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151 Uppsatser om Gestural navigation - Sida 1 av 11

Att navigera med gester : Gestbaserad teknik för framtiden

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

En simuleringsmiljö för distribuerad navigering

This master thesis studies distributed navigation which isa function implemented in a future network based combat information system to improve the accuracy in navigation for combat vehicles in a mechanized battalion, above all in the event of loss of GPS. In the event of loss of the GPS the vehicles obtain dead reckoning performance through the backup system that consists of an odometer and a magnetic compass. Dead reckoning means a drift in the position that makes the accuracy in the navigation worse. The distributed navigation function uses position and navigation data with measurements between the vehicles to estimate the errors and uncertainties in positions, which are used to improve the accuracy in position for the vehicles. To investigate and demonstrate distributed navigation, a simulation environment has been produced in Matlab.

Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion

The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context.

Beteendebubblan : En studie om navigationsbeteende på internet med fokus på korta navigationstillfällen

The purpose of this paper is to explore web use and web navigation behavior. This paper presents findings from qualitative research based on interviews and diarie studies. The basis of this study is Eli Parisers work about ?the filter bubble?. As personalization systems shape our experience of the web, based on who we are, our bubble of knowledge and information becomes smaller.

Den optimala bloggen : En kvalitativ studie om bloggläsares attityder och idéer kring bloggdesign

The purpose of this study is to examine which aspects of blogs and blog design that are important to blog readers but also to find new ideas for blog design. From a qualitative standpoint we have examined how seven users experience that blogs design, structure and functionalities affects the general experience of the blog. The study also examines how the users wish to interact with a blog. During two design workshops we let seven active blog readers imagine and sketch out the design and functionalities they would like in a blog. We put this in relation to theories about the anatomy of blogs, methods of design, social navigation and virtual communities.The major finding is that the aspects most important to blog readers are navigation, structure and social interaction.

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

Mäklarkontorets geografiska placering : Och dess påverkan på kundens val av mäklarbyrå

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

SocialSurf: ett verktyg för social navigering i webbläsaren

Today, we can see that social navigation is embedded in different kinds of websites, but there is still little support for social navigation in the web browser. Our main concern has been how we construct a tool that fills this hole in the web browser. By letting the theory, the prototype and the focus group serve as input/output to each other we could create a better overview of how the different pieces were intertwined. This has been a crucial mental model for us to obtain since it has helped us to understand how we could realize the theory through our prototype and thereby come to the conclusion of what aspects of the theory that we should put forward to further development. After constructing the prototype we thought that it would support social navigation, but realized after analyzing the discussion of the focus group that we are not there yet.

Navigering, sensorfusion och styrning för autonom markfarkost

The aim of the Master?s Thesis work is to study and develop algorithms for autonomous travel of a UGV (Unmanned Ground Vehicle). A vehicle for the mounting of sensors has been constructed in order to perform the work. Since the UGV is to be used outdoor in urban areas, GPS can be used. To improve precision and robustness, inertial navigation is used in addition to GPS, since GPS reception is likely to be diminished in such areas.

Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsen

Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara ? spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar ? om användarna tror sig använda programvara för nytta eller för nöje.

Time Machine Computing for Media Improvisation

C3LOOPS is an application for DJs and VJs based on surface interaction. A system is said to be based on surface interaction if it presents content on a two dimensional, endless surface that a user navigates through zoom, pan and incremental text filtering where processing is tightly coupled with the content without breaking the workflow. C3LOOPS is designed to encourage improvisation and collaboration. During improvisation changes occur rapidly. Allowing navigation through time as well as the two spatial dimensions of an interaction surface the possibility of unlimited undo operations opens up.

FRAM i främmande farvatten : En funktionell resonans analys på högfartsnavigering i maritim miljö

This is a study that was conducted during a three day exercise of the Swedish Armed Forces called ?Amfibieförbandet?, which is shortened as AMF, in Gothenburg. During the exercise three scientists followed the crew on the boats and this is one of the studies that became the result of the observation made during the exercise. The boats that was used during the three days were the boat called ?Stridsbåt 90H? by the Swedish armed forces.

Navigationshjälpmedel i tredimensionella virtuella miljöer och understödjande av minne

This thesis explores different ways of navigation in virtual environments. It also investigates how virtual environments can support human memory. Tests are done using a self made virtual model of Orkanen Library, Malmö högskolas school library. Among the different navigation tests that were done, a visual guidance in form of a line on the ground leading to the goal is showed superior when navigating a virtual environment but that people prefer legible landmarks instead. Tests were also done which show that a 3D-model of a real location supports context based memory.

Studie av integration mellan rategyron och magnetkompass

This master thesis is a study on how a rategyro triad, an accelerometer triad, and a magnetometer triad can be integrated into a navigation system, estimating a vehicle?s attitude, i.e. its roll, tipp, and heading angles. When only a rategyro triad is used to estimate a vehicle?s attitude, a drift in the attitude occurs due to sensor errors.

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.

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