Dissertations / Theses on the topic 'Computer graphics human computer interaction'
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Stupak, Noah. "Time-delays and system response times in human-computer interaction /." Online version of thesis, 2009. http://hdl.handle.net/1850/10867.
Full textRorke, Michael. "Designing and implementing a virtual reality interaction framework." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.
Full textWellner, Pierre. "Statemaster : a user interface management system based on statecharts /." Online version of thesis, 1989. http://hdl.handle.net/1850/10447.
Full textTzanavari, Aimilia. "User modeling for intelligent human-computer interaction." Thesis, University of Bristol, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364961.
Full textPineda, Cortes Luis Alberto. "GRAFLOG : a theory of semantics for graphics with applications to human-computer interaction and CAD systems." Thesis, University of Edinburgh, 1990. http://hdl.handle.net/1842/24224.
Full textAnderson, Dustin Robert Wood Zoë Justine. "Two-dimensional computer-generated ornamentation using a user-driven global planning strategy : a thesis /." [San Luis Obispo, Calif. : California Polytechnic State University], 2008. http://digitalcommons.calpoly.edu/theses/15/.
Full textMajor professor: Zoë Wood, Ph.D. "Presented to the faculty of California Polytechnic State University, San Luis Obispo." "In partial fulfillment of the requirements for the degree [of] Master of Science in Computer Science." Submitted June 11, 2008. Includes bibliographical references (leaves 77-79). Also available online. Also available on microfiche (1 sheet).
Yeung, Sai Kit. "Modeling and rendering the invisibles and the impossibles from single images : a human-computer interaction approach /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?ECED%202009%20YEUNG.
Full textCoelho, Enylton Machado. "Spatially Adaptive Augmented Reality." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.
Full textNóbrega, Rui Pedro da Silva. "Interactive acquisition of spatial information from images for multimedia applications." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11079.
Full textThis dissertation addresses the problem of creating interactive mixed reality applications where virtual objects interact in a real world scenario. These scenarios are intended to be captured by the users with cameras. In other words, the goal is to produce applications where virtual objects are introduced in photographs taken by the users. This is relevant to create games and architectural and space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction with the boundaries of such objects. Furthermore, the introduced virtual objects should be interactive and respond to the real physical environments. The proposed detection system is semi-automatic and thus depends partially on the user to obtain the elements it needs. This operation should be significantly simple to accommodate the needs of a non-expert user. The system analyzes a photo captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create virtual mixed and augmented reality applications where the user takes one or more photos of a certain place and interactively introduces virtual objects or elements that blend with the picture in real time. This document discusses computer vision, computer graphics and human-computer interaction techniques required to acquire images and information about the scenario involving the user. To demonstrate the framework and the proposed solutions, several proof-of-concept projects are presented and studied. Additionally, to validate the solution several system tests are described and each case-study interface was subject of different user-studies.
Fundação para a Ciência e Tecnologia - research grant SFRH/BD/47511/2008
Nóbrega, Rui Pedro da Silva. "Visualization and interaction in a simulation system for flood emergencies." Master's thesis, Faculdade de Ciências e Tecnologia, 2008. http://hdl.handle.net/10362/7830.
Full textThis thesis presents an interaction and visualization system for a river flood emergency simulation. It will also present a detailed study about forms of visual representation of critical elements in emergencies. All these elements are currently assembled in an application based on geographic information systems and agent simulation. Many of the goals in this thesis are interconnected with project Life-Saver. This project has the goal to develop an emergency response simulator, which needs a visualization and interaction system. The main goals of this thesis are, to create a visualization system for an emergency, to design an intuitive multimedia interface and to implement new forms of human-computer interaction. At the application level there is a representation of the simulation scenario with the multiple agent and their actions. Several studies were made to create an intuitive interface. New forms of multimedia interaction are studied and used such as interactive touch sensible boards and multi-touch panels. It is possible to load and retrieve geographic information on the scenario. The resulting architecture is used to visualize a simulation of an emergency flooding situation in a scenario where the Alqueva dam in Guadiana river fails.
Yi, Beifang. "A framework for a sign language interfacing system." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3210068.
