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1

Watiti, Tom Wanjala. "Vision-based virtual mouse system." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2009. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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2

Kim, Na-Hyun. "Introducing Deache mouse : An alternative computer mouse design for people with fine motor skill impairments." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160907.

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3

Hibbeln, Martin, Jeffrey L. Jenkins, Christoph Schneider, Joseph S. Valacich, and Markus Weinmann. "HOW IS YOUR USER FEELING? INFERRING EMOTION THROUGH HUMAN-COMPUTER INTERACTION DEVICES." SOC INFORM MANAGE-MIS RES CENT, 2017. http://hdl.handle.net/10150/625245.

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Emotion can influence important user behaviors, including purchasing decisions, technology use, and customer loyalty. The ability to easily assess users' emotion during live system use therefore has practical significance for the design and improvement of information systems. In this paper, we discuss using human-computer interaction input devices to infer emotion. Specifically, we utilize attentional control theory to explain how movement captured via a computer mouse (i.e., mouse cursor movements) can be a real-time indicator of negative emotion. We report three studies. In Study 1, an experiment with 65 participants from Amazon's Mechanical Turk, we randomly manipulated negative emotion and then monitored participants' mouse cursor movements as they completed a number-ordering task. We found that negative emotion increases the distance and reduces the speed of mouse cursor movements during the task. In Study 2, an experiment with 126 participants from a U.S. university, we randomly manipulated negative emotion and then monitored participants' mouse cursor movements while they interacted with a mock e-commerce site. We found that mouse cursor distance and speed can be used to infer the presence of negative emotion with an overall accuracy rate of 81.7 percent. In Study 3, an observational study with 80 participants from universities in Germany and Hong Kong, we monitored mouse cursor movements while participants interacted with an online product configurator. Participants reported their level of emotion after each step in the configuration process. We found that mouse cursor distance and speed can be used to infer the level of negative emotion with an out-of-sample R-2 of 0.17. The results enable researchers to assess negative emotional reactions during live system use, examine emotional reactions with more temporal precision, conduct multimethod emotion research, and create more unobtrusive affective and adaptive systems.
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4

Pickard, Stanley R. (Stanley Ray). "College Students' Preference of Computer Input Device: Keyboard versus Mouse." Thesis, University of North Texas, 1994. https://digital.library.unt.edu/ark:/67531/metadc278967/.

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In the last several years, there has been an interest in graphical user interfaces as compared with character user interfaces. The "mouse" is the device most closely associated with graphical user interfaces. Key strokes are more closely associated with character user interfaces. Given these associations, is there a preference for the keyboard or for the mouse as an input device? The determination of user preference was reduced to the determination of preference of key strokes or mouse clicks for selection of main menu items. The subjects, university students working with Microsoft Works by Microsoft Corporation, copyright 1987-1989, were learning how to use application software. While Microsoft Works was running, tracking software recorded every user key stroke and mouse click, together with data about these key strokes and mouse clicks. From the analysis of these data, common preference for the means of menu item selection was determined.
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5

Barker, David. "The human factors of computer input using a mouse device." Thesis, Aston University, 1993. http://publications.aston.ac.uk/10917/.

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This thesis investigates how people select items from a computer display using the mouse input device. The term computer mouse refers to a class of input devices which share certain features, but these may have different characteristics which influence the ways in which people use the device. Although task completion time is one of the most commonly used performance measures for input device evaluation, there is no consensus as to its definition. Furthermore most mouse studies fail to provide adequate assurances regarding its correct measurement. Therefore precise and accurate timing software were developed which permitted the recording of movement data which by means of automated analysis yielded the device movements made. Input system gain, an important task parameter, has been poorly defined and misconceptualized in most previous studies. The issue of gain has been clarified and investigated within this thesis. Movement characteristics varied between users and within users, even for the same task conditions. The variables of target size, movement amplitude, and experience exerted significant effects on performance. Subjects consistently undershot the target area. This may be a consequence of the particular task demands. Although task completion times indicated that mouse performance had stabilized after 132 trials the movement traces, even of very experienced users, indicated that there was still considerable room for improvement in performance, as indicated by the proportion of poorly made movements. The mouse input device was suitable for older novice device users, but they took longer to complete the experimental trials. Given the diversity and inconsistency of device movements, even for the same task conditions, caution is urged when interpreting averaged grouped data.
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6

Edelman, Nicholas (Nicholas A. ). "Automated phenotyping of mouse social behavior." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/76810.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 66-68).
Inspired by the connections between social behavior and intelligence, I have developed a trainable system to phenotype mouse social behavior. This system is of immediate interest to researchers studying mouse models of social disorders such as depression or autism. Mice studies provide a controlled environment to begin exploring the questions of how to best quantify social behavior. For the purposes of evaluating this system and to encourage further research, I introduce a new video dataset annotated with five social behaviors: nose-to-nose sniffing, nose-to-head sniffing, nose-to-anogenital sniffing, crawl under / crawl over, and upright head contact. These four behaviors are of particular importance to researchers characterizing mouse social avoidance [9]. To effectively phenotype mouse social behavior, the system incorporates a novel mice tracker, and modules to represent and to classify social behavior. The mice tracker addresses the challenging computer vision problem of tracking two identical, highly deformable mice through complex occlusions. The tracker maintains an ellipse model of both mice and leverages motion cues and shape priors to maintain tracks during occlusions. Using these tracks, the classification system represents behavior with 14 spatial features characterizing relative position, relative motion, and shape. A regularized least squares (RLS) classifier, trained over representative instances of each behavior, classifies the behavior present in each frame. This system demonstrates the enormous potential for building automated systems to quantitatively study mouse social behavior.
by Nicholas Edelman.
M.Eng.
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7

Surdilovic, Tihomir. "Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/cs_theses/49.

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People with severe motor-impairments due to Spinal Cord Injury (SCI) or Spinal Cord Dysfunction (SCD), often experience difficulty with accurate and efficient control of pointing devices (Keates et al., 02). Usually this leads to their limited integration to society as well as limited unassisted control over the environment. The questions “How can someone with severe motor-impairments perform mouse pointer control as accurately and efficiently as an able-bodied person?” and “How can these interactions be advanced through use of Computational Intelligence (CI)?” are the driving forces behind the research described in this paper. Through this research, a novel fuzzy mouse cursor control system (FMCCS) is developed. The goal of this system is to simplify and improve efficiency of cursor control and its interactions on the computer screen by applying fuzzy logic in its decision-making to make disabled Internet users use the networked computer conveniently and easily. The FMCCS core consists of several fuzzy control functions, which define different user interactions with the system. The development of novel cursor control system is based on utilization of motor functions that are still available to most complete paraplegics, having capability of limited vision and breathing control. One of the biggest obstacles of developing human computer interfaces for disabled people focusing primarily on eyesight and breath control is user’s limited strength, stamina, and reaction time. Within the FMCCS developed in this research, these limitations are minimized through the use of a novel pneumatic input device and intelligent control algorithms for soft data analysis, fuzzy logic and user feedback assistance during operation. The new system is developed using a reliable and cheap sensory system and available computing techniques. Initial experiments with healthy and SCI subjects have clearly demonstrated benefits and promising performance of the new system: the FMCCS is accessible for people with severe SCI; it is adaptable to user specific capabilities and wishes; it is easy to learn and operate; point-to-point movement is responsive, precise and fast. The integrated sophisticated interaction features, good movement control without strain and clinical risks, as well the fact that quadriplegics, whose breathing is assisted by a respirator machine, still possess enough control to use the new system with ease, provide a promising framework for future FMCCS applications. The most motivating leverage for further FMCCS development is however, the positive feedback from persons who tested the first system prototype.
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8

Li, Taibo M. Eng Massachusetts Institute of Technology. "Single-cell transcriptomics of the mouse thalamic reticular nucleus." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113178.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 44-49).
The thalamic reticular nucleus (TRN) is strategically located at the interface between the cortex and the thalamus, and plays a key role in regulating thalamo-cortical interactions. Current understanding of TRN neurobiology has been limited due to the lack of a comprehensive survey of TRN heterogeneity. In this thesis, I developed an integrative computational framework to analyze the single-nucleus RNA sequencing data of mouse TRN in a data-driven manner. By combining transcriptomic, genetic, and functional proteomic data, I discovered novel insights into the molecular mechanisms through which TRN regulates sensory gating, and suggested targeted follow-up experiments to validate these findings.
by Taibo Li.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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9

