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1

Liljekvist, Pontus Holmertz, i Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.

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While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce the number of generated triangles by dividing the mesh into regions, each region with its own tessellation factor. The prototype implementation supports both manual and automatic generation of these regions. A new fi le format was developed to support the region data. The implementation was split into three parts; one Python based Maya plug-in used for preparing the model for exporting, one exporter for Maya that generated the output fi le, and one viewer application capable of rendering the resulting mesh. The geometry output of the proposed technique was evaluated by comparing it to uniformly tessellated reference mesh geometry. Measurements show that the proposed technique is capable of reducing the face count with minor or maintained correlation to the reference geometry.
Medans spelindustrin växer ökar behovet av visuellt tilltalande grafik. Detta driver utvecklingen av hårdvara och nya tekniker framåt. Med den senaste generationens 3D grafik API kom renderingssteget tesselering. Eftersom varje generation av spel blir mer avancerat ökar efterfrågan på detaljerade modeller. Detta leder till en högre arbetsbörda för GPUn. Syftet med denna avhandling är att undersöka tesselering och utveckla en prototyp för att optimera tesseleringspipelinen. Prototypen är utformad för att hjälpa till att minska antalet genererade trianglar genom att dela upp figuren i regioner, varje region med egen tesseleringsfaktor. Prototypen stödjer både manuell och automatisk generering av dessa regioner, ett nytt filformat utvecklades för att stödja dessa. Prototypen delades upp i tre delar, ett Python baserat Maya plug-in som används för att förbereda modellen för export, en Maya exportör som genererar filerna, och ett visningsprogram som kan rendera den färdiga figuren. Figuren från den föreslagna tekniken utvärderades genom att jämföra den med motsvarande figur med universal tesseleringsfaktor. Mätningar visar att den föreslagna tekniken klarar att reducera antalet trianglar med låg felmarginal.
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Eisenmann, Jonathan A. "Interactive Evolutionary Design with Region-of-Interest Selection for Spatiotemporal Ideation & Generation". The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405610355.

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Chakraborty, Prithwi Raj. "Detecting viewer interest in video using facial and heart rate responses". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/108023/1/Prithwi%20Raj_Chakraborty_Thesis.pdf.

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This project investigates different methodologies to understand and quantify interest and engagement evoked in viewers. Interest is difficult to measure due to its subtleness, dependence over personal preference and viewed content. This project uses machine intelligence to measure interest in response to sports and movie videos. The findings of this project can be applied and extended in several fields including but not limited to teaching and learning, multimedia, and human computer interaction.
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Pryor, Sally, University of Western Sydney, of Arts Education and Social Sciences College i of Communication Design and Media School. "Extending integrationist theory through the creation and analysis of a multimedia work of art : postcard from Tunis". THESIS_CAESS_CDM_Pryor_S.xml, 2003. http://handle.uws.edu.au:8081/1959.7/746.

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This thesis consists of the production of an inter-active computer-based artwork, an analysis of its research outcomes, and an exploration of the theoretical issues that influenced the artistic practice. The artwork, Postcard from Tunis, is an Integrationist exploration of writing and its transformation at the human-computer interface. It is set in a personal portrait of Tunis, a city with a rich history of writing. The thesis starts with the theory of writing. The conventional view of real writing as representation of speech is shown to have serious limitations.Postcard from Tunis offers users who are not Arabic-literate the perception that there are actually no fixed boundaries between writing and pictures, as both are based on spatial configurations. User interaction with Postcard from Tunis, particularly rollover activity, creates a variety of dynamic signs that cannot be theorised by a bipartate theory of signs and that transcend a distinction between the verbal and the non-verbal altogether. Postcard from Tunis both extends Integrationist theory into writing and human-computer interaction and also uniquely articulates this integration of activities in a way that is impossible with written words on paper. The research asserts the validity of the Integrationist theory of writing, language and human communication and of uncoupling these from spoken words. A framework is outlined for future Integrationist research into icons and human-computer interaction.
Doctor of Philosophy (PhD)
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5

Pryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art : postcard from Tunis". Thesis, View thesis, 2003. http://handle.uws.edu.au:8081/1959.7/746.

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This thesis consists of the production of an inter-active computer-based artwork, an analysis of its research outcomes, and an exploration of the theoretical issues that influenced the artistic practice. The artwork, Postcard from Tunis, is an Integrationist exploration of writing and its transformation at the human-computer interface. It is set in a personal portrait of Tunis, a city with a rich history of writing. The thesis starts with the theory of writing. The conventional view of real writing as representation of speech is shown to have serious limitations.Postcard from Tunis offers users who are not Arabic-literate the perception that there are actually no fixed boundaries between writing and pictures, as both are based on spatial configurations. User interaction with Postcard from Tunis, particularly rollover activity, creates a variety of dynamic signs that cannot be theorised by a bipartate theory of signs and that transcend a distinction between the verbal and the non-verbal altogether. Postcard from Tunis both extends Integrationist theory into writing and human-computer interaction and also uniquely articulates this integration of activities in a way that is impossible with written words on paper. The research asserts the validity of the Integrationist theory of writing, language and human communication and of uncoupling these from spoken words. A framework is outlined for future Integrationist research into icons and human-computer interaction.
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6

Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

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The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour. The design was intended to be user-centred and to have positive effect on the children’s learning of sustainability and biodiversity. The tour was refined and created as a final product. 10 children participated in the tour which was executed in a forest behind the preschool and the preschool garden. The tour was evaluated which identified the design problems and their possible solutions.
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7

Feng, Mi. "Quantifying, Modeling and Managing How People Interact with Visualizations on the Web". Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-dissertations/518.

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The growing number of interactive visualizations on the web has made it possible for the general public to access data and insights that were once only available to domain experts. At the same time, this rise has yielded new challenges for visualization creators, who must now understand and engage a growing and diverse audience. To bridge this gap between creators and audiences, we explore and evaluate components of a design-feedback loop that would enable visualization creators to better accommodate their audiences as they explore the visualizations. In this dissertation, we approach this goal by quantifying, modeling and creating tools that manage people’s open-ended explorations of visualizations on the web. In particular, we: 1. Quantify the effects of design alternatives on people’s interaction patterns in visualizations. We define and evaluate two techniques: HindSight (encoding a user’s interaction history) and text-based search, where controlled experiments suggest that design details can significantly modulate the interaction patterns we observe from participants using a given visualization. 2. Develop new metrics that characterize facets of people’s exploration processes. Specifically, we derive expressive metrics describing interaction patterns such as exploration uniqueness, and use Bayesian inference to model distributional effects on interaction behavior. Our results show that these metrics capture novel patterns in people’s interactions with visualizations. 3. Create tools that manage and analyze an audience’s interaction data for a given visualization. We develop a prototype tool, ReVisIt, that visualizes an audience’s interactions with a given visualization. Through an interview study with visualization creators, we found that ReVisIt make creators aware of individual and overall trends in their audiences’ interaction patterns. By establishing some of the core elements of a design-feedback loop for visualization creators, the results in this research may have a tangible impact on the future of publishing interactive visualizations on the web. Equipped with techniques, metrics, and tools that realize an initial feedback loop, creators are better able to understand the behavior and user needs, and thus create visualizations that make data and insights more accessible to the diverse audiences on the web.
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8

Rao, Sushma. "Application of Human-computer Interaction Theories to Information Design on Internet Portals". Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35756.

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Internet portals are increasingly becoming a primary source of information. A portal is a gateway to information on the Internet or a hub from which users may locate relevant information (Strauss, 2000). Because university Web sites have various user classes, universities are beginning to adopt the portal concept for their Web sites. The study conducted aimed to determine the effect of tailoring information content and presentation style on a university Web portal. User ratings of information design on three metrics and user task performance measures of time and errors were compared for four prototypes. Three prototypes were built on the basis of user requirements and two Human-computer Interaction (HCI) theories and one was a replica of an existing academic information portal. The three metrics were derived from the HCI theories. The contributions of the study are a determination of user acceptance of and user performance with the tailored presentation styles and three metrics derived from HCI theories that can be used to compare alternative information presentation styles for portals. An important contribution is the remote data collection technique that was used in the study and a time-stamping technique that recorded clicks on hyperlinks.
Master of Science
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9

Ponce, Arturo. "A Dynamic Behavioral Biometric Approach to Authenticate Users Employing Their Fingers to Interact with Touchscreen Devices". NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/46.

