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1

Roast, Christopher Richard. "Executing models in human computer interaction." Thesis, University of York, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335778.

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2

Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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3

Tchernavskij, Philip. "Designing and Programming Malleable Software." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS499.

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Les besoins des utilisateurs en matière de fonctionnalités et d'interfaces logicielles sont variés et changeants. Mon objectif est de permettre aux utilisateurs eux-mêmes de facilement modifier ou faire modifier leur logiciel en fonction de l'évolution de leurs besoins. Toutefois, à mon avis, les approches actuelles ne traitent pas cette question de façon adéquate : L'ingénierie logicielle favorise la flexibilité du code mais, dans la pratique, cela n'aide pas les utilisateurs finaux à apporter des changements à leurs logiciels. Les systèmes permettant à l'utilisateur de programmer en direct (“live programming”) ou de modifier le code du logiciel (“end-user programming”) permettent aux utilisateurs de personnaliser les interfaces de leur logiciel en accédant et modifiant le code source. J'adopte une approche différente, qui cherche à maximiser les modifications qui peuvent être faites à travers des interactions habituelles, par exemple la manipulation directe d'éléments d'interface. J'appelle cette approche la malléabilité logicielle. Pour comprendre les besoins des utilisateurs et les obstacles à la modification des logiciels interactifs, j'étudie comment les logiciels actuels sont produits, maintenus, adoptés et appropriés dans un réseau de communautés travaillant avec des données sur la biodiversité. Je montre que le mode de production des logiciels, c'est-à-dire les technologies et les modèles économiques qui les produisent, est biaisé en faveur de systèmes centralisés et uniformisés. Cela m'amène à proposer un programme de recherche interdisciplinaire à long terme pour repenser les outils de développement logiciel afin de créer des infrastructures pour la pluralité. Ces outils peuvent aider de multiples communautés à collaborer sans les forcer à adopter des interfaces ou représentations de données identiques. Le logiciel malléable représente une telle infrastructure, dans laquelle les systèmes interactifs sont des constellations dynamiques d'interfaces, de dispositifs et de programmes construits au moment de leur utilisation. Ma contribution technologique est de recréer des mécanismes de programmation pour concevoir des comportements interactifs. Je généralise les structures de contrôle existantes pour l'interaction en ce que j’appelle des intrications (“entanglements”). J'élabore une structure de contrôle d'ordre supérieur, les intricateurs (“entanglers”), qui produisent ces intrications lorsque des conditions préalables particulières sont remplies. Ces conditions préalables sont appelées co-occurrences. Les intricateurs organisent l'assemblage des interactions dynamiquement en fonction des besoins des composants du système. Je développe ces mécanismes dans Tangler, un prototype d’environnement pour la construction de logiciels interactifs malléables. Je démontre comment Tangler supporte la malléabilité à travers un ensemble de cas d'étude illustrant comment les utilisateurs peuvent modifier les systèmes par eux-mêmes ou avec l'aide d'un programmeur. Cette thèse est un premier pas vers un paradigme de programmation et de conception de logiciels malléables capables de s'adapter à la diversité des usages et des utilisateurs<br>User needs for software features and interfaces are diverse and changing, motivating the goal of making it as easy as possible for users themselves to change software, or to have it changed on their behalf in response to their developing needs. However, in my opinion, current approaches do not address this issue adequately: software engineering promotes flexible code, but in practice this does not help end-users effect change in their software. End-user and live programming systems help users customize their interfaces by accessing and modifying the underlying source code. I take a different approach, seeking to maximize the kinds of modifications that can take place through regular interactions, e.g. direct manipulation of interface elements. I call this approach malleable software. To understand contemporary needs for and barriers to modifying software, I study how it is produced, maintained, adopted, and appropriated in a network of communities working with biodiversity data. I find that the mode of software production, i.e. the technologies and economic relations that produce software, is biased towards centralized, one-size-fits-all systems. This leads me to propose a long-term, interdisciplinary research program in reforming the tools of software development to create infrastructures for plurality. These tools should help multiple communities collaborate without forcing them to consolidate around identical interfaces or data representations. Malleable software is one such infrastructure, in which interactive systems are dynamic constellations of interfaces, devices, and programs assembled at the site of use. My technological contribution is a reconstruction of the programming mechanisms used to create interactive behavior. I generalize existing control structures for interaction as entanglements, and develop a higher-order control structure, entanglers, which produces entanglements when particular pre-conditions, called co-occurrences, are met. Entanglers cause interactions to be assembled dynamically as system components come and go. I develop these mechanisms in Tangler, a prototype environment for building malleable interactive software. I demonstrate how Tangler supports malleability through a set of benchmark cases illustrating how users can modify systems by themselves or with programmer assistance. This thesis is an early step towards a paradigm for programming and designing malleable software that can keep up with human diversity
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4

Lau-Kee, David Andrew. "Visual and by-example interactive systems for non-programmers." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238670.

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5

Thornburg, Kristopher M. "The effect of positive and negative messages on problem solving in computer programming tasks." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/608.

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Many supervisory control systems require the operator to solve any problems that the system's automation cannot accommodate. Consequently, this class of systems would benefit from designs and methods which improve operator problem solving performance. Currently, human factors researchers develop designs and methods emphasizing the cognitive capacities and abilities of operators. For the most part, these approaches neglect the emotional state of the operator, although emotion has been shown to have an important impact on performance in many other domains. This dissertation introduces the modified Multidimensional Problem Solving (m-MPS) Model, a theoretical model predicting how affect, one aspect of emotion, will influence problem solving performance. The model was tested in an experiment in which 32 participants attempted to correct a series of 5 bugs in a computer program. During their task, they received compiler messages with keywords specifically chosen to create a positive or negative affective state. The model predicted that the participants with messages designed to increase positive affect would seek solutions with a more divergent thought process, and this would be indicated with a more diverse set of problem-solving approaches, along with higher scores on a divergent thought measuring test administered throughout the experiment. Those with less positive affect would seek solutions in a smaller, less creative space and demonstrate less divergent thought. Unfortunately, the feedback messages did not appear to evoke an emotional response powerful enough to create a measurable change in emotional state. However, the messages did affect various aspects of the participants' performance in ways consistent with the model, including fewer repeated solutions with increasing divergent thought scores (F(1,423) = 12.39, p < 0.01) and the probability of continuing the problem solving process declines with each unsuccessful attempt (Z = -2.98, p = 0.003). The most compelling result was that participants receiving the negative messages were significantly less likely to successfully complete the problem-solving task (Wald Χ2 = 4.06, p = 0.044). These results suggest that in human-computer interactions, messages are an important factor in creative problem solving performance. Further research is necessary to determine the source of these effects in supervisory control interfaces.
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Bergqvist, Andreas. "When Code Becomes Play : Appropriation in the Programming of Outdoor Play Spaces." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-438131.

