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1

Urquhart, Lachlan. "Towards user centric regulation : exploring the interface between information technology law and human computer interaction." Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/41787/.

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This thesis investigates the role of technology designers in regulation. Emerging information technologies are complex to regulate. They require new strategies to support traditional approaches. We focus on the use of technology design as a regulatory tool. Whilst this solution has significant conceptual traction, what it means in practice is not clear. Deeper investigation of the role of the design community in regulation is necessary to move these strategies from theory into practice. We structure our analysis by asking: how can we understand the role of designers in regulation of emerging technologies? We answer this question from four primary perspectives: conceptual, legal, practical and design. We situate our investigation within the context of the domestic internet of things and information privacy by design. We adopt an overtly multidisciplinary approach, critically assessing how to bring together the human computer interaction and information technology law communities. To do this, we utilise a range of qualitative methods, including case studies, documental and legal analysis, semi structured expert interviews, questionnaires, focus groups, workshops, and development, testing and evaluation of a design tool. Our contributions are as follows: Conceptually, we provide a critical investigation of the role of technology designers in regulation by consolidating, evaluating and aligning a range of theoretical perspectives from human computer interaction (HCI) and information technology (IT) law. We draw these together through the concept of user centric regulation. This concept advocates a user focused, interaction led approach to position the role of designers in regulation. It draws on the turn to human values and societal issues in HCI, and the increasing reliance in IT law on design for regulation of emerging technologies. Legally, we present two detailed case studies of emerging technologies (domestic internet of things and smart metering) mapping the emerging legal landscape and challenges therein. We situate the role of designers, as regulators, within this space, and show how they can respond accordingly through their user centric focus. Practically, we analyse experiences from leading experts in technology design and regulation to understand the challenges of doing information privacy by design (PbD) for the IoT. We present our findings within the framing of technological, business and regulatory perspectives. Lastly, we present a design tool, ‘information privacy by design cards’, to support designers in doing PbD. This tool has been designed, tested and refined, providing us with a practical approach to doing user centric regulation. Based on our findings from using the cards, we provide the concept of regulatory literacy to clearly conceptualise the role of designers in regulation.
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2

Kolagani, Vijay Kumar. "Gesture Based Human-Computer Interaction with Natural User Interface." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1542601474940954.

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3

Croon, Fors Anna. "Being-with Information Technology : Critical explorations beyond use and design." Doctoral thesis, Umeå : Umeå universitet, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-748.

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4

Golay, Diane. "An invisible burden : An experience-based approach to nurses' daily work life with healthcare information technology." Licentiate thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-381433.

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Information and Communication Technology (ICT) has been an increasingly pervasive component of most workplaces throughout the past half century. In healthcare, the turn to the digital has resulted into the broad implementation of Healthcare Information Technology (HIT). The impacts of ICT on work life have been investigated predominantly through surveys, although some researchers have advocated for the use of a qualitative, experience-based approach. Meanwhile, the existing body of research on the impacts of HIT on clinicians has painted a mixed picture of digitalization. Despite some clear benefits, HIT has indeed been found to have unexpected, unintended adverse consequences for hospital staff. Typical issues include loss in efficiency, extra effort to carry out routine tasks, and the creation of new, HIT-induced work activities. Simultaneously, research outside of the healthcare domain has shown that ICT could require extra effort from some users in order for the sociotechnical system to function properly – extra work often invisible to developers. Based on observation, interview and focus group data collected at a large Swedish hospital, this thesis set out to investigate the impact of HIT on hospital nurses from an experience-based perspective, resulting in four main contributions. First, a method supporting experience-based data analysis, the HolisticUX method, is introduced. Second, 13 forms of HIT-induced additional tasks in nurses' workload are identified, five of which are not acknowledged in previous research. Third, task avoidance is identified as a consequence of nurses' increased workload, negatively affecting patient safety, care quality and nurses' professional satisfaction. Finally, four factors are argued to contribute to a suggested invisibility of the HIT-induced time burden in nurses' work life to management and developers: 1) lack of a holistic perspective, 2) the hidden cost of a single click, 3) the invisibility of nursing work, and 4) visible data, invisible work.
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Caine, Kelly Erinn. "Exploring everyday privacy behaviors and misclosures." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31665.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.
Committee Chair: Fisk, Arthur; Committee Member: Catrambone, Richard; Committee Member: Foley, Jim; Committee Member: Jeffries, Robin; Committee Member: Rogers, Wendy. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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6

Лавров, Євгеній Анатолійович, Евгений Анатольевич Лавров, Yevhenii Anatoliiovych Lavrov, N. Rudakova, and N. Barchenko. "Information Technology of Optimization Dialog Interaction for Adaptive E-learning Systems." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/47045.

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7

Isaksson, Ulrika, Karin Kvarnström, and Malin Nilsson. "Challenges with Incident Management : In Information Technology." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1634.

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IT-security is a global problem and over the world Computer Emergency Response Teams (CERT) are created in order to solve the problem. The common understanding is that IT-security is important but no straight guideline how to deal with it. The Swedish IT-incident centre (SITIC) started 2003. It is a Swedish solution on an international problem. There are challenges to be met when handling an IT-incident centre – organisation form, activity and result. We believe a general solution in IT-incident management that will suit all parties in the society, is a hard task for SITIC as things stand today. What we can deduce from our investigation is that there is no greater need of SITIC among the global companies. We believe one reason for this is that they are going to create within their companies some sort of CERT function by themselves in the future. This in its turn, depend on that the companies do not have any trust to SITIC, they do not see the benefit with an activity as SITIC because they only see the reporting, they do not believe they are going to get something in return. Conclusion: Incident management is not only about reporting incidents, but a continuous life cycle with phases: detect, report, measure and follow-up.
IT-säkerhet är ett globalt problem och över världen skapas Computer Emergency Respons Teams (CERT) för att försöka att lösa olika problem. Den vanliga uppfattningen är att IT-säkerhet är viktigt men att inga direkta guidelines finns för hur man skall hantera det. SITIC som är det svenska IT-incident centret, startade 1 januari, 2003. Det är en svensk lösning på ett internationellt problem. För ett IT-incident center finns det utmaningar att hantera såsom organisations form, verksamhet och resultat. Vi tror att en generell lösning av hanteringen IT-incidenter som skulle passa alla parter i samhället blir svårt för SITIC att klara av som det ser ut idag. Vad vi kan härleda från vår utredning är att det inte finns något större behov av SITIC för de globala företagen. Vi tror att en av anledningarna är att företagen själva i framtiden tänker starta egna CERT-funktioner. Detta i sin tur kan bero på att företagen inte har något större förtroende för SITIC, de kan inte se någon fördel men verksamheten, de ser endast rapporteringsdelen. Företagen tror inte att de kommer att få något tillbaka när dom rapporterar sina incidenter till SITIC. Slutsats: Incident hantering handlar inte bara om att rapportera incidenter, utan det är en kontinuerlig livscykel innehållande faserna: upptäcka, rapportera, åtgärda och följa upp.
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8

Kakabadse, Nada Korac, of Western Sydney Nepean University, and Faculty of Commerce. "Leadership philosophies and organisational adoption of a new information technology." THSESI_FC_XXX_Kakabadse_N.xml, 1997. http://handle.uws.edu.au:8081/1959.7/294.

