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5843 Uppsatser om Methods for user-driven interface programming - Sida 22 av 390
Samlande vs. tillgängliggörande : En jämförelse mellan två förvärvsmodeller på akademiska bibliotek
The aim of this Master's thesis is to examine what effect two different models of acquisition have on user satisfaction with information resources at academic libraries. The two models examined are the traditional model where a subject specialist librarian makes the selection, and the user-governed model where the larger part of the selection is based on user requests. The scope is the libraries of Roskilde University, which employs the traditional acquisition model and Malmö University, which employs the user-governed. Both libraries have a user-oriented approach to acquisition. The study encompasses a close examination of the acquisition policy through document analysis and interviews with the librarians in charge of acquisitions at each university, as well as a user-satisfaction survey among the professors and senior teachers on two faculties at each university respectively.
Folkbiblioteket en del i infrastrukturen runt vuxnas lärande. En fallstudie på Linköpings stadsbibliotek
The purpose of this master thesis is to investigate how the public library can support adult learning through collaboration with other actors in the community. This is done by examining the activity of Linköping municipal library towards the user group adult students. The questions raised consider; the political view of supporting adult learning, the role of the public library, who are the actors in Linköping, the experiences of collaboration and finally what promotes and restrains collaboration. The investigation is done as a case study with qualitative methods. The qualitative methods was found to be the most appropriate for this study, since the majority of the empirical material has been collected through interviews.
En studie i användbarhet: En kritisk analys av användbarhetsstudier i biblioteks- och informationsvetenskap
Usability studies are not a central field of research in library and information science. Although literature in library and information science treats the importance of usable user interfaces quite extensively, the literature does not significantly treat potential problems in measuring usability. The aim of this master thesis is to investigate, through a critical analysis, the methods used when conducting usability studies in library and information science. The critical analysis is based on potential problems in measuring usability identified through a literature review from the field of studies Human-Computer Interaction, the concept of usabilitys original domain. The material which is to be analysed, is chosen from one library and information science journal Journal of the American Society for Information Science and Technology.
exercise-4-fun : Konceptframtagning av motionsfrämjande utrustning
The Master Thesis has been carried out in cooperation with Silva Sweden AB and the objective was to develop a new product concept within the product category for everyday exercise. The purpose of the thesis was to use and analyze methods and tools which aid creativity and concept creation in order to make method recommendations for future projects.During the thesis a number of customer needs were identified, which in turn were translated into 20 concepts. On a concept decision meeting a pedometer-based concept was chosen for development. The new pedometer is in addition to counting steps also able to measure and calculate the user?s total climbed height during a day and present this graphically in comparison to famous monuments or distances.
En precisionsstudie av förstärkt verklighet som positioneringsverktyg
This study investigates augmented reality using third person perspective and what precision can be achieved by using this method. There have been prior studies in regards to precision using augmented reality, however studies using third person perspective is scarce. This study presents a solution using a static camera capturing the user as well as the plane to augment from behind. This augmented image is then transferred to a handheld device that is held by the user. Using this method the user will be free to manipulate and work with the plane without removing the device that captures the scene, a common problem when using visual reference markers in augmented reality.
3D-avatarskaparen
This project report shows the work around a mockup to a three-dimensional avatar-making application. An avatar-making application is a computer-based software program in which it is possible to create your own personal virtual character. The possibility to use three-dimensional avatars can in the future be essential for adding extra personal information or characteristics to social communication over the internet or over mobile phones. The problem of transforming a physical form and reconstruct it to a virtual basis has been an important problem to solve for many companies and software developers in the, for instance, virtual worlds area. Methods and ideas over making this transformation is the key throughout this project.
Utveckling i Java av ett pedagogiskt spel i kvantfysik
The game QuantoJump is developed in the programming language Java to be an educational game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the game was done in the integrated develpoment environment Eclipse.
Smarta Hus : Nya behov och lösningar med participativ design
In this Bachelor Thesis (20 p.), we present the history and development of "Intelligent Houses", and most important- explore some of the future possibilities in this area. The project has been carried out through an interdisciplinary cooperation between three different educations at the Blekinge Institute of Technology. By conducting a dialogue with various actors with different professions, we have been trying to identify needs within the concept of "Intelligent Houses", were the end user is not only the tenant or homeowner. Through Participatory Design methods, such as a Future Workshop, we have brought the users together to discuss their own and each others needs and hindrances in their respective work practice, and how intelligent house technology could improve their work conditions. We have also been testing a highly sophisticated CO/CO2/Moisture/Temperature/Enthalpy multi-sensor & controller, originally developed for regulating indoor climate systems.
