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1

Budak, Ronya, and Bergman Ted Klein. "Identifying effectiveness of different input devices as pointing devices for graphical user interfaces." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232170.

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As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall.<br>Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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Stålnacke, Daniel. "Designing and Implementing Communication and a Graphical Interface for Antenna Test Devices." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33772.

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<p>Esrange Space Center, located in Kiruna, is a company which specializes in the area of satellite service as well as rocket and balloon launches. To communicate with the satellites Esrange use antennas that is between eight and thirteen meters in diameter. The antennas must always be ready to operate which is why there is a need for an application to test the antennas when they are not used.This master's thesis work aims to develop such a system that tests the antennas when they are not communicating with satellites. This report contains background information about the problem and system requirements as well as the solution and description of the developed system. It also contains an in-depth study about similar applications that has been developed by others.To solve the problem, a client-server application was developed. The server controls the test devises used to test the antennas and the client gives the users a GUI to control the server and its functions. An automated system called OASIS, developed at Esrange, was included in the solution to make it possible to automate some of the core tests.</p>
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3

Janajreh, Isam M. "A device-independent graphical user interface for theoretical studies of surface temperatures generated by friction /." This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-12232009-020548/.

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Janajreh, Isam Mustafa. "A device-independent graphical user interface for theoretical studies of surface temperatures generated by friction." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/46405.

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Computer graphics is an important tool for engineering visualization and computer aided design systems. The use of this tool to create graphical user interfaces (GUIs) for engineering applications is growing dramatically owing to the almost real-time response to creative thinking which allows engineers to quickly visualize many potential solutions to a problem. This thesis describes the creation of a GUI for a software system which is capable of predicting the surface temperatures generated at the contact between two sliding bodies. This GUI uses the ISO standard PHIGS for 3D graphics support. The use of PHIGS and the standard programming language C renders this system device-independent and hence, portable. <p>Although PHIGS supports the creation of graphics-based engineering applications, many basic functions required for a GUI (e.g. functions for menus, templates, etc.) need to be created from scratch. During the creation of the GUI described in this thesis, special attention was paid to functions which could be created as re-usable, high-level functions. These functions can be made available to other programmers who wish to create similar GUIs for other engineering applications. The design and creation of these high-level functions and the use of these high-level functions in the creation of the GUI for the surface temperature prediction software are described in this thesis.<br>Master of Science
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Aji, Ashwin M. "Programming High-Performance Clusters with Heterogeneous Computing Devices." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/52366.

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Today's high-performance computing (HPC) clusters are seeing an increase in the adoption of accelerators like GPUs, FPGAs and co-processors, leading to heterogeneity in the computation and memory subsystems. To program such systems, application developers typically employ a hybrid programming model of MPI across the compute nodes in the cluster and an accelerator-specific library (e.g.; CUDA, OpenCL, OpenMP, OpenACC) across the accelerator devices within each compute node. Such explicit management of disjointed computation and memory resources leads to reduced productivity and performance. This dissertation focuses on designing, implementing and evaluating a runtime system for HPC clusters with heterogeneous computing devices. This work also explores extending existing programming models to make use of our runtime system for easier code modernization of existing applications. Specifically, we present MPI-ACC, an extension to the popular MPI programming model and runtime system for efficient data movement and automatic task mapping across the CPUs and accelerators within a cluster, and discuss the lessons learned. MPI-ACC's task-mapping runtime subsystem performs fast and automatic device selection for a given task. MPI-ACC's data-movement subsystem includes careful optimizations for end-to-end communication among CPUs and accelerators, which are seamlessly leveraged by the application developers. MPI-ACC provides a familiar, flexible and natural interface for programmers to choose the right computation or communication targets, while its runtime system achieves efficient cluster utilization.<br>Ph. D.
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Amer, Taher. "Evaluating Swiftpoint as a Mobile Device for Direct Manipulation Input." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1123.

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Swiftpoint is a promising new computer pointing device that is designed primarily for mobile computer users in constrained space. Swiftpoint has many advantages over current pointing devices: it is small, ergonomic, has a digital ink mode, and can be used over a flat keyboard. This thesis aids the development of Swiftpoint by formally evaluating it against two of the most common pointing devices with today's mobile computers: the touchpad, and mouse. Two laws commonly used with pointing devices evaluations, Fitts' Law and the Steering Law, were used to evaluate Swiftpoint. Results showed that Swiftpoint was faster and more accurate than the touchpad. The performance of the mouse was however, superior to both the touchpad and Swiftpoint. Experimental results were reflected in participants' choice for the mouse as their preferred pointing device. However, some participants indicated that their choice was based on their familiarity with the mouse. None of the participants chose the touchpad as their preferred device.
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Ryan, David B. "Improving Brain-Computer Interface Performance: Giving the P300 Speller Some Color." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1328.

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Individuals who suffer from severe motor disabilities face the possibility of the loss of speech. A Brain-Computer Interface (BCI) can provide a means for communication through non-muscular control. Current BCI systems use characters that flash from gray to white (GW), making adjacent character difficult to distinguish from the target. The current study implements two types of color stimulus (grey to color [GC] and color intensification [CI]) and I hypotheses that color stimuli will; (1) reduce distraction of nontargets (2) enhance target response (3) reduce eye strain. Online results (n=21) show that GC has increased information transfer rate over CI. Mean amplitude revealed that GC had earlier positive latency than GW and greater negative amplitude than CI, suggesting a faster perceptual process for GC. Offline performance of individual optimal channels revealed significant improvement over online standardized channels. Results suggest the importance of a color stimulus for enhanced response and ease of use.
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8

Michálek, Libor. "Komplexní zabezpečení objektů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218836.