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This is a study of the relationship between information technology (IT) dimensions and three organizational properties: leadership philosophies, organisational context and IT strategic choice. Six hypotheses were formulated and tested using data collected from a sample of 750 senior civil servants across the Australian Public Service (APS). Attempts are made to show that a direct relationship exists between respondents’ perception of leadership philosophies, organisational context, IT strategic choice and IT dimensions. Results suggest that organisational IT is defined by four dimensions: IT deployment, IT skills, IT training and IT impact on the organisation, and that all four dimensions are necessary for the effective adoption of IT. Leadership philosophy emerges as the most influential determinant for effective IT adoption, whilst only certain aspects of organisational context and strategic choice variables show a significant influence of effective IT adoption. It is concluded that the respondents’ precaution about the effective adoption of IT in the organisation is strongly influenced by the leadership philosophies held by senior APS managers and to some extent by organisational context and IT strategic choice
Doctor of Philosophy (PhD)
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9

Sudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Thesis, Sudweeks, Fay ORCID: 0000-0003-0237-3671 (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. https://researchrepository.murdoch.edu.au/id/eprint/352/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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Sudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Sudweeks, Fay (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. http://researchrepository.murdoch.edu.au/352/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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11

Bukhari, Rabia Arfin. "Information Technology For E-learning in Developing C." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20442.

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E-learning is a rapidly emerging concept facilitating learners in the field of education. Continuous advancements in information technologies are enhancing the possibilities of its growth. Developed countries have realised its strength and adopted it warmly but in developing countries it is still a new concept. There are many limitations in developing countries for its implementation and growth. In my research I have identified the core limitations associated with the growth of E-learning in developing countries and found out some possible solutions. I have selected different subject areas which can support in solving my research questions. In the textual analysis I have found that different cultural, technological and awareness problems are creating obstacles for its implementation. In the empirical survey these problems are verified from the students and teachers who are associated with E-learning and would like to see its implementation in developing countries. In the results of my research findings I have shown how information technology can be helpful for enhancing the possibilities of E-learning and identified how sub systems of E-learning can support its growth.
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Proudfoot, Jeffrey Gainer. "Identifying Deception Using Novel Technology-Based Approaches to Uncover Concealed Information." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/316781.

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Concealing information, one of the many forms of deception, is a pervasive phenomenon as it is present in virtually every facet of interpersonal communication. In some cases, information concealment can have profound implications (e.g., insider threats in organizations, security screening at the border, and criminal interviews). New technologies are under development to aid in identifying concealed information, however, additional research is needed in three key areas to increase the feasibility of using these technologies in real-world credibility assessment contexts. First, research is needed to investigate the accuracy of new credibility assessment technologies relative to existing deception-detection systems. Demonstrating that new technologies meet or exceed detection accuracies of existing systems (e.g., the polygraph) is critical. Second, research is needed to determine if a targetless Concealed Information Test (CIT) is feasible. Existing CIT research supports the presence of main effect differences between persons concealing information and the control group. These behaviors may permit the detection of concealed information without the use of customized sets of stimuli. Eliminating the need to create customized sets of stimuli for each examinee would drastically increase the ease with which an automated system can be used to conduct a CIT. Finally, research is needed to illuminate various elements of the human-computer interaction that occurs during automated credibility assessments. This is a new domain of human-computer interaction as system users in this context are not instigating the interaction, and in many cases, they may be seeking to limit the effectiveness of the system. Before novel systems designed to conduct credibility assessments can be adopted, further research is needed to illuminate how users perceive, respond to, and strategically manage their behaviors when interacting with systems of this nature. This dissertation contains the results of a research program designed to address each of these areas. First, an experiment was designed to investigate the accuracy rates of two promising noncontact measures of concealed information (oculometrics and vocalics) relative to electrodermal activity (EDA). Second, an experiment was designed to evaluate the feasibility of using a targetless CIT to elicit main effect differences between concealers and the control group to identify concealed information. And third, a thorough analysis of examinees' general perceptions, self-reported stress and arousal, perceived effort and performance, and use of countermeasures within the context of an automated credibility assessment interview was conducted. This research effort has yielded the following findings. First, eye tracking and vocalics can be used to identify significant differences in the behaviors and physiology of examinees concealing information, however, the accuracy with which truth tellers and information concealers can be classified remains impractical for an applied setting. Second, there are main effect differences between persons concealing information and telling the truth, however, the use of countermeasures may limit the accuracy with which concealers can be identified. Finally, the presence of concealed information and the use of crime-relevant questions alter how examinees perceive and react to a system designed to identify concealed information. The limitations of this research, as well as directions for future research, are discussed.
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Brittell, Megen. "Improving Accessibility of Spatial Information: A Technique Using Parametrized Audio to Symbolize Lines." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/12168.

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xi, 79 p. : ill. (some col.)
Graphics provide a rich display medium that facilitates identification of spatial patterns but are inaccessible to people who are blind or low vision. Audio provides an alternative medium through which to display information. Prior research has explored audio display of lines representing functions and location of screen objects within a graphical user interface; however, presentation of spatial attributes of lines (angle, number of segments, etc.) of geographic data has received limited attention. This thesis explores a theoretical foundation for designing audio displays and presents an experimental evaluation of line symbology. Sighted users who were blindfolded and blind users performed a line following task and a matching task to evaluate the line symbology. Observed differences between the conditions did not reach statistical significance. User preferences and observed strategies are discussed.
Committee in charge: Dr. Michal Young, Chair
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Borälv, Erik. "Design in Telemedicine : Development and Implementation of Usable Computer Systems." Doctoral thesis, Uppsala University, Department of Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4760.

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Designing computer systems that effectively support the user is the major goal within human-computer interaction. To achieve this, we must understand and master several tasks. This process must initially deal with the question of knowing what to develop and later, with the question of knowing how to design and develop the system. This view might seem off-target at first, since it does not explicitly mention the goals or functions of the system. However, more often than not, there is no objective goal to aim for that can be formally specified and used as a target criterion that will signal when we have designed an appropriate system. Instead, there is a large set of vague goals – some of which may last through the entire project and some that will not. It is therefore somewhat confounding that most of the current methods of systems development require that these goals are explicitly laid out, in order to steer development.

For researchers in Human-Computer Interaction, the existence of many varying – and possibly conflicting goals – presents is a great challenge. The constructive main focus on producing usable systems is a matter of understanding this complex situation and knowing how to proceed from there.

There are many existing approaches that can be used to carry out this complex development process. This thesis presents one approach, based on the notion that the elements that constitute a successful system are also a part of the solution.

This thesis presents this approach as it is applied to the development of systems for computer-supported work in health care. The projected solution suggests that we need to focus more intently on active user involvement in iterative development that is significantly long-term. The traditional, rather narrow circle of focus that encompasses design, development and evaluation is not sufficient.

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Leonard, Virginia Kathlene. "Universal Access to Information Technology for Older Adults with Visual Impairments." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7178.

