometer data." Thesis, Kansas State University, 2013. http://hdl.handle.net/2097/15813.

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Master of Science
Department of Electrical & Computer Engineering
Steve Warren
Activity recognition can be an important part of human health awareness. Many benefits can be generated from the recognition results, including knowledge of activity intensity as it relates to wellness over time. Various activity-recognition techniques have been presented in the literature, though most address simple activity-data collection and off-line analysis. More sophisticated real-time identification is less often addressed. Therefore, it is promising to consider the combination of current off-line, activity-detection methods with wearable, embedded tools in order to create a real-time wireless human activity recognition system with improved accuracy. Different from previous work on activity recognition, the goal of this effort is to focus on specific activities that an astronaut may encounter during a mission. Planetary navigation field test (PNFT) tasks are designed to meet this need. The approach used by the KSU team is to pre-record data on the ground in normal earth gravity and seek signal features that can be used to identify, and even predict, fatigue associated with these activities. The eventual goal is to then assess/predict the condition of an astronaut in a reduced-gravity environment using these predetermined rules. Several classic machine learning algorithms, including the k-Nearest Neighbor, Naïve Bayes, C4.5 Decision Tree, and Support Vector Machine approaches, were applied to these data to identify recognition algorithms suitable for real-time application. Graphical user interfaces (GUIs) were designed for both MATLAB and LabVIEW environments to facilitate recording and data analysis. Training data for the machine learning algorithms were recorded while subjects performed each activity, and then these identification approaches were applied to new data sets with an identification accuracy of around 86%. Early results indicate that a single three-axis accelerometer is sufficient to identify the occurrence of a given PNFT activity. A custom, embedded acceleration monitoring system employing ZigBee transmission is under development for future real-time activity recognition studies. A different GUI has been implemented for this system, which uses an on-line algorithm that will seek to identify activity at a refresh rate of 1 Hz.
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Erkendal, Linn. "Användartyper i Hjälpforum : En explorativ analys av användarbeteende och kommunikation i Hjälpforum för svt.se och SVT Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19634.

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Denna explorativa studie analyserar gemensamma och differentiella mönster för kommunikation och beteende hos användare i Hjälpforum. Målet med studien är att kartlägga aktiva användartyper med syfte att ge SVT kunskap om Hjälpforumets användare. Om forumadministratörer har mer kunskap om användarna i Hjälpforum kan de anpassa sin kommunikation utifrån användarnas individuella behov och öka deras förmåga att bidra med mer kvalitativ återkoppling. Detta kan i sin tur bidra till en positivare inställning och ökat förtroende hos användare i Hjälpforum. I denna studie kunde fem användartyper kartläggas i Hjälpforum med stöd av egen empiri och tidigare forskning. Nybörjare utgör främsta användartypen i Hjälpforum och SVT bör därför tillgodose deras behov för att eventuellt minska antalet nya användarinlägg. Dessutom kunde denna studie med hjälp av lämpliga databearbetningsverktyg kartlägga, en för tillfället, okänd användartyp i Hjälpforum utifrån ovanliga mönster i beteende och kommunikation vilket kan vara intressant för vidare analys. Studien presenterar förslag på hur resultatet kan användas för att skapa riktlinjer för framtida kommunikation och utveckling av Hjälpforum och SVT:s webbplats.
This exploratory study analyzes the common and differential patterns of communication and behavior of users in Help Forum. The goal of the study is to map the active user types with the aim of providing SVT knowledge of the Help Forum users. If the forum administrators have more knowledge of the users in the forum, they can adapt their communication based on the individual needs and enhance their ability to contribute more qualitative feedback. This may in turn contribute to a more positive attitude and greater confidence among users in Help Forum. In this study, five types of users could be identified in the Forum with the support of its own empirical data and previous research. Beginners are primary user type in the forum and SVT should cater to their needs in order to possibly reduce the number of new user posts. Furthermore, this study using appropriate data processing tool map, one for the moment, unknown user type in the forum by unusual patterns of behavior and communication which may be of interest for further analysis. The study presents suggestions on how the results can be used to create guidelines for future communication and development of Help Forum and SVT's website.
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Parker, Richard Allen. "The effects of DLA IPG I surcharges on DDRW end user activity inventory policies." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23651.

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Subramaniam, Niran. "User interactions in enterprise systems : the role of virtual co-presence on collective activity." Thesis, University of Warwick, 2012. http://wrap.warwick.ac.uk/56281/.

