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1

Sims, Paul. "Interface tracking using Lagrangian-Eulerian methods." Thesis, University of Reading, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298640.

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Andersson, Anders Tobias. "Facial Feature Tracking and Head Pose Tracking as Input for Platform Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12924.

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Modern facial feature tracking techniques can automatically extract and accurately track multiple facial landmark points from faces in video streams in real time. Facial landmark points are defined as points distributed on a face in regards to certain facial features, such as eye corners and face contour. This opens up for using facial feature movements as a handsfree human-computer interaction technique. These alternatives to traditional input devices can give a more interesting gaming experience. They also open up for more intuitive controls and can possibly give greater access to computers and video game consoles for certain disabled users with difficulties using their arms and/or fingers. This research explores using facial feature tracking to control a character's movements in a platform game. The aim is to interpret facial feature tracker data and convert facial feature movements to game input controls. The facial feature input is compared with other handsfree inputmethods, as well as traditional keyboard input. The other handsfree input methods that are explored are head pose estimation and a hybrid between the facial feature and head pose estimation input. Head pose estimation is a method where the application is extracting the angles in which the user's head is tilted. The hybrid input method utilises both head pose estimation and facial feature tracking. The input methods are evaluated by user performance and subjective ratings from voluntary participants playing a platform game using the input methods. Performance is measured by the time, the amount of jumps and the amount of turns it takes for a user to complete a platform level. Jumping is an essential part of platform games. To reach the goal, the player has to jump between platforms. An inefficient input method might make this a difficult task. Turning is the action of changing the direction of the player character from facing left to facing right or vice versa. This measurement is intended to pick up difficulties in controling the character's movements. If the player makes many turns, it is an indication that it is difficult to use the input method to control the character movements efficiently. The results suggest that keyboard input is the most effective input method, while it is also the least entertaining of the input methods. There is no significant difference in performance between facial feature input and head pose input. The hybrid input version has the best results overall of the alternative input methods. The hybrid input method got significantly better performance results than the head pose input and facial feature input methods, while it got results that were of no statistically significant difference from the keyboard input method. Keywords: Computer Vision, Facial Feature Tracking, Head Pose Tracking, Game Control
Moderna tekniker kan automatiskt extrahera och korrekt följa multipla landmärken från ansikten i videoströmmar. Landmärken från ansikten är definerat som punkter placerade på ansiktet utefter ansiktsdrag som till exempel ögat eller ansikts konturer. Detta öppnar upp för att använda ansiktsdragsrörelser som en teknik för handsfree människa-datorinteraktion. Dessa alternativ till traditionella tangentbord och spelkontroller kan användas för att göra datorer och spelkonsoler mer tillgängliga för vissa rörelsehindrade användare. Detta examensarbete utforskar användbarheten av ansiktsdragsföljning för att kontrollera en karaktär i ett plattformsspel. Målet är att tolka data från en appliktion som följer ansiktsdrag och översätta ansiktsdragens rörelser till handkontrollsinmatning. Ansiktsdragsinmatningen jämförs med inmatning med huvudposeuppskattning, en hybrid mellan ansikstdragsföljning och huvudposeuppskattning, samt traditionella tangentbordskontroller. Huvudposeuppskattning är en teknik där applikationen extraherar de vinklar användarens huvud lutar. Hybridmetoden använder både ansiktsdragsföljning och huvudposeuppskattning. Inmatningsmetoderna granskas genom att mäta effektivitet i form av tid, antal hopp och antal vändningar samt subjektiva värderingar av frivilliga testanvändare som spelar ett plattformspel med de olika inmatningsmetoderna. Att hoppa är viktigt i ett plattformsspel. För att nå målet, måste spelaren hoppa mellan plattformar. En inefektiv inmatningsmetod kan göra detta svårt. En vändning är när spelarkaraktären byter riktning från att rikta sig åt höger till att rikta sig åt vänster och vice versa. Ett högt antal vändningar kan tyda på att det är svårt att kontrollera spelarkaraktärens rörelser på ett effektivt sätt. Resultaten tyder på att tangentbordsinmatning är den mest effektiva metoden för att kontrollera plattformsspel. Samtidigt fick metoden lägst resultat gällande hur roligt användaren hade under spelets gång. Där var ingen statisktiskt signifikant skillnad mellan huvudposeinmatning och ansikstsdragsinmatning. Hybriden mellan ansiktsdragsinmatning och huvudposeinmatning fick bäst helhetsresultat av de alternativa inmatningsmetoderna. Nyckelord: Datorseende, Följning av Ansiktsdrag, Följning av Huvud, Spelinmatning
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3

Khairat, Saif. "Clinical content tracking system an efficient request tracking via a graphical user interface /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4892.

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Thesis (M.S.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on March 28, 2008) Vita Includes bibliographical references.
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Tornberg, Anna-Karin. "Interface tracking methods with application to multiphase flows." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-2953.

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5

Jan, Muhammad Asghar, and Syed Majid Ali Shah Bukhari. "Eye Tracking Interface Design for Controlling Mobile Robot." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5030.

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This thesis provides a baseline study for eye tracking user interface design for controlling a mobile robot. The baseline study is an experiment involving the use of a radio controller (RC) to drive the robot, while gaze data is collected from each subject monitoring the position of robot on the remote screen that displays the view for the turret-mounted video camera on the robot. Initial data from the experiment provides a foundation for interface design of actual control of the mobile robot by gaze interaction. Such an interface may provide Tele-presence for the disable. Patients with motor disability cannot use their hands and legs but only use their eye motions. Such applications of an eye tracking system can provide patients with much flexibility and freedom for search and identification of objects.
Muhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
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Shaw, Daniel. "An Eye-Tracking Evaluation of Multicultural Interface Designs." Thesis, Boston College, 2005. http://hdl.handle.net/2345/390.

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Thesis advisor: James Gips
This paper examines the impact of a multicultural approach on the usability of web and software interface designs. Through the use of an eye-tracking system, the study compares the ability of American users to navigate traditional American and Japanese websites. The ASL R6 eye-tracking system recorded user search latency and the visual scan path in locating specific items on the American and Japanese pages. Experimental results found statistically significant latency values when searching for left- or right-oriented navigation menus. Among the participants, visual observations of scan paths indicated a strong preference for initial movements toward the left. These results demonstrate the importance of manipulating web layouts and navigation menus for American and Japanese users. This paper further discusses the potential strengths resulting from modifications of interface designs to correspond with such cultural search tendencies, and suggestions for further research
Thesis (BA) — Boston College, 2005
Submitted to: Boston College. College of Arts and Sciences
Discipline: Computer Science
Discipline: College Honors Program
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Maharaj, Robin. "Design of asset tracking device with GPRS Interface." Thesis, Cape Peninsula University of Technology, 2019. http://hdl.handle.net/20.500.11838/2815.

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Thesis (Master of Engineering in Electrical Engineering)--Cape Peninsula University of Technology, 2018.
IOT devices have the potential to improve asset lifecycle optimization because of their ability to provide relevant real time data to high level applications. This data with minimal latency can assist asset managers to control the behaviour of assets and asset users to optimize asset lifecycle cost. There are many environments that require asset tracking devices but this design focussed on motor vehicles with auxiliary functions and apparatus. This research work documented the design of an asset tracking device built and tested on a 32.bit microcontroller platform with built-in CAN peripheral. This design resolved handling multiple serial interfaces collating data simultaneously concatenating this data and transmitting the data via GPRS interface as a single UDP sentence. Apart from interfacing various serial interfaces to the Stm24f4 this design also implemented a Wireless module as well as a multichannel ADC Module. This design was accomplished by researching and implementing software techniques as well as researching the hardware/firmware in terms of DMA and Nested Vector Interrupt Controller of the STM32 devices. The solution that this design will accomplish is to provide the industry an asset-tracking device with data capturing functionality capable of delivering the above needs at reasonable data cost. The device designed in this thesis is the client device of asset tracking network. This design was accomplished on a proof of concept basis delivering built hardware in the form of various application modules interfaced to a 32 –bit microcontroller via uart, SPI and CAN.
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Zhang, Yanxia. "Eye tracking and gaze interface design for pervasive displays." Thesis, Lancaster University, 2015. http://eprints.lancs.ac.uk/76906/.

