Dissertations / Theses on the topic 'Information technology Human computer interaction'
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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/.
Full textKolagani, 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.
Full textCroon, 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.
Full textGolay, 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.
Full textCaine, Kelly Erinn. "Exploring everyday privacy behaviors and misclosures." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31665.
Full textCommittee 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.
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.
Full textIsaksson, 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.
Full textIT-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.
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.
Full textDoctor of Philosophy (PhD)
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/.
Full textSudweeks, 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/.
Full textBukhari, 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.
Full textProudfoot, 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.
Full textBrittell, 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.
Full textGraphics 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
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.
Full textDesigning 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.
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.
Full textBergström, 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.
Full textRidsporten 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.
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.
Full textTaşkın, 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.
Full textKeywords: Information and communication technologies (ICT), interactivity, city kiosk, public use. Includes bibliographical references (leaves. 103).
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.
Full textLindblad-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.
Full textЛавров, 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.
Full textKaushik, Sanjana. "Social Networks of Technology Caregivers and Caregivees." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1613749933487134.
Full textAbouei, 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.
Full textFällman, 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.
Full textThis 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.
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.
Full textPrimary 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.
Stander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.
Full textThis 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.
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.
Full textIqbal, 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.
Full textlineofaxis@gmail.com, ms24pk@gmail.com
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.
Full textIdag 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.
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.
Full textKrevers, 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.
Full textHälso- 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.
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.
Full textJones, 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.
Full textThi, Cam Thach Doan. "A GRAPHICAL USER INTERFACE FOR LARGE-SCALE GENE EXPRESSION ANALYSIS." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20870.
Full textProgram: Masterutbildning i Informatik
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.
Full textTitle 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.
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.
Full textThis 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)
Stewart, Michael Clark. "CoListen." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/85052.
Full textPh. D.
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.
Full textOlsson, 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.
Full textSubramanian, 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.
Full textHale, 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.
Full textPetkov, 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.
Full textJohansson, 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.
Full textBarns 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.
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.
Full textTo 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.
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.
Full textExamining Committee: Henrik Artman, Docent (Kungliga tekniska högskolan), Nils Dahlbäck, Professor (Linköpings universitet), Anna-Lisa Osvalder, Professor (Chalmers tekniska högskola)
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.
Full textGargett, 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.
Full textGoecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.
Full textCommittee 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.
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.
Full textTese (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
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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