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This research stems from the premise that Enterprise Systems (ES) are perceived to be challenging to use as these systems impose rigid processes and practices on ES users. Scholars argue that the mismatch between the embedded business processes of ES and the work practices of people in organisations places constraints on how tasks are coordinated and completed in practice. They propose that in order to be responsive, ES not only need to integrate data and processes, but also need to resolve the interdependencies of tasks of different divisions. Recent academic research argues that social technologies provide a more flexible, ‘people-centric’ platform that offers better alignment between processes and the way people actually work. Social technologies are acknowledged for their capabilities in connecting people with one another in getting work done collectively in the contemporary organisational contexts. ES that are enhanced with capabilities for user interactions in contemporary organisational contexts have become a digital medium for efficient user interaction and collective activity across the divisions of an organisation. This thesis explores user interactions in ES and investigates the impact of social technologies in the completion of tasks in Enterprise Systems (ES). The research is focused on an exploratory field study and an in-depth field study of ES use contexts. The exploratory field study sought to explore the ‘sense of presence’ of users in their interactions in the use contexts of ES at a western Canadian University. Subsequently, the in-depth field study investigated how co-present, dispersed user interactions afforded collective activity in the completion of tasks at a large telecommunication organisation in Europe. The users interviewed, integrated various social technologies in their use contexts of ES and collectively executed tasks from three different countries at this organisation. Findings demonstrate that a ‘sense of co-presence’ of users in the digitally mediated network of ES enabled focused interactions, and affected collective completion of tasks. Through successive focused interactions, virtual co-present users changed roles depending on their privileges for specific tasks, forming an interaction order. The thesis argues that different interaction orders form based on the intensity of virtual co-presence of users and the regularity of their focused interactions, that the interaction orders sediment to serve as memory traces for successive interactions and, that these recursive interactions structure collective action to facilitate the emergence of digital platforms for collective activity. Drawing on the insights gained on the effect of virtual co-presence on ES users’ interaction, the thesis outlines some implications for the theory and practice of collective activity in ES for the contemporary organisations.
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Baslyman, Malak. "Activity-based Process Integration Framework to Improve User Satisfaction and Decision Support in Healthcare." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/38104.

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Requirements Engineering (RE) approaches are widely used in several domains such as telecommunications systems, information systems, and even regulatory compliance. However, they are rarely applied in healthcare beyond requirements elicitation. Healthcare is a multidisciplinary environment in which clinical processes are often performed across multiple units. Introducing a new Information Technology (IT) system or a new process in such an environment is a very challenging task, especially in the absence of recognized RE practices. Currently, many IT systems are not welcomed by caregivers and are considered to be failures because they change what caregivers are familiar with and bring new tasks that often consume additional time. This thesis introduces a new RE-based approach aiming to evaluate and estimate the potential impact of new system integrations on current practices, organizational goals,and user satisfaction using goal modelling and process modelling techniques. This approach is validated with two case studies conducted in real hospitals and a usability study involving healthcare practitioners. The contributions of the thesis are: • Major: a novel Activity-based Process Integration (AbPI) framework that enables the integration of a new process into existing practices incrementally, in a way that permits continuous analysis and evaluation. AbPI also provides several alternatives to a given integration to ensure effective flowing and minimal disturbance to current practices. AbPI has a Goal Integration Method to integrate new goals, an Integration Method to integrate new processes, and an Alternative Evaluation Method exploiting multi-criteria decision-making algorithms to select among strategies. The modelling concepts of AbPI are supported by a profile of the User Requirements Notation augmented with a new distance-based goal-oriented approach to alternative selection and a new data-quality-driven algorithm for the propagation of confidence levels in goal models. • Minor: a usability study of AbPI to investigate the usefulness of the framework in a healthcare context. This usability study is part of the validation and is also a minor contribution due to: 1) the lack of usability studies when proposing requirements engineering frameworks, and 2) an intent to discover the potential usefulness of the framework in a context where recognized RE practices are seldom used.
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Impelee, Mohammed K. Mr ott. "Exploring End User Experience: How can We Achieve Lifelong EngagementWith Physical Activity Tracking Devices?" Otterbein University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=otbn1452150301.

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Malik, Adeel. "Stochastic Coded Caching Networks : a Study of Cache-Load Imbalance and Random User Activity." Electronic Thesis or Diss., Sorbonne université, 2022. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2022SORUS045.pdf.

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Dans cette thèse, nous élevons la mise en cache codée de son cadre purement théorique de l'information à un cadre stochastique où la stochasticité des réseaux provient de l'hétérogénéité des comportements de demande des utilisateurs. Nos résultats soulignent que la stochasticité des réseaux assistés par cache peut conduire à la disparition des gains de la mise en cache codée. Nous déterminons l'étendue exacte du goulot d'étranglement du déséquilibre de la charge du cache codé dans les réseaux stochastiques, ce qui n'a jamais été exploré auparavant. Notre travail fournit des techniques pour atténuer l'impact de ce goulot d'étranglement pour le scénario où les associations d'état entre l'utilisateur et le cache sont restreintes par des contraintes de proximité entre les utilisateurs et les nœuds d'aide (c.-à-d. un cadre de cache partagé) ainsi que pour le scénario où les stratégies d'associations d'état entre l'utilisateur et le cache sont considérées comme un paramètre de conception (c.-à-d. un cadre contraint par la mise en sous-paquets)
In this thesis, we elevate coded caching from their purely information-theoretic framework to a stochastic setting where the stochasticity of the networks originates from the heterogeneity in users’ request behaviors. Our results highlight that stochasticity in the cache-aided networks can lead to the vanishing of the gains of coded caching. We determine the exact extent of the cache-load imbalance bottleneck of coded caching in stochastic networks, which has never been explored before. Our work provides techniques to mitigate the impact of this bottleneck for the scenario where the user-to-cache state associations are restricted by proximity constraints between users and helper nodes (i.e., shared-cache setting) as well as for the scenario where user-to-cache state associations strategies are considered, as a design parameter (i.e., subpacketization-constrained setting)
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Tobiasson, Helena. "Traces of Movement : Exploring physical activity in societal settings." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-160153.