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Eye tracking for pervasive displays in everyday computing is an emerging area in research. There is an increasing number of pervasive displays in our surroundings, such as large displays in public spaces, digital boards in offices and smart televisions at home. Gaze is an attractive input modality for these displays, as people naturally look at objects of interest and use their eyes to seek information. Existing research has applied eye tracking in a variety of fields, but tends to be in constrained environments for lab applications. This thesis investigates how to enable robust gaze sensing in pervasive contexts and how eye tracking can be applied for pervasive displays that we encounter in our daily life. To answer these questions, we identify the technical and design challenges posed by using gaze for pervasive displays. Firstly, in out-of-lab environments, interactions are usually spontaneous where users and systems are unaware of each other beforehand. This poses the technical problem that gaze sensing should not need prior user training and should be robust in unconstrained environments. We develop novel vision-based systems that require only off-the-shelf RGB cameras to address this issue. Secondly, in pervasive contexts, users are usually unaware of gaze interactivity iii of pervasive displays and the technical restrictions of gaze sensing systems. However, there is little knowledge about how to enable people to use gaze interactive systems in daily life. Thus, we design novel interfaces that allow novice users to interact with contents on pervasive displays, and we study the usage of our systems through field deployments. We demonstrate that people can walk up to a gaze interactive system and start to use it immediately without human assistance. Lastly, pervasive displays could also support multiuser co-located collaborations. We explore the use of gaze for collaborative tasks. Our results show that sharing gaze information on shared displays can ease communications and improve collaboration. Although we demonstrate benefits of using gaze for pervasive displays, open challenges remain in enabling gaze interaction in everyday computing and require further investigations. Our research provides a foundation for the rapidly growing field of eye tracking for pervasive displays.
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Mahajan, Onkar. "Multimodal interface integrating eye gaze tracking and speech recognition." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430494171.

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Oyekoya, Oyewole Kayode. "Eye tracking : a perceptual interface for content based image retrieval." Thesis, University College London (University of London), 2007. http://discovery.ucl.ac.uk/5413/.

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In this thesis visual search experiments are devised to explore the feasibility of an eye gaze driven search mechanism. The thesis first explores gaze behaviour on images possessing different levels of saliency. Eye behaviour was predominantly attracted by salient locations, but appears to also require frequent reference to non-salient background regions which indicated that information from scan paths might prove useful for image search. The thesis then specifically investigates the benefits of eye tracking as an image retrieval interface in terms of speed relative to selection by mouse, and in terms of the efficiency of eye tracking mechanisms in the task of retrieving target images. Results are analysed using ANOVA and significant findings are discussed. Results show that eye selection was faster than a computer mouse and experience gained during visual tasks carried out using a mouse would benefit users if they were subsequently transferred to an eye tracking system. Results on the image retrieval experiments show that users are able to navigate to a target image within a database confirming the feasibility of an eye gaze driven search mechanism. Additional histogram analysis of the fixations, saccades and pupil diameters in the human eye movement data revealed a new method of extracting intentions from gaze behaviour for image search, of which the user was not aware and promises even quicker search performances. The research has two implications for Content Based Image Retrieval: (i) improvements in query formulation for visual search and (ii) new methods for visual search using attentional weighting. Futhermore it was demonstrated that users are able to find target images at sufficient speeds indicating that pre-attentive activity is playing a role in visual search. A current review of eye tracking technology, current applications, visual perception research, and models of visual attention is discussed. A review of the potential of the technology for commercial exploitation is also presented.
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Danaher, James. "GPS Translator Record and Interface System (TRIS)." International Foundation for Telemetering, 1990. http://hdl.handle.net/10150/613761.

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International Telemetering Conference Proceedings / October 29-November 02, 1990 / Riviera Hotel and Convention Center, Las Vegas, Nevada
Global Positioning System (GPS) translator signals have been used to track U.S Navy Trident missile test launches for the past 15 years. Absolute position accuracies of better than 20 meters in real-time and 8 meters in post mission have been consistently demonstrated. Flight qualified GPS translators 40 cubic inches in size have been developed for the U.S. Army Exoatmospheric Re-entry Vehicle Interceptor Subsystem (ERIS) program and are currently available for use by U.S. and allied government test ranges. More widespread use of GPS translators is constrained, however, by the great expense and size of the custom ground equipment currently used to acquire GPS translator signals and compute the position and velocity of the vehicle. To address this problem, the U.S. Air Force Western Space and Missile Center (WSMC) placed 3S under contract to design a lower-cost GPS translator processor based mainly on using commercial telemetry equipment. This paper describes how a working prototype was constructed to demonstrate the feasibility of the Translator Record and Interface System (TRIS). This prototype shows that TRIS can be built from a combination of commercially-available telemetry equipment, GPS equipment developed for the U.S. Air Force Range Applications Joint Program Office (RAJPO), and a few elements of custom equipment.
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Popovic, Jelena. "Fast Adaptive Numerical Methods for High Frequency Waves and Interface Tracking." Doctoral thesis, KTH, Numerisk analys, NA (stängd 2012-06-30), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105062.

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The main focus of this thesis is on fast numerical methods, where adaptivity is an important mechanism to lowering the methods' complexity. The application of the methods are in the areas of wireless communication, antenna design, radar signature computation, noise prediction, medical ultrasonography, crystal growth, flame propagation, wave propagation, seismology, geometrical optics and image processing.   We first consider high frequency wave propagation problems with a variable speed function in one dimension, modeled by the Helmholtz equation. One significant difficulty of standard numerical methods for such problems is that the wave length is very short compared to the computational domain and many discretization points are needed to resolve the solution. The computational cost, thus grows algebraically with the frequency w. For scattering problems with impenetrable scatterer in homogeneous media, new methods have recently been derived with a provably lower cost in terms of w. In this thesis, we suggest and analyze a fast numerical method for the one dimensional Helmholtz equation with variable speed function (variable media) that is based on wave-splitting. The Helmholtz equation is split into two one-way wave equations which are then solved iteratively for a given tolerance. We show rigorously that the algorithm is convergent, and that the computational cost depends only weakly on the frequency for fixed accuracy.  We next consider interface tracking problems where the interface moves by a velocity field that does not depend on the interface itself. We derive fast adaptive  numerical methods for such problems. Adaptivity makes methods robust in the sense that they can handle a large class of problems, including problems with expanding interface and problems where the interface has corners. They are based on a multiresolution representation of the interface, i.e. the interface is represented hierarchically by wavelet vectors corresponding to increasingly detailed meshes. The complexity of standard numerical methods for interface tracking, where the interface is described by marker points, is O(N/dt), where N is the number of marker points on the interface and dt is the time step. The methods that we develop in this thesis have O(dt^(-1)log N) computational cost for the same order of accuracy in dt. In the adaptive version, the cost is O(tol^(-1/p)log N), where tol is some given tolerance and p is the order of the numerical method for ordinary differential equations that is used for time advection of the interface.   Finally, we consider time-dependent Hamilton-Jacobi equations with convex Hamiltonians. We suggest a numerical method that is computationally efficient and accurate. It is based on a reformulation of the equation as a front tracking problem, which is solved with the fast interface tracking methods together with a post-processing step.  The complexity of standard numerical methods for such problems is O(dt^(-(d+1))) in d dimensions, where dt is the time step. The complexity of our method is reduced to O(dt^(-d)|log dt|) or even to O(dt^(-d)).

QC 20121116

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Mohd, Masnizah. "Design and evaluation of an Interactive Topic Detection and Tracking interface." Thesis, University of Strathclyde, 2010. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=12776.

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Boudria, Yacine. "Tracking control for non-minimum phase system and brain computer interface." Thesis, University of Rhode Island, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3716673.

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For generations, humans dreamed about the ability to communicate and interact with machines through thought alone or to create devices that can peer into a person’s mind and thoughts. Researchers have developed new technologies to create brain computer interfaces (BCIs), communication systems that do not depend on the brain’s normal output pathways of peripheral nerves and muscles. The objective of the first part of this thesis is to develop a new BCI based on electroencephalography (EEG) to move a computer cursor over a short training period in real time. The work motivations of this part are to increase: speed and accuracy, as in BCI settings, subject has a few seconds to make a selection with a relatively high accuracy.

Recently, improvements have been developed to make EEG more accurate by increasing the spatial resolution. One such improvement is the application of the surface Laplacian to the EEG, the second spatial derivative. Tripolar concentric ring electrodes (TCREs) automatically perform the Laplacian on the surface potentials and provide better spatial selectivity and signal-to-noise ratio than conventional EEG that is recorded with conventional disc electrodes. Another important feature using TCRE is the capability to record the EEG and the TCRE EEG (tEEG) signals concurrently from the same location on the scalp for the same electrical activity coming from the brain. In this part we also demonstrate that tEEG signals can enable users to control a computer cursor rapidly in different directions with significantly higher accuracy during their first session of training for 1D and 2D cursor control.