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Barn får färre möjligheter att skapa och utforma sina egna platser att leka på då samhället urbaniseras. Samtidigt förväntar samhället att de ska lära sig att programmera tidigare i livet. Barn leker oftare i designade lekplatser där man har färre möjlighet att bygga sina egna kojor och gömställen. Detta arbete utforskar hur programmeringsbara artefakter i lekplatser kan approprieras av barn i ett försök att ge barnen mer makt över lekplatserna. En prototyp bestående av tre insektsformade artefakter, ett programmeringsspråk, och en utvecklingsmiljö designades och utvecklades specifikt för denna studie. Den utvärderades av 20 barn i åldrarna 8–10 år indelade i fem grupper. Studien tog plats utomhus i närheten till platser där deltagarna ofta lekte. Utifrån observationer av när prototypen utforskas och intervjuer med deltagarna gjordes en tematisk analys. Analysen resulterade i fem teman; kontroll över prototyper, fokus på sig själv, fokus på att stödja andra, social hierarki kring enheten, och användning av prototyper. Studiens resultat indikerar att programmeringsspråk och dess utvecklingsmiljöer inte bara är ett verktyg i approprieringen av lekutrymmet, utan även en del av kontexten som ramar in lek och kan där igenom approprieras i sig själv. Genom detta kan programmeringen bli en del av leken. Dessutom, designarbetet och utvärderingen av designen genererade insikter i hur man kan arbeta med och studera programmeringsbara lekplatser.<br>Children get fewer opportunities to create and shape the places they play in due to the urbanization of society. Meanwhile, society has begun expecting them to begin learning to code at earlier ages. As more children play in designed playgrounds, they have fewer chances to build their own treehouses and hideouts. This study attempts to explore how programmable props in playgrounds afford appropriation by children, in an attempt to give them more power over the playgrounds and their play. A set of programmable playground props were designed and developed into a prototype. A prototype consisting of three artefacts shaped like insects, a programming language, and a development environment was designed. The prototype was tested and evaluated by 20 children in the ages eight to ten divided into five groups. The study took place outside close to where the participants normally played. A thematic analysis was done on the observations of the prototype being used and the recorded conversations from group interviews with the participants. The analysis resulted in five themes; control over the prototype, focus on self, focus on supporting others, social hierarchy around the device, and usages of the prototype. The result of the study suggests that programming languages and development tools are not just tools in the appropriation of play spaces, but also structures that can frame play. Through this, the programming becomes part of the play. Additionally, the design process and study generated insights on how you can work with and study programmable playgrounds.
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7

Lindgren, Sebastian. "A Mobile Graph-Like Visual Programming Language." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36249.

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Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
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Bellamy, Rachel Katherine Emma. "Support tools for planning : a psychological investigation in the context of programming." Thesis, University of Cambridge, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386988.

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9

Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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10

Garcia, Mariano. "Effects of levels of abstractness of icons used to represent programming language constructs." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/8171.

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11

Fernaeus, Ylva. "Let's Make a Digital Patchwork : Designing for Childrens Creative Play with Programming Materials." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6706.

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This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials. Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface. The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Narayanaswami, Anand. "A prototype of an online speech-enabled information access tool using Java speech application programming interface." Ohio : Ohio University, 2001. http://www.ohiolink.edu/etd/view.cgi?ohiou1174063861.

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Fernaeus, Ylva. "Let´s Make a Digital Patchwork : Designing for Childrens Creative Play with Digital Material." Doctoral thesis, Stockholm University, Department of Computer and Systems Sciences (together with KTH), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6706.

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<p>This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials.</p><p>Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface.</p><p>The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.</p>
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Palmquist, Lena. "Exploring self-efficacy in end-user programming : a feminist approach." Licentiate thesis, Umeå universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-91504.

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Digital services and devices are today more spread than ever, forming a basis for new innovations, even among ordinary people. And yet, producers of such services and devices are mostly men with programming skills. Women's participation in development and design of digital products is thus not yet as influential as that of men. An approach to this situation is to offer web-based environments for end-user development where people with no programming experiences have the opportunity to develop their own smartphone applications. The SATIN project, a collaboration between universities and IT-companies, has taken such an approach, with a focus on supporting female end-users. This project has been serving as a case in this research with the purpose of exploring and understanding end-user programming related to self-efficacy and female strategies. Experiences from being a member of the SATIN project are accounted for as well as results from qualitative observation studies capturing subjects’ reactions to the system. In the first set of observations, 9 subjects tested a mock-up version of the so-called SATIN editor, where the actual app building takes place. Later on a second set of observations with 11 subjects focused on how to support computer self-efficacy and end-user programming strategies that women prefer to a higher degree than men. Observations indicate that the women where as positive to making use of the editor as the men. The test subjects also showed signs of motivation as well as creativity while exploring the system. An observation related to design aspects of the system was that the quality of the components that form the smartphone apps seems to be crucial if the system is expected to truly support strategies that women request. Supporting women's own perceptions of self-efficacy related to developing computer-based systems is challenging, still indications of acceptance and enthusiasm for the system were observed. From a design perspective, using strategies and self-efficacy sources as an evaluation framework in the development process shows potential for improved design, and not only when designing for female users, but for diverse groups of users, hopefully paving the way for a more diverse community of producers of computer-based products.<br>SATIN 2 project
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Bergsmark, Moa. "From Patchwork to Appliqué : Exploring Material Properties Through an Interaction Design Remake." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-222233.

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Materials and materiality in interaction design has become more and more important perspectives within the field. Material explorations of a specific material could contribute to this ongoing discussion. As means to investigate how material properties affect interactive qualities for a tangible interaction design, a remake of an existing design was created. The starting point for remake is a tangible programming space for children called Patcher where custom built RFID readers is interacted with. For this investigation, Android mobile phones with NFC readers is the material of choice when recreating the same concept. Design values in Patcher are identified as collaborative play and open-ended programming play. The creation process of Alfombra Applique, the remake, is presented, the design choices and how they relate to the shift of material. This leads to learnings regarding how material properties differ when using the prebuild product with a lot of design possibilities in relationship to custom built hardware. These learning can be summarized into three topics. (1) When using a prebuilt product as material there will be more limitations to how a designer can change the material, it can only be bent using software. (2) A consumer market product opens up to getting the artefact available to more users, but it could depend on how the product normally is used. (3) The designer and users will have a lot more preknowledge of the material whish gives implications on expectations. Also, the paper investigates how exploring materials and having a bricolage mindset made it possible to create a meaningful remake with other material of an existing design. It is concluded that the choice of materials and how designers work with their properties changes what is relevant and possible to design.<br>Inom forskningsfältet interaktionsdesign har diskussioner kring material och materialegenskaper blivit mer och mer viktigt. En typ av forskning som bidrar till denna diskussion är materialutforskningar. I denna artikel undersöks hur materialegenskaper påverkar designbeslut inom greppbar interaktionsdesign. Materialegenskapernas påverkan  undersöks genom att återvinna ett existerande koncept från fältet och återskapa detta med andra material. Förlagan, Patcher, är en matta för programmeringslek där barn interagerar med RFID-taggar som läses med RFID-läsare som designerna själva hade satt ihop från komponenter. I den nya prototypen användes istället Androidtelefoner utrustade med NFC-läsare och NFC-taggar för dessa att läsa av. Från Patcher behölls grundidén och två designvärderingar att ta med till den nya designprocessen, dels vikten av att uppmuntra till samarbete samt användarnas självständighet att hitta på regler och mål med leken. Den nya designen får namnet Alfombra Applique. Designen, designbesluten och hur de är relaterade till materialbytet presenteras. Detta leder till resultat angående hur materialegenskaperna mellan egenkonstruerad hårdvara och en färdigkomponerad produkt, som en mobiltelefon, skiljer sig åt. Dessa resultat summeras till tre punkter. (1) Att använda en färdig produkt i skapandet av den här typen av greppbar interaktionsdesign gör det svårare att modifiera materialet, det är bara möjligt med mjukvara. (2) Det finns potential att nå fler användare av greppbar interaktionsdesign när materialitet är existerande produkter som många redan äger. (3) Förväntningar på en design förändras när användare och designer har mer förförståelse för föremålet och dess förväntade användning. Förutom detta visas hur metoden för undersökandet av materialen inspirerat från bricolage som var viktig för designprocessen gjorde det möjligt att återskapa ett existerande koncept. Detta leder till slutsatsen att vilka material som används och hur designern arbetar med deras egenskaper förändrar vad som är relevant och vad som är möjligt att skapa inom interaktionsdesign.
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Paay, Jeni. "Indexing to situated interactions /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00001711.