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The use of mobile devices has extended to all areas of human life and has changed the way people work and socialize. Mobile devices are susceptible to getting lost, stolen, or compromised. Several approaches have been adopted to protect the information stored on these devices. One of these approaches is user authentication. The two most popular methods of user authentication are knowledge based and token based methods but they present different kinds of problems. Biometric authentication methods have emerged in recent years as a way to deal with these problems. They use an individual’s unique characteristics for identification and have proven to be somewhat effective in authenticating users. Biometric authentication methods also present several problems. For example, they aren’t 100% effective in identifying users, some of them are not well perceived by users, others require too much computational effort, and others require special equipment or special postures by the user. Ultimately their implementation can result in unauthorized use of the devices or the user being annoyed by the implementation. New ways of interacting with mobile devices have emerged in recent years. This makes it necessary for authentication methods to adapt to these changes and take advantage of them. For example, the use of touchscreens has become prevalent in mobile devices, which means that biometric authentication methods need to adapt to it. One important aspect to consider when adopting these new methods is their acceptance of these methods by users. The Technology Acceptance Model (TAM) states that system use is a response that can be predicted by user motivation. This work presents an authentication method that can constantly verify the user’s identity which can help prevent unauthorized use of a device or access to sensitive information. The goal was to authenticate people while they used their fingers to interact with their touchscreen mobile devices doing ordinary tasks like vertical and horizontal scrolling. The approach used six biometric traits to do the authentication. The combination of those traits allowed for authentication at the beginning and at the end of a finger stroke. Support Vector Machines were employed and the best results obtained show Equal Error Rate values around 35%. Those results demonstrate the potential of the approach to verify a person’s identity. Additionally, this works tested the acceptance of the approach among participants, which can influence its eventual adoption. An acceptance level of 80% was obtained which compares favorably against other behavioral biometric approaches.
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10

Siva, Sahithi Pokala. "Design and delivery : functional colour web pages". Thesis, University of Liverpool, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343620.

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11

Fung, Kai Fung. "Interacting with each online banking user : an exploratory study of website adaptation impact on users' commitment". HKBU Institutional Repository, 2002. http://repository.hkbu.edu.hk/etd_ra/338.

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12

Arikan, Erinc. "Attack profiling for DDoS benchmarks". Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file Mb., 96 p, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:1435821.

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13

Rådell, Dennis. "Combining Eye Tracking and Gestures to Interact with a Computer System". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205308.

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Eye tracking and gestures are relatively new input methods, changing the way humans interact with computers. Gestures can be used for games or controlling a computer through an interface. Eye tracking is another way of interacting with computers, often by combining with other inputs such as a mouse or touch pad. Gestures and eye tracking have been used in commercially available products, but seldom combined to create a multimodal interaction. This thesis presents a prototype which combines eye tracking with gestures to interact with a computer. To accomplish this, the report investigates different methods of recognizing hand gestures. The aim is to combine the technologies in such a way that the gestures can be simple, and the location of a user’s gaze will decide what the gesture does. The report concludes by presenting a final prototype where the gestures are combined with eye tracking to interact with a computer. The final prototype uses an IR camera together with an eye tracker. The final prototype is evaluated with regards to learnability, usefulness, and intuitiveness. The evaluation of the prototype shows that usefulness is low, but learnability and intuitiveness are quite high.
Eye tracking och gester är relativt nya inmatningsmetoder, som förändra sättet människor interagerar med datorer. Gester kan användas för till exempel spel eller för att styra en dator via ett gränssnitt. Eye tracking är ett annat sätt att interagera med datorer, ofta med hjälp av genom att kombinera med andra styrenheter såsom en mus eller styrplatta. Gester och eye tracking har använts i kommersiellt tillgängliga produkter, men sällan kombinerats för att skapa en multimodal interaktion. Denna avhandling presenterar en prototyp som kombinerar eye tracking med gester för att interagera med en dator. För att åstadkomma detta undersöker rapporten olika metoder för att känna igen gester. Målet är att kombinera teknologierna på ett sådant sätt att gestern kan vara enkla, och platsen för användarens blick kommer bestämma vad gesten gör. Rapporten avslutas genom att presentera en slutlig prototyp där gester kombineras med eye tracking för att interagera med en dator. Den slutliga prototypen använder en IR kamera och en eye tracker. Den slutliga prototypen utvärderas med avseende på lärbarhet, användbarhet, och intuition. Utvärderingen av prototypen visar att användbarheten är låg, men både lärbarhet och intuition är ganska höga.
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Carlander-Reuterfelt, Gallo Matias. "Estimating human resilience to social engineering attacks through computer configuration data : A literature study on the state of social engineering vulnerabilities". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277921.

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Social engineering as a method of attack is increasingly becoming a problem for both corporations and individuals. From identity theft to enormous financial losses, this form of attack is notorious for affecting complex structures, yet often being very simple in its form. Whereas for other forms of cyber- attack, tools like antivirus and antimalware are now industry standard, have proven to be reliable ways to keep safe private and confidential data, there is no such equivalent for social engineering attacks. There is not, as of this day, a trustworthy and precise way of estimating resilience to these attacks, while still keeping the private data private. The purpose of this report is to compile the different aspects of a users computer data that have been proven to significantly indicative of their susceptibility to these kinds of attacks, and with them, devise a system that can, with some degree of precision, estimate the resilience to social engineering of the user. This report is a literature study on the topic of social engineering and how it relates to computer program data, configuration and personality. The different phases of research each led to a more comprehensive way of linking the different pieces of data together and devising a rudimentary way of estimating human resilience to social engineering through the observation of a few configuration aspects. For the purposes of this report, the data had to be reasonably accessible, respecting privacy, and being something that can be easily extrapolated from one user to another. Based on findings, ranging from psychological data and behavioral patterns, to network configurations, we conclude that, even though there is data that supports the possibility of estimating resilience, there is, as of this day, no empirically proven way of doing so in a precise manner. An estimation model is provided by the end of the report, but the limitations of this project did not allow for an experiment to prove its validity beyond the theories it is based upon.
Social Manipulering som attackmetod har blivit ett ökande problem både för företag och individer. Från identitetsstöld till enorma ekonomiska förluster, är denna form av attack känd för att kunna påverka komplexa system, men är ofta i sig mycket enkel i sin form. Medans andra typer av cyberattacker kan skyddas med verktyg som antivirus och antimalware och tillförlitligt hålla privat och konfidentiell information säker så finns det inga motsvarande verktyg för att skydda sig mot Social Manipulering attacker. Det finns alltså inte idag ett pålitligt och säkert sätt att motstå Social Manipulering attacker och skydda personliga uppgifter och privat data. Syftet med denna rapport är att visa olika aspekterna hur datoranvändares data är sårbarhet för dessa typer av attacker, och med dessa utforma ett system som med viss mån av precision kan mäta resiliens mot Social Manipulering. Rapporten är ett resultat av studier av litteratur inom ämnet Social Manipulering och hur den relaterar sig till datorns data, konfiguration och personuppgifter. De olika delarna av utredningen leder var och en till ett mer omfattande sätt att koppla samman de olika uppgifterna och utforma ett rudimentärt sätt att uppskatta en persons resiliens mot Social Manipulering, detta genom att observera olika aspekter av datorns konfiguration. För syftet av rapporten så har uppgifterna varit rimligt tillgängliga, har respekterat integriteten och varit något som lätt kan anpassas från en användare till en annan. Baserat på observationerna av psykologiska data, beteendemönster och nätverkskonfigurationer, så kan vi dra slutsatsen att även om det finns data som stöder möjligheten att uppskatta resiliens, finns det idag inget empiriskt bevisat sätt att göra det på ett exakt sätt. En exempel av modell för att uppskatta resiliens finns i slutet av rapporten. Ramen för detta projekt gjorde det inte möjligt att göra ett praktiskt experiment för att validera teorierna.
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Simac, Alain. "Modélisation et gestion de concepts, en particulier temporels, pour l'assistance à la caractérisation de séquences d'images". Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00614010.

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Les techniques habituelles d'indexation de vidéos passent généralement par une phase d'apprentissage qui nécessite préalablement la constitution d'une base d'apprentissage. Même si la taille de cette base est souvent réduite, la phase d'annotation réalisée par un expert de l'application est souvent longue et fastidieuse. Dans le cadre de cette thèse, nous avons développé un dispositif qui permet de pré-sélectionner un ensemble de prototypes susceptibles de contenir le concept qui doit apparaître dans la base d'apprentissage. Cette base réduite de prototypes sera ensuite annotée par l'expert. Nous nous sommes intéressés à des concepts temporels, ce qui nous a amené à étudier particulièrement des caractéristiques liées au mouvement, comme les points d'intérêt spatio-temporels (STIP Spatial Temporal Interest Points). D'autres caractéristiques ont aussi été utilisées concernant la couleur et la présence de formes particulières. Ces caractéristiques sont ensuite exploitées pour structurer la base de vidéos en briques spatio-temporelles homogènes. Cette structuration correspond à une sorte de segmentation de la base en fonction de chacune des caractéristiques. La liaison entre le concept à définir et les briques extraites de la base est en lien avec le fossé sémantique bien connu dans la problématique d'indexation automatique. La création de ce lien nécessite l'utilisation de la connaissance de l'expert de l'application sur le concept. Nous avons développé un système dans lequel cette connaissance est extraite par un système de questions/réponses. Les couples de questions/réponses permettent de sélectionner des briques répondant à la contrainte, de définir des relations entre certaines briques, et en- fin de naviguer dans l'arborescence des questions. Des tests ont été réalisés sur des bases de vidéos de provenances diverses telles que des vidéos provenant d'émissions de télévision, de films d'animation, ou encore des vidéos de laboratoire disponibles sur le net, ou réalisées par nos soins. Ces tests montrent les performances satisfaisantes mais aussi les limites de l'approche et ouvrent des perspectives intéressantes, particulièrement sur les aspects collaboratifs et les aspects adaptatifs qui permettraient de capitaliser les connaissances des experts applicatifs et rendraient le système plus efficient.
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Handosa, Mohamed Hussein Hafez. "Supporting User Interactions with Smart Built Environments". Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/87433.