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This dissertation considers the interactions of users who have been diagnosed with Age-related Macular Degeneration (AMD), the leading cause of blindness in adults 65 years and older. The investigation focused on the quantification of behaviors and strategies used by this growing subset of computer users. Participants diagnosed with AMD and age-matched controls without any ocular disease completed a series of visual search, icon selection and manipulation tasks with desktop or handheld PCs. Participants searched, selected and manipulated familiar playing card icons under varied icon set sizes, inter-icon spacing, icon sizes and auditory feedback. A comprehensive account of the interaction was made using a collection of efficiency, accuracy and information processing metrics. While all participants demonstrated a high rate for successful task completion, analyses revealed participants' overall task efficacy to be coupled with features of the interface and also strongly linked with measures of ocular health and personal factors. The outcomes of this study contribute to a growing body of work which informs a framework of performance thresholds for critical graphical user interface interactions based on visual profile, interface features and supplemental non-visual cues, including the following: The impact of auditory feedback on task interaction and information processing for visually impaired versus visually healthy older adults; The observed of use of the mouse pointer or stylus as means to direct attention during visual search and the implications of manual dexterity on visual search; The presence of speed accuracy trade-offs in handheld PC interaction performance for individuals based on their contrast sensitivity and near visual acuity; The shifting impact of increased icon spacing on visual search and movement times, versus its role in the accuracy of icon release; The utility for non-clinically acquired summaries of visual health to effectively predict performance decrements in handheld or desktop interaction; Emergent differences between handheld and desktop interaction and the most influential visual factors informing performance on each; and Empirical evidence that older adults, even with visual impairments can interact with small handheld displays, in spite of the size images.
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Bergström, Amanda. "Imagining Future Technology of the Horse Industry and Equestrian Sports." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258418.

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Equestrian sports are amongst the largest sports and leisure activities in Sweden. One of the major reasons for engaging with horses is the bond to the horse. Just recently technology has found its way into the horse industry which otherwise is a very traditional sport. This paper explores possible consequences technology may have in the future in the environment around horses and on the horse-rider relationship. The exploration was done by combining auto-ethnographic research and a co-speculation workshop. The ideas that were gathered were then the starting point for the creation of a design fiction, in which the ideas were developed and explored. The design fiction also serves as an approachable way of mediating the consequences of technology to the equestrian community. The imagined technology for equestrian sports had both positive and negative impact on the sport and the relationship between horse and human.
Ridsporten är en av Sveriges mest populära idrotter. En av de viktigaste anledningarna till att hålla på med hästar är relationen till hästen, enligt dess utövare. Nyligen har tekniken hittat in i ridsporten, som annars är en mycket traditionell sport, i form av sensorteknik, träningsappar och videoövervakning. Trots ridsportens utbredning, är tekniken eftersatt i förhållande till andra idrotter. Detta arbete utforskar, analyserar och diskuterar möjliga konsekvenser som tekniken kan medföra i framtiden i miljön kring hästar, i ridsporten och på relationen mellan häst och ryttare. Studien utfördes genom att kombinera etnografiska metoder och en spekulativ workshop ihop med ryttare. Idéerna från dessa blev utgångspunkten för skapandet av en fiktiv tidning, i vilken idéerna vidareutvecklades och utforskades i sitt sammanhang. Den fiktiva tidningen fungerar även som ett sätt att förmedla studien och dess resultat till ridsportens utövare. Teknikens frammarsch i ridsporten kan tänkas ha både positiv och negativ inverkan på sporten och relationen mellan häst och ryttare.
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Zapata, Rojas Julian. "Translators in the Loop: Observing and Analyzing the Translator Experience with Multimodal Interfaces for Interactive Translation Dictation Environment Design." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34978.

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This thesis explores interactive translation dictation (ITD), a translation technique that involves interaction with multimodal interfaces equipped with voice recognition (VR) technology throughout the entire translation process. Its main objective is to provide a solid theoretical background and an analysis of empirical qualitative and quantitative data that demonstrate ITD’s advantages and challenges, with a view to integrating this technique into the translation profession. Many empirical studies in human-computer interaction have strived to demonstrate the efficiency of voice input versus keyboard input. Although it was implicit in the earliest works that voice input was expected to completely replace—rather than complement—text-input devices, it was soon proposed that VR often performed better in combination with other input modes. This study introduces multimodal interaction to translation, taking advantage of the unparallelled robustness of commercially available voice-and-touch-enabled multimodal interfaces such as touch-screen computers and tablets. To that end, an experiment was carried out with 14 professional English-to-French translators, who performed a translation task either with the physical prototype of an ITD environment, or with a traditional keyboard-and-mouse environment. The hypothesis was that the prototypical environment would consistently provide translators with a better translator experience (TX) than the traditional environment, considering the translation process as a whole. The notion of TX as introduced in this work is defined as a translator’s perceptions of and responses to the use or anticipated use of a product, system or service. Both quantitative and qualitative data were collected using different methods, such as video and screen recording, input logging and semi-structured interviews. The combined analysis of objective and subjective usability measures suggests a better TX with the experimental environment versus the keyboard-and-mouse workstation, but significant challenges still need to be overcome for ITD to be fully integrated into the profession. Thus, this doctoral study provides a basis for better-grounded research in translator-computer interaction and translator-information interaction and, more specifically, for the design and development of an ITD environment, which is expected to support professional translators’ cognitive functions, performance and well-being. Lastly, this research aims to demonstrate that translation studies research, and translation technology in particular, needs to be more considerate of the translator, the TX, and the changing realities of the interaction between humans, computers and information in the twenty-first century.
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Taşkın, Özlem Özcan A. Can. "Information and communication technologies for public use and interactive-multimedia city kiosks/." [s.l.]: [s.n.], 2004. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000487.rar.

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Thesis (Master)--İzmir Institute of Technology,İzmir, 2004
Keywords: Information and communication technologies (ICT), interactivity, city kiosk, public use. Includes bibliographical references (leaves. 103).
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19

Wyche, Susan Porter. "Investigating religion and computing: a case for using standpoint theory in technology evaluation studies." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37317.

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This research focuses on the development and study of Information and Communication Technology (ICT) that support religious practices and the use of standpoint theory in ICT evaluation studies. Three phases makeup this work: formative studies to understand how megachurches, their members and leaders use ICT in ways tied to their Protestant Christian faith and the design of a technology probe, a photo sharing website named ChurchShare. The final and most significant phase is the evaluation of this probe in two churches. I deployed ChurchShare in a Christian church comprised of U.S. born individuals and argue this initial deployment took place with â ideal users,â or those I intended to use the application and who represent the traditional targets of HCC (Human-Centered Computing) research. More than 200 photos were uploaded to ChurchShare and findings suggest that the technology probe was successfully integrated into the churchâ s worship services. Standpoint theory guided the second deployment study that was conducted with individuals who are marginalized in HCC researchâ "Kenyan immigrants. Participants rejected ChurchShare and zero pictures were uploaded to the website. I compare findings from both deployments and conclude that conducting ICT evaluation studies with marginalized users leads to more objective findings than conducting such studies with ideal users. I end with a discussion describing how standpoint theory can be incorporated into HCC, focusing on how this approach offers a practical way for researchers to uncover value differences between themselves and the people who interact with their work.
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Lindblad-Gidlund, Katarina. "Techno Therapy : a relation with technology." Doctoral thesis, Umeå : Department of Informatics, Umeå University, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-523.

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Лавров, Євгеній Анатолійович, Евгений Анатольевич Лавров, Yevhenii Anatoliiovych Lavrov, E. Kaba, A. Yakovenko, and N. Barchenko. "Information Technology Assessment of Cognitive Comfort for Adaptive E-learning Systems." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/47047.