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Conversy, Stéphane. "Contributions to the science of controlled transformation." Habilitation à diriger des recherches, Université Paul Sabatier - Toulouse III, 2013. http://tel.archives-ouvertes.fr/tel-00853192.

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My research activities pertain to "Informatics" and in particular "Interactive Graphics" i.e. dynamic graphics on a 2D screen that a user can interact with by means of input devices such as a mouse or a multitouch surface. I have conducted research on Interactive Graphics along three themes: interactive graphics development (how should developers design the architecture of the code corresponding to graphical interactions?), interactive graphic design (what graphical interactions should User Experience (UX) specialists use in their system?) and interactive graphics design process (how should UX specialists design? Which method should they apply?) I invented the MDPC architecture that relies on Picking views and Inverse transforms. This improves the modularity of programs and improves the usability of the specification and the implementation of interactive graphics thanks to the simplification of description. In order to improve the performance of rich-graphic software using this architecture, I explored the concepts of graphical compilers and led a PhD thesis on the topic. The thesis explored the approach and contributed both in terms of description simplification and of software engineering facilitation. Finally, I have applied the simplification of description principles to the problem of shape covering avoidance by relying on new efficient hardware support for parallelized and memory-based algorithms. Together with my colleagues, we have explored the design and assessment of expanding targets, animation and sound, interaction with numerous tangled trajectories, multi-user interaction and tangible interaction. I have identified and defined Structural Interaction, a new interaction paradigm that follows the steps of the direct and instrumental interaction paradigms. I directed a PhD thesis on this topic and together with my student we designed and assessed interaction techniques for structural interaction. I was involved in the design of the "Technology Probes" concept i.e. runnable prototypes to feed the design process. Together with colleagues, I designed VideoProbe, one such Technology Probe. I became interested in more conceptual tools targeted at graphical representation. I led two PhD theses on the topic and explored the characterization of visualization, how to design representations with visual variables or ecological perception and how to design visual interfaces to improve visual scanning. I discovered that those conceptual tools could be applied to programming languages and showed how the representation of code, be it textual or "visual" undergoes visual perception phenomena. This has led me to consider our discipline as the "Science of Controlled Transformations". The fifth chapter is an attempt at providing this new account of "Informatics" based on what users, programmers and researchers actually do with interactive systems. I also describe how my work can be considered as contributing to the science of controlled transformations.
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Elmir, Hassan. "Using Multicore Programming on the GPU to Improve Creation of Potential Fields." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5647.

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In the last decade video games have made great improvements in terms of arti cial intelligence and visuals. Researchers have also made advancements in the arti cial intelligence eld and some of the latest research papers have been exploring potential elds. This report will cover the background of potential eld and examine some improvements that can be made to increase the performance of the algorithm. The basic idea is to increase performance by making a GPGPU(General purpose graphic processing unit) solution for the creation of potential elds. Several GPGPU implementations are presented where focus has lied on optimizing memory access patterns to increase performance. The results of this thesis show that an optimized GPGPU implementation can give up to 18.5x speedup over a CPU implementation.
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Chattratichart, Jarinee. "Usability issues and design principles for visual programming languages." Thesis, Brunel University, 2003. http://bura.brunel.ac.uk/handle/2438/9217.

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Despite two decades of empirical studies focusing on programmers and the problems with programming, usability of textual programming languages is still hard to achieve. Its younger relation, visual programming languages (VPLs) also share the same problem of poor usability. This research explores and investigates the usability issues relating to VPLs in order to suggest a set of design principles that emphasise usability. The approach adopted focuses on issues arising from the interaction and communication between the human (programmers), the computer (user interface), and the program. Being exploratory in nature, this PhD reviews the literature as a starting point for stimulating and developing research questions and hypotheses that experimental studies were conducted to investigate. However, the literature alone cannot provide a fully comprehensive list of possible usability problems in VPLs so that design principles can be confidently recommended. A commercial VPL was, therefore, holistically evaluated and a comprehensive list of usability problems was obtained from the research. Six empirical studies employing both quantitative and qualitative methodology were undertaken as dictated by the nature of the research. Five of these were controlled experiments and one was qualitative-naturalistic. The experiments studied the effect of a programming paradigm and of representation of program flow on novices' performances. The results indicated superiority of control-flow programs in relation to data-flow programs; a control-flow preference among novices; and in addition that directional representation does not affect performance while traversal direction does - due to cognitive demands imposed upon programmers. Results of the qualitative study included a list of 145 usability problems and these were further categorised into ten problem areas. These findings were integrated with other analytical work based upon the review of the literature in a structured fashion to form a checklist and a set of design principles for VPLs that are empirically grounded and evaluated against existing research in the literature. Furthermore, an extended framework for Cognitive Dimensions of Notations is also discussed and proposed as an evaluation method for diagrammatic VPLs on the basis of the qualitative study. The above consists of the major findings and deliverables of this research. Nevertheless, there are several other findings identified on the basis of the substantial amount of data obtained in the series of experiments carried out, which have made a novel contribution to knowledge in the fields of Human-Computer Interaction, Psychology of Programming, and Visual Programming Languages.
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Chen, Mei 1962. "The characterization of learning environments and program structures of instructional programs produced using Logo /." Thesis, McGill University, 1992. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=56930.

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A methodology was developed in this study for identifying the cognitive, pedagogical, and computational characteristics of computer-based learning environments. The characterization of the cognitive and pedagogical features was achieved by decomposing the learning environments into episodes which were composed of sequences of "views". Each "view" was described in terms of the different types of knowledge presented, the pedagogical strategies used to present the knowledge, and the forms and functions of user-computer interactions elicited. The computational characteristics were described in terms of modularity and other programming properties. The methodology was applied to characterizing the instructional programs produced by student teachers using Logo.<br>The results showed that this methodology can successfully identify the cognitive, pedagogical and computational characteristics of the learning environments. It can also clarify what can be learned in a microworld, especially the "powerful ideas" in Logo environments. In addition, the usability and constraints of learning environments in meeting the learners' cognitive needs during the learning process can be assessed.
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Österholm, Anders. "PyMorphic - a Morphic based Live Programming Graphical User Interface implemented in Python." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7264.

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<p>Programming is a very complex activity that has many simultaneous learning elements. The area of Live-programming offers possibilities for enhancing programming work by speeding up the feedback loop and providing means for reducing the cognitive load on the working memory during the task. This could allow for better education for novice programmers. In this work a number of systems with a shared aim of providing educational tools for scholars from compulsory level to undergraduate college were studied. The common approach in the majority of the tools was to use program abstractions like tangible morphs, playing cards, capsules for code segments, and visual stories. For the user these abstractions and tools offer better focus on the constructive and creative side of programming because they relieve the user from the cumbersome work of writing program code, but they also sacrifice some of the expressiveness of a low-level language.</p><p>A Live programming system, called PyMorphic, based on the Morphic model was built in the Python programming language. Two different solutions, based on the Wx toolkit for Python, were constructed and evaluated. The results show that Morphic and Python go well together because Python is a programming language that allows for compact and dynamic code. PyMorphic was evaluated with the cognitive dimensions framework and theories on cognitive load and working memory. A user attitude test was performed and the results showed that the users had a positive attitude towards the PyMorphic system.</p><p>The PyMorphic project is open-source and it is hosted on Sourceforge. The code can be downloaded from the project web-site: http://pymorphic.sourceforge.net. Anyone is welcome to take part in further development of PyMorphic.</p>
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Anderfelt, Victor. "From Mob Programming to Mob Development : User-Centred Design in Collaborative Software Development." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414221.