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In my thesis I go about principles and methods of security systems, then I go about analysis of avalaible types of security systems (EPS, EZS and CCTV). I have written about their possibile use in design security building. I have described levels of project documentation and its different parts including process service of production a project documentation for security system. I used all knowledges in the end of my thesis, when I designed and integrated security system for a special building.
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Alston, Caireen E. "Investigation into standardising the graphical and operator input device modules for tactical command and control man-machine interfaces." Master's thesis, University of Cape Town, 1994. http://hdl.handle.net/11427/8466.

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Includes bibliographical references.<br>The operating environment of a Tactical Command and Control system is a highly tense one in which the operator needs to perform certain complex tasks with minimum confusion, and be able to obtain an instant response from the system. Since many of the systems designed for these types of environments are similar in nature with regard to the user-interface, a need has arisen to try and standardise certain elements of the systems. This report looks specifically at standardising certain graphical display element and operator input device interfaces. It investigates the problem from a systems design level, identifying the elements required and their associated functions, discussing the results of work already undertaken in this field, and making recommendations on the use of the elements. The main objective to standardising the Man-Machine Interface (MMI) design elements is to make the code easily transferable between different hardware platforms. To transfer the code, one would ideally like to change only the interface code to the new platform, in particular, the interface to a different set of operator input devices and a different type of graphics card. Various topics related to the standardisation process are discussed, including a description of MMI design, some definitions of tactical command and control environment subjects, and a look at code reusability, rapid prototyping of systems, and object-oriented design.
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Prescher, Denise. "Taktile Interaktion auf flächigen Brailledisplays." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215972.

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Für den Zugang zu grafischen Benutzungsoberflächen (GUIs) stehen blinden Menschen so genannte Screenreader und Braillezeilen zur Verfügung. Diese ermöglichen zwar das nicht-visuelle Wahrnehmen textueller Inhalte, allerdings kein effektives Arbeiten mit bildlichen Darstellungen. Neuartige taktile Flächendisplays können eine geeignete Lösung für den interaktiven Zugang zu tastbaren Grafiken darstellen und somit die Interaktionsmöglichkeiten blinder Benutzer im Umgang mit grafischen Anwendungen bereichern. Beispielsweise erlauben derartige Geräte nicht nur das Erkunden räumlicher Anordnungen, sondern darüber hinaus auch die kombinierte Ausgabe von Braille, Grafik und semi-grafischen Elementen. Um die deutlich größere Menge an gleichzeitig darstellbaren Informationen beherrschbar zu machen, sind neben entsprechenden Inhaltsaufbereitungen und Navigationsmechanismen auch geeignete Orientierungshilfen bereitzustellen. Im Rahmen der vorliegenden Arbeit wurde am Beispiel der BrailleDis Geräte der Metec AG, welche eine taktile Ausgabefläche von 120 mal 60 Stiften bereitstellen, untersucht, inwieweit flächige Brailledisplays blinden Menschen eine effektive und effiziente Bedienung grafischer Benutzungsoberflächen ermöglichen. Neben dem Zugang zur GUI selbst sowie dem Lesen von Texten stellt dabei insbesondere das Arbeiten mit Grafiken einen wichtigen Aspekt dar. Um die Bedienung auf einem taktilen Flächendisplay zu erleichtern, ist eine konsistente Organisation der Inhalte hilfreich. Hierfür wurde ein neuartiges taktiles Fenstersystem umgesetzt, welches die Ausgabe nicht nur in mehrere disjunkte Bereiche unterteilt, sondern auch verschiedene taktile Darstellungsarten unterstützt. Zur Systematisierung der Gestaltung und Evaluation derartiger taktiler Benutzungsoberflächen sowie der darin stattfindenden Benutzerinteraktionen wurde zunächst eine Taxonomie erarbeitet. Dabei wurden neben der Interaktion selber, welche durch die Ein-und Ausgabe sowie die Handbewegungen des Benutzers beschrieben werden kann, auch die Benutzerintention in Form von taktilen Elementaraufgaben sowie die technischen Spezifikationen des Geräts mit einbezogen. Basierend auf der Taxonomie wurden anschließend relevante Aspekte identifiziert, welche in mehreren Benutzerstudien mit insgesamt 46 blinden und hochgradig sehbehinderten Menschen untersucht wurden. Die betrachteten Untersuchungsfragen betrafen dabei einerseits die Effektivität der Ausgabe in Form verschiedener taktiler Ansichtsarten sowie die Eingabe und Erkundung durch den Benutzer, andererseits auch Aspekte zur Effizienz konkreter Interaktionstechniken. Als Ergebnis der einzelnen Studien wurden abschließend konkrete Empfehlungen zur Umsetzung von Benutzungsoberflächen auf flächigen Brailledisplays gegeben. Diese beinhalten insbesondere Aspekte zur Ergonomie von taktilen Flächendisplays, zur Anzeige von textuellen Inhalten, zur Darstellung und Interaktion mit grafischen Inhalten sowie zu Orientierungshilfen. Insgesamt konnte mit Hilfe der Benutzerstudien gezeigt werden, dass flächige Brailledisplays blinden Menschen einen effektiven und effizienten Zugang zu grafischen Benutzungsoberflächen ermöglichen. Verschiedene taktile Darstellungsarten können dabei das Lösen unterschiedlicher Aufgaben unterstützen. Generell erfordert die flächige Interaktion vom Benutzer allerdings auch die Erweiterung seiner konventionellen Erkundungs-und Eingabestrategien. Die Bereitstellung neuartiger Interaktionstechniken zur Unterstützung der Orientierung kann die Effizienz zusätzlich steigern<br>Blind people normally use screen readers as well as single-lined refreshable Braille displays for accessing graphical user interfaces (GUIs). These technologies allow for a non-visual perception of textual content but not for an effective handling of visual illustrations. Novel two-dimensional tactile pin-matrix devices are an appropriate solution to interactively access tactual graphics. In this way, they can enrich the interaction possibilities of blind users in dealing with graphical applications. For instance, such devices enable the exploration of spatial arrangements and also combine output of Braille, graphics and semi-graphical elements. To make the high amount of simultaneously presented information perceivable and efficiently usable for blind users, an adequate preparation of content as well as adapted navigation and orientation mechanisms must be provided. In this thesis the BrailleDis devices of Metec AG, which have a tactile output area of 120 times 60 pins, were used. The goal was to investigate to what extent large pin-matrix devices enable blind people to use graphical user interfaces effectively and efficiently. Access to the GUI itself, reading text, and dealing with graphics are the main aspects of the application area of such devices. To facilitate the operation on a two-dimensional pin-matrix device a consistent organization of the content is helpful. Therefore, a novel tactile windowing system was implemented which divides the output area into multiple disjunctive regions and supports diverse tactile information visualizations. Moreover, a taxonomy was developed to systematize the design and evaluation of tactile user interfaces. Apart from interaction that can be described by input and output as well as hand movements, the taxonomy includes user intention in terms of interactive task primitives and technical specifications of the device. Based on the taxonomy, relevant aspects of tactile interaction were identified. These aspects were examined in multiple user studies with a total of 46 blind and visually impaired participants. The following research topics were considered during the user studies: 1. the effectiveness of diverse tactile view types (output), 2. user input and exploration, and 3. the efficiency of specific interaction techniques. As a result, practical recommendations for implementing user interfaces on two-dimensional pin-matrix devices were given. These recommendations include ergonomic issues of physical devices as well as design considerations for textual and graphical content as well as orientation aids. In summary, the user studies showed that two-dimensional pin-matrix devices enable blind people an effective and efficient access to graphical user interfaces. Diverse tactile information visualizations can support users to fulfill various tasks. In general, two-dimensional interaction requires the extension of conventional exploration and input strategies of users. The provision of novel interaction techniques for supporting orientation can help to increase efficiency even more
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Qu, Tan. "The usability of graphical user interfaces of mobile computing devices designed for construction foremen icons and predefined text lists compared /." [Gainesville, Fla.] : University of Florida, 2006. http://purl.fcla.edu/fcla/etd/UFE0013729.