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Kaushik, Sanjana. "Social Networks of Technology Caregivers and Caregivees." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1613749933487134.

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Abouei, Mina. "Enhancing emotional communication between autistic and non-autistic individuals through assistive Information Technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447877.

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Recognising people’s emotions is a promising research area in human-computer interaction as emotional communication plays a crucial role in humans’ lives. One of the main reasons for ineffective emotional communication is a deficit in understanding emotional signals such as facial expressions and body posture. There is a bidirectional challenge between autistic and non-autistic individuals since they display their emotional signals differently. This thesis discovers differences in emotional signals, in particular facial expressions, body posture, and physiological signals. Based on the interviews and questionnaires conducted in this thesis, the need to design an aid tool to assist autistic and non-autistic participants during their emotional communication is identified. Therefore, Emognition, a smartwatch, and its mobile application is designed to blur these differences and enhance the emotional communication between them. Furthermore, Emognition’s user evaluation indicates that the smartwatch could successfully detect nonautistic participants’ sadness and happiness. Also, they found the mobile application useful and aesthetically motivating to interact with. Even though we could not evaluate how well the Emognition recognises autistic participants’ sadness and happiness, it is promising to measure their emotions successfully by accurate sensors and, more importantly, by finding their autonomic response patterns to different emotions and enhance emotional communication between autistic and nonautistic people by Emognition.
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Fällman, Daniel. "In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology." Doctoral thesis, Umeå University, Informatics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-170.

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This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.

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Tunnell, Harry D. IV. "Promoting common ground in a clinical setting| The impact of designing for the secondary user experience." Thesis, Indiana University - Purdue University Indianapolis, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10181724.

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Primary users can create a user experience (UX) for others—secondary users—when interacting with a system in public. Common ground occurs when people have certain knowledge in common and each knows that they have this shared understanding. This research investigates how designing for a secondary UX improves common ground during a patient-provider first encounter. During formative work, patients and providers participated in telephonic interviews and answered online questionnaires so that their respective information requirements for clinical encounters could be understood. The outcome of the formative work was a smartphone application prototype to be used as the treatment in an experimental study. In a mixed methods study, with a patient role-player using the prototype during a simulated clinical encounter with 12 providers, the impact of the prototype upon secondary user satisfaction and common ground was assessed. The main finding was that the prototype was capable of positively impacting secondary user satisfaction and facilitating common ground in certain instances. Combining the notions of human-computer interaction design, common ground, and smartphone technology improved the efficiency and effectiveness of providers during the simulated face-to-face first encounter with a patient. The investigation substantiated the notion that properly designed interactive systems have the potential to provide a satisfactory secondary UX and facilitate common ground.

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Stander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.

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Thesis (MTech(Information Technology))--Cape Technikon, Cape Town, 1997
This research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
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Rawstorne, Patrick. "A systematic analysis of the theory of reasoned action, the theory of planned behaviour and the technology acceptance model when applied to the prediction and explanation of information systems use in mandatory usage contexts." Access electronically, 2005. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060815.154410/index.html.

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Iqbal, Irfan, and Bilal Qadir. "Biometrics Technology : Attitudes & influencing factors when trying to adopt this technology in Blekinge healthcare." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1990.

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Context. Biometric technology is a secure and convenient identification method and it does not need to remember complex passwords, nor smart cards, keys, and the like. Biometrics is the measurable characteristics of individuals based on their behavioral patterns or physiological features that can be used to verify or recognize their identity. Physical characteristics include fingerprints, palm or hand geometry, iris, retina, and facial characteristics. Behavioral characteristics include signature, keystroke and voice pattern. With the combination of biometric technology products and modern computer technology, it is easy to perform monitoring, management, systems integration, automated management, and security applications. Objective. The aim of this research is to explore and clarify the main influencing factors and attitudes concerning biometrics Security technology by analyzing expert opinions. This is done through informal interviews and a web based survey in Blekinge healthcare. Methods. Literature review was the starting phase to map the current state of research in biometric technology implementation. The literature review helped authors to explore and solve different ambiguities in authors’ minds, related to work flow, methods and procedures for different tasks. In our research, we selected five different interviewees from biometric solution supplier companies in Sweden and Denmark, Blekinge healthcare staff, biometric technology technical staff and IT security concerned to express their experiences, opinions and domain knowledge about the implementation of biometrics system in the county of Blekinge. Due to the resource and limited time constraint authors selected survey as a data collection procedure. In survey we planned a questionnaire with the different people related to healthcare. The questionnaire purpose was to collect the quantitative data and our questionnaire was relying on close ended questions. Results. It is analyzed that people have trust on biometrics system and in future they are agreed to face changing in the current system as well as the people who are related with healthcare system are already aware about biometrics and they will easily adopt the implementation of biometric system in healthcare. Conclusion. In concern of user acceptance it is analyzed that people have trust on biometrics system and in future they are agreed to face changing in the current system. In concern of implementation authors analyzed that it is very necessary to conduct a study in order to analyze the requirement of different actors that will participate in biometrics systems. In concern of cost Authors observed that for cost benefit advantage in the initial implementation stages the finger print technology could be a better selection as compared to other available biometric technologies. In concern of security there are strong reasons that biometrics could be implemented because there are many secure authentication devices related to biometrics are available in the market that could secure data in best possible way. Authors observed that there is a need of legislations for biometrics as the security measures going to be much higher as compared to the traditional password systems. In concern of privacy authors observed that the organizations are demanding strong authentication and focus on suggesting biometrics because it could provide advantages to patients, healthcare staff and healthcare providers.
lineofaxis@gmail.com, ms24pk@gmail.com
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Jakobsson, Hjalmar, and Kasper Karlgren. "Traditional Table vs. Modern Flow Map : A quantitative comparison between two information visualizations." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209662.