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Before the recent advances in sensing, actuation, computing and communication technologies, the integration between the digital and the physical environment was limited. Humans linked those two worlds by collecting data about the physical environment before feeding it into the digital environment, and by changing the state of the physical environment based on the state of the digital environment. The incorporation of computing, communication, sensing, and actuation technologies into everyday physical objects has empowered the vision of the Internet of Things (IoT). Things can autonomously collect data about the physical environment, exchange information with other things, and take actions on behalf of humans. Application domains that can benefit from IoT include smart buildings, smart cities, smart water, smart agriculture, smart animal farming, smart metering, security and emergencies, retail, logistics, industrial control, and health care. For decades, building automation, intelligent buildings, and more recently smart buildings have received a considerable attention in both academia and industry. We use the term smart built environments (SBE) to describe smart, intelligent, physical, built, architectural spaces ranging from a single room to a whole city. Legacy SBEs were often closed systems operating their own standards and custom protocols. SBEs evolved to Internet-connected systems leveraging the Internet technologies and services (e.g., cloud services) to unleash new capabilities. IoT-enabled SBEs, as one of the various applications of the IoT, can change the way we experience our homes and workplaces significantly and make interacting with technology almost inevitable. This can provide several benefits to modern society and help to make our life easier. Meanwhile, security, privacy, and safety concerns should be addressed appropriately. Unlike traditional computing devices, things usually have no or limited input/output (I/O) capabilities. Leveraging the ubiquity of general-purpose computing devices (e.g., smartphones), thing vendors usually provide interfaces for their products in the form of mobile apps or web-based portals. Interacting with different things using different mobile apps or web-based portals does not scale well. Requiring the user to switch between tens or hundreds of mobile apps and web-based portals to interact with different things in different smart spaces may not be feasible. Moreover, it can be tricky for non-domestic users (e.g., visitors) of a given SBE to figure out, without guidance, what mobile apps or web-based portals they need to use to interact with the surrounding. While there has been a considerable research effort to address a variety of challenges associated with the thing-to-thing interaction, human-to-thing interaction related research is limited. Many of the proposed approaches and industry-adopted techniques rely on more traditional, well understood and widely used Human-Computer Interaction (HCI) methods and techniques to support interaction between humans and things. Such techniques have mostly originated in a world of desktop computers that have a screen, mouse, and keyboard. However, SBEs introduce a radically different interaction context where there are no centralized, easily identifiable input and output devices. A desktop computer of the past is being replaced with the whole SBE. Depending on the task at hand and personal preferences, a user may prefer to use one interaction modality over another. For instance, turning lights on/off using an app may be more cumbersome or time-consuming compared to using a simple physical switch. This research focuses on leveraging the recent advances in IoT and related technologies to support user interactions with SBEs. We explore how to support flexible and adaptive multimodal interfaces and interactions while providing a consistent user experience in an SBE based on the current context and the available user interface and interaction capabilities.
PHD
The recent advances in sensing, actuation, computing, and communication technologies have brought several rewards to modern society. The incorporation of those technologies into everyday physical objects (or things) has empowered the vision of the Internet of Things (IoT). Things can autonomously collect data about the physical environment, exchange information with other things, and take actions on behalf of humans. Several application domains can benefit from the IoT such as smart buildings, smart cities, security and emergencies, retail, logistics, industrial control, and health care. For decades, building automation, intelligent buildings, and more recently smart buildings have received considerable attention in both academia and industry. We use the term smart built environments (SBE) to describe smart, intelligent, physical, built, architectural spaces ranging from a single room to a whole city. SBEs, as one of the various applications of the IoT, can change the way we experience our homes and workplaces significantly and make interacting with technology almost inevitable. While there has been a considerable research effort to address a variety of challenges associated with the thing-to-thing interaction, human-to-thing interaction related research is limited. Many of the proposed approaches and industry-adopted techniques to support human-to-thing interaction rely on traditional methods. However, SBEs introduce a radically different interaction context. Therefore, adapting the current interaction techniques and/or adopting new ones is crucial for the success and wide adoption of SBEs. This research focuses on leveraging the recent advances in the IoT and related technologies to support user interactions with SBEs. We explore how to support a flexible, adaptive, and multimodal interaction experience between users and SBEs using a variety of user interfaces and proposed interaction techniques.
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Segerstroem, K. Johanna (Karina Johanna) Carleton University Dissertation Psychology. "Should we integrate?; a user evaluation of web and desktop integration strategies". Ottawa, 1999.

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Burgess, Stephen Keith 1958. "Business-to-consumer interactions on the Internet : a model for small businesses". Monash University, School of Information Management and Systems, 2001. http://arrow.monash.edu.au/hdl/1959.1/8027.

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Chang, Yu. "eCulture : examining and quantifying cultural differences in user acceptance between Chinese and British web site users". Thesis, University of Bedfordshire, 2004. http://hdl.handle.net/10547/319933.

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The World Wide Web (WWW) has become an important medium for communicating between people all over the world. It is regarded as a global system and is associated with a wide user and social system diversity. The effects of differing user-groups and their associated cultures on user acceptance of web sites can be significant, and as a result understanding the behaviour of web users in various cultures is becoming a significant concern. The eCulture research project is based on previous classical theories and research in culture. It applies a factorial experimental design strategy (the Taguchi method) in crosscultural usability / acceptability, together with other approaches such as semiotic analysis and card sorting. Two types of analysis, both top-down and bottom-up have been implemented to investigate differences in web site usability and acceptability between users from Mainland China and the United Kingdom. Based on experiments on web sites investigating the relationship between cultural issues and usability lacceptability aspects between Chinese and British web users, several issues, such as cultural factors, cognitive abilities, social semiotic differences and other issues have emerged. One of the goals has been to develop 'cultural fingerprints' for both web sites and users in different cultures. By comparing cultural and site fingerprints, usability and acceptability of web sites can be diagrammatically matched to the target culture. Experiments investigating qualitative factors and quantitative data collection and analysis based on the Taguchi method has led to the successful development of two versions of 'cultural fingerprint' for both web sites and target cultures in the UK and China. It has been possible to relate these studies to a wider body of knowledge, and to suggest ways in which the work may be extended in the future.
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20

Moghaddam, Mehdi Minachi. "Internet search techniques : using word count, links and directory structure as Internet search tools". Thesis, University of Bedfordshire, 2005. http://hdl.handle.net/10547/314080.

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As the Web grows in size it becomes increasingly important that ways are developed to maximise the efficiency of the search process and index its contents with minimal human intervention. An evaluation is undertaken of current popular search engines which use a centralised index approach. Using a number of search terms and metrics that measure similarity between sets of results, it was found that there is very little commonality between the outcome of the same search performed using different search engines. A semi-automated system for searching the web is presented, the Internet Search Agent (ISA), this employs a method for indexing based upon the idea of "fingerprint types". These fingerprint types are based upon the text and links contained in the web pages being indexed. Three examples of fingerprint type are developed, the first concentrating upon the textual content of the indexed files, the other two augment this with the use of links to and from these files. By looking at the results returned as a search progresses in terms of numbers and measures of content of results for effort expended, comparisons can be made between the three fingerprint types. The ISA model allows the searcher to be presented with results in context and potentially allows for distributed searching to be implemented.
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21

He, Wu. "The effects of conceptual description and search practice on users' mental models and information seeking in a case libray with a best match search mechanism". Diss., Columbia, Mo. : University of Missouri-Columbia, 2006. http://hdl.handle.net/10355/5863.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2006.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on July 21, 2008) Vita. Includes bibliographical references.
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22

Anderson, Corin R. "A machine learning approach to Web personalization /". Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6875.

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23

Jaques, Patricia Augustin. "Using an animated pedagogical agent to interact affectively with the student". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/5886.