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Сиротенко, Є. М. "Пристрій тестування термопар та нагрівальних елементів в матрицях для лиття пластику". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/23678.

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Сиротенко, Є. М. Пристрій тестування термопар та нагрівальних елементів в матрицях для лиття пластику : випускна кваліфікаційна робота : 172 «Телекомунікації та радіотехніка» / Є. М. Сиротенко ; керівник роботи М. А. Хоменко ; НУ "Чернігівська політехніка", кафедра радіотехнічних та вбудованих систем. – Чернігів, 2021. – 59 с.<br>Мета – розробити пристрій тестування вхідних 25 ліній. З результатами побудувати карту з’єднання, вивести результат у формі таблиці, забезпечити: можливість виявлення помилок підключення; можливість збереження у файл результату вимірювання. Забезпечити безперервну роботу протягом 8 годин. Розроблено пристрій для тестування, який йде як модуль до Raspberry Pi, а також розроблено програмне забезпечення для Raspberry Pi 3. Також розроблено графічний інтерфейс користувача. Галузь використання – виробництво виробів із пластику.<br>The goal is to develop a device for testing the input 25 lines. Build a connection map with the results, display the result in the form of a table, provide: the ability to detect connection errors; the ability to save the measurement result to a file. Ensure continuous operation for 8 hours. A testing device has been developed. It is used as a module to the Raspberry Pi, and software has been developed for the Raspberry Pi 3. A graphical user interface has also been developed.
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Torres, Daniel Seidenberger. "Simulador pediátrico InCor: desenvolvimento de um modelo hidráulico do sistema circulatório pediátrico com ajustes automatizados de pressões." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3154/tde-27082018-150622/.