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How are we moving, or how much physical activities are present in societal settingssuch as eldercare units, schools, universities and offices? This general question was explored using different design-oriented approaches in four cases, with children,elderly, students and office workers. The results unveil a complexity of the problemarea that initially seemed quite straightforward. In many of the explored settings and situations, and for many of the participants, the activities they are engaged with do not include or encourage their abilities for physical movements to any great extent and this is not in line with the extent of movement that they actually desire. Physical activity can be defined as an activity performed through movement that expends energy. Research results from the public health domains and related areas show a major concern for the negative effects related to low levels of physical activity and prolonged sedentary postures found in many of the above-mentioned settings. In general, physical activities of today seem mainly related to sports, and specific activities designed for improving health and well-being. The participants in the four explorative case studies in this thesis demonstrated how they would like their physical activities to be integrated in the everyday activities of the different settings explored and not mainly as a separate activity specifically dedicated for health and well-being. How can knowledge of physical activity inform the design and development of interactive products and systems in these settings? New insights were gained through design-oriented explorations together with the participants inthe different field settings and through analysis of these observations. The results are not only the insights gained through the analysed empirical observations but also include a physical activity-oriented design method called Physical Movement Sketching as well as experiences from using Movement Probes. The experiences from using these two design methods led me to formulate a proposal for a new approach called Movement Acumen Design. This approach applies a socioecological perspective on physical activities. It provides methods and concepts to support the integration of physical activities into everyday activities performed with the support of interactive technology and it argues that physical activity should reclaim a more central role in these situations. Let us design for it to happen!

QC 20150217

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Amanzi, Richard. "A natural user interface architecture using gestures to facilitate the detection of fundamental movement skills." Thesis, Nelson Mandela Metropolitan University, 2015. http://hdl.handle.net/10948/6204.

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Fundamental movement skills (FMSs) are considered to be one of the essential phases of motor skill development. The proper development of FMSs allows children to participate in more advanced forms of movements and sports. To be able to perform an FMS correctly, children need to learn the right way of performing it. By making use of technology, a system can be developed that can help facilitate the learning of FMSs. The objective of the research was to propose an effective natural user interface (NUI) architecture for detecting FMSs using the Kinect. In order to achieve the stated objective, an investigation into FMSs and the challenges faced when teaching them was presented. An investigation into NUIs was also presented including the merits of the Kinect as the most appropriate device to be used to facilitate the detection of an FMS. An NUI architecture was proposed that uses the Kinect to facilitate the detection of an FMS. A framework was implemented from the design of the architecture. The successful implementation of the framework provides evidence that the design of the proposed architecture is feasible. An instance of the framework incorporating the jump FMS was used as a case study in the development of a prototype that detects the correct and incorrect performance of a jump. The evaluation of the prototype proved the following: - The developed prototype was effective in detecting the correct and incorrect performance of the jump FMS; and - The implemented framework was robust for the incorporation of an FMS. The successful implementation of the prototype shows that an effective NUI architecture using the Kinect can be used to facilitate the detection of FMSs. The proposed architecture provides a structured way of developing a system using the Kinect to facilitate the detection of FMSs. This allows developers to add future FMSs to the system. This dissertation therefore makes the following contributions: - An experimental design to evaluate the effectiveness of a prototype that detects FMSs - A robust framework that incorporates FMSs; and - An effective NUI architecture to facilitate the detection of fundamental movement skills using the Kinect.
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Kim, Ji Hyun. "Multiple enactments of public space : an affordance analysis on stabilisation and multiplicity of user activity." Thesis, University College London (University of London), 2017. http://discovery.ucl.ac.uk/10037800/.

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Public space is an intrinsic element in our cities reflecting our everyday life. It contains various types of social, cultural, economic, and other relations. These relations continually change their ways of agglomeration in the space. In this regard, it has been pointed out that this manifoldness and changeability is one of the barriers making difficult for the public space studies to examine public space. This research seeks an empirical method to capture this multiple and ever-changing aspect of public space. It examined user activities in public spaces to address how public space performs multiple roles, how the behind-the-scenes dynamic relations make them different public spaces, and what the role of materiality in the performances of public space is. To look at the multiple production process of human activities, the concept of affordances (Gibson, 1979) was applied to examine the relations between the human and physical environments and Actor-Network Theory (ANT) was applied to investigate the characteristics of public space through the user activity networks. Data on user behaviour were gathered by observations, short interviews, and questionnaires from Fortune Street Park and Kingston Ancient Market Place, both small public spaces in London. The ANT framework of material relations recognised that the stabilisation (Callon, 1992; Bijker, 1997) of user activity networks are achieved through a fluid process (Law, 2002) and that this fluidity is based on the multiple affordances in the space. Using the term multiplicity (Mol & Law, 2002), this research describes the ways in which the multiple activities interfere and overlap with each other along with the actants involved. This research found the two cases perform multiple roles, which was verified by multiple enactments of user activity networks. However, the two cases showed differences in generating user activity stabilisations and in holding the multiple activity networks together in the space. These network differences were identified as the main causes to generate different publicness, which are constantly changing. Based on these findings, this research argues that the cases under study transform their network relations in multiple ways to be stabilised as public spaces, and finally suggests a new empirical tool to examine the multiple and ever-changing aspect of public space.
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Jusufovic, Dennis, and Aly Bardan. "The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86315.