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In today’s world we have access to endless amounts of data of varying kind. We would like to be able to display data in a way that actually feels intuitive and not intimidating. The field of information visualization and data visualization has been around for about 40 years attempting to overcome this very problem, and we are still learning more and more about how to visualize different types of data today. One major problem is that there are so many types of data that it is very difficult to make generalizations about how to display certain types of data. In our study we are comparing two specific visualizations with the purpose of wanting to find out if we can draw any types of general rules or guidelines from doing so. The two visualizations we are comparing are a flow map and a tabular visualization depicting interstate migration between US states. Both visualizations show the exact same data but the flow map is a more graphically pleasing representation of the data whilst the tabular visualization looking more like a classic spreadsheet. We have done this by letting 48 people fill in a webform with multiple choice questions. Each participant was randomly assigned either the flow map visualization or the tabular visualization as their aid in filling out the form. Our participants were mainly KTH students and also students that found our study on facebook and deciding to participate. In the past a few qualitative studies have been conducted researching effective methods for visualizing information. However, there is a clear lack in quantitative studies made as far as we know. Therefore we decided to conduct this study attempting to measure the two visualizations performance and compare them against each other. A qualitative part was also included in the web form where we asked our subjects about their experience filling out the form. Our results shows that the flow map outperforms the tabular visualization with regards to both accuracy, efficiency, and perceived difficulty. In a case similar to our study we can conclude that a flow map seems to be the right choice over a traditional tabular visualization. However, one has to bear in mind the context of the study is rather specific. A context where the visualization has other purposes than finding specific answers to simple questions might yield other results. Our main contribution is in methodology, in that we define and implement a low footprint study of interactive data visualisation.
Idag har vi tillgång till massvis av data i olika form och vi skulle vilja kunna vissa denna data på ett sätt så att den känns intuitiv och inte skrämmande. Fältet informationsvisualisering har under de senaste 40 åren försökt sig på uppgiften att ta itu med det här problemet, och vi lär oss fortfarande mer och mer om hur vi kan visualisera olika data. Ett huvudproblem är att det finns så många olika typer av data att det är svårt att göra några riktiga generaliseringar om hur data ska visas. I våran studie jämför vi två typer av visualiseringar is syfte att ta reda på om vi kan dra några generaliserade slutsatser eller riktlinjer. De två visualiseringar vi jämför är av typen flödesmapp och klassisk tabulär visualisering skilldrandes migration intärnt mellan olika stater i landet USA. Båda visualiseringarna visar exakt samma data men flödesmappen är mycket mer grafiskt tillfredsställande och den tabulära visualiseringen tenderar att se ut mer som att klassiskt excel-ark. Studien är utförd genom att låta 48 respondenter fylla i en webbenkät med flervalsfrågor som vi har byggt. Varje deltagare har randomt blivit tilldelad en av de två visualiseringarna som hjälpmedel för att kunna svara på frågorna. Deltagarna var till majoriteten KTH-studenter men även andra människor vilka funnit våran studie på facebook. Tidigare har ett antal kvalitativa studier gjorts undersökandes effektiviteten i olika metoder inom informationsvisualisering. Däremot har väldigt få kvantitativa studier gjorts i detta syfte — rättare sagt inga studier så vitt vi kan veta. Därför bestämde vi oss för att göra den studie i vilken vi försöker mäta och ställa de båda visualiseringarna mot varandra. Vi valde att även inkludera en kvalitativ del i studien i vilken våra deltagare kunde beskriva hur de upplevede att fylla i våran webbenkätt. Våra resultat tyder på att flödesmappen är effektivare än den tabulära visualiseringen över lag med hänsyn till både svaren, tiden det tagit att svara, och även den upplevda svårigheten att svara på frågor. I ett liknande fall till vårat skulle vi alltså kunna konstatera att en flödesmapp verkar vara det korrekta valet. Emellertid måsta man ha i åtanke att våran kontext är väldigt specifik. I en annorlunda kontext är sannolikheten stor att resultaten skulle kunna se annorlunda ut. Vårat huvudbidrag med denna studie ligger i metodologin på så vis att vi har definierat och implementerat en slags basal studie i interaktiv datavisualisering.
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Vatan, Korkmaz Sahika. "Application of participatory ergonomics principles into an educational environment improving a high school information technology program via interventions /." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1198876936.

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Krevers, Robert. "Rhetorical Structures in Medication Information for Patients and Physicians : A comparative study in preparation for text generation." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65440.

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The healthcare domain contains a lot of information that could help patients understand and handle their situation, if it is presented in an understandable way. One way to assist healthcare professionals in this endeavour could be a text generation system that can handle a large amount of information and produce a text adapted to fit the knowledge and needs of the recipient. In order to construct such a system, the current methods for presenting and adapting texts in the healthcare domain need to be analysed and understood. In this study, Rhetorical Structure Theory is used, which is a framework that has often been applied within text generation to map out how texts are structured. The objective is to discern how texts containing medication information directed toward laymen are structured in comparison to similar texts directed toward healthcare professionals. It turns out that the texts directed toward laymen prompt and motivate the reader directly, while texts directed toward healthcare professionals at the utmost offer advice and generally provides more neutral, comprehensive information. The results indicate that Rhetorical Structure Theory can be used to find different intentions with texts directed toward different recipients, as well as how these intentions are mediated in the texts, in a structured way that appears to be useful for the text generation process.
Hälso- och sjukvårdsfältet innehåller mycket information som skulle kunna hjälpa patienter att förstå och hantera sin situation, under förutsättning att den formuleras på ett begripligt sätt. Ett sätt att underlätta denna uppgift för vårdpersonal skulle kunna vara ett textgenereringssystem som kan hantera den stora mängden information och producera en text som är anpassad till mottagarens behov och förkunskaper. För att kunna konstruera ett sådant system måste emellertid hälso- och sjukvårdens nuvarande praxis för att formulera och anpassa texter analyseras och förstås. I den här studien används Rhetorical Structure Theory, som är ett struktureringssystem som ofta tillämpats inom textgenerering för att kartlägga hur texter hänger samman. Målet är att avgöra hur texter med medicinsk information avsedda för privatpersoner är strukturerade i förhållande till liknande texter avsedda för vårdpersonal. Det visar sig att texter riktade till privatpersoner ger direkta uppmaningar och motiveringar medan texter riktade till vårdpersonal på sin höjd erbjuder råd och överlag ger mer neutral, mångsidig information. Resultatet indikerar att Rhetorical Structure Theory kan användas för att identifiera skillnader i intention med texter riktade till olika mottagare, samt hur dessa intentioner förmedlas i text, på ett strukturerat sätt som verkar vara användbart för textgenererings­processen.
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Nylander, Stina. "Design and Implementation of Multi-Device Services." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7447.

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Jones, Jeremiah Kenton. "A Software Development Environment for Building Context-Aware Systems for Family Technology." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd1106.pdf.

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Thi, Cam Thach Doan. "A GRAPHICAL USER INTERFACE FOR LARGE-SCALE GENE EXPRESSION ANALYSIS." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20870.

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Recently, the whole-genome expression analysis – which is analyzing most or all of the genes in biological systems, and is a rich and powerful way to discover gene pathway - has become increasingly affordable because of the increasing amount of microarray data available in public databases. Additionally, due to the enormously available information content in these repositories, researchers have to spend large amount of time to decide on the right information to proceed. There should be an application to assist biological researchers reducing the time in finding good data sets to analyze. In this project, a thorough study in HCI, Information Visualization, interaction design and development methodologies are carried out in order to build a web-based user interface that enables searching and browsing gene expression data and their correlation (web-based). Findings from literature review are applied to create a web-based user interface in large-gene expression analysis. Then, a survey is carried out to collect and analyze pilot users‟ feedback. The questionnaire shows that the users are very interested in using the system and they would like to spend more time interacting with it. They give positive feedbacks about interactive data visualization in the website help them to save time on viewing, navigating and interpreting complicated data. Besides, it is easy to navigate and learn how to use the system to achieve interesting findings in biology. The questionnaire shows that the author is successful in applying findings from literature review to build the website. Besides, from the results there are suggestions for improvement such as the flexibility in the website by automatically recognizing the alias gene names from different databases, filling-in gene symbols using first few characters, narrowing down a search to a particular species such as human or rat, etc.
Program: Masterutbildning i Informatik
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Simonds, Brent K. Rhodes Dent. "The design and development of an interactive media tutorial for presentation authoring." Normal, Ill. Illinois State University, 2003. http://wwwlib.umi.com/cr/ilstu/fullcit?p3115181.