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Os dispositivos de assistência ventricular (DAVs) podem ser utilizados para a estabilização hemodinâmica de pacientes à espera do transplante cardíaco. Os avanços nas tecnologias e a utilização de materiais biocompatíveis vem contribuindo para o desenvolvimento de dispositivos com dimensões reduzidas e menor trauma ao sangue. A avaliação do desempenho desses dispositivos demanda a utilização de simuladores hidráulicos do sistema circulatório que reproduzam as pressões e fluxos existentes nas condições fisiológicas de interesse. Este trabalho tem como objetivo o desenvolvimento de um simulador da circulação pediátrica com ajustes automatizados de pressões. O simulador é composto por um circuito hidráulico modelando os laços sistêmico e pulmonar e um sistema microcontrolado com uma interface de usuário para medição e visualização dos fluxos e pressões ventriculares e automatização dos ajustes das pressões arteriais aórtica e pulmonar (PAo, PAP) e das pressões atriais esquerda e direita (PAE, PAD). Duas bombas pulsáteis com 15 ml de volume de ejeção são utilizadas para modelar os comportamentos mecânicos dos ventrículos esquerdo e direito. As complacências da aorta e da artéria pulmonar e as pré-cargas dos ventrículos são simuladas por câmaras com volumes ajustáveis de ar e líquido (análogo sanguíneo) utilizando uma bomba de ar. As resistências hidráulicas dos laços são ajustadas por oclusores motorizados. Os sinais instantâneos dos fluxos de entrada e saída dos DAVs e das pressões arteriais, atriais e ventriculares são obtidos por transdutores e digitalizados em um microcontrolador que comanda os oclusores e a bomba de ar. Foram desenvolvidos algoritmos para ajustes das resistências, complacências e pré-cargas. Uma interface gráfica de usuário apresenta os sinais em tempo real (ou gravados) permitindo a escolha dos parâmetros e condições de simulação. O desempenho do sistema de automatização foi avaliado nas simulações de: 1) condições definidas pelo aplicativo da interface e 2) condições fisiológicas (normal e redução na contratilidade do miocárdio). No modelo hidráulico sistêmico as pressões foram ajustadas em ambas as situações com erro máximo de 0,5% para a PAo e 5% para a PAE em aproximadamente 80 segundos. No modelo completo da circulação o erro máximo para as simulações de condições fisiológicas foi de 4% para as pressões arteriais e 5% para as atriais. Os resultados obtidos demonstram que o simulador desenvolvido permite reproduzir adequadamente as características da circulação pediátrica essenciais para a avaliação do desempenho de dispositivos de assistência mecânica. O simulador é portátil, de fácil utilização e pode ser utilizado como ferramenta didática ou para o treinamento de profissionais da saúde envolvidos em assistência a pacientes com suporte circulatório.<br>Ventricular assist devices (VADs) can be used for the hemodynamic stabilization of patients waiting for heart transplantation. Advances in the technologies and the use of biocompatible materials have contributed to the development of devices with reduced dimensions and blood trauma. Evaluation of the performance of these devices demands the use of hydraulic simulators of the circulatory system that reproduce pressures and flows existing in physiological conditions of interest. This work aims to develop a simulator of the pediatric circulation with automated adjustments of pressures. The simulator consists of a hydraulic circuit modeling the systemic and pulmonary branches and a microcontrolled system with a user interface for monitoring flows and ventricular pressures, and automating adjustments of aortic and pulmonary arterial pressures (AoP, PAP) and left and right atrial pressures (LAP, RAP). Two pulsatile pumps with 15 ml ejection volume are used to model the mechanical behavior of the left and right ventricles. Aortic and pulmonary arterial compliances and preloads of the ventricles are simulated by chambers with adjustable volumes of air and fluid (blood analog) using an air pump. Motorized clamps adjust the hydraulic resistances of the loops. Instantaneous signals of VAD input and output flows and of arterial, atrial and ventricular pressures are obtained by transducers and digitalized in a microcontroller that commands the clamps and the air pump. Algorithms were developed to adjust the resistances, compliances and preloads. A graphical user interface displays signals in real time (or recorded) and allows selection of simulation parameters. The performance of the automation system was tested setting pressures in two situations: 1) simulations of random conditions defined by the interface software and 2) simulations of physiological conditions (normal and low myocardial contractility). In the systemic model, the pressures were adjusted in both cases (maximum error of 0.5% for AoP and 5% for LAP) in approximately 80 seconds. In the complete model, the maximum error for simulations of physiological conditions was 4% for arterial pressures and 5% for atrial pressures. The results obtained demonstrate that the simulator developed allows mimicking the relevant features of the systemic and pulmonary branches of the circulation needed to assess the performance of mechanical circulatory assist devices. The simulator is portable, easy to operate and can be applied in teaching and training of health professionals working with mechanical circulatory support of patients.
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Redondo, Ruiz Daniel. "Unobtrusive interaction design in extreme sports : What aspects are important to consider when designing an unobtrusive interaction for wearable devices in extreme sports?" Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90201.

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This paper is a study of the aspects that are important to consider when designing an unobtrusive interaction for wearable devices in the area of extreme sports. The work is based on an analytical study of seemly-unrelated areas with the common facet that they all call for an unobtrusive interaction in their devices. The findings of the analysis conclude that it is necessary a change of direction in the design because it is not possible to design an unobtrusive interaction that relies on active manipulation. Activity theory and affective computing present theoretical principles with the potential to be used as a framework for HCI and solve the mentioned issues. Finally, I design the user interface of a specific case in the areas of mountain biking and skiing to use it as design-oriented research. An essential aspect of this case is the use of expert feedback and video simulations to drive the design process. Another important point is the definition of the situations and variables that will be observed by the system to adapt itself so it is able to continue being unobtrusive and helpful through the changes.
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Kučera, Ondřej. "Vytvoření GUI návrháře pro iTP (iNELS Touch Panels)." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-413294.

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This thesis is concerned with creation of designer for graphical user interface used in mobile devices. The application for these devices will be used for controlling system of intelligent electroinstallation. The thesis describes an existing solution of an intelligent electroinstallation provided by ELKO EP, s.r.o. It also contains detailed design of a prototype of an application to be used on mobile device and a desktop application used for graphical design.
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Kuang-YuChou and 周曠宇. "The Design of a Graphical User Interface Framework for Wearable Devices." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/29971638478409842936.