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The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are all purposes that embody the reason for this master thesis.The goal of this master thesis project is to develop a digital prototype of an application concept. The application’s purpose is to provide users with insight of high activity areas of people in their vicinity or specific locations, to hopefully result in the user feeling more in control and hence more safe. The workflow used in this project is based on design thinking, using experience gained from the industrial design engineering program combined with research on the topic of user interfaces to develop and test the concept. The focus of the research in this thesis is placed heavily on usability and graphic design.The process was divided into phases following the process of design thinking, with potential users included in every phase. From interviews, questionnaires and personas during the first phase of context immersion to workshops during the second phase, ideation, to finally usability testing during the third phase, implementation. To ensure that the needs of the user were always focused on throughout the entirety of this master thesis we included potential users in each phase of the project. During the different phases, Tensaii AB provided guidance on decisions made by us, as well as provided feedback on specific methods and results presented during the weekly meetings.The result of this master thesis is an application prototype, the design based on all the data gained from participants and collected literature. A design that, through a high level of usability, enables a wider group of users to easily use it. The concept was named Milocus, translated from Latin to ”my place”. An application that through a check in function can collect data about activity in different areas. The application clearly shows the activity to the user through three categories, calm, busy and very busy. The color choices and design of the application were made using the online tool Material Design.
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39

Nurbakova, Diana. "Recommendation of activity sequences during distributed events." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSEI115/document.

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Les événements distribués, se déroulant sur plusieurs jours et/ou sur plusieurs lieux, tels que les conventions, festivals ou croisières, sont de plus en plus populaires ces dernières années et attirant des milliers de participants. Les programmes de ces événements sont généralement très denses, avec un grand nombre d'activités se déroulant en parallèle. Ainsi, choisir les activités à entreprendre est devenu un véritable défi pour les participants. Les systèmes de recommandation peuvent constituer une solution privilégiée dans ce genre d'environnement. De nombreux travaux en recommandation se sont concentrés sur la recommandation personnalisée d'objets spatiaux (points d'intérêts immuables dans le temps ou événements éphémères) indépendants les uns des autres. Récemment, la communauté scientifique s'est intéressée à la recommandation de séquences de points d'intérêts, exploitant des motifs comportementaux des utilisateurs et incorporant des contraintes spatio-temporelles pour recommander un itinéraire de points d'intérêts. Néanmoins, très peu de travaux se sont intéressés à la problématique de la recommandation de séquence d'activités, problème plus difficile du fait du caractère éphémère des objets à recommander. Dans cette thèse, nous proposons tout d'abord une formalisation du problème de la recommandation de séquences d'activités. Dans ce cadre, nous proposons et discutons une classification des types d'influences pouvant avoir un impact sur l'estimation de l'intérêt des utilisateurs dans les activités. Ensuite, nous proposons ANASTASIA, une approche de recommandation personnalisée de séquences d'activités lors des événements distribués. Notre approche est basée sur trois composants clés : (1) l'estimation de l'intérêt d'un utilisateur pour une activité, prenant en compte différentes influences, (2) l'intégration de motifs comportementaux d'utilisateurs basés sur leurs historiques d'activités et (3) la construction d'un planning ou séquence d'activités prenant en compte les contraintes spatio-temporelles de l'utilisateur et des activités. Nous explorons ainsi des méthodes issus de l'apprentissage de séquences et de l'optimisation discrète pour résoudre le problème. Enfin, nous démontrons le manque de jeu de données librement accessibles pour l'évaluation des algorithmes de recommandation d'événements et de séquences d'événements. Nous pallions à ce problème en proposant deux jeux de données, librement accessibles, que nous avons construits au cours de la thèse: Fantasy_db et DEvIR. Fantasy_db comporte des données de participation à des événements lors d'une croisière, recueillies lors d'une étude utilisateur, tandis que DEvIR réunit des données de participation au Comic Con de San Diego, convention majeure dans le domaine
Multi-day events such as conventions, festivals, cruise trips, to which we refer to as distributed events, have become very popular in recent years, attracting hundreds or thousands of participants. Their programs are usually very dense, making it challenging for the attendees to make a decision which events to join. Recommender systems appear as a common solution in such an environment. While many existing solutions deal with personalised recommendation of single items, recent research focuses on the recommendation of consecutive items that exploits user's behavioural patterns and relations between entities, and handles geographical and temporal constraints. In this thesis, we first formulate the problem of recommendation of activity sequences, classify and discuss the types of influence that have an impact on the estimation of the user's interest in items. Second, we propose an approach (ANASTASIA) to solve this problem, which aims at providing an integrated support for users to create a personalised itinerary of activities. ANASTASIA brings together three components, namely: (1) estimation of the user’s interest in single items, (2) use of sequential influence on activity performance, and (3) building of an itinerary that takes into account spatio-temporal constraints. Thus, the proposed solution makes use of the methods based on sequence learning and discrete optimisation. Moreover, stating the lack of publicly available datasets that could be used for the evaluation of event and itinerary recommendation algorithms, we have created two datasets, namely: (1) event attendance on board of a cruise (Fantasy_db) based on a conducted user study, and (2) event attendance at a major comic book convention (DEvIR). This allows to perform evaluation of recommendation methods, and contributes to the reproducibility of results
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40

Lau, Sian Lun [Verfasser]. "Towards a user-centric context aware system: empowering users through activity recognition using a smartphone as an unobtrusive device / Sian Lun Lau." Kassel : Kassel University Press, 2012. http://d-nb.info/1025021215/34.