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Thesis (Ed. D.)--Illinois State University, 2003.
Title from title page screen, viewed March 21, 2005. Dissertation Committee: Dent Rhodes (chair), Temba Bassoppo-Moyo, Cheri Toledo, David B. Williams, Larry W. Long. Includes bibliographical references (leaves 113-117) and abstract. Also available in print.
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Holdaj, Petersson Kalle, and Martin Thunberg. "Adaptiva talbaserade system i fordon : Designförslag för att främja user experience." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-23396.

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Denna kandidatuppsats undersöker hur user experience kan främjas i ett adaptivt talbaserat system i en fordonskontext. Att undersöka och involvera user experiencei adaptiva talbaserade system är i synnerhet viktigt i denna kontext då den primära sysslan, att köra, bör störas så lite som möjligt. Ett adaptivt system ger möjlighet att effektivisera interaktion och ett talbaserat system låter föraren fokusera på trafiken.Genom att undersöka existerande teori och utföra empiriska undersökningar i form av användartester genom Wizard of Oz-tekniken och intervjuer har vi skapat designoch dialogexempel. Dessa förslag kan främja user experience och på så vis bidra till att den interaktion som sker är effektiv och behaglig.
This bachelor thesis aims to build an understanding how user experience can be promoted in an adaptive speech-based system, which is found in the context of an automobile. Investigating this particular context and system is of importance since the primary task is to drive safely and let the driver focus on driving rather than system. An adaptive system provides the opportunity to make the interaction more effective and a speech-based system lets the driver focus on the traffic environment. By studying relevant theory and by carrying out user tests, with the technique Wizard of Oz, we have drafted design and dialogue recommendations. These recommendations can promote user experience and make the interaction of the system more effective and pleasant.
Safe Speech for Knowledge (SSK)
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Stewart, Michael Clark. "CoListen." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/85052.

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Humans need to feel connected to one another. With each new technology we create and re-create ways to connect with others we care about. Thanks to the ubiquity of powerful mobile technology in certain parts of the world, we have nearly immediate access to those remote others. Despite these advances our shared experiences are diminishing, and the ways we most often connect with our remote framily members seem to be superficial and at the expense of more meaningful interaction with collocated family members. People are not likely to give up the convenience and entertainment afforded by their mobile technology, but might those same technologies be capable of supporting interactions that help the users be the selves they wish they were, rather than the consumers their technologies were designed to support? To investigate the space of technological support for people's feelings of togetherness I conducted three studies. The first study was a diary study over 14 days where I asked about the current practices of middle schoolers for communicating with friends out side of school and for listening to music. In the second study, I conducted a design charrette where participants designed a technology to support co-listening, and then tried my first prototype. CoListen is a streaming music player that supports a listener in listening to the same music at the same time as a friend or family member. CoListen is designed with the explicit intent of requiring as little of the listener's attention as possible. In the third study, I deployed Colisten v1.0 in the wild and conducted a 14-day diary study asking participants about their experiences. I found that many of the participants from my target population listen to music and communicate with their friends, and that phatic communication (as opposed to goal-oriented communication) was prominent. I also found participants to be interested in the idea of technology to support co-listening and intrigued by how few little the barrier to co-listening can be, and how little attention is required. In study 3 I found that people enjoyed the experience of remote co-listening and did listen to music as a background activity. Many participatns reported feeling more together with their framily members with whom they co-listened.
Ph. D.
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Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.

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People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. The results of this study has validated several existing frameworks for VR. And in conclusion, this study has also shown that both previous motion sickness experiences and gender factors weren’t significant in terms of general accessibility issues on PCVR platforms. There are hints showing that the VR technology on PC platform could be universal accessible, since both of the quantitative and qualitative results has provided some evidences supporting this finding. However, more similar studies need to be carried out in order to identify more possible factors that would give an impact on user experiences in VR. The results of this study has also given implications of that today’s VR technology is developing on the right track and it could slowly become adopted by the mainstream and mass-market in the future.
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Olsson, Eva. "Designing Work Support Systems – For and With Skilled Users." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis : Univ.-bibl. [distributör], 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4275.

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Subramanian, Sunil Sabapathy, and Aubun Chandran. "Designing technology for parent-child shared environment : A Social Media Use-Case." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-80609.

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Technology needs to be designed considering various usage contexts. Today many parents use social media. Children are allowed to have a social media account by some social media websites if they are above a certain age. Social media is diverse in content that it is sometimes suitable for viewing by children and sometimes not. Parents sometimes wish to show some specific content from their social media page to their children. The page that they wish to show could have a content that is not suitable for viewing by children. This presents a problem to both the parent and child as users who sit together to view the intended content. This thesis intends to study on the different use contexts when the parent and child would want to sit together viewing a social media page sharing the same device. The study would also try to understand how the parent would envision to have the social media user interface during such usage contexts. This study also aims to trigger further research on the problems related to computer mediated interaction of people and children using the virtual sphere especially in social media encompassing the data analytics that would be needed in the background to ease such a communication.
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Hale, Scott A. "Global connectivity, information diffusion, and the role of multilingual users in user-generated content platforms." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:3040a250-c526-4f10-aa9b-25117fd4dea2.

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Internet content and Internet users are becoming more linguistically diverse as more people speaking different languages come online and produce content on user-generated content platforms. Several platforms have emerged as truly global platforms with users speaking many different languages and coming from around the world. It is now possible to study human behavior on these platforms using the digital trace data the platforms make available about the content people are authoring. Network literature suggests that people cluster together by language, but also that there is a small average path length between any two people on most Internet platforms (including two speakers of different languages). If so, multilingual users may play critical roles as bridges or brokers on these platforms by connecting clusters of monolingual users together across languages. The large differences in the content available in different languages online underscores the importance of such roles. This thesis studies the roles of multilingual users and platform design on two large, user-generated content platforms: Wikipedia and Twitter. It finds that language has a strong role structuring each platform, that multilingual users do act as linguistic bridges subject to certain limitations, that the size of a language correlates with the roles its speakers play in cross-language connections, and that there is a correlation between activity and multilingualism. In contrast to the general understanding in linguistics of high levels of multilingualism offline, this thesis finds relatively low levels of multilingualism on Twitter (11%) and Wikipedia (15%). The findings have implications for both platform design and social network theory. The findings suggest design strategies to increase multilingualism online through the identification and promotion of multilingual starter tasks, the discovery of related other-language information, and the promotion of user choice in linguistic filtering. While weak-ties have received much attention in the social networks literature, cross-language ties are often not distinguished from same-language weak ties. This thesis finds that cross-language ties are similar to same-language weak ties in that both connect distant parts of the network, have limited bandwidth, and yet transfer a non-trivial amount of information when considered in aggregate. At the same time, cross-language ties are distinct from same-language weak ties for the purposes of information diffusion. In general cross-language ties are smaller in number than same-language ties, but each cross-language tie may convey more diverse information given the large differences in the content available in different languages and the relative ease with which a multilingual speaker may access content in multiple languages compared to a monolingual speaker.
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42

Petkov, Petromil. "Motivating domestic energy conservation through comparative feedback in mobile applications and social networking sites." Thesis, Ludwig-Maximilians-Universitat Munchen, 2011. https://eprints.qut.edu.au/66730/1/Masterarbeit_Petromil_Petkov.pdf.