Full textSullivan, Paul Andrew. "Graph-Based Data Visualization in Virtual Reality: A Comparison of User Experiences." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1598.
Full textFerraz, de Abreu Pedro Manuel Barbosa. "Intelligent graphic interface : capturing rules of human-computer interaction in a knowledge base." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/66323.
Full textRobertson, Cindy Marie. "Using Graphical Context to Reduce the Effects of Registration Error in Augmented Reality." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19775.
Full textAltiero, Roberto A. "Digital Forensics Tool Interface Visualization." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/24.
Full textPomajambo, Shane. "A Complex For Computer Technologies." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35590.
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Lauthers, Chad M. "The effects of stereoscopic technologies on subjects' ability to perform a Lego block construction task." Connect to this title online, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1143132334.
Full textYang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.
Full textLim, Brian Y. "Improving Understanding and Trust with Intelligibility in Context-Aware Applications." Research Showcase @ CMU, 2012. http://repository.cmu.edu/dissertations/148.
Full textDeVaney, Jonah E. "tidyTouch: An Interactive Visualization Tool for Data Science Education." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/529.
Full textİlhan, Özlem Erkarslan Önder. "Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000319.pdf.
Full textKeywords: Interface, graphical user interface design, interaction, human-computer interaction. Includes bibliographical references (leaves. 95).
Allaoui, Ali. "Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement MIMESIS." Phd thesis, Université de Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00780244.
Full textDuval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.
Full textTännström, Ulf Nilsson. "GPGPU separation of opaque and transparent mesh polygons." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2525.
Full textAtt använda ett djup-prepass med en tiled forward renderare kan minska tiden det tar att rendera en scen. Dock kan inte meshar som innehåller transparenta delar inkluderas i detta pre-pass utan att introducera renderingsartefakter. Detta begränsar djup-prepassets användbarhet i scenarion med stora meshar som innehåller små delar av transparens. Denna uppsats försöker lösa detta genom att med hjälp av grafikkortet dela upp meshar i två delar. En del som enbart innehåller icke-transparenta polygoner och en del med enbart transparenta polygoner.
Traore, Michael. "Interactive visualization for volumetric datasets." Thesis, Toulouse, ISAE, 2018. http://www.theses.fr/2018ESAE0028.
Full textOcclusion is an issue in volumetric visualization as it prevents direct visualizationof the region of interest. While most existing systems use a combination of DirectVolume Rendering (DVR) technique and its corresponding Transfer Function (TF),we considered alternative interaction techniques to explore such datasets.First, we proposed a new interactive visualization system for 3D scanned baggageaccelerated with GPGPU techniques in accordance with the needs we extractedfrom the contextual inquiry with the airport security agents.Secondly, we proposed a novel technique which combines high-quality DVRwith a fast, versatile, and easy to use, lens to support the interactive explorationof occluded data in volumes
Ståhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.
Full textRamos, Terrades Oriol. "Linear Combination of Multiresolution Descriptors: Application to Graphics Recognition." Doctoral thesis, Universitat Autònoma de Barcelona, 2006. http://hdl.handle.net/10803/5764.
Full textEn aquesta tesis ens hem centrat en el darrer d'aquests problemes, la descripció de formes però també en la fusió de classificadors per a aplicar-los a una de les apliacions de l'Anàlisi de Documents, el reconeixement de símbols gràfics. En el reconeixement de formes, moltes aplicacions han de fer front al problema de descriure un conjunt gran i complex de formes per a reconèixer-les, o per a recuperar-les de gran bases de dades. En alguns casos, a més del gran nombre de formes, podem trobar altres dificultats com són la semblança entre formes o la variabilitat de classes de símbols. En aquest casos, un punt clau en el procés de reconeixement de formes és la definició de descriptors de gran capacitat de discriminació. Malauradament, un sol tipus de descriptors no sol ser suficient per aconseguir resultats satisfactoris i per tant, hem de combinar la informació provinent de diferents fonts per a millorar el comportament global del sistema de reconeixement. Aquesta combinació de la informació la hem realitzat a travÈs de la fusió de classificadors.