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Mob programming is a collaborative software development method that has gained increasing attention in both industry and research. While the focus of mob programming is on the benefits of teams programming together, there are also potential benefits for other aspects of the software development process. However, there is a lack of research on the use of the method outside the domain of programming. This study explores user-centred design (UCD) in mob programming through a case study of three software development teams at Sveriges Television, a Swedish public broadcasting company. Results show that the teams use the method for a variety of tasks in their daily work, calling for a rebranding of the method to mob development to encompass the broader scope. The integration of UCD is analysed through the principles of user-centred agile software development. The results indicate that a revision of these principles is needed to include the cross-functional and social factors that mob development adds to the software development process.
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Hodges, Steve. "Revealing code what can language teach software? /." Thesis, Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-03292004-211229/unrestricted/hodges%5Fsteven%5F200405%5Fms.pdf.

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Thesis (M.S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2004.<br>Eugene Thacker, Committee Chair ; Xin Wei Sha, Committee Member ; Stephen Mamber, Committee Member ; Jay Bolter, Committee Member. Includes bibliographical references (leaves 87-89).
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Johnston, Christopher Troy. "VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand." Massey University, 2009. http://hdl.handle.net/10179/1219.

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This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
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Mojadadi, Abdul Rahman. "The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_9996_1306737536.

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<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
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Hernoux, 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.

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Le but de cette thèse est de proposer et d'évaluer un système transparent de capture de mouvements des mains en temps réel pour permettre la réalisation d'interactions 3D en environnement virtuel (E.V.). Les outils tels que le clavier et la souris ne suffisent plus lorsque l'on travaille dans des E.V. 3D et les systèmes de capture de mouvements actuels ont l'inconvénient du coût et du port de matériel. Les systèmes basés sur des caméras et le traitement d'images comblent en partie ces lacunes, mais ne permettent pas encore une capture de mouvements 3D précise, efficace et temps réel. Notre système propose une solution à ce problème grâce à une caméra 3D. Nous avons implémenté des modalités qui permettent une interaction plus naturelle avec les objets et l'E.V. L'objectif de notre système est d'obtenir des performances au moins égales à celles d'outils couramment utilisés en réalité virtuelle tout en offrant une meilleure acceptabilité globale, mesurée sous l'angle de l'utilité, de l'utilisabilité et du sentiment d'immersion. Pour répondre à cet objectif, nous avons mené 3 études expérimentales impliquant plus de 100 participants. L'étude 1 a comparé, pour une tâche de sélection, la première version de notre système (basé sur une Camera 3D MESA SwissRanger) à une souris classique. L'expérimentation 2 est axée sur l'étude de la réalisation de tâches de manipulation d'objets (positionnement, orientation, redimensionnement) et de navigation en E.V. Pour cette étude, nous avons comparé la version améliorée de notre système (basée sur la Microsoft Kinect) à des gants de données associés à des capteurs magnétiques. La 3ème étude, complémentaire, porte sur l'évaluation de nouvelles modalités d'interaction, implémentées d'après les commentaires recueillis auprès des participants de la seconde étude.
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Jost, Céline. "ArCo : une Architecture informatique pour un Compagnon Artificiel en interaction avec un utilisateur." Phd thesis, Université de Bretagne Sud, 2013. http://tel.archives-ouvertes.fr/tel-00861311.

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La progression rapide de la technologie a donné lieu à un panorama riche et varié de dispositifs numériques : caméra, téléphones mobiles, GPS, tablettes tactiles, liseuses numériques, robots, télévisions, éléments de domotique... La majorité de ces appareils sont aujourd'hui connectés à Internet. Et en plus de leurs fonctionnalités principales, ils permettent à leur propriétaire de rester en contact avec " le monde " à l'aide de logiciels de communication, de personnages virtuels ou de robots. Tous ces dispositifs numériques fonctionnent indépendamment les uns des autres. La question qui se pose est de savoir si ces dispositifs numériques doivent être coordonnés afin de partager certaines informations et effectuer certaines actions ensembles. Cette collaboration entre les dispositifs numériques est gérée par le Compagnon Artificiel qui est en contact permanent avec un utilisateur par les biais des divers dispositifs numériques. Une architecture modulaire ArCo permettant de mettre en place un Compagnon Artificiel a été réalisée dans le cadre de ce travail. Les dispositifs numériques sont gérés par des modules spécifiques, créés grâce à un cadriciel MICE (Machines Interaction Control in their Environment). L'utilisateur final du système peut programmer des scenarii d'interaction, qui indiquent les actions que doivent effectuer les dispositifs numériques, grâce à une interface de programmation visuelle AmbiProg. Chaque scénario est interprété par un module AmbiLive. Les conflits d'accès aux dispositifs numériques sont gérés par un module AmbiCop. Un ensemble d'évaluations a permis de valider expérimentalement l'architecture ArCo et de répondre à des problématiques d'interaction homme-machine.
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VIANA, Daniel Leite. "Uma linguagem de domínio específico para descrição e reconhecimento de gestos usando sensores de profundidade." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/15892.