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碩士<br>國立成功大學<br>電機工程學系<br>104<br>In recent years, embedded devices such as the Internet of Things, smart wearable devices have been gradually integrated into our lives, and graphical user interface (GUI) is the way that users can interact with these electronic products directly. Except for the GUI frameworks which have higher demand for hardware resources, other frameworks which are applicable to develop wearables require developers can program with low-level language and be familiar with the API, thus it limits the group size of developers and increases the difficulty of development. General development process starts at designing GUI by designers, then software developers translate the design into program code. Since the original design and program implementation use completely different described manners, software developers can only test program on the hardware until the expected GUI picture exhibited on screen, this process will lead to a prolongation of the development cycle. However, in the early stages of developing wearables need rapid prototyping for proofing of concept, and existing GUI development process is difficult to meet the needs of such rapid development. Therefore, this study bases on the existing GUI development process, proposing an easy-to-use, efficient and versatile GUI framework with rapid prototyping ability. The framework uses vector graphics as basic element, which is also the original design used, so framework can directly parse vector images and draw them without too much programming. This trait will greatly enhance the development efficiency and meet the need of rapid prototyping of wearables. At the same time, this framework has the API to access library of vector graphics, providing more choices for the software developers who are used to develop in the typical model. In addition, this study also provides software tool to support development, by using this tool GUI can be previewed on computer and development efficiency is further improved.
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Wu, Hsuan-Shu, and 吳炫澍. "The Application of EOG Signals Controlled and Graphic Interface Assisted Devices for Amyotrophic Lateral Sclerosis." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/40335550064254112250.

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碩士<br>國立彰化師範大學<br>電機工程學系<br>97<br>Nowadays technology is prosperously developed and every product tends to get facility and human-controllable. However, some of the handicapped, like severe amyotrophic lateral sclerosis (ALS) are difficult to communicate or control outside devices as healthy people, especially under the situations that the caretaker is not available. In this thesis, we measured the eye movements by electro-oculography (EOG). We used electrodes to measure the electrical potential difference between the skins above and below the eyes to know the eye movement. The signals are preliminary processed by outside circuit and then transmitted to the computer to be analyzed and recognized by Labview. After that, users can communicate with others by human-interface or the signals are transmitted to control circuits for outside devices control. This thesis proposes a set of eye-controlled system with low price and hope that this system could help the disabled whose eyes still function well, to do some simple and daily work by themselves and reduce the burden of their families.
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18

Price, Mark. "A Haptic Surface Robot Interface for Large-Format Touchscreen Displays." 2016. https://scholarworks.umass.edu/masters_theses_2/371.

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This thesis presents the design for a novel haptic interface for large-format touchscreens. Techniques such as electrovibration, ultrasonic vibration, and external braked devices have been developed by other researchers to deliver haptic feedback to touchscreen users. However, these methods do not address the need for spatial constraints that only restrict user motion in the direction of the constraint. This technology gap contributes to the lack of haptic technology available for touchscreen-based upper-limb rehabilitation, despite the prevalent use of haptics in other forms of robotic rehabilitation. The goal of this thesis is to display kinesthetic haptic constraints to the touchscreen user in the form of boundaries and paths, which assist or challenge the user in interacting with the touchscreen. The presented prototype accomplishes this by steering a single wheel in contact with the display while remaining driven by the user. It employs a novel embedded force sensor, which it uses to measure the interaction force between the user and the touchscreen. The haptic response of the device is controlled using this force data to characterize user intent. The prototype can operate in a simulated free mode as well as simulate rigid and compliant obstacles and path constraints. A data architecture has been created to allow the prototype to be used as a peripheral add-on device which reacts to haptic environments created and modified on the touchscreen. The long-term goal of this work is to create a haptic system that enables a touchscreen-based rehabilitation platform for people with upper limb impairments.
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19

Tu, Sheng-Xun, and 凃勝勛. "Graphite nanoplatelet-based and nanoparticle composites as thermal interface materials and application to the thermal management of high power IGBT devices." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/83328068031972876159.

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碩士<br>國立中央大學<br>機械工程學系<br>103<br>In this study, the thermal management of the Converter system is of great importance since very high voltage/current will be switched intermittently and/or continuously and high temperature is detrimental to the service life of electronics, especially for the switching devices such as insulated gate bipolar transistor (IGBT). Thermal interface materials (TIMs) are generally composed of highly conductive particle fillers such as high thermal conductivity of graphite and a matrix such that efficient heat transfer and good compliance of the interface material can be achieved during application. In this paper, two types of TIMs are tested based on the hybridization of graphite nanoplatelets (GNPs) and the nanoparticles (NPs). The hybrid materials are fabricated via screen printing process to ensure the conformal uniformity of NPs spreading on the GNPs. In particular, existing Institute of nuclear energy research Converter is the key component and core components is the high-power IGBT. We carry out mechanical simulations using a finite element method (FEM) simulator (COMSOL) for a simplified 3D power assembly to calculate the different temperatures fields due to natural and forced convection conditions. In addition to collecting the relevant literature relevant to IGBT failure modes and Direct bonded copper (DBC) failure.
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20

Pandit, Prasanna Vasant. "Cooperative Execution of Opencl Programs on Multiple Heterogeneous Devices." Thesis, 2013. http://etd.iisc.ac.in/handle/2005/3468.