En relació a la descripció de formes, tradicionalment els símbols gràfics s'han representat mitjançant descriptors estructurals, construïts a partir d'una representació vectorial. Els mètodes de vectorització són sensibles al soroll i a les distorsions dels símbols esboçats. Podem intentar evitar aquest problema definint gramàtiques o construint models deformables dels símbols. Una altra possibilitat, la que hem seguit en aquest treball, és fer servir descriptors que no necessiten d'una representació vectorial. En el context de la descripció de formes hem proposat un descriptor basat en la transformada de crestetes -en anglès "ridgelets"- que, gràcies a que hem unificat la terminologia i hem introduït un vocabulari per explicar i classificar els descriptors, podem definir com: multiresolució, polar, 2D, que conserva la informació i invariant a les similituds. D'altre banda, la propietat de multiresolució de la transformada de crestetes fa que obtinguem una representació en diferents nivells de resolució que ens permet dividir-la en grups de coeficients de crestetes que es poden considerar com a descriptors. D'aquesta manera, hem entrenat un classificador per a cada descriptor, i hem proposat unes regles de combinació lineals, IN i DN, que minimitzen l'error de classificació per aquells classificadors que compleixin un conjunt de restriccions, relatives a la distribució i dependËncia dels classificadors.
Aquests enfocs teòrics han estat avaluats a partir d'un conjunt d'experiments que ens han donat els següents resultats: Els descriptors de crestetes descriuen millor els símbols que altres descriptors més genèrics. Els mètodes IN i DN redueixen l'error de classificació en relació a d'altres mètodes de referència. Per últim, el mètode IN aplicat als descriptors de crestetes, en combinació amb classificadors de tipus "boosting" aconsegueix uns encerts de reconeixement propers als 100% en les proves definides per a la base de dades de símbols gràfics del GREC'03.
In the field of Document Analysis we would like to be able to automatically process any kind of digital document. We mean extracting the document layout and identifying each of its parts, recognising its contents and organising them in order to make searches of its components, through the document itself, but also through different documents. This is a challenger problem that has motivated different lines of research in the field of Document Analysis at different levels: Pre-processing techniques have been developed to upgrade the quality of the document image, reducing noise from the input devices and minimizing the effects of the degradation of documents. A deep study in segmentation has been carried out in order to separate the regions of interest from the document background. Finally, many descriptors have been proposed for representing and identifying these regions of interest since the end of 60s until now.
In this thesis, we have focused on, this last problem, the shape description description and also on classifier fusion, to apply them to one of the application fields in the Document Analysis: the graphics recognition. In shape recognition, many applications have to face the problem of describing a large number of complex shapes for recognition or retrieval in large databases. Besides the large number of shapes, we can find other challenges for shape description, such as the similarity among some of the shapes or the variability of the shape classes. In these cases, one of the key issues is the design of highly discriminant shape descriptors. Unfortunately, one kind of descriptor is not usually enough to achieve satisfactory results and hence, we have to combine the information from different sources to improve the global performance of the recognition system. We have carried out this combination of information using classifier fusion.
Concerning shape description, traditionally graphics have been represented using structural descriptors, which are based on a vectorial representation of the shape. Vectorization is quite sensitive to noise and to distortions of sketched symbols. We can try to overcome this problem using grammar descriptors or deformable models of shapes. Another possibility, which is the followed in this dissertation, is to propose descriptors that do not need a vectorial representation of the symbol. Thereby, in the context of shape description, we have proposed a descriptor based on the ridgelets transform which, thanks to we have unified the terminology used in shape description and the introduced vocabulary, we can define as: 2D, polar and multi-resolution descriptor information preserving and invariant to similarities. On the other hand, although ridgelets descriptor can be considered as a single descriptor, it offers a shape representation divided into groups of coefficients, which permit us to consider them as single descriptors. Thus, for each descriptor, we have trained a classifier and we have proposed two linear combination rules, IN and DN, that minimize the classification error of classifiers verifying a set of constraints concerning the dependence and the distribtuion of classifers.
These theoretical approaches have been evaluated through an experimental evaluation in ridgelets descriptors, classifier fusion and applying the classifier fusion methods to ridge lets descriptors, obtaining the following results: Ridgelets descriptors have proven to represent graphics symbols better than general purpose descriptors. IN and DN methods reduce the misclassification rates regarding other reference fusion methods. Finally, the IN method applied to ridgelets descriptor, in combination of boosting algorithms, has reached recognition rates near to 100% in the test defined for the GREC'03 database.