Oefinger, Matthew Blake 1976. "Monitoring transient repolarization segment morphology deviations in mouse ECG." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/38304.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.
Includes bibliographical references (p. 273-276).
This thesis details the design, implementation and validation of a system that facilitates partial automation for detection of anomalous repolarization segment morphologies in the ECG of mice. The technology consists of hardware for signal conditioning of the electrocardiogram (ECG); software for the collection, archiving and real-time & retrospective Internet visualization of data; and an algorithm for morphology analysis of the repolarization segment in murine ECG. The system was validated using genetically engineered mouse subjects with elevated VLDL, analogous to LDL or "bad cholesterol" in humans, and elevated but modified HDL, or "good cholesterol." These subjects, so-called "double-knockout" or dKO mice, exhibit repolarization segment morphologies that are manifestations of severe cardiovascular pathophysiology. This thesis describes the technology in detail and its application to elucidating long-term trends in repolarization morphology deviations in dKO mice. The paper concludes with future work that will utilize the technology and potential clinical applications.
by Matthew Blake Oefinger
Ph.D.
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10

Ghaffari, Roozbeh 1979. "Electrically evoked motions of the isolated mouse tectorial membrane." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/28468.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.
Includes bibliographical references (leaves 41-42).
We discovered motion during application of AC voltage (0.8 V peak amplitude, f=1 kHz) on the surface of the isolated mouse tectorial membrane (TM). The TM's motion response, which contained an average peak amplitude of 4 nm (in 5 TM preparations) was measured using a novel atomic force sensing (AFS) technique (Rousso et al, 1997). A 2-D lateral mapping of motion at several points on the TM surface shows that the TM expands near the negative electrode and contracts near the positive electrode with a stationary pivot point between the two electrodes. Lowering the pH in the bath surrounding the TM from 7.3 to 4.07 decreased the maximum amplitude of displacement from 4 nm to approximately 2.5 nm while lowering the bath pH from 4.07 to 3.96 caused the TM to undergo a [pi] phase shift in its motion response. Based on this data, the TM has an isoelectric point and pKa near pH 4.011. This supports the model that the TM motion response is altered by the state of ionization of charge groups in the TM, which varies with bath pH.
by Roozbeh Ghaffari.
M.Eng.
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11

Richard, Roy William. "Implementing the Hawley mouse model X063X and Random Access Incorporated Mu-2 serial interface." Thesis, Kansas State University, 1985. http://hdl.handle.net/2097/9874.

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12

Tang, Zuojian 1967. "Identifying mouse genes putatively transcriptionally regulated by the glucocorticoid receptor." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=82437.

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The Glucocorticoid receptor (GR) is one of many steroid hormone receptors. It controls broad physiological gene networks, confers pathological effects in a range of disease states, and offers an excellent target for therapeutic intervention. Therefore, it is necessary to better understand the mechanisms of GR regulation. In particular, we are interested in better understanding the protein-nucleotide interactions (transcription factors interacting with transcription factor binding sites). Upon glucocorticoids-hormone binding, the GR forms a protein-nucleotide interaction with a specific transcription factor binding site known as a glucocorticoid response element (GRE). This research has employed three different but complementary bioinformatics approaches to identify Mouse genes putatively transcriptionally regulated by GR. Firstly, we focus on the problem of searching for putative GREs in the complete Mouse genome using a position weight matrix. This produced a large number of putative GREs. Most of these are likely false positive predictions. Secondly, two different strategies are used to improve the accuracy of our framework: combinatorial analysis of multiple TFs/modules of TFBSs and phylogenetic footprinting (PF). The number of putative GREs can be reduced by 97.9% using the module of TFBSs analysis, 97.7% using the PF analysis, and 99.9% using both module and PF analyses. In each step, a statistical test has been used to measure the significance of the results.
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13

Lambertsson, Christoffer, and Marcus Skagerberg. "How auditory stimuli affects navigation in a user interface with mouse input." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146244.

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In this study we investigated the influence of sound when interacting with a target button with constant size and distance on a 2-dimensional plane on a computer screen. In particular we wanted to verify if the use of auditory stimuli could improve the time it takes for a user to reach the target button with mouse as an interface. We conducted experiments in which participants had to click a button with the aid of visual stimuli only, audio stimuli only, or a combination of both visual and audio stimuli. Participants performed faster with audio-visual stimuli than with audio stimuli only. Because of inconclusive results we could not prove that audio- visual stimuli always yields a faster time average than visual stimuli only.
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14

Damann, Elizabeth Amelia. "Wrist posture during computer mouse usage: the effects of wrist support and surface height." Thesis, Virginia Tech, 1995. http://hdl.handle.net/10919/45053.

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The transition from text-oriented software to graphically-based software has brought about a rapid increase in the number of mouse users. Recently, increased usage of the mouse has been linked with the development of cumulative trauma disorders. This investigation concerns the effects that mouse surface height and wrist support have on wrist posture. Distance between targets and target width were varied to determine performance time and performance accuracy throughout the conditions. Results showed that the presence of a wrist support decreased wrist extension and radial deviation, and increased wrist flexion. However, wrist support had no significant effect on ulnar deviation. There was a significant interaction of support and surface height for wrist extension. Surface height had a significant effect on all dimensions of wrist posture. Higher surface height resulted in increased flexion and ulnar deviation, and decreased extension and radial deviation. Distance between targets was a significant effect for ulnar deviation. The long distance resulted in a greater amount of ulnar deviation. Accuracy was significantly affected by distance between targets and target width. There was a significant interaction of distance and width for flexion. When distance between targets and target width were converted to Indices of Difficulty (ID), it was found that as ID became larger, movement time between targets became longer (as predicted by Fitts' Law).
Master of Science
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15

Brown, James. "Articulated statistical shape models for the analysis of bone destruction in mouse models of rheumatoid arthritis." Thesis, University of Birmingham, 2015. http://etheses.bham.ac.uk//id/eprint/6349/.

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Rheumatoid arthritis is an autoimmune disease that affects approximately 1% of the population, where chronic inflammation of the synovial joints can lead to active destruction of cartilage and bone. New therapeutic targets are discovered by investigating genes or processes that exacerbate or ameliorate disease progression. Mouse models of inflammatory arthritis are commonly employed for this purpose, in conjunction with biomedical imaging techniques and suitable measures of disease severity. This thesis investigated the hypothesis that a statistical model of non-pathological bone shape variation could be used to quantify bone destruction present in micro-CT images. A framework for constructing statistical shape models of the hind paw was developed, based on articulated registration of a manually segmented reference image. Successful registration of the reference towards ten healthy hind paw samples was followed by statistical shape analysis. Mouse models of inflammatory arthritis were then investigated and compared by identifying bone abnormalities as deviations from the model statistics. Validation of the model against digital phantoms and clinical scores indicates that the method is largely successful in this effort. Application of the method in a novel study of macrophage-mediated inflammation shows promising results that are supportive of previous findings.
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Siriyala, Kodhanda Karthik. "Determining Level of Cognitive Impairment via Computing Fractals using a Computer." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7364.

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Mild Cognitive Impairment is a condition that affects an individual's thinking and decision making capabilities. Specifically, it is one where an individual's capabilities of memorizing, thinking and decision making are less efficient when compared to others. In order to diagnose this condition, a conventional method is to provide the subject with a small challenge they should be completed using pen and paper. This thesis focuses on how this method can be converted to a computer based test. A data visualization tool named Processing has been used to develop a system that runs a game-like test, which is completed by individuals using a mouse. The system then saves the individual's mouse movements in the form of a CSV file. This files are used for further analyzed using JMP Pro on how this data can be used for determining cognitive abilities via computing a metric called Fractal, and what conclusions can be drawn. In order to achieve comparable results, readings from two diverse age groups have been collected. The results using a total of 12 subjects are convincing in that the tool can be used to as a marker for detecting cognitive impairment.
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Heimisdóttir, Hrafndís Brá, and Jill Skärby. "Differences in Whisker Movement in Mouse Models of Parkinson's Disease & Healthy Mice." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280309.