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41

Sundqvist, Anneli. "Search Processes, User Behaviour and Archival Representational Systems." Doctoral thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-8821.

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Information technology and political motives, e.g. e-governance, freedom of information legislation, has recent years lead to an increasing emphasis on users and access to records, but little research based knowledge about those issues exist so far. The main focus of the previous research is the use of non-current records in archival repositories. The aim of this thesis is to make a contribution to the research field, in order to gain a better understanding of the information behaviour of users of records in contemporary organizational settings. The research questions addressed are: § How are records used in contemporary organizations?- In what context and for what purposes are records used?- What user categories can be identified? § How is the search for records mediated?- What intermediaries are used in the search process?- How well do the features of the artefactual intermediaries serve the users' information needs?- What is the role of human intermediaries? An additional purpose of the study is to contribute to theory development, and to provide a conceptual model of the information behaviour of users of records that can form the basis for further research. The thesis is based on explorative case studies undertaken in two contemporary Swedish public organizations, one municipality and one governmental agency. Data was collected through interviews, analysis of documentary sources and complementary observations. The analysis of the findings was guided by a theoretical framework consisting of activity theory informed by concepts from archival theory and models of information behaviour. The results of the cases studies showed that information behaviour of users of records and the search process could be described as a part of an activity system. The search process was a sub-ordinated activity of other activities. The needs for records was generated by a task or accomplishment of anykind with purpose to achieve something. Those needs motivated the purposes of use of records: material, operational, accountability seeking or knowledge enhancing purposes. The subjects, users in collaboration with the registrars and archivists, seeked to obtain records with help of different mediational means, e.g. artifactual intermediaries as the journal and the archives inventory that could be defined as representational systems, in order to reach a certain outcome: fact-finding, re-construction of past actions and events, regaining experience and knowledge, verifying status, or illustrating and exemplifying. A variety of user groups, internal as well as external, could be identified in both organizations. Those could act as direct or indirect users, and indirect use by one part meant direct use by another who acted as a mediator between the records and the end users. The external users could be defined as stakeholders of the organizations or other users. Users showed, with occasional exceptions, a preference for informal means of mediation, particularly personal communication. Certain features of the formal representational systems, journals and inventories, could be identified, which made them less useful as search tool. Those were generated by contradictions and tensions within the organizations: contradictions within the representational systems; contradictions between the tasks of the users and the representational systems; contradictions between user requests and the access points in the representational systems; contradictions between external users and the activities of the organizations; contradictions between exogenous institutional conditions and the the activities of the organizations; and contradictions of a temporal character. These circumstances necessitated an active intervention of human intermediaries. This could be seen as an example of the division of labour in the organizations. Search and retrieval of records were part of the registrars’ and the archivists’ specific professional knowledge, but were not considered as primary tasks of other employees or, especially not, of the external users. The results of the study contributes to to the knowledge about the use of records, and how records are approached. It provides a model of the search process that can form the basis for further research. The practical implications of the findings could be improved search tools and user services, i.e. enhanced access. The thesis can also contribute to theoretical enrichment of the field by combining a more comprehensive social theory with archival theory and concepts from information science.
Utveckling av arkiv- och informationsvetenskap
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42

Lin, Binyuan. "Designing a post activity learning analytics dashboard through information visualization methods." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293416.