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Computing systems have become heterogeneous with the increasing prevalence of multi-core CPUs, Graphics Processing Units (GPU) and other accelerators in them. OpenCL has emerged as an attractive programming framework for heterogeneous systems. However, utilizing mul- tiple devices in OpenCL is a challenge as it requires the programmer to explicitly map data and computation to each device. Utilizing multiple devices simultaneously to speed up execu- tion of a kernel is even more complex, as the relative execution time of the kernel on different devices can vary significantly. Also, after each kernel execution, a coherent version of the data needs to be established. This means that, in order to utilize all devices effectively, the programmer has to spend considerable time and effort to distribute work across all devices, keep track of modified data in these devices and correctly perform a merging step to put the data together. Further, the relative performance of a program may vary across different inputs, which means a statically determined work distribution may not work well. In this work, we present FluidiCL, an OpenCL runtime that takes a program written for a single device and uses multiple heterogeneous devices to execute each kernel. The runtime performs dynamic work distribution and cooperatively executes each kernel on all available devices. Since we consider a setup with devices having discrete address spaces, our solution ensures that execution of OpenCL work-groups on devices is adjusted by taking into account the overheads for data management. The data transfers and data merging needed to ensure coherence are handled transparently without requiring any effort from the programmer. Flu- idiCL also does not require prior training or profiling and is completely portable across dif- ferent machines. Because it is dynamic, the runtime is able to adapt to system load. We have developed several optimizations for improving the performance of FluidiCL. We evaluate the runtime across different sets of devices. On a machine with an Intel quad-core processor and an NVidia Fermi GPU, FluidiCL shows a geomean speedup of nearly 64% over the GPU, 88% over the CPU and 14% over the best of the two devices in each benchmark. In all benchmarks, performance of our runtime comes to within 13% of the best of the two devices. FluidiCL shows similar results on a machine with a quad-core CPU and an NVidia Kepler GPU, with up to 26% speedup over the best of the two. We also present results considering an Intel Xeon Phi accelerator and a CPU and find that FluidiCL performs up to 45% faster than the best of the two devices. We extend FluidiCL from a CPU–GPU scenario to a three-device setup hav- ing a quad-core CPU, an NVidia Kepler GPU and an Intel Xeon Phi accelerator and find that FluidiCL obtains a geomean improvement of 6% in kernel execution time over the best of the three devices considered in each case.
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Pandit, Prasanna Vasant. "Cooperative Execution of Opencl Programs on Multiple Heterogeneous Devices." Thesis, 2013. http://etd.iisc.ernet.in/2005/3468.

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Computing systems have become heterogeneous with the increasing prevalence of multi-core CPUs, Graphics Processing Units (GPU) and other accelerators in them. OpenCL has emerged as an attractive programming framework for heterogeneous systems. However, utilizing mul- tiple devices in OpenCL is a challenge as it requires the programmer to explicitly map data and computation to each device. Utilizing multiple devices simultaneously to speed up execu- tion of a kernel is even more complex, as the relative execution time of the kernel on different devices can vary significantly. Also, after each kernel execution, a coherent version of the data needs to be established. This means that, in order to utilize all devices effectively, the programmer has to spend considerable time and effort to distribute work across all devices, keep track of modified data in these devices and correctly perform a merging step to put the data together. Further, the relative performance of a program may vary across different inputs, which means a statically determined work distribution may not work well. In this work, we present FluidiCL, an OpenCL runtime that takes a program written for a single device and uses multiple heterogeneous devices to execute each kernel. The runtime performs dynamic work distribution and cooperatively executes each kernel on all available devices. Since we consider a setup with devices having discrete address spaces, our solution ensures that execution of OpenCL work-groups on devices is adjusted by taking into account the overheads for data management. The data transfers and data merging needed to ensure coherence are handled transparently without requiring any effort from the programmer. Flu- idiCL also does not require prior training or profiling and is completely portable across dif- ferent machines. Because it is dynamic, the runtime is able to adapt to system load. We have developed several optimizations for improving the performance of FluidiCL. We evaluate the runtime across different sets of devices. On a machine with an Intel quad-core processor and an NVidia Fermi GPU, FluidiCL shows a geomean speedup of nearly 64% over the GPU, 88% over the CPU and 14% over the best of the two devices in each benchmark. In all benchmarks, performance of our runtime comes to within 13% of the best of the two devices. FluidiCL shows similar results on a machine with a quad-core CPU and an NVidia Kepler GPU, with up to 26% speedup over the best of the two. We also present results considering an Intel Xeon Phi accelerator and a CPU and find that FluidiCL performs up to 45% faster than the best of the two devices. We extend FluidiCL from a CPU–GPU scenario to a three-device setup hav- ing a quad-core CPU, an NVidia Kepler GPU and an Intel Xeon Phi accelerator and find that FluidiCL obtains a geomean improvement of 6% in kernel execution time over the best of the three devices considered in each case.
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22

Masvosve, Thomas. "Designing an intelligent home environment." Diss., 2016. http://hdl.handle.net/10500/21934.

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While a lot of efforts have been on outdoor intelligent systems, internal living environment system that suits the occupancy’s behaviour has not received much attention. The intelligent living environment designed in this study has three components; the physical world (environment), the database and the decision maker. The study sought to design a model that senses ever changing home conditions such as lights, doors and windows. Other variables that were looked at include, but not limited to the number of people in the room and inside thermodynamics and human activity. Global information such as temperature, gas or electricity usage and time of the day will also be received by the system through various sensing facilities. The information will be sent to a rules engine for a decision on an appropriate action to be taken. The action may include just turning off the lights, in the case of a mild abnormality or a high alert to an emergency response unit in a most severe case. The study proposes a context aware and proactive neural networks control system to control a living environment with a main focus on the aged citizens living alone. The proposed living environment was not developed to an actual or “mock” building containing a representation of subset of sensors, actuators and controllers as used in the actual systems due to lack of funding. However, the study will report on the modelling and simulation of the home system variables based on the chosen Artificial Intelligent technique using MATLAB/SIMULINK. These results indicate a possibility of implementing the designed living environment to increase the resident’s security.<br>Electrical and Mining Engineering<br>M. Tech. (Engineering: Electrical)
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23

Evangelista, Alessandro. "Towards the next generation of advanced technical documentation in augmented reality: the case of MILL 4.0." Doctoral thesis, 2021. http://hdl.handle.net/11589/225858.