Output tracking control of non-minimum phase systems is a highly challenging problem encountered in many practical engineering applications. Classical inversion techniques provide exact output tracking but lead to internal instability, whereas modern inversion methods provide stable asymptotic tracking but produce large transient errors. Both methods provide an approximation of feedback control, which leads to non robust systems, very sensitive to noise, considerable tracking errors and a significant singularity problem. Aiming at the problem of system inversion to the true system, the objective of the second part of this thesis is to develop a new method based on true inversion for minimum phase system and approximate inversion for non-minimum phase systems. The proposed algorithm is automatic and has minimal computational complexities which make it suitable for real-time control.

The process to develop the proposed algorithm is partitioned into (1) minimum phase feedforward inverse filter, and (2) non-minimum phase inversion. In a minimum phase inversion, we consider the design of a feedforward controller to invert the response of a feedback loop that has stable zero locations. The complete control system consists of a feedforward controller cascaded with a closed-loop system. The outputs of the resulting inverse filter are delayed versions of the corresponding reference input signals, and delays are given by the vector relative degree of the closed-loop.

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Mindel, Julian Eduardo. "Interface Tracking and Solid-Fluid Coupling Techniques with Coastal Engineering Applications." Thesis, Imperial College London, 2008. http://hdl.handle.net/10044/1/4376.

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Multi-material physics arise in an innumerable amount of engineering problems. A broadlyscoped numerical model is developed and described in this thesis to simulate the dynamic interactionof multi-fluid and solid systems. It is particularly aimed at modelling the interactionof two immiscible fluids with solid structures in a coastal engineering context; however it canbe extended to other similar areas of research. The Navier Stokes equations governing thefluids are solved using a combination of finite element (FEM) and control volume finite element(CVFE) discretisations. The sharp interface between the fluids is obtained through thecompressive transport of material properties (e.g. material concentration). This behaviour isachieved through the CVFE method and a conveniently limited flux calculation scheme basedon the Hyper-C method by Leonard (1991). Analytical and validation test cases are provided,consisting of steady and unsteady flows. To further enhance the method, improve accuracy, andexploit Lagrangian benefits, a novel moving mesh method is also introduced and tested. It isessentially an Arbitrary Lagrangian Eulerian method in which the grid velocity is defined bysemi-explicitly solving an iterative functional minimisation problem. A multi-phase approach is used to introduce solid structure modelling. In this approach,solution of the velocity field for the fluid phase is obtained using Model B as explained byGidaspow (1994, page 151). Interaction between the fluid phase and the solids is achievedthrough the means of a source term included in the fluid momentum equations. The interactingforce is calculated through integration of this source term and adding a buoyancy contribution. The resulting force is passed to an external solid-dynamics model such as the Discrete ElementMethod (DEM), or the combined Finite Discrete Element Method (FEMDEM).The versatility and novelty of this combined modelling approach stems from its ability tocapture the fluid interaction with particles of random size and shape. Each of the three maincomponents of this thesis: the advection scheme, the moving mesh method, and the solid interactionare individually validated, and examples of randomly shaped and sized particles areshown. To conclude the work, the methods are combined together in the context of coastal engineeringapplications, where the complex coupled problem of waves impacting on breakwateramour units is chosen to demonstrate the simulation possibilities. The three components developedin this thesis significantly extend the application range of already powerful tools, suchas Fluidity, for fluids-modelling and finite discrete element solids-modelling tools by bringingthem together for the first time.
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Shahzad, Muhammad Imran, and Saqib Mehmood. "Control of Articulated Robot Arm by Eye Tracking." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3096.

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Eye tracking has many comprehensive achievements in the field of human computer interaction. Uses of human eyes as an alternative of hands are an innovative way in the human computer interaction perspective. Many application of autonomous robot control has already been developed, but we developed two different interfaces to control the articulated robot manually. The first of these interfaces is controlled by mouse and the second is controlled by eye tracking. Main focus of our thesis is to facilitate the people with motor disabilities by using their eye as an input instead of a mouse. Eye gaze tracking technique is used to send commands to perform different tasks. Interfaces are divided into different active and inactive regions. Dwell time is a well known technique which is used to execute commands through eye gaze instead of using a mouse. When a user gazes in an active region for a specific dwell time, the command is executed and the robot performs a specific task. When inactive regions are gazed at, there no command execution and no function are performed. The difference between time of performing the task by mouse and Eyetracking is shown to be 40 ms, the mouse being faster. However, a mouse cannot be used for people with motor disabilities, so the Eyetracker in this case has a decisive advantage. Keywords: Eyetracking, Interface, Articulated robot
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Villaroman, Norman. "Face Tracking User Interfaces Using Vision-Based Consumer Devices." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3941.

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Some individuals have difficulty using standard hand-manipulated input devices such as a mouse and a keyboard effectively. For such users who at the same time have sufficient control over face and head movement, a robust perceptual or vision-based user interface that can track face movement can significantly help them. Using vision-based consumer devices makes such a user interface readily available and allows its use to be non-intrusive. Designing this type of user interface presents some significant challenges particularly with accuracy and usability. This research investigates such problems and proposes solutions to create a usable and robust face tracking user interface using currently available state-of-the-art technology. In particular, the input control in such an interface is divided into its logical components and studied one by one, namely, user input, capture technology, feature retrieval, feature processing, and pointer behavior. Different options for these components are studied and evaluated to see if they contribute to more efficient use of the interface. The evaluation is done using standard tests created for this purpose. The tests were done by a single user. The results can serve as a precursor to a full-scale usability study, various improvements, and eventual deployment for actual use. The primary contributions of this research include a logical organization and evaluation of the input process and its different components in face tracking user interfaces, a common library for computer control that can be used by various face tracking engines, an adaptive pointing input style that makes pointing using natural movement easier, and a test suite that can be used to measure performance of various user interfaces for desktop systems.
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Noureddin, Borna. "A non-contact video-oculograph for tracking gaze in a human computer interface." Thesis, University of British Columbia, 2003. http://hdl.handle.net/2429/42119.

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Video-based eye tracking devices that can detect where a person is looking without requiring the user to wear anything can be effective components of a human computer interface. However, issues such as speed, accuracy, cost and case of use have so far limited the widespread, practical application of existing devices. No pre-existing device that does not require user contact is able to accurately track the eye (and hence where a person is looking) in real time in the presence of large head movements. This thesis attempts to overcome these limitations by presenting a novel design for a video-oculograph. It is a non-contact (i.e., it does not require the user to wear anything) human computer interface device, and uses two cameras to maintain accurate, real-time tracking of a person's eye in the presence of significant head motion. Image analysis techniques are used to obtain very accurate locations of the pupil and corneal reflection. All the computations are performed in software and the device only requires simple, compact optics and electronics attached to the user's computer via a serial port and IEEE 1394 interface, making the device very cost effective. An implementation of the design to track a user's fixations on a computer monitor is also evaluated in this thesis. Two methods of estimating the user's point of gaze on a computer monitor were evaluated. Using functional approximation, the gaze was estimated to within 5.2% of the monitor's width and 9.6% of the monitor's height. Using a direct, analytical approach, the gaze was estimated to within 22.0% horizontally and 27.8% vertically. Evidence was found to support further investigation into effective calibration procedures that would significantly improve the ability of the system to estimate the user's point of gaze. The implemented system - called GTD (Gaze Tracking Device) - is capable of reliably tracking the user's eye in real-time (nine frames per second) in the presence of natural head movements as fast as 100°/s horizontally and 77°/s vertically. It is able to track the location of the eye to within 0.758 pixels horizontally and 0.492 pixels vertically, and is robust to changes in eye colour and shape, ambient lighting and the use of eyeglasses.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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Kulkarni, Vikram Digambar. "A piecewise linear interface tracking method for 3-D Eulerian incompressible fluid flows." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36910.pdf.

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Kenttälä, K. (Kalle). "Interactive voice response system and eye-tracking interface in assistive technology for disabled." Bachelor's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201905282194.

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Abstract. The development of ICT has been very fast in the last few decades and it is important that everyone can benefit from this progress. It is essential for designing user interfaces to keep up on this progress and ensure the usability and accessibility of new innovations. The purpose of this academic literature review has been to study the basics of multimodal interaction, emphasizing on context with multimodal assistive technology for disabled people. From various modalities, interactive voice response and eye-tracking were chosen for analysis. The motivation for this work is to study how technology can be harnessed for assisting disabled people in daily life.
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Martinez, Xavier. "Tracking sans marqueur de modèles physiques modulaires et articulés : vers une interface tangible pour la manipulation de simulations moléculaires." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS231/document.