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Analysing differences in whisking movement between Parkinson’s Disease (PD) modeled mice and healthy control mice can help us to better understand active sensing and the sensorimotor system. In this thesis whisking data obtained from de Voogel’s (2020) master thesis was analysed with the goal to identify differences in whisking movement. The data used was multidimensional data of time series, which consisted of whisker angles over time. The methods used for the analysis were Principal Component Analysis and Hidden Markov Model, as well as some simple statistical procedures. There were found to be differences in whisking movement between PD modeled mice and healthy controls. Differences were observed in movement estimates, how independently the animals were able to move their whiskers as well as in activity of whiskers. Movement estimates of single whiskers varied greatly in PD modeled compared to control mice, where movement estimates were more evenly distributed. The PD modeled mice moved their whiskers more at the same time, especially on the right side of the face, compared to the healthy control mice who moved their whiskers more independently from one another. Finally, PD modeled mice were actively whisking less of the time on average compared to healthy control mice. The study showed that there is indeed a difference in whisking movement between PD modeled mice and healthy control mice, as well as that multidimensional data of time series can be used to analyse and identify differences in whisker movement.
Att undersöka skillnader i morrhårsrörelser hos musmodeller med Parkinsons sjukdom och friska möss kan hjälpa oss förstå active sensing och det sensomotoriska systemet bättre. I följande studie undersöks data bestående av morrhårsrörelser från de Voogel’s masteruppsats med målet att identifiera skillnader i mörrhårsrörelser mellan musmodeller med Parkinsons sjukdom och friska möss. Datan som använts var multidimensionella tidsserier bestående av morrhårsvinklar över tid. Metoderna som använts för analysen var principalkomponentanalys, Hidden Markov Models samt några enkla statistiska metoder. Skillnader i morrhårsrörelser mellan musmodeller med Parkinsons sjukdom och friska möss upptäcktes vid rörelseuppskattning, hur fritt mössen kunde röra morrhåren oberoende av varandra samt i aktiviteten av mörrhårsrörelser. Rörelseuppskattingen av morrhåren hos musmodellerna med Parkinsons sjukdom varierade mycket jämfört med de friska mössen där rörelseuppskattningen var jämn. Musmodellerna med Parkinsons sjukdom rörde sina morrhår samtidigt mer, speciellt på högra sidan av ansiktet, jämfört med de friska mössen som rörde sina morrhår mer oberoende av varandra. Slutligen rörde musmodellerna med Parkinsons sjukdom morrhåren aktivt en större del av tiden i genomsnitt jämfört med de friska mössen. Studien visar att det finns skillnader i morrhårsrörelser mellan musmodeller med Parkinsons sjukdom och friska möss och att multidimensionell data av tidsserier kan användas för att analysera och upptäcka dem.
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18

Oefinger, Matthew Blake 1976. "System for remote multichannel real-time monitoring of mouse ECG via the Internet." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/59655.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, September 2003.
"August 25, 2003."
Includes bibliographical references (leaves 32-33).
A hardware/software system was developed to allow real-time monitoring of multiple physiological signals simultaneously via the Internet. The hardware is specifically designed for measuring ECG signals from mice, while the software system is agnostic to the underlying data source. The software utilizes a client-server model and multicasting network technology to stream real-time data from a server to clients. The server software includes an intuitive graphical user interface (GUI) that allows lab technicians to start and stop data collection as well as a back-end SQL database for record archiving and management. The system is intended to facilitate real-time signal processing development as well as collaborative research of archived physiological data among geographically disjoint groups. The server is therefore equipped with a digital signal processing (DSP) board for real-time data analysis and password-protected access to physiological data archives.
by Matthew Blake Oefinger.
S.M.
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19

Ansari, Anees. "Direct 3D Interaction Using A 2D Locator Device." [Tampa, Fla.] : University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000046.

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20

Zabramski, Stanislaw. "Creating Digital Traces of Ideas : Evaluation of Computer Input Methods in Creative and Non-Creative Drawing." Doctoral thesis, Uppsala universitet, Människa-datorinteraktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-220882.

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Ideas are formed in a process of idea generation that includes creation, development, and communication of new ideas. Drawing has been used as a support for ideation for centuries. Today, computerized tools are commonly used for drawing. Such tools form a user interface between the human and the resulting drawing presented on the screen. The interface may come between the user and the drawing in a disruptive way also affecting the ideation process. Using controlled laboratory studies, this thesis investigates the consequences of drawing with different user interfaces in two types of tasks: creative drawing tasks (based on a standardized test of creativity) and non-creative drawing tasks (i.e. shape-tracing tasks where no new idea is created). The goal was to identify and evaluate the consequences of the several issues originating from the use of different input devices, the functionality of the graphical user interfaces, the formulation of the drawing task, and the user’s previous experience. The results showed that drawing tasks are oriented toward quality of outcomes and that higher input accuracy led to higher quality of outcomes of both creative and non-creative drawing tasks. This came with a trade-off between the quantity and quality. In ideation, less accurate input devices facilitated significantly more ideas but these were of lower quality. In non-creative tracing, higher speeds caused lower quality of outcomes. The users subjectively preferred higher accuracy, also when an inaccurate user interface offered an eraser function. However, using the eraser allowed avoiding reinterpretations of ideas and led to ideation strategies characterized by laborious drawing that negatively affected the quality and quantity of the ideas produced. For non-creative drawing, the more difficult the shapes were, the lower the tracing accuracy. In the thesis a new framework for interaction analysis is introduced that improves the theoretical and practical understanding of computerized drawing tasks and the phenomena resulting from different aspects of the user interface design of computerized drawing tools. This thesis demonstrates that the inaccuracy of computerized tools cannot only make our drawings less aesthetically pleasing but also negatively affect ideas that are created in the process.
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Hamza, Bashar Ph D. (Bashar M. )Massachusetts Institute of Technology. "An optofluidic platform for longitudinal circulating tumor cell studies in mouse models of cancer." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/128399.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2020
Cataloged from student-submitted PDF of thesis.
Includes bibliographical references (pages 109-119).
Metastasis is a complex, multi-step process that is responsible for over 90% of cancer-related deaths. Circulating tumor cells (CTCs) that are shed from primary tumors represent the disseminating "seeds" that give rise to distant malignant growths. Despite their importance to metastasis, understanding of their role has been hindered by the extreme difficulty of characterizing CTC populations over time and linking them to metastases that occur during natural tumor progression. The use of in vivo mouse models of cancer for studying metastasis has been crucial for discovering effective new cancer biomarkers and therapies. This thesis outlines the development of a new platform that enables longitudinal and dynamic CTC studies in mouse models of cancer. The platform is designed to help better understand how changes in CTCs may reflect the evolution of their tumors of origin over time.
It is composed of a microfluidic, cell-sorting chip connected serially to an un-anesthetized mouse via an implanted arteriovenous shunt. Pneumatically-controlled microfluidic valves capture CTCs as they flow through the chip, and CTC-depleted blood is returned back to the mouse via the shunt. To demonstrate the utility of this platform, we profiled CTCs isolated longitudinally from animals over several days of treatment with the BET inhibitor JQ1 using single-cell RNA sequencing (scRNA-Seq). We showed that our approach eliminates potential biases driven by intermouse heterogeneity that can occur when CTCs are collected across different mice. Furthermore, the direct access to a mouse's circulatory system in real time allowed us to devise a new method for measuring the circulatory dynamics and physical properties of CTCs in mice.
Direct measurements of the main parameters that govern CTC levels in blood - mainly the intravasation rate and the half-life time in the circulation - were demonstrated. Observing how such parameters change during tumor development or in response to therapy may help shed light on the dynamics of the most tumorigenic CTCs. Finally, in collaboration with several laboratories at MIT and elsewhere, further validation of this platform is demonstrated by carrying out longitudinal studies of single CTCs and rare, circulating, tumor-experienced immune cells collected from different mouse models of cancer. Information gained from these studies will help dissect the potential mechanisms of resistance to therapy (e.g. immunotherapy) and identify new "druggable" candidate cells.
by Bashar Hamza.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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22

Oakley, Brian. "THE EFFECTS OF MULTIMODAL FEEDBACK AND AGE ON A MOUSE POINTING TASK." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3710.

