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1

Hofmann, Hansjörg [Verfasser]. "Intuitive speech interface technology for information exchange tasks / Hansjörg Hofmann." Ulm : Universität Ulm. Fakultät für Ingenieurwissenschaften und Informatik, 2015. http://d-nb.info/1065309414/34.

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Rang-Roslund, Pontus, and Velazquez Guillermo Munguia. "Development of an Intuitive Interface Structure for Ergonomic Evaluation Software." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15702.

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During the spring semester of 2018 a product development project has been carried out at the University of Skövde by two Design Engineering Students, Pontus Rang-Roslun, and Guillermo Munguía Velazquez, in cooperation with the project group for Smart Textiles for Sustainable Work Life at the University of Skövde as they are now focusing to develop a web-based software for ergonomists and work leaders/coaches. The aim of the project is to design the interface for the software. The project carried out literature review focused on basic principles of usability, cognition, user interaction, human-computer interaction, user experience and ergonomic evaluation methods. In order to uncover user needs, interviews and observations were performed, and inputs and outputs of the management information were analyzed. Based on the gathered information, concepts were generated and evaluated through formative evaluation. The final iteration brought a flexible and usable interface for ergonomic evaluations<br>Smart Textiles for Sustainable Work Life
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Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16556/1/Mark_Richards_Thesis.pdf.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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Blackler, Alethea Liane. "Intuitive interaction with complex artefacts." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16219/1/Alethea_Blackler_Thesis.pdf.

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This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
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5

Blackler, Alethea Liane. "Intuitive interaction with complex artefacts." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16219/.

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This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
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6

Gustafson-Pearce, Olinkha. "The application of the information architecture method to design an intuitive haptic interface." Thesis, Brunel University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.429234.

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7

Pinkney, James Bassey. "The design of an intuitive teaching interface for robot programming by human demonstration." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/42822.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1993.<br>Includes bibliographical references (leaves 99-100).<br>This thesis deals with the design and implementation of an intuitive, lightweight, compact, low-cost human interface for robot programming by human demonstration. The key feature of this robotic teaching device is its ability to allow the operator to transfer manual manipulation skills to a robot for the completion of contact tasks. The prototype incorporates 6 degree of freedom force and position sensing with tactile and grip position sensing. Total mass was a low 850 grams. Preliminary experimental results proved ease of use and very low error: 20.3 grf. average force error for a 1 Kgf. applied load, and 16.6 grf. average force error for a 3 Kgf. grip force.<br>by James Bassey Pinkney.<br>M.S.
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8

Nawrot, Michael Thomas. "Design of a robust, intuitive piston interface for a needle free injection system." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/93008.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 193-195).<br>The MIT BioInstrumentation Lab's linear Lorentz force actuator based needle free injection system has been shown to have numerous benefits over needle-based and other needle-free drug delivery systems in a research environment. While the device has been used extensively on post mortem tissue and live animals, its use on humans has been restricted in large part because of an ineffective drug delivery ampoule interface which compromises sterility. A new ampoule interface has been developed to allow sterility to be maintained, while also improving robustness against manufacturing tolerances and user error. The new ampoule interface has been tested and compared to the previous ampoule interface and shown to have comparable performance during normal use, while also surviving misuse. An intuitive user interface has also been developed which eases the process of mounting and dismounting ampoules.<br>by Michael Thomas Nawrot.<br>S.M.
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Ramsamy, Priscilla. "An interface for intuitive & natural forms of human computer interaction in virtual environments." Thesis, University of Reading, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.533771.

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10

Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16556/.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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11

Horn, Carolin, and Christoph-Philipp Schreiber. "Augmented Reality als intuitive Benutzungsschnittstelle für das Roboterprogrammieren." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75884.

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Das Programmieren der Bewegungsbahnen von Robotern erfordert Fachwissen und ist ein zeitintensiver und aufwendiger Prozess. Dieser Beitrag beschäftigt sich mit dem Einsatz von Augmented Reality (AR) in Form eines AR Head Mounted Display (HMD) als intuitives Schnittstelle (engl. Interface) für die Roboterprogrammierung. Zunächst wird ein Überblick über aktuelle und relevante Forschung im Bereich AR Anwendungen in der Robotik gegeben. Aktuelle Forschungsarbeit auf dem Gebiet widmet sich vorrangig der technischen Umsetzung einzelner Funktionalitäten. In diesem Beitrag aus der Praxis sollen die technischen Möglichkeiten den Problematiken potenzieller Anwender:innen angepasst werden. Der Fokus liegt damit auf dem Mehrwert für spezifische Nutzergruppen und der einfachen und intuitiven Bedienung des AR Interfaces selbst. Zunächst wird, einem nutzerzentrierten Entwicklungsprozess folgend, erhoben, welchen Herausforderungen Expert:innen und Laien bei der Roboterprogrammierung begegnen. Auf dieser Basis werden Anforderungen abgeleitet und ein erlebbarer Prototyp entwickelt und gestaltet, der eine weitere Untersuchungen ermöglicht. Ein geplantes Untersuchungskonzept hinsichtlich Aspekten der User Experience (UX) wird im Ausblick beleuchtet.
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Yangjun, Chen. "Intuitive robot teleoperation based on haptic feedback and 3D visualization." Thesis, University of Hertfordshire, 2016. http://hdl.handle.net/2299/17214.

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Robots are required in many jobs. The jobs related to tele-operation may be very challenging and often require reaching a destination quickly and with minimum collisions. In order to succeed in these jobs, human operators are asked to tele-operate a robot manually through a user interface. The design of a user interface and of the information provided in it, become therefore critical elements for the successful completion of robot tele-operation tasks. Effective and timely robot tele-navigation mainly relies on the intuitiveness provided by the interface and on the richness and presentation of the feedback given. This project investigated the use of both haptic and visual feedbacks in a user interface for robot tele-navigation. The aim was to overcome some of the limitations observed in a state of the art works, turning what is sometimes described as contrasting into an added value to improve tele-navigation performance. The key issue is to combine different human sensory modalities in a coherent way and to benefit from 3-D vision too. The proposed new approach was inspired by how visually impaired people use walking sticks to navigate. Haptic feedback may provide helpful input to a user to comprehend distances to surrounding obstacles and information about the obstacle distribution. This was proposed to be achieved entirely relying on on-board range sensors, and by processing this input through a simple scheme that regulates magnitude and direction of the environmental force-feedback provided to the haptic device. A specific algorithm was also used to render the distribution of very close objects to provide appropriate touch sensations. Scene visualization was provided by the system and it was shown to a user coherently to haptic sensation. Different visualization configurations, from multi-viewpoint observation to 3-D visualization, were proposed and rigorously assessed through experimentations, to understand the advantages of the proposed approach and performance variations among different 3-D display technologies. Over twenty users were invited to participate in a usability study composed by two major experiments. The first experiment focused on a comparison between the proposed haptic-feedback strategy and a typical state of the art approach. It included testing with a multi-viewpoint visual observation. The second experiment investigated the performance of the proposed haptic-feedback strategy when combined with three different stereoscopic-3D visualization technologies. The results from the experiments were encouraging and showed good performance with the proposed approach and an improvement over literature approaches to haptic feedback in robot tele-operation. It was also demonstrated that 3-D visualization can be beneficial for robot tele-navigation and it will not contrast with haptic feedback if it is properly aligned to it. Performance may vary with different 3-D visualization technologies, which is also discussed in the presented work.
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13

Wu, Naomi. "A LONG-DISTANCE RELATIONSHIP : RECONNECTING HOTELS WITH THEIR GUESTS VIA INTUITIVE DESIGN." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150792.