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Rapid developments in the educational system significantly facilitate the popularisation of education, making education more accessible. The learning process should be systematically analyzed to assist teaching, however, traditional learning systems provide limited support for educators. The learning analytics dashboard is, therefore, becoming a popular tool to provide insights into the learning process by analyzing and interpreting the collected data with effective visualizations. With the purpose of improving pedagogical decision-making, it is of importance to provide a comprehensive overview and informative feedback for the learning process. This study aims to explore the affordances and challenges of designing a comprehensive learning analytics dashboard for educators to support personalized learning and adaptive teaching. A large amount of research on the learning analytics dashboard was reviewed as the theoretical foundation. The prototype of the dashboard was developed based on the obtained theories. To examine the prototype, a user study with user experience designers was conducted to evaluate the clarity of the visualization and the effectiveness of the dashboard. The results summarised from the thematic analysis indicated that the dashboard could serve as a potentially valuable tool with overall clear interaction to support educators, and the visualization was considered intuitive to understand the connection of multiple data points. Suggestions for designing a learning analytics dashboard are discussed in terms of visualization, consistency, conception, navigation, interaction, information via text, visual appearance, functionality, and privacy. To further improve the affordances of the dashboard, future research with educators is of importance to conduct.
Den snabba tekniska utvecklingen inom utbildningsområdet har avsevärt underlättat populariseringen av utbildningen och gjort den mer tillgänglig. Inlärningsprocessen bör analyseras systematiskt för att stödja denna utveckling, men traditionella inlärningssystem ger begränsat stöd för lärare. Instrumentpaneler (dashboards) för inlärningsanalys har därför blivit ett populärt verktyg för att ge inblick i inlärningsprocessen genom att analysera och tolka den insamlade informationen med effektiva visualiseringar. I syfte att förbättra det pedagogiska beslutsfattandet är det viktigt att ge en omfattande översikt och informativ och kontinuerlig feedback för inlärningsprocessen. Denna studie syftar till att utforska fördelar och utmaningar med att utforma en omfattande instrumentpanel för lärandeanalys för lärare att stödja den individuella inlärningen och därmed kunna anpassa undervisningen. En stor mängd forskning på instrumentpaneler för inlärningsanalys granskades som underlag. Prototypen på instrumentpanelen utvecklades baserat på detta underlag. För att utvärdera prototypen genomfördes en användarstudie med UX-designers för att avgöra visualiseringens tydlighet och instrumentpanelens effektivitet. Resultaten från den tematiska analysen indikerade att instrumentpanelen kunde fungera som ett potentiellt värdefullt verktyg med en överlage tydlig interaktion för att stödja lärare och visualiseringen ansågs vara intuitiv för att förstå relationen mellan datapunkterna. Förslag för att utforma en instrumentpanel för inlärningsanalys diskuteras avseende visualisering, konsistens, uppfattning, navigering, interaktion, information via text, visuellt utseende, funktionalitet och integritet. För att ytterligare förbättra instrumentpanelens är framtida utveckling och utvärdering med pedagoger viktig att genomföra.
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43

Pouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.

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Abstract The topic of this work is the transformation of real-world human activity into virtual environments. More specifically, the topic is the process of identifying various aspects of visible human activity with sensor networks and studying the different ways how the identified activity can be visualized in a virtual environment. The transformation of human activities into virtual environments is a rather new research area. While there is existing research on sensing and visualizing human activity in virtual environments, the focus of the research is carried out usually within a specific type of human activity, such as basic actions and locomotion. However, different types of sensors can provide very different human activity data, as well as lend itself to very different use-cases. This work is among the first to study the transformation of human activities on a larger scale, comparing various types of transformations from multiple theoretical viewpoints. This work utilizes constructs built for use-cases that require the transformation of human activity for various purposes. Each construct is a mixed reality application that utilizes a different type of source data and visualizes human activity in a different way. The constructs are evaluated from practical as well as theoretical viewpoints. The results imply that different types of activity transformations have significantly different characteristics. The most distinct theoretical finding is that there is a relationship between the level of detail of the transformed activity, specificity of the sensors involved and the extent of world knowledge required to transform the activity. The results also provide novel insights into using human activity transformations for various practical purposes. Transformations are evaluated as control devices for virtual environments, as well as in the context of visualization and simulation tools in elderly home care and urban studies
Tiivistelmä Tämän väitöskirjatyön aiheena on ihmistoiminnan muuntaminen todellisesta maailmasta virtuaalitodellisuuteen. Työssä käsitellään kuinka näkyvästä ihmistoiminnasta tunnistetaan sensoriverkkojen avulla erilaisia ominaisuuksia ja kuinka nämä ominaisuudet voidaan esittää eri tavoin virtuaaliympäristöissä. Ihmistoiminnan muuntaminen virtuaaliympäristöihin on kohtalaisen uusi tutkimusalue. Olemassa oleva tutkimus keskittyy yleensä kerrallaan vain tietyntyyppisen ihmistoiminnan, kuten perustoimintojen tai liikkumisen, tunnistamiseen ja visualisointiin. Erilaiset anturit ja muut datalähteet pystyvät kuitenkin tuottamaan hyvin erityyppistä dataa ja siten soveltuvat hyvin erilaisiin käyttötapauksiin. Tämä työ tutkii ensimmäisten joukossa ihmistoiminnan tunnistamista ja visualisointia virtuaaliympäristössä laajemmassa mittakaavassa ja useista teoreettisista näkökulmista tarkasteltuna. Työssä hyödynnetään konstrukteja jotka on kehitetty eri käyttötapauksia varten. Konstruktit ovat sekoitetun todellisuuden sovelluksia joissa hyödynnetään erityyppistä lähdedataa ja visualisoidaan ihmistoimintaa eri tavoin. Konstrukteja arvioidaan sekä niiden käytännön sovellusalueen, että erilaisten teoreettisten viitekehysten kannalta. Tulokset viittaavat siihen, että erilaisilla muunnoksilla on selkeästi erityyppiset ominaisuudet. Selkein teoreettinen löydös on, että mitä yksityiskohtaisemmasta toiminnasta on kyse, sitä vähemmän tunnistuksessa voidaan hyödyntää kontekstuaalista tietoa tai tavanomaisia datalähteitä. Tuloksissa tuodaan myös uusia näkökulmia ihmistoiminnan visualisoinnin hyödyntämisestä erilaisissa käytännön sovelluskohteissa. Sovelluskohteina toimivat ihmiskehon käyttäminen ohjauslaitteena sekä ihmistoiminnan visualisointi ja simulointi kotihoidon ja kaupunkisuunnittelun sovellusalueilla
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44

Romero, Mario. "Supporting human interpretation and analysis of activity captured through overhead video." Doctoral thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29771.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Gregory Abowd; Committee Member: Elle Yi-Luen Do; Committee Member: James Foley; Committee Member: John Peponis; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Futerman, Rael Glen. "Design for collaboration in South Africa : an activity theory perspective on participatory design." Thesis, Cape Peninsula University of Technology, 2015. http://hdl.handle.net/20.500.11838/2268.