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As the beneficial aspects of computers become more apparent to the elderly population and the baby boom generation moves into later adulthood there is opportunity to increase performance for older computer users. Performance decrements that occur naturally to the motor skills of older adults have shown to have a negative effect on interactions with indirect-manipulation devices, such as computer mice (Murata & Iwase, 2005). Although, a mouse will always have the traits of an indirect-manipulation interaction, the inclusion of additional sensory feedback likely increases the saliency of the task to the real world resulting in increases in performance (Biocca et al., 2002). There is strong evidence for a bimodal advantage that is present in people of all ages; additionally there is also very strong evidence that older adults are a group that uses extra sensory information to increase their everyday interactions with the environment (Cienkowski & Carney, 2002; Thompson & Malloy, 2004). This study examined the effects of having multimodal feedback (i.e., visual cues, auditory cues, and tactile cues) present during a target acquisition mouse task for young, middle-aged, and older experienced computer users. This research examined the performance and subjective attitudes when performing a mouse based pointing task when different combinations of the modalities were present. The inclusion of audio or tactile cues during the task had the largest positive effect on performance, resulting in significantly quicker task completion for all of the computer users. The presence of audio or tactile cues increased performance for all of the age groups; however the performance of the older adults tended to be positively influenced more than the other age groups due the inclusion of these modalities. Additionally, the presence of visual cues did not have as strong of an effect on overall performance in comparison to the other modalities. Although the presence of audio and tactile feedback both increased performance there was evidence of a speed accuracy trade-off. Both the audio and tactile conditions resulted in a significantly higher number of misses in comparison to having no additional cues or visual cues present. So, while the presence of audio and tactile feedback improved the speed at which the task could be completed this occurred due to a sacrifice in accuracy. Additionally, this study shows strong evidence that audio and tactile cues are undesirable to computer users. The findings of this research are important to consider prior to adding extra sensory modalities to any type of user interface. The idea that additional feedback is always better may not always hold true if the feedback is found to be distracting, annoying, or negatively affects accuracy, as was found in this study with audio and tactile cues.
Ph.D.
Department of Psychology
Sciences
Psychology PhD
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23

Enström, Olof. "Authentication Using Deep Learning on User Generated Mouse Movement Images." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74203.

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Continuous authentication using behavioral biometrics can provide an additional layer of protection against online account hijacking and fraud. Mouse dynamics classification is the concept of determining the authenticity of a user through the use of machine learning algorithms on mouse movement data. This thesis investigates the viability of state of the art deep learning technologies in mouse dynamics classification by designing convolutional neural network classifiers taking mouse movement images as input. For purposes of comparison, classifiers using the random forest algorithm and engineered features inspired by related works are implemented and tested on the same data set as the neural network classifier. A technique for lowering bias toward the on-screen location of mouse movement images is introduced, although its effectiveness is questionable and requires further research to thoroughly investigate. This technique was named 'centering', and is used for the deep learning-based classification methods alongside images not using the technique. The neural network classifiers yielded single action classification accuracies of 66% for centering, and 78% for non-centering. The random forest classifiers achieved the average accuracy of 79% for single action classification, which is very close to the results of other studies using similar methods. In addition to single action classification, a set based classification is made. This is the method most suitable for implementation in an actual authentication system as the accuracy is much higher. The neural network and random forest classifiers have different strengths. The neural network is proficient at classifying mouse actions that are of similar appearance in terms of length, location, and curvature. The random forest classifiers seem to be more consistent in these regards, although the accuracy deteriorates for especially long actions. As the different classification methods in this study have different strengths and weaknesses, a composite classification experiment was made where the output was determined by the least ambiguous output of the two models. This composite classification had an accuracy of 83%, meaning it outperformed both the individual models.
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24

Rouf, Rosanne 1974. "Characterizing the binding mechanism of fixed sites on the isolated tectorial membrane of the mouse." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/46202.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (leaves 38-39).
by Rosanne Rouf.
M.Eng.
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25

Gwalani, Poonam. "Design and Implementation of an Eye Blink Controlled Human Computer Interface." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/232.

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Advances in Human Computer Interface (HCI) have made this area of research important for improving the standard of living for people with disabilities. An eye blink system is presented to allow people with disabilities to control a standard computer mouse. This system is designed for people who are paralytic with no control over their arms, speech, and anyone who is restricted to only the control of eye and head movements. This system is based on infrared reflectivity to capture and analyze real time eye blink signal of the user. It uses simple economical hardware electronics to emulate the functionality of computer mouse click based on user eye blinks. Informal tests show that the system can successfully distinguish between voluntary and involuntary eye blinks and can emulate user mouse clicks. This interface offers an economical, non-invasive, hands-free, plug and play device that provides the disabled with flexibility to improve their quality of life.
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26

Rajan, Meena S. "Analysis of matrix and striosomal cell activity to explore and predict mouse behavior in 'T' maze." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/129915.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February, 2020
Cataloged from student-submitted PDF of thesis.
Includes bibliographical references (pages 60-61).
Animals have evolved to allow for decision-making based on rewarding and aversive features of the environment. This ability has been studied in mice and other species as well as the different neuropsychiatric and neurological disorders that undermine this ability. Previous work has shown that some of this decision-making is linked to the striatum, a part of the basal ganglia. There is also previous research that suggests this behavior is partly controlled by a set of distributed striatal microzones known as striosomes. We aim to study the neural activity of striosome and matrix cells in wild type and Huntington disease modeling mice and how they are linked to cost-benefit decision-making. This paper will analyze and model the neural data and train a classifier that can predict the mouse's behavior as it runs a T-maze. The paper finds some support for the claim that striosomes are correlated to the decision-making process.
by Meena S. Rajan.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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27

Grimes, George Mark. "Analysis of Human Computer Interaction Behavior for Assessment of Affect, Cognitive Load, and Credibility." Diss., The University of Arizona, 2015. http://hdl.handle.net/10150/556821.

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This dissertation presents three studies consisting of seven experiments that investigate the relationship between human-computer interaction (HCI) behavior and changes in cognitive states by using keystroke dynamics (KD) and mouse dynamics (MD) as physiological indicators of cognitive change. The first two chapters discuss the importance of being able to detect changes in affect, cognitive load, and deception and provide a theoretical base for this research, pulling heavily from cognitive science, psychology and communication literature. We also discuss the current state of the art in keystroke and mouse dynamics and what makes the techniques presented here different. Chapters three and four present five experiments that explore the influence of affect and cognitive load on KD and MD. The results of these experiments suggest that many features of typing and mouse movement behavior including transition time, rollovers, duration, number of direction changes, and distance traveled are influenced by changes in affect and cognitive load. In chapter five we operationalize these findings in a credibility assessment context and describe two experiments in which participants behave deceptively in computer mediated interactions. In both experiments, we find significant differences in typing behavior, in line with the findings of the first two studies. Chapter six summarizes the results and provides a way forward for future research in human computer interaction. The work presented in this dissertation describes a novel approach to inferring cognitive changes using low cost, non-invasive, and transparent monitoring of HCI behavior with important implications for both research and practice.
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28

Lindén, Edward, and Carl Kernell. "Framtidens pekdon för ett mobilt spelande." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231388.

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Future pointing devices for mobile gaming is a study of properties of a number of pointing devices, and how these properties make them suitable for gaming in a mobile environment. Today, most of all advanced computer games is played with a mouse, which make the laptop and its touch-pad bad for gaming. For many decades the optical computer mouse has been the leading pointing device for playing computer games, and its have been scientifically that players with a computer mouse out-perform players with a joy-stick or other pointing devices when playing games with importance of precision. A mouse can be plugged to a laptop, but not without compromising the mobility which is significant for the laptop. Two studies discovered the user experience and functional performance of playing a precision game with an optical computer mouse, joystick, eye-tracker, touchpad and accelerometer. Our studies showed that users preferred to use the mouse when playing precision computer games, with joystick and touchpad as second choices. The eye-tracker where very unfamiliar for the users but was performing almost as accurate as the touch-pad. The accelerometer was the worst pointing device according to the test persons, and by the functional study of the performance of the pointing devices. Their result was by the falling order of mouse, touchpad, joystick, eye-tracker and at last the accelerometer. An interesting way of developing a new pointing device would be to use the mobility and precision of an eye-tracker. The eye-tracker could state a region of interest of the screen where a complementary touch pad could be in use to release your eyes from being the pointing device. It would give you the opportunity to aim with the touchpad and letting you check your surrounding with your eyes.
Detta är ett arbete som ämnar att hitta egenskaper hos ett pekdon som kan komma att ersätta den optiska datormusen i vissa miljöer. De flesta datorspel spelas med en mus. En mus kan självklart kopplas in i en laptop, men inte utan att kompromissa på den mobilitet som ofta är förknippad med en bärbar dator. Det utfördes två studier av användbarhet samt funktionalitet av pekdonen optisk datormus, joystick, ögonspårare, pekplatta och accelerometer. Testpersonerna föredrog musen vid spelande av precisionsspel, där ögonspårare och pekplatta var andrahandsval. Ögonspåraren var okänd för testpersonerna men presterade nästan lika bra som pekplattan. Accelerometern var det sämsta pekdonet enligt testpersonerna, men också enligt studien av pekdonens användbarhet. Ett intressant utvecklingsområde för ett nytt pekdon vore att nyttja mobiliteten och precisionen hos ögonspåraren för att upprätta region av intresse på skärmen. I denna region kan sedan en kompletterande pekplatta ta över.
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Koh, Wonryull. "Geometric representation of neuroanatomical data observed in mouse brain at cellular and gross levels." [College Station, Tex. : Texas A&M University, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-1669.