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Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages.<br>Vid reseplanering brukar gäster ofta undersöka hotellwebbplatser men sedan ändå föredra att boka via tredjepartssidor, vilket leder till en klyfta mellan hotellen och deras gäster. För att överbrygga detta gap har startupföretaget Bookboost skapat en chattwidget (artefakt) som läggs till på hotellets webbplats och länkas till användarnas chattappar. Denna artefakts nuvarande intuitivitet och möjlighet till framtida intuitivitetsförbättringar undersöks genom en fallstudie av upplevelsen hos både experter och vanliga användare. 10 deltagare – 5 hotellmedarbetare och 5 gäster – rekryterades via förfrågan i hotellfoajéer utifrån ett systematiskt urval och icke-slumpmässigt urval. Deltagarna varierade i ålder från 18 till 65 år, med 30% inom milleniegenerationen. Uppgiftsanalys, intervju, och frågeformulär tillämpades i användaranalysen. Forskaren fungerade som utvärderare och undersökte artefaktens brister och möjliga förbättringar med hjälp av aktivitetsteorins human-artifact model (HAM). Analyserna tyder på att dagens intuitivitet är ganska hög, men att det finns utrymme för förbättringar. Det verkar finnas en generationsskillnad mellan äldre och yngre användare, särskilt när det gäller tidsåtgången och preferensen för artefakten (jämfört med mer välbekanta kommunikationsmetoder). Intresset för och komforten med teknologianvändning var en faktor i intuiviteten. I allmänhet uppnådde de som var mer bekväma med teknik en högre poäng i zonen för proximal utveckling (ZPD). Förbättringar som kan öka intuitiviteten för artefakten föreslås, även om prövandet av dessa inte ryms inom ramen för denna studie. Framtida forskning kan undersöka om de föreslagna förbättringarna verkligen ökar artefaktens intuitivitet för användare i alla åldrar.
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Grizou, Jonathan. "Apprentissage simultané d'une tâche nouvelle et de l'interprétation de signaux sociaux d'un humain en robotique." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0146/document.

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Cette thèse s'intéresse à un problème logique dont les enjeux théoriques et pratiques sont multiples. De manière simple, il peut être présenté ainsi : imaginez que vous êtes dans un labyrinthe, dont vous connaissez toutes les routes menant à chacune des portes de sortie. Derrière l'une de ces portes se trouve un trésor, mais vous n'avez le droit d'ouvrir qu'une seule porte. Un vieil homme habitant le labyrinthe connaît la bonne sortie et se propose alors de vous aider à l'identifier. Pour cela, il vous indiquera la direction à prendre à chaque intersection. Malheureusement, cet homme ne parle pas votre langue, et les mots qu'il utilise pour dire ``droite'' ou ``gauche'' vous sont inconnus. Est-il possible de trouver le trésor et de comprendre l'association entre les mots du vieil homme et leurs significations ? Ce problème, bien qu'en apparence abstrait, est relié à des problématiques concrètes dans le domaine de l'interaction homme-machine. Remplaçons le vieil homme par un utilisateur souhaitant guider un robot vers une sortie spécifique du labyrinthe. Ce robot ne sait pas en avance quelle est la bonne sortie mais il sait où se trouvent chacune des portes et comment s'y rendre. Imaginons maintenant que ce robot ne comprenne pas a priori le langage de l'humain; en effet, il est très difficile de construire un robot à même de comprendre parfaitement chaque langue, accent et préférence de chacun. Il faudra alors que le robot apprenne l'association entre les mots de l'utilisateur et leur sens, tout en réalisant la tâche que l'humain lui indique (i.e.trouver la bonne porte). Une autre façon de décrire ce problème est de parler d'auto-calibration. En effet, le résoudre reviendrait à créer des interfaces ne nécessitant pas de phase de calibration car la machine pourrait s'adapter,automatiquement et pendant l'interaction, à différentes personnes qui ne parlent pas la même langue ou qui n'utilisent pas les mêmes mots pour dire la même chose. Cela veut aussi dire qu'il serait facile de considérer d’autres modalités d'interaction (par exemple des gestes, des expressions faciales ou des ondes cérébrales). Dans cette thèse, nous présentons une solution à ce problème. Nous appliquons nos algorithmes à deux exemples typiques de l'interaction homme robot et de l'interaction cerveau machine: une tâche d'organisation d'une série d'objets selon les préférences de l'utilisateur qui guide le robot par la voix, et une tâche de déplacement sur une grille guidé par les signaux cérébraux de l'utilisateur. Ces dernières expériences ont été faites avec des utilisateurs réels. Nos résultats démontrent expérimentalement que notre approche est fonctionnelle et permet une utilisation pratique d’une interface sans calibration préalable<br>This thesis investigates how a machine can be taught a new task from unlabeled humaninstructions, which is without knowing beforehand how to associate the human communicative signals withtheir meanings. The theoretical and empirical work presented in this thesis provides means to createcalibration free interactive systems, which allow humans to interact with machines, from scratch, using theirown preferred teaching signals. It therefore removes the need for an expert to tune the system for eachspecific user, which constitutes an important step towards flexible personalized teaching interfaces, a key forthe future of personal robotics.Our approach assumes the robot has access to a limited set of task hypotheses, which include the task theuser wants to solve. Our method consists of generating interpretation hypotheses of the teaching signalswith respect to each hypothetic task. By building a set of hypothetic interpretation, i.e. a set of signallabelpairs for each task, the task the user wants to solve is the one that explains better the history of interaction.We consider different scenarios, including a pick and place robotics experiment with speech as the modalityof interaction, and a navigation task in a brain computer interaction scenario. In these scenarios, a teacherinstructs a robot to perform a new task using initially unclassified signals, whose associated meaning can bea feedback (correct/incorrect) or a guidance (go left, right, up, ...). Our results show that a) it is possible tolearn the meaning of unlabeled and noisy teaching signals, as well as a new task at the same time, and b) itis possible to reuse the acquired knowledge about the teaching signals for learning new tasks faster. Wefurther introduce a planning strategy that exploits uncertainty from the task and the signals' meanings toallow more efficient learning sessions. We present a study where several real human subjects controlsuccessfully a virtual device using their brain and without relying on a calibration phase. Our system identifies, from scratch, the target intended by the user as well as the decoder of brain signals.Based on this work, but from another perspective, we introduce a new experimental setup to study howhumans behave in asymmetric collaborative tasks. In this setup, two humans have to collaborate to solve atask but the channels of communication they can use are constrained and force them to invent and agree ona shared interaction protocol in order to solve the task. These constraints allow analyzing how acommunication protocol is progressively established through the interplay and history of individual actions
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Peng, Chen Chih. "Interfaces and control systems for intuitive crane control." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31782.

