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2875 Uppsatser om Search driven user interface - Sida 10 av 192
Energieffektivitet Hos Dubbelskalsfasader
Today multi-touch technology is the basis for many new techniques designed to improve
interactions with computers and mobile devices. It seems that multi-touch screen interface
makes the user handling very natural in the sense that there is no need for a manual in how to
interact with the object on the screen.
The aim with this paper is to establish a fundamental set of design principles intended
specifically for large multi-touch interfaces. To reach this goal we have implemented a couple
of sub-goals beforehand:
It was essential that we acquired a good understanding of the current state of the multi-touch
interface and the different implementations that exist today. To make this possible we
constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will
help us understand the limitations and also the possibilities of the design implementations
today and in the future.
We also needed to devise a sound interaction design process that conveys the modern
designers work.
Application development for touch-screen interfaces
The way we interact with computers will soon change dramatically. The input
interfaces are becoming more and more intuitive and one of the latest
technologies is a touch screen interface capable of dealing with multiple
inputs simultaneously. The tools we use to communicate with the computer -
such as the mouse and the keyboard, will slowly disappear and be replaced
with tools more comfortable and more natural for the human being to use. The
purpose of this project was to create a basic framework for future projects
dealing with this interface, as well as creating some example programs. This
report describes my work and my experiences with this new interface..
Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata
The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.
Sketching a set of multi-touch design principles
Today multi-touch technology is the basis for many new techniques designed to improve
interactions with computers and mobile devices. It seems that multi-touch screen interface
makes the user handling very natural in the sense that there is no need for a manual in how to
interact with the object on the screen.
The aim with this paper is to establish a fundamental set of design principles intended
specifically for large multi-touch interfaces. To reach this goal we have implemented a couple
of sub-goals beforehand:
It was essential that we acquired a good understanding of the current state of the multi-touch
interface and the different implementations that exist today. To make this possible we
constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will
help us understand the limitations and also the possibilities of the design implementations
today and in the future.
We also needed to devise a sound interaction design process that conveys the modern
designers work.
Referenstaktiker : högskolebibliotekariers sätt att överbrygga kommunikativa gap
The aim of this master thesis is to study how academic librarians can overcome the gap between themselves and the user. The gap, as we see it, is generated by the user's deeper knowledge surrounding her subject in comparison to the librarian. This knowledge gives the user possibilities to handle certain discourses attached to the subject and a knowledge how sub-subjects relate to each other within the main subject. At the same time the user is in need of help to find information within her subject, this need needs to be explained to the librarian as a search expert. The scope of this master thesis is to find how the librarian, tactically, can reach the users need despite lack of subject knowledge.
Simulation driven design : An iterative approach for mechanical engineers with focus on static analysis
This thesis of 15 hp has been implemented at Halmstad University, in collaboration with Saab Dynamics in Linköping. Saab Dynamics is a company operating in the defence industry where competition is tough. This necessitates new ways to increase efficiency in the company, which is the basis for this thesis. Saab Dynamics wants to introduce simulation driven design. Since Saab Dynamics engineers have little experience of simulation, required a user methodology with clear guidelines.
Svenska nyhetssöktjänster på webben: En utvärdering av Yahoo! Nyheter och Sesams återvinningseffektivitet
The aim of this Master?s thesis is to examine the retrieval performance of two search engines, Yahoo! News and Sesam, specialized on indexing news articles in Swedish. Thirty search questions were used in this study, divided into three different categories: domestic news, amusement and sport. Precision has been calculated both for the 30 search questions as a total and for the three categories as well. Precision was calculated at every DCV-level and then divided with the number of search questions used, in an attempt to reach an average measure.
Implementation av ett interface till Emotiv Epoc
The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.
Alternativa metoder för att kontrollera ett användargränsnitt i en browser för teknisk dokumentation
When searching for better and more practical interfaces between users and their computers, additional or alternative modes of communication between the two parties would be of great use. This thesis handles the possibilities of using eye and head movements as well as voice input as these alternative modes of communication. One part of this project is devoted to find possible interaction techniques when navigating in a computer interface with movements of the eye or the head. The result of this part is four different controls of an interface, adapted to suit this kind of navigation, combined together in a demo application. Another part of the project is devoted to the development of an application, with voice control as primary input method.
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.
Referenser i informationsåtervinning: utvärdering av en sökstrategi för citationsindex
In this essay, a search strategy for citation index is studied. The strategy, which is essentially a citation cycle, starts with documents retrieved by a subject search, wherefrom new documents are identified following the network of citations backwards and forwards in time. Based on the theory of polyrepresentation, the strategy exploits overlaps between cognitively different interpretations of the same documents in order to automatically select references seed documents used as a starting point for the forward chaining. The purpose of the investigation is to evaluate the retrieval effectiveness of the search strategy and to find out whether the strategy can be used to expand a subject search with the help of the network of references in order to retrieve new relevant documents. Two questions are formulated: 1a.
Webbredigering för mindre erfarna användare. En studie av svårigheter och förbättringsmöjligheter vid webbredigering anpassad för användare utan programmeringskunskaper
Usability is a well-known term in system development. Today both consumers and organizations aim to increase usability. The purpose of the study is to gain knowledge about inexperienced users? interactions with websites and concretize that knowledge for future studies.Interviews have been conducted within two areas where experienced web developers with extensive programming knowledge brought know-how while inexperienced users without any programming knowledge have given their views. A number of existing tools for web publishing have been analyzed.
MyMusic ? e-shop för musik i Flash
This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working ?bridge? between the Flash client and the web server with Flash Remoting components and AMFPHP.
Effektiv sökning med Google: en jämförelse i återvinningseffektivitet mellan enkel och avancerad sökning
The purpose with this essay is to evaluate the retrieval performance between Googles basic search and the advanced search functions. A secondary purpose is to evaluate the differences between the binary relevance scale and a 4- point scale. The basic search is defined as a search with two terms combined with the Boolean operator AND. The advanced search is based on search functions that are adequate to compare to the basic search. They are categorized as AND-searches, OR-searches, AND and OR-searches, exact phrase, and depending on where the terms occur on the page.
Hur söker noviser information? En studie av noviser tillvägagångssätt vid informationssökning.
The purpose of this thesis is to examine how novices set about when they search for information. Marchionini's information-seeking model is the theoretical starting point, which is supplemented by theories of other specialists within the field, such as Chowdhury; Harter; Large, Tedd and Hartley. As method a questionnaire survey was used. The questionnaire was sent to 96 students at IHM Business School in Gothenburg and 57 questionnaires were returned. The results show among other things that the majority of the students used highly interactive search strategies, and they did not plan their search before they carried out the search.