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Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-03-11T14:13:00Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao DANIEL LEITE VIANA.pdf: 4297126 bytes, checksum: fa862ba18fe815a710afe7b3e591cee8 (MD5)<br>Made available in DSpace on 2016-03-11T14:13:00Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao DANIEL LEITE VIANA.pdf: 4297126 bytes, checksum: fa862ba18fe815a710afe7b3e591cee8 (MD5) Previous issue date: 2015-08-10<br>Sistemas baseados em gestos vêm se tornando uma alternativa para o desenvolvimento de aplicações mais intuitivas para os usuários, pois permitem a esses usuários interagirem de forma mais natural. Tais sistemas, em geral, requerem dispositivos de captura junto com alguma técnica de reconhecimento para que os gestos requeridos na interação natural sejam reconhecidos. A ausência de abstrações apropriadas para representação dos gestos dificulta as especificações de novas interações naturais. A representação de um gesto, quase sempre, envolve Aprendizagem de Máquina ou um avançado algoritmo de reconhecimento baseado nos dados da posição tridimensional do corpo humano fornecidos por sensores de profundidade, tal como o Microsoft Kinect. Além disso, as aplicações desenvolvidas tornam-se dependentes das bibliotecas de desenvolvimento dos dispositivos. Dessa forma, se o dispositivo for substituído por outro mais moderno ou de fabricante diferente quase todo o algoritmo de reconhecimento precisa ser reescrito. O principal objetivo desta dissertação é a especificação e implementação da Linguagem para Especificação de Gestos (LEG), uma Domain-Specific Language (DSL) para a especificação e reconhecimento de gestos livres do corpo humano com suporte a diferentes dispositivos de profundidade. A LEG é uma linguagem declarativa, baseada na análise das interfaces gestuais para computador e no estudo das abstrações e representações do movimento humano, a fim de reduzir a complexidade no desenvolvimento de aplicações baseadas em gestos. A implementação da linguagem foi realizada em duas etapas. Primeiro, foi criado um framework (Kinect Gesture) com a lógica para rastrear e identificar gestos descritos na linguagem. Na segunda etapa, foi definida a gramática e o interpretador foi construído. A abordagem adotada foi de DSL externa, sendo sua sintaxe textual e particular. A fim de avaliar a implementação proposta, 15 (quinze) gestos foram especificados em LEG e reconhecidos. Tendo como referência os resultados obtidos, chegou-se a conclusão que a linguagem apresentada neste trabalho diminuiu consideravelmente a complexidade necessária para realizar a especificação e o reconhecimento dos gestos.<br>Systems Based-gestures are becoming an alternative to the development of more intuitive applications for users, because enable users to interact more naturally. Generally these systems need of capture devices together with some technique for gesture recognition. The lack of appropriate abstractions for the representation of gestures difficult to specifications of new natural interactions. For specify gesture, it is almost always necessary to acquire advanced knowledge in gesture recognition area and skills on chosen device and it is for this reason that the development of gestures is restricted. Often developers are using Machine Learning as support to creating database. Another approach is to create a recognition algorithm based on data from the depth sensor Kinect. Furthermore, due to the nature of the software development kits (SDK) provided by the hardware vendors to build gesture-based applications, the developed applications often become tightly coupled with the SDK. The result is that significant portions of the application need to be rewritten to run it on another device. The main goal of this dissertation is to implement and evaluate GSL (Gesture Specific Language), a Domain-Specific Language for specification and identification of gestures with support to different depth sensors. GSL is a declarative programming language based on the analysis of gestural interfaces for computer and study of abstractions and representations of human movement, in order to reduce the complexity in application development based on gestures. The development was conducted in two phases: the first was implemented a framework (Kinect Gesture) with logic for tracking and identify gestures. In the second phase, we built an grammar and a compiler. We adopted a external DSL approach, with specific and textual syntax. In order to evaluate the proposed implementation, we used GSL for specification and recognition of fifteen gestures. The results obtained show that GSL reduced considerably the complexity on perform the specification and the recognition of gestures.
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Scholz, Robert. "Behavior Cards - ett programmeringsverktyg för barn." Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-66.

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<p>This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games. These goals can be accomplished by using different types of representations – such as icons, symbols and text – combined with an interaction technique based on direct manipulation of objects. Two versions of Behavior Cards have been developed and tested together with 11-year-old children. The results show that behaviors were useful for programming relatively advanced visual programs in a quick and effective manner, and that the children were able to learn and use the concept for creating simple programs. Further studies are needed to examine if children also can analyze and solve more complex programming problems.</p><br><p>Arbetet som den här uppsatsen beskriver omfattar utveckling och testning av ett programmeringsverktyg för barn. Syftet med verktyget är att barn ska kunna skapa visuella simulationer och spel genom att programmera aktörer som agerar och interagerar med varandra i en värld. Programmeringsverktygets namn är Behavior Cards, vilket kommer av att aktörernas agerande programmeras genom att tilldela dem kort som representerar olika typer av beteenden. Beteenden är till viss del förprogrammerade och kan innehålla generella händelser för hur aktörer ska agera i olika situationer, i motsats till att definiera varje tänkbar situation som kan uppkomma. Tanken är att programmerandet ska vara enklare än med traditionella, textbaserade, programmeringsspråk, men samtidigt kraftfullt inom den specifika domänen. Detta kan åstadkommas genom att använda olika typer av representationer – såsom ikoner, symboler och text – i kombination med en interaktionsteknik baserad på direktmanipulation av objekt. Två prototyper av programmeringsverktyget har utvecklats och testats på barn i 11-årsåldern. Resultaten visar att beteenden är tillämpbart för att programmera relativt avancerade visuella program på ett snabbt och effektivt sätt, och att barnen kunde lära sig och använda konceptet för att skapa enkla program. Det krävs dock fördjupade studier för att ta reda på om barn kan analysera samt lösa mer komplexa programmeringsproblem.</p>
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Nygård, Moa. "Digitalt verktyg för kollaborativ idégenerering : Jämförelse mellan klassisk webbprogrammering och implementering mot molnplattform." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42926.

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Den här studien har genomförts i samarbete med Statens tjänstepensionsverk (SPV). Myndigheten hanterar tjänstepensioner för de som är, eller har varit, statligt anställda. Studiens syfte var att utveckla ett användbart hjälpmedel för kollaborativ idégenerering samt att jämföra en implementation med traditionell webbprogrammering mot att skapa ett tillägg till en molnplattform. Metoder som användes i projektet var intervjuer med medarbetare på myndigheten, utveckling av en webbsida med HTML, CSS, JavaScript och PHP och utveckling av ett tillägg mot en molnplattform. Den framtagna prototypen av idégenereringsverktyget testades i två omgångar med användbarhetstest. Resultatet visar att den framtagna prototypen ur ett användbarhetsperspektiv lyckades med målet att vara enkel att komma i gång med och lätt att använda. Viss förbättringspotential fanns med ännu tydligare beskrivningar och att säkra upp att användaren inte ska kunna använda verktyget fel. Under projektet uppkom det även svårigheter att implementera mot molnplattformen då kommunikationen med databasen inte lyckades implementeras. Så slutsatsen är att det kan vara enklare att programmera med mer traditionell webbprogrammering för en utvecklare som inte är van vid molnplattformen. Däremot kan det vara mer effektivt för ett företag att integrera applikationen mot en redan befintlig plattform för att kunna samla data på en plats.<br>This study has been carried out in collaboration with Statens tjänstepensionsverk (The National Government Employee Pensions Board, SPV). The government agency handles occupational pensions for those who is, or has been, a government employee. The purpose of this study was to develop a useful tool for collaborative idea generation and compare an implementation with traditional web programming against developing an extension for a cloud platform. The methods used in the project were interviews with employees at the company, development of a web page with HTML, CSS, JavaScript and PHP and development of an extension for a cloud platform. The idea generation prototype developed was tested in two usability tests. The result shows that the produced prototype reached the goal of being simple to use and easy to get started with seen from a usability perspective. There was also some potential for improvement with even clearer descriptions and less risk for the user to use the tool incorrectly. During the project some difficulties with developing against the cloud platform occurred leading to the database communication not being implemented. The conclusion is that it can be easier to program with more traditional web programming for a developer who is not used to the cloud platform. However, for a company it can be more effective to integrate the application to an already existing platform to be able to save data in one place.
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Remelin, Rickard. "Biosteel." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3360.

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This is the reflection of a graduation work done by Rickard Remelin. The work was made to create a proof of concept for a complex 3D computer game. All common elements such as creating Design document, story, programming, 3D modeling, texturing, animation, sound, etc, has been developed singlehandedly. Software used are Gimp, Blender, Gameblender and Audacity. The code was partly written in Python.<br>Detta är reflektionen av ett kandidatarbete gjort av Rickard Remelin. Arbetet har gått ut på att skapa ett koncept-bevis för ett komplext 3D datorspel. Alla vanliga moment så som Designdokument, Story, programmering, 3Dmodellering, texturering, animering, ljud, mm, har utvecklats på egen hand. Program som använts är Gimp, Blender, Gameblender samt Audacity. Koden är delvis skriven i Python.<br>Detta är en reflektionsdel till en digital medieproduktion. Address: Rickard Remelin Sternövägen 5 375 33 Karlshamn SWEDEN Available on Skype.
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Hansson, Christina. "User Driven Software Development in a Small Company." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5284.