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Thesis (M. S.)--Mechanical Engineering, Georgia Institute of Technology, 2010.<br>Committee Chair: Singhose, William; Committee Member: Sadegh, Nader; Committee Member: Ueda, Jun. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Desai, Shital H. "Embodied intuitive interaction in children." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/112766/8/112766.pdf.

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Children are increasingly using complex products which makes it essential that these products should be intuitive to use. This research studied the role of Embodiment in intuitive interaction in children. Children were observed playing with Jenga (both the physical version and the app), Monkey Blocks – a gravity defying stacking toy and Osmo – a mixed reality toy. The research resulted in an interaction model that will help designers to design Embodied intuitive products for children. The outcomes build on the ongoing research in intuitive interaction and provide insight into how designers could design embodied intuitive products for children.
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Stringhini, Denise. "Depuração de programas paralelos : projeto de uma interface intuitiva." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2002. http://hdl.handle.net/10183/3639.

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A programação paralela é sem dúvida mais complexa do que a programação seqüencial. O controle de múltiplos processos e de suas interações são as principais razões para tal complexidade. Apesar da existência de algumas ferramentas que atendem à fase de desenvolvimento de programas paralelos, a complexidade é normalmente passada para as ferramentas paralelas, isto é, as ferramentas não são de fácil utilização. Assim, existe uma necessidade de ambientes e ferramentas realmente fáceis de usar no âmbito da programação paralela. Embora existam algumas ferramentas interessantes, inclusive algumas comerciais, seu uso permanece insuficiente, em parte devido à complexidade na utilização de algumas delas, em parte devido ao seu uso específico em determinadas plataformas. Portanto, existe ainda um grande campo de estudo no que diz respeito a melhorias de projeto sobre ferramentas existentes e desenvolvimento de ferramentas com um maior número de recursos. Provavelmente, a ferramenta paralela mais necessária aos programadores é o depurador paralelo. Por sua vez, ferramentas de depuração paralela estão entre as mais complexas de se desenvolver e talvez isso explique o motivo pelo qual poucas têm sido efetivamente utilizadas. Este trabalho descreve uma contribuição no campo da depuração paralela através da análise de interfaces de depuração paralela e da proposta de um modelo. A partir deste modelo, uma interface de depuração paralela – PADI (PArallel Debugger Interface) foi desenvolvida e seu principal objetivo é o de oferecer uma interface intuitiva e de fácil utilização. O modelo proposto e conseqüentemente a ferramenta PADI tratam da depuração paralela simbólica on-line. A depuração on-line trata do oferecimento de acesso aos símbolos do programa, como variáveis e registradores. A depuração on-line diferencia-se da off-line pelo tipo de interação com a execução do programa. A depuração on-line oferece interação direta com a aplicação, enquanto que a off-line interage com um arquivo de monitoração gravado durante a execução da aplicação paralela. A depuração on-line é similar à depuração seqüencial tradicional e, conseqüentemente, é de mais fácil utilização por parte da maioria dos programadores.
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Fu, Hongbo. "Differential methods for intuitive 3D shape modeling /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?CSED%202007%20FU.

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Mandai, Camila Yumi. "Simulações Computacionais em Ecologia de Comunidades: uma Interface Intuitiva entre Modelos Verbais e Matemáticos." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/41/41134/tde-01022016-085828/.

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Hipóteses e sistemas ecológicos podem ser descritos pelos mais variados tipos de modelos teóricos. Modelos teóricos por sua vez descrevem sistemas idealizados e podem ser construídos sob diferentes abordagens. A ecologia foi profundamente influenciada por modelos ou hipóteses verbais construídos em uma abordagem predominantemente indutiva. Apesar de inspiradoras, tais hipóteses podem apresentar previsões que são logicamente falhas, uma vez que sistemas ecológicos são altamente complexos cujas trajetórias são difíceis de se prever intuitivamente. Neste sentido modelos teóricos quantitativos podem ser usados como ferramentas para traduzir hipóteses e deduzir previsões que podem ser confrontadas com dados reais. Modelos matemáticos são a forma mais tradicional e aceita de abordagem quantitativa. Apesar das vantagens analíticas da aplicação de modelos matemáticos, eles apresentam limitações para tratar de sistemas mais complexos e em escalas mais basais. Além disso, eles podem se tornar rapidamente complicados não só em termos de tratamento matemático mas também de entendimento por parte de um público mais biológico e empírico. Essa dificuldade de entendimento pode estar impedindo que estudos empíricos sejam fortemente embasados em teoria. Neste sentido, modelos computacionais pode ser uma solução promissora. Modelos computacionais podem ser criados para descrever sistemas virtuais que além de ser mais fáceis de serem desenvolvidos e entendidos por biólogos, permitem a inclusão de vários processos, variáveis e interações. Neste trabalho desenvolvemos um modelo baseado em indivíduos (IBM) para descrever comunidades com estocasticidade demográfica, interações intra e inter-específicas e dispersão. Com essa composição de modelo é possível combinar de diferentes maneiras três dos quatro processos presentes em hipóteses e teorias em ecologia, a saber: deriva, seleção e dispersão. No primeiro capítulo descrevemos os detalhes do modelo e como foi sua concepção e implementação. Ainda no neste capítulo simulamos o modelo explorando um espaço de parâmetros arbitrário, i.e. sem especificar um grupo ou sistema de estudo e analisamos o comportamento do modelo em relação à proporção de espécies persistentes ao fim da simulação e comparamos com a previsão do modelo determinístico de competição sem dispersão. No segundo capítulo aplicamos o modelo em uma versão não espacializada para avaliar dentro das premissas do modelo a consistência lógica das previsões da Hipótese da perturbação intermediária (IDH). No terceiro capítulo simulamos o modelo explorando um espaço de parâmetros baseados em dados empíricos de aves e avaliamos quais características das espécies as tornavam mais ou menos suscetíveis à extinção em paisagens com destruição de habitat. Por fim, discutimos brevemente sobre como o modelo apresentado o modelo apresentado e explorado aqui pode ser usado para diferentes propósitos e responder diferentes perguntas dentro dos contextos teóricos de cada capítulo da tese. E concluímos com algumas considerações finais sobre quais foram as contribuições de se desenvolver um modelo computacional e aplicá-lo a diferentes contextos nesta tese para a formação da doutoranda.<br>Ecological systems and hypothesis can be described by many different kinds of theoretical models. Theoretical models, on the other hand, are idealized descriptions of real systems that can be constructed under different approaches. Ecology was deeply influenced by verbal models or hypothesis under a inductive approach. Although inspiring, such hypothesis can be logically flawed, since ecological systems are highly complex which trajectories are difficult to predict by intuition. Accordingly quantitative theoretical models can be used as tools to translate hypotheses and deduce predictions that can be confronted with empirical data. Mathematical models are most traditional and well-accepted quantitative approach. Despite of the analytical advantages of using mathematical models , they have limitations to address the complexity of biological systems in lower scales. Furthermore, they become rapidly complicated not only in terms of mathematical treatment but also in terms of comprehension by a biological and empirical audience. This difficulties might prevent that theoretical studies predictions play its role of ground empirical studies. In this sense, computer simulation models can be a promising solution. Computer simulation models are more flexible to include various processes, variables and interaction than mathematical models. Furthermore, they create virtual systems that are easier to be developed and understood by biologists. Here, we developed an individual based model (IBM) to describe communities with stochastic demography, intra and inter-specific interactions and dispersion. With this configuration we can build models combining of different manners three of the four processes present in hypotheses and theories in ecology: drift, selection and dispersal. In the first chapter we describe the model details of implementation and conceptions. We also simulated the model to explore a broad parameter space of competing systems, without specifying a group or system of study; we then analyze the model behavior regarding the proportion of persistent species in the end of the simulation and compared the results with the predictions of deterministic model with competition, without dispersion. In the second chapter we apply the model in a non spatialized version of it to assess the logical consistency of the predictions of the Intermediate disturbance hypothesis (IDH). In the third chapter we used the model to describe fragmented landscapes. We explored a parameter parameters based on empirical data of birds and we evaluate which characteristics of the species made them more or less susceptible to extinction in landscapes with habitat destruction. Finally, we discussed briefly how the model can be used for different purposes and some of the future directions within the theoretical contexts of each chapter of the thesis. We conclude the thesis with a reflexion on how the development and exploration of computer model in this thesis contributed to the student ecological background.
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Appl, Martin. "Intuitivní kreslení na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236437.