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30

Gazes, Seth Brian. "Computer controlled device to independently control flow waveform parameters during organ culture and biomechanical testing of mouse carotid arteries." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31812.

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Thesis (M. S.)--Mechanical Engineering, Georgia Institute of Technology, 2010.
Committee Chair: Rudy Gleason; Committee Member: Raymond Vito; Committee Member: W. Robert Taylor. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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31

Morgan, Justin L. "Clustering Web Users By Mouse Movement to Detect Bots and Botnet Attacks." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2304.

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The need for website administrators to efficiently and accurately detect the presence of web bots has shown to be a challenging problem. As the sophistication of modern web bots increases, specifically their ability to more closely mimic the behavior of humans, web bot detection schemes are more quickly becoming obsolete by failing to maintain effectiveness. Though machine learning-based detection schemes have been a successful approach to recent implementations, web bots are able to apply similar machine learning tactics to mimic human users, thus bypassing such detection schemes. This work seeks to address the issue of machine learning based bots bypassing machine learning-based detection schemes, by introducing a novel unsupervised learning approach to cluster users based on behavioral biometrics. The idea is that, by differentiating users based on their behavior, for example how they use the mouse or type on the keyboard, information can be provided for website administrators to make more informed decisions on declaring if a user is a human or a bot. This approach is similar to how modern websites require users to login before browsing their website; which in doing so, website administrators can make informed decisions on declaring if a user is a human or a bot. An added benefit of this approach is that it is a human observational proof (HOP); meaning that it will not inconvenience the user (user friction) with human interactive proofs (HIP) such as CAPTCHA, or with login requirements
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Lagos-Quintana, Mariana. "Isolation and characterization of tissue and development-specific microRNAs from Drosophila, mouse and human." Doctoral thesis, [S.l.] : [s.n.], 2005. http://www.gbv.de/dms/goettingen/502683627.pdf.

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33

Santos, Felipe Silva. "Abstração de eventos de sensores para dispositivos de interação." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-03072008-100619/.

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Vários tipos de sensores têm sido explorados na construção de mecanismos para capturar, por exemplo, movimentos dos olhos, da cabeça, ou do tórax do usuário. A construção de dispositivos de interação baseados em tais sensores demandam conhecimentos especializados. O trabalho aqui reportado teve como objetivo desenvolver uma arquitetura de componentes de hardware e software que fornece, como dados de entrada para aplicações computacionais, eventos capturados de sensores tais como os que detectam inclinação, rotação e aceleração. A pesquisa envolveu a concepção e a implementação de uma arquitetura em camadas que possui, em sua base, uma camada de hardware composta por um conjunto de sensores e circuitos apropriados que mensuram eventos físicos e, nas demais camadas, componentes de software que permitem associar uma semântica de dados de entrada para aplicações aos dados primitivos provenientes dos sensores e das camadas intermediárias. Como resultado, a arquitetura disponibiliza os dados dos sensores como eventos em alto nível, que podem ser associados a operações de interação usuário-computador típicas de um mouse, de um teclado ou de um joystick, por exemplo. A implementação de um dispositivo de interação baseado em sensores é facilitada, por um lado, pelo fato de o tratamento de erros associado ao uso de sensores poder ter sido realizado nas camadas inferiores e, por outro, pelo fato de os dados serem apresentados em um alto nível de abstração que não exige conhecimento específico sobre o uso do hardware associado. Como estudo de caso, criouse um dispositivo de interação que permite interações típicas de um mouse, e que pode ser usado por usuários tetraplégicos, que possuam controle fino dos movimentos da cabeça e ausência de deficiências visuais
Some types of sensors have been explored in the construction of mechanisms to capture, for example, movements of the eyes, the head, or the thorax of the user. The construction of devices of interaction based in such sensors demand specialized knowledge. The work reported here had as objective to develop an architecture of components of the hardware and software that it supplies, as given of entrance for computational applications, captured events of sensors such as the ones that detect inclination, rotation and acceleration. The research involved the conception and the implementation of a in layers architecture that it possesss, in its base, a composed layer of the hardware for a set of sensors and appropriate circuits that measure physical events and, in the too much layers, software components that allow to associate a semantics of data of entrance for applications to the primitive data proceeding from the sensors and the intermediate layers. As result, the architecture makes available the data of the sensors as events in high level, that can be associates the operations of typical interaction one user-computer mouse, of a keyboard or one joystick, for example. The implementation of a device of interaction based on sensors is facilitated, on the other hand, for the fact of the treatment of errors associated to the use of sensors to be able to have been carried through in inferior layers e, for another one, the fact of the data to be presented in one high level of abstraction that does not demand specific knowledge on the use of the associated hardware. As case study, an interaction device was created that allows typical interactions of one mouse, and that it can be used for tetraplegic users, who possess fine control of the movements of the head and absence of visual deficiencies
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34

Gomez, Vargas Javier Alejandro. "Regulation of the signal transduction pathways of the unfolded protein response during chronic and physiological ER stresses." Diss., University of Iowa, 2016. https://ir.uiowa.edu/etd/5760.

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The unfolded protein response (UPR) is activated by protein misfolding stress in the endoplasmic reticulum (ER). The UPR is a transcriptional program that aims to maintain ER folding capacity, where imbalances between protein load and processing ability is termed ER stress. Signal transduction of the UPR begins with 3 ER-resident transmembrane sensors: PERK, IRE1 and ATF6. All sensors initiate downstream signaling cascades which culminate in improved protein folding, transcriptional upregulation of genes encoding ER chaperones, and mechanisms to reduce translational and transcriptional ER load, therefore re-establishing ER homeostasis. The signaling cascades of each sensor are distinct but cooperative, and involve a significant amount of crosstalk, feedback and overlap. Indeed, there are many pathological and physiological conditions have an effect on ER protein burden, and therefore on activation of the UPR. Increases in protein load in professional secretory cells, hypoxic conditions in a tumor mass, obesity all induce cause changes in the ER folding environment. Although we understand how the UPR contributes to relieve ER stress under acute conditions (e.g. pharmacological treatment) much less is understood about the contributions to physiological processes and chronic stress conditions. Our overall goal was to understand how the UPR is activated during physiological settings, the mechanisms it uses to maintain folding capacity under these setting and the specific components responsible for adapting the response to various stresses. We first decided to understand a chronic stress from a transgenic approach. By creating a knockout mouse, the genetic deletion functions as a stress and we can understand its physiological role. By compounding two genetic deletions in UPR components (ATF6α and p58IPK) we provide evidence for the developmental role these components play. Homozygous deletion ATF6α bears no gross histological phenotype yet causes synthetic lethality when combined with p58IPK deletion. This also reveals that the UPR is able to adapt to genetic impairment of protein folding in vivo. Next, to better understand these chronic states, we established an experimentally tractable chronic stress treatment in vivo. Our treatment suppressed ATF6α dependent chaperone expression through an mRNA degradative mechanism, which led to long term changes in UPR expression. We determined that chronic conditions can change the sensitivity of the UPR to ER stress, potentially as an adaptive consequence. We also showed that sensitivity to ER stress can be changed during chronic stress. Finally we simulated the UPR in a computational ordinary differential equation (ODE) model in order to determine how various stresses and component interactions determine the output of the UPR. We built a series of equations to describe the UPR signaling network, entrained it on experimental data and refined it through the use of transgenic knockout cells. Our model was robust enough to recreate experimental measurements of UPR components when tested in parallel with knockout cells. We found that stress sensitivity is dependent on the crosstalk and negative feedback connections of the UPR. This study has enhanced our understanding of activation of the UPR under non-acute settings. It demonstrates that the UPR is a signaling hub with a broad output range that is capable of handling a variable degree of insults because of the intrinsic properties of the signaling network. This provides a better understanding for the contributions of the UPR to physiological stresses and certain chronic diseases.
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35

Hashem, Yassir. "Multi-Modal Insider Threat Detection and Prevention based on Users' Behaviors." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc1248460/.