Möjligheter med Supply Chain Management i produktionen av Active Pharmaceutical Ingredient : en utvärdering och empirisk fallstudie av Demand Driven Supply inom AstraZeneca AB
De stora läkemedelsbolagen har sedan mitten på 1990-talet fått en ökad press på att optimera sina försörjningskedjor på grund av att patent på olika mediciner gått ut. När patentet gått ut kan generiska konkurrenter börja sälja liknande mediciner, de kan sälja dem till lägre pris eftersom de inte har forsknings och utvecklingskostnader att täcka. AstraZeneca tog i slutet av 1990-talet beslutet att implementera en ny strategi för deras försörjningskedja i deras produktion. Detta gjordes för att sänka deras produktionskostnader för att kunna konkurrera mot generiska konkurrenter. En konsultfirma togs in och Demand Driven Supply (DDS) implementerades.
Bestämning av osäkerheten hos skattningar av tyngdaccelerationen
In this master's thesis the problem of determining the uncertainty for an estimator of an unknown parameter is considered. The case we study is the estimation of gravity using a reversible pendulum. This involves the estimation of the point where two regression lines intersect. The estimated gravity is a function the coordinates of this point. One way to determine the uncertainty of this estimator is to use bootstrap methods.
Användarvänlig design av bibliotekskataloger på webben.
The aim of this thesis is to study a number of standards and theories, from the two research areas human-computer interaction and psychology, about how a graphical user interface (GUI) should be composed in order to facilitate interaction between humans and computers. Special emphasis is put on how the GUI should take into consideration the strengths and limitations of human cognition and perception. A study of three web catalogues shows how these theories appear when concretised. The following questions are answered in this thesis:What guidelines and styleguides can be found that specify the design of a user-friendly GUI?How do a few library catalogues on the web match a selection of these design principles?The guidelines are extracted from literature concerning human-computer interaction, psychology, automated library systems and web design.
En applikationsinfrastruktur för massutskick av e-post
In today's society it is becoming more and more important with direct marketing. Some of the direct marketing is done through e-mail, in which companies see an easy way to advertise himself. I did this thesis work at WebDoc Systems. They have a product that creates web documents directly in your browser, also called CMS. The CMS has a module for sending mass e-mail, but this module does not function properly and WebDoc Systems customers are dissatisfied with that part of the product.
Valet av grafiskt dokumentgränssnitt
Grafiska dokumentgränssnitt används av de flesta datoranvändare. Det finns i huvudsak tre typer av dokumentgränssnitt; MDI (multiple document interface), SDI (single document interface) och TDI (tabbed document interface). I ena halvan av arbetet har dessa tre analyserats utifrån en rad faktorer med målet att se om någon modells fördelar väger över de andras och om man kan skapa några riktlinjer för när det är bäst att applicera respektive modell när man utvecklar en ny programvara. Analysen är baserad på litteratur samt kvalitativ enkätundersökning och programtest. Andra delen av arbetet har ägnats åt testa om det går att programmera så att slutanvändaren kan välja den modell han eller hon föredrar.
Utvärdering av grafisk utvecklingsmiljö för programmering av signalprocessor
This work aims to evaluate the possibility of using a graphical programming language to develop software for a digital signal processor. A fixed-point digital signal processor called Blackfin BF-537 is used for this. Instead of using conventional programming languages, like C or assembler, for software development the possibilities to use a graphical environment to fill the same purpose are examined. The development environment primarily used is NI LabVIEW, but also the use of Mathworks Matlab Simulink is investigated. A variety of programs consisting of various signal processing operations and utilities are developed using these development environments.
Interaktivitet på YouTube : En kvalitativ användarstudie av interaktivitetens roll på YouTube
This essay is an investigation of the level- and importance of interactivity on YouTube for the active user. YouTube is a great example of a user-friendly Internet environment which enables the users to take part in a virtual community where they can create the content and, with the various functions the site has to offer, interact with each other. With Uses and Gratifications as a tool for this research we look at the motivations and needs of the user and how they come into play on the most popular video distribution site in the world today. Qualitative interviews on Swedish respondents give us insight in how the YouTube-users with their own words perceive this relatively new highly interactive era. We focus on a narrow group of the most popular age-group of YouTube-users to go deeper - not to expand.