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The progress of technology has led to the increased adoption of energy monitors among household energy consumers. While the monitors available on the market deliver real-time energy usage feedback to the consumer, the form of this data is usually unengaging and mundane. Moreover, it fails to address consumers with different motivations and needs to save and compare energy. This master‟s thesis project presents a study that seeks to inform design guidelines for differently motivated energy consumers. The focus of the research is on comparative feedback supported by a community of energy consumers. In particular, the discussed comparative feedback types are explanatory comparison, temporal self-comparison, norm comparison, one-on-one comparison and ranking, whereby the last three support exploring the potential of socialising energy-related feedback in social networking sites, such as Facebook. These feedback types were integrated in EnergyWiz – a mobile application that enables users to compare with their past performance, neighbours, contacts from social networking sites and other EnergyWiz users. The application was developed through a theory-driven approach and evaluated in personal, semi-structured interviews which provided insights on how motivation-related comparative feedback should be designed. It was also employed in expert focus group discussions which resulted in defining opportunities and challenges before mobile, social energy monitors. The findings have unequivocally shown that users with different motivations to compare and to conserve energy have different preferences for comparative feedback types and design. It was established that one of the most influential factors determining design factors is the people users compare to. In addition, the research found that even simple communication strategies in Facebook, such as wall posts and groups can contribute to engagement with energy conservation practices. The concept of mobility of the application was evaluated as positive since it provides place and time-independent access to the energy consumption data.
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43

Johansson, Sjöwall Martin. "Exploring the search functionalities on a website designed for children." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-213682.

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The usage of Internet has increased among children. Much of that use comes from watching videos and playing games. There are a few services that cater to this need and Barnkanalen is one of them. However, in order for the service to be usable to children it needs to be adapted for them and content needs to be easily available. Children with no or little reading ability and writing skills need extra attention since they simply can not type correctly what they are searching for into a search field. This paper explores children’s preferred search strategies and what problems they experience on one of the major websites designed for children by conducting a user study. The user study was based upon a usability evaluation method called Constructive Interaction, where the children collaborated in pairs to solve search related tasks given to them. It was conducted at an after-school center in Bromma, Stockholm. 19 children aged 6-8 participated. The results indicate that the computer user interface and search functionalities of Barnkanalen need some improvements. The children with more developed spelling skills often have no problems, finding what they are supposed to find, when they know the title of the show. When the children did not have the knowledge of the titles or could not spell them they experienced some difficulties in finding what they were looking for. Most would browse the page, scrolling through the content being presented in horizontal lists. Some children got stuck in repetitive search loops; some were not paying enough attention and missed what they were looking for when it showed up on the screen. The children also had a hard time clicking on what they wanted to click at. Only four children had prior experience of visiting Barnkanalen on a computer but almost all of the children had experience using Barnkanalen on tablets or smartphones. The results led to recommendations on how to improve the site. For example, show titles in English should be allowed to be spelled phonetically, certain buttons need to be bigger, making Barnplay the start page of Barnkanalen and a virtual assistant is proposed.
Barns användande av internet ökar.  En stor del av användningen består av att titta på videos och spela spel. Det finns ett par tjänster som uppfyller det här behovet och Barnkanalen är en av dem. För att tjänsten ska vara användbar för barn så måste den vara anpassad för dem och innehållet måste vara lättillgängligt. Barn med lite eller som helt saknar läs och skriv-färdigheter behöver extra hjälp eftersom de inte utan problem kan skriva in vad de söker efter i ett sökfält. Den här uppsatsen undersöker barns föredragna sökstrategier och de problem de upplever på en av de största webbsidorna som är designad för barn genom att genomföra en användarstudie. Användarstudien var baserad på en användbarhetsutvärderingsmetod som heter konstruktiv interaktion (Constructive Interaction), där barnen samarbetar i par med att lösa sökrelaterade uppgifter. Studien utfördes på ett fritidshem i Bromma, Stockholm. 19 barn i åldrarna 6-8 år deltog. Resultaten indikerar att datorgränssnittet och sökfunktionerna på Barnkanalen behöver vissa förbättringar. Barn med bättre utvecklad skrivkunnighet hade oftast inga problem med att söka rätt på vad de skulle hitta, när de visste vad programmet de letade efter hette. När barnen saknade kunskap om vad programmet hette eller inte kunde stava till det så hade de problem med att finna vad de letade efter. De flesta undersökte sidan, skrollade genom innehållet som var placerat i horisontella listor. Vissa barn fastnade i ett repetitivt sökbeteende; vissa var inte uppmärksamma nog och missade det de letade efter när det dök upp på skärmen. Barnen hade också en del problem att klicka på det de ville klicka på. Bara fyra barn hade tidigare erfarenhet av att använda Barnkanalen på en dator medan nästan alla hade använt Barnkanalen på en pekplatta eller smarttelefon. Resultaten från studien ledde fram till ett par rekommendationer kring hur sidan kan förbättras. Till exempel, program med engelsk titel bör kunna sökas med fonetisk stavning, vissa knappar bör förstoras, göra Barnplay till startsida för Barnkanalen och en virtuell assistent föreslås.
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44

Claassen, Hester. "Interactive tools supporting agriculture in the wine industry." Thesis, Cape Peninsula University of Technology, 2012. http://hdl.handle.net/20.500.11838/1310.

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Thesis (MTech(Design))--Cape Peninsula University of Technology, 2012
To design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
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45

Nilsson, Maria. "Capturing semi-automated decision making : the methodology of CASADEMA." Doctoral thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-12559.

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This thesis presents a new methodology named CASADEMA (CApturing Semi-Automated DEcision MAking) which captures the interaction between humans and the technology they use to support their decision-making within the domain of Information Fusion. We are particularly interested in characterising the interaction between human decision makers and artefacts in semi-automated fusion processes. In our investigation we found that the existing approaches are limited in their ability to capture such interactions in sufficient detail. The presented method is built upon a distributed-cognition perspective. The use of this particular theoretical framework from cognitive science enables the method to take into account not only the role of the data captured in the physical and digital artefacts of the fusion system (e.g., radar readings, information from a fax or database, a piece of paper, etc.), but also the cognitive support function of the artefacts themselves (e.g., as an external memory) as part of the fusion process. That is, the interdependencies between the fusion process and decision-making can be captured. This thesis thus contributes to two main fields. Firstly, it enables, through CASADEMA, a distributed-cognition perspective of fusion processes in the, otherwise, rather technology-oriented field of Information Fusion. This has important conceptual implications, since it views fusion processes as extending beyond the boundary of physical/computer systems, to include humans, technology, and tools, as well as the interactions between them. It is argued that a better understanding of these interactions can lead to a better design of fusion processes, making CASADEMA an important contribution to the information fusion field. Secondly, the thesis provides, again in the form of CASADEMA, a practical application of the distributed-cognition theoretical framework. Importantly, the notations and definitions introduced in CASADEMA structure the otherwise currently rather loosely defined concepts and approaches in distributed cognition research. Hence, the work presented here also contributes to the fields of cognitive science and human-computer interaction.

Examining Committee: Henrik Artman, Docent (Kungliga tekniska högskolan), Nils Dahlbäck, Professor (Linköpings universitet), Anna-Lisa Osvalder, Professor (Chalmers tekniska högskola)

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46

Kazeem, Ganiat Omolara. "Technology In Policing : An ethnographic study of the use of information and communication technology within Bedfordshire police force." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76419.