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Este trabalho propõe um agente pedagógico animado que possui o objetivo de fornecer suporte emocional ao aluno: motivando-o e encorajando-o, fazendo-o acreditar em suas próprias habilidades e promovendo um estado de espírito positivo no aluno, que é melhor para o seu aprendizado. Este suporte cuidadoso do agente, suas táticas afetivas, é expresso através de comportamentos emotivos e mensagens de encorajamento do personagem animado. Devido à tendência social humana de antropomorfizar software, nós acreditamos que um agente de software pode realizar esse papel afetivo. Para escolher as táticas afetivas adequadas, o agente deve conhecer as emoções do aluno. O agente proposto infere as seguintes emoções do aluno: alegria/tristeza, satisfação/frustração, raiva/gratidão e vergonha a partir do comportamento observável do aluno, isto é, as ações do aluno na interface do sistema educacional. A inferência das emoções é fundamentada psicologicamente na teoria cognitiva das emoções. Mais especificamente, nós usamos o modelo OCC o qual é baseado na abordagem cognitivista das emoções e é possível de ser implementado computacionalmente. Devido a natureza dinâmica da informação sobre o estado afetivo do aluno, nós adotamos uma abordagem BDI para implementar o modelo afetivo do usuário e o diagnóstico afetivo. Além disso, em nosso trabalho nós nos beneficiamos da capacidade de raciocínio do BDI para o agente deduzir o appraisal do aluno, que lhe permite inferir as emoções do aluno. Como um caso de estudo, o agente proposto é implementado como o Agente Mediador de MACES: um ambiente para ensino colaborativo à distância modelado com uma arquitetura multiagente e baseado psicologicamente na abordagem Sociocultural de Vygotsky.
This work proposes an animated pedagogical agent that has the role of providing emotional support to the student: motivating and encouraging him, making him believe in his self-ability, and promoting a positive mood in him, which fosters learning. This careful support of the agent, its affective tactics, is expressed through emotional behaviour and encouragement messages of the lifelike character. Due to human social tendency of anthropomorphising software, we believe that a software agent can accomplish this affective role. In order to choose the adequate affective tactics, the agent should also know the student’s emotions. The proposed agent recognises the student’s emotions: joy/distress, satisfaction/disappointment, anger/gratitude, and shame, from the student’s observable behaviour, i. e. his actions in the interface of the educational system. The inference of emotions is psychologically grounded on the cognitive theory of emotions. More specifically, we use the OCC model which is based on the cognitive approach of emotion and can be computationally implemented. Due to the dynamic nature of the student’s affective information, we adopted a BDI approach to implement the affective user model and the affective diagnosis. Besides, in our work we profit from the reasoning capacity of the BDI approach in order for the agent to deduce the student’s appraisal, which allows it to infer the student’s emotions. As a case study, the proposed agent is implemented as the Mediating Agent of MACES: an educational collaborative environment modelled as a multi-agent system and pedagogically based on the sociocultural theory of Vygotsky.
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24

Dasgupta, Archi. "Towards a Unified Framework for Smart Built Environment Design: An Architectural Perspective". Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/84347.

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Smart built environments (SBE) include fundamentally different and enhanced capabilities compared to the traditional built environments. Traditional built environments consist of basic building elements and plain physical objects. These objects offer primitive interactions, basic use cases and direct affordances. As a result, the traditional architectural process is completely focused on two dimensions of design, i.e., the physical environment based on context and functional requirements based on the users. Whereas, SBEs have a third dimension, computational and communication capabilities embedded with physical objects enabling enhanced affordance and multi-modal interaction with the surrounding environment. As a result of the added capability, there is a significant change in activity pattern/spatial use pattern in an SBE. So, the traditional architectural design process needs to be modified to meet the unique requirements of SBE design. The aim of this thesis is to modify the traditional architectural design process by introducing SBE requirements. Secondly, this thesis explores a reference implementation of immersive technology based SBE design framework. The traditional architectural design tools are not always enough to represent, visualize or model the vast amount of data and digital components of SBE. SBE empowered with IoT needs a combination of the virtual and real world to assist in the design, evaluation and interaction process. A detailed discussion explored the required capabilities for facilitating an MR-based SBE design approach. An immersive technology is particularly helpful for SBE design because SBEs offer novel interaction scenarios and complex affordance which can be tested using immersive techniques.
Master of Science
Smart built environments (SBE) are fundamentally different from our everyday built environments. SBEs have enhanced capabilities compared to the traditional built environments because computational and communication capabilities are embedded with everyday objects in case of SBEs. An wall or a table is no longer just a simple object rather an interactive component that can process information and communicate with people or other devices. The introduction of these smart capabilities in physical environment leads to change in user's everyday activity pattern. So the spatial design approach also needs to be reflect these changes. As a result, the traditional architectural design process needs to be modified for designing SBEs. The aim of this thesis is to introduce a modified SBE design process based on the traditional architectural design process. Secondly, this thesis explores an immersive technology (e.g.- mixed reality, virtual reality etc.) based SBE design framework. The traditional architectural design tools mostly provide two dimensional representations like sketches or renderings. But two dimensional drawings are not always enough to represent, visualize or model the vast amount of data and digital components associated with SBE. The SBE design process needs enhanced capabilities to represent the interdependency of connected devices and interaction scenarios with people. Immersive technology can be introduced to address this problem, to test the proposed SBE in a virtual/mixed reality environment and to test the proposed 'smartness' of the objects. This thesis explores the potentials of this type of immersive technology based SBE design approach.
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25

Chen, Hsinchun, Chris Schuffels i Richard E. Orwig. "Internet Categorization and Search: A Self-Organizing Approach". Academic Press, Inc, 1996. http://hdl.handle.net/10150/105463.

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Artificial Intelligence Lab, Department of MIS, University of Arizona
The problems of information overload and vocabulary differences have become more pressing with the emergence of increasingly popular Internet services. The main information retrieval mechanisms provided by the prevailing Internet WWW software are based on either keyword search (e.g., the Lycos server at CMU, the Yahoo server at Stanford) or hypertext browsing (e.g., Mosaic and Netscape). This research aims to provide an alternative concept-based categorization and search capability for WWW servers based on selected machine learning algorithms. Our proposed approach, which is grounded on automatic textual analysis of Internet documents (homepages), attempts to address the Internet search problem by first categorizing the content of Internet documents. We report results of our recent testing of a multilayered neural network clustering algorithm employing the Kohonen self-organizing feature map to categorize (classify) Internet homepages according to their content. The category hierarchies created could serve to partition the vast Internet services into subject-specific categories and databases and improve Internet keyword searching and/or browsing.
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26

Bernson, Jesper. "Lagras reklam i minnet under informationssökning på Internet?" Thesis, University of Skövde, Department of Computer Science, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-632.

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Arbetet fokuserar på frågan om reklam lagras i minnet under en van internetanvändares aktivitet på en webbportal, när denne inte uttryckligen söker efter reklam. Rapporten redovisar olika aspekter som kan inverka på användarnas beteende vid deras interaktion med Internet. Med hjälp av ett förtest i enkätform väljs 30 vana internetanvändare ut som försökspersoner. Dessa delas upp i två lika stora grupper och utför sedan en uppgift på en webbportal. Slutligen genomför de ett test som undersöker om de kommer ihåg de fyra reklamannonser som finns på webbportalen. Detta görs med metoderna fri återgivning eller igenkänning. Vid fri återgivning var det endast en person som kom ihåg en korrekt reklamannons. Igenkänningstestet resulterade i sammanlagt 19 korrekt utpekade reklamannonser. Resultatet visar på att försökspersoner som fick göra igenkänningstestet, kunde svara på vilka reklamannonser som fanns på webbsidan i högre grad än de som fick använda sig av testet fri återgivning.

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27

Gibson, Marcia. "Opening the Web for all : inclusive and secure design of an online authentication system". Thesis, University of Bedfordshire, 2012. http://hdl.handle.net/10547/576437.