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This master's thesis deals with design and implementation of finger painting application for mobile devices with Android operating system. Main focus is on well designed, intuitive and friendly user interface. Solved problems are spline interpolation of points, zoom and pinch with transformation matrices, extensive history for action reversal and few basic tools.
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McEwan, Mitchell W. "The influence of naturally mapped control interfaces for video games on the player experience and intuitive interaction." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/107983/2/Mitchell_McEwan_Thesis.pdf.

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This thesis empirically explores the influence of different types of naturally mapped control interfaces (NMCIs) for video games on the player experience and intuitive interaction. Across two repeated-measures experiments on racing and tennis games, more naturally mapped controls were shown to have largely positive effects, with some differences associated with player characteristics. The compensatory effects of natural mapping for casual players are revealed, along with some aversion to NMCIs amongst hardcore players. Overall implications are discussed, and a new NMCI Dimensions Framework presented, to aid future academic and design work leveraging NMCIs to improve video game accessibility and experiences.
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Hedges, Mitchell Lawrence. "An investigation into the use of intuitive control interfaces and distributed processing for enhanced three dimensional sound localization." Thesis, Rhodes University, 2016. http://hdl.handle.net/10962/d1020615.

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This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
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Hedges, M. L. "An investigation into the use of intuitive control interfaces and distributed processing for enhanced three dimensional sound localization." Thesis, Rhodes University, 2016. http://hdl.handle.net/10962/2992.

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This thesis investigates the feasibility of using gestures as a means of control for localizing three dimesional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. The successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
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Maissa, Sandrine. "Accés intuitif à l'information technico-règlementaire via une interface immersive : Application au domaine du bâtiment." Paris, ENSAM, 2003. http://www.theses.fr/2003ENAM0002.

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Micocci, Massimo. "Smart materials and metaphors to enhance technology adoption among older adults." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/15209.

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Technological innovation is increasingly contributing to the development of smart objects, meant as semi-autonomous devices augmented by sensing, processing and network capabilities that facilitate older adults being independent and in control of a healthy lifestyle. Given the lessened familiarity that the ageing population has with internet-based technologies, a 'digital divide' among generations is often observed. This research is premised on the basis that design interventions can develop intuitive and understandable smart objects minimising age-related differences and promote a greater technology adoption. The aim of this thesis is to investigate how the understandability of smart objects for the ageing population could be supported through the application, at the product design level, of Smart Materials (SMs), a category of engineered materials whose properties can be designed to both stimulate human sensorial abilities and to develop engaging experiences. In line with such research enquiry, SMs are adopted in this thesis for their ability to embody 'analogies' and 'metaphors' into product designs and systematically stimulate the prior knowledge and memories of older adults to facilitate their understanding of new concepts, following the principle of 'familiarity'. Analogies and metaphors, powerful learning tools for written, verbal and visual communication, have been recently investigated as 'non-linguistic' tools, when physically embedded into product designs, to facilitate the users' understanding how technology works. How non-linguistic metaphors help to cope with age-related differences is still incomplete. In order to demonstrate that embodied SMs can minimise differences in the understandability of technologies across generations, a qualitative and exploratory study was conducted; empirical evidence was collected through four techniques to accomplish the following objectives: 1. identify critical areas that affect older adults' everyday life and that smart objects should cope with; 2. define a set of embodied Smart Materials to be included into the prototype of a Smart Radio, a novel communicative device specifically design for the ageing population; 3. evaluate the prototype of the Smart Radio, where age-related similarities and differences in the interpretation are made explicit. 62 participants (n=31 under-60-year-old and n=31 over-60-year-old participants) evaluated the developed Smart Radio, the main evaluation study conducted in this thesis, using four different families of SMs. Findings reveal that embodied SMs considerably help mitigate age-related differences in the understanding of smart objects; this in return may increase the chance of technology adoption among ageing users. The embodiment of Smart Materials that enable metaphorical processing shows promising improvements on the older adult's ability to reaffirm their own subjective awareness, hence control, of the world around them along with opportunities for a human-centred technology development.
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De, Martini Alessandro. "Intuitive programming of mobile manipulation applications : A functional and modular GUI architecture for End-User robot programming." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-303006.