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Policing in The United Kingdom is an intricate business, balancing the enforcement of statute and other laws while dealing with public safety and security. Policing engages a diverse and complicated set of organisational structures and processes relying heavily on the skill and expertise of officers on the ground. Their role in preventing and or intercepting crime before, during and after it occurs is integral to sustaining peace, security, law and order in communities. The police operational and logistics staff work day to day with information and communication technologies, ranging from conventional databases and information systems to ubiquitous and specialised tools.  Understanding the use of technology and its management in policing has formed the backbone of this research conducted through a qualitative approach. This study adopted an interpretive paradigmic analytical lens using ethnography situated in the workplace as a methodology. The qualitative study took the form of field immersion for nine months using interviewing, and shadowing/observation to suit the complexity of the socio-technical context. Analysis was conducted using thematic analytical methods. Understanding how the police force interact with and shape the way that information and communication technologies enable them to fight crime is, then, the subject of this thesis. The findings highlighted the complexities and  intricacies involved in the use of technology, identifying unique differentiations in the way technology is engaged and integrated into policing including comparative understanding relative to other sectors and industries.  On the whole the central features of this work highlight understanding of the role information and communication technologies; usefulness, usage in practice and operational activity, strategic business goals, knowledge management, business intelligence and intelligence led architecture, governance and performance models in policing the county of Bedfordshire, England.
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47

Gargett, Ross. "The Use of Automated Speech Recognition in Electronic Health Records in Rural Health Care Systems." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/340.

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Since the HITECH (Health Information Technology for Economic and Clinical Health) Act was enacted, healthcare providers are required to achieve “Meaningful Use.” CPOE (Clinical Provider Order Entry), is one such requirement. Many providers prefer to dictate their orders rather than typing them. Medical vocabulary is wrought with its own terminology and department-specific acronyms, and many ASR (Automated Speech Recognition) systems are not trained to interpret this language. The purpose of this thesis research was to investigate the use and effectiveness of ASR in the healthcare industry. Multiple hospitals and multiple clinicians agreed to be followed through their use of an ASR system to enter patient data into the record. As a result of this research, the effectiveness and use of the ASR was examined, and multiple issues with the use and accuracy of the system were uncovered.
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48

Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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49

Caceffo, Ricardo Edgard 1983. "Arquitetura para suporte a aplicações ubíquas que viabilizam a criação de um ambiente de aprendizado ativo em sala de aula." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275542.

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Orientador: Rodolfo Jardim de Azevedo
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: O modelo do Aprendizado Ativo defende uma maior participação, motivação e colaboração entre os alunos no ambiente de ensino e aprendizagem. Usualmente o Aprendizado Ativo é suportado através de elementos tecnológicos, como os sistemas de resposta em sala de aula. Neste ambiente, o professor propõe aos alunos questões de múltipla escolha, que são respondidas através de clickers, sendo os dados organizados por um software gerenciado pelo professor. Ocorre que, apesar do crescente desenvolvimento da tecnologia, este suporte ainda é limitado, não considerando variáveis importantes do contexto, histórico e ambiente de ensino e aprendizagem, apresentando ainda problemas em sua aplicação, como a distração dos alunos. Nesta tese é proposta uma Arquitetura Ubíqua de Suporte ao Aprendizado Ativo (AUSAA), em que é desenvolvido um framework para promoção do Aprendizado Ativo através do uso de dispositivos móveis. A AUSAA incorpora elementos da Computação Ubíqua, como sensibilidade ao contexto, localização e análise do histórico dos usuários, permitindo a criação de funcionalidades que se adaptam ao ambiente e necessidades dos participantes. A AUSAA suporta ainda o modelo de estilos de aprendizagem de Felder & Silverman, que afirma que cada aluno possui preferências individuais em relação à percepção, processamento e manipulação da informação. Parte da AUSAA foi implementada através de um software (LSQuiz). Nele é proposto um processo colaborativo em que o professor disponibiliza um conjunto de questões de múltipla escolha aos alunos, que podem, a qualquer instante, informar ao sistema que estão com dificuldades. A partir disso, através da análise de fatores de contexto e da localização dos estudantes, é escolhido um aluno para ser convidado a ajudar. O LSQuiz foi aplicado e avaliado em um ambiente de ensino, sendo identificados pontos de melhoria em seu design, como a necessidade de identificação automática da localização dos alunos e ajustes pontuais no algoritmo do processo colaborativo. Verificou-se que é válida a premissa de que a aplicação da Computação Ubíqua neste ambiente viabiliza de uma forma mais efetiva o modelo do Aprendizado Ativo, sendo a autonomia dos alunos um elemento positivo neste processo. Por fim, identificou-se que não é possível inferir os estilos de aprendizagem dos alunos através do seu desempenho nos questionários, sendo inviável a aplicação do modelo de Felder & Silverman neste contexto
Abstract: The Active Learning model advocates greater participation, motivation and collaboration between students in the teaching and learning environment. Usually, the Active Learning is supported by technology through the classroom response systems. In this environment, the teacher asks students multiple-choice questions, which are answered trough clickers, being the data organized by a software managed by the teacher. Despite the increasing development of technology, its use is still limited, not being considered important variables related to the context, user's history and the learning environment. In addition, its application presented some problems, like the ones related to the distraction and attention loss of the students. This thesis proposes a Ubiquitous Classroom Response System (UCRS), developed as a framework to support the Active Learning using mobile devices. The UCRS incorporates elements of ubiquitous computing like context awareness, location and historical analysis of users' data, allowing the development of features that adapt to the environment and needs of the participants. The UCRS further supports the Felder and Silverman Learning Styles Model (FSM), which states that each student has individual preferences in relation to perception, processing and manipulation of information. Part of the UCRS was implemented through software (LSQuiz). The LSQuiz supports a collaborative process in which the teacher submits a multiple-choice quiz to students, who may at any time ask for the help of other students. Then, the LSQuiz analyses context factors, like the location affinity among students, verifying which student should be invited to help. The LSQuiz was implemented and evaluated in a learning environment, being identified some issues, like the need for automatic student's location and specific changes in the collaborative process algorithm. In addition, it was found valid the assumption that Ubiquitous Computing enables a more effective way to support the Active Learning model, being the student's autonomy a positive element in this process. Finally, was identified that it is not possible to assume the learning styles of students through their performance in the questionnaires. Thus, it is unfeasible the application of the FSM in this context
Doutorado
Ciência da Computação
Doutor em Ciência da Computação
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50

Wang, Lei. "Effectiveness of text-based mobile learning applications: case studies in tertiary education : a thesis presented to the academic faculty, submitted in partial fulfilment of the requirements for the degree of Master of Information Sciences in Information Technology, Massey University." Massey University, 2009. http://hdl.handle.net/10179/1092.

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This research focuses on developing a series of mobile learning applications for future 'beyond' classroom learning environments. The thesis describes the general use pattern of the prototype and explores the key factors that could affect users‘ attitudes towards potential acceptance of the mobile learning applications. Finally, this thesis explores the user acceptance of the mobile learning applications; and investigates the mobility issue and the comparison of applying learning activities through mobile learning and e-learning.
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