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Effective use of the World Wide Web grants users increased power over people, time and space. However, its growing ubiquity also means these powers tend to become eroded in non-users. Growth of the Web as a marketplace and as a channel to deliver e-services, results in an ever increasing volume of sensitive information being transacted and stored online. As a result, authentication systems are now being used extensively on the Web. Unfortunately the profusion of Web sites and the large numbers of associated passwords reduces their efficacy and puts severe strain on users’ limited cognitive resources. Authentication systems themselves therefore can act as an additional source of exclusion. However, this step of authentication has up until now, been largely overlooked when considering inclusive design. People may experience a variety of barriers to Internet access: Psychological, Material, Skills and Usage. Existing models of these barriers within the literature are discussed, and a unified model of exclusion is developed and used to identify a series of potential solutions to the various aspects of each barrier. These solutions are classified into 4 separate design goals: Enhanced Usability, Enhanced Accessibility, Reduced End-user Cost and Robust Security. A number of groups who are especially at risk of Web exclusion are also identified. The design goals are used to evaluate existing traditional and image-based passwords. The accessibility component is assessed in terms of twenty-two use scenarios, consisting of a particular user group’s limiting characteristic and strategies the groups are known to use when accessing the Web. The accessibility analysis shows traditional passwords to be less accessible for several groups: • Novice users who experience reduced comparative learnability, efficiency and increased errors. • Mobile phone users, head wand users, eye gaze tracker users, those with reduced manual dexterity/and or tremors accessing principally via a mouse or keyboard, those with impaired ability to select and filter relevant sensory information and low-literacy users accessing via a normal or text to speech browsers. These groups experience reduced comparative efficiency and increased errors. • Users with impaired ability to remember information or sequences and illiterate users accessing via a text-to-speech browser or normal browser. These groups have the most significant issues with passwords, experiencing reduced comparative learnability, memorability, efficiency and increased errors. Image based passwords are found to be more accessible for some of these groups, but are unusable by blind users and less usable by those with visual impairments. Just as Web users are not a uniform, homogenous group, so too is there no homogenous solution to creating usable security. Even so, there may be solutions that are usable and secure given the particular scenario within which they will be used. For this reason, it is important to supply a number of alternatives because as one modality or model of interaction is locked out, another group becomes excluded. One such alternative, a novel scheme called “Musipass”, is trialled in lab-based and large-scale online user participation experiments. Musipass is found to offer superior long-term memorability to a traditional password and users report enjoying the experience of authenticating with music. A security analysis is conducted which shows Musipass to offer comparative or enhanced security compared to a traditional password against a number of well-known attacks.
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28

Falk, Johan. "Physical Mobile Interaction in Omni-Channel Retailing : Using the customers’ smartphone to interact with smart objects in a store". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107953.

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While shopping in a retail store today the customers are often interacting with multiple sale channels when making a purchase. These channels can include in‑store terminals, the customers’ smartphone etc. This thesis looks at how physical mobile interaction can be implemented to enhance the experience when using different channels for a purchase. Physical mobile interaction is a way for a user to interact with real world objects using a mobile device. This thesis examines how some of these techniques can be used in a retail store using the customers’ own smartphone device. With todays smartphone market with several different operating systems available it is important to find find an implementation which suits the majority of the users. This paper details which technologies that are available to implement the physical mobile interaction on the major smartphone platforms. It also discusses important design decisions for it to work on these platforms. The paper concludes that it is possible to implement these techniques on todays major smartphone platforms. It also concludes that the best technology can not always be used because of limitations on one or more platforms.
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29

Johansson, Niklas. "Usable IT systems for mobile work". Licentiate thesis, Uppsala : Univ. : Dept. of Information Technology, Univ, 2005. http://www.it.uu.se/research/publications/lic/2005-008/2005-008.pdf.

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30

Asadi, Yasamin. "Connections through internet of things: Rethinking slow technologies through older adult experiences of the COVID-19 pandemic". Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/232434/1/Yasamin_Asadi_Thesis.pdf.

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This study aims to understand how older adults responded to the COVID-19 pandemic by adjusting their activities, use of technology and social relations. An open-ended interview study with Australian older adults with access to telecommunication technologies was undertaken. Findings indicate some participants missed social interaction but found ways to decelerate their life and have greater agency to curate their own activities. Based on these findings, we reconsidered the design space of temporal design and slow technology from the point of view of people seeking to adapt to an ongoing impact of slowness in their lives.
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31

Abdallah, Nada. "Raisonnements standard et non-standard pour les systèmes décentralisés de gestion de données et de connaissances". Phd thesis, Université Paris Sud - Paris XI, 2010. http://tel.archives-ouvertes.fr/tel-00536926.

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Les systèmes d'inférence pair-à-pair (P2PIS) sont constitués de serveurs autonomes appelés pairs. Chaque pair gère sa propre base de connaissances (BC) et peut communiquer avec les autres pairs via des mappings afin de réaliser une inférence particulière au niveau global du système. Dans la première partie de la thèse, nous proposons un algorithme totalement décentralisé de calcul de conséquences par déduction linéaire dans les P2PIS propositionnels et nous étudions sa complexité communicationnelle, en espace et en temps. Nous abordons ensuite la notion d'extension non conservative d'une BC dans les P2PIS et nous exhibons son lien théorique avec la déduction linéaire décentralisée. Cette notion est importante car elle est liée à la confidentialité des pairs et à la qualité de service offerte par le P2PIS. Nous étudions donc les problèmes de décider si un P2PIS est une extension conservative d'un pair donné et de calculer les témoins d'une possible corruption de la BC d'un pair de sorte à pouvoir l'empêcher. La seconde partie de la thèse est une application directe des P2PIS au domaine des systèmes de gestion de données pair-à-pair (PDMS) pour le Web Sémantique. Nous définissons des PDMS basés sur la logique de description DL-LITER pour lesquels nous fournissons les algorithmes nécessaires de test de consistance et de réponse aux requêtes. Notre approche repose sur les P2PIS propositionnels car nous réduisons les problèmes de la reformulation des requêtes et de test de l'inconsistance à des problèmes de calcul de conséquences en logique propositionnelle.
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32

Santana, Vagner Figuêredo de 1982. "Interfaces autoajustáveis em websites = contribuições em direção ao Design para Todos = Self tailorable website interfaces : contributions towards the Design for All". [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275681.

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Orientador: Maria Cecilia Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-21T17:08:06Z (GMT). No. of bitstreams: 1 Santana_VagnerFigueredode_D.pdf: 4477858 bytes, checksum: f4c115f4395355870c66c81a065a8e3f (MD5) Previous issue date: 2012
Resumo: ...Observação: O resumo, na íntegra, poderá ser visualizado no texto completo da tese digital.
Abstract: ...Note: The complete abstract is available with the full electronic document
Doutorado
Avaliação de interfaces de usuario
Doutor em Ciência da Computação
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33

Bergström, Gustav. "Sambandet mellan användarupplevelse och tillit till företag". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129605.

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Omfattande forskning har bedrivits för att öka förståelsen för vilka faktorer som frambringar känslan av hög tillit på internet och vilka komponenter som har störst påverkan på användarupplevelsen, men forskningen för att undersöka variablernas samband är begränsad. I studien undersöks korrelationen mellan användarupplevelsen och användarens tillit till företaget. Genom användartestning, där Tänka högt-metoden användes, framkom det att testdeltagarens frustration gradvis ökade i takt med att antalet problem ökade. Vid användartestets slut utvärderade deltagaren användarupplevelsen genom en enkät. Enkätens resultat jämfördes med testdeltagarens självuppskattade tillit till företaget. Resultatet visade att en signifikant korrelation mellan variablerna kan påvisas, vilket antogs bero på att deltagarens tro på att hen kontrollerade webbplatsen minskade och därmed påverkade tilliten till företaget negativt. Upptäckten tros få effekten att företag, vars verksamhet till stor del är internetbaserad, kommer eftersträva en bättre användarupplevelse för att sannolikt få högre tillit.
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34

Hjelm, Wilhelm, i Patrik Grändevall. "Sätt fler användare i centrum med åldersresponsiv design". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142871.

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Under 2017 spås det att de första åldersresponsiva webbplatserna kommer publiceras. En webbplats som inte bara anpassar sig efter vilken enhet besökaren kommer från, utan även användarens ålder. I denna studie finner vi vilka problem som kan knytas till just användarens ålder.
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35

Chanboualapha, Sonexay, i Md Rofiqul Islam. "Internet usage for improvement of learning". Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16600.

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The internet usage is increasing rapidly, especially for learning in the field ofeducation and informatics. The investigation of indentifying and analyzing internetusage for learning improvement is necessary to implement with students. In order toensure the use of the internet improve students’ learning, it is necessary to investigatewith developed and developing countries in the term of comparison. In our researchconducted examining with students in one developed country (Sweden) and onedeveloping country (Laos) to identify and analyze the relationship between internetusage and students’ learning. We collected data with survey through questionnaires byquantitative research, and analyzed the relationship by correlation analysis. Findingindicated that internet usage has the positive relationship with students’ learning ashigher of using internet and higher of grade. However, the use of era technology andstudents’ learning in developed country are absolutely higher than developingcountry. Thus, we ensure that internet usage is a positive relationship with students’learning.
Program: Masterutbildning i Informatik
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36

Ergen, Feyza F. "Effects of Interface Format, Feedback Style, and System Lag on the Usability of Hand-Held Internet Controllers". Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/36550.