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Mobile manipulators are changing the way companies and industries complete their work. Untrained end users risk facing unfunctional and nonuser- friendly Graphical User Interfaces. Recently, there has been shortages of people and talent in the heathcare industry where these applications would benefit in being used to accomplish easy and low level tasks. All these reasons contribute to the need of finding functional robot-user ways of communicating that allow the expansion of mobile manipulation applications. This thesis addresses the problem of finding an intuitive way to deploy a mobile manipulator in a laboratory environment. This thesis has analyzed whether it is possible to permit the user to work with a manipulator efficiently and without too much effort via a functional graphical user interface. Creating a modular interface based on user needs is the innovation value of this work. It allows the expansion of mobile manipulator applications that increases the number of possible users. To accomplish this purpose a Graphical User Interface application is proposed using an explanatory research strategy. First, user data was acquired using an ad hoc research survey and mixed with literature implementations to create the right application design. Then, an iterative implementation based on code-creation and tests was used to design a valuable solution. Finally, the results from an observational user study with non-roboticist programmers are presented. The results were validated with the help of 10 potential end users and a validation matrix. This demonstrated how the system is both functional and user-friendly for novices, but also expressive for experts.<br>Mobilmanipulatorer förändrar sättet som företag och industrier utför sitt arbete. Otränade slutanvändare och särskilt de utan programmeringskunskap kommer att bemötas av icke-funktionella och användarovänliga grafiska användargränssnitt. Den senaste tiden har det varit brist på specialiserad personal inom hälsovårdsindustrin som har resulterat i ett beroende på dessa applikationer för att genomföra enkla uppgifter samt uppgifter på låg nivå. Alla dessa faktorer bidrar till det ökande behovet att hitta ett funktionellt sätt att kommunicera mellan robot och slutanvändare vilket tillåter expansionen av mobilmanipulatorapplikationer. Arbetet som beskrivs i denna avhandling adresserar problemet att finna ett intuitivt sätt att använda en mobilmanipulator i ett laboratoriemijö. Möjligheten att tillåta användaren att på ett enkelt och effektivt sätt arbeta med en manipulator via ett funtionellt grafiskt användargränssnitt analyseras. Innovationsvärdet och detta examensarbetes bidrag till nuvarande kunskap betraktar möjligheten att skapa ett modulärt gränssnitt baserat på användares behov. Detta möjliggör expansionen av mobilmanipulatörers applikation vilket ökar antalet möjliga användare. En förklarande forskningsstrategi används för att föreslå en grafisk användargränssnittsapplikation för att uppnå detta mål. Först användes data från ad hoc-undersökningar blandat med litteraturimplementeringar för att skapa den rätta applikationsdesignen. En iterativ implementering baserad på kodskapande samt tester användes sedan för att designa en värdefull lösning redo att testas. Slutligen presenteras resultat från en användarobservationsstudie med icke-robotikprogrammerare. De insamlade resultaten som samlades in under valideringsstadiet tack vare en grupp bestående av tio potentiella slutanvändare har analyserats genom användandet av en valideringsmatris som är baserad på tre parametrar. Detta demonstrerade hur systemet är både funktionellt och användarvänligt för nybörjare men också expressivt för experter.
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Rudigkeit, Nina [Verfasser], Marion [Akademischer Betreuer] Gebhard, Axel [Gutachter] Gräser, and Walter [Gutachter] Lang. "AMiCUS - Bewegungssensor-basiertes Human-Robot Interface zur intuitiven Echtzeit-Steuerung eines Roboterarmes mit Kopfbewegungen / Nina Rudigkeit ; Gutachter: Axel Gräser, Walter Lang ; Betreuer: Marion Gebhard." Bremen : Staats- und Universitätsbibliothek Bremen, 2017. http://d-nb.info/1141861968/34.

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Fontanive, Mário Furtado. "A mão e o número : sobre a possibilidade do exercício da intuição nas interfaces tridimensionais." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2005. http://hdl.handle.net/10183/7801.

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Esta dissertação versa sobre a possibilidade de uma relação intuitiva com as interfaces tridimensionais, interfaces essas que acredito serem o caminho mais rico que as novas tecnologias podem tomar. O pensamento sempre foi acompanhado de imagens e, se conseguirmos ver as coisas de outras maneiras além daquelas com que estamos acostumados, talvez tenhamos uma compreensão maior do mundo. Uma compreensão que inclua os sentidos, o tempo e, com isso, possibilite o exercício da intuição, o que, para Bergson, é o método mais preciso em filosofia. Tomei por base as idéias de Marshall Mcluhan, no livro “Os meios de comunicação como extensão do homem”. A divisão da história de acordo com as mudanças dos meios de comunicação proposta por Mcluhan estruturam o meu trabalho. O trabalho está dividido em dois capítulos. O primeiro se propõe a fazer um histórico dos caminhos da tecnologia tendo por base o pensamento de Mcluhan. O segundo conceitua intuição segundo o que Henri Bergson propunha e mostra como ela pode se dar nas interfaces tridimensionais, com alguns exemplos em arte. Esta dissertação visa estabelecer um vínculo entre a técnica e a formação do homem. O homem se constrói em um diálogo com o mundo, e muito desse diálogo se dá pela técnica e é filtrado por ela. Essa construção não está determinada, não tem um fim a atingir e pode se desenvolver por diversos caminhos que não se excluem. Nesse sentido, a dissertação não se propõe a indicar um caminho, mas antes dissolver conceitos que impeçam ver a pluralidade de direções possíveis.<br>The dissertation examines the possibilities of having an intuitive relationship with tridimensional interfaces, which I believe is the richest course new technologies can take. Thought has always come along with images and, if we manage to see things in a different light other than our usual mindset, we might be able to have a greater understanding of the world. An understanding, which involving the senses and time can make the practice of intuition possible. This, for Bergson, is the most precise philosophy method. The basic underpinnings of my project are Marshall Mcluhan’s ideas in the book “Understanding Media: The Extensions of Man”. The division in history according to the changes in the media proposed by Mcluhan is the structure of this project. This project is divided into two chapters. The first chapter attempts to draw the history of technology paths having Mcluhan’s thinking in the background. The second provides a concept for intuition, according to what Henri Bergson proposed, and shows how intuition may happen in the tridimensional interfaces, with some art examples. My dissertation aims at establishing a link between technique and man’s evolution. Man builds a dialogue with the world and, lot of this takes place and it is filtered by technique. This construction is not predetermined, has not got an aim and can evolve through various paths which do not exclude one another. Therefore, this dissertation does not attempt to appoint a path; in fact it suggests the dissolution of concepts which will prevent one from seeing the plurality of possible directions.
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Akgun, Mahir. "The Effect Of Apologetic Error Messages And Mood States On Computer Users." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608479/index.pdf.