Metawie, Hossam. "Quantitative techniques for the evaluation of user interfaces for CAD/CAM systems." Thesis, De Montfort University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391337.
Full textGavaza, Takayedzwa. "Culturally-relevant augmented user interfaces for illiterate and semi-literate users." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1006679.
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Böhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík, and Markus Wacker. "Proceedings of the 20th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2016." Hochschule für Technik und Wirtschaft Dresden, 2017. https://htw-dresden.qucosa.de/id/qucosa%3A23309.
Full textBöhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík, and Markus Wacker. "Proceedings of the 21th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2017." Hochschule für Technik und Wirtschaft Dresden, 2018. https://htw-dresden.qucosa.de/id/qucosa%3A23315.
Full textBöhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík, and Markus Wacker. "Proceedings of the 19th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2015." Hochschule für Technik und Wirtschaft Dresden, 2017. https://htw-dresden.qucosa.de/id/qucosa%3A23308.
Full textBöhme, Hans Joachim, Markus Wacker, Pavel Slavík, and Zdeněk Míkovec. "Proceedings of the 22th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2018." Hochschule für Technik und Wirtschaft, 2019. https://htw-dresden.qucosa.de/id/qucosa%3A36112.
Full textLelli, leitao Valeria. "Testing and maintenance of graphical user interfaces." Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0022/document.
Full textThe software engineering community takes special attention to the quality and the reliability of software systems. Software testing techniques have been developed to find errors in code. Software quality criteria and measurement techniques have also been assessed to detect error-prone code. In this thesis, we argue that the same attention has to be investigated on the quality and reliability of GUIs, from a software engineering point of view. We specifically make two contributions on this topic. First, GUIs can be affected by errors stemming from development mistakes. The first contribution of this thesis is a fault model that identifies and classifies GUI faults. We show that GUI faults are diverse and imply different testing techniques to be detected. Second, like any code artifact GUI code should be analyzed statically to detect implementation defects and design smells. As for the second contribution, we focus on design smells that can affect GUIs specifically. We identify and characterize a new type of design smell, called Blob listener. It occurs when a GUI listener, that gathers events to treat and transform as commands, can produce more than one command. We propose a systematic static code analysis procedure that searches for Blob listener that we implement in a tool called InspectorGuidget. Experiments we conducted exhibits positive results regarding the ability of InspectorGuidget in detecting Blob listeners. To counteract the use of Blob listeners, we propose good coding practices regarding the development of GUI listeners
Zhu, Lilin. "Logserver monitor for managing log messages of applications." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2054.
Full textSinger, Ronald A. "Embodying conversational characteristics in a graphical user interface." Thesis, n.p, 1992. http://ethos.bl.uk/.
Full textKim, Hyungsin. "The ClockMe system: computer-assisted screening tool for dementia." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47516.
Full textBourqui, Romain. "Décomposition et Visualisation de graphes : Applications aux Données Biologiques." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2008. http://tel.archives-ouvertes.fr/tel-00421872.
Full textLes travaux de cette thèse ont été appliqués sur des données réelles provenant de deux domaines de la biologie : les réseaux métaboliques et les réseaux d'interactions gènes-protéines.
Brännström, Andreas. "Knowledge Elicitation of Human Activities Using a Graphical Modeling Language." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148985.