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Les modèles physiques moléculaires sont depuis longtemps utilisés dans le domaine de la biologie structurale et de la chimie. Malgré l’apparition de représentations numériques qui offrent une grande variété de visualisations moléculaires dynamiques et permettent notamment d’analyser visuellement les résultats de simulations, les modèles physiques moléculaires sont encore fréquemment utilisés. En effet, la manipulation directe et la construction manuelle de modèles physiques moléculaires facilitent l’élaboration et la mémorisation d’une représentation mentale des structures moléculaires 3D. Les techniques d’interaction avec des objets 3D n’atteignent pas encore la finesse et la richesse de perception et de manipulation des modèles physiques. Par ailleurs, l’interaction avec des représentations moléculaires virtuelles est rendue particulièrement difficile car les structures moléculaires sont très complexes du fait de leur taille, de leur caractère tridimensionnel et de leur flexibilité, auquel s'ajoutent la quantité et la variété des informations qui les caractérisent. Pour aborder la problématique de l'interaction avec ces structures moléculaires, nous proposons dans cette thèse de concevoir une interface tangible moléculaire combinant les avantages des représentations physiques et virtuelles. Pour réaliser une interface tangible flexible et modulaire, à l’image des biomolécules à manipuler, ce travail de thèse a dû relever plusieurs défis scientifiques avec pour contrainte majeure le fait de proposer une approche se passant de marqueurs et dispositif de capture 3D complexe. La première étape fut de choisir, concevoir et fabriquer un modèle physique permettant la manipulation de molécules avec de nombreux degrés de libertés. La seconde étape consistait à créer un modèle numérique permettant de reproduire le comportement mécanique du modèle physique. Enfin, il a fallu concevoir des méthodes de recalage utilisant des techniques de traitement d'image en temps réel pour que le modèle physique puisse contrôler, par couplage, son avatar virtuel. En terme de traitement d’image, de nouvelles méthodes ont été conçues implémentées et évaluées afin d'une part, d’identifier et de suivre les atomes dans l’espace image et d'autre part, d'alimenter la méthode de reconstruction 3D avec un faible nombre de points. L'une de nos contributions a été d'adapter la méthode de Structure from Motion en incluant des connaissances biochimiques pour guider la reconstruction. Par ailleurs, la visualisation conjointe de modèles physiques de molécules et de leur avatar virtuel dynamique, parfois co-localisé dans un contexte de réalité augmentée, a été abordée. Pour cela, des méthodes de visualisation haute performance adaptées à ce contexte ont été conçues afin d’améliorer la perception des formes et cavités, caractéristiques importantes des molécules biologiques. Par exemple, l’occultation ambiante ou le raycasting de sphères avec des ombres portées dynamiques permettent d’augmenter un modèle physique en tenant compte de l’illumination réelle pour une meilleure intégration en réalité augmentée. Les retombées de ce travail en terme d’usage sont nombreuses dans le domaine de la recherche et de la pédagogie en biologie moléculaire, comme dans le domaine de la conception de médicaments et plus particulièrement du Rational Drug Design. L'expert doit être au centre de la tâche de conception de médicament pour la rendre plus efficace et rationnelle, à l’image du succès du jeu sérieux Fold’It, auquel s’ajoute le bénéfice de l’utilisation d’interface tangible capable de manipuler les nombreux degrés de liberté intrinsèques des biomolécules
Physical molecular models have long been used in the structural biology and chemistry fields. Despite the emergence of numerical representations offering various and dynamic molecular visualizations to analyze the simulation results, molecular physical models are still being used. Direct manipulation and assembly of physical models ease to create and memorize a mental representation of 3D molecular structures. Interaction techniques to manipulate virtual 3D objects are not reaching the fineness and the benefits of the perceptual cues and manipulation skills of physical models. Moreover, interacting with virtual molecular representations remains a hard task because of the complexity of molecular structures, their size, their flexibility and the various data that define them. In this thesis, we address this issue by designing a molecular tangible interface combining the perks of physical and virtual representations. To match the flexibility and modularity of biomolecules to manipulate, this work met challenges in different scientific fields with the constraint to not use a tracker based system. The first step was to choose, conceive and build a physical model to handle the manifold degrees of freedom of molecules. The second step consisted in creating a numerical representation of mechanical properties of the physical model. Lastly, we needed to develop tracking methods using real-time image processing algorithms in order to control the virtual representation by coupling it to the physical one. New image processing methods have been implemented and evaluated to identify and track atoms in the image space. A Structure from Motion method was designed and adapted to reconstruct in 3D the atom positions by using a small amount of points and by including biochemical knowledge to guide the reconstruction. At last, we address the visualization of physical and dynamic virtual representations, sometimes co-localized in an Augmented Reality context. High performance visualization methods adapted to this context have been developed to enhance shape and cavity perception, two major specifics of biological molecules. For instance, ambient occlusion or sphere raycasting with dynamic shadows can augment a physical object taking the real illumination of the scene for a better insertion in an Augmented Reality context. The impact of this work targets both the education in molecular biology and the research field: the rational drug design field could benefit from the expertise of the user to optimize the design of drugs by manipulating biomolecule's numerous degrees of freedom using a tangible interface. Just like Fold'It is contributing to solve the folding problem, a similar approach could be used to solve the molecular docking problem using advanced manipulation interfaces
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Gupta, Prince. "MARKERLESS TRACKING USING POLAR CORRELATION OF CAMERA OPTICAL FLOW." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3396.

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We present a novel, real-time, markerless vision-based tracking system, employing a rigid orthogonal configuration of two pairs of opposing cameras. Our system uses optical flow over sparse features to overcome the limitation of vision-based systems that require markers or a pre-loaded model of the physical environment. We show how opposing cameras enable cancellation of common components of optical flow leading to an efficient tracking algorithm that captures five degrees of freedom including direction of translation and angular velocity. Experiments comparing our device with an electromagnetic tracker show that its average tracking accuracy is 80% over 185 frames, and it is able to track large range motions even in outdoor settings. We also present how opposing cameras in vision-based inside-looking-out systems can be used for gesture recognition. To demonstrate our approach, we discuss three different algorithms for recovering motion parameters at different levels of complete recovery. We show how optical flow in opposing cameras can be used to recover motion parameters of the multi-camera rig. Experimental results show gesture recognition accuracy of 88.0%, 90.7% and 86.7% for our three techniques, respectively, across a set of 15 gestures.
M.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
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Демська, А. І., В. В. Євсєєв, Т. А. Колесникова, and В. П. Ткаченко. "Methods and means of evaluation usability of human-machine interface." Thesis, Kaunas University of Applied Science, 2019. http://openarchive.nure.ua/handle/document/9241.

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For a achieving the real usability goal, the designer’s activity demands a additional toolkit for the quality evaluation of graphical and multimedia products, including quality from psychological and ergonomic standpoint. In this paper, an analysis of modern methods for assessing the effectiveness of websites was conducted and research development in the field of promotion of web-resources on the Internet was generalized. The methods of obtaining data for the quantitative assessment of visual perception, which can be used in the development of both information technology and personal identification technologies, are explored. It is revealed that with the use of cognitive technologies that take into account the peculiarities of person's visual perception of graphic information, it is possible to create effective tools and methods for the development of technological modules and completed application information systems. As a result of the work, an algorithm for improving the efficiency of UI web-systems was developed.
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Gulati, Saaransh. "Simulation of liquid entrainment in BWR annular flow using an interface tracking method approach." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76966.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Nuclear Science and Engineering, 2012.
"June 2012." Cataloged from PDF version of thesis.
Includes bibliographical references (p. 84-90).
by Saaransh Gulati.
S.M.
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Ahmed, Zaheer, and Aamir Shahzad. "Mobile Robot Navigation using Gaze Contingent Dynamic Interface." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3098.

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Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
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Mitchell, Marcella B., and Alain Thomas. "A DYNAMIC MULTI-PROTOCOL INTERFACE FOR TT&C SATELLITE BASEBAND PROCESSOR." International Foundation for Telemetering, 2003. http://hdl.handle.net/10150/605809.