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The increasing popularity of the World Wide Web (WWW) has created a new market: Web access through television to accommodate those who either cannot afford existing hardware or are intimidated by computers. Current efforts to combine the WWW and television have targeted potential novice users. One of the approaches for creating a WWW browsing system that is both simple to use and inexpensive is the utilization of the existing cable system to provide Web access through television. Some unique characteristics of this browsing system are fast access to the Web, the use of nine buttons on a universal remote control, and an index structure for reaching Web sites. Since browsing the Web through television is relatively new, many interface issues need to be examined. The purpose of this research was to investigate potential user interface designs for this WWW browser and to evaluate the usability of the nine-button interface. Sixteen volunteers participated in the experiment and were asked to navigate to specific Web sites with two interface formats, five different system lag times (0.2, 0.7, 1.3, 2.0, and 3.0 seconds), and three feedback styles (active feedback, passive feedback and no feedback). Participants were prescreened for their experience with computers and browsing the Web. The experiment was conducted in a living room setting to simulate real life situations and participants were given a total of 42 tasks to complete throughout the experiment. Each task consisted of navigating through the tree structure with either one of the two interface formats until reaching a designated Web site. The number of errors committed and task completion times were recorded. In addition, participants were asked to rate the WWW browser system after each task as well as after the entire experiment. Participants preferred the 0.2 second system lag and the active feedback style. Overall, they committed fewer errors and took less time to complete tasks with the tabbing interface than with the one-to-one mapping interface. Experienced participants committed more errors than did the inexperienced ones. Increase of system lag time was determined to have a greater adverse effect on the tabbing interface than on the one-to-one mapping interface.
Master of Science
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37

Di, Toro Andrea. "Registrazione e replicazione di procedure Web con una Firefox Extension". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1866/.

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In questo lavoro di tesi è stata sviluppata una Firefox Extension per la registrazione e la replicazione di procedure sul Web. Si tratterà a fondo l’ambiente tecnologico nel quale è stata sviluppata l’applicazione e il contesto in cui si inserisce una Firefox Extension. Illustreremo il problema che intendiamo risolvere con la nostra estensione,il contesto applicativo in cui si inserisce e riporteremo una serie di lavori correlati che cercano, con diversi approcci, di risolvere il nostro stesso problema. Illustreremo il lavoro trattando approfonditamente l’approccio da noi utilizzato, mostrandone i vantaggi e i limiti.
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38

Vaufreydaz, Dominique. "Modélisation statistique du langage à partir d'Internet pour la reconnaissance automatique de la parole continue". Phd thesis, Université Joseph Fourier (Grenoble), 2002. http://tel.archives-ouvertes.fr/tel-00326151.

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Les ressources textuelles sont celles qui font le plus défaut dans les recherches sur la modélisation statistique du langage, surtout pour l'apprentissage de modèles adaptés au dialogue. Cette thèse propose d'utiliser les documents en provenance d'Internet pour l'apprentissage de tels modèles. La collecte de plusieurs corpus a permis la mise en évidence de certaines propriétés intéressantes. Celles-ci concernent la quantité de texte, le nombre de vocables différents mais surtout la possibilité de trouver des formes propres à l'expression orale. Ces formes ne se trouvent pas dans les corpus journalistiques qui sont pourtant très largement employés. L'évolution de ces documents au cours des dernières années a encore accru cette adéquation. La thèse introduit alors une nouvelle méthode, entièrement automatique, de calcul de modèles de langage à partir de ces données. Elle commence par un filtrage dit par " blocs minimaux " basé sur le vocabulaire de l'application visée. Ensuite, le calcul du modèle de langage statistique, type n-gramme, se fait au prix d'une légère adaptation des algorithmes standards dans le domaine. Les résultats de cette méthode sont de l'ordre de 90% de taux de reconnaissance pour des petits vocabulaires et de 80% pour de plus larges vocabulaires. De plus, les résultats obtenus, sans aucune adaptation, sur une base sonore état de l'art de l'AUPELF sont du même ordre que ceux des autres laboratoires ayant participé à l'évaluation. La thèse présente aussi d'autres applications d'Internet. Ainsi, L'utilisation de la hiérarchie des newsgroups permet la mise au point d'un détecteur de thème fondé sur une normalisation de modèles unigrammes. Ses performances sont d'environ 70%. L'intégration de ce détecteur au sein des algorithmes de reconnaissance de la parole permet un gain de 5% en taux de reconnaissance. Enfin, une adaptation de la méthode des blocs minimaux a été utilisée pour faciliter la définition d'un ensemble de phrases pour l'enregistrement d'un corpus sonore.
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39

Vedin, Erika. "Operatörens resa mot en uppkopplad industri : Om att förbättra medarbetares upplevelse av ny modern teknik på arbetsplatsen". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166372.

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Internet, automation, digitalisering och liknande tillverkningsteknologier som associeras med Industri 4.0, eller den fjärde industriella revolutionen, håller på att förändra sättet som tillverkningsindustrier styr hela sin produktionskedja. De nya teknikerna som inkapslas av Industri 4.0-paradigmet har genererat nya smarta sätt för att effektivisera produktionen och samtidigt spara in på resurser. Men denna revolution har genererat utmaningar, liksom förmåner, inte minst för de individer som jobbar inom den industriella sektorn. I denna studie undersöks hur operatörer inom tillverkningsindustrin upplever och anpassar sig till denna typ av nya teknologi på sina arbetsplatser. Vad för typ av utmaningar och möjligheter har upplevts av de människor som står i direkt kontakt med dessa nya typer av innovationer. För att besvara denna fråga, genomfördes intervjuer med operatörer på två fabriker inom tillverkningsindustrin där ny teknologi införts och påverkat produktionskedjan. Totalt åtta operatörer, varav fem från Fabrik A och tre från Fabrik B, intervjuades genom semi-strukturerade intervjuer. Detta i syfte att generera insikt i upplevelsen av automation, internettjänster och övriga digitala hjälpmedel i arbetsuppgifter som tidigare utförts utan det. Genom metoden för grundad teori kodades och tolkades den insamlade intervjudatan och kategorier kunde bildas. Resultaten visade att det fanns ett stort behov av tydligt kommunicerad information gällande ny teknik och nya arbetssätt. Resultaten indikerar att det finns mycket utvecklingspotential när det kommer till hur operatörer underrättas om nya innovationer i deras arbete. Vidare drogs slutsatsen att det krävs en gemensam förståelse för nya systemuppdateringar och förändringar, för att dessa ska mottas och hanteras på ett bra sätt. Ur analysen framställdes en modell över de utmaningar och möjligheter som industriföretag står inför vid implementation av smarta system i sin produktion, ur de anställdas perspektiv.
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40

Bremer, Christina. "Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour : An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden". Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-360382.

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As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits.
Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.
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41

Sjöberg, Lise-Lotte. "Banner blindness : har kontexten någon betydelse för banners synlighet på webbsidor?" Thesis, Högskolan i Skövde, Institutionen för datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-766.

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Banners är annonser som finns på de flesta webbsidor. Användare är oftast ute på Internet med syftet att leta efter specifik information. Vid informationsökning används troligen ett speciellt kognitivt schema som gör att användaren undviker att fokusera på banners eftersom informationen som eftersöks inte antas finnas i banners. Om en navigering på Internet görs för lik en banner ser inte användaren den heller. Man kan säga att banner blindness är en tendens hos användaren av webben att ignorera banners, även när de innehåller information som användaren aktivt söker. Detta examensarbete undersöker om banners lättare kan kommas ihåg när ämnet överensstämmer med webbsidans text. En experimentell studie genomfördes med två betingelser, en grupp fick kontextberoende och den andra fick kontextoberoende banners. Medelvärdena visade att det var lättare att komma ihåg kontextoberoende banners, men inget signifikant säkerställt resultat erhölls. Resultatet kan ha påverkats av att det var få försöksdeltagare
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42

Khushman, S. A. "The relationship between culture and e-business website acceptance : a comparative study of Arab and UK cultures". Thesis, Coventry University, 2010. http://curve.coventry.ac.uk/open/items/526eb337-bef3-ba3d-8efa-2c765fca34b6/1.