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La Realtà Aumentata (AR) promette di creare collegamenti diretti, automatici e azionabili tra il mondo fisico e le informazioni elettroniche. Fornisce un'interfaccia utente immediata e diretta ad un mondo fisico potenziato elettronicamente. In particolare, la AR industriale permette l'integrazione tra le informazioni basate sulla conoscenza, tradizionalmente utilizzate dagli operatori e fornite principalmente sotto forma di documentazione cartacea e di dati disponibili dai sensori sulle attrezzature. Questo approccio è suggerito dalle aziende, soprattutto dalle piccole e medie imprese, che desiderano un'introduzione graduale delle tecnologie di Industria 4.0 all'interno delle loro pratiche consolidate. Lo scopo di questo lavoro è quello di sviluppare un sistema avanzato di documentazione tecnica in AR per un impianto di macinazione di farina. Il lavoro discusso in questa tesi mira a portare un valore aggiunto alla letteratura esistente nel campo dell'AR industriale e della documentazione tecnica avanzata. Inoltre, si cercherà di far luce sul ruolo dell'AR come tecnologia abilitante per l'industria del futuro. In primo luogo, ci siamo concentrati su diverse interfacce AR industriali al fine di comprendere le pratiche consolidate per guidare la progettazione dell'interfaccia IAR. Poi, indaghiamo la tecnologia chiave AR con un nuovo approccio basato sulla ricerca sui brevetti. Infine, il risultato principale di questo lavoro è la progettazione e lo sviluppo di due sistemi AR per un impianto di macinazione della farina che seguono due diversi approcci di progettazione.<br>Augmented Reality (AR) promises to create direct, automatic, and actionable links between the physical world and electronic information. It provides an immediate and straightforward user interface to an electronically enhanced physical world. In particular, Industrial AR allows the integration between knowledge-based information, traditionally used by operators and provided mainly in paper documentation and data available from sensors on equipment. This approach is suggested by companies, especially small and medium-sized enterprises, who want a gradual introduction of Industry 4.0 technologies within their established practices. The scope of this work is to develop an advanced technical documentation system in AR for a flour milling plant. The work discussed in this dissertation aims to bring added value to the existing literature in the field of industrial AR and advanced technical documentation. Besides, an attempt will be made to shed light on the role of AR as an enabling technology for the industry of the future. First, we focused on different industrial AR interfaces in order to understand established practices to guide IAR interface design. Then, we investigate the AR key technology with a novel approach based on patent research. Finally, the main result of this work is the design and development of two AR systems for a flour milling plant that following two different design approaches.
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24

Mota, João Nuno Gomes da Rocha de Castro. "Gestão e monitorização de redes de sensores sem fios via dispositivos móveis." Master's thesis, 2013. http://hdl.handle.net/1822/41928.

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Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e Computadores<br>Um dos principais motivos para as redes de sensores sem fios ( WSN - Wireless Sensor Networks) serem consideradas uma tecnologia emergente, é o facto de apresentarem um amplo domínio de aplicação, permitindo que vários tipos de dispositivos de rede se liguem a si e interajam com o meio envolvente. Dada a necessidade de desenvolver ferramentas de interface com as WSNs, e uma vez que os dispositivos móveis, como os smartphones e os tablets, se estabeleceram como um dos meios mais comuns de acesso à Internet, o objetivo principal desta dissertação é propor uma solução para o desenvolvimento de um sistema que permita gerir e monitorizar remotamente este tipo de redes de sensores através de um dispositivo móvel. O cenário exemplo escolhido, e para o qual o desenvolvimento deste sistema será orientado, surge no contexto do projeto SustIMS. Este projeto está a ser realizado pelo ESRG (Embedded Systems Research Group) e tem em vista o desenvolvimento de um sistema de deteção de colisões em rails de proteção rodoviária em co-promoção com a empresa Ascendi. A arquitetura da solução proposta é composta, para além da WSN, por uma base de dados, um servidor e uma aplicação móvel. A base de dados do sistema foi implementada em MySQL e o servidor foi implementado em JAVA com recurso a web services do tipo REST. Posteriormente, tanto o servidor MySQL como o servidor GlassFish onde foram colocados os web services, foram alojados na cloud da Amazon (Amazon EC2 - Amazon Elastic Compute Cloud). A aplicação móvel foi desenvolvida para a plataforma Android, e oferece ao utilizador a possibilidade de gerir toda a base de dados do sistema assim como a capacidade de monitorizar as colisões em nós sensores das redes a que este tenha acesso, com recurso a serviços como o GCM (Google Cloud Messaging) e o Google Maps.<br>One of the main reasons for wireless sensor networks to be considered as an emerging technology, is the fact that they present a wide application domain, by allowing many kinds of network devices to establish a connection with them and interact with the environment. Given the need to develop interface tools in order to manage WSNs, and since mobile devices, such as smartphones and tablets, established themselves as one of the most common means of access to the Internet, the aim of this thesis is to propose a system to remotely manage and monitor sensor networks through a mobile device. The demonstration scenario chosen for the implementation of the proposed system is part of the SustIMS project. This project is undertaken by ESRG (Embedded Systems Research Group) and aims to develop a vehicle collision detection system on road protection rails in co-promotion with the company Ascendi. The system architecture consists of, besides the WSN, a database, a server and a mobile application. The database was implemented in MySQL and the server in JAVA, using REST type web services. The MySQL and GlassFish servers were then used to run the web services, and hosted on the Amazon Elastic Compute Cloud). The mobile application was developed for Android, offering the user not only the possibility to manage the whole system's database but also the possibility to be notified whenever a collision is detected in sensor nodes that he can access to, using services as GCM (Google Cloud Messaging) and Google Maps.
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Nandhini, Devi N. "A Feasibility Map-Based Framework and Its Implementation for Selection in Engineering Design." Thesis, 2015. http://etd.iisc.ac.in/handle/2005/3770.