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Thesis (DTech (Design))--Cape Peninsula University of Technology, 2015.
Participatory Design (PD) is increasingly being used as a methodology by local government, private designers and design researchers in the Western Cape, South Africa, to democratise the design of product service systems (PSS). Activity theory, specifically Cultural Historical Activity Theory (CHAT) offers PD researchers and practitioners involved in the collaborative design and development of socio-technical PSS’s an interpretive lens through which to a) identify existing and potential contradictions and tensions within and between work activity systems for design interventions, and b) provide designers with a conceptual model of investigation. In the last decade participatory development studies have interrogated public participation and approaches to the involvement of civil society in their own development, essentially embracing a shift from passive participation to active participation. PD and participatory development share a number of beliefs, methodologies and goals. This thesis explores the potential of CHAT in contributing to the extension of PD practices, beyond a workplace focus and into the sociotechnical development of communities at large. Legacy projects and activities - those aimed at extending the impact of emergent design and innovation - arising out of Cape Town’s designation as World Design Capital 2014 often require community-based participatory design (CbPD) and the development of socio-technical PSS through holistic approaches, centred around participant needs, activities and aspirations. This approach can contribute to social capital and more active citizenry. The research presented in this thesis draws from an in-depth CbPD project based in an informal settlement in Cape Town, South Africa. The project focussed on solid waste management (SWM) work and life activities and resulted in co-designed PSS solutions. Based in a quad-helix partnership between local government, the Cape Peninsula University of Technology, private designers and the community members themselves, this project a) tested CHAT in the fields of CbPD and PSS design, identifying tensions and contradictions as opportunities for design intervention and, b) produced conceptual and process models, which blend CHAT and service design, for further testing in the design of socio-technical PSS. The overall result is a homegrown methodology for CbPD
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Wu, Naomi. "A LONG-DISTANCE RELATIONSHIP : RECONNECTING HOTELS WITH THEIR GUESTS VIA INTUITIVE DESIGN." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150792.

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Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages.
Vid reseplanering brukar gäster ofta undersöka hotellwebbplatser men sedan ändå föredra att boka via tredjepartssidor, vilket leder till en klyfta mellan hotellen och deras gäster. För att överbrygga detta gap har startupföretaget Bookboost skapat en chattwidget (artefakt) som läggs till på hotellets webbplats och länkas till användarnas chattappar. Denna artefakts nuvarande intuitivitet och möjlighet till framtida intuitivitetsförbättringar undersöks genom en fallstudie av upplevelsen hos både experter och vanliga användare. 10 deltagare – 5 hotellmedarbetare och 5 gäster – rekryterades via förfrågan i hotellfoajéer utifrån ett systematiskt urval och icke-slumpmässigt urval. Deltagarna varierade i ålder från 18 till 65 år, med 30% inom milleniegenerationen. Uppgiftsanalys, intervju, och frågeformulär tillämpades i användaranalysen. Forskaren fungerade som utvärderare och undersökte artefaktens brister och möjliga förbättringar med hjälp av aktivitetsteorins human-artifact model (HAM). Analyserna tyder på att dagens intuitivitet är ganska hög, men att det finns utrymme för förbättringar. Det verkar finnas en generationsskillnad mellan äldre och yngre användare, särskilt när det gäller tidsåtgången och preferensen för artefakten (jämfört med mer välbekanta kommunikationsmetoder). Intresset för och komforten med teknologianvändning var en faktor i intuiviteten. I allmänhet uppnådde de som var mer bekväma med teknik en högre poäng i zonen för proximal utveckling (ZPD). Förbättringar som kan öka intuitiviteten för artefakten föreslås, även om prövandet av dessa inte ryms inom ramen för denna studie. Framtida forskning kan undersöka om de föreslagna förbättringarna verkligen ökar artefaktens intuitivitet för användare i alla åldrar.
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Gobbin, Renzo, and n/a. "The role of cultural fitness in user resistance to information technology tools." University of Canberra. Information Sciences, 1999. http://erl.canberra.edu.au./public/adt-AUC20050622.164552.

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Human interactions with Information Technology tools are reproducing organisational cultural patterns in a process similar to the evolution of human tools and language. A multidisciplinary research in tool-mediated activity, culture, language and cognition will examine new concepts that can be important for the design of organisationally fit Information Technology interface tools. By using qualitative and quantitative analysis together with the fields of anthropology, philosophy, cognitive sciences and human computer interaction this thesis shows that cultural fitness is an important variable that can determine in a substantial degree the rejection or adoption of a tool in organisational environment. Qualitative and quantitative data collected from organisational simulations at the Faculty of Information Sciences and Engineering of the University of Canberra during the period 1995-1997 has been used and analysed.
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48

Ayyagari, Pavani. "A visualization framework for patient data and its environment." Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4256.

