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612 Uppsatser om Voice-interface - Sida 26 av 41

Smart design för auktionsapplikationer på smartklockor : Att uppnå användbarhet på smartklockeapplikationer

This study concerns design thinking and how to achieve usability when designing applicationsfor smart watches. The study's focus is on interaction and design for online auctionapplications such as Ebay and Tradera. After studying usability and design for devices withsmall screens, guidelines and design principles for interactive systems, we developed apaperprototype for an auction application. The prototype was used for testing our intervieweeswhile observing and asking questions. After collecting the data we analyzed the responses andfeedback on our prototype and combined the results to previous studies.

Trafikstyrning med variabel trafikutrustning : en behovsanalys för Vägverket Region Stockholm

When traffic in large cities increases, it becomes more vulnerable to disturbances such as accidents, stalled vehicles or construction; therefore, traffic jams are more likely to occur. For better control of the traffic at a disturbance the Swedish National Road Administration (SNRA) has traffic equipment which can be controlled from a command centre. This traffic equipment consists of gates and signs with variable messages. This report will discuss the system used for traffic control in Stockholm. It will present proposals designed to improve it.

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.

Användare, säkerhet och webbläsare : Ett gränssnittsproblem

I denna uppsats beskrivs gränssnittsproblematiken i dagens webbläsare. Syftet är att undersöka om användargränssnittet i webbläsaren hämmar användarna till att sätta sina individuellt anpassade säkerhetsinställningar. En stor del vardagliga sysslor utförs via webbläsaren, exempelvis hantera bankärenden eller ladda upp bilder på sociala medier. Därför finns det ett behov av att webbläsarens gränssnitt kommunicerar olika säkerhetsnivåer och inställningar så att alla användare kan använda och förstå de inställningar som erbjuds. Med hjälp av teoretiska utgångspunkter söker vi svar på eventuella brister i webbläsaren med hjälp av användarstudier.

If I had a voice I'd sing: the relation between the forest and the identity in music videos by Fever ray and Iamamiwhoami

Syftet med uppsatsen är att undersöka hur skogen kan användas för att gestalta en bild av identiteten. För att göra det analyseras musikvideor av Fever Ray och Iamamiwhoami. Gestaltningen består av två noveller. I dessa undersöks relationen till skogen på ett mer individuellt plan. Metoden är mer sökande än teoretiserande. Uppsatsen analyserar musikvideor ur ett genusperspektiv, som bilder och metaforer.

Dark Side of Wonderland : en kort 2D-animation med syfte att väcka intresse för en online serietidning

My objective for this project was to create a short but thrilling 2D-animation intended as promotion for an online comic book. The purpose of the project was to learn more about animation and graphics, to further my artistic skills and to learn how to work in Adobe After Effects. I also wanted to learn more about scheduling, project methods and how to handle stress. During the ten weeks of the project I have created the story, the storyboard, the character design, the backgrounds and the animation. The voice over was recorded with the help of a fellow student who also made the music and the sound effects.

Hitta rätt - utveckling av navigationsstöd

Detta arbete har utförts i samarbete med företaget Compute och fokuserar på att utveckla navigationsstöd för webbportaler med bokningssystem. Arbetet har delats upp i tre specifika mål: (1) integrera Information Foraging Theory (IFT) och Graphical User Interface principles (GUI-principer) genom att applicera dessa vid utvecklng av navigation för webbportaler med bokningssystem (2) konkretisera hur navigering kan förbättras på en webbportal med bokningssystem, utifrån ovanstående teroier och (3) arbetet skall resultera i en lista med rekommendationer som kan tillämpas vid utveckling av navigation. För att kunna  integrera IFT och GUI-principer har dessa i kombination med en teroertisk studie tillämpats vid prototyping. Prototyperna användes som verktyg för att konkretisera hur navigationen kunde förbättras på portalen. Prototyperna utvärderades och resulterade i en lista med rekommendationer.

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.

Barns röst och delaktighet i kommunalpolitiken

A qualitative study is presented concerning children?s participation in the local decisionmaking in Swedish municipalities. The study also aims at finding out what are considered to be successful factors and obstacles connected to the implementation of children?s participation in local decision-making. The study contains a summary of the convention on the rights of the child, focusing on article 12, as well as previous research findings concerning children?s participation and factors enabling respectively hindering participation.

Ett informativt och förberedande program utvecklat i samverkan med Barnöverviktsenheten på Mas i Malmö

This report is the outcome of an exam work made in interaction design, bachelor degree, at the School of Arts and Communication, Malmö University. Working in collaboration with the childhood obesity unit, Region Skåne, our aim was to fulfill their request of a web based application preparing the children for treatment at their facility. Furthermore the application intends to give the children knowledge concerning obesity as well as teaching them how to obtain a healthier lifestyle in terms of provision and activities. The application concerns children in different ages and therefore different stages of their learning abilities. Our conclusions are that they need to be challenged and obtain feedback in different ways to get motivated.

Från viskningar till rop : en studie av fem kvinnliga Jazz i Sverige-röster

Studiens syfte har varit att o?ka fo?rsta?elsen fo?r ro?stliga uttryck i jazzmusik, med fokus pa? hur samspelet mellan ord och musik verkar i skivinspelningar med utvalda sa?ngerskor. Utifra?n en hermeneutisk ansats har fem skivinspelningar med fem svenska kvinnliga jazzsa?ngerskor, samtliga utsedda till Jazz i Sverige-artister, beskrivits och tolkats ur ett vokalpedagogiskt perspektiv. I fo?rha?llande till jazzsa?ngtraditionen visade sig tva? av studiens sa?ngerskor pa? olika vis utmana vokala konventioner.

Simulerad interaktiv arbetsmiljö : Från teori till design och implementering

This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.

Varför välja profilklass? : En kvalitativ studie om varför vissa föräldrar väljer att skicka sina barn till profilförskolor/skolor eller profilklasser

The aim of this study was to investigate how four families in the Stockholm area reason, what kind of preconception they have and what their horizon of expectations is when they make the choice between sending their children to the profile class of municipal/free schools and sending them to the general classes in those schools. The main research questions asked were:What kind of preconception do the parents have about profile classes?What reasons do the interviewed parents have to send their children to a profile class?What are the interviewed parent?s expectations of the profile class choice?The study is built on qualitative interviews with the parents of the families. The empirical data has been analyzed using a framework of theories drawing on the theory of reproduction, the forms of social capital, the ideas created from the word profile and elite and the horizon of expectations. The results show that the parents of the families have a similar degree of preconception about profile classes.

Ett designprojekt med fokus på för tidigt födda barns emotionella behov i kuvös

Babies born prematurely are deprived of normal sensorimotor stimulation when placed in an artificial environment, the incubator. The aim of this project was to design a series of products that could promote the baby?s emotional and neurological development, and to facilitate parental bonding. The products designed in this project has a theoretical basis on the research available today on cognitive and emotional development in children born prematurely. They were developed in close cooperation with a group of parents and nurses in a neonatal intensive care unit.Presence is a product collection for developmental care, consisting of a mattress, a figure and a necklace. The mattress has vibration sensors that transfer the mother?s heart beat and speakers with recorded heartbeat and her voice.

Design och implementation av konfigurationsverktyg för funktionsblock

Abstract In high voltage substations there is an increasing demand for computerized equipment, and automation of operation and supervision. The future primary equipment will provide the possibility to collect more information and to provide better control for improved effectiveness. Since ABB has got a large customer target, each product must be custom made to fulfil the customers (often from different countries) demands. Later these products will be configured by engineers who may not be familiar with the tools used at ABB. This is a very expensive and time consuming.

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