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The main aim of this study, in which 310 university students participated, is to investigate whether or not computer interfaces offering human-like apologetic error messages influence users&rsquo<br>self-appraisals of performances and actual performances in the computerized environment. For the study, an online instructional material which includes deliberate design problems leading to user frustration was developed. The study is comprised of three phases. In the first phase, based on the CCSARP (Cross-Cultural Study of Speech Act Realization Patterns) coding manual and the studies conducted with the framework provided by the manual, apology strategy sequences were elicited from Turkish participants. Two of these apology strategy sequences were selected for producing two apology error messages. In addition to these apology messages, one plain computer error message was also developed for experimental control. The second phase of the study was conducted to determine whether these three messages were perceived as apologies. It was found out that the two apology messages were perceived as apologies and the plain computer message was not perceived as an apology. In the third phase these three messages were used to investigate the relationship between mood, self-appraisal of performance and actual performance after the transmission of the apologetic error messages. The findings of this study show that the frequencies of apology strategies preferred in the computerized environment are similar with those utilized in the social context. Statistical analyses also reveal that the influence of apology messages on self-appraisal of performance depends on participants&rsquo<br>mood state and the contents of the apology messages.
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Lin, Yun-Chia, and 林韻嘉. "Interface Design of Intuitive Visual Ranking System." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/91206353308985156477.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>101<br>Card sorting is one of the most frequent used techniques in user experience design, the purpose of card sorting is to understand how the target audience organize variety of items and why, which is useful in designing information architecture. In product design we also use a lot card sorting in our research, however, in order to construct valid data for products, the experimenter has to prepare quite an amount of stimulus for subject to sort, the huge amount of stimulus often cause both experimenter and subject suffering. This study aimed to improve the user experience of card sorting. (1) We simplified the manual handling for experimenter, like preparing cards and key-in data; (2) alleviated the burden of work during sorting process for subject. Via observations and semi-structured interviews we explored the user behavior and needs, took it as foundation to develop a card sorting APP on smart tablet, which possessed intuitive manipulation and fast data processing ability. With an advantage of multimedia display and data processing performance, the APP (1) enhanced efficiency of card sorting experiment and (2) improve the unpleasant experience of card sorting for subject.
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Cheng, Ya-Wen, and 鄭雅文. "Intuitive Interface Design For Elderly-demented Users." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/52106175688370556926.

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碩士<br>輔仁大學<br>應用美術學系碩士班<br>103<br>The elderly have deteriorating physical conditions and they have the gradual memory deterioration. Dementia is a progressive degenerative disease in which executive dysfunction is a core symptom that causes patients to be unable to sustain a normal daily life. If products are designed to strengthen the intuitive interaction of the product interface, then it will help elderly patients with dementia to live more independently. This study proposes a product interface design that is useful for intuitive operation by user groups comprised of elderly patients with dementia. This study identifies the requirements for intuitive operation of product interfaces from duration records, video observations of the analog interface, and observations from remote control prototypes. There were 27 subjects recorded in this simulation interface study. Six subjects were recorded by remote control prototype testing. The study results indicated the number keys were designed to be presented as separate buttons and this made them more likely to guide intuitive pressing operations in affordance with the needs of elderly patients with dementia. For example, when designing the volume and channel buttons on a remote control, the up and down keys should be separate. Additionally, the models should be simple and the buttons should be free of text but represented by symbols, because this will most likely allow elderly patients with dementia to perceive intuitive operation affordance.
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Chang, Kai-Bo, and 張凱博. "Intuitive interactive design of humanized image search interface." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/95495682508704666843.

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碩士<br>國立中央大學<br>資訊管理學系<br>104<br>Many users was troubled the operation process that operate user interface of information product, they feel complicated, strange and unclear. So it would affect the user’s usage intention, reduce product cognition of useful, ease of cognition to use it. Therefore design a humanization interface that help users to reduce the barriers to use it. Ease to operate purpose. In the human-machine interface starting to understand the interaction that people and interface, the middle-aged and the elderly user‘s cognitive function and sensory function with the impact caused by aging, analyze problems of image search system and web album tools, and development of universal design. Previous studies with middle-aged and the elderly of the user as experimental subjects, questionnaires and interviews to understand the use of demand, according to the principles of summarizing the results of preliminary studies, as a design reference user interface guidelines. Intuition, visibility, reduce operational, perceptual, feedback, tips, identify, fault tolerance, consistency and ease to use as a reference design principles. Interface design results were with the visual and auditory feedback in graphic symbols instead of narrative, flat architecture reduces the complexity of design and intuitive user interface, etc., this study's conclusions, summarized the complex feedback, symbolic, flat architecture and intuitive operation as a design proposal.
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Thompson, Jack Lyle. "Redesigning the human-robot interface : intuitive teleoperation of anthropomorphic robots." Thesis, 2014. http://hdl.handle.net/2152/28284.

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A novel interface for robotic teleoperation was developed to enable accurate and highly efficient teleoperation of the Industrial Reconfigurable Anthropomorphic Dual-arm (IRAD) system and other robotic systems. In order to achieve a revolutionary increase in operator productivity, the bilateral/master-slave approach must give way to shared autonomy and unilateral control; autonomy must be employed where possible, and appropriate sensory feedback only where autonomy is impossible; and today’s low-information/high feedback model must be replaced by one that emphasizes feedforward precision and minimal corrective feedback. This is emphasized for task spaces outside of the traditional anthropomorphic scale such as mobile manipulation (i.e. large task spaces) and high precision tasks (i.e. very small task spaces). The system is demonstrated using an anthropomorphically dimensioned industrial manipulator working in task spaces from one meter to less than one millimeter, in both simulation and hardware. This thesis discusses the design requirements and philosophy of this interface, provides a summary of prototype teleoperation hardware, simulation environment, test-bed hardware, and experimental results.<br>text
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Chang, Jia-Yu, and 張嘉育. "MuBody: The Intuitive Interface Design of Group Music Improvisation for Children." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/68406284291289573502.

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碩士<br>國立成功大學<br>工業設計學系碩博士班<br>97<br>Without the passion for music, only incessant discipline make children lose their interests in music, but view music as abstruse. Hence, it is concerned that let children captivated by the joys of music first, and then subsequently guide them deeper knowledge once they fell in love with the music. Since cognitions of music are related to motions, and children tend to interact with instruments almost with their whole bodies, MuBody is developed as a new interface using bodily movements to improvise collaboratively. On the basis of mirroring and transformation, one can aware the emphasis of his movement to music patterns, and then modify others‘ music patterns to create another new one to interact with each other. There are two types of Flight Training Modes, Ballad Training Mode and Pitch Training Mode, and two types of Instrumental Flight modes, Interactive Ballad Mode and Interactive Pitch Mode. However, it is found that most participants were engaged in playing with new interface, such as Daisyphone, rather than playing with each other through the interface. Therefore, to encourage interactions between participants, interactive Ballad Mode and Interactive Pitch Mode are designed to create different levels of volume which depended on their collaborations for creations. Delighting the vigorous children in the musical learning process and then extending children‘s daily activities to make music creations as easy and intuitive as open their mouths to sing are the goals of the research. Although children may not have exquisite taste in music through such kind of playful interface with music, they are easy to grasp the idea of music theory in the learning process with happiness. Almost all the groups have the time ratio in each formational plane pattern more than 50%. Essentially, children play with each other rather than with the interface. It is indicated that participants improvise collaboratively more than singly through the different interface design of collaboratively and singly operation. MuBody indeed help children to improvise collaboratively.
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Yi-HsuanSung and 宋怡璇. "Intuitive Operation Digital Brush for Children on Visual Interface Feedback Design." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/55020822915491733876.