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International Telemetering Conference Proceedings / October 20-23, 2003 / Riviera Hotel and Convention Center, Las Vegas, Nevada
This paper presents the architecture of a new dynamic multi-protocol network interface implemented on a TT&C satellite baseband processor. Today Ethernet is the main connection of the equipment in a satellite system. Various protocols are necessary to optimize support of data exchange and are implemented using several supports such as Serial lines, Ethernet or Internet. The capability to dynamically switch from one service to another, using the most adapted interface, is the key factor for a multi-mission, multi-satellite system.
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27

Di, Stefano Domenico. "Eyetracking: analisi della user interface di una pagina web." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10865/.

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Negli ultimi vent'anni con lo sviluppo di Internet, il modo di comunicare tra le persone �è totalmente cambiato. Grazie a Internet si sono ridotte le distanze e soprattutto tramite i siti web le aziende hanno una propria vetrina sul mondo sempre accessibile. Tutto ci�ò ha portato a nuovi comportamenti da parte dei consumatori che divengono sempre pi�u esigenti nella vastità di informazioni presenti sul Web. Perciò è necessario che le web companies riescano a produrre website efficienti e usabili per favorire l'interazione con l'utente. Inoltre il web ha avuto una rapida espansione per quanto concerne le metodologie di sviluppo e analisi del comportamento del consumatore. Si cercano sempre nuovi spunti per poter acquisire quello che �è il percorso di un utente affinché porti a termine una determinata azione nel proprio dominio. Per questo motivo, oltre agli strumenti gi�à consolidati come il riempimento di questionari o il tracking per mezzo di piattaforme come Google Analytics, si �è pensato di andare oltre e cercare di analizzare ancora pi�u a fondo il "consumAttore". Grazie ad un eye-tracker �è possibile riconoscere quelli che sono i modelli cognitivi che riguardano il percorso di ricerca, valutazione e acquisto di un prodotto o una call to action, e come i contenuti di una web application influenzano l'attenzione e la user experience. Pertanto l'obiettivo che si pone questo studio �è quello di poter misurare l'engagement della navigazione utente di una web application e, nel caso fosse necessario, ottimizzare i contenuti al suo interno. Per il rilevamento delle informazioni necessarie durante l'esperimento, mi sono servito di uno strumento a supporto delle decisioni, ovvero un eye-tracker e della successiva somministrazione di questionari.
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Husseini, Orabi Ahmed. "Multi-Modal Technology for User Interface Analysis including Mental State Detection and Eye Tracking Analysis." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36451.

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We present a set of easy-to-use methods and tools to analyze human attention, behaviour, and physiological responses. A potential application of our work is evaluating user interfaces being used in a natural manner. Our approach is designed to be scalable and to work remotely on regular personal computers using expensive and noninvasive equipment. The data sources our tool processes are nonintrusive, and captured from video; i.e. eye tracking, and facial expressions. For video data retrieval, we use a basic webcam. We investigate combinations of observation modalities to detect and extract affective and mental states. Our tool provides a pipeline-based approach that 1) collects observational, data 2) incorporates and synchronizes the signal modality mentioned above, 3) detects users' affective and mental state, 4) records user interaction with applications and pinpoints the parts of the screen users are looking at, 5) analyzes and visualizes results. We describe the design, implementation, and validation of a novel multimodal signal fusion engine, Deep Temporal Credence Network (DTCN). The engine uses Deep Neural Networks to provide 1) a generative and probabilistic inference model, and 2) to handle multimodal data such that its performance does not degrade due to the absence of some modalities. We report on the recognition accuracy of basic emotions for each modality. Then, we evaluate our engine in terms of effectiveness of recognizing basic six emotions and six mental states, which are agreeing, concentrating, disagreeing, interested, thinking, and unsure. Our principal contributions include the implementation of a 1) multimodal signal fusion engine, 2) real time recognition of affective and primary mental states from nonintrusive and inexpensive modality, 3) novel mental state-based visualization techniques, 3D heatmaps, 3D scanpaths, and widget heatmaps that find parts of the user interface where users are perhaps unsure, annoyed, frustrated, or satisfied.
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Min, Chohong. "A computational framework tracking a moving interface in arbitrary dimension and codimension / by Chohong Min." Diss., Restricted to subscribing institutions, 2004. http://proquest.umi.com/pqdweb?did=795970821&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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Sinav, Alper. "Analysis and modeling of the virtual human interface for the MARG body tracking system using quaternions." Thesis, Monterey, California. Naval Postgraduate School, 2002. http://hdl.handle.net/10945/6018.

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Approved for public release; distribution unlimited
This thesis done in cooperation with the MOVES Institute
Mathematicians have used quaternions for about a hundred years. Today they are an important part of computer graphics and simulation systems. This thesis takes an analytical approach to quaternions by using them in the construction of a virtual human for sourceless Magnetic Accelerometer Rate Sensor (MARG) body tracking system. Virtual citizens will be a reflection of our personalities in cyberspace. Prophecies say they may take control in the virtual world and govern themselves too. One of the objectives of this thesis is to design a seamless and realistic humanoid from laser scan data clouds. This humanoid will be compatible with motion capture systems and networked virtual environments. Second objective of this thesis is to search for the answers related to the optimal real-time representation of an articulated virtual human, maintaining a high level of visual fidelity within networked cyberspace. While visual detail and fidelity have been and will continue to be a major ongoing interest within the computer graphics community, the idea of sourceless body tracking is still in its early stages. MARG body tracking is one of the successful approaches to body tracking systems. This thesis proposes a networked quaternion based real-time virtual human interface for the MARG body tracking system.
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31

Negreiros, Tupã. "Rastreamento labial: aplicação em leitura labial." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/3/3152/tde-19072013-171405/.

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Novas interfaces homem-computador têm sido pesquisadas a fim de se tornarem mais naturais e flexíveis. O rastreamento labial, foco deste trabalho, é parte deste contexto, podendo ser utilizado na detecção de emoções, bem como no auxílio ao reconhecimento de voz. Pode assim tornar-se um módulo inicial para a leitura labial, na criação de interfaces voltadas a deficientes auditivos. Os algoritmos disponíveis na literatura foram analisados e comparados, mostrando os prós e contras de cada método. Finalmente foi escolhido desenvolver uma técnica baseada em Active Appearance Model (AAM). O AAM gera um modelo a partir de um conjunto de imagens de treinamento, que pode ser utilizado no rastreamento labial de novas imagens. A técnica proposta baseia-se no uso de algoritmos genéticos para o ajuste do modelo, diferente, portanto, da técnica proposta originalmente pelo AAM. A convergência da técnica proposta foi extensivamente analisada, com a variação de parâmetros, buscando a análise de erro residual da função custo e sua relação com o tempo de convergência e erro de posição.
New human-computer interfaces have been researched to make them more natural and flexible. The lip tracking, emphasis of this work, is part of this setting it can be used for detecting emotions and to aid the speech recognition. It may well become an initial module for lip-reading, in the creation of interfaces directed to hearing impaired people. Algorithms available on literature are analyzed and compared, explaining the upsides and downsides of each method. Finally was chose to develop a technique based on Active Appearance Model (AAM). The AAM generates a model from a set of training images, which can be used in tracking of new lip images. The proposed technique is based on the use of genetic algorithms for fitting the model, different therefore of the technique originally proposed by AAM. The convergence of the proposed technique has been extensively analyzed with the variation of parameters, searching the error analysis of the cost function residual error and its relation to the execution time and position error.
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Trenkmann, Ines, Jörg Schuster, Shubhra Gangopadhyay, and Christian von Borczyskowski. "Investigation of solid liquid interface in ultra-thin liquid films via single particle tracking of colloidal particles." Universitätsbibliothek Leipzig, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-191812.

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Trenkmann, Ines, Jörg Schuster, Shubhra Gangopadhyay, and Christian von Borczyskowski. "Investigation of solid liquid interface in ultra-thin liquid films via single particle tracking of colloidal particles." Diffusion fundamentals 11 (2009) 115, S. 1-2, 2009. https://ul.qucosa.de/id/qucosa%3A14089.

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34

Trachtová, Monika. "Analýza vybraného e-shopu z hlediska User Experience a User Interface." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360177.

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The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most important test of this thesis, oral questionnaire and complementary emotional cards. Using eye-tracking measurements, visual maps are obtained that plot the visual field of each respondent. All results are processed, analyzed and subsequently interpreted to the final result.
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35

Marangoni, Matthew J. "Low Cost Open Source Modal Virtual Environment Interfaces Using Full Body Motion Tracking and Hand Gesture Recognition." Wright State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wright1369256636.

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36

Grabel, Michael Z. "A Lagrangian/Eulerian Approach for Capturing Topological Changes in Moving Interface Problems." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563527241172213.