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A pragmatic method for selecting components and devices from a database or parameterized models is developed in this thesis. The quantitative framework presented here is sufficiently general to accommodate an entire device assembly, a component, or a sub-assembly. The details pertaining to a device or a component are classified into three sets of variables: (i) user-specifications, s (ii) device parameters, p , and (iii) device characteristics, c . Functional, practical, and performance-related attributes that a user can provide comprise user-specifications. Since, most often, a specification cannot be specified as a single number, we allow the user to enter a range with lower and upper bounds. Device parameters comprise the geometry and material properties, and device characteristics include functional requirements and performance criteria. Thus, for a device, all its functional and utility attributes are contained in the union of sets s and c , whereas the geometry and the material properties are in set p . The equations governing the physical behavior of the device are written in terms of s , p , and c . These equations may sometimes be readily available; when they are not, it may be necessary to formulate them as required. By solving the governing equations along with the inequalities that arise from the lower and upper bounds on s , we obtain feasible ranges on p and c . Then, for any pair of device characteristics, a 2D feasible map is drawn, to visually portray the consequences of user-specifications. If the feasible map is null, small, or large, it indicates that the user-specifications are infeasible, stringent, or there is much scope for design, respectively. This can be inferred even before the designs are considered. Juxtaposed on the feasible map are points or lozenges corresponding to the quantitative attributes of the entries in the database. The ones that lie inside the feasible map can be reckoned as meeting the user-specifications and thus, enabling selection. On the other hand, if there is no database or none of the devices in the database lie inside the feasible map, we can identify the feasible ranges of all the design parameters for every point inside the feasible map. This information is useful to the designer to redesign and arrive at feasible designs by using parameterized models of the device. A Graphical User Interface (GUI) is developed to facilitate the user-interaction. The utility of the selection framework is demonstrated with a variety of case-studies including miniature pumps, heat pulse-based soil-moisture sensors, springs, flywheels, compliant mechanisms, micromechanical suspensions, etc. The latter two use kineto-elastic characteristics of deformable components. The framework, when used for materials selection, can be seen as an extension of Ashby’s materials selection method. This is also illustrated with two examples.
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26

Nandhini, Devi N. "A Feasibility Map-Based Framework and Its Implementation for Selection in Engineering Design." Thesis, 2015. http://etd.iisc.ernet.in/2005/3770.

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Abstract:
A pragmatic method for selecting components and devices from a database or parameterized models is developed in this thesis. The quantitative framework presented here is sufficiently general to accommodate an entire device assembly, a component, or a sub-assembly. The details pertaining to a device or a component are classified into three sets of variables: (i) user-specifications, s (ii) device parameters, p , and (iii) device characteristics, c . Functional, practical, and performance-related attributes that a user can provide comprise user-specifications. Since, most often, a specification cannot be specified as a single number, we allow the user to enter a range with lower and upper bounds. Device parameters comprise the geometry and material properties, and device characteristics include functional requirements and performance criteria. Thus, for a device, all its functional and utility attributes are contained in the union of sets s and c , whereas the geometry and the material properties are in set p . The equations governing the physical behavior of the device are written in terms of s , p , and c . These equations may sometimes be readily available; when they are not, it may be necessary to formulate them as required. By solving the governing equations along with the inequalities that arise from the lower and upper bounds on s , we obtain feasible ranges on p and c . Then, for any pair of device characteristics, a 2D feasible map is drawn, to visually portray the consequences of user-specifications. If the feasible map is null, small, or large, it indicates that the user-specifications are infeasible, stringent, or there is much scope for design, respectively. This can be inferred even before the designs are considered. Juxtaposed on the feasible map are points or lozenges corresponding to the quantitative attributes of the entries in the database. The ones that lie inside the feasible map can be reckoned as meeting the user-specifications and thus, enabling selection. On the other hand, if there is no database or none of the devices in the database lie inside the feasible map, we can identify the feasible ranges of all the design parameters for every point inside the feasible map. This information is useful to the designer to redesign and arrive at feasible designs by using parameterized models of the device. A Graphical User Interface (GUI) is developed to facilitate the user-interaction. The utility of the selection framework is demonstrated with a variety of case-studies including miniature pumps, heat pulse-based soil-moisture sensors, springs, flywheels, compliant mechanisms, micromechanical suspensions, etc. The latter two use kineto-elastic characteristics of deformable components. The framework, when used for materials selection, can be seen as an extension of Ashby’s materials selection method. This is also illustrated with two examples.
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