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Field studies, interviews and participative observations have been the main methods in this master thesis where the author has studied, and partially participated, in the development process of a booking system called FRI. Idavall is the small company that develops this suc-cessful software despite small resources. Characteristic for Idavall is in the way they manage to involve their about 1300 users in the development process. The development process is highly flexible which is required when rapidly changes are common. The overall question in this thesis is: How do Idavall manage to develop this software in a flexible way and successfully involve their users in the development process? Idavall arranges FRI-meetings, courses and demonstrations where users meet each other and a representative from Idavall. All participants discuss FRI and have the opportunity to propose changes, improvements and report bugs. One of the most important parts of the busi-ness idea of Idavall is to offer a proper, friendly and professional support. The support is one of the most important possibilities to be informed about the users? needs, wishes and propos-als. This, what I called, user driven development has a lot of common with Participatory De-sign (PD) where users participate in the design of new software. PD implies that users of software should take part in decisions that affect the system and the way it is used and de-signed. Idavall make use of a kind of Customer Relationship Management (CRM), which is a concept used in the marketing arena. The objective of CRM is to create a strong, mutual and trustful relationship between supplier and customer. By using CRM in combination with PD it is possible to enhance the user participation and enable user driven development. The company has a flexible development process, which is built on an informal way of driving the process. Informal meetings are common where decisions about changes and im-provements are taken quickly. New versions are delivered about 20 times a year. The employ-ees meet several times a day in the central located coffee room and discuss problems. The development process has a lot of common with Extreme Programming (XP), which is a software development methodology that aims to make software development more flexi-ble and focus on highly flexible environments with quickly changing requirements. XP is de-scribed briefly and comparisons are made to the development process of FRI as well as short-comings of XP in the context of PD.
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Kammer, Dietrich. "Formalisierung gestischer Eingabe für Multitouch-Systeme." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-140508.

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Die Mensch-Computer-Interaktion wird dank neuer Eingabemöglichkeiten jenseits von Tastatur und Maus reicher, vielseitiger und intuitiver. Durch den Verzicht auf zusätzliche Geräte beim Umgang mit Computern geht seitens der Eingabeverarbeitung jedoch eine erhöhte Komplexität einher: Die Programmierung gestischer Eingabe für Multitouch-Systeme ist in derzeitigen Frameworks abgesehen von den verfügbaren Standard-Gesten mit hohem Aufwand verbunden. Die entwickelte Gestenformalisierung für Multitouch (GeForMT) definiert eine domänenspezifische Sprache zur Beschreibung von Multitouch-Gesten. Statt wie verwandte Formalisierungsansätze detaillierte Filter für die Rohdaten zu definieren, bedient sich GeForMT eines bildhaften Ansatzes, um Gesten zu beschreiben. Die Konzeption von Gesten wird unterstützt, indem beispielsweise in einem frühen Stadium der Entwicklung Konflikte zwischen ähnlichen Gesten aufgedeckt werden. Die formalisierten Gesten lassen sich direkt in den Code einbetten und vereinfachen damit die Programmierung. Das zugrundeliegende Framework sorgt für die Verbindung zu den Algorithmen der Gestenerkennung. Die Übertragung des semiotischen Ansatzes zur Formalisierung auf andere Formen gestischer Eingabe wird abschließend diskutiert.
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Stein, Gary. "FALCONET force-feedback approach for learning from coaching and observation using natural and experiential training /." Doctoral diss., Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002746.

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Guerrier, Yohan. "Proposition d'une aide logicielle pour la saisie d'information en situation dégradée : application à des utilisateurs IMC athétosiques dans des contextes liés au transport et aux activités journalières." Thesis, Valenciennes, 2015. http://www.theses.fr/2015VALE0027/document.

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L’objectif de cette thèse était d’étudier et développer une aide logicielle, nommée ComMob (communication et mobilité), permettant d’aider l’utilisateur lors de la saisie d’information en situation dégradée, en se centrant sur des utilisateurs à fort handicap moteur. La thèse se situe dans le domaine de l’interaction homme-machine, domaine particulièrement important puisque les interactions homme-machine se déroulent désormais continuellement et en tous lieux (domicile, lieux publics, travail…). Sous l’angle applicatif, cette recherche est plus particulièrement centrée sur la mobilité, en lien avec les transports collectifs, l’accès aux informations voyageur, l’incitation à utiliser ceux-ci, tout en faisant le lien avec des activités journalières. Mais dans ce cadre on s’intéresse plus particulièrement aux utilisateurs de profil Infirme Moteur Cérébral de type tétraplégique athétosique ; ces utilisateurs éprouvant des difficultés à effectuer des actions à l’aide de leurs membres supérieurs à cause de fréquents mouvements parasites. De plus, ces personnes ont un problème de dysarthrie. Le système ComMob exploite des pictogrammes pour accélérer la saisie des phrases ; différentes fonctionnalités sont proposées incluant une aide à la programmation. Plusieurs évaluations ont été effectuées, aussi bien en mobilité qu’en laboratoire. Différentes pers-pectives de recherche sont également proposées<br>The objective of the thesis is the study and development of a software aid named ComMob (Communication and Mobility) aimed at assisting disabled users when inputting information, nota-bly those with high mobility impairment. The thesis is in the field of Human-Computer Interaction, a particularly important area given that user interfaces are present on every device used continuously in all places (home, public places, offices ...). This research targets increased public transport use, better access to traveler information, and also daily activities of users with athetoid quadriplegic cerebral palsy. These users have difficulties performing actions with their arms because of frequent uncontrolled movements. In addition, they also have a dysarthria problem. The ComMob system uses pictograms to accelerate the input of sentences via different functions, including a program-ming aid. Several evaluations have been conducted in mobility situations and in laboratory condi-tions. Different research perspectives are also proposed
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Yunten, Tamer. "Supervisory methodology and notation (SUPERMAN) for human-computer system development." Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/49969.

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The underlying goal of SUPERvisory Methodology And Notation (SUPERMAN) is to enhance productive operation of human-computer system developers by providing easy-to-use concepts and automated tools for developing high-quality (e.g., human-engineered, cost-effective, easy-to-maintain) target systems. The supervisory concept of the methodology integrates functions of many modeling techniques, and allows complete representation of the designer's conceptualization of a system's operation. The methodology views humans as functional elements of a system in addition to computer elements. Parts of software which implement human-computer interaction are separated from the rest of software. A single, unified system representation is used throughout a system lifecycle. The concepts of the methodology are notationally built into a graphical programming language. The use of this language in developing a system leads to a natural and orderly application of the methodology.<br>Ph. D.<br>incomplete_metadata
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Fontaine, Emeric. "Programmation d'espace intelligent par l'utilisateur final." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00744415.