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Sayis, Batuhan. "Computational modeling of user activity in full-body interaction environments for ASC children: multimodal analysis of social interaction behaviors through psychophysiology, system activity, video coding, questionnaires, and body cues." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/671850.

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Full-body Interaction experiences based on Mixed Reality (MR) systems are already playing an important role in encouraging socialization behaviors in children with Autism Spectrum Condition (ASC), as seen in the state of the art of this thesis. However, the data from these systems is multimodal in nature and complex to analyze. Fusion and analysis of this data is crucial to achieve a complete understanding of how these resources interact with each other. In this PhD Thesis, given the characteristics of full-body interaction, we developed new multimodal data gathering and evaluation techniques to better understand the effectiveness of the experience developed in our Full-body Interaction Lab (FuBIntLab) called Lands of Fog. This is a large-scale MR, full-body interaction environment, which allows two children to play face-to-face and explore the physical and virtual worlds simultaneously. Specifically, we developed an experimental setup for comparing Lands of Fog with a control condition based on LEGO construction toys, which includes: recording psychophysiological measures synchronized with other data sources such as observed overt behaviors and system logs of game events. In order to capture accurate psychophysiological data, we developed a wearable that is child-friendly and robust to movement artifacts in the context of ambulatory full-body interaction. In order to integrate observed overt behaviors with other data sources, we designed and developed a novel video coding protocol and an adapted coding grid conceived for Social Interaction Behaviors (SIBs) in ASC children. Using a repeated measure design, we collected data from seventy-two children (36 ASC/non-ASC dyads) from the city of Barcelona, with ages between 8-12 years old (N = 12 female, N = 60 male). Data from these trials has been organized into a public database and processed based on a semi-automatic software pipeline developed within this project. Based on this data we developed three different computational models for modelling SIBs in children with ASC during Lands of Fog sessions, compared to LEGO sessions. The results of this research support the idea that full-body interaction MR environments are capable of fostering SIBs in children with ASC with similar success as the LEGO setting, with an added advantage of being more flexible. Findings reported here shed new light on developing a tool that is mediating, guiding, and supporting the progress of the children in terms of practicing SIBs and providing structure and assistance to therapists.
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Mantoro, Teddy, and teddy mantoro@anu edu au. "Distributed Support for Intelligent Environments." The Australian National University. Faculty of Engineering and Information Technology, 2006. http://thesis.anu.edu.au./public/adt-ANU20070123.150814.

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This thesis describes research on methods for Ubiquitous/Pervasive Computing to better suit users in an Intelligent Environment. The approach is to create and equip a computing environment, such as our Active Office, with technologies that can identify user needs and meet these need in a timely, efficient and unobtrusive manner.¶ The critical issues in the Intelligent Environment are how to enable transparent, distributed computing to allow continued operation across changing circumstances and how to exploit the changing environment so that it is aware of the context of user location, the collection of nearby people and objects, accessible devices and changes to those objects over time.¶ Since the Intelligent Environment is an environment with rapid and rich computing processing, the distributed context processing architecture (DiCPA) was developed to manage and respond to rapidly changing aggregation of sensor data. This architecture is a scalable distributed context processing architecture that provides: 1. continued operation across changing circumstances for users, 2. the collection of nearby people and objects, 3. accessible devices and 4. the changes to those objects over time in the environment. The DiCPA approach focuses on how the Intelligent Environment provides context information for user location, user mobility and the user activity model. Users are assumed mobile within the Intelligent Environment and can rapidly change their access to relevant information and the availability of communications and computational resources.¶ Context-Aware Computing is a new approach in software engineering for Intelligent Environment. It is an approach in the design and construction of a context-aware application that exploits rapid changes in access to relevant information and the availability of communication and computing resources in the mobile computing environment. The goal of Context-Aware Computing is to make user interaction with the computer easier in the smart environment where technology is spread throughout (pervasive), computers are everywhere at the same time (ubiquitous) and technology is embedded (ambient) in the environment. Context-aware applications need not be difficult, tedious or require the acquisition of new skills on the part of the user. They should be safe, easy, simple to use and should enable new functionality without the need to learn new technology. They should provide relevant information and a simple way for a user to manage.¶ The Intelligent Environment requires a context-aware application to improve its efficiency and to increase productivity and enjoyment for the user. The context awareness mechanism has four fundamental cores i.e. identity (who), activity (what), location (where) and timestamp (when). Based on DiCPA architecture, the model of user location (where), user mobility (where), user activity (what) and Intelligent Environment response (what) were developed. Prototypes were also developed to proof the Context-Aware Computing concept in the Intelligent Environment.¶ An Intelligent Environment uses the multi-disciplinary area of Context-Aware Computing, which combines technology, computer systems, models and reasoning, social aspects, and user support. A “good quality” project for Context-Aware Computing requires core content and provides iterative evaluation processes, which has two types of iteration: design and product iteration of the evaluation. The aim of the development of an evaluation program in Context-Aware Computing is to determine what to test, how to test and the appropriate metrics to use. This work presents the metrics for a good quality project in the Context-Aware Computing area, which is followed by the evaluation of the prototypes of this work.
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