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Insider threat is one of the greatest concerns for information security that could cause more significant financial losses and damages than any other attack. However, implementing an efficient detection system is a very challenging task. It has long been recognized that solutions to insider threats are mainly user-centric and several psychological and psychosocial models have been proposed. A user's psychophysiological behavior measures can provide an excellent source of information for detecting user's malicious behaviors and mitigating insider threats. In this dissertation, we propose a multi-modal framework based on the user's psychophysiological measures and computer-based behaviors to distinguish between a user's behaviors during regular activities versus malicious activities. We utilize several psychophysiological measures such as electroencephalogram (EEG), electrocardiogram (ECG), and eye movement and pupil behaviors along with the computer-based behaviors such as the mouse movement dynamics, and keystrokes dynamics to build our framework for detecting malicious insiders. We conduct human subject experiments to capture the psychophysiological measures and the computer-based behaviors for a group of participants while performing several computer-based activities in different scenarios. We analyze the behavioral measures, extract useful features, and evaluate their capability in detecting insider threats. We investigate each measure separately, then we use data fusion techniques to build two modules and a comprehensive multi-modal framework. The first module combines the synchronized EEG and ECG psychophysiological measures, and the second module combines the eye movement and pupil behaviors with the computer-based behaviors to detect the malicious insiders. The multi-modal framework utilizes all the measures and behaviors in one model to achieve better detection accuracy. Our findings demonstrate that psychophysiological measures can reveal valuable knowledge about a user's malicious intent and can be used as an effective indicator in designing insider threat monitoring and detection frameworks. Our work lays out the necessary foundation to establish a new generation of insider threat detection and mitigation mechanisms that are based on a user's involuntary behaviors, such as psychophysiological measures, and learn from the real-time data to determine whether a user is malicious.
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36

Hashem, Yassir. "A Multi-Modal Insider Threat Detection and Prevention based on Users' Behaviors." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248460/.

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Insider threat is one of the greatest concerns for information security that could cause more significant financial losses and damages than any other attack. However, implementing an efficient detection system is a very challenging task. It has long been recognized that solutions to insider threats are mainly user-centric and several psychological and psychosocial models have been proposed. A user's psychophysiological behavior measures can provide an excellent source of information for detecting user's malicious behaviors and mitigating insider threats. In this dissertation, we propose a multi-modal framework based on the user's psychophysiological measures and computer-based behaviors to distinguish between a user's behaviors during regular activities versus malicious activities. We utilize several psychophysiological measures such as electroencephalogram (EEG), electrocardiogram (ECG), and eye movement and pupil behaviors along with the computer-based behaviors such as the mouse movement dynamics, and keystrokes dynamics to build our framework for detecting malicious insiders. We conduct human subject experiments to capture the psychophysiological measures and the computer-based behaviors for a group of participants while performing several computer-based activities in different scenarios. We analyze the behavioral measures, extract useful features, and evaluate their capability in detecting insider threats. We investigate each measure separately, then we use data fusion techniques to build two modules and a comprehensive multi-modal framework. The first module combines the synchronized EEG and ECG psychophysiological measures, and the second module combines the eye movement and pupil behaviors with the computer-based behaviors to detect the malicious insiders. The multi-modal framework utilizes all the measures and behaviors in one model to achieve better detection accuracy. Our findings demonstrate that psychophysiological measures can reveal valuable knowledge about a user's malicious intent and can be used as an effective indicator in designing insider threat monitoring and detection frameworks. Our work lays out the necessary foundation to establish a new generation of insider threat detection and mitigation mechanisms that are based on a user's involuntary behaviors, such as psychophysiological measures, and learn from the real-time data to determine whether a user is malicious.
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37

Latulipe, Celine. "A Symmetric Interaction Model for Bimanual Input." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2915.

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People use both their hands together cooperatively in many everyday activities. The modern computer interface fails to take advantage of this basic human ability, with the exception of the keyboard. However, the keyboard is limited in that it does not afford continuous spatial input. The computer mouse is perfectly suited for the point and click tasks that are the major method of manipulation within graphical user interfaces, but standard computers have a single mouse. A single mouse does not afford spatial coordination between the two hands within the graphical user interface. Although the advent of the Universal Serial Bus has made it possible to easily plug in many peripheral devices, including a second mouse, modern operating systems work on the assumption of a single spatial input stream. Thus, if a second mouse is plugged into a Macintosh computer, a Windows computer or a UNIX computer, the two mice control the same cursor.

Previous work in two-handed or bimanual interaction techniques has often followed the asymmetric interaction guidelines set out by Yves Guiard's Kinematic Chain Model. In asymmetric interaction, the hands are assigned different tasks, based on hand dominance. I show that there is an interesting class of desktop user interface tasks which can be classified as symmetric. A symmetric task is one in which the two hands contribute equally to the completion of a unified task. I show that dual-mouse symmetric interaction techniques outperform traditional single-mouse techniques as well as dual-mouse asymmetric techniques for these symmetric tasks. I also show that users prefer the symmetric interaction techniques for these naturally symmetric tasks.
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38

Fransson, Jonatan, and Teemu Hiiriskoski. "Measuring Immersion and Enjoyment in a 2D Top-Down Game by Replacing the Mouse Input with Eye Tracking." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18258.

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Background. Eye tracking has been evaluated and tried in different 2D settings for research purposes. Most commercial games that are using eye tracking use it as an assistive extra input method and are focused around third or first person. There are few 2D games developed with eye tracking as an input method. This thesis aims to test the use of eye tracking as a replacement input method with a chosen set of mechanics for the purpose of playing a 2D top-down game with eye tracking as the main input method. Objectives. To test eye tracking in a 2D top-down game and use it as a replacement input method for the mouse in a novel effort to evaluate immersion and enjoyment. Method. To conduct this study the Tobii 4C eye tracker is used as the replacement peripheral in a 2D game prototype developed for the study. The game prototype is developed with the Unity game engine which the participants played through twice with a different input mode each time. Once with a keyboard and mouse and a second time with a keyboard and an eye tracker. The participants played different modes in alternating order to not sway the results. For the game prototype three different mechanics were implemented, to aim, search for hidden items and remove shadows. To measure immersion and enjoyment an experiment was carried out in a controlled manner, letting participants play through the game prototype and evaluating their experience. To evaluate the experience the participants answered a questionnaire with 12 questions relating to their perceived immersion and a small interview with 5 questions about their experience and perceived enjoyment. The study had a total of 12 participants. Results. The results from the data collected through the experiment indicate that the participants enjoyed and felt more involvement in the game, 10 out of 12 participants answering that they felt more involved with the game using eye tracking compared to the mouse. Analyzing the interviews, the participants stated that eye tracking made the game more difficult and less natural to control compared to the mouse. There is a potential problem that might sway the results toward eye tracking, most participants stated that eye tracking is a new experience and none of the participants had used it to play video games before. Conclusions. The results from the questionnaire prove the hypothesis with statistics, with a p-value of 0.02 < 5% for both increased involvement and enjoyment using eye tracking. Although the result might be biased due to the participant's inexperience with eye tracking in video games. Most of the participants reacted positively towards eye tracking with the most common reason being that it was a new experience to them.
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Fogelberg, Ebba. "We Move in Order to Perceive : A Mouse-tracking Study of User Behaviour During Stalling Branched Videos with a Playback Bar." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166710.

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This thesis analyses how users' mouse behaviour during a video stall gets influenced by the type of video, either branched or linear, and by the presence of a playback bar. An experiment was conducted with thirty-two participants divided into six groups. Each group was watching a different combination of four videos with stalls, the first two videos belonging to the same type of video and either with or without a playback bar, and the last two videos changed in one of the two aspects. With mouse-tracking, these aspects were studied through the variables of mouse activity, average speed, average distance between the cursor and the playback bar, and the total distance moved on the screen. The participants also filled in questionnaires about their mouse behaviour, after watching each video, and their answers were later analysed through a thematic analysis. The results showed no significant differences between the groups in any of the main dependent variables. In general, within all groups, the participants moved the mouse very scarcely, indicating that the results about mouse movement should be interpreted carefully. During videos with a playback bar, mouse movements appeared to be concentrated to the stalls, focusing the movements to the bottom of the screen where the playback bar is located. Mouse behaviour during videos without a playback bar was more evenly divided between the different parts of the video and of the screen, or the user were not moving the mouse at all. Watching branched or linear videos influenced the mouse behaviour in such a way that branched videos seemed to engage the user to interact with the video player more than the linear videos. However, no difference was noticed between these conditions for active users during stalls when a playback bar was present. The thematic analysis gave clear indications that the playback bar was an important component for understanding a stall. Based on these findings, conclusions are drawn that a stall is a situation of watching videos during which mouse behaviour may be less affected by the type of video, and more influenced by the access to a playback bar. The playback bar was shown to be a source of information about the system and the situation.
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40

Pereira, Cesar Augusto Martins. "Desenvolvimento e avaliação de uma interface homem-computador, com as funções de um \"mouse\", controlada pelo movimento da cabeça para uso em pessoas com deficiências físicas." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/5/5140/tde-28082009-131552/.