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碩士<br>國立成功大學<br>工業設計學系碩博士班<br>101<br>With the advancement of technology and computer equipment, drawing tools for child become more diversified. The study of intuitive operation digital brush which used a pen as an input device to replace graphic user interface has been confirmed with better performance in previous studies. This study bases on visual feedback of intuitive operation for 10-12 years old child. Consider an appropriate interface with operation to create accurate mental models for users, in order to improve processing fluency and efficiency. In the first stage, defined functions over literatures and experiment results before. After that, through focus group explore the possibilities of interface design on each function. And in the second stage, this study involved child as subjects to evaluate concepts. Use child’s evaluations and judgments to redesign the detail of concept. Finally, through modeling and coding to establish a drawing system for performance test and subjective evaluation. Three finding are described in the last experiment of experimental group: (1) it shows a better performance in processing fluency. (2) higher subjective evaluation in effectiveness, satisfaction and conceptual compatibility. (3) larger drawing spaces make plentiful strokes. The above results show the design process in this research can provide an appropriate interface and drawing experience for users.
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Hui-TszChen and 陳慧慈. "Digital Brush with Intuitive Operation Design for Children on Tangible User Interface." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/05679091741937534894.

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碩士<br>國立成功大學<br>工業設計學系碩博士班<br>98<br>This study was based on the intuitive operation. Combining with tangible user interface (TUI), investigate the form of digital brush with intuitive operation that is suitable for 4-7 years-old children. Considering with the needs and cognitive ability of children, applying their tactile and visual abilities to learning in this period and convey the use by form. Through identify different patterns and observe the shape, change the brush intuitively and show more plentiful lines. The value of traditional drawing will be extended in the digital drawing. The first phase in the study is surveying painting status of 4-7 years-old children, through a questionnaire and user survey, summarizing the needs of children in the drawing and operating characteristics, defining system functions and control mechanisms. The second stage is brain storming, diverging the thinking of several intuitive operations and converging ideas into a workable program. The third stage is previous experiment, allowing users to practice and test those concepts. The final stage is the system performance test and subjective evaluation. The experimental results showed that the intuitive operation performance was superior to graphic user interface. Children can use the senses of tactile and visual to feel the texture and form, use the strokes smoothly with change grip position and angle. Second, they use plentiful strokes and improved significantly when using the digital brush with intuitive operation. Third, children get more fun in use and promoting the sustainable use of the will. Therefore, the intuitive operating TUI digital pen for children aged 4-7, is feasible to promote the use of digital drawing of the fluency, fun and learning.
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林翰宏. "A study on intuitive interface in the context of smart living space." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/23219979483928537262.

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碩士<br>國立交通大學<br>建築研究所<br>96<br>With the diversity and complexity of the data received for a space, it would be difficult to easily achieve a common agreement, even for just a building information exchange format. There is a strong need for an intuitive interface to help users to understand and control the intelligence behind the physical skin. The objective of this research was to develop an interactive framework for an intuitive interface within a smart living space context. The design of this intuitive interface for existing smart living space facilities, and the interface itself, focused exclusively on information/control. This research presents a framework for an intuitive interface design for an existing smart living space. Finally, I will show how a system to reify this framework was implemented.
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Jie-YaoYang and 楊捷耀. "Design and Implementation of Intuitive Human Robot Interface for Tele-operation by DDPG with HER." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/m3apr5.

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Chen, Shaw-Chen, and 陳劭宸. "The Research of Intuitive Gestures for the Computer-Version Based Interface - A Case Study of TV Manipulation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/gyuag2.

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碩士<br>國立臺北科技大學<br>創新設計研究所<br>100<br>In 2010, Microsoft released its latest motion game – Kinect. Users could play games directly by bodies while Microsoft marked a new milestone in the Human–computer interaction. Motion interface took the user’s nature behavior (gesture, voice) as an income to interact with the content without needing keyboard or mouse. It needs not learning process either. This study developed the motion interface and setting scenario TV controlling. Also, designed 8 instructions: (1) turn on the power, (2) open the volume control, (3) volume up, (4) volume down, (5) open the channel control, (6) next channel, (7) previous channel, (8) turn off the power. After investigation and evaluation, this research proposed a gesture which corresponded to each instruction. Furthermore, it constructed a framework to evaluate interface by the participants. In the test, the participants without learning process tried the 8 instructs. The results showed the participants accomplished more than 3/4 instructions. The participants with learning process tried the 8 instructs and resulted in accomplishing all the instructions with highly efficiency. The research purpose is developing the intuitive motion interface. The evaluation proved that user can finish all the instructions smoothly and intuitively. This Study presented the motion interface closer the human nature behavior and approached the manipulation without burden.
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Sly, Ian M. P. "A new vision interface : "defining what instead of how" : making image analysis functions transparent to the user by coupling them to handling tasks in an intuitive interface for materials handling applications." 1997. http://hdl.handle.net/2292/2506.