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Cette thèse traite du problème du développement d'espaces intelligents par l'utilisateur final sous l'angle de l'Interaction Homme-Machine et de l'Intelligence Ambiante. Dans les processus actuels de développement, l'utilisateur est un consommateur contraint par un système pensé et réalisé par d'autres. L'objectif de cette thèse est de redonner le pouvoir à l'utilisateur final par le biais d'outils adaptés au développement d'espaces intelligents. Cette thèse retient l'habitat intelligent comme lieu de vie privilégié. Ses contributions incluent : (1) DisQo (Dispositifs du QuOtidien), une nouvelle méthode d'investigation des besoins, réalisable au domicile de familles, qui sollicite l'imagination et assure un juste équilibre entre contrôle expérimental, respect de la sphère privée et validité écologique des résultats ; (2) Un espace de classification pour une lecture comparative systématique et synthétique des outils portant sur le développement et la programmation d'habitats intelligents. Cette taxonomie met en évidence le peu d'avancées en édition multisyntaxe de même pour l'aide à la mise au point de programmes ; (3) KISS (Knit Your Ideas into Smart Spaces), un outil de programmation et de mise au point dont le langage de programmation est de type déclaratif orienté règles, avec potentiel d'égale opportunité syntaxique entre langue française pseudonaturelle (LPN) et langage visuel iconique. La technique d'interaction de construction des programmes LPN s'appuie sur l'utilisation de menus dont les options sont calculées dynamiquement assurant ainsi la découverte progressive du langage ainsi que l'extensibilité et la correction syntaxique et sémantique des programmes. La mise au point peut se pratiquer, au choix, dans le monde physique ou dans un monde dual numérique. L'évaluation de KISS dans DOMUS, un habitat intelligent d'expérimentation, montre que les utilisateurs parviennent à programmer un scénario réaliste de la vie réelle.
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Kardell, Anna. "Användbarhetsaspekter för domänexperter inom programmering vid användning av grafiska verktyg." Thesis, University of Skövde, Department of Computer Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-691.

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<p>Denna studie har avsett undersöka hur ett lämpligt gränssnit för en expert ska se ut. En expert utvecklar enligt Soloway, Adelson & Ehrlich (1988) kognitiva scheman vilka används vid problemlösning. När dessa scheman inte stämmer, och inte kan användas, sjunker expertens prestation till samma nivå som hos en novis. Detta gör att man när man utvecklar gränssnitt för experter måste ta hänsyn till den kunskap som experten besitter. I studien genomfördes en observation där man kunde dra slutsatserna att experter vill ha överblick över koden när de programmerar, samt att det är viktigt att använda etablerade begrepp i gränssnittsdesignen.</p>
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40

Barbosa, Marcelo de Barros. "EUPAT for WoW: Uma ferramenta de assist?ncia ? programa??o por usu?rio final." Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18069.

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Made available in DSpace on 2014-12-17T15:48:05Z (GMT). No. of bitstreams: 1 MarceloBB_DISSERT.pdf: 3279178 bytes, checksum: a9382860941b949e031aeb7781e74e59 (MD5) Previous issue date: 2013-02-20<br>Neste trabalho, apresentamos uma ferramenta cujo intuito ? auxiliar n?o-programadores, jogadores de videogame, na cria??o de extens?es na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usu?rio pode criar extens?es customizando completamente sua interface, de forma a reinventar a sua experi?ncia de jogo e melhorar sua jogabilidade. A cria??o de extens?es para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usu?rios mecanismos eficientes de Programa??o por Usu?rio Final, permitindo que os mesmos preenchessem suas necessidades singulares atrav?s da cria??o, customiza??o e especifica??o de extens?es em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extens?o na qual os jogadores passam a programar sua pr?pria interface de usu?rio ou a fazer uso de interfaces criadas por outros usu?rios. No entanto, realizar a programa??o dessas extens?es - os Add-ons - n?o ? uma tarefa f?cil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do ingl?s, End-User Programming Assistance Tool for World of Warcraft) que oferece assist?ncia ? cria??o de Add-ons. Al?m disso, investigamos como usu?rios jogadores com e sem conhecimento de programa??o s?o beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estrat?gias de assist?ncia de programa??o por usu?rio final no contexto de jogos
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41

von, Tell Christina. "Programmering i skolmiljö : En studie i mellanstadieelevers uppfattade egenförmåga i och attityd till att lära sig programmera." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119561.

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Datorer och teknik har blivit allt viktigare verktyg i vårt samhälle och behovet av programmerings-undervisning i grundskolemiljö har på senare tid diskuterats. I denna studie utfördes därför en programmeringsintervention för att undersöka mellanstadieelevers attityd till och uppfattade egenförmåga (eng. ”self-efficacy”) i att lära sig programmera. 63 stycken elever i Årskurs 6 fick prova på att programmera vid fyra tillfällen. Deras uppfattade egenförmåga i att lära sig programmera och attityd till att lära sig programmera mättes före och efter interventionen via ett enkätinstrument. Efter interventionen utfördes även fokusgrupper. Resultatet visade att eleverna blev mer negativa till att lära sig programmera efter att ha provat på det (p &lt; 0,01). Styrkan i deras uppfattade egenförmåga – förutom gruppen som från början hade en svag tro på den egna förmågan – sjönk efter interventionen. Detta resultat var dock inte signifikant. Utöver det visade sig attityd och egenförmåga vara positivt korrelerade. Från fokusgrupperna framkom att eleverna tyckte att programmering är en viktig kunskap för framtiden. En rad förbättringsområden identifierades att ha i åtanke vid framtida interventioner och forskningsinitiativ.
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42

Drey, Zoé. "Vers une méthodologie dédiée à l'orchestration d'entités communicantes." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2010. http://tel.archives-ouvertes.fr/tel-00718634.

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Les technologies omniprésentes dans notre environnement intègrent des éléments logiciels facilitant leur utilisation. Ces technologies offrent un vaste laboratoire d'expérimentation pour la recherche et en particulier pour l'informatique appliquée. Ces technologies sont un support évident pour rendre des services aux personnes dans leur vie quotidienne. Ces services concernent divers champs d'applications, chacun servant des objectifs spécifiques : confort, sécurité, accès à l'information ou encore assistance à la personne. Puisque les applications offrant ces services sont intimement liées aux besoins des utilisateurs, il est indispensable qu'elles s'adaptent facilement à leurs besoins. Une manière de répondre à ce défi est de proposer à l'utilisateur des outils pour programmer lui-même ses applications. Notre contribution consiste non seulement à définir un tel outil, sous la forme d'un langage visuel paramétré par un champ d'applications, mais aussi à proposer une méthodologie dont l'objectif est de guider un utilisateur dans la programmation d'applications à l'aide de ce langage. Cette méthodologie est dédiée à l'orchestration d'entités communicantes : elles représentent les technologies déployées dans nos environnements. Notre approche, associant une méthodologie à un langage, est accessible à un programmeur novice et suffisamment expressive pour traiter divers champs d'applications. Afin d'augmenter la confiance de l'utilisateur dans le développement de ses applications, nous étendons la méthodologie en proposant une approche de développement dirigée par la vérification de quelques propriétés. Cette vérification est permise par la sémantique du langage, formellement définie.
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43

Lafourcade, Mathieu. "Génie logiciel pour le génie linguiciel." Phd thesis, Université Joseph Fourier (Grenoble), 1994. http://tel.archives-ouvertes.fr/tel-00005104.