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Os objetivos deste trabalho foram desenvolver um dispositivo apontador, com as mesmas funções de um mouse, controlado pelo movimento da cabeça, e comparar a eficiência do dispositivo proposto, utilizando o controle do cursor do computador no modo absoluto e relativo (joystick), operado por dez indivíduos tetraplégicos e por dez indivíduos sem acometimento neuromuscular. A maioria dos parâmetros estudados apresentou diferença significativa, entre as situações de controle absoluto e relativo, para os indivíduos de ambos os grupos, evidenciando que os parâmetros medidos no modo absoluto foram melhores que os medidos no modo relativo. O dispositivo apontador emula adequadamente as funções de deslocamento do cursor, mostrando que o modo de controle absoluto é mais eficiente que o modo de controle relativo
The objectives of this study were to develop a head controlled pointer device with mouse functions and compare its performance when operated in absolute versus relative (joystick like) modes by ten quadriplegic subjects and ten people without neuromuscular impairment. The device was composed of a video camera, a computer program and a reflective paper target attached to a cap which was then placed on the user´s head. Most of the measured parameters revealed a significant difference between the control modes, favouring the absolute one, for both studied groups. The developed head pointer adequately emulates the computer cursor displacement, with the absolute control mode being functionally more efficient than the relative control mode in this study.
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41

Morgan, Thimberley Nicole. "First Glance: Impact of affective tone on the perceptions of friendliness and political ideology." Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557615216442266.

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42

Erlandsson, Oskar. "Look2Hook - A Comparative Study of Eye-tracker and Mouse Based Object Selection in a Complex Environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-303013.

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In this thesis the Tobii eye-tracker 4L was used to investigate how well eye-tracking solutions such as a confirmation-click and dwell-time algorithm compares to the standard mouse input device when performing selection tasks in a map environment. In order to distinguish the different complexity one could face, two user cases are proposed. Scenario one includes non clustered objects. Scenario two include clustered occluded objects. A user study with nine different participants where conducted in order to compare the execution times and find out how error prone the different methods were. Each test participant performed eight different tests, three in the non-clustered scenario and five in the clustered scenario. In two of the tests in the clustered scenario test participants were aided with zooming through a zoom algorithm. The methods was evaluated by calculating the average execution times and errors along with the corresponding standard deviations. In order to grasp the users experience a subjective cognitive load score was calculated with the help of a questionnaire. The eye-tracker methods was found to be competitive in comparison to mouse interaction in the more simple non-clustered case. However, in a more complex scenario such as the clustered case the mouse interaction had the lowest average completion time and cognitive load score. A different type of selection behaviour was discovered among the test participants in the clustered scenario due to the difference in precision between the eye-tracker and mouse interaction. Finally interesting areas to consider in the future is presented and discussed.
I denna avhandling användes en Tobii eye-tracker 4L för att undersöka hur väl eye-tracking metoder så som en bekräftelseklick och dwell-time algoritm jämför sig med standard mus interaktion vid objekt selektion i en kartmiljö. För att urskilja variationen i komplexitet man kan möta föreslås två olika användarfall. Scenario ett inkluderar objekt som är distinktivt separerade och därav ej grupperade. Scenario två inkluderar grupperade samt ockluderade objekt. En användarstudie med nio olika deltagare genomfördes för att jämföra exekveringstiderna och ta reda på hur felbenägna de olika metoderna var. Varje testdeltagare utförde åtta olika tester, tre i det icke-grupperade scenariot och fem i det grupperade scenariot. I två av testerna i det grupperade scenariot fick deltagarna hjälp med att zooma genom en zoomalgoritm. Metoderna utvärderades genom att beräkna de genomsnittliga exekveringstiderna samt antal fel tillsammans med motsvarande standardavvikelser. För att förstå hur användarna upplevde de olika metoderna togs en subjektiv kognitiv belastningspoäng fram genom ett frågeformulär. Eye-tracker metoderna var konkurrenskraftiga i jämförelse med musinteraktion i det enklare fallet där objekt ej var grupperade. I ett mer komplext scenario, såsom i det grupperade fallet, hade dock musinteraktionen den lägsta genomsnittliga exekveringstiden och kognitiva belastningspoängen. En annan typ av selektions beteende upptäcktes bland testdeltagarna i det grupperade scenariot på grund av skillnaden i precision mellan eye-trackern och musinteraktionen. Slutligen presenteras och diskuteras intressanta områden att överväga vid framtida arbeten.
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43

Wifall, Timothy Curtis. "Reaching into response selection: stimulus and response similarity influence central operations." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/1418.

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This dissertation examines the impact of stimulus and response similarity on response selection. Traditional models of response selection invoke a central processor that operates like a look-up table by matching the perceptually classified stimulus (e.g., green square) to the specified response (e.g., right button press). The look-up property of response selection affords the system the ability to map any stimulus onto any response, even if that stimulus-response has never been paired before. Under such an approach, the degree of perceptual similarity or dissimilarity that exists among stimuli in the environment should have little effect on central operations, the similarity or dissimilarity of the motor response executed in response to a stimulus should not influence response selection, and no interaction between stimulus and response features is permitted, given that stimulus features affect the encoding process, and response features affect the output process, but not response selection itself. Eight studies examine the influence of stimulus and response similarity during response selection. The first two experiments establish the interaction across different task demands between stimulus and response similarity. The interaction was not the result of perceptual difficulty (Experiment 3) and was extended to a new set of stimuli (Experiment 4). A consequence of the design in Experiments 1 - 4 was that response condition was confounded with response configuration. In one of the response conditions the target location had three competitors on one side of it compared to the other condition where the target had one competitor on one side and two others on the other side. Experiments 5 and 6 examined the separate roles that response configuration and response metrics had on the interaction between stimulus and response similarity. The mechanism that produced the interaction was the result of competition between partially activated stimulus-response alternatives. Experiments 7 and 8 further explored the role of competition during response selection by turning to traditional response selection methodologies that introduce competition through either the presentation of irrelevant stimulus information or through presenting the stimulus along an irrelevant spatial dimension. These data have broad implications for models of RS. To account for the ability to pair any stimulus modality with any response modality dominant accounts of RS assume that central operations are performed by a generic set of processes that operate over representations that are stripped of metric information (amodal representations). Response selection works as a look-up table that receives a categorized stimulus as an input and returns an abstract response code as output. This type of model cannot produce an interaction between stimulus and response similarity and thus, the present data provide a serious challenge to these types of models. Finally, the data provide evidence that the metric relationship between stimuli and response matter and influence response selection. The co-activation of stimulus-response alternatives are at a level of representation that includes both stimulus and response properties. A framework is presented that captures key aspects of the data.
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44

Enikeev, Amir. "Monitorovací systém pro zjištění motility a polohy laboratorních zvířat po anestézii." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-401008.

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This diplom work entitled "Monitoring system for the detection of motility and position of laboratory animals after anesthesia" focuses on the design and implementation of non-contact detection of the rat or mouse position in the enclosure with a transparent cover. The aim of this semester paper is to find suitable methods of realizing contactless detection of the position of a laboratory rat or mouse. This automatic positioning of the animal will be used as the basis for controlling the irradiator in the next follow-up work, which will "shade" animal movement and aim at the scar on the animal's back. The rat that is located inside our enclosure is either standard or movable after anesthesia. In this work I first deal with searches of automatic monitoring systems for detecting the position of animals in the enclosure. Then, in the practical part, I test three types of cameras for image detection of rat position. Evaluation software for motion analysis will largely be solved in the follow-up diploma thesis.Project made like monitoring and detecting software based on OpenCV.
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45

Mannan, Ashraf-ul. "Elucidation of Theg gene role in spermatogenesis and characterisation of a novel spontaneous mutation named "nax" in mouse." Doctoral thesis, [S.l.] : [s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=968492398.