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Previous research into website and e-business acceptance and usage has not been completely successful in establishing how this links with factors related to culture. Furthermore, most new technologies have originated within a developed cultural context—namely the United States and Western Europe. Consequently, when new technology transfers to different cultural settings we can predict some sort of cultural gap because of their technology acceptance modes. Most studies have focused on technology transfer into the developed countries with an a priori assumption about the fit of that technology without taking into consideration cultural values that would make impact its ultimate uptake and acceptance. Few of these studies have tried to investigate how Arab cultural values could influence general acceptance and use of e-business websites. The aim of this study is to explain the influence of culture on a user's acceptance behaviour and to develop a new website acceptance model that includes cultural variables. The researcher reviewed the existing literature related to culture, technology acceptance theories, Human Computer Interaction (HCI) and e-business. A Culturally- Sensitive Technology Acceptance Model (CTAM) was devised and a pilot study conducted to test the cultural variables considered relevant. Along with Perceived Usefulness, Perceived Ease of Use, Cultural Variables and Website Quality, these variables affect user Intention to Use e-business websites. The research combines both qualitative and quantitative methods to reflect the nature of the research problem and to determine whether any relationships between variables can be identified to determine behavioural patterns. A random sample consisting of 623 respondents was drawn from Arab and UK tourists visiting Jordanian tourist sites. A survey questionnaire and semi-structured interview were employed to obtain data from the selected sample. Questions contained in the questionnaire were derived from existing literature and were piloted to enhance its reliability and validity. Statistical methods were used to analyse the data in three main phases. The first phase aimed to establish that there were differences between the Arab and UK samples in terms of e-business website acceptance. This was found to be the case. The second phase aimed to establish that these differences were directly related to culture. Again, the results confirmed that there was a significant relationship between cultural variables and ebusiness website acceptance. In the third phase, a multiple regression analysis was applied to find the relationship between the independent variables (Website Quality, Cultural Variables, Perceived Usefulness and Perceived Ease of Use) and the dependent variable (Intension to Use). The results show that some of the cultural variables are not significant for either sample. Within the Arab sample, Trust, Tangibility, Power Distance, Uncertainty Avoidance and Individualism were found to be significant but Subjective Norms and Masculinity were not. For the UK sample Trust, Power Distance and Individualism were significant but Tangibility, Subjective Norms, Masculinity and Uncertainty Avoidance were not. Hence, the results show that cultural variables have a significant impact on user acceptance of e-business websites and Davies’ 1989 original and general Technology Acceptance Model (TAM) was found to be moderately applicable in an Arab milieu. However, not only do the Arab and UK groups have different preferences in website quality (such as website design, content, etc), but there are also differences in the acceptance process. For the UK, acceptance is routed through design preferences, usefulness and attitude of satisfaction. However, for the Arabs, it seems to be determined by ease of use. The results also indicate that factors such as tangibility and trust are playing an important role in determining website acceptance in Arab countries.
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43

Lindberg, Tobias. "Interaktion i klassrummet". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1383.

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I den här rapporten beskrivs hur elever mellan åtta och tolv år upplever användningen av datorn och Internet i skolan. Genom att studera användningen av Internet med hjälp av intervjuer, deltagande observationer och informella samtal har författaren i den här rapporten valt att utifrån elevernas perspektiv beskriva deras situation. Utifrån den etnografiska studie och de konstruktionistiska teorier författaren gjort utnyttjas sedan erfarenheter från utbildningstiden för att försökta skapa ett koncept om hur ett framtida klassrum skulle kunna komma att se ut. Undersökningar har gjorts om hur information, kunskaper och erfarenheter utbyts i klassrummet och vilken betydelse det har för användningen av Internet. Men även hur elevernas själva utvecklas och skapar sig ett kritiskt tänkande och att lära sig sortera, för dem, relevant information. Jag har även studerat hur lärarens roll förändras och hur det påverkar undervisningskulturen. Då eleverna arbetar med uppgifter som de själva skapar sökstrategier för, hittar information till och slutligen gör val som påverkar hur de vill gå vidare med uppgiften. Allt detta sammanfattas sedan i en designvision om hur ett klassrum skulle kunna stödja datoranvändningen och sudda ut gränsen mellan den och den traditionella läromedelsundervisningen.
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44

Bond, Martin. "Site web dynamique, implantation d'une approche d'interaction complète avec des internautes auteurs /". Thèse, Chicoutimi : Montréal : Université du Québec à Chicoutimi. Université du Québec à Montréal, 2005. http://theses.uqac.ca.

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Thèse (M.Inf.) -- Université du Québec à Chicoutimi, programme en extension de l'Université du Québec à Montréal, 2005.
Bibliogr.: f. 114-116. Document électronique également accessible en format PDF. CaQCU
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45

Bodin, Tora. "Expected later information access invites shorter reading time and possible comprehension loss". Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149640.

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With the increased use of technology in society, there are concerns about how reading is affected by the constant access to an incessantly increasing amount of information. The present study examined how reading strategies and resulting memory and comprehension is affected by the belief that information to be remembered would continue to be available. In a within- participant experiment, twenty-seven participants were instructed to read six texts, and led to believe that they would have access to some of the texts while later answering comprehension questions. The results showed that participants spent significantly longer time reading texts they believed would not be accessible later, compared to those they believed they would have access to (p= .0007, d = 0.47). The participants did achieve slightly higher scores on the comprehension questions for the texts they believed they would not have access to, compared to the other condition, but the effect was not significant. The findings have implications for potential changes to reading strategies in response to increased use of technology as an external memory and information storage. I discuss how these strategies could have affected the raise of Fake News, inasmuch as increased information load from the Internet leads to a less meticulous reading style.
Den ökade teknologianvändningen i samhället medför oro kring hur läsande påverkas av den ständiga tillgången till ständigt växande informationsmängder. Syften med föreliggande studie var att undersöka hur lässtrategier påverkas av förväntan om senare informationstillgång. I ett experiment med inompersonsdesign blev tjugosju deltagare instruerade att läsa sex texter, och ledda till att tro att de skulle ha tillgång till några av texterna när de i ett senare moment skulle svara på läsförståelsefrågor. Resultaten visade att deltagare spenderade signifikant längre tid på att läsa texter de inte trodde att de skulle ha tillgång till senare, jämfört med de som de trodde skulle finnas tillgängliga (p= .0007, d = 0.47). Deltagarna fick även högre poäng på läsförståelsefrågorna som baserades på de texter de trott skulle försvinna jämfört med den andra betingelsen, men effekten var ej signifikant). Att endast en liten trend i skillnad mellan läsförståelseresultat uppmättes tros bero på ett undermåligt mätinstrument. Resultaten har implikationer för potentiella förändringar i lässtrategier baserat på ökad tillgång till teknologiska minneshjälpmedel och informationslagringssystem. Vidare diskussion reflekterar över hur dessa strategier kan ha påverkat den ökade spridningen av Fake News, ifall ökad informationsbelastning från internet leder till en mindre noggrann lässtil.
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46

Pruski, Cédric. "Une approche adaptative pour la recherche d'information sur le Web". Phd thesis, Université Paris Sud - Paris XI, 2009. http://tel.archives-ouvertes.fr/tel-00433071.

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Depuis son avènement au début des années 1990, le Web a profondément bouleversé la société contemporaine et ce à plusieurs niveaux. Ce nouvel outil est rapidement devenu incontournable et s'est affirmé comme la plus grande base de données du monde. La popularité sans cesse croissante du Web a généré une dynamique très importante principalement au niveau des données qu'il renferme. En effet, en vertu de l'évolution des connaissances du monde réel, de nouvelles informations sont rajoutées, d'autres retirées et certaines sont modifiées sans cesse sur le Web posant ainsi des problèmes pour retrouver l'information pertinente. Les moteurs de recherche existants ne sont pas capables d'une part de prendre en compte l'évolution des connaissances du Web lorsqu'un utilisateur pose une requête et d'autre part, de comprendre les besoins en information de l'utilisateur pour lui retourner les pages Web répondant à ces besoins. L'apparition du paradigme du Web Sémantique, visant à donner un sens aux données du Web pour les rendre compréhensibles par les machines grâce à l'utilisation d'ontologies, contribue à l'amélioration de la recherche documentaire sur le Web. Cependant, les problèmes posés par l'évolution restent peu pris en compte. Dans ces travaux, nous nous sommes intéressés à la prise en compte de l'évolution des données du Web dans le but d'améliorer, en terme de pertinence des résultats, la recherche documentaire sur le Web. La solution que nous proposons est basée sur les ontologies, fondement du Web Sémantique, pour représenter les connaissances du domaine de recherche visé par des requêtes ainsi que les vues des utilisateurs sur ce domaine. Dans la solution que nous préconisons, les ontologies sont vues comme des connaissances qui évoluent au cours du temps. Cette solution nous a obligé à considérer l'évolution des ontologies sous deux aspects différents : de manière générale par rapport au domaine visé par la requête et de manière plus particulière par rapport aux points de vue des utilisateurs. En premier lieu, nous proposons un modèle d'ontologies adaptatives ainsi qu'un processus d'adaptation permettant aux ontologies de s'adapter aux évolutions des connaissances d'un domaine. Le modèle ainsi défini s'appuie sur des idées émises dans les domaines de la psychologie et des sciences naturelles. Ensuite, nous proposons une exploitation de ce type d'ontologie pour améliorer la recherche documentaire sur le Web. Nous introduisons tout d'abord, des structures de données (les WPGraphs et W3Graphs) pour la représentation des données du Web, puis le langage de requête ASK adapté à ces structures pour l'extraction des données pertinentes. Nous proposons également un ensemble de règles d'enrichissement des requêtes ASK basé sur les relations ontologiques et les éléments propres aux ontologies adaptatives des ontologies représentant le domaine visé par la requête et celle représentant les vues des utilisateurs sur le domaine. Pour finir nous proposons un outil pour la gestion des ontologies adaptatives et la recherche d'information sur le Web ainsi qu'une validation expérimentale des concepts introduits. Cette dernière est basée sur un cas d'étude réaliste pour la recherche d'articles scientifiques publiés à la conférence internationale World Wide Web.
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47

Mohammed, Asif Iqbal. "Growth factors of Service based internet commerce in South Asian markets". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4167.