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Cette thèse concerne l'étude de différentes techniques modernes de génie logiciel qui peuvent être mises en ¦uvre pour développer des systèmes de Traitement Automatique des Langues Naturelles de façon générique et extensible. La première partie fait le point sur l'état de l'art en TALN à propos des Langages Spécialisés pour la Programmation Linguistique et permet d'identifier l'intégrabilité, l'extensibilité et la généricité comme trois qualités qu'il est souhaitable de fournir aux systèmes de TALN. La définition d'un modèle à objets (LEAF) et l'affinage d'un modèle d'architecture (tableau blanc) constituent deux premiers éléments de réponse au problème de l'intégration. Une première approche de la généricité et de l'extensibilité est également présentée avec une expérience de réingéniérie du langage LT. La seconde partie approfondit les problèmes de généricité et les illustre avec la définition d'un langage original de représentation linguistique (DECOR). L'introduction de protocoles internes et externes permet de rendre ce langage particulièrement générique et dynamique. La troisième partie fait état de la réingériérie de deux langages spécialisés (ATEF et ROBRA). Cette expérience permet d'introduire une grande extensibilité dans les moteurs de ces langages par une programmation par objets et protocoles. Une question transverse à ces trois parties concerne l'identification des limites et des écueils liés à la recherche de l'intégrabilité, de l'extensibilité et de la généricité. Ces difficultés viennent principalement de la complexité croissante des protocoles adéquats, dont la maîtrise pourrait rapidement échapper au développeur si l'on n'y prend garde.
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44

Muhrbeck, Elisabeth. "Frodi - Discover coding : Hur kan man introducera programmering för barn i åldrarna 6-8 år?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-124598.

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This report is about coding and programming for children in the Swedish primary school. Even though we live in an increasingly digitalized world, programming is not available as a subject in the Swedish school. Sweden has relatively good access to computers and the Internet, yet we are already lag behind in terms of knowledge when it comes to programming. My thesis is a proposal on how to introduce computational thinking and programming for children in primary schools in a simple, analogous manner, without the need for PCs or tablets. To best be able to answer the question: How can you introduce computational thinking for children between 6 and 8 years old, I have conducted interviews with children, teachers and programmers. The project has been carried out in Umeå during ten weeks. Observations and interviews were conducted in Stockholm, at Mälarhöjden’s school and in Malmö at FooCafé. The workshop I held with teachers revealed that the availability of computers and tablets in primary school is not very good, something that complicated the teaching of programming. Another important factor that emerged is that teachers today have no proven methods nor materials to teach programming, all responsibility for teaching programming is solely on the teachers and their dedication to the subject. Teachers would like to see a material that is ready to use, the situation now creates reluctance from teachers, which means that other organizations step in and take over the school’s role. The problem with that is that these organizations do not manage to meet the demand, waiting lists for CoderDojo or Barnhack (Nonprofit organizations) is over one year. The basis for this work was that the product was not allowed to require that there is a computer or internet access available in the children’s homes. During the process I also took the decision that the product should not require a computer or tablet at all because the teachers expressed a great desire for a material that did not need to be used with a computer to function, but basically is plug and play.
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45

Jain, Sumit. "Exploiting contacts for interactive control of animated human characters." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/44817.

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One of the common research goals in disciplines such as computer graphics and robotics is to understand the subtleties of human motion and develop tools for recreating natural and meaningful motion. Physical simulation of virtual human characters is a promising approach since it provides a testbed for developing and testing control strategies required to execute various human behaviors. Designing generic control algorithms for simulating a wide range of human activities, which can robustly adapt to varying physical environments, has remained a primary challenge. This dissertation introduces methods for generic and robust control of virtual characters in an interactive physical environment. Our approach is to use the information of the physical contacts between the character and her environment in the control design. We leverage high-level knowledge of the kinematics goals and the interaction with the surroundings to develop active control strategies that robustly adapt to variations in the physical scene. For synthesizing intentional motion requiring long-term planning, we exploit properties of the physical model for creating efficient and robust controllers in an interactive framework. The control design leverages the reference motion capture data and the contact information with the environment for interactive long-term planning. Finally, we propose a compact soft contact model for handling contacts for rigid body virtual characters. This model aims at improving the robustness of existing control methods without adding any complexity to the control design and opens up possibilities for new control algorithms to synthesize agile human motion.
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Johansson, Martin. "Participatory inquiry : Collaborative Design." Doctoral thesis, Karlskrona : Malmö : Blekinge Institute of Technology ; School of Arts and Communication, Malmö University, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/729114bd11f9d4bcc1256f6b0045fd91?OpenDocument.

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47

Westman, Adam, Jonas Chanasima Gransing, Mikael Palm, and Tommie Malmgren. "Spelskapande men en komponentbaserad arbetsprocess." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2305.

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Syftet med detta kandidatarbete är att testa en arbetsmetod som skiljer sig ifrån det en mindre grupp i vanliga fall använder sig av: en komponentbaserad arbetsprocess för att utforska och sammanställa arbetserfarenheten med den komponentbaserade arbetsmetoden, utvecklar vi därför ett digitalt spel.<br>The purpose is to test a work-flow that is a bit different from what small groups usually use: a component-based work-flow. To execute and process this work-flow, we have decided to develop a digital game.
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"GALLAG Strip: A Mobile, Programming With Demonstration Environment for Sensor-Based Context-Aware Application Programming." Master's thesis, 2012. http://hdl.handle.net/2286/R.I.14871.

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abstract: The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.<br>Dissertation/Thesis<br>M.S. Computer Science 2012
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(10493951), Gaoping Huang. "Efficient Human-Machine Work Transfer Through Latent Structure Decomposition." Thesis, 2021.

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<p>When humans delegate tasks---whether to human workers or robots---they do so either to trade money for time, or to leverage additional knowledge and capabilities. For complex tasks, however, describing the work to be done requires substantial effort, which reduces the benefit to the requester who delegates tasks. On one hand, human workers---e.g., crowd workers, friends or colleagues on social network, factory workers---have diverse knowledge and level of commitment, making it difficult to achieve joint efforts towards the requester's goal. In contrast, robots and machines have clearly defined capabilities and full commitment, but the requester lacks an efficient way to coordinate them for flexible workflows. </p><p> </p><p> This dissertation presents a series of workflows and systems to enable efficient work transfer to human workers or robots. First, I present BlueSky, a system that can automatically coordinate hundreds of crowd workers to enumerate ideas for a given topic. The latent structure of the idea enumeration task is decomposed into a three-step workflow to guide the crowd workers. Second, I present CoStory, a system that requests alternative designs from friends or colleagues by decomposing the design task into hierarchical chunks. Third, I present AdapTutAR, a system that delegates machine operation tasks to workers through adaptive Augmented Reality tutorials. Finally, I present Vipo, a system that allows requesters to customize tasks for robots and smart machines through spatial-visual programming. This dissertation demonstrates that decomposing latent task structure enables task delegation in an on-demand, scalable, and distributed way.</p>
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Smith, Andrew Cyrus. "A tangible programming environment model informed by principles of perception and meaning." Thesis, 2017. http://hdl.handle.net/10500/24850.

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It is a fundamental Human-Computer Interaction problem to design a tangible programming environment for use by multiple persons that can also be individualised. This problem has its origin in the phenomenon that the meaning an object holds can vary across individuals. The Semiotics Research Domain studies the meaning objects hold. This research investigated a solution based on the user designing aspects of the environment at a time after it has been made operational and when the development team is no longer available to implement the user’s design requirements. Also considered is how objects can be positioned so that the collection of objects is interpreted as a program. I therefore explored how some of the principles of relative positioning of objects, as researched in the domains of Psychology and Art, could be applied to tangible programming environments. This study applied the Gestalt principle of perceptual grouping by proximity to the design of tangible programming environments to determine if a tangible programming environment is possible in which the relative positions of personally meaningful objects define the program. I did this by applying the Design Science Research methodology with five iterations and evaluations involving children. The outcome is a model of a Tangible Programming Environment that includes Gestalt principles and Semiotic theory; Semiotic theory explains that the user can choose a physical representation of the program element that carries personal meaning whereas the Gestalt principle of grouping by proximity predicts that objects can be arranged to appear as if linked to each other.<br>School of Computing<br>Ph. D. (Computer Science)
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