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46

Budak, Ronya, and Bergman Ted Klein. "Identifying effectiveness of different input devices as pointing devices for graphical user interfaces." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232170.

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As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall.
Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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47

Modaresi, Mahyar. "System and Method for Passive Radiative RFID Tag Positioning in Realtime for both Elevation and Azimuth Directions." Thesis, KTH, Communication Systems, CoS, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24562.

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In this thesis, design and realization of a system which enables precise positioning of RFID tags in both azimuth and elevation angles is explained. The positioning is based on measuring the phase difference between four Yagi antennas placed in two arrays. One array is placed in the azimuth plane and the other array is perpendicular to the first array in the elevation plane. The phase difference of the signals received from the antennas in the azimuth array is used to find the position of RFID tag in the horizontal direction. For the position in the vertical direction, the phase difference of the signals received from the antennas in the elevation plane is used. After that the position of tag in horizontal and vertical directions is used to control the mouse cursor in the horizontal and vertical directions on the computer screen. In this way by attaching one RFID tag to a plastic rod, a wireless pen is implemented which enables drawing in the air by using a program like Paint in Windows. Simulated results show that the resolution of the tag positioning in the system is in the order of 3mm in a distance equal to 0.5 meter in front of the array with few number of averaging over the received phase data. Using the system in practice reveals that it is easily possible to write and draw with this RFID pen. In addition it is argued how the system is totally immune to any counterfeit attempt for faked drawings by randomly changing the transmitting antenna in the array. This will make the system a novel option for human identity verification.


QC 20100920
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48

Kněžík, Jan. "EEG biofeedback rozhraní lidského mozku a počítače." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2007. http://www.nusl.cz/ntk/nusl-412772.

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This master thesis dwells on EEGbiofeedback (also called Neurofeedback) interface of human brain and the computer and its concrete realization in Java programming language. This system is founded on the basis of the computer, which is accomplishing biological feedback (biofeedback) and the electroencephalography (EEG) by helping that state's scanning of user's brain is realized. By this way is possible to practise the human brain effectively to achieve better concentration, the elimination of sleeping and learning deficiency. Hereafter is the suggestion of direction control of computer mouse by EEG device incorporated, which makes it possible for the man to regulate the direction of the cursor's movement on the screen by the frequency of brain's oscillation. The motivation for solution of this problem is the effort to help to handicapped people to communicate with surrounding world. The introduction of this paper contains the basic facts about human brain, electroencephalography and EEG biofeedback. The following chapters dwell on the specification of claims to developed application, its suggestion and description of actual realization. The final part relates to the BCI (Brain-Computer Interface) systems and suggestion of computer's control by EEGappliance with evaluation of attained results.
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49

Kolbeinsson, Ari. "Mind the gap : Extending the body into 3d environments using 2d tools for interaction." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5279.

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This thesis is a literature study on how existing research on embodied tool use may support the use of the use of the computer mouse within three dimensional environments, followed by an analysis of a typical scenario in the use of three dimensional environment. Problems with interaction in this domain are well known to designers of 3d programs but not well understood, which results in programs in which mouse controllers are used to control three dimensional objects being more difficult to learn and less efficient to use than would be possible if the interaction was better understood. The problems are often identified by their symptoms, such as the drag-threshold problem, picking problem, and the object rotation/viewpoint management problem, but this thesis will explore what the cause of those problems is, and identifies them all as a single cognitive problem which is found to be caused by a rift between the functioning of the two dimensional tool in use (the mouse and cursor) and the simulated three dimensional environment with which the cursor is interacting. Analyses are performed on a scenario, and result in a pinpointing of the problem and possible solutions to the interaction part of the problem (with design guidelines emerging), as well as finding the possibility that the cognitive roots of the problem result from an incompatibility between body-schema frames of reference for movement between the two dimensional parts of the action and the three dimensional part of the action.
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50

Perelman, Gary. "Conception, développement et évaluation de techniques d'interactions fluides pour des environnements multidimensionnels : application aux logiciels du service public." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30255/document.

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Les travaux de cette thèse s'inscrivent dans une collaboration avec l'entreprise Berger-Levrault, acteur majeur du développement de logiciels de gestion administrative pour les services publics. Ces travaux s'appuient sur deux constats. D'une part, la politique de numérisation des services publics induit la nécessité de disposer de logiciels adaptés aux métiers de l'ensemble des établissements publics. Ces logiciels sont complexes et particulièrement riches comparativement aux logiciels de bureautique classiquement utilisés. D'autre part, on observe que les dispositifs utilisés pour interagir avec ces logiciels n'évoluent que très peu. Depuis plusieurs décennies, la souris et le clavier restent la norme dans un environnement fixe. Or, ces dispositifs ne possèdent que peu de degrés de libertés en entrée. La manipulation de données multidimensionnelles avec ceux-ci induit un plus grand nombre d'étapes pour réaliser une tâche, rallongeant ainsi le chemin d'interaction. Dans ce contexte, l'objectif de ces travaux de thèse est de contribuer à la fluidification de l'interaction avec des données multidimensionnelles, contenues dans les logiciels du service public, au travers de l'augmentation des degrés de libertés en entrée proposés par les dispositifs. En effet, une plus grande quantité de degrés de libertés en entrée réduirait le nombre d'étapes nécessaires à la réalisation d'une tâche donnée, fluidifiant ainsi l'interaction. Nous proposons 3 contributions majeures : un dispositif à multiples degrés de libertés, la Roly-Poly Mouse ; un espace de conception, DECO ; ainsi qu'un ensemble de techniques d'interaction avec dispositifs mobiles basées sur le principe du stacking. Une première contribution de nos travaux consiste en la conception d'un nouveau dispositif à multiples degrés de liberté : la Roly-Poly Mouse (RPM). Ce dispositif, dont la base est arrondie, vise à remplacer la souris traditionnelle. Il possède 6 degrés de libertés (3 translations dont 2 exploitées et 3 rotations). Nous avons évalué ses performances et l'avons comparé à d'autres dispositifs pour une tâche nécessitant 6 degrés de libertés (manipulation d'objet 3D). Une seconde contribution de nos travaux consiste en la définition d'un espace de conception se focalisant sur l'aspect physique de la composition de dispositifs : DECO. DECO s'appuie sur deux axes : l'arrangement physique et la manipulation physique. À partir de cet espace de conception, nous avons conçu un dispositif composé : la Roly-Poly Mouse 2, un dispositif composé d'une Roly-Poly Mouse et d'une souris traditionnelle. Nous avons évalué ses performances et l'avons comparé à d'autres dispositifs au travers d'une tâche de RST (Rotate-Scale-Translate, tâche 5D). [...]
The work of this thesis is part of a collaboration with the company Berger-Levrault, a major actor in the development of administrative management software for public services. This work is based on two observations. On the first hand, the policy of digitization of public services induces the need for software adapted to the professions of all public institutions. These software are complex and particularly rich compared to classically used office software (Office, mailbox, etc.). On the other hand, we observe that the devices used to interact with these software did not evolve. Since several decades, the mouse and the keyboard remain the norm in a fixed environment. However, these devices have only few input degrees of freedom. The manipulation of multidimensional data with these devices induces a greater number of steps to perform a task, thus lengthening the interaction path. In this context, the objective of these thesis work is to improve the interaction flow with multidimensional data contained in the software of the public service through the increase of the input degrees of freedom proposed by the devices. Indeed, a larger amount of input degrees of freedom would reduce the number of steps necessary to the accomplishment of a given task, thus improving the interaction flow. We propose three major contributions: a device with multiple degrees of freedom, the Roly-Poly Mouse; a design space, DECO; as well as a set of interaction techniques with mobile devices based on the principle of stacking. A first contribution of our work is the design of a new device with multiple degrees of freedom: the Roly-Poly Mouse (RPM). This device, whose base is rounded, aims to replace the traditional mouse. It has 6 degrees of freedom (3 translations of which 2 exploited and 3 rotations). We evaluated its performance and compared it to other devices for a task requiring 6 degrees of freedom (3D object manipulation). A second contribution of our work is the definition of a design space focusing on the physical aspect of the composition of devices: DECO. DECO relies on two axes: physical arrangement and physical manipulation. From this design space, we designed a compound device: the Roly-Poly Mouse 2, a device consisting of the combination of a Roly-Poly Mouse and a traditional mouse. We evaluated its performance and compared it to other devices through a RST task (Rotate-Scale-Translate, 5D task). [...]
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