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The world business has been changed tremendously during last thirteen year. This is all due to the revolutionary dot com digital business. The dot com digital business has given big swing to world business. No one now can deny the power and capabilities of the internet technology. However, from 2001 onwards the growth of internet business has declined. Our paper investigates the major reasons behinds this. The focus of our paper is south Asian market because we believe this region has more potential of growth within internet business as compare to any other part of the world. The focal point of our paper is to identify obstacles which are hindering the growth of service based internet commerce in south Asian market. We have also come up with the possible solutions which when applied can create a room for big growth of internet business.
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48

Görndt, Berit. "Hur uppfattas och används Facebook av användare som är 65 plus? : Examensarbete inom Människa Datorinteraktion (MDI) för magisterexamen". Thesis, KTH, Teoretisk datalogi, TCS, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192153.

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The older generation now have plenty of time for daily use of their computers. (1) Nordicom´s Mediabarometer from March 2014 shows that among daily users of the Internet, the age group 65-79 look for more information and digital companionship. On the average day in 2014 they spend 101 minutes on the Net, to be compared with 69 minutes in 2011, an increase of 68 %. Statistics available on the web in 2011 showed the 2009 figures relating to the interest of older adults in using (2) Facebook. Only 4 % of the Swedish users were in the interest group 65 plus, and there was no maximum age. The study intends to find out how potential Facebook users over 65 on sociala media perceive and use Facebook. • How, in wich way, does the older generation use Facebook? • With whom and why? • How use they their social interaction? • Covers Facebook user´s daily needs for information and communication on social media? To have my questions about Facebook answered, I had a questionnare compiled and laid it out on the Web, hoping for replies from potential users. SeniorNet in Sweden is an association of about 50 clubs across the country with 8 500 members. Through contact with SeniorNet in Stockholm area, who mediated my link to their area members, I received answers to my questions. The link to the questionnarie was available for about a month. Of the 90 induviduals who responded, 60 already used Facebook and 30 were not interested in using Facebook. Of the respondents most were woman; 58 woman (64 %) and 32 men (36 %) between 65 and 90. The most frequent use was watching on pictures and status resports of children and grandchildren, and also chatting with old friends and the family. Being able to get quick information about close relatives abroad in the event of natural disasters and not having to worry about them was very important. Being able to follow development of family members with pictures and status reports for those who were living abroad was also important. Availability and having quick answers from Facebook users was the most positive aspect, according to the study.
Den äldre generationen har nu gott om tid att använda datorn dagligen. [1] Nordicoms mediebarometer från mars 2014 visar att åldersgruppen 65-79 år söker mer information och digital gemenskap på nätet dagligen bland dem som använder internet. Användartiden på internet har ökat från 69 minuter 2011, till 101 minuter en genomsnittlig dag 2014, en ökning med 68 %. Statistik som fanns på webben 2011 visade 2009 års siffror, när det gällde äldre vuxnas intresse att använda [2] Facebook. Endast 4 % av Sveriges användare fanns med i intressegruppen 65 plus och det fanns inte någon maximiålder. Avsikten med studien är att få veta hur de som är potentiella användare av Facebook på sociala medier och är 65 plus uppfattar och använder Facebook. • Hur, på vilket vis använder den äldre generationen Facebook? • Med vem, vilka och varför? • Hur använder de sin sociala interaktion? • Täcker Facebook användarnas dagliga behov om information och kommunikation på sociala medier? För att få svar på mina frågor om Facebook lät jag sammanställa en enkät och lade ut den på webben för att få svar från potentiella användare. SeniorNet i Sverige har en sammanslutning av ett 50-tal klubbar i hela landet med 8 500 medlemmar. Genom kontakter med SeniorNet i Stockholms-området, som förmedlade min länk till sina medlemmar i deras områden fick jag svar på mina frågor. Länken med frågeformuläret fanns tillgängligt på webben i ungefär en månad. Av de 90 respondenterna jag fick respons från var 60 redan Facebookanvändare och 30 respondenter hade inte något som helst intresse av att använda Facebook. Det var mest kvinnliga användare 58 kvinnor (64 %) och 32 män (36 %) mellan 65-90 år, som svarade på enkäten. Mest frekvent var att titta på barn och barnbarns bilder och statusrapporter, men även att chatta med gamla vänner och inom familjerna. Att kunna få en snabb information av nära anhöriga utomlands i händelse av naturkatastrofer och att slippa oroa sig för dem var viktigt. Även att kunna följa utvecklingen av anhöriga med bilder och statusrapporter för dem som var bosatta utomlands. Tillgängligheten och att få snabba svar från användare på Facebook var den mest positiva aspekten enligt studien.
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49

Raward, Roslyn, i n/a. "A study of best practice design guidelines and the development of a usability analysis tool for the evaluation of Australian academic library web sites". University of Canberra. Information Management and Tourism, 2002. http://erl.canberra.edu.au./public/adt-AUC20050629.133643.

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The library profession is now heavily involved in providing access to information through library web sites and it is a challenge to design a web site that has reliable content and a user interface that is intuitive to those who use it. As web accessibility and usability are major issues in the design of library Web sites, this paper suggests that the design will be most successful when a usability analysis tool is used throughout the design and redesign of academic library web sites. The research drew on the literature of Human-computer Interaction and usability engineering examining best practice usability and accessibility design guidelines. It identified those guidelines that were relevant to academic library web sites. In order to establish the extent to which Australian academic library web sites met usability guidelines a usability analysis tool was developed and used to evaluate a randomly selected sample of web sites. The web sites were categorised under higher education institutional archetypes as suggested by DETYA (1998) and the results were discussed in light of these groups. The research found that there was no correlation of the usability of the web sites between the archetypes. In fact the pattern of usability was randomly distributed across all institutions, with the best and worst results appearing in each archetypical category. The study concluded that the web has provided a whole new start for all institutions and after examining the results, it suggested that the design of early web sites was not based on the size or the past history of the institution that it belonged to, but rather reflected those factors, already established in the literature, that faced library web managers at that time, when designing the library web page.
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Hammarbäck, Madeleine. "IoT för äldre som bor hemma : Ett designarbete kring behov och lämpliga lösningar för äldre som bor hemma, anhöriga och hemtjänst". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-161495.

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Den äldre populationen blir allt fler samtidigt som utbildade vårdgivare inom äldreomsorg blir allt färre. Detta innebär en utmaning. Det relativt nya området Internet of Things (IoT) har slagit igenom stort den senaste tiden och kan erbjuda lösningar som verkar kunna avlasta hemtjänstarbetare, göra anhöriga tryggare och ge äldre en bättre livssituation. Denna studies syfte var att identifiera behoven hos de tre grupperna äldre som bor hemma, anhöriga till äldre som bor hemma och hemtjänstarbetare, samt att undersöka vilka lösningar som lämpar sig bäst och hur en designlösning skulle kunna se ut. Detta genomfördes med hjälp av enkäter och intervjuer med de tre grupperna vilket resulterade i sju personor för att illustrera behoven, en genomgång av en rad olika lösningar, samt ett designförslag i form av scenarion. Några av de slutsatser som kunde dras från studiens resultat var att IoT skulle kunna användas för att hjälpa många individer, att inställningen till specifika lösningar är väsensskild mellan individer och att man inom alla tre grupper önskar att tekniken inte ska ersätta mänsklig kontakt och samvaro.
The number of elderly people is steadily increasing, while the number of educated caregivers in elderly care decreases. This poses a challenge for the future. The relatively new area of the Internet of Things (IoT) has had a great break-through and can offer solutions that could ease the burden for home care workers, make relatives feel more secure and give the elderly a better life situation. The purpose of this study was to identify the needs of the three groups of elderly living at home, relatives of elderly living at home and home care workers, as well as to investigate which solutions are suitable and how a design solution could look like. This was done using surveys and interviews with the three groups, which resulted in seven personas to illustrate their needs, a review of a variety of solutions and a design proposal in the form of scenarios. Some of the conclusions that could be drawn from the results of the study were that IoT could be used to help many individuals, that the attitude to specific solutions is essentially different between individuals, and that there was an agreement in all three groups that technology should not replace human contact and fellowship.
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