Full textPågående forskning har tagit upp det generella problemet med att representera komplexa mänskliga aktiviteter för att tillhandahålla intelligenta mjukvaruagenter med ett sätt att identifiera, resonera och utvärdera mänskliga aktiviteter. Tillförlitlig utvärdering av komplexa mänskliga aktiviteter kräver att den intelligenta agenten erhåller en representation med definierande särdrag hos aktiviteten. Det är en svår uppgift då en persons aktiviteter drivs av mål, motiv och normer som kan vara motstridiga i en situation. För att kunna ge kunskap om mänskliga aktiviteter till en intelligent mjukvaruagent behöver vi verktyg som kan tillåta oss att modellera mänskliga aktiviteter. Denna studie har utvärderat en prototyp av ett grafiskt modelleringsspråk där den övergripande forskningsfrågan var att hitta minsta antalet modelleringskomponenter som krävs för att representera kunskapen om aktiviteter från en domänexpert. Åtta deltagare testade prototypen genom användbarhetstester med tänka högt metodik där deras förståelse av språkets struktur testades. Grundad teori avändes för att analysera den kvalitativa datan. Validitet har diskuterats. Resultaten visade att den hierarkiska strukturen hos Activity theory är en stödjande teoretisk grund för det grafiska språket som liknar hur arbetsterapeuterna resonerar när de analyserar mänskliga aktiviteter. Studien föreslår minsta antalet modelleringskomponenter som krävs för det grafiska språket. Ett fokus för framtida studier är att rikta in sig på det intelligenta mjukvarusystemet för att ytterligare expandera och justera språket efter agentens krav och hitta en komplexitetsnivå i språket som båda parter kan förstå.
Alam, Sayeed Safayet. "Analysis of Eye-Tracking Data in Visualization and Data Space." FIU Digital Commons, 2017. http://digitalcommons.fiu.edu/etd/3473.
Full textShang, Lifeng, and 尚利峰. "Facial expression analysis with graphical models." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B47849484.
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Lavirotte, Stéphane. "Reconnaissance Structurelle de Formules Mathématiques Typographiées et Manuscrites." Phd thesis, Université de Nice Sophia-Antipolis, 2000. http://tel.archives-ouvertes.fr/tel-00523373.
Full textChang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.
Full textHernoux, Franck. "Conception et évaluation d'un système transparent de capture de mouvements des mains pour l'interaction 3D temps réel en environnements virtuels." Phd thesis, Ecole nationale supérieure d'arts et métiers - ENSAM, 2011. http://pastel.archives-ouvertes.fr/pastel-00651084.
Full textAdamek, Michel. "Creating a Graphical User InterfaceTemplate for Izolde : The complete design process, focusing on usability and design." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-120856.
Full textThe image analysis company Izolde was in need of a user friendly graphical user interface (GUI) to use as a modifiable template to be able to meet a variety of requests and demands from their clientele.
This paper describes the process of designing such a GUI with respect to theories within human computer interaction and available usability principles and theories.To familiarise and learn about other software on the market a background research was conducted. Wireframes as well as prototypes were created. With the help of recognised usability inspection tools tests were conducted on users with varied degree of computer experience. Test results were the basis for what would be altered and improved in terms of usability on the prototypes.
The final result is a flexible user friendly GUI in regards to the criteria outlined by Izolde.
Detta examensarbete beskriver tillvägagångssättet i skapandet av en mall till ett användargränssnitt. Ett användargränssnitt är utseendet på ett program som användaren ser och interagerar med på en datorskärm, skärmen på en telefon eller annan typ av skärm. Användargränssnittet är utseendet av en programvara och det användaren visuellt kan tolka. I klartext tillåter ett användargränssnitt en användare att interagera med hårdvara genom inmatning (användarens påverkan på systemet) och utdata (resultat av användarens påverkan).
Grafiska användargränssnitt skiljer sig från de textbaserade avändargränssnitten som tidigare var dominerande. Textbaserade lösningar känns ofta igen i äldre DOS-program och typiskt hos dessa är textinmatning av diverse kommandon och parametrar som leder till påverkan av systemet. Numer är det de grafiska användargränssnitten som dominerar. Fördelen med dessa är att de bygger på igenkänningsmekanismen hos människans tänkande och att de därför tillåter ett mer intuitivt användande av systemet i och med att de är just grafiska.
Målet med examensarbetet var att designa en gränssnittsmall åt bildanalysföretaget Izolde. Gränssnittsmallen ska kunna modifieras för att kunna möta Izoldes kunders efterfrågan utifrån den typ av analys de vill kunna genomföra. För att kunna genomföra designprocessen krävdes djupare kunskap i vad användarvänlighet innebär och hur denna skall tillämpas i skapandet av ett grafiskt användargränssnitt. Med hjälp av vedertagna principer och teorier inom användarvänlighet var det möjligt att anta rollen som interaktionsdesigner. Interaktiondesign är en disciplin som definieras som beteendet och interaktionen mellan ett föremål, i detta fall ett grafiskt användargränssnitt, och dess användare.