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This thesis addresses the need for adaptability in vision systems that measure system state information in a sensory feedback role for the control and coordination of flexible discreteitem materials handling operations, such as those performed by a robotic palletising system. In addition, this thesis addresses the need for vision systems that are more easily configured by users, such as factory technicians and operators, who have lower skill levels than those generally required to (re-)configure a machine vision system. In response, a unique coupling mechanism and intuitive human-computer interface have been developed, hiding the complexity of image analysis from the end-user and simplifying the way that a machine vision system is configured. The mechanism couples machine vision-related "visual checks” to materials handling tasks in a generic framework of materials handling activities. Visual checks which define what control information is required are implicitly linked to image analysis functions which define how that information is extracted from digitised images of a materials handling system. Consequently, this research has developed a set of task - visual check "building blocks" that can be used in various combinations to define the sequence of actions and image analysis required to perform a variety of materials handling operations. In addition, a number of pre-defined task – visual check combinations and mechanisms for manipulating them have been developed, providing solution templates that can be used immediately or modified to suit application-specific requirements. These developments have been realised together with several aesthetic, ergonomic and functional features in a machine vision configuration interface, known as SlyVision. SlyVision's modularity, extensibility and upgradeability expressed to both the end-user and the system developer through its underlying object oriented architecture and intuitive user interface design make important contributions to its overall adaptability. Demonstrations involving a typical palletising and a de-palletising operation have shown how SlyVlsion is used to specify visual checks and configure the associated machine vision components without requiring the end-user to select or apply image analysis techniques or functions. In addition, the relative simplicity of the configuration process is demonstrated. Consequently, these developments assist people with limited understanding of machine vision technology to set up and maintain a vision system, thereby improving their ability to keep pace with frequent changes in their materials handling operations, while limiting the cost in time, money and effort required to (re-)configure a vision system.<br>Whole document restricted, but available by request, use the feedback form to request access.
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Lopes, Francisco Sampaio. "Objetos Musicais — Uma Interface Musical Intuitiva." Master's thesis, 2017. http://hdl.handle.net/10316/83286.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>A música é um dos meios mais poderosos para a expressão de emoções e sentimentos, assumido desde a infância. Estamos habituados a improvisar ritmos e melodias, a memorizar e imaginar harmonizações e até músicas completas.No entanto, o lado interpretativo da experiência musical não é tão simples e fluído como o lado receptivo. Enquanto que toda a gente pode apreciar música, para que se possa exprimir fluentemente através um instrumento melódico é necessário não só dominá-lo completamente como também conhecer os princípios que governam a teoria musical: o conjunto de regras que devem ser seguidas para que se possa combinar sons que dão origem a composições harmoniosas em vez de caos.O objectivo deste projecto é contribuir para a superação dessa barreira tirando partido das intuições dos utilizadores. Por exemplo, mesmo quem não tem nenhum tipo de treino musical é capaz de distinguir vários aspectos musicais como mudanças de tom, volume e ritmo, a que atribuímos os conceitos de altura, força e velocidade, respectivamente. Conseguimos ainda descrever sons como profundos, claros ou escuros, ásperos ou suaves (Cho, 2005). Somos também capazes de entoar melodias e reproduzi-las através da voz. Uns melhor que outros, conseguimos até improvisar melodias e acompanhar instrumentos sem sabermos, a cada nota, quantos tons subimos ou descemos.Assumindo que a maioria das pessoas com poucos ou nenhuns conhecimentos musicais consegue reproduzir melodias através da sua voz, recorreu-se aos princípios do Design de Interacção para conceber um instrumento musical electrónico passível de ser um meio de expressão musical, de fácil compreensão e operação, que torna possível transmitir ideias melódicas aproveitando essas intuições.<br>Music is a powerful medium for expressing emotions and feelings, acquired during childhood. We are used to improvise rhythms and melodies, memorize and imagine harmonies and even full songs.However, the interpretative face of musical experience is not as simple and fluid as the purely hearing side. Everyone can enjoy music, but for one to be able to express itself fluently with a melodic instrument, it becomes necessary not only to completely master it, but also learn the principles governing the musical theory: the set of rules that must be followed so that they can combine sounds that result in enjoyable compositions, instead of chaos.The aim of this project is to overcome this barrier using the users intuition. For example, even having no musical training, one is capable of recognizing musical aspects as changes in pitch, volume and rhythm, which we identify as height, strength and pace respectively. We are able to describe sounds as deep, bright or dark, rough or smooth (Cho, 2005). Most of us can, with our voices, sing numerous songs. Some better than others are able to improvise melodies and follow instruments without being aware of every note and how many tones go up or down.Assuming that most people with little or no musical knowledge whatsoever can create melodies using only their voice, Interaction Design principles were studied to create an electronic musical instrument that can be a mean for musical expression, easy to understand and operate, that avails those intuitions in order to convey melodic ideas.<br>Outro - CISUC Algum material necessário à execução do projecto foi adquirido pelo CISUC. Todos os custos associados à participação na conferência IHCI 2016 ficaram a cargo do CISUC.
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Meeker, Cassie. "Intuitive Human-Machine Interfaces for Non-Anthropomorphic Robotic Hands." Thesis, 2020. https://doi.org/10.7916/d8-0q6r-3q31.

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As robots become more prevalent in our everyday lives, both in our workplaces and in our homes, it becomes increasingly likely that people who are not experts in robotics will be asked to interface with robotic devices. It is therefore important to develop robotic controls that are intuitive and easy for novices to use. Robotic hands, in particular, are very useful, but their high dimensionality makes creating intuitive human-machine interfaces for them complex. In this dissertation, we study the control of non-anthropomorphic robotic hands by non-roboticists in two contexts: collaborative manipulation and assistive robotics. In the field of collaborative manipulation, the human and the robot work side by side as independent agents. Teleoperation allows the human to assist the robot when autonomous grasping is not able to deal sufficiently well with corner cases or cannot operate fast enough. Using the teleoperator’s hand as an input device can provide an intuitive control method, but finding a mapping between a human hand and a non-anthropomorphic robot hand can be difficult, due to the hands’ dissimilar kinematics. In this dissertation, we seek to create a mapping between the human hand and a fully actuated, non-anthropomorphic robot hand that is intuitive enough to enable effective real-time teleoperation, even for novice users. We propose a low-dimensional and continuous teleoperation subspace which can be used as an intermediary for mapping between different hand pose spaces. We first propose the general concept of the subspace, its properties and the variables needed to map from the human hand to a robot hand. We then propose three ways to populate the teleoperation subspace mapping. Two of our mappings use a dataglove to harvest information about the user's hand. We define the mapping between joint space and teleoperation subspace with an empirical definition, which requires a person to define hand motions in an intuitive, hand-specific way, and with an algorithmic definition, which is kinematically independent, and uses objects to define the subspace. Our third mapping for the teleoperation subspace uses forearm electromyography (EMG) as a control input. Assistive orthotics is another area of robotics where human-machine interfaces are critical, since, in this field, the robot is attached to the hand of the human user. In this case, the goal is for the robot to assist the human with movements they would not otherwise be able to achieve. Orthotics can improve the quality of life of people who do not have full use of their hands. Human-machine interfaces for assistive hand orthotics that use EMG signals from the affected forearm as input are intuitive and repeated use can strengthen the muscles of the user's affected arm. In this dissertation, we seek to create an EMG based control for an orthotic device used by people who have had a stroke. We would like our control to enable functional motions when used in conjunction with a orthosis and to be robust to changes in the input signal. We propose a control for a wearable hand orthosis which uses an easy to don, commodity forearm EMG band. We develop an supervised algorithm to detect a user’s intent to open and close their hand, and pair this algorithm with a training protocol which makes our intent detection robust to changes in the input signal. We show that this algorithm, when used in conjunction with an orthosis over several weeks, can improve distal function in users. Additionally, we propose two semi-supervised intent detection algorithms designed to keep our control robust to changes in the input data while reducing the length and frequency of our training protocol.
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Anderson, Nathan. "Intuitive interaction in mobile application interfaces and the role animation has on information integration: an empirical user study." Thesis, 2020. https://hdl.handle.net/10539/30674.

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A dissertation submitted in fulfilment of the requirements for the degree of Master of Digital Arts at the University of the Witwatersrand, Johannesburg, 2020<br>In the design and development industry, animation in the mobile interface is regarded as making interaction with mobile apps more intuitive. This study investigates the claim from the perspective of intuitive interaction research in Human-Computer Interaction (HCI), and Judgment and Decision making (JDM). The hypothesis is that animation in the mobile interface can influence how individuals integrate information, which is an underlying process of intuition. A wholly between-subjects design was used to test the relationship between animation, information integration, and judgmental evaluation. One hundred and fifty-two (152)participants were randomly assigned to either the experimental or control condition. The control condition is a replication of an experiment in automatic processing (Betsch, Plessner, Schwieren, & Gütig, 2001) and the experimental condition is an extension of this earlier work where animation is introduced as the independent variable. The results suggest that animation has a significant effect on how information is integrated and the resulting judgmental evaluations that were formed by participants<br>CK2021
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