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37

Kaaman, Albert, and Kalle Bornemark. "Gaze-supported Interaction with Smart Objects through an Augmented Reality User Interface." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20212.

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Smarta enheter blir allt vanligare och teknologierna de använder blir allt mer avancerade. Som en följd av detta uppstår bekväma och effektiva lösningar till vardagliga problem. En stor mängd sammankopplade smarta enheter leder dock till system som är svåra att förstå och att använda. Detta ställer krav på lösningar som hjälper användare att interagera med enheter på ett intuitivt och effektivt sätt. En teknik som under de senaste åren blivit allt mer kommersiellt brukbar och som kan användas i detta syfte är augmented reality. Vidare så är spårning av ögonpositioner ett lovande tillvägagångssätt för att navigera virtuella menyer.Denna uppsats har som syfte att utvärdera hur ögon- och huvudrörelser kan kombineras för att låta användare på ett intuitivt sätt interagera med ett gränssnitt i augmented reality. För att uppnå detta tas två interaktionsmetoder fram som använder ögon- och huvudrörelser på något olika sätt. För att utvärdera deras prestanda och användbarhet så utförs ett experiment där deltagarna navigerar en uppsättning menyer både med hjälp av de framtagna metoderna och en beprövad referensmetod.Resultaten från experimentet visar att referensmetoden både är den snabbaste och den minst felbenägna ut av de tre utvärderade metoderna. Trots detta så föredrar deltagarna en av de framtagna metoderna, och båda dessa metoder uppnår adekvata resultat. Vidare så visar den kvantitativa datan inte på några mätbara skillnader mellan de framtagna metoderna. Däremot så uppnår en av dem högre resultat i de subjektiva utvärderingarna.
Smart devices are becoming increasingly common and technologically advanced. As aresult, convenient and effective approaches to everyday problems are emerging. However,a large amount of interconnected devices result in systems that are difficult to understandand use. This necessitates solutions that help users interact with their devices in anintuitive and effective way. One such possible solution is augmented reality, which hasbecome a viable commercial technology in recent years. Furthermore, tracking the positionof users’ eyes to navigate virtual menus is a promising approach that allows for interestinginteraction techniques.In this thesis, we explore how eye and head movements can be combined in an effortto provide intuitive input to an augmented reality user interface. Two novel interactiontechniques that combine these modalities slightly differently are developed. To evaluatetheir performance and usability, an experiment is conducted in which the participantsnavigate a set of menus using both our proposed techniques and a baseline technique.The results of the experiment show that out of the three evaluated techniques, thebaseline is both the fastest and the least error-prone. However, participants prefer oneof the proposed techniques over the baseline, and both of these techniques perform adequately.Furthermore, the quantitative data shows no measurable differences betweenthe proposed techniques, although one of them receives a higher score in the subjectiveevaluations.
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Li, Kun. "Advanced Signal Processing Techniques for Single Trial Electroencephalography Signal Classification for Brain Computer Interface Applications." Scholar Commons, 2010. http://scholarcommons.usf.edu/etd/3484.

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Brain Computer Interface (BCI) is a direct communication channel between brain and computer. It allows the users to control the environment without the need to control muscle activity [1-2]. P300-Speller is a well known and widely used BCI system that was developed by Farwell and Donchin in 1988 [3]. The accuracy level of the P300-BCI Speller as measured by the percent of communicated characters correctly identified by the system depends on the ability to detect the P300 event related potential (ERP) component among the ongoing electroencephalography (EEG) signal. Different techniques have been tested to reduce the number of trials needed to be averaged together to allow the reliable detection of the P300 response. Some of them have achieved high accuracies in multiple-trial P300 response detection. However the accuracy of single trial P300 response detection still needs to be improved. In this research, two single trial P300 response classification methods were designed. One is based on independent component analysis (ICA) with blind tracking and the other is based on variance analysis. The purpose of both methods is to detect a chosen character in real-time in the P300-BCI speller. The experimental results demonstrate that the proposed methods dramatically reduce the signal processing time, improve the data communication rate, and achieve overall accuracy of 79.1% for ICA based method and 84.8% for variance analysis based method in single trial P300 response classification task. Both methods showed better performance than that of the single trial stepwise linear discriminant analysis (SWLDA), which has been considered as the most accurate and practical technique working with P300-BCI Speller.
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Petrini, Alexander, and Henrik Forslin. "Evaluation of Player Performance with a Brain Computer Interface and Eye TrackingControl in an Entertainment Game Application." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12928.

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Fernandes, Junior Valmir. "Detecção e rastreamento de íris para implementação de uma interface homem-computador." Universidade Presbiteriana Mackenzie, 2010. http://tede.mackenzie.br/jspui/handle/tede/1397.

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Made available in DSpace on 2016-03-15T19:37:33Z (GMT). No. of bitstreams: 1 Valmir Fernandes Junior.pdf: 2218220 bytes, checksum: f12b7829c2024510149ca8f24aa66e26 (MD5) Previous issue date: 2010-08-10
This paper presents a technique to iris detection and tracking that can be used in a human computer interface which allows people with mobility restricted, including no mobility above the shoulders, can control the mouse pointer only moving their eyes, without using expensive equipments. The unique data input used is an ordinary webcam without optical zoon, special lights or restricting user face mobility. The mouse displacement will occur in a straight way, in other words, the mouse cursor will be positioned at the place estimated by the technique. To the iris detection tests 60 images were used. 90.83% of the iris were identified correctly, there were 4.17% of missing iris and 5% false positives (iris were estimated in a wrong place). Using images generated straight from the webcam the iris were found correctly in 87,5%, no iris were found in 11,11% and in 1,39% the technique found iris in wrong places, the average time between positioning and a click is about 20 seconds.
Este trabalho apresenta uma técnica de detecção e rastreamento de íris para ser utilizada em uma interface homem-computador que permita pessoas com mobilidade restrita, inclusive sem mobilidade nos ombros, possam controlar o cursor do mouse com o movimento dos olhos, sem a necessidade de adquirir equipamentos caros. A única entrada de dados utilizada é uma webcam simples sem auxílio de zoon ótico, iluminação especial ou fixação da face do usuário. A movimentação do mouse dar-se-á de maneira direta, ou seja, o ponteiro do mouse será direcionado para a região estimada pela técnica. Para a realização dos testes de detecção de íris foram utilizadas 60 imagens. Em 90.83% dos casos as íris foram encontradas corretamente, 4.17% dos casos não foram identificados e ocorreram 5% de falsos positivos (casos em que as íris foram estimadas no lugar errado). Com as imagens geradas diretamente pela webcam a identificação das íris ocorreu com sucesso em 87,50% dos casos, erros em 11,11 % e 1,39% de falsos positivos, o tempo médio entre o posicionamento e um clique é de cerca de 20 segundos.
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41

Edwards, William Vincent. "Towards a level set reinitialisation method for unstructured grids." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/6257.

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Interface tracking methods for segregated flows such as breaking ocean waves are an important tool in marine engineering. With the development in marine renewable devices increasing and a multitude of other marine flow problems that benefit from the possibility of simulation on computer, the need for accurate free surface solvers capable of solving wave simulations has never been greater. An important component of successfully simulating segregated flow of any type is accurately tracking the position of the separating interface between fluids. It is desirable to represent the interface as a sharp, smooth, continuous entity in simulations. Popular Eulerian interface tracking methods appropriate for segregated flows such as the Marker and Cell Method (MAC) and the Volume of Fluid (VOF) were considered. However these methods have drawbacks with smearing of the interface and high computational costs in 3D simulations being among the most prevalent. This PhD project uses a level set method to implicitly represent an interface. The level set method is a signed distance function capable of both sharp and smooth representations of a free surface. It was found, over time, that the level set function ceases to represent a signed distance due to interaction of local velocity fields. This affects the accuracy to which the level set can represent a fluid interface, leading to mass loss. An advection solver, the Cubic Interpolated Polynomial (CIP) method, is presented and tested for its ability to transport a level set interface around a numerical domain in 2D. An advection problem of the level set function demonstrates the mass loss that can befall the method. To combat this, a process known as reinitialisation can be used to re-distance the level set function between time-steps, maintaining better accuracy. The goal of this PhD project is to present a new numerical gradient approximation that allows for the extension of the reinitialisation method to unstructured numerical grids. A particular focus is the Cartesian cut cell grid method. It allows geometric boundaries of arbitrary complexity to be cut from a regular Cartesian grid, allowing for flexible high quality grid generation with low computational cost. A reinitialisation routine using 1st order gradient approximation is implemented and demonstrated with 1D and 2D test problems. An additional area-conserving constraint is introduced to improve accuracy further. From the results, 1st order gradient approximation is shown to be inadequate for improving the accuracy of the level set method. To obtain higher accuracy and the potential for use on unstructured grids a novel gradient approximation based on a slope limited least squares method, suitable for level set reinitialisation, is developed. The new gradient scheme shows a significant improvement in accuracy when compared with level set reinitialisation methods using a lower order gradient approximation on a structured grid. A short study is conducted to find the optimal parameters for running 2D level set interface tracking and the new reinitialisation method. The details of the steps required to implement the current method on a Cartesian cut cell grid are discussed. Finally, suggestions for future work using the methods demonstrated in the thesis are presented.
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42

Delwaulle, Céline. "Etude de la dissolution du dioxyde d’uranium en milieu nitrique : une nouvelle approche visant à la compréhension des mécanismes interfaciaux." Thesis, Vandoeuvre-les-Nancy, INPL, 2011. http://www.theses.fr/2011INPL078N/document.