För att säkerställa att designprocessen skulle resultera i ett attraktivt och användarvänligt grafiskt användargränssnitt krävdes även att tester utfördes på användare med olika grad av datorkunskap på de wireframes och prototyper som skapades. En wireframe är en tidig skiss av designen på det slutgiltiga grafiska gränssnittet och kan beskrivas som en enkel ritning på ett papper eller en grov skiss skapat med lämplig programvara av vad designers vision av det slutgiltiga resultatet är. Genom att rita skisser skapar designern sig en god uppfattning om hur det grafiska gränssnittet kommer att presenteras i dess slutgiltiga skick. Dessutom är det mycket enklare och snabbare att göra ändringar på en skiss än i ett avancerat program som kräver mer exakt precision. Prototyper är mer sofistikerade versioner av wireframes och skapas i ett senare skede av designprocessen. Prototyper bär också större likheter med den slutliga produkten än wireframes.
Designprocessen resulterade i ett flexibelt användarvänligt grafiskt användargränssnitt vars karaktär är anpassat i avseende på de kriterier som angetts av Izolde. Förhoppningen är att det skapade gränssnittet kommer kunna användas som en förändringsbar mall till ett gränssnitt som kan anpassas efter de kriterier och önskemål som ges av Izoldes kunder.
Thi, Cam Thach Doan. "A GRAPHICAL USER INTERFACE FOR LARGE-SCALE GENE EXPRESSION ANALYSIS." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20870.
Full textProgram: Masterutbildning i Informatik
Axelsson, Daniel. "Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149779.
Full textKastemaa, Juho. "Recognizing Compound Facial Expressions of Virtual Characters in Augmented Reality." Thesis, KTH, Beräkningsvetenskap och beräkningsteknik (CST), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210233.
Full textHur är det möjligt att designa virtuella karaktärer som kan uttrycka olika känslor, till exempel blandade känslor som är en blandning av grundläggande känslor? Augmented Reality (AR) kan skapa engagerande upplevelser för deltagarna, och de senaste åren har virtuella ansikten och virtuella karaktärer blivit alltmer realistiska och uttrycksfulla, till exempel då kostnaderna minskas med hjälp av terapeutiska tillämpningar. Giltigheten av virtuellt uttryck har visats i studier på stationära datorer, men mindre i AR. I denna rapport studerades de grundläggande känslorna och hur de blandade känslorna av virtuella karaktären kan konstrueras för att fungera med Microsoft HoloLens i AR. Processen att skapa blandade känslor till en mänsklig virtuell karaktär konstruerades och animationerna modifierades med hjälp av Unity3D-spelmotor. Deltagarna (n = 24) upplevde den virtuella karaktären i en jobbintervju med Microsofts HoloLens. Den virtuella karaktären gjorde grundläggande och sammansatta ansiktsuttryck och deltagarna ombads kategorisera dom. Resultatet visar att alla deltagare framgångsrikt erkänt sju grundläggande känslor och sju blandade känslor från en virtuell karaktär i AR med hjälp av HoloLens; disgust var ihopblandad med sad, och angry var ibland ihopblandad med disgust. Fearfully surprised blev också ofta felaktig ihopblandad med awed. Studiens resultat visar att de blandade känslorna var lätta att känna igen och resultaten antyder på att den uppfattade valens förändras beroende på ansiktsuttryck. Studien ger insikter om hur blandade känslouttryck för virtuella karaktärer har konstruerats och uppfattats.
Su, Po-Chang. "REAL-TIME CAPTURE AND RENDERING OF PHYSICAL SCENE WITH AN EFFICIENTLY CALIBRATED RGB-D CAMERA NETWORK." UKnowledge, 2017. https://uknowledge.uky.edu/ece_etds/110.
Full textCreel, Desiree. "PolyXpress+: Using Social Networking to Enhance the User Experience of an Interactive Location-Based Storytelling Application." DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/1969.
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