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Le retraitement du combustible nucléaire irradié passe par une étape de séparation de l’uranium, du plutonium et des produits de fission qui le constituent, notamment par une étape de dissolution en milieu nitrique. Dans une démarche d’amélioration continue et pour optimiser le procédé quel que soit le combustible, il est nécessaire de comprendre les phénomènes physico-chimiques, cinétique et hydrodynamiques mis en jeu lors de la dissolution, pour permettre une modélisation de ce procédé à des fins de prévision. L’état de l’art ne permet de donner que des indications limitées car il repose sur des études macroscopiques dans des réacteurs de plusieurs centaines de millilitres. Les conclusions qui peuvent en être tirées sont donc soumises à la superposition de phénomènes microscopiques liés à la complexité du milieu nitrique, à des solides à dissoudre dont la composition et plus généralement la nature sont mal définies. Il est donc nécessaire de passer par une autre démarche qui consiste à décomposer et analyser les différents processus mis en jeu. Un modèle mettant en œuvre un couplage entre hydrodynamique et cinétique de dissolution d’un solide en présence d’espèces autocatalytiques est alors proposé. Ce modèle a permis de mettre en évidence la nécessité de réaliser des observations des concentrations des espèces au niveau de l’interface réactionnelle. Un réacteur miniaturisé a alors été conçu, et des expériences ont été menées sur des billes de cuivre, simulant le combustible, et ont permis d’obtenir de premières observations de bulles de gaz formées en cours de dissolution. Une méthode originale de suivi du pH in-situ au niveau de l’interface a été mise au point : un marqueur fluorescent a permis de visualiser les acidités in-situ et une cartographie du pH a pu être dressée en cours de dissolution, de même qu’une visualisation directe des processus de transfert avec mesure des couches-limites de diffusion. Cette méthode a enfin pu être transposée en zone nucléarisée sur du dioxyde d’uranium et a conduit à la compréhension et la modélisation du procédé de dissolution en milieu nitrique
The reprocessing of irradiated nuclear fuel passes through a stage of separation of uranium, plutonium and fission products by dissolution in nitric acid. To be able to optimize the process regardless of the fuel used, it is necessary to understand physical and chemical phenomena, kinetics and hydrodynamic parameters involved in the process, to allow its modelling and to be able to forecast behaviours during the operation. The state of the art can only provide limited guidance because it is based on macroscopic studies in reactors of hundreds of millilitres. The conclusions that can be drawn are therefore subject to the overlay of microscopic phenomena related to the complexity of the nitric mid, and to the composition and nature of the solid to dissolve that are generally poorly defined. It is therefore necessary to use another approach which is to separate and analyze the various processes involved. A model implementing a coupling between hydrodynamics and kinetics involved in the dissolution of a solid in the presence of autocatalytic species is then proposed. This model was used to highlight the need for observations of the concentrations of the species at the level of the reactive interface. A miniaturized reactor was designed, and experiments were conducted on copper beads, simulating the fuel, and provided initial observations of gas bubbles formed during dissolution. A novel method for monitoring pH in-situ at the level of the interface has been developed: a fluorescent marker enabled to visualize in-situ acidity and pH mapping during dissolution, and a direct visualization of the transfer process with diffusion layers. This method could be transposed in the nuclear area on uranium dioxide and has led to the understanding and modelling of the process of dissolution in nitric environment
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43

Pesapane, Risa Raelene. "Tracking Pathogen Transmission at the Human-Wildlife Interface: Banded Mongoose (Mungos mungo) and Escherichia coli as a Model System in Chobe, Botswana." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/76930.

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Anthropozoonotic diseases, defined as infectious diseases caused by pathogens transmitted from humans to wildlife, pose a significant health threat to wildlife populations. Many of these pathogens are also able to move from wildlife reservoirs to humans, termed zoonotic diseases, creating the possibility for bi-directional transmission between humans and wildlife. Recent studies show that a significant proportion of emerging infectious diseases in humans originate in wildlife reservoirs and that the frequency of emergence is increasing, yet the specific transmission pathways still remain speculative in most cases. Human fecal waste is persistent across human-modified landscapes and has been identified as a potential source of disease exposure for wildlife populations living near humans. As part of a long-term study of banded mongoose (Mungos mungo) that live in close association with humans and human fecal waste I used Escherichia coli and banded mongoose (Mungos mungo) for evaluating exchange of fecal waste-borne microorganisms at the human-wildlife interface. Antibiotic resistance was found in 57.5% ° 10.3% (n=87) of mongoose fecal samples and 37.2% ° 5.9% of isolates (n=253). Multidrug resistance was detected in 13.8% ° 4.2% of isolates (n=253). Mongoose and human fecal waste isolates consistently clustered together in phylogenetic analyses and statistical analysis of genetic variation showed no significant differences (p=0.18) between E. coli from human and mongoose populations. These results suggest that human fecal waste contamination is an important mechanism for the transmission of pathogens to both humans and animals, including the spread of antibiotic resistance in the environment, an emerging global health threat.
Master of Science
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44

Hannuksela, J. (Jari). "Camera based motion estimation and recognition for human-computer interaction." Doctoral thesis, University of Oulu, 2008. http://urn.fi/urn:isbn:9789514289781.

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Abstract Communicating with mobile devices has become an unavoidable part of our daily life. Unfortunately, the current user interface designs are mostly taken directly from desktop computers. This has resulted in devices that are sometimes hard to use. Since more processing power and new sensing technologies are already available, there is a possibility to develop systems to communicate through different modalities. This thesis proposes some novel computer vision approaches, including head tracking, object motion analysis and device ego-motion estimation, to allow efficient interaction with mobile devices. For head tracking, two new methods have been developed. The first method detects a face region and facial features by employing skin detection, morphology, and a geometrical face model. The second method, designed especially for mobile use, detects the face and eyes using local texture features. In both cases, Kalman filtering is applied to estimate the 3-D pose of the head. Experiments indicate that the methods introduced can be applied on platforms with limited computational resources. A novel object tracking method is also presented. The idea is to combine Kalman filtering and EM-algorithms to track an object, such as a finger, using motion features. This technique is also applicable when some conventional methods such as colour segmentation and background subtraction cannot be used. In addition, a new feature based camera ego-motion estimation framework is proposed. The method introduced exploits gradient measures for feature selection and feature displacement uncertainty analysis. Experiments with a fixed point implementation testify to the effectiveness of the approach on a camera-equipped mobile phone. The feasibility of the methods developed is demonstrated in three new mobile interface solutions. One of them estimates the ego-motion of the device with respect to the user's face and utilises that information for browsing large documents or bitmaps on small displays. The second solution is to use device or finger motion to recognize simple gestures. In addition to these applications, a novel interactive system to build document panorama images is presented. The motion estimation and recognition techniques presented in this thesis have clear potential to become practical means for interacting with mobile devices. In fact, cameras in future mobile devices may, for the most of time, be used as sensors for self intuitive user interfaces rather than using them for digital photography.
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Valenta, Artūras. "Vartotojo sąsajos efektyvumo įvertinimų tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130826_110233-41131.

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Šiuo tyrimu siekiama išanalizuoti populiariausių vartotojo sąsajos tyrimų metodus ir įvertinti juos įvairiais aspektais bei nustatyti jų taikymo atvejus. Taip pat suprojektuoti eksperimentinę erdvę ir atlikti tyrimą su vienu iš vartotojo sąsajos tyrimo metodu. Išanalizuoti rezultatus ir juos palyginti su panašiu vartotojo sąsajos tyrimo metodu. Galiausiai ieškosime būdų pagerinti šio metodo tikslumui. Analizės metu buvo įvertinta 15 vartotojo sąsajos metodų. Remiantis žiniomis įgautomis atliekant literatūros analizę apie vartotojo sąsajos tyrimų atlikimo eigą ir vertinimo parametrus buvo atliktas eksperimentas, kurio tikslas ištirti pelės sekimo tikslumą lyginant su akių sekimo metodo tikslumu. Išaiškinus priežastis lemiančias pelės sekimo metodo tikslumą, jas pašalinome ir pakartojome eksperimentą. Atlikus eksperimentus paaiškėjo, kad pagrindinis veiksnys lemiantis pelės sekimo metodo tikslumą yra dalyvių pasyvumas, o dalyvius informavus apie pelės judinimo būtinybę kartu su akių judesiais, užfiksuotas šio metodo tikslumo padidėjimas iki 47% - 77%.
In this research we are going to analyze most popular user interface research methods and evaluate them in different aspects and determinate their use of cases. In addition, create experimental space for one of the user interface methods research. Analyze results and compare with similar method. Lastly, we will look for solutions to increase its accuracy. 15 user interface research methods were evaluated in analyze stage. From gathered knowledge about user interface research methods and evaluation parameters, experiment was performed. His purpose was to evaluate mouse tracking accuracy as user interface method and compare it with eye tracking method. After causes for its accuracy were found, they were removed and repeated the experiment. After conducting the experiment we found out that the main factor in mouse tracking accuracy is user's inability to move mouse actively. After asking experiment participants to sync their eyes movement with mouse movements we witnessed 47% - 77% accuracy comparing with eye tracking method.
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46

Gross, Linda C. M. "Applications of droplet interface bilayers : specific capacitance measurements and membrane protein corralling." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:0b7ffba6-b86d-499c-a93f-3b2fc46a427b.

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Droplet Interface Bilayers (DIBs) have a number of attributes that distinguish them from conventional artificial lipid bilayers. In particular, the ability to manipulate bilayers mechanically is explored in this thesis. Directed bilayer area changes are used to make precise measurements of the specific capacitance of DIBs and to control the two dimensional concentration of a membrane protein reconstituted in the bilayer. Chapter 1 provides a general introduction to the role of the lipid membrane en- vironment in the function of biological membranes and their integral proteins. An overview of model lipid bilayer systems is given. Chapter 2 introduces work carried out in this laboratory previously and illustrates the experimental setup of DIBs. Some important bilayer biophysical concepts are covered to provide the theoretical background to experiments in this and in later chapters. Results from the characterisation of DIBs are reported, and an account of the development of methods to manipulate the bilayer by mechanical means is given. Chapter 3 describes experiments that apply bilayer area manipulation in DIBs to achieve precise measurement of specific capacitance in a range of lipid systems. Chapter 4 reports results from experiments investigating the response of bilayer specific capacitance to an applied potential. Chapter 5 covers the background and experimental setup for total internal fluo- rescence microscopy experiments in DIBs and describes the expression, purification and characterisation of the bacterial β-barrel membrane protein pore α-Hemolysin. Chapter 6 describes experiments that apply the mechanical manipulation of bilayer area in DIBs to the corralling and control of the surface density of α-Hemolysin.
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Mark, Joseph F. "A prototype multi-media data base for tracking interface relationships and performing cost tradeoffs for the Sea Launch and Recovery (SEALAR) Space Launch System." Thesis, Monterey, California. Naval Postgraduate School, 1991. http://hdl.handle.net/10945/28477.

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48

Kivila, Arto. "Touchscreen interfaces for machine control and education." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49051.

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The touchscreen user interface is an inherently dynamic device that is becoming ubiquitous. The touchscreen’s ability to adapt to the user’s needs makes it superior to more traditional haptic devices in many ways. Most touchscreen devices come with a very large array of sensors already included in the package. This gives engineers the means to develop human-machine interfaces that are very intuitive to use. This thesis presents research that was done to develop a best touchscreen interface for driving an industrial crane for novice users. To generalize the research, testing also determined how touchscreen interfaces compare to the traditional joystick in highly dynamic tracking situations using a manual tracking experiment. Three separate operator studies were conducted to investigate touchscreen control of cranes. The data indicates that the touchscreen interfaces are superior to the traditional push-button control pendent and that the layout and function of the graphical user interface on the touchscreen plays a roll in the performance of the human operators. The touchscreen interface also adds great promise for allowing users to navigate through interactive textbooks. Therefore, this thesis also presents developments directed at creating the next generation of engineering textbooks. Nine widgets were developed for an interactive mechanical design textbook that is meant to be delivered via tablet computers. Those widgets help students improve their technical writing abilities, introduce them to tools they can use in product development, as well as give them knowledge in how some dynamical systems behave. In addition two touchscreen applications were developed to aid the judging of a mechanical design competition.
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Farokhian, Suzana. "Human-computer interaction using eye-gaze : Formation of user interface design guidelines from a cognitive science perspective." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38506.

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Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.
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Larsson, Arvid, and Petra Olsson. "Blickbeteende i dagligvaruhandel online : En eye-tracking studie om i vilken mån användares ögonrörelser avviker från förväntatmönster vid hunger och mättnadskänsla under onlineshopping av mat." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209174.

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Our study aims to investigate if people who are hungry are affected by that when shopping groceries online. Nine people participated in two user tests, one in the morning, just before lunch and one in the afternoon, just after lunch. They were asked not to eat any breakfast if they were to conduct a test in the morning. This meant that the participants would be hungry in one of the cases and full in the other. The study was based on the participants being able to add groceries to the cart from a list that was read for them. They did this in two different interfaces, coop.se and ica.se, while an eye tracker logged their eye movements. The study was supplemented with surveys that determined whether the participants were hungry or full after each test and a final survey with the participants' preferences, BMI and habits in digital interfaces. After the study was completed we looked for deviations to see if the hunger affected the number of deviations and what the participants were looking for. Deviations were calculated partly as the number of products viewed as not belonging to the task, and partly as products with a high number of calories. Specially viewed products include sauces, breakfast products and ready meals and recipes. A distinction between the two interfaces could be found in that one interface received more deviations than the other. A significant difference in the number of data deviations between morning and afternoon could not be determined, on the other hand, at a 10% level of significance, we could determine that there was a difference between the different interfaces and that the subjects deviated more the first time the test was performed. We were able to contradict our hypothesis, that people would deviate with their eyes more when they are hungry than when they are not. Our results show, rather that other factors are crucial to what affects the deviations, such as which interface you’re in and whether it's the first time you do grocery shopping online.
Vår undersökning ämnar ta reda på om personer som är hungriga påverkas av den aspekten när de handlar mat på internet. Nio deltagare gjorde två användartester, ett på förmiddagen, precis innan lunch och ett på eftermiddagen, precis efter lunch. Detta för att personerna skulle känna sig hungriga i ett fall och känna sig mätta i det andra. Personerna blev ombedda att inte äta någon frukost om de skulle utföra ett test på förmiddagen. Undersökningen gick ut på att deltagarna fick handla från en uppläst inhandlingslista i två olika gränssnitt, coop.se samt ica.se, medan en eye-tracker loggade deras ögonrörelser. Undersökningen kompletterades med enkäter som fastställde om deltagarna var hungriga eller mätta efter varje undersökning och en avslutande med deltagarnas matpreferenser, BMI och vana i digitala gränssnitt. Därefter letade vi avvikelser för att se huruvida hungern påverkade antalet avvikelser och vad deltagarna tittade på för varor. Avvikelser räknades dels som antalet varor man titta på som inte tillhörde uppgiften, och dels som varor med högt antal kalorier. Särskilt förekommande varor var bland annat såser, frukostprodukter och färdiga maträtter och recept. En skillnad mellan de två gränssnitten kunde hittas i form av att det ena gränssnittet fick fler antal avvikelser än det andra. En signifikant skillnad i antal uppgiftsavvikelser mellan förmiddag och eftermiddag kunde inte fastslås, däremot kunde vi på en 10% signifikansnivå fastslå att det var en skillnad mellan de olika gränssnitten och att försökspersonerna avvek mer den första gången man fick utföra testet. Vår hypotes, att personer skulle avvika med blicken mer när de är hungriga än när de inte är det, kan vi i efterhand dementera. Våra resultat visar snarare på att andra faktorer är avgörande för vad som påverkar blickavvikelserna, såsom gränssnitt och om det är första gången man handlar mat online.
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